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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/transform.hpp>
13
14
15 namespace blobs {
16 namespace app {
17
18 MasterState::MasterState(Assets &assets, world::Simulation &sim) noexcept
19 : State()
20 , assets(assets)
21 , sim(sim)
22 , cam(sim.Root())
23 , cam_dist(5.0)
24 , cam_tgt_dist(5.0)
25 , cam_orient(PI * 0.375, PI * 0.25, 0.0)
26 , cam_dragging(false)
27 , cp(assets)
28 , rp(sim)
29 , tp(sim)
30 , remain(0)
31 , thirds(0)
32 , paused(false) {
33 }
34
35 MasterState::~MasterState() noexcept {
36 }
37
38
39 void MasterState::OnResize(int w, int h) {
40         assets.shaders.canvas.Activate();
41         assets.shaders.canvas.Resize(float(w), float(h));
42         assets.shaders.alpha_sprite.Activate();
43         assets.shaders.alpha_sprite.SetVP(glm::mat4(1.0f), glm::ortho(0.0f, float(w), float(h), 0.0f, 1.0e4f, -1.0e4f));
44
45         cam.Aspect(float(w), float(h));
46         assets.shaders.planet_surface.Activate();
47         assets.shaders.planet_surface.SetVP(cam.View(), cam.Projection());
48         assets.shaders.sun_surface.Activate();
49         assets.shaders.sun_surface.SetVP(cam.View(), cam.Projection());
50         assets.shaders.creature_skin.Activate();
51         assets.shaders.creature_skin.SetVP(cam.View(), cam.Projection());
52 }
53
54 void MasterState::OnUpdate(int dt) {
55         remain += dt;
56 #ifdef NDEBUG
57         int max_tick = 10;
58 #else
59         // one tick per frame when debugging so pausing execution doesn't result in more ticks
60         int max_tick = 1;
61 #endif
62         while (remain >= FrameMS() && max_tick > 0) {
63                 Tick();
64                 --max_tick;
65         }
66 }
67
68 void MasterState::Tick() {
69         constexpr double dt = 0.01666666666666666666666666666666;
70         if (!paused) {
71                 sim.Tick(dt);
72         }
73         remain -= FrameMS();
74         thirds = (thirds + 1) % 3;
75
76         double cam_diff = cam_tgt_dist - cam_dist;
77         if (std::abs(cam_diff) > 0.001) {
78                 cam_dist += cam_diff * 0.25;
79         } else {
80                 cam_dist = cam_tgt_dist;
81         }
82 }
83
84 int MasterState::FrameMS() const noexcept {
85         return thirds == 0 ? 16 : 17;
86 }
87
88
89 void MasterState::OnKeyDown(const SDL_KeyboardEvent &e) {
90         if (e.keysym.sym == SDLK_p) {
91                 paused = !paused;
92         }
93 }
94
95 void MasterState::OnMouseDown(const SDL_MouseButtonEvent &e) {
96         if (e.button == SDL_BUTTON_RIGHT && cp.Shown()) {
97                 SDL_SetRelativeMouseMode(SDL_TRUE);
98                 cam_dragging = true;
99         }
100 }
101
102 void MasterState::OnMouseUp(const SDL_MouseButtonEvent &e) {
103         if (e.button == SDL_BUTTON_LEFT) {
104                 glm::dmat4 inverse(glm::inverse(cam.Projection() * cam.View()));
105                 math::Ray ray(inverse * App().GetViewport().ShootPixel(e.x, e.y));
106                 creature::Creature *closest = nullptr;
107                 double closest_dist = 1.0e24;
108                 for (creature::Creature *c : sim.LiveCreatures()) {
109                         glm::dvec3 normal(0.0);
110                         double dist = 0.0;
111                         if (Intersect(ray, c->CollisionBox(), glm::dmat4(cam.Model(c->GetSituation().GetPlanet())) * c->CollisionTransform(), normal, dist)
112                                 && dist < closest_dist) {
113                                 closest = c;
114                                 closest_dist = dist;
115                         }
116                 }
117                 if (closest) {
118                         cp.Show(*closest);
119                 } else {
120                         cp.Hide();
121                 }
122         } else if (e.button == SDL_BUTTON_RIGHT) {
123                 SDL_SetRelativeMouseMode(SDL_FALSE);
124                 cam_dragging = false;
125         }
126 }
127
128 void MasterState::OnMouseMotion(const SDL_MouseMotionEvent &e) {
129         constexpr double pitch_scale = PI * 0.001;
130         constexpr double yaw_scale = PI * 0.002;
131         if (cam_dragging) {
132                 cam_orient.x = glm::clamp(cam_orient.x + double(e.yrel) * pitch_scale, 0.0, PI * 0.499);
133                 cam_orient.y = std::fmod(cam_orient.y + double(e.xrel) * yaw_scale, PI * 2.0);
134         }
135 }
136
137 void MasterState::OnMouseWheel(const SDL_MouseWheelEvent &e) {
138         constexpr double roll_scale = PI * 0.0625;
139         constexpr double zoom_scale = -1.0;
140         constexpr double zoom_base = 1.125;
141         cam_orient.z = glm::clamp(cam_orient.z + double(e.x) * roll_scale, PI * -0.5, PI * 0.5);
142         cam_tgt_dist = std::max(cp.GetCreature().Size() * 2.0, cam_tgt_dist * std::pow(zoom_base, double(e.y) * zoom_scale));
143 }
144
145 void MasterState::OnRender(graphics::Viewport &viewport) {
146         if (cp.Shown()) {
147                 cam.Radial(cp.GetCreature(), cam_dist, cam_orient);
148                 assets.shaders.planet_surface.Activate();
149                 assets.shaders.planet_surface.SetV(cam.View());
150                 assets.shaders.sun_surface.Activate();
151                 assets.shaders.sun_surface.SetV(cam.View());
152                 assets.shaders.creature_skin.Activate();
153                 assets.shaders.creature_skin.SetV(cam.View());
154         }
155
156         int num_lights = 0;
157         for (auto sun : sim.Suns()) {
158                 // TODO: source sun's light color and strength
159                 glm::vec3 pos(cam.View() * cam.Model(*sun)[3]);
160                 glm::vec3 col(1.0f, 1.0f, 1.0f);
161                 float str = 1.0e6f;
162                 assets.shaders.planet_surface.Activate();
163                 assets.shaders.planet_surface.SetLight(num_lights, pos, col, str);
164                 assets.shaders.creature_skin.Activate();
165                 assets.shaders.creature_skin.SetLight(num_lights, pos, col, str);
166                 ++num_lights;
167                 if (num_lights >= graphics::PlanetSurface::MAX_LIGHTS || num_lights >= graphics::CreatureSkin::MAX_LIGHTS) {
168                         break;
169                 }
170         }
171         for (auto planet : sim.Planets()) {
172                 // TODO: indirect light from planets, calculate strength and get color somehow
173                 glm::vec3 pos(cam.View() * cam.Model(*planet)[3]);
174                 glm::vec3 col(1.0f, 1.0f, 1.0f);
175                 float str = 10.0f;
176                 assets.shaders.planet_surface.Activate();
177                 assets.shaders.planet_surface.SetLight(num_lights, pos, col, str);
178                 assets.shaders.creature_skin.Activate();
179                 assets.shaders.creature_skin.SetLight(num_lights, pos, col, str);
180                 ++num_lights;
181                 if (num_lights >= graphics::PlanetSurface::MAX_LIGHTS || num_lights >= graphics::CreatureSkin::MAX_LIGHTS) {
182                         break;
183                 }
184         }
185         assets.shaders.planet_surface.Activate();
186         assets.shaders.planet_surface.SetNumLights(num_lights);
187         assets.shaders.creature_skin.Activate();
188         assets.shaders.creature_skin.SetNumLights(num_lights);
189
190         assets.shaders.planet_surface.Activate();
191         assets.shaders.planet_surface.SetTexture(assets.textures.tiles);
192         for (auto planet : sim.Planets()) {
193                 assets.shaders.planet_surface.SetM(cam.Model(*planet));
194                 planet->Draw(assets, viewport);
195         }
196
197         assets.shaders.sun_surface.Activate();
198         for (auto sun : sim.Suns()) {
199                 double sun_radius = sun->Radius();
200                 assets.shaders.sun_surface.SetM(
201                         cam.Model(*sun) * glm::scale(glm::vec3(sun_radius, sun_radius, sun_radius)));
202                 assets.shaders.sun_surface.SetLight(glm::vec3(1.0f, 1.0f, 1.0f), 1.0e6f);
203                 assets.shaders.sun_surface.Draw();
204         }
205
206         assets.shaders.creature_skin.Activate();
207         assets.shaders.creature_skin.SetTexture(assets.textures.skins);
208         // TODO: extend to nearby bodies as well
209         for (auto c : cam.Reference().Creatures()) {
210                 assets.shaders.creature_skin.SetM(cam.Model(cam.Reference()) * glm::mat4(c->LocalTransform()));
211                 assets.shaders.creature_skin.SetBaseColor(glm::vec3(c->BaseColor()));
212                 assets.shaders.creature_skin.SetHighlightColor(glm::vec4(c->HighlightColor()));
213                 c->Draw(viewport);
214         }
215
216         viewport.ClearDepth();
217         cp.Draw(viewport);
218         rp.Draw(viewport);
219         tp.Draw(viewport);
220 }
221
222 }
223 }