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