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