]> git.localhorst.tv Git - blobs.git/blobdiff - src/app/states.cpp
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[blobs.git] / src / app / states.cpp
index ecba340312dd84a6fbca76c791c8cd7531c575e2..cbb2309581f05d35f0babf00374b0b97729ccaf0 100644 (file)
@@ -21,9 +21,11 @@ MasterState::MasterState(Assets &assets, world::Simulation &sim) noexcept
 , cam(sim.Root())
 , cam_dist(5.0)
 , cam_tgt_dist(5.0)
-, cam_orient(PI * 0.125, 0.0, 0.0)
+, cam_orient(PI * 0.375, PI * 0.25, 0.0)
 , cam_dragging(false)
 , cp(assets)
+, rp(sim)
+, tp(sim)
 , remain(0)
 , thirds(0)
 , paused(false) {
@@ -50,8 +52,15 @@ void MasterState::OnResize(int w, int h) {
 
 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;
        }
 }
 
@@ -100,7 +109,7 @@ 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.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);
        }
 }
@@ -110,7 +119,7 @@ void MasterState::OnMouseWheel(const SDL_MouseWheelEvent &e) {
        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(1.0, cam_tgt_dist * std::pow(zoom_base, double(e.y) * zoom_scale));
+       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) {
@@ -179,13 +188,15 @@ void MasterState::OnRender(graphics::Viewport &viewport) {
        // 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);
+       cp.Draw(viewport);
+       rp.Draw(viewport);
+       tp.Draw(viewport);
 }
 
 }