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better camera behaviour
[blobs.git] / src / app / states.cpp
1 #include "MasterState.hpp"
2
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"
11
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>
16
17 #include <iostream>
18 #include <glm/gtx/io.hpp>
19
20
21 namespace blobs {
22 namespace app {
23
24 MasterState::MasterState(Assets &assets, world::Simulation &sim) noexcept
25 : State()
26 , assets(assets)
27 , sim(sim)
28 , cam(sim.Root())
29 , cam_pos(0.0, 0.0, 1.0)
30 , cam_tgt_pos(0.0, 0.0, 1.0)
31 , cam_focus(0.0)
32 , cam_tgt_focus(0.0)
33 , cam_up(0.0, 1.0, 0.0)
34 , cam_tgt_up(0.0, 1.0, 0.0)
35 , cam_dist(5.0)
36 , cam_orient(PI * 0.375, PI * 0.25, 0.0)
37 , cam_dragging(false)
38 , shown_creature(nullptr)
39 , shown_body(nullptr)
40 , bp(assets)
41 , cp(assets)
42 , rp(sim)
43 , tp(sim)
44 , remain(0)
45 , thirds(0)
46 , paused(false) {
47         bp.ZIndex(10.0f);
48         cp.ZIndex(20.0f);
49         rp.ZIndex(30.0f);
50         tp.ZIndex(40.0f);
51 }
52
53 MasterState::~MasterState() noexcept {
54 }
55
56
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);
61         cp.Show(c);
62         bp.Hide();
63         tp.SetBody(c.GetSituation().GetPlanet());
64         shown_creature = &c;
65         shown_body = nullptr;
66 }
67
68 void MasterState::Show(world::Body &b) noexcept {
69         cam.Reference(b);
70         cam.TrackOrientation(false);
71         bp.Show(b);
72         cp.Hide();
73         tp.SetBody(b);
74         shown_creature = nullptr;
75         shown_body = &b;
76 }
77
78
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));
84
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());
92 }
93
94 void MasterState::OnUpdate(int dt) {
95         remain += dt;
96 #ifdef NDEBUG
97         int max_tick = 10;
98 #else
99         // one tick per frame when debugging so pausing execution doesn't result in more ticks
100         int max_tick = 1;
101 #endif
102         while (remain >= FrameMS() && max_tick > 0) {
103                 Tick();
104                 --max_tick;
105         }
106         if (max_tick == 0) {
107                 // drop remaining
108                 remain = 0;
109         }
110 }
111
112 void MasterState::Tick() {
113         constexpr double dt = 0.01666666666666666666666666666666;
114         if (!paused) {
115                 sim.Tick(dt);
116         }
117         remain -= FrameMS();
118         thirds = (thirds + 1) % 3;
119
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();
130         }
131
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))));
134         dir =
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))
137                 * dir;
138         cam_tgt_up = glm::rotate(cam_tgt_up, cam_orient.z, glm::normalize(-dir));
139         cam_tgt_pos = cam_tgt_focus - dir;
140
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;
145         } else {
146                 cam_pos = cam_tgt_pos;
147         }
148
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;
152         } else {
153                 cam_focus = cam_tgt_focus;
154         }
155
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)));
159         } else {
160                 cam_up = cam_tgt_up;
161         }
162 }
163
164 int MasterState::FrameMS() const noexcept {
165         return thirds == 0 ? 16 : 17;
166 }
167
168
169 void MasterState::OnKeyDown(const SDL_KeyboardEvent &e) {
170         if (e.keysym.sym == SDLK_p) {
171                 paused = !paused;
172         } else if (e.keysym.sym == SDLK_F1) {
173                 rp.Toggle();
174         }
175 }
176
177 void MasterState::OnMouseDown(const SDL_MouseButtonEvent &e) {
178         if (e.button == SDL_BUTTON_RIGHT) {
179                 SDL_SetRelativeMouseMode(SDL_TRUE);
180                 cam_dragging = true;
181         }
182 }
183
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));
188
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);
193                         double dist = 0.0;
194                         if (Intersect(ray, c->CollisionBounds(), glm::dmat4(cam.Model(c->GetSituation().GetPlanet())) * c->CollisionTransform(), normal, dist)
195                                 && dist < closest_dist) {
196                                 shown_creature = c;
197                                 closest_dist = dist;
198                         }
199                 }
200
201                 shown_body = nullptr;
202                 for (world::Body *b : sim.Bodies()) {
203                         glm::dvec3 normal(0.0);
204                         double dist = 0.0;
205                         if (Intersect(ray, glm::dmat4(cam.Model(*b)) * b->CollisionBounds(), normal, dist) && dist < closest_dist) {
206                                 shown_creature = nullptr;
207                                 shown_body = b;
208                                 closest_dist = dist;
209                         }
210                 }
211
212                 if (shown_creature) {
213                         Show(*shown_creature);
214                 } else if (shown_body) {
215                         Show(*shown_body);
216                 } else {
217                         cp.Hide();
218                         bp.Hide();
219                 }
220         } else if (e.button == SDL_BUTTON_RIGHT) {
221                 SDL_SetRelativeMouseMode(SDL_FALSE);
222                 cam_dragging = false;
223         }
224 }
225
226 void MasterState::OnMouseMotion(const SDL_MouseMotionEvent &e) {
227         constexpr double pitch_scale = PI * 0.001;
228         constexpr double yaw_scale = PI * 0.002;
229         if (cam_dragging) {
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);
232         }
233 }
234
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));
241 }
242
243 void MasterState::OnRender(graphics::Viewport &viewport) {
244         cam.LookAt(cam_pos, cam_focus, 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());
251
252         int num_lights = 0;
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()));
259                 ++num_lights;
260                 if (num_lights >= graphics::PlanetSurface::MAX_LIGHTS || num_lights >= graphics::CreatureSkin::MAX_LIGHTS) {
261                         break;
262                 }
263         }
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);
268                 float str = 10.0f;
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);
273                 ++num_lights;
274                 if (num_lights >= graphics::PlanetSurface::MAX_LIGHTS || num_lights >= graphics::CreatureSkin::MAX_LIGHTS) {
275                         break;
276                 }
277         }
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);
282
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);
288         }
289
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();
297         }
298
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()));
306                 c->Draw(viewport);
307         }
308
309         viewport.ClearDepth();
310         bp.Draw(viewport);
311         cp.Draw(viewport);
312         rp.Draw(viewport);
313         tp.Draw(viewport);
314 }
315
316 }
317 }