1 #include "MasterState.hpp"
3 #include "Application.hpp"
4 #include "../creature/Creature.hpp"
5 #include "../graphics/Viewport.hpp"
6 #include "../math/const.hpp"
7 #include "../world/Body.hpp"
8 #include "../world/Planet.hpp"
9 #include "../world/Simulation.hpp"
10 #include "../world/Sun.hpp"
12 #include <glm/gtx/transform.hpp>
15 #include <glm/gtx/io.hpp>
21 MasterState::MasterState(Assets &assets, world::Simulation &sim) noexcept
28 , cam_orient(PI * 0.375, PI * 0.25, 0.0)
43 MasterState::~MasterState() noexcept {
47 void MasterState::OnResize(int w, int h) {
48 assets.shaders.canvas.Activate();
49 assets.shaders.canvas.Resize(float(w), float(h));
50 assets.shaders.alpha_sprite.Activate();
51 assets.shaders.alpha_sprite.SetVP(glm::mat4(1.0f), glm::ortho(0.0f, float(w), float(h), 0.0f, 1.0e4f, -1.0e4f));
53 cam.Aspect(float(w), float(h));
54 assets.shaders.planet_surface.Activate();
55 assets.shaders.planet_surface.SetVP(cam.View(), cam.Projection());
56 assets.shaders.sun_surface.Activate();
57 assets.shaders.sun_surface.SetVP(cam.View(), cam.Projection());
58 assets.shaders.creature_skin.Activate();
59 assets.shaders.creature_skin.SetVP(cam.View(), cam.Projection());
62 void MasterState::OnUpdate(int dt) {
67 // one tick per frame when debugging so pausing execution doesn't result in more ticks
70 while (remain >= FrameMS() && max_tick > 0) {
76 void MasterState::Tick() {
77 constexpr double dt = 0.01666666666666666666666666666666;
82 thirds = (thirds + 1) % 3;
84 double cam_diff = cam_tgt_dist - cam_dist;
85 if (std::abs(cam_diff) > 0.001) {
86 cam_dist += cam_diff * 0.25;
88 cam_dist = cam_tgt_dist;
92 int MasterState::FrameMS() const noexcept {
93 return thirds == 0 ? 16 : 17;
97 void MasterState::OnKeyDown(const SDL_KeyboardEvent &e) {
98 if (e.keysym.sym == SDLK_p) {
100 } else if (e.keysym.sym == SDLK_F1) {
105 void MasterState::OnMouseDown(const SDL_MouseButtonEvent &e) {
106 if (e.button == SDL_BUTTON_RIGHT) {
107 SDL_SetRelativeMouseMode(SDL_TRUE);
112 void MasterState::OnMouseUp(const SDL_MouseButtonEvent &e) {
113 if (e.button == SDL_BUTTON_LEFT) {
114 glm::dmat4 inverse(glm::inverse(cam.Projection() * cam.View()));
115 math::Ray ray(inverse * App().GetViewport().ShootPixel(e.x, e.y));
117 creature::Creature *closest_creature = nullptr;
118 double closest_dist = std::numeric_limits<double>::infinity();
119 for (creature::Creature *c : sim.LiveCreatures()) {
120 glm::dvec3 normal(0.0);
122 if (Intersect(ray, c->CollisionBounds(), glm::dmat4(cam.Model(c->GetSituation().GetPlanet())) * c->CollisionTransform(), normal, dist)
123 && dist < closest_dist) {
124 closest_creature = c;
129 world::Body *closest_body = nullptr;
130 for (world::Body *b : sim.Bodies()) {
131 glm::dvec3 normal(0.0);
133 if (Intersect(ray, glm::dmat4(cam.Model(*b)) * b->CollisionBounds(), normal, dist) && dist < closest_dist) {
134 closest_creature = nullptr;
140 if (closest_creature) {
141 cp.Show(*closest_creature);
143 } else if (closest_body) {
144 bp.Show(*closest_body);
150 } else if (e.button == SDL_BUTTON_RIGHT) {
151 SDL_SetRelativeMouseMode(SDL_FALSE);
152 cam_dragging = false;
156 void MasterState::OnMouseMotion(const SDL_MouseMotionEvent &e) {
157 constexpr double pitch_scale = PI * 0.001;
158 constexpr double yaw_scale = PI * 0.002;
160 cam_orient.x = glm::clamp(cam_orient.x + double(e.yrel) * pitch_scale, 0.0, PI * 0.499);
161 cam_orient.y = std::fmod(cam_orient.y + double(e.xrel) * yaw_scale, PI * 2.0);
165 void MasterState::OnMouseWheel(const SDL_MouseWheelEvent &e) {
166 constexpr double roll_scale = PI * 0.0625;
167 constexpr double zoom_scale = -1.0;
168 constexpr double zoom_base = 1.125;
169 cam_orient.z = glm::clamp(cam_orient.z + double(e.x) * roll_scale, PI * -0.5, PI * 0.5);
171 cam_tgt_dist = std::max(cp.GetCreature().Size() * 2.0, cam_tgt_dist * std::pow(zoom_base, double(e.y) * zoom_scale));
173 cam_tgt_dist = std::max(1.0, cam_tgt_dist * std::pow(zoom_base, double(e.y) * zoom_scale));
177 void MasterState::OnRender(graphics::Viewport &viewport) {
179 cam.Radial(cp.GetCreature(), cam_dist, cam_orient);
180 assets.shaders.planet_surface.Activate();
181 assets.shaders.planet_surface.SetV(cam.View());
182 assets.shaders.sun_surface.Activate();
183 assets.shaders.sun_surface.SetV(cam.View());
184 assets.shaders.creature_skin.Activate();
185 assets.shaders.creature_skin.SetV(cam.View());
189 for (auto sun : sim.Suns()) {
190 // TODO: source sun's light color and strength
191 glm::vec3 pos(cam.View() * cam.Model(*sun)[3]);
192 assets.shaders.planet_surface.Activate();
193 assets.shaders.planet_surface.SetLight(num_lights, pos, sun->Color(), sun->Luminosity());
194 assets.shaders.creature_skin.Activate();
195 assets.shaders.creature_skin.SetLight(num_lights, pos, sun->Color(), sun->Luminosity());
197 if (num_lights >= graphics::PlanetSurface::MAX_LIGHTS || num_lights >= graphics::CreatureSkin::MAX_LIGHTS) {
201 for (auto planet : sim.Planets()) {
202 // TODO: indirect light from planets, calculate strength and get color somehow
203 glm::vec3 pos(cam.View() * cam.Model(*planet)[3]);
204 glm::vec3 col(1.0f, 1.0f, 1.0f);
206 assets.shaders.planet_surface.Activate();
207 assets.shaders.planet_surface.SetLight(num_lights, pos, col, str);
208 assets.shaders.creature_skin.Activate();
209 assets.shaders.creature_skin.SetLight(num_lights, pos, col, str);
211 if (num_lights >= graphics::PlanetSurface::MAX_LIGHTS || num_lights >= graphics::CreatureSkin::MAX_LIGHTS) {
215 assets.shaders.planet_surface.Activate();
216 assets.shaders.planet_surface.SetNumLights(num_lights);
217 assets.shaders.creature_skin.Activate();
218 assets.shaders.creature_skin.SetNumLights(num_lights);
220 assets.shaders.planet_surface.Activate();
221 assets.shaders.planet_surface.SetTexture(assets.textures.tiles);
222 for (auto planet : sim.Planets()) {
223 assets.shaders.planet_surface.SetM(cam.Model(*planet));
224 planet->Draw(assets, viewport);
227 assets.shaders.sun_surface.Activate();
228 for (auto sun : sim.Suns()) {
229 double sun_radius = sun->Radius();
230 assets.shaders.sun_surface.SetM(
231 cam.Model(*sun) * glm::scale(glm::vec3(sun_radius, sun_radius, sun_radius)));
232 assets.shaders.sun_surface.SetLight(sun->Color(), sun->Luminosity());
233 assets.shaders.sun_surface.Draw();
236 assets.shaders.creature_skin.Activate();
237 assets.shaders.creature_skin.SetTexture(assets.textures.skins);
238 // TODO: extend to nearby bodies as well
239 for (auto c : cam.Reference().Creatures()) {
240 assets.shaders.creature_skin.SetM(cam.Model(cam.Reference()) * glm::mat4(c->LocalTransform()));
241 assets.shaders.creature_skin.SetBaseColor(glm::vec3(c->BaseColor()));
242 assets.shaders.creature_skin.SetHighlightColor(glm::vec4(c->HighlightColor()));
246 viewport.ClearDepth();