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- /*
- * Copyright (C) 2021 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 <http://www.gnu.org/licenses/>.
- */
-
- #include "game/states/loading.hpp"
- #include "application.hpp"
- #include "astro/illuminance.hpp"
- #include "color/color.hpp"
- #include "entity/components/atmosphere.hpp"
- #include "entity/components/blackbody.hpp"
- #include "entity/components/celestial-body.hpp"
- #include "entity/components/orbit.hpp"
- #include "entity/components/terrain.hpp"
- #include "entity/components/transform.hpp"
- #include "entity/systems/astronomy.hpp"
- #include "entity/systems/orbit.hpp"
- #include "entity/commands.hpp"
- #include "entity/archetype.hpp"
- #include "game/states/nuptial-flight.hpp"
- #include "game/states/splash.hpp"
- #include "game/states/forage.hpp"
- #include "game/controls.hpp"
- #include "geom/spherical.hpp"
- #include "gl/drawing-mode.hpp"
- #include "gl/vertex-array.hpp"
- #include "gl/vertex-attribute-type.hpp"
- #include "gl/vertex-buffer.hpp"
- #include "physics/light/photometry.hpp"
- #include "physics/orbit/orbit.hpp"
- #include "renderer/material.hpp"
- #include "renderer/model.hpp"
- #include "renderer/passes/shadow-map-pass.hpp"
- #include "renderer/vertex-attributes.hpp"
- #include "resources/resource-manager.hpp"
- #include "scene/ambient-light.hpp"
- #include "scene/directional-light.hpp"
- #include "utility/timestamp.hpp"
-
- namespace game {
- namespace state {
- namespace loading {
-
- /// Loads control profile and calibrates gamepads
- static void load_controls(game::context* ctx);
-
- /// Creates the universe and solar system.
- static void cosmogenesis(game::context* ctx);
-
- /// Creates a sun.
- static void heliogenesis(game::context* ctx);
-
- /// Creates a planet.
- static void planetogenesis(game::context* ctx);
-
- /// Creates a moon.
- static void selenogenesis(game::context* ctx);
-
- /// Creates fixed stars.
- static void extrasolar_heliogenesis(game::context* ctx);
-
- /// Creates an ant colony
- static void colonigenesis(game::context* ctx);
-
- void enter(game::context* ctx)
- {
- // Load controls
- ctx->logger->push_task("Loading controls");
- try
- {
- load_controls(ctx);
- }
- catch (...)
- {
- ctx->logger->pop_task(EXIT_FAILURE);
- }
- ctx->logger->pop_task(EXIT_SUCCESS);
-
- // Create universe
- ctx->logger->push_task("Creating the universe");
- try
- {
- cosmogenesis(ctx);
- }
- catch (...)
- {
- ctx->logger->pop_task(EXIT_FAILURE);
- throw;
- }
- ctx->logger->pop_task(EXIT_SUCCESS);
-
- // Determine next game state
- application::state next_state;
- if (ctx->option_quick_start.has_value())
- {
- next_state.name = "forage";
- next_state.enter = std::bind(game::state::forage::enter, ctx);
- next_state.exit = std::bind(game::state::forage::exit, ctx);
- }
- else
- {
- next_state.name = "splash";
- next_state.enter = std::bind(game::state::splash::enter, ctx);
- next_state.exit = std::bind(game::state::splash::exit, ctx);
- }
-
- // Queue next game state
- ctx->app->queue_state(next_state);
- }
-
- void exit(game::context* ctx)
- {}
-
- void load_controls(game::context* ctx)
- {
- // If a control profile is set in the config file
- if (ctx->config->contains("control_profile"))
- {
- // Load control profile
- json* profile = ctx->resource_manager->load<json>((*ctx->config)["control_profile"].get<std::string>());
-
- // Apply control profile
- if (profile)
- {
- game::apply_control_profile(ctx, *profile);
- }
- }
-
- // Calibrate gamepads
- for (input::gamepad* gamepad: ctx->app->get_gamepads())
- {
- ctx->logger->push_task("Loading calibration for gamepad " + gamepad->get_guid());
- json* calibration = game::load_gamepad_calibration(ctx, gamepad);
- if (!calibration)
- {
- ctx->logger->pop_task(EXIT_FAILURE);
-
- ctx->logger->push_task("Generating default calibration for gamepad " + gamepad->get_guid());
- json default_calibration = game::default_gamepad_calibration();
- apply_gamepad_calibration(gamepad, default_calibration);
-
- if (!save_gamepad_calibration(ctx, gamepad, default_calibration))
- ctx->logger->pop_task(EXIT_FAILURE);
- else
- ctx->logger->pop_task(EXIT_SUCCESS);
- }
- else
- {
- ctx->logger->pop_task(EXIT_SUCCESS);
- apply_gamepad_calibration(gamepad, *calibration);
- }
- }
-
- // Toggle fullscreen
- ctx->controls["toggle_fullscreen"]->set_activated_callback
- (
- [ctx]()
- {
- bool fullscreen = !ctx->app->is_fullscreen();
-
- ctx->app->set_fullscreen(fullscreen);
-
- if (!fullscreen)
- {
- int2 resolution;
- resolution.x = (*ctx->config)["windowed_resolution"][0].get<int>();
- resolution.y = (*ctx->config)["windowed_resolution"][1].get<int>();
-
- ctx->app->resize_window(resolution.x, resolution.y);
- }
-
- (*ctx->config)["fullscreen"] = fullscreen;
- }
- );
-
- // Screenshot
- ctx->controls["screenshot"]->set_activated_callback
- (
- [ctx]()
- {
- std::string path = ctx->screenshots_path + "antkeeper-" + timestamp() + ".png";
- ctx->app->save_frame(path);
- }
- );
-
- // Menu back
- ctx->controls["menu_back"]->set_activated_callback
- (
- std::bind(&application::close, ctx->app, 0)
- );
-
- // Set activation threshold for menu navigation controls to mitigate drifting gamepad axes
- const float menu_activation_threshold = 0.1f;
- ctx->controls["menu_up"]->set_activation_threshold(menu_activation_threshold);
- ctx->controls["menu_down"]->set_activation_threshold(menu_activation_threshold);
- ctx->controls["menu_left"]->set_activation_threshold(menu_activation_threshold);
- ctx->controls["menu_right"]->set_activation_threshold(menu_activation_threshold);
- }
-
- void cosmogenesis(game::context* ctx)
- {
- // Init time
- const double time = 0.0;
- ctx->astronomy_system->set_universal_time(time);
- ctx->orbit_system->set_universal_time(time);
-
- // Create sun
- ctx->logger->push_task("Creating the sun");
- try
- {
- heliogenesis(ctx);
- }
- catch (...)
- {
- ctx->logger->pop_task(EXIT_FAILURE);
- throw;
- }
- ctx->logger->pop_task(EXIT_SUCCESS);
-
- // Create planet
- ctx->logger->push_task("Creating the planet");
- try
- {
- planetogenesis(ctx);
- }
- catch (...)
- {
- ctx->logger->pop_task(EXIT_FAILURE);
- throw;
- }
- ctx->logger->pop_task(EXIT_SUCCESS);
-
- // Create moon
- ctx->logger->push_task("Creating the moon");
- try
- {
- selenogenesis(ctx);
- }
- catch (...)
- {
- ctx->logger->pop_task(EXIT_FAILURE);
- throw;
- }
- ctx->logger->pop_task(EXIT_SUCCESS);
-
- // Create fixed stars
- ctx->logger->push_task("Creating fixed stars");
- try
- {
- extrasolar_heliogenesis(ctx);
- }
- catch (...)
- {
- ctx->logger->pop_task(EXIT_FAILURE);
- throw;
- }
- ctx->logger->pop_task(EXIT_SUCCESS);
-
- // Create ant colony
- ctx->logger->push_task("Creating ant colony");
- try
- {
- colonigenesis(ctx);
- }
- catch (...)
- {
- ctx->logger->pop_task(EXIT_FAILURE);
- throw;
- }
- ctx->logger->pop_task(EXIT_SUCCESS);
- }
-
- void heliogenesis(game::context* ctx)
- {
- // Create solar entity
- entity::archetype* sun_archetype = ctx->resource_manager->load<entity::archetype>("sun.ent");
- entity::id sun_eid = sun_archetype->create(*ctx->entity_registry);
- ctx->entities["sun"] = sun_eid;
-
- // Create direct sun light scene object
- scene::directional_light* sun_direct = new scene::directional_light();
-
- // Create ambient sun light scene object
- scene::ambient_light* sun_ambient = new scene::ambient_light();
- sun_ambient->set_color({1, 1, 1});
- sun_ambient->set_intensity(0.0f);
- sun_ambient->update_tweens();
-
- // Add sun light scene objects to surface scene
- ctx->surface_scene->add_object(sun_direct);
- ctx->surface_scene->add_object(sun_ambient);
-
- // Pass direct sun light scene object to shadow map pass and astronomy system
- ctx->surface_shadow_map_pass->set_light(sun_direct);
- ctx->astronomy_system->set_sun_light(sun_direct);
- }
-
- void planetogenesis(game::context* ctx)
- {
- // Create planetary entity
- entity::archetype* planet_archetype = ctx->resource_manager->load<entity::archetype>("planet.ent");
- entity::id planet_eid = planet_archetype->create(*ctx->entity_registry);
- ctx->entities["planet"] = planet_eid;
-
- // Assign planetary terrain component
- entity::component::terrain terrain;
- terrain.elevation = [](double, double) -> double
- {
- //return math::random<double>(0.0, 1.0);
- return 0.0;
- };
- terrain.max_lod = 0;
- terrain.patch_material = nullptr;
- ctx->entity_registry->assign<entity::component::terrain>(planet_eid, terrain);
-
- // Pass planet to astronomy system as reference body
- ctx->astronomy_system->set_reference_body(planet_eid);
-
- // Load sky model
- ctx->surface_sky_pass->set_sky_model(ctx->resource_manager->load<model>("sky-dome.mdl"));
- }
-
- void selenogenesis(game::context* ctx)
- {
- // Create lunar entity
- entity::id moon_eid = ctx->entity_registry->create();
- ctx->entities["moon"] = moon_eid;
-
- // Pass moon model to sky pass
- ctx->surface_sky_pass->set_moon_model(ctx->resource_manager->load<model>("moon.mdl"));
- }
-
- void extrasolar_heliogenesis(game::context* ctx)
- {
- // Load star catalog
- string_table* star_catalog = ctx->resource_manager->load<string_table>("stars.csv");
-
- // Allocate star catalog vertex data
- std::size_t star_count = 0;
- if (star_catalog->size() > 0)
- star_count = star_catalog->size() - 1;
- std::size_t star_vertex_size = 7;
- std::size_t star_vertex_stride = star_vertex_size * sizeof(float);
- float* star_vertex_data = new float[star_count * star_vertex_size];
- float* star_vertex = star_vertex_data;
-
- // Build star catalog vertex data
- for (std::size_t i = 1; i < star_catalog->size(); ++i)
- {
- const string_table_row& catalog_row = (*star_catalog)[i];
-
- double ra = 0.0;
- double dec = 0.0;
- double vmag = 0.0;
- double bv_color = 0.0;
-
- // Parse star catalog entry
- try
- {
- ra = std::stod(catalog_row[1]);
- dec = std::stod(catalog_row[2]);
- vmag = std::stod(catalog_row[3]);
- bv_color = std::stod(catalog_row[4]);
- }
- catch (const std::exception& e)
- {
- continue;
- }
-
- // Convert right ascension and declination from degrees to radians
- ra = math::wrap_radians(math::radians(ra));
- dec = math::wrap_radians(math::radians(dec));
-
- // Transform spherical equatorial coordinates to rectangular equatorial coordinates
- double3 position_bci = geom::spherical::to_cartesian(double3{1.0, dec, ra});
-
- // Transform coordinates from equatorial space to inertial space
- physics::frame<double> bci_to_inertial = physics::orbit::inertial::to_bci({0, 0, 0}, 0.0, math::radians(23.4393)).inverse();
- double3 position_inertial = bci_to_inertial * position_bci;
-
- // Convert color index to color temperature
- double cct = color::index::bv_to_cct(bv_color);
-
- // Calculate XYZ color from color temperature
- double3 color_xyz = color::cct::to_xyz(cct);
-
- // Transform XYZ color to ACEScg colorspace
- double3 color_acescg = color::xyz::to_acescg(color_xyz);
-
- // Convert apparent magnitude to irradiance (W/m^2)
- double vmag_irradiance = std::pow(10.0, 0.4 * (-vmag - 19.0 + 0.4));
-
- // Convert irradiance to illuminance
- double vmag_illuminance = vmag_irradiance * (683.0 * 0.14);
-
- // Scale color by illuminance
- double3 scaled_color = color_acescg * vmag_illuminance;
-
- // Build vertex
- *(star_vertex++) = static_cast<float>(position_inertial.x);
- *(star_vertex++) = static_cast<float>(position_inertial.y);
- *(star_vertex++) = static_cast<float>(position_inertial.z);
- *(star_vertex++) = static_cast<float>(scaled_color.x);
- *(star_vertex++) = static_cast<float>(scaled_color.y);
- *(star_vertex++) = static_cast<float>(scaled_color.z);
- *(star_vertex++) = static_cast<float>(vmag);
- }
-
- // Unload star catalog
- ctx->resource_manager->unload("stars.csv");
-
- // Allocate stars model
- model* stars_model = new model();
-
- // Resize model VBO and upload vertex data
- gl::vertex_buffer* vbo = stars_model->get_vertex_buffer();
- vbo->resize(star_count * star_vertex_stride, star_vertex_data);
-
- // Free star catalog vertex data
- delete[] star_vertex_data;
-
- // Bind vertex attributes to model VAO
- gl::vertex_array* vao = stars_model->get_vertex_array();
- std::size_t vao_offset = 0;
- vao->bind_attribute(VERTEX_POSITION_LOCATION, *vbo, 3, gl::vertex_attribute_type::float_32, star_vertex_stride, 0);
- vao_offset += 3;
- vao->bind_attribute(VERTEX_COLOR_LOCATION, *vbo, 4, gl::vertex_attribute_type::float_32, star_vertex_stride, sizeof(float) * vao_offset);
-
- // Load star material
- material* star_material = ctx->resource_manager->load<material>("fixed-star.mtl");
-
- // Create model group
- model_group* stars_model_group = stars_model->add_group("stars");
- stars_model_group->set_material(star_material);
- stars_model_group->set_drawing_mode(gl::drawing_mode::points);
- stars_model_group->set_start_index(0);
- stars_model_group->set_index_count(star_count);
-
- // Pass stars model to sky pass
- ctx->surface_sky_pass->set_stars_model(stars_model);
- }
-
- void colonigenesis(game::context* ctx)
- {}
-
- } // namespace loading
- } // namespace state
- } // namespace game
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