]> git.localhorst.tv Git - blobs.git/blobdiff - src/app/states.cpp
basic sky box
[blobs.git] / src / app / states.cpp
index 67c073a0d5292b5c6548b0c04044d810f6e5d817..3736331cb54532935d4b16ec9ac0098eae19f09a 100644 (file)
@@ -1,10 +1,22 @@
 #include "MasterState.hpp"
 
+#include "Application.hpp"
+#include "../creature/Creature.hpp"
+#include "../graphics/Viewport.hpp"
+#include "../math/const.hpp"
 #include "../world/Body.hpp"
+#include "../world/Planet.hpp"
 #include "../world/Simulation.hpp"
+#include "../world/Sun.hpp"
 
+#include <glm/gtx/vector_angle.hpp>
+#include <glm/gtx/euler_angles.hpp>
+#include <glm/gtx/rotate_vector.hpp>
 #include <glm/gtx/transform.hpp>
 
+#include <iostream>
+#include <glm/gtx/io.hpp>
+
 
 namespace blobs {
 namespace app {
@@ -13,40 +25,142 @@ MasterState::MasterState(Assets &assets, world::Simulation &sim) noexcept
 : State()
 , assets(assets)
 , sim(sim)
-, reference(&sim.Root())
-, cam()
+, cam(sim.Root())
+, cam_pos(0.0, 0.0, 1.0)
+, cam_tgt_pos(0.0, 0.0, 1.0)
+, cam_focus(0.0)
+, cam_tgt_focus(0.0)
+, cam_up(0.0, 1.0, 0.0)
+, cam_tgt_up(0.0, 1.0, 0.0)
+, cam_dist(5.0)
+, cam_orient(PI * 0.375, PI * 0.25, 0.0)
+, cam_dragging(false)
+, shown_creature(nullptr)
+, shown_body(nullptr)
+, bp(assets)
+, cp(assets)
+, rp(sim)
+, tp(sim)
 , remain(0)
 , thirds(0)
 , paused(false) {
-       // sunset view: standing in the center of surface 0 (+Z), looking west (-X)
-       //cam.View(glm::lookAt(glm::vec3(0.0f, 0.0f, 5.6f), glm::vec3(-1.0f, 0.0f, 5.6f), glm::vec3(0.0f, 0.0f, 1.0f)));
-       // sunrise view: standing in the center of surface 0 (+Z), looking east (+X)
-       cam.View(glm::lookAt(glm::vec3(0.0f, 0.0f, 5.6f), glm::vec3(1.0f, 0.0f, 5.6f), glm::vec3(0.0f, 0.0f, 1.0f)));
-       // far out, looking at planet
-       //cam.View(glm::lookAt(glm::vec3(10.0f, 10.0f, 50.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f)));
+       bp.ZIndex(10.0f);
+       cp.ZIndex(20.0f);
+       rp.ZIndex(30.0f);
+       tp.ZIndex(40.0f);
 }
 
 MasterState::~MasterState() noexcept {
 }
 
 
+void MasterState::Show(creature::Creature &c) noexcept {
+       cam.Reference(c.GetSituation().GetPlanet());
+       cam.TrackOrientation(true);
+       cam_orient.x = std::max(0.0, cam_orient.x);
+       cp.Show(c);
+       bp.Hide();
+       tp.SetBody(c.GetSituation().GetPlanet());
+       shown_creature = &c;
+       shown_body = nullptr;
+}
+
+void MasterState::Show(world::Body &b) noexcept {
+       cam.Reference(b);
+       cam.TrackOrientation(false);
+       bp.Show(b);
+       cp.Hide();
+       tp.SetBody(b);
+       shown_creature = nullptr;
+       shown_body = &b;
+}
+
+
 void MasterState::OnResize(int w, int h) {
+       assets.shaders.canvas.Activate();
+       assets.shaders.canvas.Resize(float(w), float(h));
+       assets.shaders.alpha_sprite.Activate();
+       assets.shaders.alpha_sprite.SetVP(glm::mat4(1.0f), glm::ortho(0.0f, float(w), float(h), 0.0f, 1.0e4f, -1.0e4f));
+
        cam.Aspect(float(w), float(h));
+       assets.shaders.planet_surface.Activate();
+       assets.shaders.planet_surface.SetVP(cam.View(), cam.Projection());
+       assets.shaders.sun_surface.Activate();
+       assets.shaders.sun_surface.SetVP(cam.View(), cam.Projection());
+       assets.shaders.creature_skin.Activate();
+       assets.shaders.creature_skin.SetVP(cam.View(), cam.Projection());
+       assets.shaders.sky_box.Activate();
+       assets.shaders.sky_box.SetVP(cam.View() * cam.Universe(), cam.Projection());
 }
 
 void MasterState::OnUpdate(int dt) {
        remain += dt;
-       while (remain >= FrameMS()) {
+#ifdef NDEBUG
+       int max_tick = 10;
+#else
+       // one tick per frame when debugging so pausing execution doesn't result in more ticks
+       int max_tick = 1;
+#endif
+       while (remain >= FrameMS() && max_tick > 0) {
                Tick();
+               --max_tick;
+       }
+       if (max_tick == 0) {
+               // drop remaining
+               remain = 0;
        }
 }
 
 void MasterState::Tick() {
+       constexpr double dt = 0.01666666666666666666666666666666;
        if (!paused) {
-               sim.Tick();
+               sim.Tick(dt);
        }
        remain -= FrameMS();
        thirds = (thirds + 1) % 3;
+
+       // determine where camera should be
+       double actual_dist = cam_dist;
+       if (shown_creature) {
+               cam_tgt_focus = shown_creature->GetSituation().Position();
+               cam_tgt_up = glm::normalize(cam_tgt_focus);
+               actual_dist += shown_creature->Size();
+       } else if (shown_body) {
+               cam_tgt_focus = glm::dvec3(0.0);
+               cam_tgt_up = glm::dvec3(0.0, 1.0, 0.0);
+               actual_dist += shown_body->Radius();
+       }
+
+       glm::dvec3 dir(0.0, 0.0, -actual_dist);
+       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))));
+       dir =
+               glm::dmat3(ref_dir, cam_tgt_up, glm::cross(ref_dir, cam_tgt_up))
+               * glm::dmat3(glm::eulerAngleYX(-cam_orient.y, -cam_orient.x))
+               * dir;
+       cam_tgt_up = glm::rotate(cam_tgt_up, cam_orient.z, glm::normalize(-dir));
+       cam_tgt_pos = cam_tgt_focus - dir;
+
+       // approach target location
+       glm::dvec3 cam_pos_diff(cam_tgt_pos - cam_pos);
+       if (glm::length2(cam_pos_diff) > 0.000001) {
+               cam_pos += cam_pos_diff * 0.25;
+       } else {
+               cam_pos = cam_tgt_pos;
+       }
+
+       glm::dvec3 cam_focus_diff(cam_tgt_focus - cam_focus);
+       if (glm::length2(cam_focus_diff) > 0.000001) {
+               cam_focus += cam_focus_diff * 0.25;
+       } else {
+               cam_focus = cam_tgt_focus;
+       }
+
+       double cam_up_diff = glm::angle(cam_up, cam_tgt_up);
+       if (cam_up_diff > 0.001) {
+               cam_up = glm::rotate(cam_up, cam_up_diff * 0.25, glm::normalize(glm::cross(cam_up, cam_tgt_up)));
+       } else {
+               cam_up = cam_tgt_up;
+       }
 }
 
 int MasterState::FrameMS() const noexcept {
@@ -57,26 +171,154 @@ int MasterState::FrameMS() const noexcept {
 void MasterState::OnKeyDown(const SDL_KeyboardEvent &e) {
        if (e.keysym.sym == SDLK_p) {
                paused = !paused;
+       } else if (e.keysym.sym == SDLK_F1) {
+               rp.Toggle();
+       }
+}
+
+void MasterState::OnMouseDown(const SDL_MouseButtonEvent &e) {
+       if (e.button == SDL_BUTTON_RIGHT) {
+               SDL_SetRelativeMouseMode(SDL_TRUE);
+               cam_dragging = true;
+       }
+}
+
+void MasterState::OnMouseUp(const SDL_MouseButtonEvent &e) {
+       if (e.button == SDL_BUTTON_LEFT) {
+               glm::dmat4 inverse(glm::inverse(cam.Projection() * cam.View()));
+               math::Ray ray(inverse * App().GetViewport().ShootPixel(e.x, e.y));
+
+               shown_creature = nullptr;
+               double closest_dist = std::numeric_limits<double>::infinity();
+               for (creature::Creature *c : sim.LiveCreatures()) {
+                       glm::dvec3 normal(0.0);
+                       double dist = 0.0;
+                       if (Intersect(ray, c->CollisionBounds(), glm::dmat4(cam.Model(c->GetSituation().GetPlanet())) * c->CollisionTransform(), normal, dist)
+                               && dist < closest_dist) {
+                               shown_creature = c;
+                               closest_dist = dist;
+                       }
+               }
+
+               shown_body = nullptr;
+               for (world::Body *b : sim.Bodies()) {
+                       glm::dvec3 normal(0.0);
+                       double dist = 0.0;
+                       if (Intersect(ray, glm::dmat4(cam.Model(*b)) * b->CollisionBounds(), normal, dist) && dist < closest_dist) {
+                               shown_creature = nullptr;
+                               shown_body = b;
+                               closest_dist = dist;
+                       }
+               }
+
+               if (shown_creature) {
+                       Show(*shown_creature);
+               } else if (shown_body) {
+                       Show(*shown_body);
+               } else {
+                       cp.Hide();
+                       bp.Hide();
+               }
+       } else if (e.button == SDL_BUTTON_RIGHT) {
+               SDL_SetRelativeMouseMode(SDL_FALSE);
+               cam_dragging = false;
+       }
+}
+
+void MasterState::OnMouseMotion(const SDL_MouseMotionEvent &e) {
+       constexpr double pitch_scale = PI * 0.001;
+       constexpr double yaw_scale = PI * 0.002;
+       if (cam_dragging) {
+               cam_orient.x = glm::clamp(cam_orient.x + double(e.yrel) * pitch_scale, shown_creature ? 0.0 : PI * -0.499, PI * 0.499);
+               cam_orient.y = std::fmod(cam_orient.y + double(e.xrel) * yaw_scale, PI * 2.0);
        }
 }
 
+void MasterState::OnMouseWheel(const SDL_MouseWheelEvent &e) {
+       constexpr double roll_scale = PI * 0.0625;
+       constexpr double zoom_scale = -1.0;
+       constexpr double zoom_base = 1.125;
+       cam_orient.z = glm::clamp(cam_orient.z + double(e.x) * roll_scale, PI * -0.5, PI * 0.5);
+       cam_dist = std::max(0.125, cam_dist * std::pow(zoom_base, double(e.y) * zoom_scale));
+}
+
 void MasterState::OnRender(graphics::Viewport &viewport) {
-       glm::dmat4 ppos = reference->InverseTransform() * reference->ToParent();
+       cam.LookAt(glm::vec3(cam_pos), glm::vec3(cam_focus), glm::vec3(cam_up));
        assets.shaders.planet_surface.Activate();
-       assets.shaders.planet_surface.SetTexture(assets.textures.tiles);
+       assets.shaders.planet_surface.SetV(cam.View());
+       assets.shaders.sky_box.Activate();
+       assets.shaders.sky_box.SetV(cam.View() * cam.Universe());
+       assets.shaders.sun_surface.Activate();
+       assets.shaders.sun_surface.SetV(cam.View());
+       assets.shaders.creature_skin.Activate();
+       assets.shaders.creature_skin.SetV(cam.View());
 
-       assets.shaders.planet_surface.SetMVP(glm::mat4(1.0f), cam.View(), cam.Projection());
-       assets.shaders.planet_surface.SetLight(glm::vec3(cam.View() * ppos[3]), glm::vec3(1.0f, 1.0f, 1.0f), 2.0e4f);
-       reference->Draw(assets, viewport);
+       int num_lights = 0;
+       for (auto sun : sim.Suns()) {
+               glm::vec3 pos(cam.View() * cam.Model(*sun)[3]);
+               assets.shaders.planet_surface.Activate();
+               assets.shaders.planet_surface.SetLight(num_lights, pos, glm::vec3(sun->Color()), float(sun->Luminosity()));
+               assets.shaders.creature_skin.Activate();
+               assets.shaders.creature_skin.SetLight(num_lights, pos, glm::vec3(sun->Color()), float(sun->Luminosity()));
+               ++num_lights;
+               if (num_lights >= graphics::PlanetSurface::MAX_LIGHTS || num_lights >= graphics::CreatureSkin::MAX_LIGHTS) {
+                       break;
+               }
+       }
+       for (auto planet : sim.Planets()) {
+               // TODO: indirect light from planets, calculate strength and get color somehow
+               glm::vec3 pos(cam.View() * cam.Model(*planet)[3]);
+               glm::vec3 col(1.0f, 1.0f, 1.0f);
+               float str = 10.0f;
+               assets.shaders.planet_surface.Activate();
+               assets.shaders.planet_surface.SetLight(num_lights, pos, col, str);
+               assets.shaders.creature_skin.Activate();
+               assets.shaders.creature_skin.SetLight(num_lights, pos, col, str);
+               ++num_lights;
+               if (num_lights >= graphics::PlanetSurface::MAX_LIGHTS || num_lights >= graphics::CreatureSkin::MAX_LIGHTS) {
+                       break;
+               }
+       }
+       assets.shaders.planet_surface.Activate();
+       assets.shaders.planet_surface.SetNumLights(num_lights);
+       assets.shaders.creature_skin.Activate();
+       assets.shaders.creature_skin.SetNumLights(num_lights);
 
-       world::Body *child = reference->Children()[0];
-       assets.shaders.planet_surface.SetMVP(reference->InverseTransform() * child->FromParent() * child->LocalTransform(), cam.View(), cam.Projection());
-       child->Draw(assets, viewport);
+       assets.shaders.planet_surface.Activate();
+       assets.shaders.planet_surface.SetTexture(assets.textures.tiles);
+       for (auto planet : sim.Planets()) {
+               assets.shaders.planet_surface.SetM(cam.Model(*planet));
+               planet->Draw(assets, viewport);
+       }
 
        assets.shaders.sun_surface.Activate();
-       assets.shaders.sun_surface.SetMVP(ppos * reference->Parent().LocalTransform(), cam.View(), cam.Projection());
-       assets.shaders.sun_surface.SetLight(glm::vec3(1.0f, 1.0f, 1.0f), 2.0e4f);
-       assets.shaders.sun_surface.Draw();
+       for (auto sun : sim.Suns()) {
+               double sun_radius = sun->Radius();
+               assets.shaders.sun_surface.SetM(
+                       cam.Model(*sun) * glm::scale(glm::vec3(sun_radius, sun_radius, sun_radius)));
+               assets.shaders.sun_surface.SetLight(glm::vec3(sun->Color()), float(sun->Luminosity()));
+               assets.shaders.sun_surface.Draw();
+       }
+
+       assets.shaders.creature_skin.Activate();
+       assets.shaders.creature_skin.SetTexture(assets.textures.skins);
+       // TODO: extend to nearby bodies as well
+       for (auto c : cam.Reference().Creatures()) {
+               assets.shaders.creature_skin.SetM(cam.Model(cam.Reference()) * glm::mat4(c->LocalTransform()));
+               assets.shaders.creature_skin.SetBaseColor(glm::vec3(c->BaseColor()));
+               assets.shaders.creature_skin.SetHighlightColor(glm::vec4(c->HighlightColor()));
+               c->Draw(viewport);
+       }
+
+       assets.shaders.sky_box.Activate();
+       assets.shaders.sky_box.SetTexture(assets.textures.sky);
+       assets.shaders.sky_box.Draw();
+
+       viewport.ClearDepth();
+       bp.Draw(viewport);
+       cp.Draw(viewport);
+       rp.Draw(viewport);
+       tp.Draw(viewport);
 }
 
 }