💿🐜 Antkeeper source code https://antkeeper.com
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  1. /*
  2. * Copyright (C) 2020 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 "application.hpp"
  20. #include "configuration.hpp"
  21. #include "state/application-states.hpp"
  22. #include "filesystem.hpp"
  23. #include "math.hpp"
  24. #include "timestamp.hpp"
  25. // STL
  26. #include <cstdlib>
  27. #include <iostream>
  28. #include <stdexcept>
  29. #include <thread>
  30. #include <string>
  31. #include <iomanip>
  32. // External
  33. #include <glad/glad.h>
  34. #include <SDL2/SDL.h>
  35. #include "stb/stb_image_write.h"
  36. #include <physfs.h>
  37. // Debug
  38. #include "debug/ansi-codes.hpp"
  39. #include "debug/console-commands.hpp"
  40. // Resources
  41. #include "resources/resource-manager.hpp"
  42. // Input
  43. #include "input/sdl-scancode-table.hpp"
  44. #include "input/sdl-game-controller-tables.hpp"
  45. #include "input/scancode.hpp"
  46. #include "input/input-mapping.hpp"
  47. // Rasterizer
  48. #include "rasterizer/rasterizer.hpp"
  49. #include "rasterizer/framebuffer.hpp"
  50. #include "rasterizer/texture-2d.hpp"
  51. #include "rasterizer/pixel-type.hpp"
  52. #include "rasterizer/pixel-format.hpp"
  53. #include "rasterizer/vertex-buffer.hpp"
  54. #include "rasterizer/vertex-array.hpp"
  55. #include "rasterizer/vertex-attribute-type.hpp"
  56. #include "rasterizer/texture-wrapping.hpp"
  57. #include "rasterizer/texture-filter.hpp"
  58. // Renderer
  59. #include "renderer/simple-render-pass.hpp"
  60. #include "renderer/passes/shadow-map-pass.hpp"
  61. #include "renderer/passes/sky-pass.hpp"
  62. #include "renderer/passes/clear-pass.hpp"
  63. #include "renderer/passes/material-pass.hpp"
  64. #include "renderer/passes/bloom-pass.hpp"
  65. #include "renderer/passes/final-pass.hpp"
  66. #include "renderer/vertex-attributes.hpp"
  67. #include "renderer/material-flags.hpp"
  68. #include "renderer/material-property.hpp"
  69. // Animation
  70. #include "animation/animation.hpp"
  71. #include "animation/animator.hpp"
  72. #include "animation/screen-transition.hpp"
  73. #include "animation/easings.hpp"
  74. // Scene
  75. #include "scene/billboard.hpp"
  76. #include "scene/model-instance.hpp"
  77. // Systems
  78. #include "systems/behavior-system.hpp"
  79. #include "systems/camera-system.hpp"
  80. #include "systems/collision-system.hpp"
  81. #include "systems/locomotion-system.hpp"
  82. #include "systems/model-system.hpp"
  83. #include "systems/nest-system.hpp"
  84. #include "systems/placement-system.hpp"
  85. #include "systems/samara-system.hpp"
  86. #include "systems/subterrain-system.hpp"
  87. #include "systems/terrain-system.hpp"
  88. #include "systems/vegetation-system.hpp"
  89. #include "systems/tool-system.hpp"
  90. #include "systems/control-system.hpp"
  91. #include "systems/ui-system.hpp"
  92. #include <dirent.h>
  93. // Entity components
  94. #include "entity/components/cavity-component.hpp"
  95. using namespace vmq::operators;
  96. application::application(int argc, char** argv):
  97. closed(false),
  98. exit_status(EXIT_SUCCESS)
  99. {
  100. // Format log messages
  101. logger.set_warning_prefix("Warning: ");
  102. logger.set_error_prefix(std::string());
  103. logger.set_success_prefix(std::string());
  104. // Determine application name
  105. std::string application_name;
  106. #if defined(_WIN32)
  107. application_name = "Antkeeper";
  108. #else
  109. application_name = "antkeeper";
  110. #endif
  111. // Detect resource paths
  112. data_path = get_data_path(application_name) + "data/";
  113. data_package_path = get_data_path(application_name) + "data.zip";
  114. config_path = get_config_path(application_name);
  115. mods_path = config_path + "mods/";
  116. saves_path = config_path + "saves/";
  117. screenshots_path = config_path + "screenshots/";
  118. // Log resource paths
  119. logger.log("Detected data path as \"" + data_path + "\"");
  120. logger.log("Detected config path as \"" + config_path + "\"");
  121. // Create nonexistent config directories
  122. std::vector<std::string> config_paths;
  123. config_paths.push_back(config_path);
  124. config_paths.push_back(mods_path);
  125. config_paths.push_back(saves_path);
  126. config_paths.push_back(screenshots_path);
  127. for (const std::string& path: config_paths)
  128. {
  129. if (!path_exists(path))
  130. {
  131. logger.push_task("Creating directory \"" + path + "\"");
  132. if (create_directory(path))
  133. {
  134. logger.pop_task(EXIT_SUCCESS);
  135. }
  136. else
  137. {
  138. logger.pop_task(EXIT_FAILURE);
  139. }
  140. }
  141. }
  142. // Redirect logger output to log file on non-debug builds
  143. #if defined(NDEBUG)
  144. std::string log_filename = config_path + "log.txt";
  145. log_filestream.open(log_filename.c_str());
  146. logger.redirect(&log_filestream);
  147. #endif
  148. // Init PhysicsFS
  149. logger.push_task("Initializing PhysicsFS");
  150. if (!PHYSFS_init(argv[0]))
  151. {
  152. logger.error(std::string("PhysicsFS error: ") + PHYSFS_getErrorByCode(PHYSFS_getLastErrorCode()));
  153. logger.pop_task(EXIT_FAILURE);
  154. }
  155. else
  156. {
  157. logger.pop_task(EXIT_SUCCESS);
  158. }
  159. // Mount mods
  160. struct dirent **files = nullptr;
  161. int n = scandir (mods_path.c_str(), &files, NULL, alphasort);
  162. if (n >= 0)
  163. {
  164. for (int i = 0; i < n; ++i)
  165. {
  166. struct dirent* file = files[i];
  167. switch (file->d_type)
  168. {
  169. case DT_REG:
  170. case DT_DIR:
  171. {
  172. std::string mod_name = file->d_name;
  173. // Skip hidden files and directories
  174. if (mod_name.front() == '.')
  175. break;
  176. std::string mod_path = mods_path + mod_name;
  177. logger.push_task("Mounting mod \"" + mod_path + "\"");
  178. if (!PHYSFS_mount(mod_path.c_str(), nullptr, 1))
  179. {
  180. logger.error(std::string("PhysicsFS error: ") + PHYSFS_getErrorByCode(PHYSFS_getLastErrorCode()));
  181. logger.pop_task(EXIT_FAILURE);
  182. }
  183. else
  184. {
  185. logger.pop_task(EXIT_SUCCESS);
  186. }
  187. break;
  188. }
  189. default:
  190. break;
  191. }
  192. }
  193. }
  194. // Mount data package
  195. logger.push_task("Mounting data package \"" + data_package_path + "\"");
  196. if (!PHYSFS_mount(data_package_path.c_str(), nullptr, 1))
  197. {
  198. logger.error(std::string("PhysicsFS error: ") + PHYSFS_getErrorByCode(PHYSFS_getLastErrorCode()));
  199. logger.pop_task(EXIT_FAILURE);
  200. }
  201. else
  202. {
  203. logger.pop_task(EXIT_SUCCESS);
  204. }
  205. // Setup resource manager
  206. resource_manager = new ::resource_manager();
  207. resource_manager->set_logger(&logger);
  208. // Include resource search paths in order of priority
  209. resource_manager->include("/shaders/");
  210. resource_manager->include("/models/");
  211. resource_manager->include("/textures/");
  212. resource_manager->include("/materials/");
  213. resource_manager->include("/entities/");
  214. resource_manager->include("/behaviors/");
  215. resource_manager->include("/controls/");
  216. // Get SDL compiled version
  217. SDL_version sdl_compiled_version;
  218. SDL_VERSION(&sdl_compiled_version);
  219. std::string sdl_compiled_version_string = std::to_string(sdl_compiled_version.major) + "." + std::to_string(sdl_compiled_version.minor) + "." + std::to_string(sdl_compiled_version.patch);
  220. logger.log("Compiled against SDL " + sdl_compiled_version_string);
  221. // Get SDL linked version
  222. SDL_version sdl_linked_version;
  223. SDL_GetVersion(&sdl_linked_version);
  224. std::string sdl_linked_version_string = std::to_string(sdl_linked_version.major) + "." + std::to_string(sdl_linked_version.minor) + "." + std::to_string(sdl_linked_version.patch);
  225. logger.log("Linking against SDL " + sdl_linked_version_string);
  226. // Init SDL
  227. logger.push_task("Initializing SDL");
  228. if (SDL_Init(SDL_INIT_VIDEO) != 0)
  229. {
  230. logger.pop_task(EXIT_FAILURE);
  231. throw std::runtime_error("Failed to initialize SDL");
  232. }
  233. else
  234. {
  235. logger.pop_task(EXIT_SUCCESS);
  236. }
  237. // Load default OpenGL library
  238. logger.push_task("Loading OpenGL library");
  239. if (SDL_GL_LoadLibrary(nullptr) != 0)
  240. {
  241. logger.pop_task(EXIT_FAILURE);
  242. }
  243. else
  244. {
  245. logger.pop_task(EXIT_SUCCESS);
  246. }
  247. // Set window creation hints
  248. SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
  249. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  250. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
  251. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  252. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
  253. SDL_DisplayMode sdl_display_mode;
  254. if (SDL_GetDesktopDisplayMode(0, &sdl_display_mode) != 0)
  255. {
  256. logger.error("Failed to get desktop display mode: \"" + std::string(SDL_GetError()) + "\"");
  257. }
  258. else
  259. {
  260. logger.log("Detected " + std::to_string(sdl_display_mode.w) + "x" + std::to_string(sdl_display_mode.h) + " display");
  261. display_dimensions = {sdl_display_mode.w, sdl_display_mode.h};
  262. }
  263. int window_width = 1920;
  264. int window_height = 1080;
  265. fullscreen = true;
  266. window_width = 1280;
  267. window_height = 720;
  268. fullscreen = false;
  269. viewport = {0.0f, 0.0f, static_cast<float>(window_width), static_cast<float>(window_height)};
  270. int window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN;
  271. if (fullscreen)
  272. {
  273. window_flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
  274. }
  275. // Create window
  276. logger.push_task("Creating " + std::to_string(window_width) + "x" + std::to_string(window_height) + " window");
  277. window = SDL_CreateWindow
  278. (
  279. "Antkeeper",
  280. SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
  281. window_width, window_height,
  282. window_flags
  283. );
  284. if (!window)
  285. {
  286. logger.pop_task(EXIT_FAILURE);
  287. throw std::runtime_error("Failed to create SDL window");
  288. }
  289. else
  290. {
  291. logger.pop_task(EXIT_SUCCESS);
  292. }
  293. // Create OpenGL context
  294. logger.push_task("Creating OpenGL 3.3 context");
  295. context = SDL_GL_CreateContext(window);
  296. if (!context)
  297. {
  298. logger.pop_task(EXIT_FAILURE);
  299. throw std::runtime_error("Failed to create OpenGL context");
  300. }
  301. else
  302. {
  303. logger.pop_task(EXIT_SUCCESS);
  304. }
  305. // Load OpenGL functions via GLAD
  306. logger.push_task("Loading OpenGL functions");
  307. if (!gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress))
  308. {
  309. logger.pop_task(EXIT_FAILURE);
  310. }
  311. else
  312. {
  313. logger.pop_task(EXIT_SUCCESS);
  314. }
  315. // Set v-sync mode
  316. int swap_interval = 0;
  317. logger.push_task((swap_interval) ? "Enabling v-sync" : "Disabling v-sync");
  318. if (SDL_GL_SetSwapInterval(swap_interval) != 0)
  319. {
  320. logger.pop_task(EXIT_FAILURE);
  321. }
  322. else
  323. {
  324. logger.pop_task(EXIT_SUCCESS);
  325. }
  326. // Setup rasterizer
  327. rasterizer = new ::rasterizer();
  328. // Show window
  329. SDL_ShowWindow(window);
  330. // Clear window to black
  331. rasterizer->set_clear_color(0.0f, 0.0f, 0.0f, 1.0f);
  332. rasterizer->clear_framebuffer(true, false, false);
  333. SDL_GL_SwapWindow(window);
  334. // Hide cursor
  335. //SDL_ShowCursor(SDL_DISABLE);
  336. // Init SDL joystick and game controller subsystems
  337. logger.push_task("Initializing SDL Joystick and Game Controller subsystems");
  338. if (SDL_InitSubSystem(SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER) != 0)
  339. {
  340. logger.pop_task(EXIT_FAILURE);
  341. throw std::runtime_error("Failed to initialize SDL Joystick or Game Controller subsystems");
  342. }
  343. else
  344. {
  345. logger.pop_task(EXIT_SUCCESS);
  346. }
  347. // Load SDL game controller mappings
  348. logger.push_task("Loading SDL game controller mappings from database");
  349. std::string gamecontrollerdb_path = data_path + "controls/gamecontrollerdb.txt";
  350. if (SDL_GameControllerAddMappingsFromFile(gamecontrollerdb_path.c_str()) == -1)
  351. {
  352. logger.pop_task(EXIT_FAILURE);
  353. }
  354. else
  355. {
  356. logger.pop_task(EXIT_SUCCESS);
  357. }
  358. // Setup billboard VAO
  359. {
  360. const float billboard_vertex_data[] =
  361. {
  362. -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f,
  363. -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
  364. 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
  365. 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
  366. -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
  367. 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f
  368. };
  369. std::size_t billboard_vertex_size = 8;
  370. std::size_t billboard_vertex_stride = sizeof(float) * billboard_vertex_size;
  371. std::size_t billboard_vertex_count = 6;
  372. billboard_vbo = new vertex_buffer(sizeof(float) * billboard_vertex_size * billboard_vertex_count, billboard_vertex_data);
  373. billboard_vao = new vertex_array();
  374. billboard_vao->bind_attribute(VERTEX_POSITION_LOCATION, *billboard_vbo, 3, vertex_attribute_type::float_32, billboard_vertex_stride, 0);
  375. billboard_vao->bind_attribute(VERTEX_TEXCOORD_LOCATION, *billboard_vbo, 2, vertex_attribute_type::float_32, billboard_vertex_stride, sizeof(float) * 3);
  376. billboard_vao->bind_attribute(VERTEX_BARYCENTRIC_LOCATION, *billboard_vbo, 3, vertex_attribute_type::float_32, billboard_vertex_stride, sizeof(float) * 5);
  377. }
  378. // Setup renderer
  379. renderer.set_billboard_vao(billboard_vao);
  380. // Load fallback material
  381. fallback_material = resource_manager->load<material>("fallback.mtl");
  382. // Create shadow map depth texture and framebuffer
  383. shadow_map_resolution = 4096;
  384. shadow_map_depth_texture = new texture_2d(shadow_map_resolution, shadow_map_resolution, pixel_type::float_32, pixel_format::d);
  385. shadow_map_depth_texture->set_wrapping(texture_wrapping::clamp, texture_wrapping::clamp);
  386. shadow_map_depth_texture->set_filters(texture_min_filter::linear, texture_mag_filter::linear);
  387. shadow_map_depth_texture->set_max_anisotropy(0.0f);
  388. shadow_map_framebuffer = new framebuffer(shadow_map_resolution, shadow_map_resolution);
  389. shadow_map_framebuffer->attach(framebuffer_attachment_type::depth, shadow_map_depth_texture);
  390. // Create HDR framebuffer (32F color, 32F depth)
  391. framebuffer_hdr_color = new texture_2d(window_width, window_height, pixel_type::float_32, pixel_format::rgb);
  392. framebuffer_hdr_color->set_wrapping(texture_wrapping::clamp, texture_wrapping::clamp);
  393. framebuffer_hdr_color->set_filters(texture_min_filter::linear, texture_mag_filter::linear);
  394. framebuffer_hdr_color->set_max_anisotropy(0.0f);
  395. framebuffer_hdr_depth = new texture_2d(window_width, window_height, pixel_type::float_32, pixel_format::d);
  396. framebuffer_hdr_depth->set_wrapping(texture_wrapping::clamp, texture_wrapping::clamp);
  397. framebuffer_hdr_depth->set_filters(texture_min_filter::linear, texture_mag_filter::linear);
  398. framebuffer_hdr_depth->set_max_anisotropy(0.0f);
  399. framebuffer_hdr = new framebuffer(window_width, window_height);
  400. framebuffer_hdr->attach(framebuffer_attachment_type::color, framebuffer_hdr_color);
  401. framebuffer_hdr->attach(framebuffer_attachment_type::depth, framebuffer_hdr_depth);
  402. // Create pingpong framebuffers (32F color, no depth)
  403. int bloom_width = window_width / 2;
  404. int bloom_height = window_height / 2;
  405. bloom_texture = new texture_2d(bloom_width, bloom_height, pixel_type::float_32, pixel_format::rgb);
  406. bloom_texture->set_wrapping(texture_wrapping::clamp, texture_wrapping::clamp);
  407. bloom_texture->set_filters(texture_min_filter::linear, texture_mag_filter::linear);
  408. bloom_texture->set_max_anisotropy(0.0f);
  409. framebuffer_bloom = new framebuffer(bloom_width, bloom_height);
  410. framebuffer_bloom->attach(framebuffer_attachment_type::color, bloom_texture);
  411. // Setup overworld passes
  412. shadow_map_clear_pass = new ::clear_pass(rasterizer, shadow_map_framebuffer);
  413. shadow_map_clear_pass->set_cleared_buffers(false, true, false);
  414. shadow_map_pass = new ::shadow_map_pass(rasterizer, shadow_map_framebuffer, resource_manager);
  415. shadow_map_pass->set_split_scheme_weight(0.75f);
  416. clear_pass = new ::clear_pass(rasterizer, framebuffer_hdr);
  417. clear_pass->set_cleared_buffers(true, true, false);
  418. sky_pass = new ::sky_pass(rasterizer, framebuffer_hdr, resource_manager);
  419. sky_pass->set_enabled(false);
  420. material_pass = new ::material_pass(rasterizer, framebuffer_hdr, resource_manager);
  421. material_pass->set_fallback_material(fallback_material);
  422. material_pass->set_time_tween(&time);
  423. material_pass->set_focal_point_tween(&focal_point_tween);
  424. material_pass->shadow_map_pass = shadow_map_pass;
  425. material_pass->shadow_map = shadow_map_depth_texture;
  426. bloom_pass = new ::bloom_pass(rasterizer, framebuffer_bloom, resource_manager);
  427. bloom_pass->set_source_texture(framebuffer_hdr_color);
  428. bloom_pass->set_brightness_threshold(1.0f);
  429. bloom_pass->set_blur_iterations(4);
  430. bloom_pass->set_enabled(false);
  431. final_pass = new ::final_pass(rasterizer, &rasterizer->get_default_framebuffer(), resource_manager);
  432. final_pass->set_color_texture(framebuffer_hdr_color);
  433. final_pass->set_bloom_texture(bloom_texture);
  434. // Setup overworld compositor
  435. overworld_compositor.add_pass(shadow_map_clear_pass);
  436. overworld_compositor.add_pass(shadow_map_pass);
  437. overworld_compositor.add_pass(clear_pass);
  438. overworld_compositor.add_pass(sky_pass);
  439. overworld_compositor.add_pass(material_pass);
  440. overworld_compositor.add_pass(bloom_pass);
  441. overworld_compositor.add_pass(final_pass);
  442. // Setup overworld camera
  443. overworld_camera.set_perspective(45.0f * vmq::pi<float> / 180.0f, (float)window_width / (float)window_height, 0.1f, 1000.0f);
  444. overworld_camera.set_compositor(&overworld_compositor);
  445. overworld_camera.set_composite_index(0);
  446. overworld_camera.set_active(true);
  447. // Setup underworld passes
  448. underworld_clear_pass = new ::clear_pass(rasterizer, framebuffer_hdr);
  449. underworld_clear_pass->set_cleared_buffers(true, true, false);
  450. underworld_material_pass = new ::material_pass(rasterizer, framebuffer_hdr, resource_manager);
  451. underworld_material_pass->set_fallback_material(fallback_material);
  452. underworld_material_pass->set_time_tween(&time);
  453. underworld_material_pass->set_focal_point_tween(&focal_point_tween);
  454. shader_program* underworld_final_shader = resource_manager->load<shader_program>("underground-final.glsl");
  455. underworld_final_pass = new simple_render_pass(rasterizer, &rasterizer->get_default_framebuffer(), underworld_final_shader);
  456. underworld_final_pass->set_time_tween(&time);
  457. underground_color_texture_property = underworld_final_pass->get_material()->add_property<const texture_2d*>("color_texture");
  458. underground_color_texture_property->set_value(framebuffer_hdr_color);
  459. underworld_final_pass->get_material()->update_tweens();
  460. // Setup underworld compositor
  461. underworld_compositor.add_pass(underworld_clear_pass);
  462. underworld_compositor.add_pass(underworld_material_pass);
  463. underworld_compositor.add_pass(underworld_final_pass);
  464. // Setup underworld camera
  465. underworld_camera.set_perspective(45.0f * vmq::pi<float> / 180.0f, (float)window_width / (float)window_height, 0.1f, 1000.0f);
  466. underworld_camera.look_at({0, 50, 0}, {0, 0, 0}, {0, 0, -1});
  467. underworld_camera.set_compositor(&underworld_compositor);
  468. underworld_camera.set_composite_index(0);
  469. underworld_camera.set_active(false);
  470. // Setup timeline system
  471. timeline.set_autoremove(true);
  472. // Setup animation system
  473. animator = new ::animator();
  474. // ECS
  475. terrain_system = new ::terrain_system(ecs_registry, resource_manager);
  476. terrain_system->set_patch_size(TERRAIN_PATCH_SIZE);
  477. vegetation_system = new ::vegetation_system(ecs_registry);
  478. vegetation_system->set_terrain_patch_size(TERRAIN_PATCH_SIZE);
  479. vegetation_system->set_vegetation_patch_resolution(VEGETATION_PATCH_RESOLUTION);
  480. vegetation_system->set_vegetation_density(1.0f);
  481. vegetation_system->set_vegetation_model(resource_manager->load<model>("grass-tuft.obj"));
  482. vegetation_system->set_scene(&overworld_scene);
  483. tool_system = new ::tool_system(ecs_registry);
  484. tool_system->set_camera(&overworld_camera);
  485. tool_system->set_orbit_cam(&orbit_cam);
  486. tool_system->set_viewport(viewport);
  487. camera_system = new ::camera_system(ecs_registry);
  488. camera_system->set_orbit_cam(&orbit_cam);
  489. camera_system->set_viewport(viewport);
  490. subterrain_system = new ::subterrain_system(ecs_registry, resource_manager);
  491. subterrain_system->set_scene(&underworld_scene);
  492. nest_system = new ::nest_system(ecs_registry, resource_manager);
  493. collision_system = new ::collision_system(ecs_registry);
  494. samara_system = new ::samara_system(ecs_registry);
  495. placement_system = new ::placement_system(ecs_registry);
  496. behavior_system = new ::behavior_system(ecs_registry);
  497. locomotion_system = new ::locomotion_system(ecs_registry);
  498. model_system = new ::model_system(ecs_registry, overworld_scene);
  499. // Setup systems
  500. systems.push_back([this](double t, double dt){ this->overworld_scene.update_tweens(); this->underworld_scene.update_tweens(); this->ui_system->get_scene()->update_tweens(); focal_point_tween.update(); this->underworld_final_pass->get_material()->update_tweens(); });
  501. systems.push_back([this](double t, double dt){ this->translate_sdl_events(); });
  502. systems.push_back([this](double t, double dt){ this->event_dispatcher.update(t); });
  503. systems.push_back([this](double t, double dt){ this->timeline.advance(dt); });
  504. systems.push_back(std::bind(&terrain_system::update, terrain_system, std::placeholders::_1, std::placeholders::_2));
  505. systems.push_back(std::bind(&vegetation_system::update, vegetation_system, std::placeholders::_1, std::placeholders::_2));
  506. systems.push_back(std::bind(&placement_system::update, placement_system, std::placeholders::_1, std::placeholders::_2));
  507. systems.push_back(std::bind(&nest_system::update, nest_system, std::placeholders::_1, std::placeholders::_2));
  508. systems.push_back(std::bind(&subterrain_system::update, subterrain_system, std::placeholders::_1, std::placeholders::_2));
  509. systems.push_back(std::bind(&collision_system::update, collision_system, std::placeholders::_1, std::placeholders::_2));
  510. systems.push_back(std::bind(&samara_system::update, samara_system, std::placeholders::_1, std::placeholders::_2));
  511. systems.push_back(std::bind(&camera_system::update, camera_system, std::placeholders::_1, std::placeholders::_2));
  512. systems.push_back(std::bind(&behavior_system::update, behavior_system, std::placeholders::_1, std::placeholders::_2));
  513. systems.push_back(std::bind(&locomotion_system::update, locomotion_system, std::placeholders::_1, std::placeholders::_2));
  514. systems.push_back([this](double t, double dt){ this->control_system->update(dt); });
  515. systems.push_back([this](double t, double dt){
  516. this->subterrain_light.set_translation(orbit_cam.get_focal_point());
  517. this->lantern.set_translation(orbit_cam.get_focal_point());
  518. this->spotlight.set_transform(overworld_camera.get_transform());
  519. this->focal_point_tween[1] = orbit_cam.get_focal_point();
  520. });
  521. systems.push_back([this](double t, double dt){ this->ui_system->update(dt); });
  522. systems.push_back(std::bind(&tool_system::update, tool_system, std::placeholders::_1, std::placeholders::_2));
  523. systems.push_back(std::bind(&model_system::update, model_system, std::placeholders::_1, std::placeholders::_2));
  524. systems.push_back([this](double t, double dt){ this->animator->animate(dt); });
  525. systems.push_back([this](double t, double dt){ this->application_controls.update(); this->menu_controls.update(); this->camera_controls->update(); });
  526. // Setup FSM states
  527. loading_state =
  528. {
  529. std::function<void()>(std::bind(enter_loading_state, this)),
  530. std::function<void()>(std::bind(exit_loading_state, this))
  531. };
  532. language_select_state =
  533. {
  534. std::function<void()>(std::bind(enter_language_select_state, this)),
  535. std::function<void()>(std::bind(exit_language_select_state, this))
  536. };
  537. splash_state =
  538. {
  539. std::function<void()>(std::bind(enter_splash_state, this)),
  540. std::function<void()>(std::bind(exit_splash_state, this))
  541. };
  542. title_state =
  543. {
  544. std::function<void()>(std::bind(enter_title_state, this)),
  545. std::function<void()>(std::bind(exit_title_state, this))
  546. };
  547. play_state =
  548. {
  549. std::function<void()>(std::bind(enter_play_state, this)),
  550. std::function<void()>(std::bind(exit_play_state, this))
  551. };
  552. pause_state =
  553. {
  554. std::function<void()>(std::bind(enter_pause_state, this)),
  555. std::function<void()>(std::bind(exit_pause_state, this))
  556. };
  557. // Setup frame timing
  558. frame_scheduler.set_update_callback(std::bind(&application::update, this, std::placeholders::_1, std::placeholders::_2));
  559. frame_scheduler.set_render_callback(std::bind(&application::render, this, std::placeholders::_1));
  560. frame_scheduler.set_update_rate(60.0);
  561. frame_scheduler.set_max_frame_duration(0.25);
  562. // Setup performance sampling
  563. performance_sampler.set_sample_size(15);
  564. // Setup input event routing
  565. input_event_router.set_event_dispatcher(&event_dispatcher);
  566. input_mapper.set_event_dispatcher(&event_dispatcher);
  567. // Setup input devices
  568. keyboard.set_event_dispatcher(&event_dispatcher);
  569. mouse.set_event_dispatcher(&event_dispatcher);
  570. game_controller.set_event_dispatcher(&event_dispatcher);
  571. // Setup controls
  572. application_controls.add_control(&toggle_fullscreen_control);
  573. application_controls.add_control(&dig_control);
  574. application_controls.add_control(&screenshot_control);
  575. toggle_fullscreen_control.set_activated_callback(std::bind(&application::toggle_fullscreen, this));
  576. screenshot_control.set_activated_callback([this]()
  577. {
  578. take_screenshot();
  579. });
  580. menu_back_control.set_activated_callback(std::bind(&application::close, this, 0));
  581. menu_controls.add_control(&menu_back_control);
  582. menu_controls.add_control(&menu_select_control);
  583. orbit_cam.attach(&overworld_camera);
  584. control_system = new ::control_system();
  585. control_system->set_orbit_cam(&orbit_cam);
  586. control_system->set_viewport(viewport);
  587. control_system->set_underworld_camera(&underworld_camera);
  588. event_dispatcher.subscribe<mouse_moved_event>(control_system);
  589. event_dispatcher.subscribe<mouse_moved_event>(camera_system);
  590. event_dispatcher.subscribe<mouse_moved_event>(tool_system);
  591. camera_controls = control_system->get_control_set();
  592. // Application control mappings
  593. input_event_router.add_mapping(key_mapping(&toggle_fullscreen_control, nullptr, scancode::f11));
  594. input_event_router.add_mapping(key_mapping(&screenshot_control, nullptr, scancode::f12));
  595. // Add menu control mappings
  596. input_event_router.add_mapping(key_mapping(&menu_back_control, nullptr, scancode::escape));
  597. input_event_router.add_mapping(key_mapping(&menu_back_control, nullptr, scancode::backspace));
  598. input_event_router.add_mapping(game_controller_button_mapping(&menu_back_control, nullptr, game_controller_button::b));
  599. input_event_router.add_mapping(key_mapping(control_system->get_tool_menu_control(), nullptr, scancode::left_shift));
  600. input_event_router.add_mapping(game_controller_button_mapping(control_system->get_tool_menu_control(), nullptr, game_controller_button::x));
  601. input_event_router.add_mapping(key_mapping(&menu_select_control, nullptr, scancode::enter));
  602. input_event_router.add_mapping(key_mapping(&menu_select_control, nullptr, scancode::space));
  603. input_event_router.add_mapping(key_mapping(control_system->get_move_forward_control(), nullptr, scancode::w));
  604. input_event_router.add_mapping(key_mapping(control_system->get_toggle_view_control(), nullptr, scancode::tab));
  605. control_system->get_toggle_view_control()->set_activated_callback(
  606. [this]()
  607. {
  608. if (this->active_scene == &this->overworld_scene)
  609. {
  610. this->active_scene = &this->underworld_scene;
  611. this->radial_transition_inner->transition(0.5f, false, ease_in_quad<float, double>);
  612. auto switch_cameras = [this]()
  613. {
  614. this->overworld_camera.set_active(false);
  615. this->underworld_camera.set_active(true);
  616. this->fade_transition->transition(0.25f, true, ease_out_quad<float, double>);
  617. };
  618. float t = timeline.get_position();
  619. this->timeline.add_cue({t + 0.5f, switch_cameras});
  620. }
  621. else
  622. {
  623. this->active_scene = &this->overworld_scene;
  624. this->fade_transition->transition(0.25f, false, ease_out_quad<float, double>);
  625. auto switch_cameras = [this]()
  626. {
  627. this->overworld_camera.set_active(true);
  628. this->underworld_camera.set_active(false);
  629. this->radial_transition_inner->transition(0.5f, true, ease_out_quad<float, double>);
  630. };
  631. float t = timeline.get_position();
  632. this->timeline.add_cue({t + 0.25f, switch_cameras});
  633. }
  634. });
  635. input_event_router.add_mapping(game_controller_axis_mapping(control_system->get_move_forward_control(), nullptr, game_controller_axis::left_y, true));
  636. input_event_router.add_mapping(key_mapping(control_system->get_move_back_control(), nullptr, scancode::s));
  637. input_event_router.add_mapping(game_controller_axis_mapping(control_system->get_move_back_control(), nullptr, game_controller_axis::left_y, false));
  638. input_event_router.add_mapping(key_mapping(control_system->get_move_left_control(), nullptr, scancode::a));
  639. input_event_router.add_mapping(game_controller_axis_mapping(control_system->get_move_left_control(), nullptr, game_controller_axis::left_x, true));
  640. input_event_router.add_mapping(key_mapping(control_system->get_move_right_control(), nullptr, scancode::d));
  641. input_event_router.add_mapping(game_controller_axis_mapping(control_system->get_move_right_control(), nullptr, game_controller_axis::left_x, false));
  642. input_event_router.add_mapping(game_controller_axis_mapping(control_system->get_rotate_ccw_control(), nullptr, game_controller_axis::right_x, false));
  643. input_event_router.add_mapping(game_controller_axis_mapping(control_system->get_rotate_cw_control(), nullptr, game_controller_axis::right_x, true));
  644. input_event_router.add_mapping(game_controller_axis_mapping(control_system->get_tilt_up_control(), nullptr, game_controller_axis::right_y, false));
  645. input_event_router.add_mapping(game_controller_axis_mapping(control_system->get_tilt_down_control(), nullptr, game_controller_axis::right_y, true));
  646. input_event_router.add_mapping(mouse_wheel_mapping(control_system->get_zoom_in_control(), nullptr, mouse_wheel_axis::positive_y));
  647. input_event_router.add_mapping(mouse_wheel_mapping(control_system->get_zoom_out_control(), nullptr, mouse_wheel_axis::negative_y));
  648. input_event_router.add_mapping(mouse_button_mapping(control_system->get_adjust_camera_control(), nullptr, 3));
  649. input_event_router.add_mapping(game_controller_button_mapping(control_system->get_ascend_control(), nullptr, game_controller_button::y));
  650. input_event_router.add_mapping(game_controller_button_mapping(control_system->get_descend_control(), nullptr, game_controller_button::a));
  651. input_event_router.add_mapping(game_controller_axis_mapping(control_system->get_zoom_out_control(), nullptr, game_controller_axis::trigger_left, false));
  652. input_event_router.add_mapping(game_controller_axis_mapping(control_system->get_zoom_in_control(), nullptr, game_controller_axis::trigger_right, false));
  653. control_system->get_adjust_camera_control()->set_activated_callback([this](){ this->set_relative_mouse_mode(true); this->tool_system->set_pick(false); });
  654. control_system->get_adjust_camera_control()->set_deactivated_callback([this](){ this->set_relative_mouse_mode(false); this->tool_system->set_pick(true); });
  655. input_event_router.add_mapping(key_mapping(&dig_control, nullptr, scancode::one));
  656. dig_control.set_activated_callback(
  657. [this]()
  658. {
  659. const float r = 25.0f;
  660. ecs::cavity_component cavity;
  661. cavity.position =
  662. {
  663. frand(-r, r),
  664. frand(-r * 2, r),
  665. frand(-r, r)
  666. };
  667. cavity.radius = frand(0.75f, 1.25f);
  668. ecs_registry.assign<ecs::cavity_component>(ecs_registry.create(), cavity);
  669. });
  670. pheromones.rows = 256;
  671. pheromones.columns = 256;
  672. pheromones.buffers = new float*[2];
  673. pheromones.buffers[0] = new float[pheromones.rows * pheromones.columns];
  674. pheromones.buffers[1] = new float[pheromones.rows * pheromones.columns];
  675. pheromones.current = 0;
  676. //diffuse(&pheromones);
  677. control_system->set_tool(nullptr);
  678. // Setup UI
  679. ui_system = new ::ui_system(resource_manager);
  680. ui_system->set_viewport(viewport);
  681. ui_system->set_tool_menu_control(control_system->get_tool_menu_control());
  682. event_dispatcher.subscribe<mouse_moved_event>(ui_system);
  683. // Setup UI camera compositor
  684. ui_clear_pass = new ::clear_pass(rasterizer, &rasterizer->get_default_framebuffer());
  685. ui_clear_pass->set_cleared_buffers(false, true, false);
  686. ui_material_pass = new ::material_pass(rasterizer, &rasterizer->get_default_framebuffer(), resource_manager);
  687. ui_material_pass->set_fallback_material(fallback_material);
  688. ui_material_pass->set_time_tween(&time);
  689. ui_compositor.add_pass(ui_clear_pass);
  690. ui_compositor.add_pass(ui_material_pass);
  691. ui_system->get_camera()->set_compositor(&ui_compositor);
  692. // Setup lights
  693. sun_indirect.set_intensity(0.25f);
  694. sun_indirect.update_tweens();
  695. sun_direct.look_at({-1.0f, 5.0f, 1.0f}, {0.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 0.0f});
  696. sun_direct.set_intensity(1.0f);
  697. sun_direct.update_tweens();
  698. subterrain_light.set_color({1, 1, 1});
  699. subterrain_light.set_intensity(1.0f);
  700. subterrain_light.set_attenuation({1.0f, 0.09f, 0.032f});
  701. subterrain_light.update_tweens();
  702. spotlight.set_color({1, 1, 1});
  703. spotlight.set_intensity(1.0f);
  704. spotlight.set_attenuation({1.0f, 0.09f, 0.032f});
  705. spotlight.set_cutoff({vmq::radians(15.0f), vmq::radians(30.0f)});
  706. spotlight.update_tweens();
  707. spotlight.set_active(false);
  708. underworld_ambient_light.set_color({1, 1, 1});
  709. underworld_ambient_light.set_intensity(0.1f);
  710. underworld_ambient_light.update_tweens();
  711. lantern.set_model(resource_manager->load<model>("lantern.obj"));
  712. // Cloud
  713. cloud.set_model(resource_manager->load<model>("cloud.obj"));
  714. cloud.set_translation({0, 0, 4500});
  715. cloud.set_scale(float3{1, 1, 1} * 100.0f);
  716. // Create depth debug billboard
  717. /*
  718. material* depth_debug_material = new material();
  719. depth_debug_material->set_shader_program(resource_manager->load<shader_program>("ui-element-textured.glsl"));
  720. depth_debug_material->add_property<const texture_2d*>("background")->set_value(shadow_map_depth_texture);
  721. depth_debug_material->add_property<float4>("tint")->set_value(float4{1, 1, 1, 1});
  722. billboard* depth_debug_billboard = new billboard();
  723. depth_debug_billboard->set_material(depth_debug_material);
  724. depth_debug_billboard->set_scale({128, 128, 1});
  725. depth_debug_billboard->set_translation({-960 + 128, 1080 * 0.5f - 128, 0});
  726. depth_debug_billboard->update_tweens();
  727. ui_system->get_scene()->add_object(depth_debug_billboard);
  728. */
  729. material* billboard_material = new material();
  730. billboard_material->set_shader_program(resource_manager->load<shader_program>("ui-element-textured.glsl"));
  731. billboard_material->add_property<const texture_2d*>("background")->set_value(resource_manager->load<texture_2d>("arrow.png"));
  732. billboard_material->add_property<float4>("tint")->set_value(float4{1, 1, 1, 1});
  733. billboard_material->set_flags(MATERIAL_FLAG_TRANSLUCENT | MATERIAL_FLAG_NOT_SHADOW_CASTER);
  734. billboard* arrow_billboard = new billboard();
  735. arrow_billboard->set_material(billboard_material);
  736. arrow_billboard->set_scale(float3{1, 1, 1} * 2.0f);
  737. arrow_billboard->set_translation({0, 10, 0});
  738. arrow_billboard->set_billboard_type(billboard_type::cylindrical);
  739. arrow_billboard->set_alignment_axis({0, 1, 0});
  740. arrow_billboard->update_tweens();
  741. billboard_material = new material();
  742. billboard_material->set_shader_program(resource_manager->load<shader_program>("portal-card.glsl"));
  743. billboard_material->add_property<float4>("color")->set_value(float4{1, 1, 1, 1});
  744. billboard_material->add_property<float2>("range")->set_value(float2{50.0f, 500.0f});
  745. billboard_material->set_flags(MATERIAL_FLAG_TRANSLUCENT | MATERIAL_FLAG_NOT_SHADOW_CASTER);
  746. billboard* portal_billboard = new billboard();
  747. portal_billboard->set_material(billboard_material);
  748. portal_billboard->set_scale(float3{1, 1, 1} * 10.0f);
  749. portal_billboard->set_translation({0.0f, 0, 0});
  750. portal_billboard->set_billboard_type(billboard_type::spherical);
  751. portal_billboard->set_alignment_axis({0, 1, 0});
  752. portal_billboard->update_tweens();
  753. // Setup overworld scene
  754. overworld_scene.add_object(&overworld_camera);
  755. overworld_scene.add_object(&sun_indirect);
  756. overworld_scene.add_object(&sun_direct);
  757. overworld_scene.add_object(&spotlight);
  758. overworld_scene.add_object(&cloud);
  759. overworld_scene.add_object(arrow_billboard);
  760. // Setup underworld scene
  761. underworld_scene.add_object(&underworld_camera);
  762. underworld_scene.add_object(&underworld_ambient_light);
  763. //underworld_scene.add_object(&lantern);
  764. //underworld_scene.add_object(&subterrain_light);
  765. //underworld_scene.add_object(portal_billboard);
  766. //model_instance* larva = new model_instance(resource_manager->load<model>("larva.obj"));
  767. //underworld_scene.add_object(larva);
  768. quaternion<float> flashlight_rotation = vmq::angle_axis(vmq::half_pi<float>, {0.0f, 1.0f, 0.0f});
  769. model_instance* flashlight = new model_instance(resource_manager->load<model>("flashlight.obj"));
  770. flashlight->set_rotation(flashlight_rotation);
  771. underworld_scene.add_object(flashlight);
  772. model_instance* flashlight_light_cone = new model_instance(resource_manager->load<model>("flashlight-light-cone.obj"));
  773. flashlight_light_cone->set_rotation(flashlight_rotation);
  774. underworld_scene.add_object(flashlight_light_cone);
  775. control_system->set_flashlight(flashlight, flashlight_light_cone);
  776. // Set overworld as active scene
  777. active_scene = &overworld_scene;
  778. // Setup UI
  779. const texture_2d* splash_texture = resource_manager->load<texture_2d>("splash.png");
  780. auto splash_dimensions = splash_texture->get_dimensions();
  781. splash_billboard_material = new material();
  782. splash_billboard_material->set_shader_program(resource_manager->load<shader_program>("ui-element-textured.glsl"));
  783. splash_billboard_material->add_property<const texture_2d*>("background")->set_value(splash_texture);
  784. splash_billboard_material->add_property<float4>("tint")->set_value(float4{1, 1, 1, 1});
  785. splash_billboard_material->update_tweens();
  786. splash_billboard = new billboard();
  787. splash_billboard->set_material(splash_billboard_material);
  788. splash_billboard->set_scale({(float)std::get<0>(splash_dimensions) * 0.5f, (float)std::get<1>(splash_dimensions) * 0.5f, 1.0f});
  789. splash_billboard->set_translation({0.0f, 0.0f, 0.0f});
  790. splash_billboard->update_tweens();
  791. // Create fade transition
  792. fade_transition = new screen_transition();
  793. fade_transition->get_material()->set_shader_program(resource_manager->load<shader_program>("fade-transition.glsl"));
  794. get_ui_scene()->add_object(fade_transition->get_billboard());
  795. animator->add_animation(fade_transition->get_animation());
  796. // Create inner radial transition
  797. radial_transition_inner = new screen_transition();
  798. radial_transition_inner->get_material()->set_shader_program(resource_manager->load<shader_program>("radial-transition-inner.glsl"));
  799. get_ui_scene()->add_object(radial_transition_inner->get_billboard());
  800. animator->add_animation(radial_transition_inner->get_animation());
  801. // Create outer radial transition
  802. radial_transition_outer = new screen_transition();
  803. radial_transition_outer->get_material()->set_shader_program(resource_manager->load<shader_program>("radial-transition-outer.glsl"));
  804. get_ui_scene()->add_object(radial_transition_outer->get_billboard());
  805. animator->add_animation(radial_transition_outer->get_animation());
  806. // Register CLI commands
  807. cli.register_command("echo", cc::echo);
  808. cli.register_command("exit", std::function<std::string()>(std::bind(&cc::exit, this)));
  809. cli.register_command("scrot", std::function<std::string()>(std::bind(&cc::scrot, this)));
  810. cli.register_command("cue", std::function<std::string(float, std::string)>(std::bind(&cc::cue, this, std::placeholders::_1, std::placeholders::_2)));
  811. //std::string cmd = "cue 20 exit";
  812. //logger.log(cmd);
  813. //logger.log(cli.interpret(cmd));
  814. // Determine initial state
  815. // Determine initial state
  816. initial_state = &splash_state;
  817. std::string no_splash_flag = "--no-splash";
  818. for (int i = 0; i < argc; ++i)
  819. {
  820. if (no_splash_flag == argv[i])
  821. {
  822. initial_state = &play_state;
  823. break;
  824. }
  825. }
  826. }
  827. application::~application()
  828. {
  829. // Deinit PhysicsFS
  830. logger.push_task("Deinitializing PhysicsFS");
  831. if (!PHYSFS_deinit())
  832. {
  833. logger.error(std::string("PhysicsFS error: ") + PHYSFS_getErrorByCode(PHYSFS_getLastErrorCode()));
  834. logger.pop_task(EXIT_FAILURE);
  835. }
  836. else
  837. {
  838. logger.pop_task(EXIT_SUCCESS);
  839. }
  840. // Destroy the SDL window
  841. SDL_DestroyWindow(window);
  842. // Shutdown SDL
  843. SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER);
  844. SDL_Quit();
  845. }
  846. void application::close(int status)
  847. {
  848. closed = true;
  849. exit_status = status;
  850. }
  851. int application::execute()
  852. {
  853. // Enter inital state
  854. state_machine.change_state(*initial_state);
  855. // Perform initial update
  856. update(0.0, 0.0);
  857. // Reset frame scheduler
  858. frame_scheduler.reset();
  859. // Reset time tween
  860. time[0] = time[1] = 0.0;
  861. // Schedule frames until closed
  862. while (!closed)
  863. {
  864. // Tick frame scheduler
  865. frame_scheduler.tick();
  866. // Sample frame duration
  867. performance_sampler.sample(frame_scheduler.get_frame_duration());
  868. }
  869. // Exit current state
  870. state_machine.change_state({nullptr, nullptr});
  871. return exit_status;
  872. }
  873. void application::update(double t, double dt)
  874. {
  875. // Update time tween
  876. time.update();
  877. time[1] = t;
  878. // Sequentially process systems
  879. for (const auto& system: systems)
  880. {
  881. system(t, dt);
  882. }
  883. }
  884. void application::render(double alpha)
  885. {
  886. /*
  887. std::cout << std::fixed;
  888. std::cout << std::setprecision(2);
  889. std::cout << performance_sampler.mean_frame_duration() * 1000.0 << std::endl;
  890. */
  891. renderer.render(alpha, overworld_scene);
  892. renderer.render(alpha, underworld_scene);
  893. //renderer.render(alpha, *active_scene);
  894. renderer.render(alpha, *ui_system->get_scene());
  895. SDL_GL_SwapWindow(window);
  896. }
  897. void application::translate_sdl_events()
  898. {
  899. SDL_Event sdl_event;
  900. while (SDL_PollEvent(&sdl_event))
  901. {
  902. switch (sdl_event.type)
  903. {
  904. case SDL_KEYDOWN:
  905. case SDL_KEYUP:
  906. {
  907. if (sdl_event.key.repeat == 0)
  908. {
  909. scancode scancode = scancode::unknown;
  910. if (sdl_event.key.keysym.scancode <= SDL_SCANCODE_APP2)
  911. {
  912. scancode = sdl_scancode_table[sdl_event.key.keysym.scancode];
  913. }
  914. if (sdl_event.type == SDL_KEYDOWN)
  915. keyboard.press(scancode);
  916. else
  917. keyboard.release(scancode);
  918. }
  919. break;
  920. }
  921. case SDL_MOUSEMOTION:
  922. {
  923. mouse.move(sdl_event.motion.x, sdl_event.motion.y, sdl_event.motion.xrel, sdl_event.motion.yrel);
  924. break;
  925. }
  926. case SDL_MOUSEBUTTONDOWN:
  927. {
  928. mouse.press(sdl_event.button.button, sdl_event.button.x, sdl_event.button.y);
  929. break;
  930. }
  931. case SDL_MOUSEBUTTONUP:
  932. {
  933. mouse.release(sdl_event.button.button, sdl_event.button.x, sdl_event.button.y);
  934. break;
  935. }
  936. case SDL_MOUSEWHEEL:
  937. {
  938. int direction = (sdl_event.wheel.direction == SDL_MOUSEWHEEL_FLIPPED) ? -1 : 1;
  939. mouse.scroll(sdl_event.wheel.x * direction, sdl_event.wheel.y * direction);
  940. break;
  941. }
  942. case SDL_CONTROLLERBUTTONDOWN:
  943. {
  944. if (sdl_event.cbutton.button != SDL_CONTROLLER_BUTTON_INVALID)
  945. {
  946. game_controller_button button = sdl_button_table[sdl_event.cbutton.button];
  947. game_controller.press(button);
  948. }
  949. break;
  950. }
  951. case SDL_CONTROLLERBUTTONUP:
  952. {
  953. if (sdl_event.cbutton.button != SDL_CONTROLLER_BUTTON_INVALID)
  954. {
  955. game_controller_button button = sdl_button_table[sdl_event.cbutton.button];
  956. game_controller.release(button);
  957. }
  958. break;
  959. }
  960. case SDL_CONTROLLERAXISMOTION:
  961. {
  962. if (sdl_event.caxis.axis != SDL_CONTROLLER_AXIS_INVALID)
  963. {
  964. game_controller_axis axis = sdl_axis_table[sdl_event.caxis.axis];
  965. float value = sdl_event.caxis.value;
  966. value /= (value < 0.0f) ? 32768.0f : 32767.0f;
  967. game_controller.move(axis, value);
  968. }
  969. break;
  970. }
  971. case SDL_CONTROLLERDEVICEADDED:
  972. {
  973. if (SDL_IsGameController(sdl_event.cdevice.which))
  974. {
  975. SDL_GameController* sdl_controller = SDL_GameControllerOpen(sdl_event.cdevice.which);
  976. std::string controller_name = SDL_GameControllerNameForIndex(sdl_event.cdevice.which);
  977. if (sdl_controller)
  978. {
  979. logger.log("Connected game controller \"" + controller_name + "\"");
  980. }
  981. else
  982. {
  983. logger.error("Failed to connected game controller \"" + controller_name + "\"");
  984. }
  985. }
  986. break;
  987. }
  988. case SDL_CONTROLLERDEVICEREMOVED:
  989. {
  990. SDL_GameController* sdl_controller = SDL_GameControllerFromInstanceID(sdl_event.cdevice.which);
  991. if (sdl_controller)
  992. {
  993. SDL_GameControllerClose(sdl_controller);
  994. logger.log("Disconnected game controller");
  995. }
  996. break;
  997. }
  998. case SDL_WINDOWEVENT:
  999. {
  1000. if (sdl_event.window.event == SDL_WINDOWEVENT_RESIZED)
  1001. {
  1002. window_resized();
  1003. }
  1004. break;
  1005. }
  1006. case SDL_QUIT:
  1007. {
  1008. close(EXIT_SUCCESS);
  1009. break;
  1010. }
  1011. }
  1012. }
  1013. }
  1014. void application::set_relative_mouse_mode(bool enabled)
  1015. {
  1016. if (enabled)
  1017. {
  1018. SDL_GetMouseState(&std::get<0>(saved_mouse_position), &std::get<1>(saved_mouse_position));
  1019. }
  1020. SDL_SetRelativeMouseMode((enabled) ? SDL_TRUE : SDL_FALSE);
  1021. if (!enabled)
  1022. {
  1023. SDL_WarpMouseInWindow(window, std::get<0>(saved_mouse_position), std::get<1>(saved_mouse_position));
  1024. }
  1025. }
  1026. void application::toggle_fullscreen()
  1027. {
  1028. fullscreen = !fullscreen;
  1029. if (fullscreen)
  1030. {
  1031. SDL_GetWindowSize(window, &std::get<0>(window_dimensions), &std::get<1>(window_dimensions));
  1032. SDL_GetWindowPosition(window, &std::get<0>(window_position), &std::get<1>(window_position));
  1033. SDL_SetWindowBordered(window, SDL_FALSE);
  1034. SDL_SetWindowResizable(window, SDL_FALSE);
  1035. SDL_SetWindowPosition(window, 0, 0);
  1036. SDL_SetWindowSize(window, std::get<0>(display_dimensions), std::get<1>(display_dimensions));
  1037. }
  1038. else
  1039. {
  1040. SDL_SetWindowBordered(window, SDL_TRUE);
  1041. SDL_SetWindowResizable(window, SDL_TRUE);
  1042. SDL_SetWindowSize(window, std::get<0>(window_dimensions), std::get<1>(window_dimensions));
  1043. SDL_SetWindowPosition(window, std::get<0>(window_position), std::get<1>(window_position));
  1044. }
  1045. window_resized();
  1046. }
  1047. void application::window_resized()
  1048. {
  1049. int width, height;
  1050. SDL_GetWindowSize(window, &width, &height);
  1051. float aspect_ratio = static_cast<float>(width) / static_cast<float>(height);
  1052. viewport = {0.0f, 0.0f, static_cast<float>(width), static_cast<float>(height)};
  1053. rasterizer->window_resized(width, height);
  1054. overworld_camera.set_perspective(overworld_camera.get_fov(), aspect_ratio, overworld_camera.get_clip_near(), overworld_camera.get_clip_far());
  1055. underworld_camera.set_perspective(underworld_camera.get_fov(), aspect_ratio, underworld_camera.get_clip_near(), underworld_camera.get_clip_far());
  1056. control_system->set_viewport(viewport);
  1057. camera_system->set_viewport(viewport);
  1058. tool_system->set_viewport(viewport);
  1059. ui_system->set_viewport(viewport);
  1060. }
  1061. void application::take_screenshot()
  1062. {
  1063. std::string filename = screenshots_path + "antkeeper-" + timestamp() + ".png";
  1064. logger.push_task("Saving screenshot to \"" + filename + "\"");
  1065. int x = viewport[0];
  1066. int y = viewport[1];
  1067. int w = viewport[2];
  1068. int h = viewport[3];
  1069. // Read pixel data from framebuffer
  1070. unsigned char* pixels = new unsigned char[w * h * 3];
  1071. glReadBuffer(GL_BACK);
  1072. glReadPixels(x, y, w, h, GL_RGB, GL_UNSIGNED_BYTE, pixels);
  1073. std::thread screenshot_thread(application::save_image, filename, w, h, pixels);
  1074. screenshot_thread.detach();
  1075. logger.pop_task(EXIT_SUCCESS);
  1076. }
  1077. void application::save_image(const std::string& filename, int w, int h, const unsigned char* pixels)
  1078. {
  1079. stbi_flip_vertically_on_write(1);
  1080. stbi_write_png(filename.c_str(), w, h, 3, pixels, w * 3);
  1081. delete[] pixels;
  1082. }
  1083. scene* application::get_ui_scene()
  1084. {
  1085. return ui_system->get_scene();
  1086. }