#include "MasterState.hpp"
+#include "../creature/Creature.hpp"
+#include "../graphics/Viewport.hpp"
#include "../world/Body.hpp"
#include "../world/Planet.hpp"
#include "../world/Simulation.hpp"
, assets(assets)
, sim(sim)
, cam(sim.Root())
+, cp(assets)
, remain(0)
, thirds(0)
, paused(false) {
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) {
}
void MasterState::OnRender(graphics::Viewport &viewport) {
- glm::dmat4 ppos = cam.Model(**sim.Suns().begin());
+ 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
+ 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.SetTexture(assets.textures.tiles);
- assets.shaders.planet_surface.SetLight(glm::vec3(cam.View() * ppos[3]), glm::vec3(1.0f, 1.0f, 1.0f), 1.0e6f);
+ 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);
}
}