]> git.localhorst.tv Git - blobs.git/blobdiff - src/app/states.cpp
track creature with camera
[blobs.git] / src / app / states.cpp
index 86b2e82c3b71e3d9d9ab630a515facde11573ab9..d1e092e70a8589dc70387d9d72793b7868e461ef 100644 (file)
@@ -1,5 +1,7 @@
 #include "MasterState.hpp"
 
+#include "../creature/Creature.hpp"
+#include "../graphics/Viewport.hpp"
 #include "../world/Body.hpp"
 #include "../world/Planet.hpp"
 #include "../world/Simulation.hpp"
@@ -16,6 +18,7 @@ MasterState::MasterState(Assets &assets, world::Simulation &sim) noexcept
 , assets(assets)
 , sim(sim)
 , cam(sim.Root())
+, cp(assets)
 , remain(0)
 , thirds(0)
 , paused(false) {
@@ -26,7 +29,18 @@ 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) {
@@ -56,50 +70,76 @@ void MasterState::OnKeyDown(const SDL_KeyboardEvent &e) {
 }
 
 void MasterState::OnRender(graphics::Viewport &viewport) {
-       assets.shaders.planet_surface.Activate();
-       assets.shaders.planet_surface.SetTexture(assets.textures.tiles);
+       if (cp.Shown()) {
+               cam.TopDown(cp.GetCreature(), 10.0f);
+               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
-               assets.shaders.planet_surface.SetLight(
-                       num_lights,
-                       glm::vec3(cam.View() * cam.Model(*sun)[3]),
-                       glm::vec3(1.0f, 1.0f, 1.0f),
-                       1.0e6f);
+               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) {
+               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
-               assets.shaders.planet_surface.SetLight(
-                       num_lights,
-                       glm::vec3(cam.View() * cam.Model(*planet)[3]),
-                       glm::vec3(1.0f, 1.0f, 1.0f),
-                       10.0f);
+               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) {
+               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.SetTexture(assets.textures.tiles);
        for (auto planet : sim.Planets()) {
-               assets.shaders.planet_surface.SetMVP(cam.Model(*planet), cam.View(), cam.Projection());
+               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.SetMVP(
-                       cam.Model(*sun) * glm::scale(glm::vec3(sun_radius, sun_radius, sun_radius)),
-                       cam.View(), cam.Projection());
+               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()));
+               c->Draw(viewport);
+       }
+
+       viewport.ClearDepth();
+       cp.Draw(assets, viewport);
 }
 
 }