#include "../creature/Creature.hpp"
#include "../graphics/Viewport.hpp"
+#include "../math/const.hpp"
#include "../world/Body.hpp"
#include "../world/Planet.hpp"
#include "../world/Simulation.hpp"
, assets(assets)
, sim(sim)
, cam(sim.Root())
+, cam_dist(5.0)
+, cam_tgt_dist(5.0)
+, cam_orient(PI * 0.125, 0.0, 0.0)
+, cam_dragging(false)
, cp(assets)
, remain(0)
, thirds(0)
}
void MasterState::Tick() {
+ constexpr double dt = 0.01666666666666666666666666666666;
if (!paused) {
- sim.Tick();
+ 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::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(1.0, cam_tgt_dist * std::pow(zoom_base, double(e.y) * zoom_scale));
+}
+
void MasterState::OnRender(graphics::Viewport &viewport) {
+ 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
// 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(assets, viewport);
+ assets.shaders.creature_skin.SetBaseColor(c->BaseColor());
+ assets.shaders.creature_skin.SetHighlightColor(c->HighlightColor());
+ c->Draw(viewport);
}
viewport.ClearDepth();