💿🐜 Antkeeper source code https://antkeeper.com
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

506 lines
17 KiB

6 years ago
6 years ago
6 years ago
6 years ago
6 years ago
6 years ago
6 years ago
6 years ago
6 years ago
6 years ago
6 years ago
6 years ago
6 years ago
6 years ago
6 years ago
  1. /*
  2. * Copyright (C) 2017 Christopher J. Howard
  3. *
  4. * This file is part of Antkeeper Source Code.
  5. *
  6. * Antkeeper Source Code is free software: you can redistribute it and/or modify
  7. * it under the terms of the GNU General Public License as published by
  8. * the Free Software Foundation, either version 3 of the License, or
  9. * (at your option) any later version.
  10. *
  11. * Antkeeper Source Code is distributed in the hope that it will be useful,
  12. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  13. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  14. * GNU General Public License for more details.
  15. *
  16. * You should have received a copy of the GNU General Public License
  17. * along with Antkeeper Source Code. If not, see <http://www.gnu.org/licenses/>.
  18. */
  19. #include "game-state.hpp"
  20. #include "title-state.hpp"
  21. #include "../application.hpp"
  22. #include "../camera-rig.hpp"
  23. #include "../game/colony.hpp"
  24. #include "../game/ant.hpp"
  25. #include "../game/tool.hpp"
  26. #include "../game/pheromone-matrix.hpp"
  27. #include "../ui/toolbar.hpp"
  28. #include "../ui/menu.hpp"
  29. #include "../ui/pie-menu.hpp"
  30. #include <cmath>
  31. inline void cmykToRGB(const float* cmyk, float* rgb)
  32. {
  33. rgb[0] = -((cmyk[0] * (1.0f - cmyk[3])) + cmyk[3] - 1.0f);
  34. rgb[1] = -((cmyk[1] * (1.0f - cmyk[3])) + cmyk[3] - 1.0f);
  35. rgb[2] = -((cmyk[2] * (1.0f - cmyk[3])) + cmyk[3] - 1.0f);
  36. }
  37. GameState::GameState(Application* application):
  38. ApplicationState(application)
  39. {}
  40. GameState::~GameState()
  41. {}
  42. void GameState::enter()
  43. {
  44. int continueWorld = -1;
  45. int continueLevel = -1;
  46. application->settings.get("continue_world", &continueWorld);
  47. application->settings.get("continue_level", &continueLevel);
  48. if (continueWorld != application->currentWorldIndex || continueLevel != application->currentLevelIndex)
  49. {
  50. // Save continue world and level indices
  51. application->settings.set("continue_world", application->currentWorldIndex);
  52. application->settings.set("continue_level", application->currentLevelIndex);
  53. application->saveUserSettings();
  54. }
  55. // Setup HUD
  56. //application->rectangularPaletteImage->setVisible(true);
  57. //application->rectangularPaletteImage->setActive(true);
  58. application->toolbar->getContainer()->setVisible(true);
  59. application->toolbar->getContainer()->setActive(true);
  60. Navmesh* navmesh = application->currentLevel->terrain.getSurfaceNavmesh();
  61. // Setup tools
  62. application->forceps->setColony(application->colony);
  63. application->forceps->setNavmesh(navmesh);
  64. // Add tools to scene
  65. application->defaultLayer->addObject(application->forceps->getModelInstance());
  66. application->defaultLayer->addObject(application->lens->getModelInstance());
  67. application->defaultLayer->addObject(application->lens->getSpotlight());
  68. application->defaultLayer->addObject(application->brush->getModelInstance());
  69. // Add terrain to scene
  70. application->defaultLayer->addObject(&application->currentLevel->terrainSurface);
  71. application->currentLevel->terrainSurface.setTranslation(Vector3(0.0f, 0.01f, 0.0f));
  72. //application->defaultLayer->addObject(&application->currentLevel->terrainSubsurface);
  73. application->defaultLayer->addObject(&application->sidewalkPanelInstance);
  74. application->defaultLayer->addObject(&application->sidewalkPanelInstance1);
  75. application->defaultLayer->addObject(&application->sidewalkPanelInstance2);
  76. application->defaultLayer->addObject(&application->sidewalkPanelInstance3);
  77. application->defaultLayer->addObject(&application->sidewalkPanelInstance4);
  78. application->defaultLayer->addObject(&application->soilInstance);
  79. // Spawn ants
  80. for (int i = 0; i < 200; ++i)
  81. {
  82. Navmesh::Triangle* triangle = (*navmesh->getTriangles())[0];
  83. Ant* ant = application->colony->spawn(navmesh, triangle, normalize_barycentric(Vector3(0.5f)));
  84. Vector3 forward = glm::normalize(triangle->edge->vertex->position - triangle->edge->next->vertex->position);
  85. Vector3 up = triangle->normal;
  86. ant->setOrientation(forward, up);
  87. application->defaultLayer->addObject(ant->getModelInstance());
  88. ant->setState(Ant::State::WANDER);
  89. }
  90. // Setup camera controller
  91. application->orbitCam->attachCamera(&application->camera);
  92. //application->orbitCam->setFocalPoint(Vector3(0.0f));
  93. //application->orbitCam->setFocalDistance(250.0f);
  94. //application->orbitCam->setElevation(glm::radians(35.0f));
  95. //application->orbitCam->setAzimuth(glm::radians(-45.0f));
  96. application->orbitCam->setTargetFocalPoint(Vector3(0.0f));
  97. application->orbitCam->setTargetFocalDistance(250.0f);
  98. application->orbitCam->setTargetElevation(glm::radians(35.0f));
  99. //application->orbitCam->setTargetAzimuth(glm::radians(-45.0f));
  100. application->orbitCam->update(0.0f);
  101. application->simulationPaused = false;
  102. // Select forceps tool
  103. //application->deselectTool(application->currentTool);
  104. //application->selectTool(application->forceps);
  105. application->pieMenu->select(1);
  106. // Position options menu
  107. application->optionsMenu->getUIContainer()->setAnchor(Vector2(0.5f, 0.5f));
  108. application->controlsMenu->getUIContainer()->setAnchor(Vector2(0.5f, 0.5f));
  109. application->levelsMenu->getUIContainer()->setAnchor(Vector2(0.5f, 0.5f));
  110. // Show level name
  111. application->levelNameLabel->setText(application->getLevelName(application->currentWorldIndex, application->currentLevelIndex));
  112. //application->levelNameLabel->setVisible(true);
  113. // Begin fade-in
  114. application->fadeInTween->start();
  115. application->mouse->addMouseButtonObserver(this);
  116. application->mouse->addMouseMotionObserver(this);
  117. }
  118. void GameState::execute()
  119. {
  120. // Pause simulation
  121. if (application->togglePause.isTriggered() && !application->togglePause.wasTriggered())
  122. {
  123. if (application->simulationPaused)
  124. {
  125. application->unpauseSimulation();
  126. }
  127. else
  128. {
  129. application->pauseSimulation();
  130. }
  131. }
  132. // Open pause menu
  133. else if (application->togglePauseMenu.isTriggered() && !application->togglePauseMenu.wasTriggered())
  134. {
  135. if (application->activeMenu == application->pauseMenu)
  136. {
  137. application->closePauseMenu();
  138. }
  139. else
  140. {
  141. application->openPauseMenu();
  142. }
  143. }
  144. // Navigate menu
  145. if (application->activeMenu != nullptr)
  146. {
  147. MenuItem* selectedItem = application->activeMenu->getSelectedItem();
  148. if (application->menuDown.isTriggered() && !application->menuDown.wasTriggered())
  149. {
  150. if (selectedItem != nullptr)
  151. {
  152. if (selectedItem->getItemIndex() < application->activeMenu->getItemCount() - 1)
  153. {
  154. application->selectMenuItem(selectedItem->getItemIndex() + 1);
  155. }
  156. else
  157. {
  158. application->selectMenuItem(0);
  159. }
  160. }
  161. else
  162. {
  163. application->selectMenuItem(0);
  164. }
  165. }
  166. else if (application->menuUp.isTriggered() && !application->menuUp.wasTriggered())
  167. {
  168. if (selectedItem != nullptr)
  169. {
  170. if (selectedItem->getItemIndex() > 0)
  171. {
  172. application->selectMenuItem(selectedItem->getItemIndex() - 1);
  173. }
  174. else
  175. {
  176. application->selectMenuItem(application->activeMenu->getItemCount() - 1);
  177. }
  178. }
  179. else
  180. {
  181. application->selectMenuItem(application->activeMenu->getItemCount() - 1);
  182. }
  183. }
  184. if (application->menuLeft.isTriggered() && !application->menuLeft.wasTriggered())
  185. {
  186. application->decrementMenuItem();
  187. }
  188. else if (application->menuRight.isTriggered() && !application->menuRight.wasTriggered())
  189. {
  190. application->incrementMenuItem();
  191. }
  192. if (application->menuSelect.isTriggered() && !application->menuSelect.wasTriggered())
  193. {
  194. application->activateMenuItem();
  195. }
  196. }
  197. else
  198. {
  199. // Select rig
  200. if (application->switchRig.isTriggered() && !application->switchRig.wasTriggered())
  201. {
  202. if (application->activeRig == application->orbitCam)
  203. {
  204. application->freeCam->setTranslation(application->orbitCam->getTranslation());
  205. //application->freeCam->setRotation(application->orbitCam->getRotation());
  206. application->orbitCam->detachCamera();
  207. application->freeCam->attachCamera(&application->camera);
  208. application->activeRig = application->freeCam;
  209. }
  210. else if (application->activeRig == application->freeCam)
  211. {
  212. application->freeCam->detachCamera();
  213. application->orbitCam->attachCamera(&application->camera);
  214. application->activeRig = application->orbitCam;
  215. }
  216. }
  217. // Move camera
  218. if (application->activeRig == application->orbitCam)
  219. {
  220. Vector2 movementVector(0.0f);
  221. if (application->cameraMoveLeft.isTriggered())
  222. movementVector.x -= application->cameraMoveLeft.getCurrentValue();
  223. if (application->cameraMoveRight.isTriggered())
  224. movementVector.x += application->cameraMoveRight.getCurrentValue();
  225. if (application->cameraMoveForward.isTriggered())
  226. movementVector.y -= application->cameraMoveForward.getCurrentValue();
  227. if (application->cameraMoveBack.isTriggered())
  228. movementVector.y += application->cameraMoveBack.getCurrentValue();
  229. if (movementVector.x != 0.0f || movementVector.y != 0.0f)
  230. {
  231. movementVector *= 0.005f * application->orbitCam->getFocalDistance() * application->dt / (1.0f / 60.0f);
  232. application->orbitCam->move(movementVector);
  233. }
  234. // Zoom camera
  235. float zoomFactor = application->orbitCam->getFocalDistance() / 10.0f * application->dt / (1.0f / 60.0f);
  236. if (application->cameraZoomIn.isTriggered())
  237. application->orbitCam->zoom(zoomFactor * application->cameraZoomIn.getCurrentValue());
  238. if (application->cameraZoomOut.isTriggered())
  239. application->orbitCam->zoom(-zoomFactor * application->cameraZoomOut.getCurrentValue());
  240. // Rotate camera
  241. if (application->cameraRotateCW.isTriggered() && !application->cameraRotateCW.wasTriggered())
  242. {
  243. application->orbitCam->rotate(glm::radians(-45.0f));
  244. }
  245. if (application->cameraRotateCCW.isTriggered() && !application->cameraRotateCCW.wasTriggered())
  246. {
  247. application->orbitCam->rotate(glm::radians(45.0f));
  248. }
  249. }
  250. else if (application->activeRig == application->freeCam)
  251. {
  252. Vector2 movementVector(0.0f);
  253. if (application->cameraMoveForward.isTriggered())
  254. movementVector.x += application->cameraMoveForward.getCurrentValue();
  255. if (application->cameraMoveBack.isTriggered())
  256. movementVector.x -= application->cameraMoveBack.getCurrentValue();
  257. if (application->cameraMoveLeft.isTriggered())
  258. movementVector.y -= application->cameraMoveLeft.getCurrentValue();
  259. if (application->cameraMoveRight.isTriggered())
  260. movementVector.y += application->cameraMoveRight.getCurrentValue();
  261. if (movementVector.x != 0.0f || movementVector.y != 0.0f)
  262. {
  263. movementVector = glm::normalize(movementVector) * 0.15f;
  264. application->freeCam->move(movementVector);
  265. }
  266. }
  267. }
  268. // Update camera rig
  269. application->activeRig->update(application->dt);
  270. // Picking
  271. if (!application->simulationPaused)
  272. {
  273. glm::ivec2 mousePosition = application->mouse->getCurrentPosition();
  274. mousePosition.y = application->resolution.y - mousePosition.y;
  275. Vector4 viewport(0.0f, 0.0f, application->resolution.x, application->resolution.y);
  276. Vector3 mouseNear = application->camera.unproject(Vector3(mousePosition.x, mousePosition.y, 0.0f), viewport);
  277. Vector3 mouseFar = application->camera.unproject(Vector3(mousePosition.x, mousePosition.y, 1.0f), viewport);
  278. pickingRay.origin = mouseNear;
  279. pickingRay.direction = glm::normalize(mouseFar - mouseNear);
  280. std::list<Navmesh::Triangle*> triangles;
  281. application->currentLevel->terrain.getSurfaceOctree()->query(pickingRay, &triangles);
  282. auto result = intersects(pickingRay, triangles);
  283. if (std::get<0>(result))
  284. {
  285. pick = pickingRay.extrapolate(std::get<1>(result));
  286. std::size_t triangleIndex = std::get<3>(result);
  287. pickTriangle = (*application->currentLevel->terrain.getSurfaceNavmesh()->getTriangles())[triangleIndex];
  288. /*
  289. float forcepsDistance = application->forcepsSwoopTween->getTweenValue();
  290. //Quaternion rotation = glm::rotation(Vector3(0, 1, 0), triangle->normal);
  291. Quaternion rotation = glm::angleAxis(application->orbitCam->getAzimuth(), Vector3(0, 1, 0)) *
  292. glm::angleAxis(glm::radians(15.0f), Vector3(0, 0, -1));
  293. Vector3 translation = pick + rotation * Vector3(0, forcepsDistance, 0);
  294. // Set tool position
  295. application->forcepsModelInstance.setTranslation(translation);
  296. application->forcepsModelInstance.setRotation(rotation);
  297. */
  298. }
  299. // Update tools
  300. if (application->currentTool != nullptr)
  301. {
  302. application->currentTool->setPick(pick);
  303. application->currentTool->update(application->dt);
  304. }
  305. int iterations = application->fastForward.isTriggered() ? 10 : 1;
  306. for (int iteration = 0; iteration < iterations; ++iteration)
  307. {
  308. application->colony->getHomingMatrix()->evaporate();
  309. application->colony->getRecruitmentMatrix()->evaporate();
  310. static int frame = 0;
  311. if (frame++ % DIFFUSION_FRAME == 0)
  312. {
  313. application->colony->getHomingMatrix()->diffuse();
  314. application->colony->getRecruitmentMatrix()->diffuse();
  315. }
  316. application->colony->update(application->dt);
  317. }
  318. static bool bla = false;
  319. bla = !bla;
  320. // Update pheromone texture
  321. if (bla)
  322. {
  323. float cmyk[4];
  324. float rgb[3];
  325. const float* bufferH = application->colony->getHomingMatrix()->getActiveBuffer();
  326. const float* bufferR = application->colony->getRecruitmentMatrix()->getActiveBuffer();
  327. glBindBuffer(GL_PIXEL_UNPACK_BUFFER, application->pheromonePBO);
  328. GLubyte* data = (GLubyte*)glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY);
  329. GLubyte* channel = data;
  330. std::size_t index = 0;
  331. for (int y = 0; y < application->pheromoneTexture.getHeight(); ++y)
  332. {
  333. for (int x = 0; x < application->pheromoneTexture.getWidth(); ++x)
  334. {
  335. float concentrationH = std::min<float>(1.0f, bufferH[index]);
  336. float concentrationR = std::min<float>(1.0f, bufferR[index]);
  337. cmyk[0] = std::min<float>(1.0f, concentrationH * HOMING_PHEROMONE_COLOR[0] + concentrationR * RECRUITMENT_PHEROMONE_COLOR[0]);
  338. cmyk[1] = std::min<float>(1.0f, concentrationH * HOMING_PHEROMONE_COLOR[1] + concentrationR * RECRUITMENT_PHEROMONE_COLOR[1]);
  339. cmyk[2] = std::min<float>(1.0f, concentrationH * HOMING_PHEROMONE_COLOR[2] + concentrationR * RECRUITMENT_PHEROMONE_COLOR[2]);
  340. cmyk[3] = 0.35f;
  341. cmykToRGB(cmyk, rgb);
  342. GLubyte b = static_cast<GLubyte>(std::min<float>(255.0f, rgb[2] * 255.0f));
  343. GLubyte g = static_cast<GLubyte>(std::min<float>(255.0f, rgb[1] * 255.0f));
  344. GLubyte r = static_cast<GLubyte>(std::min<float>(255.0f, rgb[0] * 255.0f));
  345. GLubyte a = static_cast<GLubyte>(std::min<float>(255.0f, std::max<float>(concentrationH, concentrationR) * 64.0f));
  346. *(channel++) = b;
  347. *(channel++) = g;
  348. *(channel++) = r;
  349. *(channel++) = a;
  350. ++index;
  351. }
  352. }
  353. glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
  354. glBindTexture(GL_TEXTURE_2D, application->pheromoneTextureID);
  355. glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, application->pheromoneTexture.getWidth(), application->pheromoneTexture.getHeight(), GL_BGRA, GL_UNSIGNED_BYTE, nullptr);
  356. glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
  357. //glGenerateMipmap(GL_TEXTURE_2D);
  358. }
  359. }
  360. }
  361. void GameState::exit()
  362. {
  363. // Remove input observers
  364. application->mouse->removeMouseButtonObserver(this);
  365. application->mouse->removeMouseMotionObserver(this);
  366. // Clear scene
  367. //application->defaultLayer->removeObject(&application->currentLevel->terrainSurface);
  368. //application->defaultLayer->removeObject(&application->currentLevel->terrainSubsurface);
  369. application->defaultLayer->removeObject(&application->sidewalkPanelInstance);
  370. application->defaultLayer->removeObject(application->forceps->getModelInstance());
  371. application->defaultLayer->removeObject(application->lens->getModelInstance());
  372. application->defaultLayer->removeObject(application->lens->getSpotlight());
  373. application->defaultLayer->removeObject(application->brush->getModelInstance());
  374. for (std::size_t i = 0; i < application->colony->getAntCount(); ++i)
  375. {
  376. Ant* ant = application->colony->getAnt(i);
  377. application->defaultLayer->removeObject(ant->getModelInstance());
  378. }
  379. // Kill all ants
  380. application->colony->killAll();
  381. // Hide HUD
  382. application->rectangularPaletteImage->setVisible(false);
  383. application->rectangularPaletteImage->setActive(false);
  384. application->toolbar->getContainer()->setVisible(false);
  385. application->toolbar->getContainer()->setActive(false);
  386. }
  387. void GameState::mouseButtonPressed(int button, int x, int y)
  388. {
  389. if (button == 1)
  390. {
  391. if (application->forceps->isActive())
  392. {
  393. application->forceps->pinch();
  394. }
  395. else if (application->brush->isActive())
  396. {
  397. application->brush->press();
  398. }
  399. else if (application->lens->isActive())
  400. {
  401. application->lens->focus();
  402. }
  403. dragging = true;
  404. }
  405. }
  406. void GameState::mouseButtonReleased(int button, int x, int y)
  407. {
  408. if (button == 1)
  409. {
  410. if (application->forceps->isActive())
  411. {
  412. application->forceps->release();
  413. }
  414. else if (application->brush->isActive())
  415. {
  416. application->brush->release();
  417. }
  418. else if (application->lens->isActive())
  419. {
  420. application->lens->unfocus();
  421. }
  422. dragging = false;
  423. }
  424. }
  425. void GameState::mouseMoved(int x, int y)
  426. {
  427. oldMousePosition = mousePosition;
  428. mousePosition = Vector2(x, y);
  429. if (application->activeRig == application->freeCam && dragging)
  430. {
  431. float rotationScale = glm::radians(180.0f) / application->resolution.y;
  432. Vector2 difference = mousePosition - oldMousePosition;
  433. float pan = -difference.x * rotationScale;
  434. float tilt = -difference.y * rotationScale;
  435. application->freeCam->rotate(pan, tilt);
  436. }
  437. }