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[blobs.git] / src / app / states.cpp
1 #include "MasterState.hpp"
2
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"
10
11 #include <glm/gtx/transform.hpp>
12
13
14 namespace blobs {
15 namespace app {
16
17 MasterState::MasterState(Assets &assets, world::Simulation &sim) noexcept
18 : State()
19 , assets(assets)
20 , sim(sim)
21 , cam(sim.Root())
22 , cam_dist(10.0)
23 , cam_tgt_dist(10.0)
24 , cam_orient(PI * 0.125, 0.0, 0.0)
25 , cam_dragging(false)
26 , cp(assets)
27 , remain(0)
28 , thirds(0)
29 , paused(false) {
30 }
31
32 MasterState::~MasterState() noexcept {
33 }
34
35
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));
41
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());
49 }
50
51 void MasterState::OnUpdate(int dt) {
52         remain += dt;
53         while (remain >= FrameMS()) {
54                 Tick();
55         }
56 }
57
58 void MasterState::Tick() {
59         constexpr double dt = 0.01666666666666666666666666666666;
60         if (!paused) {
61                 sim.Tick(dt);
62         }
63         remain -= FrameMS();
64         thirds = (thirds + 1) % 3;
65
66         double cam_diff = cam_tgt_dist - cam_dist;
67         if (std::abs(cam_diff) > 0.001) {
68                 cam_dist += cam_diff * 0.25;
69         } else {
70                 cam_dist = cam_tgt_dist;
71         }
72 }
73
74 int MasterState::FrameMS() const noexcept {
75         return thirds == 0 ? 16 : 17;
76 }
77
78
79 void MasterState::OnKeyDown(const SDL_KeyboardEvent &e) {
80         if (e.keysym.sym == SDLK_p) {
81                 paused = !paused;
82         }
83 }
84
85 void MasterState::OnMouseDown(const SDL_MouseButtonEvent &e) {
86         if (e.button == SDL_BUTTON_RIGHT) {
87                 SDL_SetRelativeMouseMode(SDL_TRUE);
88                 cam_dragging = true;
89         }
90 }
91
92 void MasterState::OnMouseUp(const SDL_MouseButtonEvent &e) {
93         if (e.button == SDL_BUTTON_RIGHT) {
94                 SDL_SetRelativeMouseMode(SDL_FALSE);
95                 cam_dragging = false;
96         }
97 }
98
99 void MasterState::OnMouseMotion(const SDL_MouseMotionEvent &e) {
100         constexpr double pitch_scale = PI * 0.001;
101         constexpr double yaw_scale = PI * 0.002;
102         if (cam_dragging) {
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);
105         }
106 }
107
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));
114 }
115
116 void MasterState::OnRender(graphics::Viewport &viewport) {
117         if (cp.Shown()) {
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());
125         }
126
127         int num_lights = 0;
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);
132                 float str = 1.0e6f;
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);
137                 ++num_lights;
138                 if (num_lights >= graphics::PlanetSurface::MAX_LIGHTS || num_lights >= graphics::CreatureSkin::MAX_LIGHTS) {
139                         break;
140                 }
141         }
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);
146                 float str = 10.0f;
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);
151                 ++num_lights;
152                 if (num_lights >= graphics::PlanetSurface::MAX_LIGHTS || num_lights >= graphics::CreatureSkin::MAX_LIGHTS) {
153                         break;
154                 }
155         }
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);
160
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);
166         }
167
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();
175         }
176
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());
184                 c->Draw(viewport);
185         }
186
187         viewport.ClearDepth();
188         cp.Draw(assets, viewport);
189 }
190
191 }
192 }