1 #include "MasterState.hpp"
3 #include "../creature/Creature.hpp"
4 #include "../graphics/Viewport.hpp"
5 #include "../math/const.hpp"
6 #include "../world/Body.hpp"
7 #include "../world/Planet.hpp"
8 #include "../world/Simulation.hpp"
9 #include "../world/Sun.hpp"
11 #include <glm/gtx/transform.hpp>
17 MasterState::MasterState(Assets &assets, world::Simulation &sim) noexcept
24 , cam_orient(PI * 0.375, PI * 0.25, 0.0)
32 MasterState::~MasterState() noexcept {
36 void MasterState::OnResize(int w, int h) {
37 assets.shaders.canvas.Activate();
38 assets.shaders.canvas.Resize(float(w), float(h));
39 assets.shaders.alpha_sprite.Activate();
40 assets.shaders.alpha_sprite.SetVP(glm::mat4(1.0f), glm::ortho(0.0f, float(w), float(h), 0.0f, 1.0e4f, -1.0e4f));
42 cam.Aspect(float(w), float(h));
43 assets.shaders.planet_surface.Activate();
44 assets.shaders.planet_surface.SetVP(cam.View(), cam.Projection());
45 assets.shaders.sun_surface.Activate();
46 assets.shaders.sun_surface.SetVP(cam.View(), cam.Projection());
47 assets.shaders.creature_skin.Activate();
48 assets.shaders.creature_skin.SetVP(cam.View(), cam.Projection());
51 void MasterState::OnUpdate(int dt) {
56 // one tick per frame when debugging so pausing execution doesn't result in more ticks
59 while (remain >= FrameMS() && max_tick > 0) {
65 void MasterState::Tick() {
66 constexpr double dt = 0.01666666666666666666666666666666;
71 thirds = (thirds + 1) % 3;
73 double cam_diff = cam_tgt_dist - cam_dist;
74 if (std::abs(cam_diff) > 0.001) {
75 cam_dist += cam_diff * 0.25;
77 cam_dist = cam_tgt_dist;
81 int MasterState::FrameMS() const noexcept {
82 return thirds == 0 ? 16 : 17;
86 void MasterState::OnKeyDown(const SDL_KeyboardEvent &e) {
87 if (e.keysym.sym == SDLK_p) {
92 void MasterState::OnMouseDown(const SDL_MouseButtonEvent &e) {
93 if (e.button == SDL_BUTTON_RIGHT) {
94 SDL_SetRelativeMouseMode(SDL_TRUE);
99 void MasterState::OnMouseUp(const SDL_MouseButtonEvent &e) {
100 if (e.button == SDL_BUTTON_RIGHT) {
101 SDL_SetRelativeMouseMode(SDL_FALSE);
102 cam_dragging = false;
106 void MasterState::OnMouseMotion(const SDL_MouseMotionEvent &e) {
107 constexpr double pitch_scale = PI * 0.001;
108 constexpr double yaw_scale = PI * 0.002;
110 cam_orient.x = glm::clamp(cam_orient.x + double(e.yrel) * pitch_scale, 0.0, PI * 0.5);
111 cam_orient.y = std::fmod(cam_orient.y + double(e.xrel) * yaw_scale, PI * 2.0);
115 void MasterState::OnMouseWheel(const SDL_MouseWheelEvent &e) {
116 constexpr double roll_scale = PI * 0.0625;
117 constexpr double zoom_scale = -1.0;
118 constexpr double zoom_base = 1.125;
119 cam_orient.z = glm::clamp(cam_orient.z + double(e.x) * roll_scale, PI * -0.5, PI * 0.5);
120 cam_tgt_dist = std::max(cp.GetCreature().Size() * 2.0, cam_tgt_dist * std::pow(zoom_base, double(e.y) * zoom_scale));
123 void MasterState::OnRender(graphics::Viewport &viewport) {
125 cam.Radial(cp.GetCreature(), cam_dist, cam_orient);
126 assets.shaders.planet_surface.Activate();
127 assets.shaders.planet_surface.SetV(cam.View());
128 assets.shaders.sun_surface.Activate();
129 assets.shaders.sun_surface.SetV(cam.View());
130 assets.shaders.creature_skin.Activate();
131 assets.shaders.creature_skin.SetV(cam.View());
135 for (auto sun : sim.Suns()) {
136 // TODO: source sun's light color and strength
137 glm::vec3 pos(cam.View() * cam.Model(*sun)[3]);
138 glm::vec3 col(1.0f, 1.0f, 1.0f);
140 assets.shaders.planet_surface.Activate();
141 assets.shaders.planet_surface.SetLight(num_lights, pos, col, str);
142 assets.shaders.creature_skin.Activate();
143 assets.shaders.creature_skin.SetLight(num_lights, pos, col, str);
145 if (num_lights >= graphics::PlanetSurface::MAX_LIGHTS || num_lights >= graphics::CreatureSkin::MAX_LIGHTS) {
149 for (auto planet : sim.Planets()) {
150 // TODO: indirect light from planets, calculate strength and get color somehow
151 glm::vec3 pos(cam.View() * cam.Model(*planet)[3]);
152 glm::vec3 col(1.0f, 1.0f, 1.0f);
154 assets.shaders.planet_surface.Activate();
155 assets.shaders.planet_surface.SetLight(num_lights, pos, col, str);
156 assets.shaders.creature_skin.Activate();
157 assets.shaders.creature_skin.SetLight(num_lights, pos, col, str);
159 if (num_lights >= graphics::PlanetSurface::MAX_LIGHTS || num_lights >= graphics::CreatureSkin::MAX_LIGHTS) {
163 assets.shaders.planet_surface.Activate();
164 assets.shaders.planet_surface.SetNumLights(num_lights);
165 assets.shaders.creature_skin.Activate();
166 assets.shaders.creature_skin.SetNumLights(num_lights);
168 assets.shaders.planet_surface.Activate();
169 assets.shaders.planet_surface.SetTexture(assets.textures.tiles);
170 for (auto planet : sim.Planets()) {
171 assets.shaders.planet_surface.SetM(cam.Model(*planet));
172 planet->Draw(assets, viewport);
175 assets.shaders.sun_surface.Activate();
176 for (auto sun : sim.Suns()) {
177 double sun_radius = sun->Radius();
178 assets.shaders.sun_surface.SetM(
179 cam.Model(*sun) * glm::scale(glm::vec3(sun_radius, sun_radius, sun_radius)));
180 assets.shaders.sun_surface.SetLight(glm::vec3(1.0f, 1.0f, 1.0f), 1.0e6f);
181 assets.shaders.sun_surface.Draw();
184 assets.shaders.creature_skin.Activate();
185 assets.shaders.creature_skin.SetTexture(assets.textures.skins);
186 // TODO: extend to nearby bodies as well
187 for (auto c : cam.Reference().Creatures()) {
188 assets.shaders.creature_skin.SetM(cam.Model(cam.Reference()) * glm::mat4(c->LocalTransform()));
189 assets.shaders.creature_skin.SetBaseColor(c->BaseColor());
190 assets.shaders.creature_skin.SetHighlightColor(c->HighlightColor());
194 viewport.ClearDepth();
195 cp.Draw(assets, viewport);