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/vector_angle.hpp>
13 #include <glm/gtx/euler_angles.hpp>
14 #include <glm/gtx/rotate_vector.hpp>
15 #include <glm/gtx/transform.hpp>
18 #include <glm/gtx/io.hpp>
24 MasterState::MasterState(Assets &assets, world::Simulation &sim) noexcept
29 , cam_pos(0.0, 0.0, 1.0)
30 , cam_tgt_pos(0.0, 0.0, 1.0)
33 , cam_up(0.0, 1.0, 0.0)
34 , cam_tgt_up(0.0, 1.0, 0.0)
36 , cam_orient(PI * 0.375, PI * 0.25, 0.0)
38 , shown_creature(nullptr)
53 MasterState::~MasterState() noexcept {
57 void MasterState::Show(creature::Creature &c) noexcept {
58 cam.Reference(c.GetSituation().GetPlanet());
59 cam.TrackOrientation(true);
60 cam_orient.x = std::max(0.0, cam_orient.x);
63 tp.SetBody(c.GetSituation().GetPlanet());
68 void MasterState::Show(world::Body &b) noexcept {
70 cam.TrackOrientation(false);
74 shown_creature = nullptr;
79 void MasterState::OnResize(int w, int h) {
80 assets.shaders.canvas.Activate();
81 assets.shaders.canvas.Resize(float(w), float(h));
82 assets.shaders.alpha_sprite.Activate();
83 assets.shaders.alpha_sprite.SetVP(glm::mat4(1.0f), glm::ortho(0.0f, float(w), float(h), 0.0f, 1.0e4f, -1.0e4f));
85 cam.Aspect(float(w), float(h));
86 assets.shaders.planet_surface.Activate();
87 assets.shaders.planet_surface.SetVP(cam.View(), cam.Projection());
88 assets.shaders.sun_surface.Activate();
89 assets.shaders.sun_surface.SetVP(cam.View(), cam.Projection());
90 assets.shaders.creature_skin.Activate();
91 assets.shaders.creature_skin.SetVP(cam.View(), cam.Projection());
94 void MasterState::OnUpdate(int dt) {
99 // one tick per frame when debugging so pausing execution doesn't result in more ticks
102 while (remain >= FrameMS() && max_tick > 0) {
112 void MasterState::Tick() {
113 constexpr double dt = 0.01666666666666666666666666666666;
118 thirds = (thirds + 1) % 3;
120 // determine where camera should be
121 double actual_dist = cam_dist;
122 if (shown_creature) {
123 cam_tgt_focus = shown_creature->GetSituation().Position();
124 cam_tgt_up = glm::normalize(cam_tgt_focus);
125 actual_dist += shown_creature->Size();
126 } else if (shown_body) {
127 cam_tgt_focus = glm::dvec3(0.0);
128 cam_tgt_up = glm::dvec3(0.0, 1.0, 0.0);
129 actual_dist += shown_body->Radius();
132 glm::dvec3 dir(0.0, 0.0, -actual_dist);
133 glm::dvec3 ref_dir(glm::normalize(glm::cross(cam_tgt_up, glm::dvec3(-cam_tgt_up.z, cam_tgt_up.x, cam_tgt_up.y))));
135 glm::dmat3(ref_dir, cam_tgt_up, glm::cross(ref_dir, cam_tgt_up))
136 * glm::dmat3(glm::eulerAngleYX(-cam_orient.y, -cam_orient.x))
138 cam_tgt_up = glm::rotate(cam_tgt_up, cam_orient.z, glm::normalize(-dir));
139 cam_tgt_pos = cam_tgt_focus - dir;
141 // approach target location
142 glm::dvec3 cam_pos_diff(cam_tgt_pos - cam_pos);
143 if (glm::length2(cam_pos_diff) > 0.000001) {
144 cam_pos += cam_pos_diff * 0.25;
146 cam_pos = cam_tgt_pos;
149 glm::dvec3 cam_focus_diff(cam_tgt_focus - cam_focus);
150 if (glm::length2(cam_focus_diff) > 0.000001) {
151 cam_focus += cam_focus_diff * 0.25;
153 cam_focus = cam_tgt_focus;
156 double cam_up_diff = glm::angle(cam_up, cam_tgt_up);
157 if (cam_up_diff > 0.001) {
158 cam_up = glm::rotate(cam_up, cam_up_diff * 0.25, glm::normalize(glm::cross(cam_up, cam_tgt_up)));
164 int MasterState::FrameMS() const noexcept {
165 return thirds == 0 ? 16 : 17;
169 void MasterState::OnKeyDown(const SDL_KeyboardEvent &e) {
170 if (e.keysym.sym == SDLK_p) {
172 } else if (e.keysym.sym == SDLK_F1) {
177 void MasterState::OnMouseDown(const SDL_MouseButtonEvent &e) {
178 if (e.button == SDL_BUTTON_RIGHT) {
179 SDL_SetRelativeMouseMode(SDL_TRUE);
184 void MasterState::OnMouseUp(const SDL_MouseButtonEvent &e) {
185 if (e.button == SDL_BUTTON_LEFT) {
186 glm::dmat4 inverse(glm::inverse(cam.Projection() * cam.View()));
187 math::Ray ray(inverse * App().GetViewport().ShootPixel(e.x, e.y));
189 shown_creature = nullptr;
190 double closest_dist = std::numeric_limits<double>::infinity();
191 for (creature::Creature *c : sim.LiveCreatures()) {
192 glm::dvec3 normal(0.0);
194 if (Intersect(ray, c->CollisionBounds(), glm::dmat4(cam.Model(c->GetSituation().GetPlanet())) * c->CollisionTransform(), normal, dist)
195 && dist < closest_dist) {
201 shown_body = nullptr;
202 for (world::Body *b : sim.Bodies()) {
203 glm::dvec3 normal(0.0);
205 if (Intersect(ray, glm::dmat4(cam.Model(*b)) * b->CollisionBounds(), normal, dist) && dist < closest_dist) {
206 shown_creature = nullptr;
212 if (shown_creature) {
213 Show(*shown_creature);
214 } else if (shown_body) {
220 } else if (e.button == SDL_BUTTON_RIGHT) {
221 SDL_SetRelativeMouseMode(SDL_FALSE);
222 cam_dragging = false;
226 void MasterState::OnMouseMotion(const SDL_MouseMotionEvent &e) {
227 constexpr double pitch_scale = PI * 0.001;
228 constexpr double yaw_scale = PI * 0.002;
230 cam_orient.x = glm::clamp(cam_orient.x + double(e.yrel) * pitch_scale, shown_creature ? 0.0 : PI * -0.499, PI * 0.499);
231 cam_orient.y = std::fmod(cam_orient.y + double(e.xrel) * yaw_scale, PI * 2.0);
235 void MasterState::OnMouseWheel(const SDL_MouseWheelEvent &e) {
236 constexpr double roll_scale = PI * 0.0625;
237 constexpr double zoom_scale = -1.0;
238 constexpr double zoom_base = 1.125;
239 cam_orient.z = glm::clamp(cam_orient.z + double(e.x) * roll_scale, PI * -0.5, PI * 0.5);
240 cam_dist = std::max(0.125, cam_dist * std::pow(zoom_base, double(e.y) * zoom_scale));
243 void MasterState::OnRender(graphics::Viewport &viewport) {
244 cam.LookAt(glm::vec3(cam_pos), glm::vec3(cam_focus), glm::vec3(cam_up));
245 assets.shaders.planet_surface.Activate();
246 assets.shaders.planet_surface.SetV(cam.View());
247 assets.shaders.sun_surface.Activate();
248 assets.shaders.sun_surface.SetV(cam.View());
249 assets.shaders.creature_skin.Activate();
250 assets.shaders.creature_skin.SetV(cam.View());
253 for (auto sun : sim.Suns()) {
254 glm::vec3 pos(cam.View() * cam.Model(*sun)[3]);
255 assets.shaders.planet_surface.Activate();
256 assets.shaders.planet_surface.SetLight(num_lights, pos, glm::vec3(sun->Color()), float(sun->Luminosity()));
257 assets.shaders.creature_skin.Activate();
258 assets.shaders.creature_skin.SetLight(num_lights, pos, glm::vec3(sun->Color()), float(sun->Luminosity()));
260 if (num_lights >= graphics::PlanetSurface::MAX_LIGHTS || num_lights >= graphics::CreatureSkin::MAX_LIGHTS) {
264 for (auto planet : sim.Planets()) {
265 // TODO: indirect light from planets, calculate strength and get color somehow
266 glm::vec3 pos(cam.View() * cam.Model(*planet)[3]);
267 glm::vec3 col(1.0f, 1.0f, 1.0f);
269 assets.shaders.planet_surface.Activate();
270 assets.shaders.planet_surface.SetLight(num_lights, pos, col, str);
271 assets.shaders.creature_skin.Activate();
272 assets.shaders.creature_skin.SetLight(num_lights, pos, col, str);
274 if (num_lights >= graphics::PlanetSurface::MAX_LIGHTS || num_lights >= graphics::CreatureSkin::MAX_LIGHTS) {
278 assets.shaders.planet_surface.Activate();
279 assets.shaders.planet_surface.SetNumLights(num_lights);
280 assets.shaders.creature_skin.Activate();
281 assets.shaders.creature_skin.SetNumLights(num_lights);
283 assets.shaders.planet_surface.Activate();
284 assets.shaders.planet_surface.SetTexture(assets.textures.tiles);
285 for (auto planet : sim.Planets()) {
286 assets.shaders.planet_surface.SetM(cam.Model(*planet));
287 planet->Draw(assets, viewport);
290 assets.shaders.sun_surface.Activate();
291 for (auto sun : sim.Suns()) {
292 double sun_radius = sun->Radius();
293 assets.shaders.sun_surface.SetM(
294 cam.Model(*sun) * glm::scale(glm::vec3(sun_radius, sun_radius, sun_radius)));
295 assets.shaders.sun_surface.SetLight(glm::vec3(sun->Color()), float(sun->Luminosity()));
296 assets.shaders.sun_surface.Draw();
299 assets.shaders.creature_skin.Activate();
300 assets.shaders.creature_skin.SetTexture(assets.textures.skins);
301 // TODO: extend to nearby bodies as well
302 for (auto c : cam.Reference().Creatures()) {
303 assets.shaders.creature_skin.SetM(cam.Model(cam.Reference()) * glm::mat4(c->LocalTransform()));
304 assets.shaders.creature_skin.SetBaseColor(glm::vec3(c->BaseColor()));
305 assets.shaders.creature_skin.SetHighlightColor(glm::vec4(c->HighlightColor()));
309 viewport.ClearDepth();