#include "MasterState.hpp"
+#include "Application.hpp"
#include "../creature/Creature.hpp"
#include "../graphics/Viewport.hpp"
#include "../math/const.hpp"
#include <glm/gtx/transform.hpp>
+#include <iostream>
+#include <glm/gtx/io.hpp>
+
namespace blobs {
namespace app {
, cam_tgt_dist(5.0)
, cam_orient(PI * 0.375, PI * 0.25, 0.0)
, cam_dragging(false)
+, 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::OnKeyDown(const SDL_KeyboardEvent &e) {
if (e.keysym.sym == SDLK_p) {
paused = !paused;
+ } else if (e.keysym.sym == SDLK_F1) {
+ rp.Toggle();
}
}
}
void MasterState::OnMouseUp(const SDL_MouseButtonEvent &e) {
- if (e.button == SDL_BUTTON_RIGHT) {
+ 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));
+
+ creature::Creature *closest_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) {
+ closest_creature = c;
+ closest_dist = dist;
+ }
+ }
+
+ world::Body *closest_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) {
+ closest_creature = nullptr;
+ closest_body = b;
+ closest_dist = dist;
+ }
+ }
+
+ if (closest_creature) {
+ cp.Show(*closest_creature);
+ bp.Hide();
+ } else if (closest_body) {
+ bp.Show(*closest_body);
+ cp.Hide();
+ } else {
+ cp.Hide();
+ bp.Hide();
+ }
+ } else if (e.button == SDL_BUTTON_RIGHT) {
SDL_SetRelativeMouseMode(SDL_FALSE);
cam_dragging = false;
}
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.x = glm::clamp(cam_orient.x + double(e.yrel) * pitch_scale, 0.0, PI * 0.499);
cam_orient.y = std::fmod(cam_orient.y + double(e.xrel) * yaw_scale, PI * 2.0);
}
}
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));
+ if (cp.Shown()) {
+ cam_tgt_dist = std::max(cp.GetCreature().Size() * 2.0, cam_tgt_dist * std::pow(zoom_base, double(e.y) * zoom_scale));
+ } else {
+ cam_tgt_dist = std::max(1.0, cam_tgt_dist * std::pow(zoom_base, double(e.y) * zoom_scale));
+ }
}
void MasterState::OnRender(graphics::Viewport &viewport) {
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()));
- assets.shaders.creature_skin.SetBaseColor(c->BaseColor());
- assets.shaders.creature_skin.SetHighlightColor(c->HighlightColor());
+ assets.shaders.creature_skin.SetBaseColor(glm::vec3(c->BaseColor()));
+ assets.shaders.creature_skin.SetHighlightColor(glm::vec4(c->HighlightColor()));
c->Draw(viewport);
}
viewport.ClearDepth();
- cp.Draw(assets, viewport);
+ bp.Draw(viewport);
+ cp.Draw(viewport);
+ rp.Draw(viewport);
+ tp.Draw(viewport);
}
}