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- /*
- * Copyright (C) 2023 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 "color/color.hpp"
- #include "config.hpp"
- #include "debug/cli.hpp"
- #include "debug/log.hpp"
- #include "entity/commands.hpp"
- #include "game/context.hpp"
- #include "game/controls.hpp"
- #include "game/fonts.hpp"
- #include "game/graphics.hpp"
- #include "game/menu.hpp"
- #include "game/save.hpp"
- #include "game/state/boot.hpp"
- #include "game/state/splash.hpp"
- #include "game/system/astronomy.hpp"
- #include "game/system/atmosphere.hpp"
- #include "game/system/behavior.hpp"
- #include "game/system/blackbody.hpp"
- #include "game/system/camera.hpp"
- #include "game/system/collision.hpp"
- #include "game/system/constraint.hpp"
- #include "game/system/locomotion.hpp"
- #include "game/system/orbit.hpp"
- #include "game/system/render.hpp"
- #include "game/system/spatial.hpp"
- #include "game/system/spring.hpp"
- #include "game/system/steering.hpp"
- #include "game/system/subterrain.hpp"
- #include "game/system/terrain.hpp"
- #include "game/system/vegetation.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.hpp"
- #include "gl/vertex-buffer.hpp"
- #include "input/gamepad.hpp"
- #include "input/keyboard.hpp"
- #include "input/mapper.hpp"
- #include "input/mouse.hpp"
- #include "input/scancode.hpp"
- #include "render/compositor.hpp"
- #include "render/material-flags.hpp"
- #include "render/material-property.hpp"
- #include "render/passes/bloom-pass.hpp"
- #include "render/passes/clear-pass.hpp"
- #include "render/passes/final-pass.hpp"
- #include "render/passes/fxaa-pass.hpp"
- #include "render/passes/ground-pass.hpp"
- #include "render/passes/material-pass.hpp"
- #include "render/passes/outline-pass.hpp"
- #include "render/passes/resample-pass.hpp"
- #include "render/passes/shadow-map-pass.hpp"
- #include "render/passes/sky-pass.hpp"
- #include "render/renderer.hpp"
- #include "render/vertex-attribute.hpp"
- #include "resources/file-buffer.hpp"
- #include "resources/resource-manager.hpp"
- #include "scene/scene.hpp"
- #include "utility/paths.hpp"
- #include <algorithm>
- #include <cxxopts.hpp>
- #include <entt/entt.hpp>
- #include <execution>
- #include <filesystem>
- #include <functional>
- #include <string>
- #include <vector>
-
- namespace game {
- namespace state {
-
- boot::boot(game::context& ctx, int argc, char** argv):
- game::state::base(ctx)
- {
- // Boot process
- debug::log::trace("Booting up...");
-
- // Allocate application
- ctx.app = new application();
-
- // Parse command line options
- parse_options(argc, argv);
-
- setup_resources();
- load_config();
- load_strings();
- setup_window();
- setup_rendering();
- setup_audio();
- setup_scenes();
- setup_animation();
- setup_entities();
- setup_systems();
- setup_controls();
- setup_ui();
- setup_debugging();
- setup_loop();
- ctx.active_ecoregion = nullptr;
-
- debug::log::trace("Boot up complete");
-
- // Push splash state
- ctx.state_machine.emplace(new game::state::splash(ctx));
-
- // Enter main loop
- debug::log::trace("Entered main loop");
- loop();
- }
-
- boot::~boot()
- {
- debug::log::trace("Booting down...");
-
- shutdown_audio();
-
- // Close application
- delete ctx.app;
- ctx.app = nullptr;
-
- debug::log::trace("Boot down complete");
- }
-
- void boot::parse_options(int argc, char** argv)
- {
- debug::log::trace("Parsing {} command line arguments...", argc);
-
- try
- {
- cxxopts::Options options("Antkeeper", "Ant colony simulation game");
- options.add_options()
- ("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);
-
- // --continue
- if (result.count("continue"))
- option_continue = true;
-
- // --data
- if (result.count("data"))
- option_data = result["data"].as<std::string>();
-
- // --fullscreen
- if (result.count("fullscreen"))
- option_fullscreen = true;
-
- // --new-game
- if (result.count("new-game"))
- option_new_game = true;
-
- // --quick-start
- if (result.count("quick-start"))
- option_quick_start = true;
-
- // --reset
- if (result.count("reset"))
- option_reset = true;
-
- // --vsync
- if (result.count("vsync"))
- option_v_sync = (result["vsync"].as<int>()) ? true : false;
-
- // --windowed
- if (result.count("windowed"))
- option_windowed = true;
-
- debug::log::trace("Parsed {} command line arguments", argc);
- }
- catch (const std::exception& e)
- {
- debug::log::warning("Exception caught while parsing command line arguments: {}", e.what());
- }
- }
-
- void boot::setup_resources()
- {
- // Setup resource manager
- ctx.resource_manager = new resource_manager();
-
- // Detect paths
- ctx.data_path = get_data_path(config::application_name);
- ctx.config_path = get_config_path(config::application_name);
- ctx.mods_path = ctx.config_path / "mods";
- ctx.saves_path = ctx.config_path / "saves";
- ctx.screenshots_path = ctx.config_path / "gallery";
- ctx.controls_path = ctx.config_path / "controls";
-
- // Log resource paths
- debug::log::info("Data path: \"{}\"", ctx.data_path.string());
- debug::log::info("Config path: \"{}\"", ctx.config_path.string());
-
- // Create nonexistent config directories
- std::vector<std::filesystem::path> 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);
- config_paths.push_back(ctx.controls_path);
- for (const std::filesystem::path& path: config_paths)
- {
- if (!std::filesystem::exists(path))
- {
- const std::string path_string = path.string();
-
- debug::log::trace("Creating directory \"{}\"...", path_string);
- if (std::filesystem::create_directories(path))
- {
- debug::log::trace("Created directory \"{}\"", path_string);
- }
- else
- {
- debug::log::error("Failed to create directory \"{}\"", path_string);
- }
- }
- }
-
- // Scan for mods
- std::vector<std::filesystem::path> mod_paths;
- for (const auto& directory_entry: std::filesystem::directory_iterator(ctx.mods_path))
- {
- if (directory_entry.is_directory())
- mod_paths.push_back(directory_entry.path());
- }
-
- // Determine data package path
- if (option_data.has_value())
- {
- ctx.data_package_path = std::filesystem::path(option_data.value());
- if (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 / "antkeeper.dat";
- }
-
- // Mount mods
- for (const std::filesystem::path& mod_path: mod_paths)
- ctx.resource_manager->mount(ctx.mods_path / mod_path);
-
- // 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("/controls/");
- ctx.resource_manager->include("/");
- }
-
- void boot::load_config()
- {
- debug::log::trace("Loading config...");
-
- // Load config file
- ctx.config = ctx.resource_manager->load<json>("config.json");
- if (ctx.config)
- {
- debug::log::trace("Loaded config");
- }
- else
- {
- debug::log::error("Failed to load config");
- }
- }
-
- void boot::load_strings()
- {
- debug::log::trace("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)["language"].get<std::string>();
- 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 - 2;
- }
-
- ctx.language_count = (*ctx.string_table)[0].size() - 2;
- debug::log::info("Languages available: {}", ctx.language_count);
- debug::log::info("Language index: {}", ctx.language_index);
- debug::log::info("Language code: {}", ctx.language_code);
-
- ctx.strings = &ctx.string_table_map[ctx.language_code];
-
- debug::log::trace("Loaded strings");
- }
-
- void boot::setup_window()
- {
- debug::log::trace("Setting up window...");
-
- application* app = ctx.app;
- json* config = ctx.config;
-
- // Set fullscreen or windowed mode
- bool fullscreen = true;
- if (option_fullscreen.has_value())
- fullscreen = true;
- else if (option_windowed.has_value())
- fullscreen = false;
- else if (config->contains("fullscreen"))
- fullscreen = (*config)["fullscreen"].get<bool>();
- 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->contains("fullscreen_resolution"))
- {
- resolution.x() = (*config)["fullscreen_resolution"][0].get<int>();
- resolution.y() = (*config)["fullscreen_resolution"][1].get<int>();
- }
- }
- else
- {
- if (config->contains("windowed_resolution"))
- {
- resolution.x() = (*config)["windowed_resolution"][0].get<int>();
- resolution.y() = (*config)["windowed_resolution"][1].get<int>();
- }
- }
- app->resize_window(resolution.x(), resolution.y());
-
- // Set v-sync
- bool v_sync = true;
- if (option_v_sync.has_value())
- v_sync = (option_v_sync.value() != 0);
- else if (config->contains("v_sync"))
- v_sync = (*config)["v_sync"].get<bool>();
- app->set_v_sync(v_sync);
-
- // Set title
- app->set_title((*ctx.strings)["application_title"]);
-
- // Show window
- ctx.app->get_rasterizer()->set_clear_color(0.0f, 0.0f, 0.0f, 1.0f);
- ctx.app->get_rasterizer()->clear_framebuffer(true, false, false);
- app->show_window();
- ctx.app->swap_buffers();
-
- debug::log::trace("Set up window");
- }
-
- void boot::setup_rendering()
- {
- debug::log::trace("Setting up rendering...");
-
- // Get rasterizer from application
- ctx.rasterizer = ctx.app->get_rasterizer();
-
- // Create framebuffers
- game::graphics::create_framebuffers(ctx);
-
- // 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<render::material>("fallback.mtl");
-
- // Setup common render passes
- {
- // Construct bloom pass
- ctx.bloom_pass = new render::bloom_pass(ctx.rasterizer, ctx.resource_manager);
- ctx.bloom_pass->set_source_texture(ctx.hdr_color_texture);
- ctx.bloom_pass->set_mip_chain_length(0);
- ctx.bloom_pass->set_filter_radius(0.005f);
-
- ctx.common_final_pass = new render::final_pass(ctx.rasterizer, ctx.ldr_framebuffer_a, ctx.resource_manager);
- ctx.common_final_pass->set_color_texture(ctx.hdr_color_texture);
- ctx.common_final_pass->set_bloom_texture(ctx.bloom_pass->get_bloom_texture());
- ctx.common_final_pass->set_bloom_weight(0.04f);
- ctx.common_final_pass->set_blue_noise_texture(blue_noise_map);
-
- ctx.fxaa_pass = new render::fxaa_pass(ctx.rasterizer, &ctx.rasterizer->get_default_framebuffer(), ctx.resource_manager);
- ctx.fxaa_pass->set_source_texture(ctx.ldr_color_texture_a);
-
- ctx.resample_pass = new render::resample_pass(ctx.rasterizer, &ctx.rasterizer->get_default_framebuffer(), ctx.resource_manager);
- ctx.resample_pass->set_source_texture(ctx.ldr_color_texture_b);
- ctx.resample_pass->set_enabled(false);
-
- // Toggle bloom according to settings
- ctx.bloom_enabled = true;
- if (ctx.config->contains("bloom_enabled"))
- ctx.bloom_enabled = (*ctx.config)["bloom_enabled"].get<bool>();
- graphics::toggle_bloom(ctx, ctx.bloom_enabled);
-
- // Configure anti-aliasing according to settings
- ctx.anti_aliasing_method = render::anti_aliasing_method::fxaa;
- if (ctx.config->contains("anti_aliasing_method"))
- {
- const std::string aa_method = (*ctx.config)["anti_aliasing_method"].get<std::string>();
- if (aa_method == "fxaa")
- {
- ctx.anti_aliasing_method = render::anti_aliasing_method::fxaa;
- }
- else
- {
- ctx.anti_aliasing_method = render::anti_aliasing_method::none;
- }
- }
- graphics::select_anti_aliasing_method(ctx, ctx.anti_aliasing_method);
-
- // Configure render scaling according to settings
- ctx.render_scale = 1.0f;
- if (ctx.config->contains("render_scale"))
- {
- ctx.render_scale = (*ctx.config)["render_scale"].get<float>();
- if (ctx.render_scale != 1.0f)
- {
- graphics::change_render_resolution(ctx, ctx.render_scale);
- }
- }
- }
-
- // Setup UI compositor
- {
- ctx.ui_clear_pass = new render::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(-1.0f);
-
- ctx.ui_material_pass = new render::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 render::compositor();
- ctx.ui_compositor->add_pass(ctx.ui_clear_pass);
- ctx.ui_compositor->add_pass(ctx.ui_material_pass);
- }
-
- // Setup underground compositor
- {
- ctx.underground_clear_pass = new render::clear_pass(ctx.rasterizer, ctx.hdr_framebuffer);
- ctx.underground_clear_pass->set_cleared_buffers(true, true, false);
- ctx.underground_clear_pass->set_clear_color({1, 0, 1, 0});
- ctx.underground_clear_pass->set_clear_depth(-1.0f);
-
- ctx.underground_material_pass = new render::material_pass(ctx.rasterizer, ctx.hdr_framebuffer, ctx.resource_manager);
- ctx.underground_material_pass->set_fallback_material(ctx.fallback_material);
-
- ctx.underground_compositor = new render::compositor();
- ctx.underground_compositor->add_pass(ctx.underground_clear_pass);
- ctx.underground_compositor->add_pass(ctx.underground_material_pass);
- ctx.underground_compositor->add_pass(ctx.bloom_pass);
- ctx.underground_compositor->add_pass(ctx.common_final_pass);
- ctx.underground_compositor->add_pass(ctx.fxaa_pass);
- ctx.underground_compositor->add_pass(ctx.resample_pass);
- }
-
- // Setup surface compositor
- {
- ctx.surface_shadow_map_clear_pass = new render::clear_pass(ctx.rasterizer, ctx.shadow_map_framebuffer);
- ctx.surface_shadow_map_clear_pass->set_cleared_buffers(false, true, false);
- ctx.surface_shadow_map_clear_pass->set_clear_depth(1.0f);
-
- ctx.surface_shadow_map_pass = new render::shadow_map_pass(ctx.rasterizer, ctx.resource_manager);
-
- ctx.surface_clear_pass = new render::clear_pass(ctx.rasterizer, ctx.hdr_framebuffer);
- ctx.surface_clear_pass->set_cleared_buffers(false, true, true);
- ctx.surface_clear_pass->set_clear_depth(-1.0f);
-
- ctx.sky_pass = new render::sky_pass(ctx.rasterizer, ctx.hdr_framebuffer, ctx.resource_manager);
- ctx.sky_pass->set_enabled(false);
- ctx.sky_pass->set_magnification(3.0f);
-
- ctx.ground_pass = new render::ground_pass(ctx.rasterizer, ctx.hdr_framebuffer, ctx.resource_manager);
- ctx.ground_pass->set_enabled(false);
-
- ctx.surface_material_pass = new render::material_pass(ctx.rasterizer, ctx.hdr_framebuffer, ctx.resource_manager);
- ctx.surface_material_pass->set_fallback_material(ctx.fallback_material);
-
- ctx.surface_outline_pass = new render::outline_pass(ctx.rasterizer, ctx.hdr_framebuffer, ctx.resource_manager);
- ctx.surface_outline_pass->set_outline_width(0.25f);
- ctx.surface_outline_pass->set_outline_color(float4{1.0f, 1.0f, 1.0f, 1.0f});
-
- ctx.surface_compositor = new render::compositor();
- ctx.surface_compositor->add_pass(ctx.surface_shadow_map_clear_pass);
- ctx.surface_compositor->add_pass(ctx.surface_shadow_map_pass);
- ctx.surface_compositor->add_pass(ctx.surface_clear_pass);
- ctx.surface_compositor->add_pass(ctx.sky_pass);
- ctx.surface_compositor->add_pass(ctx.ground_pass);
- ctx.surface_compositor->add_pass(ctx.surface_material_pass);
- //ctx.surface_compositor->add_pass(ctx.surface_outline_pass);
- ctx.surface_compositor->add_pass(ctx.bloom_pass);
- ctx.surface_compositor->add_pass(ctx.common_final_pass);
- ctx.surface_compositor->add_pass(ctx.fxaa_pass);
- ctx.surface_compositor->add_pass(ctx.resample_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();
-
- std::size_t attribute_offset = 0;
-
- // Define position vertex attribute
- gl::vertex_attribute position_attribute;
- position_attribute.buffer = ctx.billboard_vbo;
- position_attribute.offset = attribute_offset;
- position_attribute.stride = billboard_vertex_stride;
- position_attribute.type = gl::vertex_attribute_type::float_32;
- position_attribute.components = 3;
- attribute_offset += position_attribute.components * sizeof(float);
-
- // Define UV vertex attribute
- gl::vertex_attribute uv_attribute;
- uv_attribute.buffer = ctx.billboard_vbo;
- uv_attribute.offset = attribute_offset;
- uv_attribute.stride = billboard_vertex_stride;
- uv_attribute.type = gl::vertex_attribute_type::float_32;
- uv_attribute.components = 2;
- attribute_offset += uv_attribute.components * sizeof(float);
-
- // Define barycentric vertex attribute
- gl::vertex_attribute barycentric_attribute;
- barycentric_attribute.buffer = ctx.billboard_vbo;
- barycentric_attribute.offset = attribute_offset;
- barycentric_attribute.stride = billboard_vertex_stride;
- barycentric_attribute.type = gl::vertex_attribute_type::float_32;
- barycentric_attribute.components = 3;
- attribute_offset += barycentric_attribute.components * sizeof(float);
-
- // Bind vertex attributes to VAO
- ctx.billboard_vao->bind(render::vertex_attribute::position, position_attribute);
- ctx.billboard_vao->bind(render::vertex_attribute::uv, uv_attribute);
- ctx.billboard_vao->bind(render::vertex_attribute::barycentric, barycentric_attribute);
- }
-
- // Create renderer
- ctx.renderer = new render::renderer();
- ctx.renderer->set_billboard_vao(ctx.billboard_vao);
-
- debug::log::trace("Set up rendering");
- }
-
- void boot::setup_audio()
- {
- debug::log::trace("Setting up audio...");
-
- // Load master volume config
- ctx.master_volume = 1.0f;
- if (ctx.config->contains("master_volume"))
- ctx.master_volume = (*ctx.config)["master_volume"].get<float>();
-
- // Load ambience volume config
- ctx.ambience_volume = 1.0f;
- if (ctx.config->contains("ambience_volume"))
- ctx.ambience_volume = (*ctx.config)["ambience_volume"].get<float>();
-
- // Load effects volume config
- ctx.effects_volume = 1.0f;
- if (ctx.config->contains("effects_volume"))
- ctx.effects_volume = (*ctx.config)["effects_volume"].get<float>();
-
- // Load mono audio config
- ctx.mono_audio = false;
- if (ctx.config->contains("mono_audio"))
- ctx.mono_audio = (*ctx.config)["mono_audio"].get<bool>();
-
- // Load captions config
- ctx.captions = false;
- if (ctx.config->contains("captions"))
- ctx.captions = (*ctx.config)["captions"].get<bool>();
-
- // Load captions size config
- ctx.captions_size = 1.0f;
- if (ctx.config->contains("captions_size"))
- ctx.captions_size = (*ctx.config)["captions_size"].get<float>();
-
- // Open audio device
- debug::log::trace("Opening audio device...");
- ctx.alc_device = alcOpenDevice(nullptr);
- if (!ctx.alc_device)
- {
- debug::log::error("Failed to open audio device: AL error code {}", alGetError());
- return;
- }
- else
- {
- // Get audio device name
- const ALCchar* alc_device_name = nullptr;
- if (alcIsExtensionPresent(ctx.alc_device, "ALC_ENUMERATE_ALL_EXT"))
- alc_device_name = alcGetString(ctx.alc_device, ALC_ALL_DEVICES_SPECIFIER);
- if (alcGetError(ctx.alc_device) != AL_NO_ERROR || !alc_device_name)
- alc_device_name = alcGetString(ctx.alc_device, ALC_DEVICE_SPECIFIER);
-
- // Log audio device name
- debug::log::info("Opened audio device \"{}\"", alc_device_name);
- }
-
- // Create audio context
- debug::log::trace("Creating audio context...");
- ctx.alc_context = alcCreateContext(ctx.alc_device, nullptr);
- if (!ctx.alc_context)
- {
- debug::log::error("Failed to create audio context: ALC error code {}", alcGetError(ctx.alc_device));
- alcCloseDevice(ctx.alc_device);
- return;
- }
- else
- {
- debug::log::trace("Created audio context");
- }
-
- // Make audio context current
- debug::log::trace("Making audio context current...");
- if (alcMakeContextCurrent(ctx.alc_context) == ALC_FALSE)
- {
- debug::log::error("Failed to make audio context current: ALC error code {}", alcGetError(ctx.alc_device));
- if (ctx.alc_context != nullptr)
- {
- alcDestroyContext(ctx.alc_context);
- }
- alcCloseDevice(ctx.alc_device);
- return;
- }
- else
- {
- debug::log::trace("Made audio context current");
- }
-
- debug::log::trace("Set up audio");
- }
-
- void boot::setup_scenes()
- {
- debug::log::trace("Setting up scenes...");
-
- // Get default framebuffer
- const auto& viewport_dimensions = ctx.rasterizer->get_default_framebuffer().get_dimensions();
- const float viewport_aspect_ratio = static_cast<float>(viewport_dimensions[0]) / static_cast<float>(viewport_dimensions[1]);
-
- // Setup UI camera
- ctx.ui_camera = new scene::camera();
- ctx.ui_camera->set_compositor(ctx.ui_compositor);
- auto viewport = ctx.app->get_viewport_dimensions();
- float clip_left = -viewport[0] * 0.5f;
- float clip_right = viewport[0] * 0.5f;
- float clip_top = -viewport[1] * 0.5f;
- float clip_bottom = viewport[1] * 0.5f;
- float clip_near = 0.0f;
- float clip_far = 1000.0f;
- ctx.ui_camera->set_orthographic(clip_left, clip_right, clip_top, clip_bottom, clip_near, clip_far);
- ctx.ui_camera->look_at({0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, {0.0f, 1.0f, 0.0f});
- ctx.ui_camera->update_tweens();
-
- // Setup underground camera
- ctx.underground_camera = new scene::camera();
- ctx.underground_camera->set_perspective(math::radians<float>(45.0f), viewport_aspect_ratio, 0.1f, 1000.0f);
- ctx.underground_camera->set_compositor(ctx.underground_compositor);
- ctx.underground_camera->set_composite_index(0);
- ctx.underground_camera->set_active(false);
-
- // Setup surface camera
- ctx.surface_camera = new scene::camera();
- ctx.surface_camera->set_perspective(math::radians<float>(45.0f), viewport_aspect_ratio, 0.1f, 5000.0f);
- ctx.surface_camera->set_compositor(ctx.surface_compositor);
- ctx.surface_camera->set_composite_index(0);
- ctx.surface_camera->set_active(false);
-
- // Setup UI scene
- {
- ctx.ui_scene = new scene::collection();
-
- // Menu BG billboard
- render::material* menu_bg_material = new render::material();
- menu_bg_material->set_shader_program(ctx.resource_manager->load<gl::shader_program>("ui-element-untextured.glsl"));
- auto menu_bg_tint = menu_bg_material->add_property<float4>("tint");
- menu_bg_tint->set_value(float4{0.0f, 0.0f, 0.0f, 0.5f});
- menu_bg_material->set_blend_mode(render::blend_mode::translucent);
- menu_bg_material->update_tweens();
- ctx.menu_bg_billboard = new scene::billboard();
- ctx.menu_bg_billboard->set_active(false);
- ctx.menu_bg_billboard->set_material(menu_bg_material);
- ctx.menu_bg_billboard->set_scale({(float)viewport_dimensions[0] * 0.5f, (float)viewport_dimensions[1] * 0.5f, 1.0f});
- ctx.menu_bg_billboard->set_translation({0.0f, 0.0f, -100.0f});
- ctx.menu_bg_billboard->update_tweens();
-
- // Create camera flash billboard
- render::material* flash_material = new render::material();
- flash_material->set_shader_program(ctx.resource_manager->load<gl::shader_program>("ui-element-untextured.glsl"));
- auto flash_tint = flash_material->add_property<float4>("tint");
- flash_tint->set_value(float4{1, 1, 1, 1});
- //flash_tint->set_tween_interpolator(ease<float4>::out_quad);
-
- flash_material->set_blend_mode(render::blend_mode::translucent);
- flash_material->update_tweens();
-
- ctx.camera_flash_billboard = new scene::billboard();
- ctx.camera_flash_billboard->set_material(flash_material);
- ctx.camera_flash_billboard->set_scale({(float)viewport_dimensions[0] * 0.5f, (float)viewport_dimensions[1] * 0.5f, 1.0f});
- ctx.camera_flash_billboard->set_translation({0.0f, 0.0f, 0.0f});
- ctx.camera_flash_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);
- */
-
- ctx.ui_scene->add_object(ctx.ui_camera);
- }
-
- // Setup underground scene
- {
- ctx.underground_scene = new scene::collection();
- ctx.underground_scene->add_object(ctx.underground_camera);
- }
-
- // Setup surface scene
- {
- ctx.surface_scene = new scene::collection();
- ctx.surface_scene->add_object(ctx.surface_camera);
- }
-
- // Clear active scene
- ctx.active_scene = nullptr;
-
- debug::log::trace("Set up scenes");
- }
-
- void boot::setup_animation()
- {
- // Setup timeline system
- ctx.timeline = new timeline();
- ctx.timeline->set_autoremove(true);
-
- // Setup animator
- ctx.animator = new animator();
-
- // 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.fade_transition_color = ctx.fade_transition->get_material()->add_property<float3>("color");
- ctx.fade_transition_color->set_value({0, 0, 0});
- 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());
-
- // Menu BG animations
- {
- render::material_property<float4>* menu_bg_tint = static_cast<render::material_property<float4>*>(ctx.menu_bg_billboard->get_material()->get_property("tint"));
- auto menu_bg_frame_callback = [menu_bg_tint](int channel, const float& opacity)
- {
- menu_bg_tint->set_value(float4{0.0f, 0.0f, 0.0f, opacity});
- };
-
- // Create menu BG fade in animation
- ctx.menu_bg_fade_in_animation = new animation<float>();
- {
- ctx.menu_bg_fade_in_animation->set_interpolator(ease<float>::out_cubic);
- animation_channel<float>* channel = ctx.menu_bg_fade_in_animation->add_channel(0);
- channel->insert_keyframe({0.0f, 0.0f});
- channel->insert_keyframe({config::menu_fade_in_duration, config::menu_bg_opacity});
- ctx.menu_bg_fade_in_animation->set_frame_callback(menu_bg_frame_callback);
- ctx.menu_bg_fade_in_animation->set_start_callback
- (
- [&ctx = this->ctx, menu_bg_tint]()
- {
- ctx.ui_scene->add_object(ctx.menu_bg_billboard);
-
- menu_bg_tint->set_value(float4{0.0f, 0.0f, 0.0f, 0.0f});
- menu_bg_tint->update_tweens();
- ctx.menu_bg_billboard->set_active(true);
- }
- );
- }
-
- // Create menu BG fade out animation
- ctx.menu_bg_fade_out_animation = new animation<float>();
- {
- ctx.menu_bg_fade_out_animation->set_interpolator(ease<float>::out_cubic);
- animation_channel<float>* channel = ctx.menu_bg_fade_out_animation->add_channel(0);
- channel->insert_keyframe({0.0f, config::menu_bg_opacity});
- channel->insert_keyframe({config::menu_fade_out_duration, 0.0f});
- ctx.menu_bg_fade_out_animation->set_frame_callback(menu_bg_frame_callback);
- ctx.menu_bg_fade_out_animation->set_end_callback
- (
- [&ctx = this->ctx]()
- {
- ctx.ui_scene->remove_object(ctx.menu_bg_billboard);
- ctx.menu_bg_billboard->set_active(false);
- }
- );
- }
-
- ctx.animator->add_animation(ctx.menu_bg_fade_in_animation);
- ctx.animator->add_animation(ctx.menu_bg_fade_out_animation);
- }
-
- // Create camera flash animation
- ctx.camera_flash_animation = new animation<float>();
- {
- ctx.camera_flash_animation->set_interpolator(ease<float>::out_sine);
- const float duration = 0.5f;
- animation_channel<float>* channel = ctx.camera_flash_animation->add_channel(0);
- channel->insert_keyframe({0.0f, 1.0f});
- channel->insert_keyframe({duration, 0.0f});
- }
- }
-
- void boot::setup_entities()
- {
- // Create entity registry
- ctx.entity_registry = new entt::registry();
- }
-
- void boot::setup_systems()
- {
- 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 game::system::terrain(*ctx.entity_registry);
- ctx.terrain_system->set_patch_side_length(31.0f);
- ctx.terrain_system->set_patch_subdivisions(31);
- ctx.terrain_system->set_scene_collection(ctx.surface_scene);
-
- // Setup vegetation system
- //ctx.vegetation_system = new game::system::vegetation(*ctx.entity_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.surface_scene);
-
- // Setup camera system
- ctx.camera_system = new game::system::camera(*ctx.entity_registry);
- ctx.camera_system->set_viewport(viewport);
-
- // Setup subterrain system
- ctx.subterrain_system = new game::system::subterrain(*ctx.entity_registry, ctx.resource_manager);
- ctx.subterrain_system->set_scene(ctx.underground_scene);
-
- // Setup collision system
- ctx.collision_system = new game::system::collision(*ctx.entity_registry);
-
- // Setup behavior system
- ctx.behavior_system = new game::system::behavior(*ctx.entity_registry);
-
- // Setup locomotion system
- ctx.locomotion_system = new game::system::locomotion(*ctx.entity_registry);
-
- // Setup steering system
- ctx.steering_system = new game::system::steering(*ctx.entity_registry);
-
- // Setup spring system
- ctx.spring_system = new game::system::spring(*ctx.entity_registry);
-
- // Setup spatial system
- ctx.spatial_system = new game::system::spatial(*ctx.entity_registry);
-
- // Setup constraint system
- ctx.constraint_system = new game::system::constraint(*ctx.entity_registry);
-
- // Setup orbit system
- ctx.orbit_system = new game::system::orbit(*ctx.entity_registry);
-
- // Setup blackbody system
- ctx.blackbody_system = new game::system::blackbody(*ctx.entity_registry);
- ctx.blackbody_system->set_illuminant(color::illuminant::deg2::d55<double>);
-
- // RGB wavelengths for atmospheric scatteering
- ctx.rgb_wavelengths = {680, 550, 440};
-
- // Setup atmosphere system
- ctx.atmosphere_system = new game::system::atmosphere(*ctx.entity_registry);
- ctx.atmosphere_system->set_rgb_wavelengths(ctx.rgb_wavelengths * 1e-9);
- ctx.atmosphere_system->set_sky_pass(ctx.sky_pass);
-
- // Setup astronomy system
- ctx.astronomy_system = new game::system::astronomy(*ctx.entity_registry);
- ctx.astronomy_system->set_transmittance_samples(16);
- ctx.astronomy_system->set_sky_pass(ctx.sky_pass);
-
- // Setup render system
- ctx.render_system = new game::system::render(*ctx.entity_registry);
- //ctx.render_system->add_layer(ctx.underground_scene);
- ctx.render_system->add_layer(ctx.surface_scene);
- ctx.render_system->add_layer(ctx.ui_scene);
- ctx.render_system->set_renderer(ctx.renderer);
- }
-
- void boot::setup_controls()
- {
- // Load SDL game controller mappings database
- debug::log::trace("Loading SDL game controller mappings...");
- file_buffer* game_controller_db = ctx.resource_manager->load<file_buffer>("gamecontrollerdb.txt");
- if (!game_controller_db)
- {
- debug::log::error("Failed to load SDL game controller mappings");
- }
- else
- {
- ctx.app->add_game_controller_mappings(game_controller_db->data(), game_controller_db->size());
- debug::log::trace("Loaded SDL game controller mappings");
-
- ctx.resource_manager->unload("gamecontrollerdb.txt");
- }
-
- // Load controls
- debug::log::trace("Loading controls...");
- try
- {
- // If a control profile is set in the config file
- if (ctx.config->contains("control_profile"))
- {
- // Load control profile
- json* profile = ctx.resource_manager->load<json>((*ctx.config)["control_profile"].get<std::string>());
-
- // Apply control profile
- if (profile)
- {
- game::apply_control_profile(ctx, *profile);
- }
- }
-
- // Calibrate gamepads
- // for (input::gamepad* gamepad: ctx.app->get_gamepads())
- // {
- // const std::string uuid_string = gamepad->get_uuid().to_string();
-
- // debug::log::push_task("Loading calibration for gamepad " + uuid_string);
- // json* calibration = game::load_gamepad_calibration(ctx, *gamepad);
- // if (!calibration)
- // {
- // debug::log::pop_task(EXIT_FAILURE);
-
- // debug::log::push_task("Generating default calibration for gamepad " + uuid_string);
- // json default_calibration = game::default_gamepad_calibration();
- // apply_gamepad_calibration(*gamepad, default_calibration);
-
- // if (!save_gamepad_calibration(ctx, *gamepad, default_calibration))
- // debug::log::pop_task(EXIT_FAILURE);
- // else
- // debug::log::pop_task(EXIT_SUCCESS);
- // }
- // else
- // {
- // debug::log::pop_task(EXIT_SUCCESS);
- // apply_gamepad_calibration(*gamepad, *calibration);
- // }
- // }
-
- // Setup fullscreen control
- ctx.control_subscriptions.emplace_front
- (
- ctx.fullscreen_control.get_activated_channel().subscribe
- (
- [&ctx = this->ctx](const auto& event)
- {
- bool fullscreen = !ctx.app->is_fullscreen();
-
- ctx.app->set_fullscreen(fullscreen);
-
- if (!fullscreen)
- {
- int2 resolution;
- resolution.x() = (*ctx.config)["windowed_resolution"][0].get<int>();
- resolution.y() = (*ctx.config)["windowed_resolution"][1].get<int>();
-
- ctx.app->resize_window(resolution.x(), resolution.y());
- }
-
- // Save display mode config
- (*ctx.config)["fullscreen"] = fullscreen;
- game::save::config(ctx);
- }
- )
- );
-
- // Setup screenshot control
- ctx.control_subscriptions.emplace_front
- (
- ctx.screenshot_control.get_activated_channel().subscribe
- (
- [&ctx = this->ctx](const auto& event)
- {
- game::graphics::save_screenshot(ctx);
- }
- )
- );
-
- // Map and enable window controls
- ctx.window_controls.add_mapping(ctx.fullscreen_control, input::key_mapping(nullptr, input::scancode::f11, false));
- ctx.window_controls.add_mapping(ctx.screenshot_control, input::key_mapping(nullptr, input::scancode::f12, false));
- ctx.window_controls.connect(ctx.app->get_device_manager().get_event_queue());
-
- // Set activation threshold for menu navigation controls to mitigate drifting gamepad axes
- auto menu_control_threshold = [](float x) -> bool
- {
- return x > 0.1f;
- };
- ctx.menu_up_control.set_threshold_function(menu_control_threshold);
- ctx.menu_down_control.set_threshold_function(menu_control_threshold);
- ctx.menu_left_control.set_threshold_function(menu_control_threshold);
- ctx.menu_right_control.set_threshold_function(menu_control_threshold);
-
- debug::log::trace("Loaded controls");
- }
- catch (...)
- {
- debug::log::error("Failed to load controls");
- }
- }
-
- void boot::setup_ui()
- {
- // Load font size config
- ctx.font_size = 1.0f;
- if (ctx.config->contains("font_size"))
- ctx.font_size = (*ctx.config)["font_size"].get<float>();
-
- // Load dyslexia font config
- ctx.dyslexia_font = false;
- if (ctx.config->contains("dyslexia_font"))
- ctx.dyslexia_font = (*ctx.config)["dyslexia_font"].get<bool>();
-
- // Load fonts
- debug::log::trace("Loading fonts...");
- try
- {
- game::load_fonts(ctx);
- debug::log::trace("Loaded fonts");
- }
- catch (...)
- {
- debug::log::error("Failed to load fonts");
- }
-
- // Setup UI resize handler
- ctx.ui_resize_subscription = ctx.app->get_window_resized_channel().subscribe
- (
- [&](const auto& event)
- {
- const float clip_left = static_cast<float>(event.viewport_width) * -0.5f;
- const float clip_right = static_cast<float>(event.viewport_width) * 0.5f;
- const float clip_top = static_cast<float>(event.viewport_height) * -0.5f;
- const float clip_bottom = static_cast<float>(event.viewport_height) * 0.5f;
- const float clip_near = ctx.ui_camera->get_clip_near();
- const float clip_far = ctx.ui_camera->get_clip_far();
-
- ctx.ui_camera->set_orthographic(clip_left, clip_right, clip_top, clip_bottom, clip_near, clip_far);
- }
- );
- }
-
- void boot::setup_debugging()
- {
- // Setup performance sampling
- ctx.performance_sampler.set_sample_size(15);
-
- ctx.cli = new debug::cli();
- //debug::log::info(ctx.cli->interpret("echo hi 123"));
- }
-
- void boot::setup_loop()
- {
- // Set update frequency
- if (ctx.config->contains("update_frequency"))
- {
- ctx.loop.set_update_frequency((*ctx.config)["update_frequency"].get<double>());
- }
-
- // Set update callback
- ctx.loop.set_update_callback
- (
- [&ctx = this->ctx](double t, double dt)
- {
- // Update tweens
- ctx.sky_pass->update_tweens();
- ctx.surface_scene->update_tweens();
- ctx.underground_scene->update_tweens();
- ctx.ui_scene->update_tweens();
-
- // Process events
- ctx.app->process_events();
- ctx.app->get_device_manager().get_event_queue().flush();
-
- // Process function queue
- while (!ctx.function_queue.empty())
- {
- ctx.function_queue.front()();
- ctx.function_queue.pop();
- }
-
- // Update processes
- std::for_each
- (
- std::execution::par,
- ctx.processes.begin(),
- ctx.processes.end(),
- [t, dt](const auto& process)
- {
- process.second(t, dt);
- }
- );
-
- // Advance timeline
- ctx.timeline->advance(dt);
-
- // Update entity systems
- ctx.terrain_system->update(t, dt);
- //ctx.vegetation_system->update(t, dt);
- ctx.subterrain_system->update(t, dt);
- ctx.collision_system->update(t, dt);
- ctx.behavior_system->update(t, dt);
- ctx.steering_system->update(t, dt);
- ctx.locomotion_system->update(t, dt);
- ctx.camera_system->update(t, dt);
- ctx.orbit_system->update(t, dt);
- ctx.blackbody_system->update(t, dt);
- ctx.atmosphere_system->update(t, dt);
- ctx.astronomy_system->update(t, dt);
- ctx.spring_system->update(t, dt);
- ctx.spatial_system->update(t, dt);
- ctx.constraint_system->update(t, dt);
- ctx.animator->animate(dt);
- ctx.render_system->update(t, dt);
- }
- );
-
- // Set render callback
- ctx.loop.set_render_callback
- (
- [&ctx = this->ctx](double alpha)
- {
- ctx.render_system->draw(alpha);
- ctx.app->swap_buffers();
- }
- );
- }
-
- void boot::loop()
- {
- while (!ctx.app->was_closed())
- {
- // Execute main loop
- ctx.loop.tick();
-
- // Sample frame duration
- ctx.performance_sampler.sample(ctx.loop.get_frame_duration());
- }
-
- // Exit all active game states
- while (!ctx.state_machine.empty())
- ctx.state_machine.pop();
- }
-
- void boot::shutdown_audio()
- {
- debug::log::trace("Shutting down audio...");
-
- if (ctx.alc_context)
- {
- alcMakeContextCurrent(nullptr);
- alcDestroyContext(ctx.alc_context);
- }
-
- if (ctx.alc_device)
- {
- alcCloseDevice(ctx.alc_device);
- }
-
- debug::log::trace("Shut down audio");
- }
-
- } // namespace state
- } // namespace game
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