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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 "animation/animation.hpp"
- #include "animation/animator.hpp"
- #include "animation/ease.hpp"
- #include "animation/screen-transition.hpp"
- #include "animation/timeline.hpp"
- #include "application.hpp"
- #include "debug/cli.hpp"
- #include "debug/console-commands.hpp"
- #include "debug/logger.hpp"
- #include "game/game-context.hpp"
- #include "gl/framebuffer.hpp"
- #include "gl/pixel-format.hpp"
- #include "gl/pixel-type.hpp"
- #include "gl/rasterizer.hpp"
- #include "gl/texture-2d.hpp"
- #include "gl/texture-filter.hpp"
- #include "gl/texture-wrapping.hpp"
- #include "gl/vertex-array.hpp"
- #include "gl/vertex-attribute-type.hpp"
- #include "gl/vertex-buffer.hpp"
- #include "renderer/material-flags.hpp"
- #include "renderer/material-property.hpp"
- #include "renderer/passes/bloom-pass.hpp"
- #include "renderer/passes/clear-pass.hpp"
- #include "renderer/passes/final-pass.hpp"
- #include "renderer/passes/material-pass.hpp"
- #include "renderer/passes/outline-pass.hpp"
- #include "renderer/passes/shadow-map-pass.hpp"
- #include "renderer/passes/sky-pass.hpp"
- #include "renderer/simple-render-pass.hpp"
- #include "renderer/vertex-attributes.hpp"
- #include "renderer/compositor.hpp"
- #include "renderer/renderer.hpp"
- #include "resources/config-file.hpp"
- #include "resources/resource-manager.hpp"
- #include "resources/resource-manager.hpp"
- #include "scene/scene.hpp"
- #include "game/states/game-states.hpp"
- #include "ecs/systems/behavior-system.hpp"
- #include "ecs/systems/camera-system.hpp"
- #include "ecs/systems/collision-system.hpp"
- #include "ecs/systems/constraint-system.hpp"
- #include "ecs/systems/control-system.hpp"
- #include "ecs/systems/locomotion-system.hpp"
- #include "ecs/systems/nest-system.hpp"
- #include "ecs/systems/snapping-system.hpp"
- #include "ecs/systems/render-system.hpp"
- #include "ecs/systems/samara-system.hpp"
- #include "ecs/systems/subterrain-system.hpp"
- #include "ecs/systems/terrain-system.hpp"
- #include "ecs/systems/tool-system.hpp"
- #include "ecs/systems/ui-system.hpp"
- #include "ecs/systems/vegetation-system.hpp"
- #include "ecs/systems/spatial-system.hpp"
- #include "ecs/systems/tracking-system.hpp"
- #include "ecs/systems/painting-system.hpp"
- #include "ecs/systems/weather-system.hpp"
- #include "ecs/systems/astronomy-system.hpp"
- #include "ecs/systems/solar-system.hpp"
- #include "ecs/components/marker-component.hpp"
- #include "ecs/commands.hpp"
- #include "utility/paths.hpp"
- #include "event/event-dispatcher.hpp"
- #include "input/event-router.hpp"
- #include "input/mapper.hpp"
- #include "input/listener.hpp"
- #include "input/game-controller.hpp"
- #include "input/mouse.hpp"
- #include "input/keyboard.hpp"
- #include "pheromone-matrix.hpp"
- #include "configuration.hpp"
- #include "input/scancode.hpp"
- #include <cxxopts.hpp>
- #include <dirent.h>
- #include <entt/entt.hpp>
- #include <filesystem>
- #include <functional>
- #include <string>
- #include <vector>
- #include "utility/timestamp.hpp"
-
- static void parse_options(game_context* ctx, int argc, char** argv);
- static void setup_resources(game_context* ctx);
- static void load_config(game_context* ctx);
- static void load_strings(game_context* ctx);
- static void setup_window(game_context* ctx);
- static void setup_rendering(game_context* ctx);
- static void setup_scenes(game_context* ctx);
- static void setup_animation(game_context* ctx);
- static void setup_entities(game_context* ctx);
- static void setup_systems(game_context* ctx);
- static void setup_controls(game_context* ctx);
- static void setup_cli(game_context* ctx);
- static void setup_callbacks(game_context* ctx);
-
- int bootloader(application* app, int argc, char** argv)
- {
- // Get application logger
- debug::logger* logger = app->get_logger();
-
- logger->push_task("Running application bootloader");
-
- // Allocate game context
- game_context* ctx = new game_context();
- ctx->app = app;
- ctx->logger = logger;
-
- // Init game context
- try
- {
- parse_options(ctx, argc, argv);
- setup_resources(ctx);
- load_config(ctx);
- load_strings(ctx);
- setup_window(ctx);
- setup_rendering(ctx);
- setup_scenes(ctx);
- setup_animation(ctx);
- setup_entities(ctx);
- setup_systems(ctx);
- setup_controls(ctx);
- setup_cli(ctx);
- setup_callbacks(ctx);
- }
- catch (const std::exception& e)
- {
- logger->error("Caught exception: \"" + std::string(e.what()) + "\"");
- logger->pop_task(EXIT_FAILURE);
- return EXIT_FAILURE;
- }
-
- logger->pop_task(EXIT_SUCCESS);
-
- // Change state
- if (ctx->option_quick_start.has_value())
- app->change_state({std::bind(play_state_enter, ctx), std::bind(play_state_exit, ctx)});
- else
- app->change_state({std::bind(splash_state_enter, ctx), std::bind(splash_state_exit, ctx)});
-
- return EXIT_SUCCESS;
- }
-
- void parse_options(game_context* ctx, int argc, char** argv)
- {
- debug::logger* logger = ctx->logger;
- logger->push_task("Parsing command line options");
-
- try
- {
- cxxopts::Options options("Antkeeper", "Ant colony simulation game");
- options.add_options()
- ("b,biome", "Selects the biome to load", cxxopts::value<std::string>())
- ("c,continue", "Continues from the last save")
- ("d,data", "Sets the data package path", cxxopts::value<std::string>())
- ("f,fullscreen", "Starts in fullscreen mode")
- ("n,new-game", "Starts a new game")
- ("q,quick-start", "Skips to the main menu")
- ("r,reset", "Restores all settings to default")
- ("v,vsync", "Enables or disables v-sync", cxxopts::value<int>())
- ("w,windowed", "Starts in windowed mode");
- auto result = options.parse(argc, argv);
-
- // --biome
- if (result.count("biome"))
- ctx->option_biome = result["biome"].as<std::string>();
-
- // --continue
- if (result.count("continue"))
- ctx->option_continue = true;
-
- // --data
- if (result.count("data"))
- ctx->option_data = result["data"].as<std::string>();
-
- // --fullscreen
- if (result.count("fullscreen"))
- ctx->option_fullscreen = true;
-
- // --new-game
- if (result.count("new-game"))
- ctx->option_new_game = true;
-
- // --quick-start
- if (result.count("quick-start"))
- ctx->option_quick_start = true;
-
- // --reset
- if (result.count("reset"))
- ctx->option_reset = true;
-
- // --vsync
- if (result.count("vsync"))
- ctx->option_vsync = (result["vsync"].as<int>()) ? true : false;
-
- // --windowed
- if (result.count("windowed"))
- ctx->option_windowed = true;
- }
- catch (const std::exception& e)
- {
- logger->error("Exception caught: \"" + std::string(e.what()) + "\"");
- logger->pop_task(EXIT_FAILURE);
- return;
- }
-
- logger->pop_task(EXIT_SUCCESS);
- }
-
- void setup_resources(game_context* ctx)
- {
- debug::logger* logger = ctx->logger;
-
- // Setup resource manager
- ctx->resource_manager = new resource_manager(logger);
-
- // Determine application name
- std::string application_name;
- #if defined(_WIN32) || defined(__APPLE__)
- application_name = "Antkeeper";
- #else
- application_name = "antkeeper";
- #endif
-
- // Detect paths
- ctx->data_path = get_data_path(application_name);
- ctx->config_path = get_config_path(application_name);
- ctx->mods_path = ctx->config_path + "mods/";
- ctx->saves_path = ctx->config_path + "saves/";
- ctx->screenshots_path = ctx->config_path + "screenshots/";
-
- // Log resource paths
- logger->log("Detected data path as \"" + ctx->data_path + "\"");
- logger->log("Detected config path as \"" + ctx->config_path + "\"");
-
- // Create nonexistent config directories
- std::vector<std::string> config_paths;
- config_paths.push_back(ctx->config_path);
- config_paths.push_back(ctx->mods_path);
- config_paths.push_back(ctx->saves_path);
- config_paths.push_back(ctx->screenshots_path);
- for (const std::string& path: config_paths)
- {
- if (!path_exists(path))
- {
- logger->push_task("Creating directory \"" + path + "\"");
- if (create_directory(path))
- {
- logger->pop_task(EXIT_SUCCESS);
- }
- else
- {
- logger->pop_task(EXIT_FAILURE);
- }
- }
- }
-
- // Redirect logger output to log file on non-debug builds
- #if defined(NDEBUG)
- std::string log_filename = config_path + "log.txt";
- ctx->log_filestream.open(log_filename.c_str());
- ctx->log_filestream << logger->get_history();
- logger->redirect(&log_filestream);
- #endif
-
- // Scan for mods
- std::vector<std::string> mods;
- struct dirent** files = nullptr;
- if (int n = scandir(ctx->mods_path.c_str(), &files, NULL, alphasort); n >= 0)
- {
- for (int i = 0; i < n; ++i)
- {
- struct dirent* file = files[i];
-
- switch (file->d_type)
- {
- case DT_REG:
- case DT_DIR:
- {
- std::string mod_name = file->d_name;
-
- // Skip hidden files and directories
- if (mod_name.front() == '.')
- break;
-
- mods.push_back(mod_name);
- }
-
- default:
- break;
- }
- }
- }
-
- // Determine data package path
- if (ctx->option_data.has_value())
- {
- ctx->data_package_path = ctx->option_data.value();
- if (std::filesystem::path(ctx->data_package_path).is_relative())
- ctx->data_package_path = ctx->data_path + ctx->data_package_path;
- }
- else
- {
- ctx->data_package_path = ctx->data_path + "data.zip";
- }
-
- // Mount mods
- for (const std::string& mod_name: mods)
- ctx->resource_manager->mount(ctx->mods_path + mod_name);
-
- // Mount config path
- ctx->resource_manager->mount(ctx->config_path);
-
- // Mount data package
- ctx->resource_manager->mount(ctx->data_package_path);
-
-
- // Include resource search paths in order of priority
- ctx->resource_manager->include("/shaders/");
- ctx->resource_manager->include("/models/");
- ctx->resource_manager->include("/images/");
- ctx->resource_manager->include("/textures/");
- ctx->resource_manager->include("/materials/");
- ctx->resource_manager->include("/entities/");
- ctx->resource_manager->include("/behaviors/");
- ctx->resource_manager->include("/controls/");
- ctx->resource_manager->include("/localization/");
- ctx->resource_manager->include("/biomes/");
- ctx->resource_manager->include("/traits/");
- ctx->resource_manager->include("/");
- }
-
- void load_config(game_context* ctx)
- {
- debug::logger* logger = ctx->logger;
- logger->push_task("Loading config");
-
- // Load config file
- ctx->config = ctx->resource_manager->load<config_file>("config.txt");
- if (!ctx->config)
- {
- logger->pop_task(EXIT_FAILURE);
- return;
- }
-
- logger->pop_task(EXIT_SUCCESS);
- }
-
- void load_strings(game_context* ctx)
- {
- debug::logger* logger = ctx->logger;
- logger->push_task("Loading strings");
-
- ctx->string_table = ctx->resource_manager->load<string_table>("strings.csv");
-
- build_string_table_map(&ctx->string_table_map, *ctx->string_table);
-
- ctx->language_code = ctx->config->get<std::string>("language");
- ctx->language_index = -1;
- for (int i = 2; i < (*ctx->string_table)[0].size(); ++i)
- {
- if ((*ctx->string_table)[0][i] == ctx->language_code)
- ctx->language_index = i;
- }
-
- logger->log("lang index: " + std::to_string(ctx->language_index));
-
- ctx->strings = &ctx->string_table_map[ctx->language_code];
-
- logger->pop_task(EXIT_SUCCESS);
- }
-
- void setup_window(game_context* ctx)
- {
- debug::logger* logger = ctx->logger;
- logger->push_task("Setting up window");
-
- application* app = ctx->app;
- config_file* config = ctx->config;
-
- // Set fullscreen or windowed mode
- bool fullscreen = true;
- if (ctx->option_fullscreen.has_value())
- fullscreen = true;
- else if (ctx->option_windowed.has_value())
- fullscreen = false;
- else if (config->has("fullscreen"))
- fullscreen = (config->get<int>("fullscreen") != 0);
- app->set_fullscreen(fullscreen);
-
- // Set resolution
- const auto& display_dimensions = ctx->app->get_display_dimensions();
- int2 resolution = {display_dimensions[0], display_dimensions[1]};
- if (fullscreen)
- {
- if (config->has("fullscreen_resolution"))
- resolution = config->get<int2>("fullscreen_resolution");
- }
- else
- {
- if (config->has("windowed_resolution"))
- resolution = config->get<int2>("windowed_resolution");
- }
- app->resize_window(resolution.x, resolution.y);
-
- // Set v-sync
- bool vsync = true;
- if (ctx->option_vsync.has_value())
- vsync = (ctx->option_vsync.value() != 0);
- else if (config->has("vsync"))
- vsync = (config->get<int>("vsync") != 0);
- app->set_vsync(vsync);
-
- // Set title
- app->set_title((*ctx->strings)["title"]);
-
- logger->pop_task(EXIT_SUCCESS);
- }
-
- void setup_rendering(game_context* ctx)
- {
- debug::logger* logger = ctx->logger;
- logger->push_task("Setting up rendering");
-
- // Get rasterizer from application
- ctx->rasterizer = ctx->app->get_rasterizer();
-
- // Get default framebuffer
- const gl::framebuffer& default_framebuffer = ctx->rasterizer->get_default_framebuffer();
- const auto& viewport_dimensions = default_framebuffer.get_dimensions();
-
- // Create HDR framebuffer (32F color, 32F depth)
- ctx->framebuffer_hdr_color = new gl::texture_2d(viewport_dimensions[0], viewport_dimensions[1], gl::pixel_type::float_32, gl::pixel_format::rgb);
- ctx->framebuffer_hdr_color->set_wrapping(gl::texture_wrapping::extend, gl::texture_wrapping::extend);
- ctx->framebuffer_hdr_color->set_filters(gl::texture_min_filter::linear, gl::texture_mag_filter::linear);
- ctx->framebuffer_hdr_color->set_max_anisotropy(0.0f);
- ctx->framebuffer_hdr_depth = new gl::texture_2d(viewport_dimensions[0], viewport_dimensions[1], gl::pixel_type::float_32, gl::pixel_format::ds);
- ctx->framebuffer_hdr_depth->set_wrapping(gl::texture_wrapping::extend, gl::texture_wrapping::extend);
- ctx->framebuffer_hdr_depth->set_filters(gl::texture_min_filter::linear, gl::texture_mag_filter::linear);
- ctx->framebuffer_hdr_depth->set_max_anisotropy(0.0f);
- ctx->framebuffer_hdr = new gl::framebuffer(viewport_dimensions[0], viewport_dimensions[1]);
- ctx->framebuffer_hdr->attach(gl::framebuffer_attachment_type::color, ctx->framebuffer_hdr_color);
- ctx->framebuffer_hdr->attach(gl::framebuffer_attachment_type::depth, ctx->framebuffer_hdr_depth);
- ctx->framebuffer_hdr->attach(gl::framebuffer_attachment_type::stencil, ctx->framebuffer_hdr_depth);
-
- // Create shadow map framebuffer
- int shadow_map_resolution = 4096;
- if (ctx->config->has("shadow_map_resolution"))
- {
- shadow_map_resolution = ctx->config->get<int>("shadow_map_resolution");
- }
- ctx->shadow_map_depth_texture = new gl::texture_2d(shadow_map_resolution, shadow_map_resolution, gl::pixel_type::float_32, gl::pixel_format::d);
- ctx->shadow_map_depth_texture->set_wrapping(gl::texture_wrapping::extend, gl::texture_wrapping::extend);
- ctx->shadow_map_depth_texture->set_filters(gl::texture_min_filter::linear, gl::texture_mag_filter::linear);
- ctx->shadow_map_depth_texture->set_max_anisotropy(0.0f);
- ctx->shadow_map_framebuffer = new gl::framebuffer(shadow_map_resolution, shadow_map_resolution);
- ctx->shadow_map_framebuffer->attach(gl::framebuffer_attachment_type::depth, ctx->shadow_map_depth_texture);
-
- // Create bloom pingpong framebuffers (16F color, no depth)
- int bloom_width = viewport_dimensions[0] >> 1;
- int bloom_height = viewport_dimensions[1] >> 1;
- ctx->bloom_texture = new gl::texture_2d(bloom_width, bloom_height, gl::pixel_type::float_16, gl::pixel_format::rgb);
- ctx->bloom_texture->set_wrapping(gl::texture_wrapping::extend, gl::texture_wrapping::extend);
- ctx->bloom_texture->set_filters(gl::texture_min_filter::linear, gl::texture_mag_filter::linear);
- ctx->bloom_texture->set_max_anisotropy(0.0f);
- ctx->framebuffer_bloom = new gl::framebuffer(bloom_width, bloom_height);
- ctx->framebuffer_bloom->attach(gl::framebuffer_attachment_type::color, ctx->bloom_texture);
-
- // Load blue noise texture
- gl::texture_2d* blue_noise_map = ctx->resource_manager->load<gl::texture_2d>("blue-noise.tex");
-
- // Load fallback material
- ctx->fallback_material = ctx->resource_manager->load<material>("fallback.mtl");
-
- // Setup overworld compositor
- ctx->overworld_shadow_map_clear_pass = new clear_pass(ctx->rasterizer, ctx->shadow_map_framebuffer);
- ctx->overworld_shadow_map_clear_pass->set_cleared_buffers(false, true, false);
- ctx->overworld_shadow_map_clear_pass->set_clear_depth(1.0f);
- ctx->overworld_shadow_map_pass = new shadow_map_pass(ctx->rasterizer, ctx->shadow_map_framebuffer, ctx->resource_manager);
- ctx->overworld_shadow_map_pass->set_split_scheme_weight(0.75f);
- ctx->overworld_clear_pass = new clear_pass(ctx->rasterizer, ctx->framebuffer_hdr);
- ctx->overworld_clear_pass->set_cleared_buffers(true, true, true);
- ctx->overworld_clear_pass->set_clear_depth(0.0f);
- ctx->overworld_sky_pass = new sky_pass(ctx->rasterizer, ctx->framebuffer_hdr, ctx->resource_manager);
- ctx->app->get_event_dispatcher()->subscribe<mouse_moved_event>(ctx->overworld_sky_pass);
- ctx->overworld_sky_pass->set_enabled(false);
- ctx->overworld_sky_pass->set_blue_noise_map(blue_noise_map);
- ctx->overworld_material_pass = new material_pass(ctx->rasterizer, ctx->framebuffer_hdr, ctx->resource_manager);
- ctx->overworld_material_pass->set_fallback_material(ctx->fallback_material);
- ctx->overworld_material_pass->shadow_map_pass = ctx->overworld_shadow_map_pass;
- ctx->overworld_material_pass->shadow_map = ctx->shadow_map_depth_texture;
- ctx->app->get_event_dispatcher()->subscribe<mouse_moved_event>(ctx->overworld_material_pass);
- ctx->overworld_outline_pass = new outline_pass(ctx->rasterizer, ctx->framebuffer_hdr, ctx->resource_manager);
- ctx->overworld_outline_pass->set_outline_width(0.25f);
- ctx->overworld_outline_pass->set_outline_color(float4{1.0f, 1.0f, 1.0f, 1.0f});
- ctx->overworld_outline_pass->set_enabled(false);
- ctx->overworld_bloom_pass = new bloom_pass(ctx->rasterizer, ctx->framebuffer_bloom, ctx->resource_manager);
- ctx->overworld_bloom_pass->set_source_texture(ctx->framebuffer_hdr_color);
- ctx->overworld_bloom_pass->set_brightness_threshold(1.0f);
- ctx->overworld_bloom_pass->set_blur_iterations(5);
- ctx->overworld_bloom_pass->set_enabled(true);
- ctx->overworld_final_pass = new ::final_pass(ctx->rasterizer, &ctx->rasterizer->get_default_framebuffer(), ctx->resource_manager);
- ctx->overworld_final_pass->set_color_texture(ctx->framebuffer_hdr_color);
- ctx->overworld_final_pass->set_bloom_texture(ctx->bloom_texture);
- ctx->overworld_compositor = new compositor();
- ctx->overworld_compositor->add_pass(ctx->overworld_shadow_map_clear_pass);
- ctx->overworld_compositor->add_pass(ctx->overworld_shadow_map_pass);
- ctx->overworld_compositor->add_pass(ctx->overworld_clear_pass);
- ctx->overworld_compositor->add_pass(ctx->overworld_sky_pass);
- ctx->overworld_compositor->add_pass(ctx->overworld_material_pass);
- //ctx->overworld_compositor->add_pass(ctx->overworld_outline_pass);
- ctx->overworld_compositor->add_pass(ctx->overworld_bloom_pass);
- ctx->overworld_compositor->add_pass(ctx->overworld_final_pass);
-
- // Setup underworld compositor
- ctx->underworld_clear_pass = new clear_pass(ctx->rasterizer, ctx->framebuffer_hdr);
- ctx->underworld_clear_pass->set_cleared_buffers(true, true, false);
- ctx->underworld_material_pass = new material_pass(ctx->rasterizer, ctx->framebuffer_hdr, ctx->resource_manager);
- ctx->underworld_material_pass->set_fallback_material(ctx->fallback_material);
- ctx->app->get_event_dispatcher()->subscribe<mouse_moved_event>(ctx->underworld_material_pass);
- gl::shader_program* underworld_final_shader = ctx->resource_manager->load<gl::shader_program>("underground-final.glsl");
- ctx->underworld_final_pass = new simple_render_pass(ctx->rasterizer, &ctx->rasterizer->get_default_framebuffer(), underworld_final_shader);
- ctx->underground_color_texture_property = ctx->underworld_final_pass->get_material()->add_property<const gl::texture_2d*>("color_texture");
- ctx->underground_color_texture_property->set_value(ctx->framebuffer_hdr_color);
- ctx->underworld_final_pass->get_material()->update_tweens();
- ctx->underworld_compositor = new compositor();
- ctx->underworld_compositor->add_pass(ctx->underworld_clear_pass);
- ctx->underworld_compositor->add_pass(ctx->underworld_material_pass);
- ctx->underworld_compositor->add_pass(ctx->underworld_final_pass);
-
- // Setup UI camera compositor
- ctx->ui_clear_pass = new clear_pass(ctx->rasterizer, &ctx->rasterizer->get_default_framebuffer());
- ctx->ui_clear_pass->set_cleared_buffers(false, true, false);
- ctx->ui_clear_pass->set_clear_depth(0.0f);
- ctx->ui_material_pass = new material_pass(ctx->rasterizer, &ctx->rasterizer->get_default_framebuffer(), ctx->resource_manager);
- ctx->ui_material_pass->set_fallback_material(ctx->fallback_material);
- ctx->ui_compositor = new compositor();
- ctx->ui_compositor->add_pass(ctx->ui_clear_pass);
- ctx->ui_compositor->add_pass(ctx->ui_material_pass);
-
- // Create billboard VAO
- {
- const float billboard_vertex_data[] =
- {
- -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f,
- -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
- 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
- -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f
- };
-
- std::size_t billboard_vertex_size = 8;
- std::size_t billboard_vertex_stride = sizeof(float) * billboard_vertex_size;
- std::size_t billboard_vertex_count = 6;
-
- ctx->billboard_vbo = new gl::vertex_buffer(sizeof(float) * billboard_vertex_size * billboard_vertex_count, billboard_vertex_data);
- ctx->billboard_vao = new gl::vertex_array();
- ctx->billboard_vao->bind_attribute(VERTEX_POSITION_LOCATION, *ctx->billboard_vbo, 3, gl::vertex_attribute_type::float_32, billboard_vertex_stride, 0);
- ctx->billboard_vao->bind_attribute(VERTEX_TEXCOORD_LOCATION, *ctx->billboard_vbo, 2, gl::vertex_attribute_type::float_32, billboard_vertex_stride, sizeof(float) * 3);
- ctx->billboard_vao->bind_attribute(VERTEX_BARYCENTRIC_LOCATION, *ctx->billboard_vbo, 3, gl::vertex_attribute_type::float_32, billboard_vertex_stride, sizeof(float) * 5);
- }
-
- // Load marker albedo textures
- ctx->marker_albedo_textures = new gl::texture_2d*[8];
- ctx->marker_albedo_textures[0] = ctx->resource_manager->load<gl::texture_2d>("marker-clear-albedo.tex");
- ctx->marker_albedo_textures[1] = ctx->resource_manager->load<gl::texture_2d>("marker-yellow-albedo.tex");
- ctx->marker_albedo_textures[2] = ctx->resource_manager->load<gl::texture_2d>("marker-green-albedo.tex");
- ctx->marker_albedo_textures[3] = ctx->resource_manager->load<gl::texture_2d>("marker-blue-albedo.tex");
- ctx->marker_albedo_textures[4] = ctx->resource_manager->load<gl::texture_2d>("marker-purple-albedo.tex");
- ctx->marker_albedo_textures[5] = ctx->resource_manager->load<gl::texture_2d>("marker-pink-albedo.tex");
- ctx->marker_albedo_textures[6] = ctx->resource_manager->load<gl::texture_2d>("marker-red-albedo.tex");
- ctx->marker_albedo_textures[7] = ctx->resource_manager->load<gl::texture_2d>("marker-orange-albedo.tex");
-
- // Create renderer
- ctx->renderer = new renderer();
- ctx->renderer->set_billboard_vao(ctx->billboard_vao);
-
- logger->pop_task(EXIT_SUCCESS);
- }
-
- void setup_scenes(game_context* ctx)
- {
- debug::logger* logger = ctx->logger;
- logger->push_task("Setting up scenes");
-
- // Get default framebuffer
- const auto& viewport_dimensions = ctx->rasterizer->get_default_framebuffer().get_dimensions();
- float viewport_aspect_ratio = static_cast<float>(viewport_dimensions[0]) / static_cast<float>(viewport_dimensions[1]);
-
- // Create infinite culling mask
- float inf = std::numeric_limits<float>::infinity();
- ctx->no_cull = {{-inf, -inf, -inf}, {inf, inf, inf}};
-
- // Setup overworld camera
- ctx->overworld_camera = new scene::camera();
- ctx->overworld_camera->set_perspective(math::radians<float>(45.0f), viewport_aspect_ratio, 0.1f, 1000.0f);
- ctx->overworld_camera->set_compositor(ctx->overworld_compositor);
- ctx->overworld_camera->set_composite_index(0);
- ctx->overworld_camera->set_active(true);
-
- // Setup underworld camera
- ctx->underworld_camera = new scene::camera();
- ctx->underworld_camera->set_perspective(math::radians<float>(45.0f), viewport_aspect_ratio, 0.1f, 1000.0f);
- ctx->underworld_camera->look_at({0, 50, 0}, {0, 0, 0}, {0, 0, -1});
- ctx->underworld_camera->set_compositor(ctx->underworld_compositor);
- ctx->underworld_camera->set_composite_index(0);
- ctx->underworld_camera->set_active(false);
-
- // Setup UI camera
- ctx->ui_camera = new scene::camera();
- ctx->ui_camera->set_compositor(ctx->ui_compositor);
-
- // Setup lights
- ctx->moon_light = new scene::directional_light();
- ctx->moon_light->set_intensity(0.0f);
- ctx->moon_light->update_tweens();
-
- ctx->subterrain_light = new scene::point_light();
- ctx->subterrain_light->set_color({1, 1, 1});
- ctx->subterrain_light->set_intensity(1.0f);
- ctx->subterrain_light->set_attenuation({1.0f, 0.09f, 0.032f});
- ctx->subterrain_light->update_tweens();
-
- ctx->underworld_ambient_light = new scene::ambient_light();
- ctx->underworld_ambient_light->set_color({1, 1, 1});
- ctx->underworld_ambient_light->set_intensity(0.1f);
- ctx->underworld_ambient_light->update_tweens();
-
- ctx->lens_spot_light = new scene::spot_light();
- ctx->lens_spot_light->set_color({1, 1, 1});
- ctx->lens_spot_light->set_intensity(20.0f);
- ctx->lens_spot_light->set_attenuation({1.0f, 0.0f, 0.0f});
- ctx->lens_spot_light->set_cutoff({math::radians(1.25f), math::radians(1.8f)});
-
- ctx->flashlight_spot_light = new scene::spot_light();
- ctx->flashlight_spot_light->set_color({1, 1, 1});
- ctx->flashlight_spot_light->set_intensity(1.0f);
- ctx->flashlight_spot_light->set_attenuation({1.0f, 0.0f, 0.0f});
- ctx->flashlight_spot_light->set_cutoff({math::radians(10.0f), math::radians(19.0f)});
-
-
-
- const gl::texture_2d* splash_texture = ctx->resource_manager->load<gl::texture_2d>("splash.tex");
- auto splash_dimensions = splash_texture->get_dimensions();
- ctx->splash_billboard_material = new material();
- ctx->splash_billboard_material->set_shader_program(ctx->resource_manager->load<gl::shader_program>("ui-element-textured.glsl"));
- ctx->splash_billboard_material->add_property<const gl::texture_2d*>("background")->set_value(splash_texture);
- ctx->splash_billboard_material->add_property<float4>("tint")->set_value(float4{1, 1, 1, 1});
- ctx->splash_billboard_material->update_tweens();
- ctx->splash_billboard = new scene::billboard();
- ctx->splash_billboard->set_material(ctx->splash_billboard_material);
- ctx->splash_billboard->set_scale({(float)std::get<0>(splash_dimensions) * 0.5f, (float)std::get<1>(splash_dimensions) * 0.5f, 1.0f});
- ctx->splash_billboard->set_translation({0.0f, 0.0f, 0.0f});
- ctx->splash_billboard->update_tweens();
-
-
- // Create depth debug billboard
- /*
- material* depth_debug_material = new material();
- depth_debug_material->set_shader_program(ctx->resource_manager->load<gl::shader_program>("ui-element-textured.glsl"));
- depth_debug_material->add_property<const gl::texture_2d*>("background")->set_value(shadow_map_depth_texture);
- depth_debug_material->add_property<float4>("tint")->set_value(float4{1, 1, 1, 1});
- billboard* depth_debug_billboard = new billboard();
- depth_debug_billboard->set_material(depth_debug_material);
- depth_debug_billboard->set_scale({128, 128, 1});
- depth_debug_billboard->set_translation({-960 + 128, 1080 * 0.5f - 128, 0});
- depth_debug_billboard->update_tweens();
- ui_system->get_scene()->add_object(depth_debug_billboard);
- */
-
- // Setup overworld scene
- ctx->overworld_scene = new scene::collection();
- ctx->overworld_scene->add_object(ctx->overworld_camera);
- //ctx->overworld_scene->add_object(ctx->moon_light);
- //ctx->overworld_scene->add_object(ctx->spot_light);
-
- // Setup underworld scene
- ctx->underworld_scene = new scene::collection();
- ctx->underworld_scene->add_object(ctx->underworld_camera);
- ctx->underworld_scene->add_object(ctx->underworld_ambient_light);
- //ctx->underworld_scene->add_object(ctx->lantern);
- //ctx->underworld_scene->add_object(ctx->subterrain_light);
- //ctx->underworld_scene->add_object(ctx->portal_billboard);
- //model_instance* larva = new scene::model_instance(ctx->resource_manager->load<model>("larva.mdl"));
- //ctx->underworld_scene->add_object(larva);
-
- // Setup UI scene
- ctx->ui_scene = new scene::collection();
- ctx->ui_scene->add_object(ctx->ui_camera);
-
- //ctx->overworld_scene->add_object(ctx->lens_spot_light);
- ctx->underworld_scene->add_object(ctx->flashlight_spot_light);
-
- // Set overworld as active scene
- ctx->active_scene = ctx->overworld_scene;
-
- logger->pop_task(EXIT_SUCCESS);
- }
-
- void setup_animation(game_context* ctx)
- {
- // Setup timeline system
- ctx->timeline = new timeline();
- ctx->timeline->set_autoremove(true);
-
- // Setup animator
- ctx->animator = new animator();
-
- // Initialize time tween
- ctx->time_tween = new tween<double>(0.0);
- ctx->time_tween->set_interpolator(math::lerp<double, double>);
-
- // Create fade transition
- ctx->fade_transition = new screen_transition();
- ctx->fade_transition->get_material()->set_shader_program(ctx->resource_manager->load<gl::shader_program>("fade-transition.glsl"));
- ctx->ui_scene->add_object(ctx->fade_transition->get_billboard());
- ctx->animator->add_animation(ctx->fade_transition->get_animation());
-
- // Create inner radial transition
- ctx->radial_transition_inner = new screen_transition();
- ctx->radial_transition_inner->get_material()->set_shader_program(ctx->resource_manager->load<gl::shader_program>("radial-transition-inner.glsl"));
- ctx->ui_scene->add_object(ctx->radial_transition_inner->get_billboard());
- ctx->animator->add_animation(ctx->radial_transition_inner->get_animation());
-
- // Create outer radial transition
- ctx->radial_transition_outer = new screen_transition();
- ctx->radial_transition_outer->get_material()->set_shader_program(ctx->resource_manager->load<gl::shader_program>("radial-transition-outer.glsl"));
- ctx->ui_scene->add_object(ctx->radial_transition_outer->get_billboard());
- ctx->animator->add_animation(ctx->radial_transition_outer->get_animation());
-
- // Setup tweens
- ctx->focal_point_tween = new tween<float3>();
- ctx->focal_point_tween->set_interpolator(math::lerp<float3, float>);
-
- // Set material pass tweens
- ctx->overworld_sky_pass->set_time_tween(ctx->time_tween);
- ctx->overworld_material_pass->set_time_tween(ctx->time_tween);
- ctx->overworld_material_pass->set_focal_point_tween(ctx->focal_point_tween);
- ctx->underworld_material_pass->set_time_tween(ctx->time_tween);
- ctx->underworld_material_pass->set_focal_point_tween(ctx->focal_point_tween);
- ctx->underworld_final_pass->set_time_tween(ctx->time_tween);
- ctx->underworld_material_pass->set_focal_point_tween(ctx->focal_point_tween);
- ctx->ui_material_pass->set_time_tween(ctx->time_tween);
- }
-
- void setup_entities(game_context* ctx)
- {
- // Create ECS registry
- ctx->ecs_registry = new entt::registry();
-
- // Reserve named entities
- ctx->brush_entity = ctx->ecs_registry->create();
- ctx->flashlight_entity = ctx->ecs_registry->create();
- ctx->forceps_entity = ctx->ecs_registry->create();
- ctx->lens_entity = ctx->ecs_registry->create();
- ctx->marker_entity = ctx->ecs_registry->create();
- ctx->container_entity = ctx->ecs_registry->create();
- ctx->twig_entity = ctx->ecs_registry->create();
- ctx->focal_point_entity = ctx->ecs_registry->create();
- }
-
- void setup_systems(game_context* ctx)
- {
- event_dispatcher* event_dispatcher = ctx->app->get_event_dispatcher();
-
- const auto& viewport_dimensions = ctx->app->get_viewport_dimensions();
- float4 viewport = {0.0f, 0.0f, static_cast<float>(viewport_dimensions[0]), static_cast<float>(viewport_dimensions[1])};
-
- // Setup terrain system
- ctx->terrain_system = new ecs::terrain_system(*ctx->ecs_registry, ctx->resource_manager);
- ctx->terrain_system->set_patch_size(TERRAIN_PATCH_SIZE);
-
- // Setup vegetation system
- //ctx->vegetation_system = new ecs::vegetation_system(*ctx->ecs_registry);
- //ctx->vegetation_system->set_terrain_patch_size(TERRAIN_PATCH_SIZE);
- //ctx->vegetation_system->set_vegetation_patch_resolution(VEGETATION_PATCH_RESOLUTION);
- //ctx->vegetation_system->set_vegetation_density(1.0f);
- //ctx->vegetation_system->set_vegetation_model(ctx->resource_manager->load<model>("grass-tuft.mdl"));
- //ctx->vegetation_system->set_scene(ctx->overworld_scene);
-
- // Setup camera system
- ctx->camera_system = new ecs::camera_system(*ctx->ecs_registry);
- ctx->camera_system->set_viewport(viewport);
- event_dispatcher->subscribe<mouse_moved_event>(ctx->camera_system);
- event_dispatcher->subscribe<window_resized_event>(ctx->camera_system);
-
- // Setup tool system
- ctx->tool_system = new ecs::tool_system(*ctx->ecs_registry, event_dispatcher);
- ctx->tool_system->set_camera(ctx->overworld_camera);
- ctx->tool_system->set_orbit_cam(ctx->camera_system->get_orbit_cam());
- ctx->tool_system->set_viewport(viewport);
-
- // Setup subterrain system
- ctx->subterrain_system = new ecs::subterrain_system(*ctx->ecs_registry, ctx->resource_manager);
- ctx->subterrain_system->set_scene(ctx->underworld_scene);
-
- // Setup nest system
- ctx->nest_system = new ecs::nest_system(*ctx->ecs_registry, ctx->resource_manager);
-
- // Setup collision system
- ctx->collision_system = new ecs::collision_system(*ctx->ecs_registry);
-
- // Setup samara system
- ctx->samara_system = new ecs::samara_system(*ctx->ecs_registry);
-
- // Setup snapping system
- ctx->snapping_system = new ecs::snapping_system(*ctx->ecs_registry);
-
- // Setup behavior system
- ctx->behavior_system = new ecs::behavior_system(*ctx->ecs_registry);
-
- // Setup locomotion system
- ctx->locomotion_system = new ecs::locomotion_system(*ctx->ecs_registry);
-
- // Setup pheromone system
- ctx->pheromones = new pheromone_matrix();
- ctx->pheromones->rows = 256;
- ctx->pheromones->columns = 256;
- ctx->pheromones->buffers = new float*[2];
- ctx->pheromones->buffers[0] = new float[ctx->pheromones->rows * ctx->pheromones->columns];
- ctx->pheromones->buffers[1] = new float[ctx->pheromones->rows * ctx->pheromones->columns];
- ctx->pheromones->current = 0;
- //diffuse(ctx->pheromones);
-
- // Setup spatial system
- ctx->spatial_system = new ecs::spatial_system(*ctx->ecs_registry);
-
- // Setup constraint system
- ctx->constraint_system = new ecs::constraint_system(*ctx->ecs_registry);
-
- // Setup tracking system
- ctx->tracking_system = new ecs::tracking_system(*ctx->ecs_registry, event_dispatcher, ctx->resource_manager);
- ctx->tracking_system->set_scene(ctx->overworld_scene);
-
- // Setup painting system
- ctx->painting_system = new ecs::painting_system(*ctx->ecs_registry, event_dispatcher, ctx->resource_manager);
- ctx->painting_system->set_scene(ctx->overworld_scene);
-
- // Setup weather system
- ctx->weather_system = new ecs::weather_system(*ctx->ecs_registry);
- ctx->weather_system->set_sky_pass(ctx->overworld_sky_pass);
- ctx->weather_system->set_shadow_map_pass(ctx->overworld_shadow_map_pass);
- ctx->weather_system->set_material_pass(ctx->overworld_material_pass);
-
- // Setup solar system
- ctx->solar_system = new ecs::solar_system(*ctx->ecs_registry);
-
- // Setup astronomy system
- ctx->astronomy_system = new ecs::astronomy_system(*ctx->ecs_registry);
- ctx->astronomy_system->set_obliquity(math::radians<double>(23.4365472133));
- ctx->astronomy_system->set_axial_rotation_speed(math::radians<double>(360.9856));
- ctx->astronomy_system->set_axial_rotation_at_epoch(0.0);
- ctx->astronomy_system->set_sky_pass(ctx->overworld_sky_pass);
-
- // Set time scale
- float time_scale = 60.0f;
- if (ctx->config->has("time_scale"))
- {
- time_scale = ctx->config->get<float>("time_scale");
- }
- ctx->weather_system->set_time_scale(time_scale);
- ctx->solar_system->set_time_scale(time_scale);
- ctx->astronomy_system->set_time_scale(time_scale);
-
- // Setup render system
- ctx->render_system = new ecs::render_system(*ctx->ecs_registry);
- ctx->render_system->add_layer(ctx->overworld_scene);
- ctx->render_system->add_layer(ctx->underworld_scene);
- ctx->render_system->add_layer(ctx->ui_scene);
- ctx->render_system->set_renderer(ctx->renderer);
-
- // Setup control system
- ctx->control_system = new ecs::control_system(*ctx->ecs_registry);
- ctx->control_system->set_viewport(viewport);
- ctx->control_system->set_underworld_camera(ctx->underworld_camera);
- ctx->control_system->set_tool(nullptr);
- //ctx->control_system->set_flashlight(flashlight, flashlight_light_cone);
- ctx->control_system->get_adjust_camera_control()->set_activated_callback([ctx](){ ctx->app->set_relative_mouse_mode(true); ctx->tool_system->set_pick(false); });
- ctx->control_system->get_adjust_camera_control()->set_deactivated_callback([ctx](){ ctx->app->set_relative_mouse_mode(false); ctx->tool_system->set_pick(true); });
- ctx->control_system->set_flashlight(ctx->flashlight_entity);
- ctx->control_system->set_camera_subject(ctx->focal_point_entity);
- ctx->control_system->set_camera_system(ctx->camera_system);
- event_dispatcher->subscribe<mouse_moved_event>(ctx->control_system);
- event_dispatcher->subscribe<window_resized_event>(ctx->control_system);
-
- // Setup UI system
- ctx->ui_system = new ecs::ui_system(ctx->resource_manager);
- ctx->ui_system->set_camera(ctx->ui_camera);
- ctx->ui_system->set_scene(ctx->ui_scene);
- ctx->ui_system->set_viewport(viewport);
- ctx->ui_system->set_tool_menu_control(ctx->control_system->get_tool_menu_control());
- event_dispatcher->subscribe<mouse_moved_event>(ctx->ui_system);
- event_dispatcher->subscribe<window_resized_event>(ctx->ui_system);
- }
-
- void setup_controls(game_context* ctx)
- {
- event_dispatcher* event_dispatcher = ctx->app->get_event_dispatcher();
-
- // Setup input event routing
- ctx->input_event_router = new input::event_router();
- ctx->input_event_router->set_event_dispatcher(event_dispatcher);
-
- // Setup input mapper
- ctx->input_mapper = new input::mapper();
- ctx->input_mapper->set_event_dispatcher(event_dispatcher);
-
- // Setup input listener
- ctx->input_listener = new input::listener();
- ctx->input_listener->set_event_dispatcher(event_dispatcher);
-
- // Create toggle fullscreen control
- ctx->toggle_fullscreen_control = new input::control();
- ctx->toggle_fullscreen_control->set_activated_callback
- (
- [ctx]()
- {
- bool fullscreen = !ctx->app->is_fullscreen();
-
- ctx->app->set_fullscreen(fullscreen);
-
- if (!fullscreen)
- {
- int2 resolution = ctx->config->get<int2>("windowed_resolution");
- ctx->app->resize_window(resolution.x, resolution.y);
- }
-
- ctx->config->set<int>("fullscreen", (fullscreen) ? 1 : 0);
- }
- );
-
- // Create screenshot control
- ctx->screenshot_control = new input::control();
- ctx->screenshot_control->set_activated_callback
- (
- [ctx]()
- {
- std::string path = ctx->screenshots_path + "antkeeper-" + timestamp() + ".png";
- ctx->app->save_frame(path);
- }
- );
-
- // Create menu back control
- ctx->menu_back_control = new input::control();
- ctx->menu_back_control->set_activated_callback
- (
- std::bind(&application::close, ctx->app, 0)
- );
-
- // Create menu select control
- ctx->menu_select_control = new input::control();
-
- // Create application control set
- ctx->application_controls = new input::control_set();
- ctx->application_controls->add_control(ctx->toggle_fullscreen_control);
- ctx->application_controls->add_control(ctx->screenshot_control);
-
- // Create menu control set
- ctx->menu_controls = new input::control_set();
- ctx->menu_controls->add_control(ctx->menu_back_control);
- ctx->menu_controls->add_control(ctx->menu_select_control);
-
-
-
-
- ctx->camera_controls = ctx->control_system->get_control_set();
-
- // Application control mappings
- ctx->input_event_router->add_mapping(input::key_mapping(ctx->toggle_fullscreen_control, nullptr, input::scancode::f11));
- ctx->input_event_router->add_mapping(input::key_mapping(ctx->screenshot_control, nullptr, input::scancode::f12));
-
- // Add menu control mappings
- ctx->input_event_router->add_mapping(input::key_mapping(ctx->menu_back_control, nullptr, input::scancode::escape));
- ctx->input_event_router->add_mapping(input::key_mapping(ctx->menu_back_control, nullptr, input::scancode::backspace));
- ctx->input_event_router->add_mapping(input::game_controller_button_mapping(ctx->menu_back_control, nullptr, input::game_controller_button::b));
- ctx->input_event_router->add_mapping(input::key_mapping(ctx->control_system->get_tool_menu_control(), nullptr, input::scancode::left_shift));
- ctx->input_event_router->add_mapping(input::game_controller_button_mapping(ctx->control_system->get_tool_menu_control(), nullptr, input::game_controller_button::x));
- ctx->input_event_router->add_mapping(input::key_mapping(ctx->menu_select_control, nullptr, input::scancode::enter));
- ctx->input_event_router->add_mapping(input::key_mapping(ctx->menu_select_control, nullptr, input::scancode::space));
-
-
-
- ctx->input_event_router->add_mapping(input::key_mapping(ctx->control_system->get_toggle_view_control(), nullptr, input::scancode::tab));
- ctx->control_system->get_toggle_view_control()->set_activated_callback(
- [ctx]()
- {
- if (ctx->active_scene == ctx->overworld_scene)
- {
- ctx->active_scene = ctx->underworld_scene;
- ctx->radial_transition_inner->transition(0.5f, false, ease<float, double>::in_quad);
-
- auto switch_cameras = [ctx]()
- {
- ctx->overworld_camera->set_active(false);
- ctx->underworld_camera->set_active(true);
- ctx->fade_transition->transition(0.25f, true, ease<float, double>::out_quad);
- };
-
- float t = ctx->timeline->get_position();
- ctx->timeline->add_cue({t + 0.5f, switch_cameras});
- }
- else
- {
- ctx->active_scene = ctx->overworld_scene;
- ctx->fade_transition->transition(0.25f, false, ease<float, double>::out_quad);
-
- auto switch_cameras = [ctx]()
- {
- ctx->overworld_camera->set_active(true);
- ctx->underworld_camera->set_active(false);
- ctx->radial_transition_inner->transition(0.5f, true, ease<float, double>::out_quad);
- };
-
- float t = ctx->timeline->get_position();
- ctx->timeline->add_cue({t + 0.25f, switch_cameras});
- }
- });
-
- ctx->input_event_router->add_mapping(input::key_mapping(ctx->control_system->get_move_forward_control(), nullptr, input::scancode::w));
- ctx->input_event_router->add_mapping(input::game_controller_axis_mapping(ctx->control_system->get_move_forward_control(), nullptr, input::game_controller_axis::left_y, true));
- ctx->input_event_router->add_mapping(input::key_mapping(ctx->control_system->get_move_back_control(), nullptr, input::scancode::s));
- ctx->input_event_router->add_mapping(input::game_controller_axis_mapping(ctx->control_system->get_move_back_control(), nullptr, input::game_controller_axis::left_y, false));
- ctx->input_event_router->add_mapping(input::key_mapping(ctx->control_system->get_move_left_control(), nullptr, input::scancode::a));
- ctx->input_event_router->add_mapping(input::game_controller_axis_mapping(ctx->control_system->get_move_left_control(), nullptr, input::game_controller_axis::left_x, true));
- ctx->input_event_router->add_mapping(input::key_mapping(ctx->control_system->get_move_right_control(), nullptr, input::scancode::d));
- ctx->input_event_router->add_mapping(input::game_controller_axis_mapping(ctx->control_system->get_move_right_control(), nullptr, input::game_controller_axis::left_x, false));
- ctx->input_event_router->add_mapping(input::game_controller_axis_mapping(ctx->control_system->get_rotate_ccw_control(), nullptr, input::game_controller_axis::right_x, false));
- ctx->input_event_router->add_mapping(input::game_controller_axis_mapping(ctx->control_system->get_rotate_cw_control(), nullptr, input::game_controller_axis::right_x, true));
- ctx->input_event_router->add_mapping(input::game_controller_axis_mapping(ctx->control_system->get_tilt_up_control(), nullptr, input::game_controller_axis::right_y, false));
- ctx->input_event_router->add_mapping(input::game_controller_axis_mapping(ctx->control_system->get_tilt_down_control(), nullptr, input::game_controller_axis::right_y, true));
- ctx->input_event_router->add_mapping(input::mouse_wheel_mapping(ctx->control_system->get_zoom_in_control(), nullptr, input::mouse_wheel_axis::positive_y));
- ctx->input_event_router->add_mapping(input::mouse_wheel_mapping(ctx->control_system->get_zoom_out_control(), nullptr, input::mouse_wheel_axis::negative_y));
- ctx->input_event_router->add_mapping(input::mouse_button_mapping(ctx->control_system->get_adjust_camera_control(), nullptr, 3));
- ctx->input_event_router->add_mapping(input::game_controller_button_mapping(ctx->control_system->get_ascend_control(), nullptr, input::game_controller_button::y));
- ctx->input_event_router->add_mapping(input::game_controller_button_mapping(ctx->control_system->get_descend_control(), nullptr, input::game_controller_button::a));
- ctx->input_event_router->add_mapping(input::game_controller_axis_mapping(ctx->control_system->get_zoom_out_control(), nullptr, input::game_controller_axis::trigger_left, false));
- ctx->input_event_router->add_mapping(input::game_controller_axis_mapping(ctx->control_system->get_zoom_in_control(), nullptr, input::game_controller_axis::trigger_right, false));
- ctx->input_event_router->add_mapping(input::key_mapping(ctx->control_system->get_rotate_ccw_control(), nullptr, input::scancode::q));
- ctx->input_event_router->add_mapping(input::key_mapping(ctx->control_system->get_rotate_cw_control(), nullptr, input::scancode::e));
- ctx->input_event_router->add_mapping(input::key_mapping(ctx->control_system->get_fast_forward_control(), nullptr, input::scancode::dot));
- ctx->input_event_router->add_mapping(input::key_mapping(ctx->control_system->get_rewind_control(), nullptr, input::scancode::comma));
-
-
- ctx->input_event_router->add_mapping(input::key_mapping(ctx->control_system->get_equip_brush_control(), nullptr, input::scancode::one));
- ctx->input_event_router->add_mapping(input::key_mapping(ctx->control_system->get_equip_twig_control(), nullptr, input::scancode::two));
- ctx->input_event_router->add_mapping(input::key_mapping(ctx->control_system->get_equip_forceps_control(), nullptr, input::scancode::three));
- ctx->input_event_router->add_mapping(input::key_mapping(ctx->control_system->get_equip_container_control(), nullptr, input::scancode::four));
- ctx->input_event_router->add_mapping(input::key_mapping(ctx->control_system->get_equip_lens_control(), nullptr, input::scancode::five));
- ctx->input_event_router->add_mapping(input::key_mapping(ctx->control_system->get_equip_marker_control(), nullptr, input::scancode::six));
-
- ctx->input_event_router->add_mapping(input::key_mapping(ctx->control_system->get_next_marker_control(), nullptr, input::scancode::right_brace));
- ctx->input_event_router->add_mapping(input::key_mapping(ctx->control_system->get_previous_marker_control(), nullptr, input::scancode::left_brace));
-
- ctx->input_event_router->add_mapping(input::mouse_button_mapping(ctx->control_system->get_use_tool_control(), nullptr, 1));
- ctx->control_system->get_use_tool_control()->set_activated_callback
- (
- [ctx]()
- {
- ctx->tool_system->set_tool_active(true);
- }
- );
- ctx->control_system->get_use_tool_control()->set_deactivated_callback
- (
- [ctx]()
- {
- ctx->tool_system->set_tool_active(false);
- }
- );
-
- ctx->control_system->get_equip_forceps_control()->set_activated_callback
- (
- [ctx]()
- {
- ctx->tool_system->set_active_tool(ctx->forceps_entity);
- }
- );
- ctx->control_system->get_equip_brush_control()->set_activated_callback
- (
- [ctx]()
- {
- ctx->tool_system->set_active_tool(ctx->brush_entity);
- }
- );
- ctx->control_system->get_equip_lens_control()->set_activated_callback
- (
- [ctx]()
- {
- ctx->tool_system->set_active_tool(ctx->lens_entity);
- }
- );
- ctx->control_system->get_equip_marker_control()->set_activated_callback
- (
- [ctx]()
- {
- ctx->tool_system->set_active_tool(ctx->marker_entity);
- }
- );
- ctx->control_system->get_equip_container_control()->set_activated_callback
- (
- [ctx]()
- {
- ctx->tool_system->set_active_tool(ctx->container_entity);
- }
- );
- ctx->control_system->get_equip_twig_control()->set_activated_callback
- (
- [ctx]()
- {
- ctx->tool_system->set_active_tool(ctx->twig_entity);
- }
- );
-
- ctx->control_system->get_next_marker_control()->set_activated_callback
- (
- [ctx]()
- {
- auto& marker_component = ctx->ecs_registry->get<ecs::marker_component>(ctx->marker_entity);
- marker_component.color = (marker_component.color + 1) % 8;
- const gl::texture_2d* marker_albedo_texture = ctx->marker_albedo_textures[marker_component.color];
-
- model* marker_model = ctx->render_system->get_model_instance(ctx->marker_entity)->get_model();
- for (::model_group* group: *marker_model->get_groups())
- {
- material_property_base* albedo_property = group->get_material()->get_property("albedo_texture");
- if (albedo_property)
- {
- static_cast<material_property<const gl::texture_2d*>*>(albedo_property)->set_value(marker_albedo_texture);
- }
- }
- }
- );
-
- ctx->control_system->get_previous_marker_control()->set_activated_callback
- (
- [ctx]()
- {
- auto& marker_component = ctx->ecs_registry->get<ecs::marker_component>(ctx->marker_entity);
- marker_component.color = (marker_component.color + 7) % 8;
- const gl::texture_2d* marker_albedo_texture = ctx->marker_albedo_textures[marker_component.color];
-
- model* marker_model = ctx->render_system->get_model_instance(ctx->marker_entity)->get_model();
- for (::model_group* group: *marker_model->get_groups())
- {
- material_property_base* albedo_property = group->get_material()->get_property("albedo_texture");
- if (albedo_property)
- {
- static_cast<material_property<const gl::texture_2d*>*>(albedo_property)->set_value(marker_albedo_texture);
- }
- }
- }
- );
-
-
- float time_scale = ctx->config->get<float>("time_scale");
- ctx->control_system->get_fast_forward_control()->set_activated_callback
- (
- [ctx, time_scale]()
- {
- ctx->weather_system->set_time_scale(time_scale * 100.0f);
- ctx->solar_system->set_time_scale(time_scale * 100.0f);
- ctx->astronomy_system->set_time_scale(time_scale * 100.0f);
- }
- );
- ctx->control_system->get_fast_forward_control()->set_deactivated_callback
- (
- [ctx, time_scale]()
- {
- ctx->weather_system->set_time_scale(time_scale);
- ctx->solar_system->set_time_scale(time_scale);
- ctx->astronomy_system->set_time_scale(time_scale);
- }
- );
- ctx->control_system->get_rewind_control()->set_activated_callback
- (
- [ctx, time_scale]()
- {
- ctx->weather_system->set_time_scale(time_scale * -100.0f);
- ctx->solar_system->set_time_scale(time_scale * -100.0f);
- ctx->astronomy_system->set_time_scale(time_scale * -100.0f);
- }
- );
- ctx->control_system->get_rewind_control()->set_deactivated_callback
- (
- [ctx, time_scale]()
- {
- ctx->weather_system->set_time_scale(time_scale);
- ctx->solar_system->set_time_scale(time_scale);
- ctx->astronomy_system->set_time_scale(time_scale);
- }
- );
-
- // Make lens tool's model instance unculled, so its shadow is always visible.
- scene::model_instance* lens_model_instance = ctx->render_system->get_model_instance(ctx->lens_entity);
- if (lens_model_instance)
- {
- lens_model_instance->set_culling_mask(&ctx->no_cull);
- }
-
- }
-
- void setup_cli(game_context* ctx)
- {
- ctx->cli = new debug::cli();
- ctx->cli->register_command("echo", debug::cc::echo);
- ctx->cli->register_command("exit", std::function<std::string()>(std::bind(&debug::cc::exit, ctx)));
- ctx->cli->register_command("scrot", std::function<std::string()>(std::bind(&debug::cc::scrot, ctx)));
- ctx->cli->register_command("cue", std::function<std::string(float, std::string)>(std::bind(&debug::cc::cue, ctx, std::placeholders::_1, std::placeholders::_2)));
- //std::string cmd = "cue 20 exit";
- //logger->log(cmd);
- //logger->log(cli.interpret(cmd));
- }
-
- void setup_callbacks(game_context* ctx)
- {
- // Set update callback
- ctx->app->set_update_callback
- (
- [ctx](double t, double dt)
- {
- (*ctx->time_tween)[1] = t;
-
- ctx->overworld_sky_pass->update_tweens();
- ctx->overworld_scene->update_tweens();
- ctx->underworld_scene->update_tweens();
- ctx->ui_scene->update_tweens();
- ctx->focal_point_tween->update();
- ctx->underworld_final_pass->get_material()->update_tweens();
-
- ctx->timeline->advance(dt);
-
- ctx->control_system->update(t, dt);
- ctx->terrain_system->update(t, dt);
- //ctx->vegetation_system->update(t, dt);
- ctx->snapping_system->update(t, dt);
- ctx->nest_system->update(t, dt);
- ctx->subterrain_system->update(t, dt);
- ctx->collision_system->update(t, dt);
- ctx->samara_system->update(t, dt);
- ctx->behavior_system->update(t, dt);
- ctx->locomotion_system->update(t, dt);
- ctx->camera_system->update(t, dt);
- ctx->tool_system->update(t, dt);
-
- ctx->solar_system->update(t, dt);
- ctx->astronomy_system->update(t, dt);
- ctx->spatial_system->update(t, dt);
- ctx->constraint_system->update(t, dt);
- ctx->tracking_system->update(t, dt);
- ctx->painting_system->update(t, dt);
- ctx->weather_system->update(t, dt);
-
-
- //(*ctx->focal_point_tween)[1] = ctx->orbit_cam->get_focal_point();
-
- auto xf = ecs::command::get_world_transform(*ctx->ecs_registry, ctx->lens_entity);
- //ctx->lens_spot_light->look_at(xf.translation, xf.translation + ctx->sun_direct->get_direction(), {0, 1, 0});
-
- xf = ecs::command::get_world_transform(*ctx->ecs_registry, ctx->flashlight_entity);
- //ctx->flashlight_spot_light->set_transform(xf);
- ctx->flashlight_spot_light->look_at(xf.translation, xf.translation + xf.rotation * float3{0, 0, 1}, {0, 0, -1});
-
- ctx->ui_system->update(dt);
- ctx->render_system->update(t, dt);
- ctx->animator->animate(dt);
-
- ctx->application_controls->update();
- ctx->menu_controls->update();
- ctx->camera_controls->update();
-
- // Update tweens
- ctx->time_tween->update();
- }
- );
-
- // Set render callback
- ctx->app->set_render_callback
- (
- [ctx](double alpha)
- {
- ctx->render_system->render(alpha);
- }
- );
- }
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