X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fapp%2Fstates.cpp;h=86b2e82c3b71e3d9d9ab630a515facde11573ab9;hb=ed63638006af93bf0cf010ed48706b893ac0da35;hp=67c073a0d5292b5c6548b0c04044d810f6e5d817;hpb=c5556cf5f6813887a3503433c021ccd2e7fae865;p=blobs.git diff --git a/src/app/states.cpp b/src/app/states.cpp index 67c073a..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 @@ -13,17 +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) , paused(false) { - // sunset view: standing in the center of surface 0 (+Z), looking west (-X) - //cam.View(glm::lookAt(glm::vec3(0.0f, 0.0f, 5.6f), glm::vec3(-1.0f, 0.0f, 5.6f), glm::vec3(0.0f, 0.0f, 1.0f))); - // sunrise view: standing in the center of surface 0 (+Z), looking east (+X) - cam.View(glm::lookAt(glm::vec3(0.0f, 0.0f, 5.6f), glm::vec3(1.0f, 0.0f, 5.6f), glm::vec3(0.0f, 0.0f, 1.0f))); - // far out, looking at planet - //cam.View(glm::lookAt(glm::vec3(10.0f, 10.0f, 50.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f))); } MasterState::~MasterState() noexcept { @@ -61,22 +56,50 @@ void MasterState::OnKeyDown(const SDL_KeyboardEvent &e) { } void MasterState::OnRender(graphics::Viewport &viewport) { - glm::dmat4 ppos = reference->InverseTransform() * reference->ToParent(); assets.shaders.planet_surface.Activate(); assets.shaders.planet_surface.SetTexture(assets.textures.tiles); - assets.shaders.planet_surface.SetMVP(glm::mat4(1.0f), cam.View(), cam.Projection()); - assets.shaders.planet_surface.SetLight(glm::vec3(cam.View() * ppos[3]), glm::vec3(1.0f, 1.0f, 1.0f), 2.0e4f); - 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); - world::Body *child = reference->Children()[0]; - assets.shaders.planet_surface.SetMVP(reference->InverseTransform() * child->FromParent() * child->LocalTransform(), cam.View(), cam.Projection()); - child->Draw(assets, viewport); + 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(); - assets.shaders.sun_surface.SetMVP(ppos * reference->Parent().LocalTransform(), cam.View(), cam.Projection()); - assets.shaders.sun_surface.SetLight(glm::vec3(1.0f, 1.0f, 1.0f), 2.0e4f); - assets.shaders.sun_surface.Draw(); + 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(); + } } }