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) {
53 while (remain >= FrameMS()) {
58 void MasterState::Tick() {
59 constexpr double dt = 0.01666666666666666666666666666666;
64 thirds = (thirds + 1) % 3;
66 double cam_diff = cam_tgt_dist - cam_dist;
67 if (std::abs(cam_diff) > 0.001) {
68 cam_dist += cam_diff * 0.25;
70 cam_dist = cam_tgt_dist;
74 int MasterState::FrameMS() const noexcept {
75 return thirds == 0 ? 16 : 17;
79 void MasterState::OnKeyDown(const SDL_KeyboardEvent &e) {
80 if (e.keysym.sym == SDLK_p) {
85 void MasterState::OnMouseDown(const SDL_MouseButtonEvent &e) {
86 if (e.button == SDL_BUTTON_RIGHT) {
87 SDL_SetRelativeMouseMode(SDL_TRUE);
92 void MasterState::OnMouseUp(const SDL_MouseButtonEvent &e) {
93 if (e.button == SDL_BUTTON_RIGHT) {
94 SDL_SetRelativeMouseMode(SDL_FALSE);
99 void MasterState::OnMouseMotion(const SDL_MouseMotionEvent &e) {
100 constexpr double pitch_scale = PI * 0.001;
101 constexpr double yaw_scale = PI * 0.002;
103 cam_orient.x = glm::clamp(cam_orient.x + double(e.yrel) * pitch_scale, 0.0, PI * 0.5);
104 cam_orient.y = std::fmod(cam_orient.y + double(e.xrel) * yaw_scale, PI * 2.0);
108 void MasterState::OnMouseWheel(const SDL_MouseWheelEvent &e) {
109 constexpr double roll_scale = PI * 0.0625;
110 constexpr double zoom_scale = -1.0;
111 constexpr double zoom_base = 1.125;
112 cam_orient.z = glm::clamp(cam_orient.z + double(e.x) * roll_scale, PI * -0.5, PI * 0.5);
113 cam_tgt_dist = std::max(1.0, cam_tgt_dist * std::pow(zoom_base, double(e.y) * zoom_scale));
116 void MasterState::OnRender(graphics::Viewport &viewport) {
118 cam.Radial(cp.GetCreature(), cam_dist, cam_orient);
119 assets.shaders.planet_surface.Activate();
120 assets.shaders.planet_surface.SetV(cam.View());
121 assets.shaders.sun_surface.Activate();
122 assets.shaders.sun_surface.SetV(cam.View());
123 assets.shaders.creature_skin.Activate();
124 assets.shaders.creature_skin.SetV(cam.View());
128 for (auto sun : sim.Suns()) {
129 // TODO: source sun's light color and strength
130 glm::vec3 pos(cam.View() * cam.Model(*sun)[3]);
131 glm::vec3 col(1.0f, 1.0f, 1.0f);
133 assets.shaders.planet_surface.Activate();
134 assets.shaders.planet_surface.SetLight(num_lights, pos, col, str);
135 assets.shaders.creature_skin.Activate();
136 assets.shaders.creature_skin.SetLight(num_lights, pos, col, str);
138 if (num_lights >= graphics::PlanetSurface::MAX_LIGHTS || num_lights >= graphics::CreatureSkin::MAX_LIGHTS) {
142 for (auto planet : sim.Planets()) {
143 // TODO: indirect light from planets, calculate strength and get color somehow
144 glm::vec3 pos(cam.View() * cam.Model(*planet)[3]);
145 glm::vec3 col(1.0f, 1.0f, 1.0f);
147 assets.shaders.planet_surface.Activate();
148 assets.shaders.planet_surface.SetLight(num_lights, pos, col, str);
149 assets.shaders.creature_skin.Activate();
150 assets.shaders.creature_skin.SetLight(num_lights, pos, col, str);
152 if (num_lights >= graphics::PlanetSurface::MAX_LIGHTS || num_lights >= graphics::CreatureSkin::MAX_LIGHTS) {
156 assets.shaders.planet_surface.Activate();
157 assets.shaders.planet_surface.SetNumLights(num_lights);
158 assets.shaders.creature_skin.Activate();
159 assets.shaders.creature_skin.SetNumLights(num_lights);
161 assets.shaders.planet_surface.Activate();
162 assets.shaders.planet_surface.SetTexture(assets.textures.tiles);
163 for (auto planet : sim.Planets()) {
164 assets.shaders.planet_surface.SetM(cam.Model(*planet));
165 planet->Draw(assets, viewport);
168 assets.shaders.sun_surface.Activate();
169 for (auto sun : sim.Suns()) {
170 double sun_radius = sun->Radius();
171 assets.shaders.sun_surface.SetM(
172 cam.Model(*sun) * glm::scale(glm::vec3(sun_radius, sun_radius, sun_radius)));
173 assets.shaders.sun_surface.SetLight(glm::vec3(1.0f, 1.0f, 1.0f), 1.0e6f);
174 assets.shaders.sun_surface.Draw();
177 assets.shaders.creature_skin.Activate();
178 assets.shaders.creature_skin.SetTexture(assets.textures.skins);
179 // TODO: extend to nearby bodies as well
180 for (auto c : cam.Reference().Creatures()) {
181 assets.shaders.creature_skin.SetM(cam.Model(cam.Reference()) * glm::mat4(c->LocalTransform()));
182 assets.shaders.creature_skin.SetBaseColor(c->BaseColor());
183 assets.shaders.creature_skin.SetHighlightColor(c->HighlightColor());
187 viewport.ClearDepth();
188 cp.Draw(assets, viewport);