#include "MasterState.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/transform.hpp>
: State()
, assets(assets)
, sim(sim)
-, reference(&sim.Root())
-, cam()
+, cam(sim.Root())
+, cam_dist(5.0)
+, cam_tgt_dist(5.0)
+, cam_orient(PI * 0.375, PI * 0.25, 0.0)
+, cam_dragging(false)
+, cp(assets)
+, rp(sim)
+, tp(sim)
, remain(0)
-, thirds(0) {
- cam.View(glm::lookAt(glm::vec3(2.0f, 3.0f, 10.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f)));
+, thirds(0)
+, paused(false) {
}
MasterState::~MasterState() noexcept {
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());
}
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;
}
}
void MasterState::Tick() {
- sim.Tick();
+ constexpr double dt = 0.01666666666666666666666666666666;
+ if (!paused) {
+ sim.Tick(dt);
+ }
remain -= FrameMS();
thirds = (thirds + 1) % 3;
+
+ double cam_diff = cam_tgt_dist - cam_dist;
+ if (std::abs(cam_diff) > 0.001) {
+ cam_dist += cam_diff * 0.25;
+ } else {
+ cam_dist = cam_tgt_dist;
+ }
}
int MasterState::FrameMS() const noexcept {
}
+void MasterState::OnKeyDown(const SDL_KeyboardEvent &e) {
+ if (e.keysym.sym == SDLK_p) {
+ paused = !paused;
+ }
+}
+
+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_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, 0.0, PI * 0.5);
+ 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_tgt_dist = std::max(cp.GetCreature().Size() * 2.0, cam_tgt_dist * std::pow(zoom_base, double(e.y) * zoom_scale));
+}
+
void MasterState::OnRender(graphics::Viewport &viewport) {
- glm::mat4 ppos = reference->ToParent();
+ if (cp.Shown()) {
+ cam.Radial(cp.GetCreature(), cam_dist, cam_orient);
+ assets.shaders.planet_surface.Activate();
+ assets.shaders.planet_surface.SetV(cam.View());
+ 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.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;
+ }
+ }
+ 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);
+
assets.shaders.planet_surface.Activate();
- assets.shaders.planet_surface.SetMVP(glm::mat4(1.0f), cam.View(), cam.Projection());
assets.shaders.planet_surface.SetTexture(assets.textures.tiles);
- assets.shaders.planet_surface.SetLight(glm::vec3(cam.View() * ppos[3]), glm::vec3(1.0f, 1.0f, 1.0f), 100.0f);
- reference->Draw(assets, viewport);
+ for (auto planet : sim.Planets()) {
+ assets.shaders.planet_surface.SetM(cam.Model(*planet));
+ planet->Draw(assets, viewport);
+ }
+
+ assets.shaders.sun_surface.Activate();
+ 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(1.0f, 1.0f, 1.0f), 1.0e6f);
+ 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(c->BaseColor());
+ assets.shaders.creature_skin.SetHighlightColor(c->HighlightColor());
+ c->Draw(viewport);
+ }
+
+ viewport.ClearDepth();
+ cp.Draw(viewport);
+ rp.Draw(viewport);
+ tp.Draw(viewport);
}
}