The two modes are working okay

main
_ 2020-03-09 01:33:27 +00:00
parent d39276d93f
commit 3d9f8e1a13
1 changed files with 101 additions and 62 deletions

View File

@ -1,7 +1,7 @@
#[macro_use]
extern crate maplit;
use glam::{Mat4, Vec3, Vec4};
use glam::{Mat4, Quat, Vec3, Vec4};
use sdl2::event::Event;
use sdl2::keyboard::{Keycode, Scancode};
@ -59,6 +59,36 @@ impl ControllerState {
pub fn is_pressed (&self, code: usize) -> bool {
self.keys [code]
}
pub fn control_eulers (
&self,
controlled_angle: &mut EulerAngles,
spin_speed: i32
) -> i32
{
const SPIN_RAMP_TIME: i32 = 30;
let spin_f = 4.0 * spin_speed as f32 / SPIN_RAMP_TIME as f32;
if self.is_pressed (KEY_LEFT) {
controlled_angle.azimuth += spin_f;
std::cmp::min (spin_speed + 1, SPIN_RAMP_TIME)
}
else if self.is_pressed (KEY_RIGHT) {
controlled_angle.azimuth -= spin_f;
std::cmp::min (spin_speed + 1, SPIN_RAMP_TIME)
}
else if self.is_pressed (KEY_UP) {
controlled_angle.altitude = f32::min (90.0, controlled_angle.altitude + spin_f);
std::cmp::min (spin_speed + 1, SPIN_RAMP_TIME)
}
else if self.is_pressed (KEY_DOWN) {
controlled_angle.altitude = f32::max (-90.0, controlled_angle.altitude - spin_f);
std::cmp::min (spin_speed + 1, SPIN_RAMP_TIME)
}
else {
0
}
}
}
struct EulerAngles {
@ -113,9 +143,25 @@ struct WindTunnelState {
spin_speed: i32,
}
struct FlightState {
airplane: EulerAngles,
spin_speed: i32,
}
impl FlightState {
pub fn handle_event (&mut self, event: &sdl2::event::Event) {
}
pub fn step (&mut self, controller: &ControllerState) {
self.spin_speed = controller.control_eulers (&mut self.airplane, self.spin_speed);
}
}
struct WorldState {
play_mode: PlayMode,
wind_tunnel: WindTunnelState,
flight: FlightState,
}
impl WindTunnelState {
@ -141,10 +187,6 @@ impl WindTunnelState {
&mut self,
controller: &ControllerState
) {
const SPIN_RAMP_TIME: i32 = 30;
let spin_f = 4.0 * self.spin_speed as f32 / SPIN_RAMP_TIME as f32;
let controlled_angle = match self.user_control {
UserControl::Camera => &mut self.camera,
UserControl::Wind => &mut self.wind,
@ -152,25 +194,7 @@ impl WindTunnelState {
UserControl::Sunlight => &mut self.sunlight,
};
if controller.is_pressed (KEY_LEFT) {
self.spin_speed = std::cmp::min (self.spin_speed + 1, SPIN_RAMP_TIME);
controlled_angle.azimuth += spin_f;
}
else if controller.is_pressed (KEY_RIGHT) {
self.spin_speed = std::cmp::min (self.spin_speed + 1, SPIN_RAMP_TIME);
controlled_angle.azimuth -= spin_f;
}
else if controller.is_pressed (KEY_UP) {
self.spin_speed = std::cmp::min (self.spin_speed + 1, SPIN_RAMP_TIME);
controlled_angle.altitude = f32::min (90.0, controlled_angle.altitude + spin_f);
}
else if controller.is_pressed (KEY_DOWN) {
self.spin_speed = std::cmp::min (self.spin_speed + 1, SPIN_RAMP_TIME);
controlled_angle.altitude = f32::max (-90.0, controlled_angle.altitude - spin_f);
}
else {
self.spin_speed = 0;
}
self.spin_speed = controller.control_eulers (controlled_angle, self.spin_speed);
}
}
@ -189,6 +213,10 @@ impl WorldState {
},
spin_speed: 0,
},
flight: FlightState {
airplane: Default::default (),
spin_speed: 0,
},
}
}
@ -197,9 +225,12 @@ impl WorldState {
Event::KeyDown { keycode: Some (Keycode::T), .. } => {
self.play_mode = PlayMode::WindTunnel;
},
Event::KeyDown { keycode: Some (Keycode::F), .. } => {
self.play_mode = PlayMode::FreeFlight;
},
_ => match self.play_mode {
PlayMode::WindTunnel => self.wind_tunnel.handle_event (event),
_ => (),
PlayMode::FreeFlight => self.flight.handle_event (event),
},
}
}
@ -210,7 +241,7 @@ impl WorldState {
) {
match self.play_mode {
PlayMode::WindTunnel => self.wind_tunnel.step (controller),
_ => (),
PlayMode::FreeFlight => self.flight.step (controller),
}
}
}
@ -931,6 +962,38 @@ impl GameGraphics {
green,
];
let light = state.wind_tunnel.sunlight.to_vec3 ();
let shadow_mat = {
let mut mat = Mat4::identity ();
mat.set_z_axis ((-light.x () / light.z (), -light.y () / light.z (), 0.0, 0.0).into ());
mat
};
let mut passes = self.passes.iter ();
//println! ("Started frame");
passes.next ().unwrap ().with (gl_state, || {
glezz::clear_color (1.0f32, 0.0f32, 1.0f32, 1.0f32);
glezz::clear (gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT | gl::STENCIL_BUFFER_BIT);
});
let airplane_model_mat = match state.play_mode {
PlayMode::WindTunnel => {
let euler = &state.wind_tunnel.airplane;
Mat4::from_translation ((0.0, 0.0, 2.7 * 0.5).into ()) *
Mat4::from_rotation_z (euler.azimuth.to_radians ()) *
Mat4::from_rotation_x (euler.altitude.to_radians ())
},
PlayMode::FreeFlight => {
let euler = &state.flight.airplane;
Mat4::from_translation ((0.0, 0.0, 2.7 * 0.5).into ()) *
Mat4::from_rotation_z (euler.azimuth.to_radians ()) *
Mat4::from_rotation_x (euler.altitude.to_radians ())
},
};
let inverse_airplane = airplane_model_mat.inverse ();
let proj_mat = Mat4::perspective_rh_gl (30.0f32.to_radians (), 1280.0 / 720.0, 0.5, 500.0);
let view_mat = match state.play_mode {
@ -946,43 +1009,18 @@ impl GameGraphics {
Mat4::from_rotation_z (longitude) *
Mat4::from_translation ((0.0, 0.0, -2.7 * 0.5).into ())
},
_ => proj_mat,
};
let light = state.wind_tunnel.sunlight.to_vec3 ();
let shadow_mat = {
let mut mat = Mat4::identity ();
mat.set_z_axis ((-light.x () / light.z (), -light.y () / light.z (), 0.0, 0.0).into ());
mat
};
let sky_mvp_mat = view_mat * Mat4::from_scale ((16.0, 16.0, 16.0).into ());
//println! ("Started frame");
let mut passes = self.passes.iter ();
passes.next ().unwrap ().with (gl_state, || {
glezz::clear_color (1.0f32, 0.0f32, 1.0f32, 1.0f32);
glezz::clear (gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT | gl::STENCIL_BUFFER_BIT);
});
let airplane_model_mat = match state.play_mode {
PlayMode::WindTunnel => {
let state = &state.wind_tunnel;
Mat4::from_translation ((0.0, 0.0, 2.7 * 0.5).into ()) *
Mat4::from_scale ((0.125, 0.125, 0.125).into ()) *
Mat4::from_rotation_z (state.airplane.azimuth.to_radians ()) *
Mat4::from_rotation_x (state.airplane.altitude.to_radians ())
PlayMode::FreeFlight => {
proj_mat *
Mat4::from_translation ((0.0, -0.6, -4.0).into ()) *
Mat4::from_rotation_x (-90.0f32.to_radians ()) *
inverse_airplane
},
_ => Mat4::identity (),
};
let airplane_model_mat = airplane_model_mat *
Mat4::from_scale ((0.125, 0.125, 0.125).into ());
let world_model_mat = Mat4::identity ();
let inverse_pumpkin = airplane_model_mat.inverse ();
use uniforms::*;
@ -995,9 +1033,8 @@ impl GameGraphics {
let mvp = view_mat * airplane_model_mat;
glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
let object_space_light = make_object_space_vec (&inverse_pumpkin, &light);
let object_space_sky = make_object_space_vec (&inverse_pumpkin, &Vec3::from ((0.0, 0.0, 1.0)));
let object_space_light = make_object_space_vec (&inverse_airplane, &light);
let object_space_sky = make_object_space_vec (&inverse_airplane, &Vec3::from ((0.0, 0.0, 1.0)));
glezz::uniform_3fv (unis [&MIN_BRIGHT], &black);
glezz::uniform_3fv (unis [&MIN_ALBEDO], &white);
@ -1023,6 +1060,8 @@ impl GameGraphics {
let draw_sky = true;
if draw_sky {
let sky_mvp_mat = view_mat * Mat4::from_scale ((16.0, 16.0, 16.0).into ());
self.texture.bind ();
glezz::uniform_matrix_4fv (unis [&MVP], &sky_mvp_mat);
glezz::uniform_3fv (unis [&ALBEDO], &white);