1 #include "MasterState.hpp"
3 #include "../world/Body.hpp"
4 #include "../world/Planet.hpp"
5 #include "../world/Simulation.hpp"
6 #include "../world/Sun.hpp"
8 #include <glm/gtx/transform.hpp>
14 MasterState::MasterState(Assets &assets, world::Simulation &sim) noexcept
24 MasterState::~MasterState() noexcept {
28 void MasterState::OnResize(int w, int h) {
29 cam.Aspect(float(w), float(h));
32 void MasterState::OnUpdate(int dt) {
34 while (remain >= FrameMS()) {
39 void MasterState::Tick() {
44 thirds = (thirds + 1) % 3;
47 int MasterState::FrameMS() const noexcept {
48 return thirds == 0 ? 16 : 17;
52 void MasterState::OnKeyDown(const SDL_KeyboardEvent &e) {
53 if (e.keysym.sym == SDLK_p) {
58 void MasterState::OnRender(graphics::Viewport &viewport) {
59 glm::dmat4 ppos = cam.Model(**sim.Suns().begin());
60 assets.shaders.planet_surface.Activate();
61 assets.shaders.planet_surface.SetTexture(assets.textures.tiles);
62 assets.shaders.planet_surface.SetLight(glm::vec3(cam.View() * ppos[3]), glm::vec3(1.0f, 1.0f, 1.0f), 1.0e6f);
64 for (auto planet : sim.Planets()) {
65 assets.shaders.planet_surface.SetMVP(cam.Model(*planet), cam.View(), cam.Projection());
66 planet->Draw(assets, viewport);
69 assets.shaders.sun_surface.Activate();
70 for (auto sun : sim.Suns()) {
71 double sun_radius = sun->Radius();
72 assets.shaders.sun_surface.SetMVP(
73 cam.Model(*sun) * glm::scale(glm::vec3(sun_radius, sun_radius, sun_radius)),
74 cam.View(), cam.Projection());
75 assets.shaders.sun_surface.SetLight(glm::vec3(1.0f, 1.0f, 1.0f), 1.0e6f);
76 assets.shaders.sun_surface.Draw();