X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fapp%2Fstates.cpp;h=92879b4683bc724a5cbd23e35d1bc973cdbb9d0c;hb=d921cba26f21e4a75b22f5e9d9be988707bf6a8f;hp=67c073a0d5292b5c6548b0c04044d810f6e5d817;hpb=c5556cf5f6813887a3503433c021ccd2e7fae865;p=blobs.git diff --git a/src/app/states.cpp b/src/app/states.cpp index 67c073a..92879b4 100644 --- a/src/app/states.cpp +++ b/src/app/states.cpp @@ -1,7 +1,12 @@ #include "MasterState.hpp" +#include "../creature/Creature.hpp" +#include "../graphics/Viewport.hpp" +#include "../math/const.hpp" #include "../world/Body.hpp" +#include "../world/Planet.hpp" #include "../world/Simulation.hpp" +#include "../world/Sun.hpp" #include @@ -13,17 +18,17 @@ MasterState::MasterState(Assets &assets, world::Simulation &sim) noexcept : State() , assets(assets) , sim(sim) -, reference(&sim.Root()) -, cam() +, cam(sim.Root()) +, cam_dist(5.0) +, cam_tgt_dist(5.0) +, cam_orient(PI * 0.375, PI * 0.25, 0.0) +, cam_dragging(false) +, cp(assets) +, rp(sim) +, tp(sim) , 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 { @@ -31,22 +36,48 @@ MasterState::~MasterState() noexcept { 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) { remain += dt; - while (remain >= FrameMS()) { +#ifdef NDEBUG + int max_tick = 10; +#else + // one tick per frame when debugging so pausing execution doesn't result in more ticks + int max_tick = 1; +#endif + while (remain >= FrameMS() && max_tick > 0) { Tick(); + --max_tick; } } 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 { @@ -60,23 +91,112 @@ void MasterState::OnKeyDown(const SDL_KeyboardEvent &e) { } } +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 * 0.499); + 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(cp.GetCreature().Size() * 2.0, cam_tgt_dist * std::pow(zoom_base, double(e.y) * zoom_scale)); +} + void MasterState::OnRender(graphics::Viewport &viewport) { - glm::dmat4 ppos = reference->InverseTransform() * reference->ToParent(); + 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 + 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.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.SetM(cam.Model(*planet)); + planet->Draw(assets, viewport); + } - 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); + assets.shaders.sun_surface.Activate(); + for (auto sun : sim.Suns()) { + double sun_radius = sun->Radius(); + 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(); + } - 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); + 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())); + assets.shaders.creature_skin.SetBaseColor(c->BaseColor()); + assets.shaders.creature_skin.SetHighlightColor(c->HighlightColor()); + c->Draw(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(); + viewport.ClearDepth(); + cp.Draw(viewport); + rp.Draw(viewport); + tp.Draw(viewport); } }