X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fapp%2Fstates.cpp;h=86b2e82c3b71e3d9d9ab630a515facde11573ab9;hb=64d455cba09900ef6ad19d1f60b72908153bae00;hp=ef8b5140141c5cbe8481712b86a78da95f37292b;hpb=0453d6da05d4b29d953f00857d743310d9344ce0;p=blobs.git diff --git a/src/app/states.cpp b/src/app/states.cpp index ef8b514..86b2e82 100644 --- a/src/app/states.cpp +++ b/src/app/states.cpp @@ -1,7 +1,9 @@ #include "MasterState.hpp" #include "../world/Body.hpp" +#include "../world/Planet.hpp" #include "../world/Simulation.hpp" +#include "../world/Sun.hpp" #include @@ -13,11 +15,10 @@ MasterState::MasterState(Assets &assets, world::Simulation &sim) noexcept : State() , assets(assets) , sim(sim) -, reference(&sim.Root()) -, cam() +, cam(sim.Root()) , remain(0) -, thirds(0) { - cam.View(glm::lookAt(glm::vec3(2.0f, 3.0f, 10.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f))); +, thirds(0) +, paused(false) { } MasterState::~MasterState() noexcept { @@ -36,7 +37,9 @@ void MasterState::OnUpdate(int dt) { } void MasterState::Tick() { - sim.Tick(); + if (!paused) { + sim.Tick(); + } remain -= FrameMS(); thirds = (thirds + 1) % 3; } @@ -46,13 +49,57 @@ int MasterState::FrameMS() const noexcept { } +void MasterState::OnKeyDown(const SDL_KeyboardEvent &e) { + if (e.keysym.sym == SDLK_p) { + paused = !paused; + } +} + void MasterState::OnRender(graphics::Viewport &viewport) { - glm::mat4 ppos = reference->ToParent(); assets.shaders.planet_surface.Activate(); - assets.shaders.planet_surface.SetMVP(glm::mat4(1.0f), cam.View(), cam.Projection()); 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), 100.0f); - reference->Draw(assets, viewport); + + 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); + ++num_lights; + if (num_lights >= graphics::PlanetSurface::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); + ++num_lights; + if (num_lights >= graphics::PlanetSurface::MAX_LIGHTS) { + break; + } + } + assets.shaders.planet_surface.SetNumLights(num_lights); + + for (auto planet : sim.Planets()) { + assets.shaders.planet_surface.SetMVP(cam.Model(*planet), cam.View(), cam.Projection()); + 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.SetLight(glm::vec3(1.0f, 1.0f, 1.0f), 1.0e6f); + assets.shaders.sun_surface.Draw(); + } } }