1 #include "MasterState.hpp"
3 #include "Application.hpp"
4 #include "../creature/Creature.hpp"
5 #include "../graphics/Viewport.hpp"
6 #include "../math/const.hpp"
7 #include "../world/Body.hpp"
8 #include "../world/Planet.hpp"
9 #include "../world/Simulation.hpp"
10 #include "../world/Sun.hpp"
12 #include <glm/gtx/vector_angle.hpp>
13 #include <glm/gtx/euler_angles.hpp>
14 #include <glm/gtx/rotate_vector.hpp>
15 #include <glm/gtx/transform.hpp>
18 #include <glm/gtx/io.hpp>
24 MasterState::MasterState(Assets &assets, world::Simulation &sim) noexcept
29 , cam_pos(0.0, 0.0, 1.0)
30 , cam_tgt_pos(0.0, 0.0, 1.0)
33 , cam_up(0.0, 1.0, 0.0)
34 , cam_tgt_up(0.0, 1.0, 0.0)
36 , cam_orient(PI * 0.375, PI * 0.25, 0.0)
38 , shown_creature(nullptr)
53 MasterState::~MasterState() noexcept {
57 void MasterState::Show(creature::Creature &c) noexcept {
58 cam.Reference(c.GetSituation().GetPlanet());
59 cam.TrackOrientation(true);
60 cam_orient.x = std::max(0.0, cam_orient.x);
63 tp.SetBody(c.GetSituation().GetPlanet());
68 void MasterState::Show(world::Body &b) noexcept {
70 cam.TrackOrientation(false);
74 shown_creature = nullptr;
79 void MasterState::OnResize(int w, int h) {
80 assets.shaders.canvas.Activate();
81 assets.shaders.canvas.Resize(float(w), float(h));
82 assets.shaders.alpha_sprite.Activate();
83 assets.shaders.alpha_sprite.SetVP(glm::mat4(1.0f), glm::ortho(0.0f, float(w), float(h), 0.0f, 1.0e4f, -1.0e4f));
85 cam.Aspect(float(w), float(h));
86 assets.shaders.planet_surface.Activate();
87 assets.shaders.planet_surface.SetVP(cam.View(), cam.Projection());
88 assets.shaders.sun_surface.Activate();
89 assets.shaders.sun_surface.SetVP(cam.View(), cam.Projection());
90 assets.shaders.creature_skin.Activate();
91 assets.shaders.creature_skin.SetVP(cam.View(), cam.Projection());
92 assets.shaders.sky_box.Activate();
93 assets.shaders.sky_box.SetVP(cam.View() * cam.Universe(), cam.Projection());
96 void MasterState::OnUpdate(int dt) {
101 // one tick per frame when debugging so pausing execution doesn't result in more ticks
104 while (remain >= FrameMS() && max_tick > 0) {
114 void MasterState::Tick() {
115 constexpr double dt = 0.01666666666666666666666666666666;
120 thirds = (thirds + 1) % 3;
122 // determine where camera should be
123 double actual_dist = cam_dist;
124 if (shown_creature) {
125 cam_tgt_focus = shown_creature->GetSituation().Position();
126 cam_tgt_up = glm::normalize(cam_tgt_focus);
127 actual_dist += shown_creature->Size();
128 } else if (shown_body) {
129 cam_tgt_focus = glm::dvec3(0.0);
130 cam_tgt_up = glm::dvec3(0.0, 1.0, 0.0);
131 actual_dist += shown_body->Radius();
134 glm::dvec3 dir(0.0, 0.0, -actual_dist);
135 glm::dvec3 ref_dir(glm::normalize(glm::cross(cam_tgt_up, glm::dvec3(-cam_tgt_up.z, cam_tgt_up.x, cam_tgt_up.y))));
137 glm::dmat3(ref_dir, cam_tgt_up, glm::cross(ref_dir, cam_tgt_up))
138 * glm::dmat3(glm::eulerAngleYX(-cam_orient.y, -cam_orient.x))
140 cam_tgt_up = glm::rotate(cam_tgt_up, cam_orient.z, glm::normalize(-dir));
141 cam_tgt_pos = cam_tgt_focus - dir;
143 // approach target location
144 glm::dvec3 cam_pos_diff(cam_tgt_pos - cam_pos);
145 if (glm::length2(cam_pos_diff) > 0.000001) {
146 cam_pos += cam_pos_diff * 0.25;
148 cam_pos = cam_tgt_pos;
151 glm::dvec3 cam_focus_diff(cam_tgt_focus - cam_focus);
152 if (glm::length2(cam_focus_diff) > 0.000001) {
153 cam_focus += cam_focus_diff * 0.25;
155 cam_focus = cam_tgt_focus;
158 double cam_up_diff = glm::angle(cam_up, cam_tgt_up);
159 if (cam_up_diff > 0.001) {
160 cam_up = glm::rotate(cam_up, cam_up_diff * 0.25, glm::normalize(glm::cross(cam_up, cam_tgt_up)));
166 int MasterState::FrameMS() const noexcept {
167 return thirds == 0 ? 16 : 17;
171 void MasterState::OnKeyDown(const SDL_KeyboardEvent &e) {
172 if (e.keysym.sym == SDLK_p) {
174 } else if (e.keysym.sym == SDLK_F1) {
179 void MasterState::OnMouseDown(const SDL_MouseButtonEvent &e) {
180 if (e.button == SDL_BUTTON_RIGHT) {
181 SDL_SetRelativeMouseMode(SDL_TRUE);
186 void MasterState::OnMouseUp(const SDL_MouseButtonEvent &e) {
187 if (e.button == SDL_BUTTON_LEFT) {
188 glm::dmat4 inverse(glm::inverse(cam.Projection() * cam.View()));
189 math::Ray ray(inverse * App().GetViewport().ShootPixel(e.x, e.y));
191 shown_creature = nullptr;
192 double closest_dist = std::numeric_limits<double>::infinity();
193 for (creature::Creature *c : sim.LiveCreatures()) {
194 glm::dvec3 normal(0.0);
196 if (Intersect(ray, c->CollisionBounds(), glm::dmat4(cam.Model(c->GetSituation().GetPlanet())) * c->CollisionTransform(), normal, dist)
197 && dist < closest_dist) {
203 shown_body = nullptr;
204 for (world::Body *b : sim.Bodies()) {
205 glm::dvec3 normal(0.0);
207 if (Intersect(ray, glm::dmat4(cam.Model(*b)) * b->CollisionBounds(), normal, dist) && dist < closest_dist) {
208 shown_creature = nullptr;
214 if (shown_creature) {
215 Show(*shown_creature);
216 } else if (shown_body) {
222 } else if (e.button == SDL_BUTTON_RIGHT) {
223 SDL_SetRelativeMouseMode(SDL_FALSE);
224 cam_dragging = false;
228 void MasterState::OnMouseMotion(const SDL_MouseMotionEvent &e) {
229 constexpr double pitch_scale = PI * 0.001;
230 constexpr double yaw_scale = PI * 0.002;
232 cam_orient.x = glm::clamp(cam_orient.x + double(e.yrel) * pitch_scale, shown_creature ? 0.0 : PI * -0.499, PI * 0.499);
233 cam_orient.y = std::fmod(cam_orient.y + double(e.xrel) * yaw_scale, PI * 2.0);
237 void MasterState::OnMouseWheel(const SDL_MouseWheelEvent &e) {
238 constexpr double roll_scale = PI * 0.0625;
239 constexpr double zoom_scale = -1.0;
240 constexpr double zoom_base = 1.125;
241 cam_orient.z = glm::clamp(cam_orient.z + double(e.x) * roll_scale, PI * -0.5, PI * 0.5);
242 cam_dist = std::max(0.125, cam_dist * std::pow(zoom_base, double(e.y) * zoom_scale));
245 void MasterState::OnRender(graphics::Viewport &viewport) {
246 cam.LookAt(glm::vec3(cam_pos), glm::vec3(cam_focus), glm::vec3(cam_up));
247 assets.shaders.planet_surface.Activate();
248 assets.shaders.planet_surface.SetV(cam.View());
249 assets.shaders.sky_box.Activate();
250 assets.shaders.sky_box.SetV(cam.View() * cam.Universe());
251 assets.shaders.sun_surface.Activate();
252 assets.shaders.sun_surface.SetV(cam.View());
253 assets.shaders.creature_skin.Activate();
254 assets.shaders.creature_skin.SetV(cam.View());
257 for (auto sun : sim.Suns()) {
258 glm::vec3 pos(cam.View() * cam.Model(*sun)[3]);
259 assets.shaders.planet_surface.Activate();
260 assets.shaders.planet_surface.SetLight(num_lights, pos, glm::vec3(sun->Color()), float(sun->Luminosity()));
261 assets.shaders.creature_skin.Activate();
262 assets.shaders.creature_skin.SetLight(num_lights, pos, glm::vec3(sun->Color()), float(sun->Luminosity()));
264 if (num_lights >= graphics::PlanetSurface::MAX_LIGHTS || num_lights >= graphics::CreatureSkin::MAX_LIGHTS) {
268 for (auto planet : sim.Planets()) {
269 // TODO: indirect light from planets, calculate strength and get color somehow
270 glm::vec3 pos(cam.View() * cam.Model(*planet)[3]);
271 glm::vec3 col(1.0f, 1.0f, 1.0f);
273 assets.shaders.planet_surface.Activate();
274 assets.shaders.planet_surface.SetLight(num_lights, pos, col, str);
275 assets.shaders.creature_skin.Activate();
276 assets.shaders.creature_skin.SetLight(num_lights, pos, col, str);
278 if (num_lights >= graphics::PlanetSurface::MAX_LIGHTS || num_lights >= graphics::CreatureSkin::MAX_LIGHTS) {
282 assets.shaders.planet_surface.Activate();
283 assets.shaders.planet_surface.SetNumLights(num_lights);
284 assets.shaders.creature_skin.Activate();
285 assets.shaders.creature_skin.SetNumLights(num_lights);
287 assets.shaders.planet_surface.Activate();
288 assets.shaders.planet_surface.SetTexture(assets.textures.tiles);
289 for (auto planet : sim.Planets()) {
290 assets.shaders.planet_surface.SetM(cam.Model(*planet));
291 planet->Draw(assets, viewport);
294 assets.shaders.sun_surface.Activate();
295 for (auto sun : sim.Suns()) {
296 double sun_radius = sun->Radius();
297 assets.shaders.sun_surface.SetM(
298 cam.Model(*sun) * glm::scale(glm::vec3(sun_radius, sun_radius, sun_radius)));
299 assets.shaders.sun_surface.SetLight(glm::vec3(sun->Color()), float(sun->Luminosity()));
300 assets.shaders.sun_surface.Draw();
303 assets.shaders.creature_skin.Activate();
304 assets.shaders.creature_skin.SetTexture(assets.textures.skins);
305 // TODO: extend to nearby bodies as well
306 for (auto c : cam.Reference().Creatures()) {
307 assets.shaders.creature_skin.SetM(cam.Model(cam.Reference()) * glm::mat4(c->LocalTransform()));
308 assets.shaders.creature_skin.SetBaseColor(glm::vec3(c->BaseColor()));
309 assets.shaders.creature_skin.SetHighlightColor(glm::vec4(c->HighlightColor()));
313 assets.shaders.sky_box.Activate();
314 assets.shaders.sky_box.SetTexture(assets.textures.sky);
315 assets.shaders.sky_box.Draw();
317 viewport.ClearDepth();