placing white holes, and changed to n-body gravitational pull instead of
[ld42_outofspace] / src / gamescr.cc
index 3eec738..4bac184 100644 (file)
@@ -8,10 +8,12 @@
 #include "sdr.h"
 #include "mesh.h"
 #include "meshgen.h"
+#include "goatkit/goatkit.h"
 
 /* NOTES:
  * - whistle hhgg music
  * - select objects and center camera on them
+ * - we need to rely on actual collisions instead of grid occupancy
  */
 
 struct Particle {
@@ -69,6 +71,9 @@ struct QuadMesh {
 /* gravitational strength */
 #define GRAV_STR       16.0f
 
+#define INIT_MASS_BUDGET       600.0f
+#define EM_MASS_DEFAULT                100.0f
+
 static int pos_to_grid_x_noclamp(float x);
 static int pos_to_grid_y_noclamp(float y);
 static int pos_to_grid(float x, float y);
@@ -116,11 +121,25 @@ static Vec2 *targ_pos = &cam_pos;
 static Mat4 view_matrix, proj_matrix;
 
 static bool wireframe;
+static int mouse_x, mouse_y;
 
 // emitter placement data (filled by event handlers, completed in update)
 static bool emit_place_pending;
 static Vec2 emit_place_pos;
 
+static bool placing_emitter;
+
+static float mass_left;
+
+// UI
+static void ui_handler(goatkit::Widget *w, const goatkit::Event &ev, void *cls);
+static int ui_virt_width = 800;
+static int ui_virt_height = 600;
+static goatkit::Screen *ui;
+static goatkit::Button *bn_emitter;
+static goatkit::Slider *slider_mass;
+static bool mouse_over_ui;
+
 
 bool GameScreen::init()
 {
@@ -161,9 +180,28 @@ bool GameScreen::init()
                return false;
        }
 
-       // XXX DBG
-       emit_place_pos = Vec2(0, 0);
-       emit_place_pending = true;
+       mass_left = INIT_MASS_BUDGET;
+
+       ui = new goatkit::Screen;
+       ui->hide();
+
+       bn_emitter = new goatkit::Button;
+       bn_emitter->set_position(5, 5);
+       bn_emitter->set_size(250, 30);
+       bn_emitter->set_text("new white hole");
+       bn_emitter->set_callback(goatkit::EV_CLICK, ui_handler);
+       ui->add_widget(bn_emitter);
+
+       slider_mass = new goatkit::Slider;
+       slider_mass->set_position(300, 5);
+       slider_mass->set_size(400, 30);
+       slider_mass->set_continuous_change(false);
+       slider_mass->set_range(0, mass_left);
+       slider_mass->set_value(EM_MASS_DEFAULT);
+       slider_mass->set_callback(goatkit::EV_CHANGE, ui_handler);
+       ui->add_widget(slider_mass);
+
+       ui->set_visibility_transition(300);
 
        assert(glGetError() == GL_NO_ERROR);
        return true;
@@ -176,20 +214,54 @@ void GameScreen::destroy()
        delete grid_tex;
        destroy_quadmesh(&field_mesh);
        delete pmesh;
+
+       delete bn_emitter;
+}
+
+void GameScreen::start()
+{
+       ui->show();
+       slider_mass->hide();
+}
+
+void GameScreen::stop()
+{
 }
 
 static void simstep()
 {
        if(pause) return;
 
-       // move existing particles
+       // distribute forces
        Particle *p = plist;
        while(p) {
+               int num_emitters = emitters.size();
+               for(int i=0; i<num_emitters; i++) {
+                       Emitter *em = emitters[i];
+                       Vec2 dir = p->pos - em->pos;
+                       p->vel += dir * em->mass * GRAV_STR * 0.01 / dot(dir, dir) * SIM_DT;
+               }
+
+               Particle *q = plist;
+               while(q) {
+                       if(p != q) {
+                               Vec2 dir = q->pos - p->pos;
+                               float accel = GRAV_STR * q->mass / dot(dir, dir);
+                               p->vel += dir * accel * SIM_DT;
+                       }
+                       q = q->next;
+               }
+               p = p->next;
+       }
+
+       // move existing particles
+       p = plist;
+       while(p) {
                // calculate the field gradient at the particle position
                int gidx = pos_to_grid(p->pos.x, p->pos.y);
-               Vec2 grad = calc_field_grad(gidx) * GRAV_STR;
+               //Vec2 grad = calc_field_grad(gidx) * GRAV_STR;
 
-               p->vel += grad * SIM_DT;
+               //p->vel += grad * SIM_DT;
                p->pos += p->vel * SIM_DT;
 
                // if it moved outside of the simulation field, remove it
@@ -307,11 +379,31 @@ static void simstep()
 
 static void update()
 {
+       if(placing_emitter) {
+               float x = (float)mouse_x / (float)win_width;
+               float y = 1.0f - (float)mouse_y / (float)win_height;
+               Ray pick_ray = mouse_pick_ray(x, y, view_matrix, proj_matrix);
+
+               float ndotdir = pick_ray.dir.y;
+               if(fabs(ndotdir) > 1e-6f) {
+                       float ndotpdir = -pick_ray.origin.y;
+                       float t = ndotpdir / ndotdir;
+
+                       x = pick_ray.origin.x + pick_ray.dir.x * t;
+                       y = pick_ray.origin.z + pick_ray.dir.z * t;
+
+                       if(x >= -FIELD_SIZE / 2 && x < FIELD_SIZE / 2 &&
+                                       y >= -FIELD_SIZE / 2 && y < FIELD_SIZE / 2) {
+                               emit_place_pos = Vec2(x, y);
+                       }
+               }
+       }
+
        if(emit_place_pending) {
                emit_place_pending = false;
                Emitter *em = new Emitter;
                em->pos = emit_place_pos;
-               em->mass = 100;
+               em->mass = slider_mass->get_value();
                em->rate = 10;
                em->chunk = 0.001 * em->mass;
                em->angle = -1;
@@ -319,6 +411,9 @@ static void update()
                em->spawn_pending = 0;
                emitters.push_back(em);
 
+               mass_left -= em->mass;
+               if(mass_left < 0.0f) mass_left = 0.0f;
+
                Rect cbox;
                calc_contrib_bounds(em->pos, em->mass, &cbox);
                printf("bounds: %d,%d %dx%d\n", cbox.x, cbox.y, cbox.width, cbox.height);
@@ -403,11 +498,47 @@ void GameScreen::draw()
 
        glUseProgram(0);
 
+       // draw emitter placement marker if we are in placement mode
+       if(placing_emitter && !mouse_over_ui) {
+               glPushMatrix();
+               glTranslatef(emit_place_pos.x, 0, emit_place_pos.y);
+
+               glBegin(GL_LINES);
+               glColor3f(0, 1, 0);
+               glVertex3f(0, -1000, 0);
+               glVertex3f(0, 1000, 0);
+               glEnd();
+
+               float s = MASS_TO_RADIUS(slider_mass->get_value());
+               if(s < 0.1) s = 0.1;
+               glScalef(s, s, s);
+
+               glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+               pmesh->draw();
+               glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+
+               glPopMatrix();
+       }
+
+       // draw the UI
+       glMatrixMode(GL_PROJECTION);
+       glLoadIdentity();
+       glOrtho(0, ui_virt_width, ui_virt_height, 0, -1, 1);
+
+       glMatrixMode(GL_MODELVIEW);
+       glLoadIdentity();
+
+       ui->draw();
+
+
        assert(glGetError() == GL_NO_ERROR);
 }
 
 void GameScreen::reshape(int x, int y)
 {
+       ui_virt_width = x;
+       ui_virt_height = y;
+       ui->set_size(ui_virt_width, ui_virt_height);
 }
 
 
@@ -467,20 +598,38 @@ void GameScreen::keyboard(int key, bool pressed)
        }
 }
 
-static int prev_x, prev_y;
+#define UI_HEIGHT      50
 
 void GameScreen::mbutton(int bn, bool pressed, int x, int y)
 {
-       prev_x = x;
-       prev_y = y;
+       mouse_x = x;
+       mouse_y = y;
+
+       mouse_over_ui = y < UI_HEIGHT;
+
+       ui->sysev_mouse_button(bn, pressed, x * ui_virt_width / win_width,
+                       y * ui_virt_height / win_height);
+
+       if(placing_emitter && bn == 0 && pressed && !mouse_over_ui) {
+               emit_place_pending = true;
+               placing_emitter = false;
+               slider_mass->hide();
+       }
 }
 
 void GameScreen::mmotion(int x, int y)
 {
-       int dx = x - prev_x;
-       int dy = y - prev_y;
-       prev_x = x;
-       prev_y = y;
+       int dx = x - mouse_x;
+       int dy = y - mouse_y;
+       mouse_x = x;
+       mouse_y = y;
+
+       mouse_over_ui = y < UI_HEIGHT;
+
+       ui->sysev_mouse_motion(x * ui_virt_width / win_width, y * ui_virt_height / win_height);
+       if(ui->get_mouse_grab()) {
+               return;
+       }
 
        if(game_bnstate(0)) {
                float pan_speed = pow(cam_dist, 1.5) * 0.00035; // magic
@@ -501,6 +650,28 @@ void GameScreen::mwheel(int dir, int x, int y)
        if(cam_dist > MAX_CAM_DIST) cam_dist = MAX_CAM_DIST;
 }
 
+static void ui_handler(goatkit::Widget *w, const goatkit::Event &ev, void *cls)
+{
+       if(w == bn_emitter) {
+               if(placing_emitter) {
+                       placing_emitter = false;
+                       slider_mass->hide();
+               } else {
+                       if(mass_left > 0.0f) {
+                               placing_emitter = true;
+                               slider_mass->set_range(0, mass_left);
+                               slider_mass->set_value(mass_left >= EM_MASS_DEFAULT ? EM_MASS_DEFAULT : mass_left);
+                               slider_mass->show();
+                       }
+               }
+               return;
+       }
+
+       if(w == slider_mass) {
+               printf("foo: %f\n", slider_mass->get_value());
+       }
+}
+
 static int pos_to_grid_x_noclamp(float x)
 {
        return ((x / (float)FIELD_SIZE) + 0.5f) * (float)GRID_SIZE;