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@ -1,545 +0,0 @@ |
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/*
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* Copyright (C) 2017 Christopher J. Howard |
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* |
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* This file is part of Antkeeper Source Code. |
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* |
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* Antkeeper Source Code is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation, either version 3 of the License, or |
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* (at your option) any later version. |
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* |
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* Antkeeper Source Code is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with Antkeeper Source Code. If not, see <http://www.gnu.org/licenses/>.
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*/ |
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#include "experiment-state.hpp"
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#include "../application.hpp"
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#include "../camera-controller.hpp"
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#include "../ui/ui.hpp"
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#include <iostream>
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#include <SDL.h>
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ExperimentState::ExperimentState(Application* application): |
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ApplicationState(application) |
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{} |
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ExperimentState::~ExperimentState() |
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{} |
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void drawShaft(LineBatcher* lineBatcher, const Shaft* shaft); |
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void drawChamber(LineBatcher* lineBatcher, const Chamber* chamber) |
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{ |
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float helixAngle = chamber->parent->getHelixAngle(chamber->relativeDepth); |
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float minAngle = helixAngle - chamber->centralAngle * 0.5f; |
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float maxAngle = helixAngle + chamber->centralAngle * 0.5f; |
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// Find position on helix
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Vector3 helixPosition = chamber->parent->getHelixPosition(chamber->relativeDepth); |
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helixPosition.y = -helixPosition.y; |
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// Move annulus toward helix by the inner radius
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Vector3 helixDirection = glm::normalize(Vector3(std::cos(helixAngle), 0.0f, std::sin(helixAngle))); |
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Vector3 offset = helixPosition - helixDirection * (chamber->innerRadius - chamber->parent->shaftRadius); |
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int stepCount = 10; |
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float angleStep = chamber->centralAngle / (float)stepCount; |
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for (int i = 0; i < stepCount; ++i) |
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{ |
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float angle0 = minAngle + angleStep * (float)i; |
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float angle1 = minAngle + angleStep * (float)(i + 1); |
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float x0 = std::cos(angle0); |
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float z0 = std::sin(angle0); |
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float x1 = std::cos(angle1); |
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float z1 = std::sin(angle1); |
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Vector3 innerStart; |
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innerStart.x = x0 * chamber->innerRadius; |
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innerStart.y = 0.0f; |
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innerStart.z = z0 * chamber->innerRadius; |
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Vector3 outerStart; |
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outerStart.x = x0 * chamber->outerRadius; |
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outerStart.y = 0.0f; |
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outerStart.z = z0 * chamber->outerRadius; |
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Vector3 innerEnd; |
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innerEnd.x = x1 * chamber->innerRadius; |
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innerEnd.y = 0.0f; |
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innerEnd.z = z1 * chamber->innerRadius; |
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Vector3 outerEnd; |
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outerEnd.x = x1 * chamber->outerRadius; |
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outerEnd.y = 0.0f; |
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outerEnd.z = z1 * chamber->outerRadius; |
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lineBatcher->draw(offset + innerStart, offset + innerEnd); |
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lineBatcher->draw(offset + outerStart, offset + outerEnd); |
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} |
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Vector3 leftWallStart; |
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leftWallStart.x = std::cos(minAngle) * chamber->innerRadius; |
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leftWallStart.y = 0.0f; |
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leftWallStart.z = std::sin(minAngle) * chamber->innerRadius; |
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Vector3 leftWallEnd; |
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leftWallEnd.x = std::cos(minAngle) * chamber->outerRadius; |
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leftWallEnd.y = 0.0f; |
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leftWallEnd.z = std::sin(minAngle) * chamber->outerRadius; |
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Vector3 rightWallStart; |
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rightWallStart.x = std::cos(maxAngle) * chamber->innerRadius; |
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rightWallStart.y = 0.0f; |
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rightWallStart.z = std::sin(maxAngle) * chamber->innerRadius; |
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Vector3 rightWallEnd; |
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rightWallEnd.x = std::cos(maxAngle) * chamber->outerRadius; |
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rightWallEnd.y = 0.0f; |
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rightWallEnd.z = std::sin(maxAngle) * chamber->outerRadius; |
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lineBatcher->draw(offset + leftWallStart, offset + leftWallEnd); |
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lineBatcher->draw(offset + rightWallStart, offset + rightWallEnd); |
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if (chamber->child != nullptr) |
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{ |
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drawShaft(lineBatcher, chamber->child); |
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} |
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} |
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void drawShaft(LineBatcher* lineBatcher, const Shaft* shaft) |
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{ |
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// Draw helix
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int stepCount = 50; |
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float depthStep = shaft->shaftDepth / (float)stepCount; |
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for (int i = 0; i < stepCount; ++i) |
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{ |
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Vector3 start = shaft->getHelixPosition((float)i * depthStep); |
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Vector3 end = shaft->getHelixPosition((float)(i + 1) * depthStep); |
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start.y = -start.y; |
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end.y = -end.y; |
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lineBatcher->draw(start, end); |
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} |
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// Draw children
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for (const Chamber* chamber: shaft->children) |
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{ |
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drawChamber(lineBatcher, chamber); |
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} |
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} |
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void ExperimentState::generateNest() |
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{ |
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NestParameters params; |
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params.randomSeed = std::rand(); |
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params.maxShaftGeneration = 2; |
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params.minShaftRadius = 0.0f; |
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params.maxShaftRadius = 0.0f; |
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params.minShaftDepth = 4.0f; |
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params.maxShaftDepth = 6.0f; |
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params.minShaftHelixRadius = 0.1f; |
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params.maxShaftHelixRadius = 1.0f; |
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params.minShaftHelixPitch = 0.25f; |
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params.maxShaftHelixPitch = 0.75f; |
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params.minShaftChamberCount = 1; |
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params.maxShaftChamberCount = 5; |
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params.minShaftChamberPitch = 0.5f; |
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params.maxShaftChamberPitch = 2.0f; |
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params.minChamberInnerRadius = 0.2f; |
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params.maxChamberInnerRadius = 0.2f; |
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params.minChamberOuterRadius = 0.5f; |
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params.maxChamberOuterRadius = 0.5f; |
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params.minChamberCentralAngle = glm::radians(240.0f); |
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params.maxChamberCentralAngle = glm::radians(240.0f); |
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nest.setParameters(params); |
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nest.generate(); |
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// Draw nest
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application->lineBatcher->setColor(Vector4(1.0f)); |
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application->lineBatcher->setWidth(0.015f); |
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application->lineBatcher->begin(); |
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drawShaft(application->lineBatcher, nest.getRootShaft()); |
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application->lineBatcher->end(); |
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} |
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void ExperimentState::enter() |
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{ |
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std::cout << "Entering ExperimentState..." << std::endl; |
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std::srand(std::time(0)); |
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// BG
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application->bgBatch.resize(1); |
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BillboardBatch::Range* bgRange = application->bgBatch.addRange(); |
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bgRange->start = 0; |
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bgRange->length = 1; |
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Billboard* bgBillboard = application->bgBatch.getBillboard(0); |
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bgBillboard->setDimensions(Vector2(1.0f, 1.0f)); |
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bgBillboard->setTranslation(Vector3(0.5f, 0.5f, 0.0f)); |
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bgBillboard->setTintColor(Vector4(1, 0, 0, 1)); |
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application->bgBatch.update(); |
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application->vignettePass.setRenderTarget(&application->defaultRenderTarget); |
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application->bgCompositor.addPass(&application->vignettePass); |
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application->bgCompositor.load(nullptr); |
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application->bgCamera.setOrthographic(0, 1.0f, 1.0f, 0, -1.0f, 1.0f); |
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application->bgCamera.lookAt(glm::vec3(0), glm::vec3(0, 0, -1), glm::vec3(0, 1, 0)); |
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application->bgCamera.setCompositor(&application->bgCompositor); |
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application->bgCamera.setCompositeIndex(0); |
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application->bgScene.addLayer(); |
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application->bgScene.getLayer(0)->addObject(&application->bgCamera); |
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application->bgScene.getLayer(0)->addObject(&application->bgBatch); |
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SceneLayer* terrainLayer = application->scene.addLayer(); |
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SceneLayer* objectsLayer = application->scene.addLayer(); |
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terrainLayer->addObject(&application->camera); |
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objectsLayer->addObject(&application->camera); |
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objectsLayer->addObject(application->antModelInstance); |
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objectsLayer->addObject(application->lineBatcher->getBatch()); |
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// Create terrain
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terrain.create(16, 16, Vector3(150.0f)); |
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terrainLayer->addObject(terrain.getSurfaceModel()->createInstance()); |
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terrainLayer->addObject(terrain.getSubsurfaceModel()->createInstance()); |
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DirectionalLight* lightA = new DirectionalLight(); |
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DirectionalLight* lightB = new DirectionalLight(); |
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DirectionalLight* lightC = new DirectionalLight(); |
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lightA->setColor(glm::vec3(1.0f)); |
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lightB->setColor(glm::vec3(0.25f)); |
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lightC->setColor(glm::vec3(1.0f, 1.0f, 1.0f)); |
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lightA->setDirection(glm::normalize(glm::vec3(0.0, -0.8, -0.2))); |
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lightB->setDirection(glm::normalize(glm::vec3(1.0, -.2, 0.0f))); |
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lightC->setDirection(glm::normalize(glm::vec3(0.0, 1.0, 0.0))); |
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terrainLayer->addObject(lightA); |
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terrainLayer->addObject(lightB); |
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terrainLayer->addObject(lightC); |
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objectsLayer->addObject(lightA); |
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objectsLayer->addObject(lightB); |
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objectsLayer->addObject(lightC); |
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// Load compositor
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application->defaultCompositor.unload(); |
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RenderQueue renderQueue; |
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const std::list<SceneObject*>* objects = terrainLayer->getObjects(); |
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for (const SceneObject* object: *objects) |
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renderQueue.queue(object); |
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objects = objectsLayer->getObjects(); |
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for (const SceneObject* object: *objects) |
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renderQueue.queue(object); |
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RenderContext renderContext; |
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renderContext.camera = nullptr; |
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renderContext.layer = objectsLayer; |
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renderContext.queue = &renderQueue; |
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application->defaultCompositor.load(&renderContext); |
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application->camera.setPerspective( |
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glm::radians(25.0f), |
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(float)application->width / (float)application->height, |
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0.5f, |
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2000.0f); |
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// Setup camera controller
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application->surfaceCam->setCamera(&application->camera); |
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application->surfaceCam->setFocalPoint(Vector3(0.0f)); |
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application->surfaceCam->setFocalDistance(10.0f); |
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application->surfaceCam->setElevation(glm::radians(90.0f * (3.0f / 4.0f))); |
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application->surfaceCam->setAzimuth(glm::radians(45.0f)); |
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application->surfaceCam->setTargetFocalPoint(application->surfaceCam->getFocalPoint()); |
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application->surfaceCam->setTargetFocalDistance(application->surfaceCam->getFocalDistance()); |
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application->surfaceCam->setTargetElevation(application->surfaceCam->getElevation()); |
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application->surfaceCam->setTargetAzimuth(application->surfaceCam->getAzimuth()); |
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application->surfaceCam->update(0.0f); |
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application->pauseMenuContainer->setVisible(false); |
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application->pauseMenuContainer->setActive(false); |
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// Generate nest
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generateNest(); |
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dragging = oldDragging = false; |
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application->inputManager->addWindowObserver(this); |
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application->mouse->addMouseButtonObserver(this); |
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windowResized(application->width, application->height); |
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// Start timer
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timer.start(); |
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} |
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void ExperimentState::execute() |
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{ |
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// Calculate delta time (in seconds)
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float dt = static_cast<float>(timer.microseconds().count()) / 1000000.0f; |
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timer.reset(); |
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// Update controls
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application->menuControlProfile->update(); |
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application->gameControlProfile->update(); |
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// Update input
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oldDragging = dragging; |
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application->inputManager->update(); |
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// Check if application was closed
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if (application->inputManager->wasClosed() || application->escape.isTriggered()) |
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{ |
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application->close(EXIT_SUCCESS); |
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return; |
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} |
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// Check if fullscreen was toggled
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if (application->toggleFullscreen.isTriggered() && !application->toggleFullscreen.wasTriggered()) |
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{ |
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application->changeFullscreen(); |
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} |
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// Move camera
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Vector2 movementVector(0.0f); |
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if (application->cameraMoveLeft.isTriggered()) |
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movementVector.x -= application->cameraMoveLeft.getCurrentValue(); |
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if (application->cameraMoveRight.isTriggered()) |
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movementVector.x += application->cameraMoveRight.getCurrentValue(); |
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if (application->cameraMoveForward.isTriggered()) |
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movementVector.y -= application->cameraMoveForward.getCurrentValue(); |
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if (application->cameraMoveBack.isTriggered()) |
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movementVector.y += application->cameraMoveBack.getCurrentValue(); |
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if (movementVector.x != 0.0f || movementVector.y != 0.0f) |
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{ |
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movementVector *= 0.005f * application->surfaceCam->getFocalDistance() * dt / (1.0f / 60.0f); |
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application->surfaceCam->move(movementVector); |
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} |
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// Rotate camera
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/*
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if (application->cameraRotateCW.isTriggered() && !application->cameraRotateCW.wasTriggered()) |
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application->surfaceCam->rotate(glm::radians(-90.0f)); |
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if (application->cameraRotateCCW.isTriggered() && !application->cameraRotateCCW.wasTriggered()) |
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application->surfaceCam->rotate(glm::radians(90.0f)); |
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*/ |
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float rotationSpeed = glm::radians(3.0f) * dt / (1.0f / 60.0f); |
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if (application->cameraRotateCW.isTriggered()) |
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application->surfaceCam->rotate(-rotationSpeed); |
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if (application->cameraRotateCCW.isTriggered()) |
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application->surfaceCam->rotate(rotationSpeed); |
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// Zoom camera
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float zoomFactor = application->surfaceCam->getFocalDistance() / 20.0f * dt / (1.0f / 60.0f); |
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if (application->cameraZoomIn.isTriggered()) |
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application->surfaceCam->zoom(zoomFactor * application->cameraZoomIn.getCurrentValue()); |
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if (application->cameraZoomOut.isTriggered()) |
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application->surfaceCam->zoom(-zoomFactor * application->cameraZoomOut.getCurrentValue()); |
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// Enforce camera focal distance constraints
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float minFocalDistance = 2.5f; |
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float maxFocalDistance = 1000.0f; |
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if (application->surfaceCam->getTargetFocalDistance() > maxFocalDistance) |
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{ |
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application->surfaceCam->setTargetFocalDistance(maxFocalDistance); |
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} |
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else if (application->surfaceCam->getTargetFocalDistance() < minFocalDistance) |
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{ |
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application->surfaceCam->setTargetFocalDistance(minFocalDistance); |
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} |
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// Enforce camera focal point constraints
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float worldSize = 150.0f; |
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Vector3 boundsMin = Vector3(-worldSize * 0.5f, 0.0f, -worldSize * 0.5f); |
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Vector3 boundsMax = Vector3(worldSize * 0.5f, 0.0f, worldSize * 0.5f); |
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Vector3 targetFocalPoint = application->surfaceCam->getTargetFocalPoint(); |
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targetFocalPoint.x = std::max(boundsMin.x, std::min(boundsMax.x, targetFocalPoint.x)); |
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targetFocalPoint.z = std::max(boundsMin.z, std::min(boundsMax.z, targetFocalPoint.z)); |
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application->surfaceCam->setTargetFocalPoint(targetFocalPoint); |
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// Fixed camera angles
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float overheadViewElevation = glm::radians(90.0f * (3.0f / 4.0f)); |
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float tiltedViewElevation = glm::radians(30.0f); |
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float nestViewElevation = glm::radians(0.0f); |
|
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|
|
|
|
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// Toggle overhead view
|
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if (!application->cameraNestView) |
|
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|
{ |
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if (application->cameraToggleOverheadView.isTriggered() && !application->cameraToggleOverheadView.wasTriggered()) |
|
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{ |
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application->cameraOverheadView = !application->cameraOverheadView; |
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float elevation = (application->cameraOverheadView) ? overheadViewElevation : tiltedViewElevation; |
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application->surfaceCam->setTargetElevation(elevation); |
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} |
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} |
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|
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// Toggle nest view
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|
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if (application->cameraToggleNestView.isTriggered() && !application->cameraToggleNestView.wasTriggered()) |
|
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|
{ |
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application->cameraNestView = !application->cameraNestView; |
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float elevation = (application->cameraNestView) ? nestViewElevation : (application->cameraOverheadView) ? overheadViewElevation : tiltedViewElevation; |
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application->surfaceCam->setTargetElevation(elevation); |
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} |
|
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|
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if (application->menuSelect.isTriggered() && !application->menuSelect.wasTriggered()) |
|
|
|
{ |
|
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|
generateNest(); |
|
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} |
|
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|
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application->surfaceCam->update(dt); |
|
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|
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|
// Picking
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|
// Pick!!!
|
|
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glm::ivec2 mousePosition = application->mouse->getCurrentPosition(); |
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|
mousePosition.y = application->height - mousePosition.y; |
|
|
|
Vector4 viewport(0.0f, 0.0f, application->width, application->height); |
|
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|
Vector3 mouseNear = application->camera.unproject(Vector3(mousePosition.x, mousePosition.y, 0.0f), viewport); |
|
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|
Vector3 mouseFar = application->camera.unproject(Vector3(mousePosition.x, mousePosition.y, 1.0f), viewport); |
|
|
|
|
|
|
|
Ray pickingRay; |
|
|
|
pickingRay.origin = mouseNear; |
|
|
|
pickingRay.direction = glm::normalize(mouseFar - mouseNear); |
|
|
|
Vector3 pick; |
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
if (dragging) |
|
|
|
{ |
|
|
|
auto result = pickingRay.intersects(*terrain.getSurfaceMesh()); |
|
|
|
if (std::get<0>(result)) |
|
|
|
{ |
|
|
|
pick = pickingRay.extrapolate(std::get<1>(result)); |
|
|
|
} |
|
|
|
else |
|
|
|
{ |
|
|
|
Plane plane; |
|
|
|
plane.set(Vector3(0, 1, 0), Vector3(0.0f)); |
|
|
|
auto result = pickingRay.intersects(plane); |
|
|
|
pick = pickingRay.extrapolate(std::get<1>(result)); |
|
|
|
} |
|
|
|
|
|
|
|
Transform xf = Transform::getIdentity(); |
|
|
|
xf.translation = pick; |
|
|
|
application->antModelInstance->setTransform(xf); |
|
|
|
|
|
|
|
if (!oldDragging) |
|
|
|
{ |
|
|
|
dragStart = pick; |
|
|
|
} |
|
|
|
|
|
|
|
dragEnd = pick; |
|
|
|
|
|
|
|
Vector3 dragMin; |
|
|
|
dragMin.x = std::min(dragStart.x, dragEnd.x); |
|
|
|
dragMin.y = std::min(dragStart.y, dragEnd.y); |
|
|
|
dragMin.z = std::min(dragStart.z, dragEnd.z); |
|
|
|
|
|
|
|
Vector3 dragMax; |
|
|
|
dragMax.x = std::max(dragStart.x, dragEnd.x); |
|
|
|
dragMax.y = std::max(dragStart.y, dragEnd.y); |
|
|
|
dragMax.z = std::max(dragStart.z, dragEnd.z); |
|
|
|
|
|
|
|
float halfWorldSize = worldSize * 0.5f; |
|
|
|
application->clippingPlaneOffsets[0] = Vector3(dragMax.x, -halfWorldSize, 0.0f); |
|
|
|
application->clippingPlaneOffsets[1] = Vector3(0.0f, -halfWorldSize, dragMin.z); |
|
|
|
application->clippingPlaneOffsets[2] = Vector3(dragMin.x, -halfWorldSize, 0.0f); |
|
|
|
application->clippingPlaneOffsets[3] = Vector3(0.0f, -halfWorldSize, dragMax.z); |
|
|
|
} |
|
|
|
*/ |
|
|
|
|
|
|
|
|
|
|
|
// Calculate clipping planes
|
|
|
|
|
|
|
|
float halfWorldSize = worldSize * 0.5f; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
application->lineBatcher->getBatch()->update(); |
|
|
|
|
|
|
|
// Perform tweening
|
|
|
|
application->tweener->update(dt); |
|
|
|
|
|
|
|
// Update UI
|
|
|
|
application->uiRootElement->update(); |
|
|
|
|
|
|
|
// Clear to black
|
|
|
|
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
|
|
|
|
|
|
|
// Render background
|
|
|
|
application->renderer.render(application->bgScene); |
|
|
|
|
|
|
|
// Render scene
|
|
|
|
application->renderer.render(application->scene); |
|
|
|
|
|
|
|
// Form billboard batch for UI then render UI scene
|
|
|
|
application->uiBatcher->batch(application->uiBatch, application->uiRootElement); |
|
|
|
application->renderer.render(application->uiScene); |
|
|
|
|
|
|
|
// Swap buffers
|
|
|
|
SDL_GL_SwapWindow(application->window); |
|
|
|
} |
|
|
|
|
|
|
|
void ExperimentState::exit() |
|
|
|
{ |
|
|
|
std::cout << "Exiting ExperimentState..." << std::endl; |
|
|
|
application->inputManager->removeWindowObserver(this); |
|
|
|
} |
|
|
|
|
|
|
|
void ExperimentState::windowClosed() |
|
|
|
{ |
|
|
|
application->close(EXIT_SUCCESS); |
|
|
|
} |
|
|
|
|
|
|
|
void ExperimentState::windowResized(int width, int height) |
|
|
|
{ |
|
|
|
// Update application dimensions
|
|
|
|
application->width = width; |
|
|
|
application->height = height; |
|
|
|
if (application->fullscreen) |
|
|
|
{ |
|
|
|
application->fullscreenWidth = width; |
|
|
|
application->fullscreenHeight = height; |
|
|
|
} |
|
|
|
else |
|
|
|
{ |
|
|
|
application->windowedWidth = width; |
|
|
|
application->windowedHeight = height; |
|
|
|
} |
|
|
|
|
|
|
|
// Setup default render target
|
|
|
|
application->defaultRenderTarget.width = application->width; |
|
|
|
application->defaultRenderTarget.height = application->height; |
|
|
|
|
|
|
|
// UI camera
|
|
|
|
application->uiCamera.setOrthographic(0, application->width, application->height, 0, -1.0f, 1.0f); |
|
|
|
|
|
|
|
// 3D camera
|
|
|
|
application->camera.setPerspective( |
|
|
|
glm::radians(25.0f), |
|
|
|
(float)application->width / (float)application->height, |
|
|
|
0.5f, |
|
|
|
2000.0f); |
|
|
|
} |
|
|
|
|
|
|
|
void ExperimentState::mouseButtonPressed(int button, int x, int y) |
|
|
|
{ |
|
|
|
dragging = true; |
|
|
|
} |
|
|
|
|
|
|
|
void ExperimentState::mouseButtonReleased(int button, int x, int y) |
|
|
|
{ |
|
|
|
dragging = false; |
|
|
|
} |