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)
34 MasterState::~MasterState() noexcept {
38 void MasterState::OnResize(int w, int h) {
39 assets.shaders.canvas.Activate();
40 assets.shaders.canvas.Resize(float(w), float(h));
41 assets.shaders.alpha_sprite.Activate();
42 assets.shaders.alpha_sprite.SetVP(glm::mat4(1.0f), glm::ortho(0.0f, float(w), float(h), 0.0f, 1.0e4f, -1.0e4f));
44 cam.Aspect(float(w), float(h));
45 assets.shaders.planet_surface.Activate();
46 assets.shaders.planet_surface.SetVP(cam.View(), cam.Projection());
47 assets.shaders.sun_surface.Activate();
48 assets.shaders.sun_surface.SetVP(cam.View(), cam.Projection());
49 assets.shaders.creature_skin.Activate();
50 assets.shaders.creature_skin.SetVP(cam.View(), cam.Projection());
53 void MasterState::OnUpdate(int dt) {
58 // one tick per frame when debugging so pausing execution doesn't result in more ticks
61 while (remain >= FrameMS() && max_tick > 0) {
67 void MasterState::Tick() {
68 constexpr double dt = 0.01666666666666666666666666666666;
73 thirds = (thirds + 1) % 3;
75 double cam_diff = cam_tgt_dist - cam_dist;
76 if (std::abs(cam_diff) > 0.001) {
77 cam_dist += cam_diff * 0.25;
79 cam_dist = cam_tgt_dist;
83 int MasterState::FrameMS() const noexcept {
84 return thirds == 0 ? 16 : 17;
88 void MasterState::OnKeyDown(const SDL_KeyboardEvent &e) {
89 if (e.keysym.sym == SDLK_p) {
94 void MasterState::OnMouseDown(const SDL_MouseButtonEvent &e) {
95 if (e.button == SDL_BUTTON_RIGHT) {
96 SDL_SetRelativeMouseMode(SDL_TRUE);
101 void MasterState::OnMouseUp(const SDL_MouseButtonEvent &e) {
102 if (e.button == SDL_BUTTON_RIGHT) {
103 SDL_SetRelativeMouseMode(SDL_FALSE);
104 cam_dragging = false;
108 void MasterState::OnMouseMotion(const SDL_MouseMotionEvent &e) {
109 constexpr double pitch_scale = PI * 0.001;
110 constexpr double yaw_scale = PI * 0.002;
112 cam_orient.x = glm::clamp(cam_orient.x + double(e.yrel) * pitch_scale, 0.0, PI * 0.499);
113 cam_orient.y = std::fmod(cam_orient.y + double(e.xrel) * yaw_scale, PI * 2.0);
117 void MasterState::OnMouseWheel(const SDL_MouseWheelEvent &e) {
118 constexpr double roll_scale = PI * 0.0625;
119 constexpr double zoom_scale = -1.0;
120 constexpr double zoom_base = 1.125;
121 cam_orient.z = glm::clamp(cam_orient.z + double(e.x) * roll_scale, PI * -0.5, PI * 0.5);
122 cam_tgt_dist = std::max(cp.GetCreature().Size() * 2.0, cam_tgt_dist * std::pow(zoom_base, double(e.y) * zoom_scale));
125 void MasterState::OnRender(graphics::Viewport &viewport) {
127 cam.Radial(cp.GetCreature(), cam_dist, cam_orient);
128 assets.shaders.planet_surface.Activate();
129 assets.shaders.planet_surface.SetV(cam.View());
130 assets.shaders.sun_surface.Activate();
131 assets.shaders.sun_surface.SetV(cam.View());
132 assets.shaders.creature_skin.Activate();
133 assets.shaders.creature_skin.SetV(cam.View());
137 for (auto sun : sim.Suns()) {
138 // TODO: source sun's light color and strength
139 glm::vec3 pos(cam.View() * cam.Model(*sun)[3]);
140 glm::vec3 col(1.0f, 1.0f, 1.0f);
142 assets.shaders.planet_surface.Activate();
143 assets.shaders.planet_surface.SetLight(num_lights, pos, col, str);
144 assets.shaders.creature_skin.Activate();
145 assets.shaders.creature_skin.SetLight(num_lights, pos, col, str);
147 if (num_lights >= graphics::PlanetSurface::MAX_LIGHTS || num_lights >= graphics::CreatureSkin::MAX_LIGHTS) {
151 for (auto planet : sim.Planets()) {
152 // TODO: indirect light from planets, calculate strength and get color somehow
153 glm::vec3 pos(cam.View() * cam.Model(*planet)[3]);
154 glm::vec3 col(1.0f, 1.0f, 1.0f);
156 assets.shaders.planet_surface.Activate();
157 assets.shaders.planet_surface.SetLight(num_lights, pos, col, str);
158 assets.shaders.creature_skin.Activate();
159 assets.shaders.creature_skin.SetLight(num_lights, pos, col, str);
161 if (num_lights >= graphics::PlanetSurface::MAX_LIGHTS || num_lights >= graphics::CreatureSkin::MAX_LIGHTS) {
165 assets.shaders.planet_surface.Activate();
166 assets.shaders.planet_surface.SetNumLights(num_lights);
167 assets.shaders.creature_skin.Activate();
168 assets.shaders.creature_skin.SetNumLights(num_lights);
170 assets.shaders.planet_surface.Activate();
171 assets.shaders.planet_surface.SetTexture(assets.textures.tiles);
172 for (auto planet : sim.Planets()) {
173 assets.shaders.planet_surface.SetM(cam.Model(*planet));
174 planet->Draw(assets, viewport);
177 assets.shaders.sun_surface.Activate();
178 for (auto sun : sim.Suns()) {
179 double sun_radius = sun->Radius();
180 assets.shaders.sun_surface.SetM(
181 cam.Model(*sun) * glm::scale(glm::vec3(sun_radius, sun_radius, sun_radius)));
182 assets.shaders.sun_surface.SetLight(glm::vec3(1.0f, 1.0f, 1.0f), 1.0e6f);
183 assets.shaders.sun_surface.Draw();
186 assets.shaders.creature_skin.Activate();
187 assets.shaders.creature_skin.SetTexture(assets.textures.skins);
188 // TODO: extend to nearby bodies as well
189 for (auto c : cam.Reference().Creatures()) {
190 assets.shaders.creature_skin.SetM(cam.Model(cam.Reference()) * glm::mat4(c->LocalTransform()));
191 assets.shaders.creature_skin.SetBaseColor(c->BaseColor());
192 assets.shaders.creature_skin.SetHighlightColor(c->HighlightColor());
196 viewport.ClearDepth();