#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 {
, assets(assets)
, sim(sim)
, 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) {
+ 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.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 {
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) {
+ cam.LookAt(glm::vec3(cam_pos), glm::vec3(cam_focus), glm::vec3(cam_up));
+ assets.shaders.planet_surface.Activate();
+ 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());
+
int num_lights = 0;
for (auto sun : sim.Suns()) {
- // TODO: source sun's light color and strength
glm::vec3 pos(cam.View() * cam.Model(*sun)[3]);
- glm::vec3 col(1.0f, 1.0f, 1.0f);
- float str = 1.0e6f;
assets.shaders.planet_surface.Activate();
- assets.shaders.planet_surface.SetLight(num_lights, pos, col, str);
+ 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, col, str);
+ 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;
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(1.0f, 1.0f, 1.0f), 1.0e6f);
+ assets.shaders.sun_surface.SetLight(glm::vec3(sun->Color()), float(sun->Luminosity()));
assets.shaders.sun_surface.Draw();
}
// 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()));
- c->Draw(assets, viewport);
+ 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();
- cp.Draw(assets, viewport);
+ bp.Draw(viewport);
+ cp.Draw(viewport);
+ rp.Draw(viewport);
+ tp.Draw(viewport);
}
}