💿🐜 Antkeeper source code https://antkeeper.com
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  1. /*
  2. * Copyright (C) 2021 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 "animation/animation.hpp"
  20. #include "animation/animator.hpp"
  21. #include "animation/ease.hpp"
  22. #include "animation/screen-transition.hpp"
  23. #include "animation/timeline.hpp"
  24. #include "application.hpp"
  25. #include "debug/cli.hpp"
  26. #include "debug/console-commands.hpp"
  27. #include "debug/logger.hpp"
  28. #include "game/context.hpp"
  29. #include "gl/framebuffer.hpp"
  30. #include "gl/pixel-format.hpp"
  31. #include "gl/pixel-type.hpp"
  32. #include "gl/rasterizer.hpp"
  33. #include "gl/texture-2d.hpp"
  34. #include "gl/texture-filter.hpp"
  35. #include "gl/texture-wrapping.hpp"
  36. #include "gl/vertex-array.hpp"
  37. #include "gl/vertex-attribute-type.hpp"
  38. #include "gl/vertex-buffer.hpp"
  39. #include "renderer/material-flags.hpp"
  40. #include "renderer/material-property.hpp"
  41. #include "renderer/passes/bloom-pass.hpp"
  42. #include "renderer/passes/clear-pass.hpp"
  43. #include "renderer/passes/final-pass.hpp"
  44. #include "renderer/passes/material-pass.hpp"
  45. #include "renderer/passes/outline-pass.hpp"
  46. #include "renderer/passes/shadow-map-pass.hpp"
  47. #include "renderer/passes/sky-pass.hpp"
  48. #include "renderer/simple-render-pass.hpp"
  49. #include "renderer/vertex-attributes.hpp"
  50. #include "renderer/compositor.hpp"
  51. #include "renderer/renderer.hpp"
  52. #include "resources/resource-manager.hpp"
  53. #include "resources/resource-manager.hpp"
  54. #include "scene/scene.hpp"
  55. #include "game/states/loading.hpp"
  56. #include "entity/systems/behavior.hpp"
  57. #include "entity/systems/camera.hpp"
  58. #include "entity/systems/collision.hpp"
  59. #include "entity/systems/constraint.hpp"
  60. #include "entity/systems/locomotion.hpp"
  61. #include "entity/systems/snapping.hpp"
  62. #include "entity/systems/render.hpp"
  63. #include "entity/systems/samara.hpp"
  64. #include "entity/systems/subterrain.hpp"
  65. #include "entity/systems/terrain.hpp"
  66. #include "entity/systems/ui.hpp"
  67. #include "entity/systems/vegetation.hpp"
  68. #include "entity/systems/spatial.hpp"
  69. #include "entity/systems/tracking.hpp"
  70. #include "entity/systems/painting.hpp"
  71. #include "entity/systems/astronomy.hpp"
  72. #include "entity/systems/blackbody.hpp"
  73. #include "entity/systems/atmosphere.hpp"
  74. #include "entity/systems/orbit.hpp"
  75. #include "entity/systems/proteome.hpp"
  76. #include "entity/components/marker.hpp"
  77. #include "entity/commands.hpp"
  78. #include "utility/paths.hpp"
  79. #include "event/event-dispatcher.hpp"
  80. #include "input/event-router.hpp"
  81. #include "input/mapper.hpp"
  82. #include "input/listener.hpp"
  83. #include "input/game-controller.hpp"
  84. #include "input/mouse.hpp"
  85. #include "input/keyboard.hpp"
  86. #include "configuration.hpp"
  87. #include "input/scancode.hpp"
  88. #include <cxxopts.hpp>
  89. #include <dirent.h>
  90. #include <entt/entt.hpp>
  91. #include <filesystem>
  92. #include <functional>
  93. #include <string>
  94. #include <vector>
  95. #include <execution>
  96. #include <algorithm>
  97. static constexpr double seconds_per_day = 24.0 * 60.0 * 60.0;
  98. static void parse_options(game::context* ctx, int argc, char** argv);
  99. static void setup_resources(game::context* ctx);
  100. static void load_config(game::context* ctx);
  101. static void load_strings(game::context* ctx);
  102. static void setup_window(game::context* ctx);
  103. static void setup_rendering(game::context* ctx);
  104. static void setup_scenes(game::context* ctx);
  105. static void setup_animation(game::context* ctx);
  106. static void setup_entities(game::context* ctx);
  107. static void setup_systems(game::context* ctx);
  108. static void setup_controls(game::context* ctx);
  109. static void setup_cli(game::context* ctx);
  110. static void setup_callbacks(game::context* ctx);
  111. int bootloader(application* app, int argc, char** argv)
  112. {
  113. // Get application logger
  114. debug::logger* logger = app->get_logger();
  115. logger->push_task("Running application bootloader");
  116. // Allocate game context
  117. game::context* ctx = new game::context();
  118. ctx->app = app;
  119. ctx->logger = logger;
  120. // Init game context
  121. try
  122. {
  123. parse_options(ctx, argc, argv);
  124. setup_resources(ctx);
  125. load_config(ctx);
  126. load_strings(ctx);
  127. setup_window(ctx);
  128. setup_rendering(ctx);
  129. setup_scenes(ctx);
  130. setup_animation(ctx);
  131. setup_entities(ctx);
  132. setup_systems(ctx);
  133. setup_controls(ctx);
  134. setup_cli(ctx);
  135. setup_callbacks(ctx);
  136. }
  137. catch (const std::exception& e)
  138. {
  139. logger->error("Caught exception: \"" + std::string(e.what()) + "\"");
  140. logger->pop_task(EXIT_FAILURE);
  141. return EXIT_FAILURE;
  142. }
  143. logger->pop_task(EXIT_SUCCESS);
  144. // Set update rate
  145. if (ctx->config->contains("update_rate"))
  146. {
  147. app->set_update_rate((*ctx->config)["update_rate"].get<double>());
  148. }
  149. // Setup initial application state
  150. application::state initial_state;
  151. initial_state.name = "loading";
  152. initial_state.enter = std::bind(game::state::loading::enter, ctx);
  153. initial_state.exit = std::bind(game::state::loading::exit, ctx);
  154. // Enter initial application state
  155. app->change_state(initial_state);
  156. return EXIT_SUCCESS;
  157. }
  158. void parse_options(game::context* ctx, int argc, char** argv)
  159. {
  160. debug::logger* logger = ctx->logger;
  161. logger->push_task("Parsing command line options");
  162. try
  163. {
  164. cxxopts::Options options("Antkeeper", "Ant colony simulation game");
  165. options.add_options()
  166. ("c,continue", "Continues from the last save")
  167. ("d,data", "Sets the data package path", cxxopts::value<std::string>())
  168. ("f,fullscreen", "Starts in fullscreen mode")
  169. ("n,new-game", "Starts a new game")
  170. ("q,quick-start", "Skips to the main menu")
  171. ("r,reset", "Restores all settings to default")
  172. ("v,vsync", "Enables or disables v-sync", cxxopts::value<int>())
  173. ("w,windowed", "Starts in windowed mode");
  174. auto result = options.parse(argc, argv);
  175. // --continue
  176. if (result.count("continue"))
  177. ctx->option_continue = true;
  178. // --data
  179. if (result.count("data"))
  180. ctx->option_data = result["data"].as<std::string>();
  181. // --fullscreen
  182. if (result.count("fullscreen"))
  183. ctx->option_fullscreen = true;
  184. // --new-game
  185. if (result.count("new-game"))
  186. ctx->option_new_game = true;
  187. // --quick-start
  188. if (result.count("quick-start"))
  189. ctx->option_quick_start = true;
  190. // --reset
  191. if (result.count("reset"))
  192. ctx->option_reset = true;
  193. // --vsync
  194. if (result.count("vsync"))
  195. ctx->option_vsync = (result["vsync"].as<int>()) ? true : false;
  196. // --windowed
  197. if (result.count("windowed"))
  198. ctx->option_windowed = true;
  199. }
  200. catch (const std::exception& e)
  201. {
  202. logger->error("Exception caught: \"" + std::string(e.what()) + "\"");
  203. logger->pop_task(EXIT_FAILURE);
  204. return;
  205. }
  206. logger->pop_task(EXIT_SUCCESS);
  207. }
  208. void setup_resources(game::context* ctx)
  209. {
  210. debug::logger* logger = ctx->logger;
  211. // Setup resource manager
  212. ctx->resource_manager = new resource_manager(logger);
  213. // Determine application name
  214. std::string application_name;
  215. #if defined(_WIN32) || defined(__APPLE__)
  216. application_name = "Antkeeper";
  217. #else
  218. application_name = "antkeeper";
  219. #endif
  220. // Detect paths
  221. ctx->data_path = get_data_path(application_name);
  222. ctx->config_path = get_config_path(application_name);
  223. ctx->mods_path = ctx->config_path + "mods/";
  224. ctx->saves_path = ctx->config_path + "saves/";
  225. ctx->screenshots_path = ctx->config_path + "screenshots/";
  226. // Log resource paths
  227. logger->log("Detected data path as \"" + ctx->data_path + "\"");
  228. logger->log("Detected config path as \"" + ctx->config_path + "\"");
  229. // Create nonexistent config directories
  230. std::vector<std::string> config_paths;
  231. config_paths.push_back(ctx->config_path);
  232. config_paths.push_back(ctx->mods_path);
  233. config_paths.push_back(ctx->saves_path);
  234. config_paths.push_back(ctx->screenshots_path);
  235. for (const std::string& path: config_paths)
  236. {
  237. if (!path_exists(path))
  238. {
  239. logger->push_task("Creating directory \"" + path + "\"");
  240. if (create_directory(path))
  241. {
  242. logger->pop_task(EXIT_SUCCESS);
  243. }
  244. else
  245. {
  246. logger->pop_task(EXIT_FAILURE);
  247. }
  248. }
  249. }
  250. // Redirect logger output to log file on non-debug builds
  251. #if defined(NDEBUG)
  252. std::string log_filename = config_path + "log.txt";
  253. ctx->log_filestream.open(log_filename.c_str());
  254. ctx->log_filestream << logger->get_history();
  255. logger->redirect(&log_filestream);
  256. #endif
  257. // Scan for mods
  258. std::vector<std::string> mods;
  259. struct dirent** files = nullptr;
  260. if (int n = scandir(ctx->mods_path.c_str(), &files, NULL, alphasort); n >= 0)
  261. {
  262. for (int i = 0; i < n; ++i)
  263. {
  264. struct dirent* file = files[i];
  265. switch (file->d_type)
  266. {
  267. case DT_REG:
  268. case DT_DIR:
  269. {
  270. std::string mod_name = file->d_name;
  271. // Skip hidden files and directories
  272. if (mod_name.front() == '.')
  273. break;
  274. mods.push_back(mod_name);
  275. }
  276. default:
  277. break;
  278. }
  279. }
  280. }
  281. // Determine data package path
  282. if (ctx->option_data.has_value())
  283. {
  284. ctx->data_package_path = ctx->option_data.value();
  285. if (std::filesystem::path(ctx->data_package_path).is_relative())
  286. ctx->data_package_path = ctx->data_path + ctx->data_package_path;
  287. }
  288. else
  289. {
  290. ctx->data_package_path = ctx->data_path + "data.zip";
  291. }
  292. // Mount mods
  293. for (const std::string& mod_name: mods)
  294. ctx->resource_manager->mount(ctx->mods_path + mod_name);
  295. // Mount config path
  296. ctx->resource_manager->mount(ctx->config_path);
  297. // Mount data package
  298. ctx->resource_manager->mount(ctx->data_package_path);
  299. // Include resource search paths in order of priority
  300. ctx->resource_manager->include("/shaders/");
  301. ctx->resource_manager->include("/models/");
  302. ctx->resource_manager->include("/images/");
  303. ctx->resource_manager->include("/textures/");
  304. ctx->resource_manager->include("/materials/");
  305. ctx->resource_manager->include("/entities/");
  306. ctx->resource_manager->include("/behaviors/");
  307. ctx->resource_manager->include("/controls/");
  308. ctx->resource_manager->include("/localization/");
  309. ctx->resource_manager->include("/biomes/");
  310. ctx->resource_manager->include("/traits/");
  311. ctx->resource_manager->include("/");
  312. }
  313. void load_config(game::context* ctx)
  314. {
  315. debug::logger* logger = ctx->logger;
  316. logger->push_task("Loading config");
  317. // Load config file
  318. ctx->config = ctx->resource_manager->load<json>("config.json");
  319. if (!ctx->config)
  320. {
  321. logger->pop_task(EXIT_FAILURE);
  322. return;
  323. }
  324. logger->pop_task(EXIT_SUCCESS);
  325. }
  326. void load_strings(game::context* ctx)
  327. {
  328. debug::logger* logger = ctx->logger;
  329. logger->push_task("Loading strings");
  330. ctx->string_table = ctx->resource_manager->load<string_table>("strings.csv");
  331. build_string_table_map(&ctx->string_table_map, *ctx->string_table);
  332. ctx->language_code = (*ctx->config)["language"].get<std::string>();
  333. ctx->language_index = -1;
  334. for (int i = 2; i < (*ctx->string_table)[0].size(); ++i)
  335. {
  336. if ((*ctx->string_table)[0][i] == ctx->language_code)
  337. ctx->language_index = i;
  338. }
  339. logger->log("lang index: " + std::to_string(ctx->language_index));
  340. ctx->strings = &ctx->string_table_map[ctx->language_code];
  341. logger->pop_task(EXIT_SUCCESS);
  342. }
  343. void setup_window(game::context* ctx)
  344. {
  345. debug::logger* logger = ctx->logger;
  346. logger->push_task("Setting up window");
  347. application* app = ctx->app;
  348. json* config = ctx->config;
  349. // Set fullscreen or windowed mode
  350. bool fullscreen = true;
  351. if (ctx->option_fullscreen.has_value())
  352. fullscreen = true;
  353. else if (ctx->option_windowed.has_value())
  354. fullscreen = false;
  355. else if (config->contains("fullscreen"))
  356. fullscreen = (*config)["fullscreen"].get<bool>();
  357. app->set_fullscreen(fullscreen);
  358. // Set resolution
  359. const auto& display_dimensions = ctx->app->get_display_dimensions();
  360. int2 resolution = {display_dimensions[0], display_dimensions[1]};
  361. if (fullscreen)
  362. {
  363. if (config->contains("fullscreen_resolution"))
  364. {
  365. resolution.x = (*config)["fullscreen_resolution"][0].get<int>();
  366. resolution.y = (*config)["fullscreen_resolution"][1].get<int>();
  367. }
  368. }
  369. else
  370. {
  371. if (config->contains("windowed_resolution"))
  372. {
  373. resolution.x = (*config)["windowed_resolution"][0].get<int>();
  374. resolution.y = (*config)["windowed_resolution"][1].get<int>();
  375. }
  376. }
  377. app->resize_window(resolution.x, resolution.y);
  378. // Set v-sync
  379. bool vsync = true;
  380. if (ctx->option_vsync.has_value())
  381. vsync = (ctx->option_vsync.value() != 0);
  382. else if (config->contains("vsync"))
  383. vsync = (*config)["vsync"].get<bool>();
  384. app->set_vsync(vsync);
  385. // Set title
  386. app->set_title((*ctx->strings)["title"]);
  387. logger->pop_task(EXIT_SUCCESS);
  388. }
  389. void setup_rendering(game::context* ctx)
  390. {
  391. debug::logger* logger = ctx->logger;
  392. logger->push_task("Setting up rendering");
  393. // Get rasterizer from application
  394. ctx->rasterizer = ctx->app->get_rasterizer();
  395. // Get default framebuffer
  396. const gl::framebuffer& default_framebuffer = ctx->rasterizer->get_default_framebuffer();
  397. const auto& viewport_dimensions = default_framebuffer.get_dimensions();
  398. // Create HDR framebuffer (32F color, 32F depth)
  399. ctx->framebuffer_hdr_color = new gl::texture_2d(viewport_dimensions[0], viewport_dimensions[1], gl::pixel_type::float_32, gl::pixel_format::rgb);
  400. ctx->framebuffer_hdr_color->set_wrapping(gl::texture_wrapping::extend, gl::texture_wrapping::extend);
  401. ctx->framebuffer_hdr_color->set_filters(gl::texture_min_filter::linear, gl::texture_mag_filter::linear);
  402. ctx->framebuffer_hdr_color->set_max_anisotropy(0.0f);
  403. ctx->framebuffer_hdr_depth = new gl::texture_2d(viewport_dimensions[0], viewport_dimensions[1], gl::pixel_type::float_32, gl::pixel_format::ds);
  404. ctx->framebuffer_hdr_depth->set_wrapping(gl::texture_wrapping::extend, gl::texture_wrapping::extend);
  405. ctx->framebuffer_hdr_depth->set_filters(gl::texture_min_filter::linear, gl::texture_mag_filter::linear);
  406. ctx->framebuffer_hdr_depth->set_max_anisotropy(0.0f);
  407. ctx->framebuffer_hdr = new gl::framebuffer(viewport_dimensions[0], viewport_dimensions[1]);
  408. ctx->framebuffer_hdr->attach(gl::framebuffer_attachment_type::color, ctx->framebuffer_hdr_color);
  409. ctx->framebuffer_hdr->attach(gl::framebuffer_attachment_type::depth, ctx->framebuffer_hdr_depth);
  410. ctx->framebuffer_hdr->attach(gl::framebuffer_attachment_type::stencil, ctx->framebuffer_hdr_depth);
  411. // Create shadow map framebuffer
  412. int shadow_map_resolution = 4096;
  413. if (ctx->config->contains("shadow_map_resolution"))
  414. {
  415. shadow_map_resolution = (*ctx->config)["shadow_map_resolution"].get<int>();
  416. }
  417. ctx->shadow_map_depth_texture = new gl::texture_2d(shadow_map_resolution, shadow_map_resolution, gl::pixel_type::float_32, gl::pixel_format::d);
  418. ctx->shadow_map_depth_texture->set_wrapping(gl::texture_wrapping::extend, gl::texture_wrapping::extend);
  419. ctx->shadow_map_depth_texture->set_filters(gl::texture_min_filter::linear, gl::texture_mag_filter::linear);
  420. ctx->shadow_map_depth_texture->set_max_anisotropy(0.0f);
  421. ctx->shadow_map_framebuffer = new gl::framebuffer(shadow_map_resolution, shadow_map_resolution);
  422. ctx->shadow_map_framebuffer->attach(gl::framebuffer_attachment_type::depth, ctx->shadow_map_depth_texture);
  423. // Create bloom pingpong framebuffers (16F color, no depth)
  424. int bloom_width = viewport_dimensions[0] >> 1;
  425. int bloom_height = viewport_dimensions[1] >> 1;
  426. ctx->bloom_texture = new gl::texture_2d(bloom_width, bloom_height, gl::pixel_type::float_16, gl::pixel_format::rgb);
  427. ctx->bloom_texture->set_wrapping(gl::texture_wrapping::extend, gl::texture_wrapping::extend);
  428. ctx->bloom_texture->set_filters(gl::texture_min_filter::linear, gl::texture_mag_filter::linear);
  429. ctx->bloom_texture->set_max_anisotropy(0.0f);
  430. ctx->framebuffer_bloom = new gl::framebuffer(bloom_width, bloom_height);
  431. ctx->framebuffer_bloom->attach(gl::framebuffer_attachment_type::color, ctx->bloom_texture);
  432. // Load blue noise texture
  433. gl::texture_2d* blue_noise_map = ctx->resource_manager->load<gl::texture_2d>("blue-noise.tex");
  434. // Load fallback material
  435. ctx->fallback_material = ctx->resource_manager->load<material>("fallback.mtl");
  436. // Setup common render passes
  437. {
  438. ctx->common_bloom_pass = new bloom_pass(ctx->rasterizer, ctx->framebuffer_bloom, ctx->resource_manager);
  439. ctx->common_bloom_pass->set_source_texture(ctx->framebuffer_hdr_color);
  440. ctx->common_bloom_pass->set_brightness_threshold(1.0f);
  441. ctx->common_bloom_pass->set_blur_iterations(5);
  442. ctx->common_final_pass = new ::final_pass(ctx->rasterizer, &ctx->rasterizer->get_default_framebuffer(), ctx->resource_manager);
  443. ctx->common_final_pass->set_color_texture(ctx->framebuffer_hdr_color);
  444. ctx->common_final_pass->set_bloom_texture(ctx->bloom_texture);
  445. ctx->common_final_pass->set_blue_noise_texture(blue_noise_map);
  446. }
  447. // Setup UI compositor
  448. {
  449. ctx->ui_clear_pass = new clear_pass(ctx->rasterizer, &ctx->rasterizer->get_default_framebuffer());
  450. ctx->ui_clear_pass->set_cleared_buffers(false, true, false);
  451. ctx->ui_clear_pass->set_clear_depth(0.0f);
  452. ctx->ui_material_pass = new material_pass(ctx->rasterizer, &ctx->rasterizer->get_default_framebuffer(), ctx->resource_manager);
  453. ctx->ui_material_pass->set_fallback_material(ctx->fallback_material);
  454. ctx->ui_compositor = new compositor();
  455. ctx->ui_compositor->add_pass(ctx->ui_clear_pass);
  456. ctx->ui_compositor->add_pass(ctx->ui_material_pass);
  457. }
  458. // Setup underground compositor
  459. {
  460. ctx->underground_clear_pass = new clear_pass(ctx->rasterizer, ctx->framebuffer_hdr);
  461. ctx->underground_clear_pass->set_cleared_buffers(true, true, false);
  462. ctx->underground_clear_pass->set_clear_color({1, 0, 1, 0});
  463. ctx->underground_clear_pass->set_clear_depth(0.0f);
  464. ctx->underground_material_pass = new material_pass(ctx->rasterizer, ctx->framebuffer_hdr, ctx->resource_manager);
  465. ctx->underground_material_pass->set_fallback_material(ctx->fallback_material);
  466. ctx->app->get_event_dispatcher()->subscribe<mouse_moved_event>(ctx->underground_material_pass);
  467. ctx->underground_compositor = new compositor();
  468. ctx->underground_compositor->add_pass(ctx->underground_clear_pass);
  469. ctx->underground_compositor->add_pass(ctx->underground_material_pass);
  470. ctx->underground_compositor->add_pass(ctx->common_bloom_pass);
  471. ctx->underground_compositor->add_pass(ctx->common_final_pass);
  472. }
  473. // Setup surface compositor
  474. {
  475. ctx->surface_shadow_map_clear_pass = new clear_pass(ctx->rasterizer, ctx->shadow_map_framebuffer);
  476. ctx->surface_shadow_map_clear_pass->set_cleared_buffers(false, true, false);
  477. ctx->surface_shadow_map_clear_pass->set_clear_depth(1.0f);
  478. ctx->surface_shadow_map_pass = new shadow_map_pass(ctx->rasterizer, ctx->shadow_map_framebuffer, ctx->resource_manager);
  479. ctx->surface_shadow_map_pass->set_split_scheme_weight(0.75f);
  480. ctx->surface_clear_pass = new clear_pass(ctx->rasterizer, ctx->framebuffer_hdr);
  481. ctx->surface_clear_pass->set_cleared_buffers(true, true, true);
  482. ctx->surface_clear_pass->set_clear_depth(0.0f);
  483. ctx->surface_sky_pass = new sky_pass(ctx->rasterizer, ctx->framebuffer_hdr, ctx->resource_manager);
  484. ctx->app->get_event_dispatcher()->subscribe<mouse_moved_event>(ctx->surface_sky_pass);
  485. ctx->surface_material_pass = new material_pass(ctx->rasterizer, ctx->framebuffer_hdr, ctx->resource_manager);
  486. ctx->surface_material_pass->set_fallback_material(ctx->fallback_material);
  487. ctx->surface_material_pass->shadow_map_pass = ctx->surface_shadow_map_pass;
  488. ctx->surface_material_pass->shadow_map = ctx->shadow_map_depth_texture;
  489. ctx->app->get_event_dispatcher()->subscribe<mouse_moved_event>(ctx->surface_material_pass);
  490. ctx->surface_outline_pass = new outline_pass(ctx->rasterizer, ctx->framebuffer_hdr, ctx->resource_manager);
  491. ctx->surface_outline_pass->set_outline_width(0.25f);
  492. ctx->surface_outline_pass->set_outline_color(float4{1.0f, 1.0f, 1.0f, 1.0f});
  493. ctx->surface_compositor = new compositor();
  494. ctx->surface_compositor->add_pass(ctx->surface_shadow_map_clear_pass);
  495. ctx->surface_compositor->add_pass(ctx->surface_shadow_map_pass);
  496. ctx->surface_compositor->add_pass(ctx->surface_clear_pass);
  497. ctx->surface_compositor->add_pass(ctx->surface_sky_pass);
  498. ctx->surface_compositor->add_pass(ctx->surface_material_pass);
  499. //ctx->surface_compositor->add_pass(ctx->surface_outline_pass);
  500. ctx->surface_compositor->add_pass(ctx->common_bloom_pass);
  501. ctx->surface_compositor->add_pass(ctx->common_final_pass);
  502. }
  503. // Create billboard VAO
  504. {
  505. const float billboard_vertex_data[] =
  506. {
  507. -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f,
  508. -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
  509. 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
  510. 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
  511. -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
  512. 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f
  513. };
  514. std::size_t billboard_vertex_size = 8;
  515. std::size_t billboard_vertex_stride = sizeof(float) * billboard_vertex_size;
  516. std::size_t billboard_vertex_count = 6;
  517. ctx->billboard_vbo = new gl::vertex_buffer(sizeof(float) * billboard_vertex_size * billboard_vertex_count, billboard_vertex_data);
  518. ctx->billboard_vao = new gl::vertex_array();
  519. ctx->billboard_vao->bind_attribute(VERTEX_POSITION_LOCATION, *ctx->billboard_vbo, 3, gl::vertex_attribute_type::float_32, billboard_vertex_stride, 0);
  520. ctx->billboard_vao->bind_attribute(VERTEX_TEXCOORD_LOCATION, *ctx->billboard_vbo, 2, gl::vertex_attribute_type::float_32, billboard_vertex_stride, sizeof(float) * 3);
  521. ctx->billboard_vao->bind_attribute(VERTEX_BARYCENTRIC_LOCATION, *ctx->billboard_vbo, 3, gl::vertex_attribute_type::float_32, billboard_vertex_stride, sizeof(float) * 5);
  522. }
  523. // Load marker albedo textures
  524. ctx->marker_albedo_textures = new gl::texture_2d*[8];
  525. ctx->marker_albedo_textures[0] = ctx->resource_manager->load<gl::texture_2d>("marker-clear-albedo.tex");
  526. ctx->marker_albedo_textures[1] = ctx->resource_manager->load<gl::texture_2d>("marker-yellow-albedo.tex");
  527. ctx->marker_albedo_textures[2] = ctx->resource_manager->load<gl::texture_2d>("marker-green-albedo.tex");
  528. ctx->marker_albedo_textures[3] = ctx->resource_manager->load<gl::texture_2d>("marker-blue-albedo.tex");
  529. ctx->marker_albedo_textures[4] = ctx->resource_manager->load<gl::texture_2d>("marker-purple-albedo.tex");
  530. ctx->marker_albedo_textures[5] = ctx->resource_manager->load<gl::texture_2d>("marker-pink-albedo.tex");
  531. ctx->marker_albedo_textures[6] = ctx->resource_manager->load<gl::texture_2d>("marker-red-albedo.tex");
  532. ctx->marker_albedo_textures[7] = ctx->resource_manager->load<gl::texture_2d>("marker-orange-albedo.tex");
  533. // Create renderer
  534. ctx->renderer = new renderer();
  535. ctx->renderer->set_billboard_vao(ctx->billboard_vao);
  536. logger->pop_task(EXIT_SUCCESS);
  537. }
  538. void setup_scenes(game::context* ctx)
  539. {
  540. debug::logger* logger = ctx->logger;
  541. logger->push_task("Setting up scenes");
  542. // Get default framebuffer
  543. const auto& viewport_dimensions = ctx->rasterizer->get_default_framebuffer().get_dimensions();
  544. const float viewport_aspect_ratio = static_cast<float>(viewport_dimensions[0]) / static_cast<float>(viewport_dimensions[1]);
  545. // Create infinite culling mask
  546. const float inf = std::numeric_limits<float>::infinity();
  547. ctx->no_cull = {{-inf, -inf, -inf}, {inf, inf, inf}};
  548. // Setup UI camera
  549. ctx->ui_camera = new scene::camera();
  550. ctx->ui_camera->set_compositor(ctx->ui_compositor);
  551. // Setup underground camera
  552. ctx->underground_camera = new scene::camera();
  553. ctx->underground_camera->set_perspective(math::radians<float>(45.0f), viewport_aspect_ratio, 0.1f, 1000.0f);
  554. ctx->underground_camera->set_compositor(ctx->underground_compositor);
  555. ctx->underground_camera->set_composite_index(0);
  556. ctx->underground_camera->set_active(false);
  557. // Setup surface camera
  558. ctx->surface_camera = new scene::camera();
  559. ctx->surface_camera->set_perspective(math::radians<float>(45.0f), viewport_aspect_ratio, 0.1f, 1000.0f);
  560. ctx->surface_camera->set_compositor(ctx->surface_compositor);
  561. ctx->surface_camera->set_composite_index(0);
  562. ctx->surface_camera->set_active(false);
  563. // Setup UI scene
  564. {
  565. ctx->ui_scene = new scene::collection();
  566. const gl::texture_2d* splash_texture = ctx->resource_manager->load<gl::texture_2d>("splash.tex");
  567. auto splash_dimensions = splash_texture->get_dimensions();
  568. ctx->splash_billboard_material = new material();
  569. ctx->splash_billboard_material->set_shader_program(ctx->resource_manager->load<gl::shader_program>("ui-element-textured.glsl"));
  570. ctx->splash_billboard_material->add_property<const gl::texture_2d*>("background")->set_value(splash_texture);
  571. ctx->splash_billboard_material->add_property<float4>("tint")->set_value(float4{1, 1, 1, 1});
  572. ctx->splash_billboard_material->update_tweens();
  573. ctx->splash_billboard = new scene::billboard();
  574. ctx->splash_billboard->set_material(ctx->splash_billboard_material);
  575. ctx->splash_billboard->set_scale({(float)std::get<0>(splash_dimensions) * 0.5f, (float)std::get<1>(splash_dimensions) * 0.5f, 1.0f});
  576. ctx->splash_billboard->set_translation({0.0f, 0.0f, 0.0f});
  577. ctx->splash_billboard->update_tweens();
  578. // Create depth debug billboard
  579. /*
  580. material* depth_debug_material = new material();
  581. depth_debug_material->set_shader_program(ctx->resource_manager->load<gl::shader_program>("ui-element-textured.glsl"));
  582. depth_debug_material->add_property<const gl::texture_2d*>("background")->set_value(shadow_map_depth_texture);
  583. depth_debug_material->add_property<float4>("tint")->set_value(float4{1, 1, 1, 1});
  584. billboard* depth_debug_billboard = new billboard();
  585. depth_debug_billboard->set_material(depth_debug_material);
  586. depth_debug_billboard->set_scale({128, 128, 1});
  587. depth_debug_billboard->set_translation({-960 + 128, 1080 * 0.5f - 128, 0});
  588. depth_debug_billboard->update_tweens();
  589. ui_system->get_scene()->add_object(depth_debug_billboard);
  590. */
  591. ctx->ui_scene->add_object(ctx->ui_camera);
  592. }
  593. // Setup underground scene
  594. {
  595. ctx->underground_scene = new scene::collection();
  596. ctx->underground_ambient_light = new scene::ambient_light();
  597. ctx->underground_ambient_light->set_color({1, 1, 1});
  598. ctx->underground_ambient_light->set_intensity(0.1f);
  599. ctx->underground_ambient_light->update_tweens();
  600. ctx->flashlight_spot_light = new scene::spot_light();
  601. ctx->flashlight_spot_light->set_color({1, 1, 1});
  602. ctx->flashlight_spot_light->set_intensity(1.0f);
  603. ctx->flashlight_spot_light->set_attenuation({1.0f, 0.0f, 0.0f});
  604. ctx->flashlight_spot_light->set_cutoff({math::radians(10.0f), math::radians(19.0f)});
  605. ctx->underground_scene->add_object(ctx->underground_camera);
  606. ctx->underground_scene->add_object(ctx->underground_ambient_light);
  607. //ctx->underground_scene->add_object(ctx->flashlight_spot_light);
  608. }
  609. // Setup surface scene
  610. {
  611. ctx->surface_scene = new scene::collection();
  612. ctx->surface_scene->add_object(ctx->surface_camera);
  613. }
  614. // Clear active scene
  615. ctx->active_scene = nullptr;
  616. logger->pop_task(EXIT_SUCCESS);
  617. }
  618. void setup_animation(game::context* ctx)
  619. {
  620. // Setup timeline system
  621. ctx->timeline = new timeline();
  622. ctx->timeline->set_autoremove(true);
  623. // Setup animator
  624. ctx->animator = new animator();
  625. // Initialize time tween
  626. ctx->time_tween = new tween<double>(0.0);
  627. ctx->time_tween->set_interpolator(math::lerp<double, double>);
  628. // Create fade transition
  629. ctx->fade_transition = new screen_transition();
  630. ctx->fade_transition->get_material()->set_shader_program(ctx->resource_manager->load<gl::shader_program>("fade-transition.glsl"));
  631. ctx->fade_transition_color = ctx->fade_transition->get_material()->add_property<float3>("color");
  632. ctx->fade_transition_color->set_value({0, 0, 0});
  633. ctx->ui_scene->add_object(ctx->fade_transition->get_billboard());
  634. ctx->animator->add_animation(ctx->fade_transition->get_animation());
  635. // Create inner radial transition
  636. ctx->radial_transition_inner = new screen_transition();
  637. ctx->radial_transition_inner->get_material()->set_shader_program(ctx->resource_manager->load<gl::shader_program>("radial-transition-inner.glsl"));
  638. ctx->ui_scene->add_object(ctx->radial_transition_inner->get_billboard());
  639. ctx->animator->add_animation(ctx->radial_transition_inner->get_animation());
  640. // Create outer radial transition
  641. ctx->radial_transition_outer = new screen_transition();
  642. ctx->radial_transition_outer->get_material()->set_shader_program(ctx->resource_manager->load<gl::shader_program>("radial-transition-outer.glsl"));
  643. ctx->ui_scene->add_object(ctx->radial_transition_outer->get_billboard());
  644. ctx->animator->add_animation(ctx->radial_transition_outer->get_animation());
  645. // Set material pass tweens
  646. ctx->common_final_pass->set_time_tween(ctx->time_tween);
  647. ctx->surface_sky_pass->set_time_tween(ctx->time_tween);
  648. ctx->surface_material_pass->set_time_tween(ctx->time_tween);
  649. ctx->underground_material_pass->set_time_tween(ctx->time_tween);
  650. ctx->ui_material_pass->set_time_tween(ctx->time_tween);
  651. }
  652. void setup_entities(game::context* ctx)
  653. {
  654. // Create entity registry
  655. ctx->entity_registry = new entt::registry();
  656. }
  657. void setup_systems(game::context* ctx)
  658. {
  659. event_dispatcher* event_dispatcher = ctx->app->get_event_dispatcher();
  660. const auto& viewport_dimensions = ctx->app->get_viewport_dimensions();
  661. float4 viewport = {0.0f, 0.0f, static_cast<float>(viewport_dimensions[0]), static_cast<float>(viewport_dimensions[1])};
  662. // RGB wavelengths determined by matching wavelengths to XYZ, transforming XYZ to ACEScg, then selecting the max wavelengths for R, G, and B.
  663. const double3 rgb_wavelengths_nm = {602.224, 541.069, 448.143};
  664. // Setup terrain system
  665. ctx->terrain_system = new entity::system::terrain(*ctx->entity_registry);
  666. ctx->terrain_system->set_patch_subdivisions(30);
  667. ctx->terrain_system->set_patch_scene_collection(ctx->surface_scene);
  668. ctx->terrain_system->set_max_error(200.0);
  669. // Setup vegetation system
  670. //ctx->vegetation_system = new entity::system::vegetation(*ctx->entity_registry);
  671. //ctx->vegetation_system->set_terrain_patch_size(TERRAIN_PATCH_SIZE);
  672. //ctx->vegetation_system->set_vegetation_patch_resolution(VEGETATION_PATCH_RESOLUTION);
  673. //ctx->vegetation_system->set_vegetation_density(1.0f);
  674. //ctx->vegetation_system->set_vegetation_model(ctx->resource_manager->load<model>("grass-tuft.mdl"));
  675. //ctx->vegetation_system->set_scene(ctx->surface_scene);
  676. // Setup camera system
  677. ctx->camera_system = new entity::system::camera(*ctx->entity_registry);
  678. ctx->camera_system->set_viewport(viewport);
  679. event_dispatcher->subscribe<window_resized_event>(ctx->camera_system);
  680. // Setup subterrain system
  681. ctx->subterrain_system = new entity::system::subterrain(*ctx->entity_registry, ctx->resource_manager);
  682. ctx->subterrain_system->set_scene(ctx->underground_scene);
  683. // Setup collision system
  684. ctx->collision_system = new entity::system::collision(*ctx->entity_registry);
  685. // Setup samara system
  686. ctx->samara_system = new entity::system::samara(*ctx->entity_registry);
  687. // Setup snapping system
  688. ctx->snapping_system = new entity::system::snapping(*ctx->entity_registry);
  689. // Setup behavior system
  690. ctx->behavior_system = new entity::system::behavior(*ctx->entity_registry);
  691. // Setup locomotion system
  692. ctx->locomotion_system = new entity::system::locomotion(*ctx->entity_registry);
  693. // Setup spatial system
  694. ctx->spatial_system = new entity::system::spatial(*ctx->entity_registry);
  695. // Setup constraint system
  696. ctx->constraint_system = new entity::system::constraint(*ctx->entity_registry);
  697. // Setup tracking system
  698. ctx->tracking_system = new entity::system::tracking(*ctx->entity_registry, event_dispatcher, ctx->resource_manager);
  699. ctx->tracking_system->set_scene(ctx->surface_scene);
  700. // Setup painting system
  701. ctx->painting_system = new entity::system::painting(*ctx->entity_registry, event_dispatcher, ctx->resource_manager);
  702. ctx->painting_system->set_scene(ctx->surface_scene);
  703. // Setup solar system
  704. ctx->orbit_system = new entity::system::orbit(*ctx->entity_registry);
  705. // Setup blackbody system
  706. ctx->blackbody_system = new entity::system::blackbody(*ctx->entity_registry);
  707. ctx->blackbody_system->set_rgb_wavelengths(rgb_wavelengths_nm);
  708. // Setup atmosphere system
  709. ctx->atmosphere_system = new entity::system::atmosphere(*ctx->entity_registry);
  710. ctx->atmosphere_system->set_rgb_wavelengths(rgb_wavelengths_nm);
  711. // Setup astronomy system
  712. ctx->astronomy_system = new entity::system::astronomy(*ctx->entity_registry);
  713. ctx->astronomy_system->set_sky_pass(ctx->surface_sky_pass);
  714. // Setup proteome system
  715. ctx->proteome_system = new entity::system::proteome(*ctx->entity_registry);
  716. // Set time scale
  717. double time_scale = 60.0;
  718. if (ctx->config->contains("time_scale"))
  719. {
  720. time_scale = (*ctx->config)["time_scale"].get<double>();
  721. }
  722. ctx->orbit_system->set_time_scale(time_scale / seconds_per_day);
  723. ctx->astronomy_system->set_time_scale(time_scale / seconds_per_day);
  724. // Setup render system
  725. ctx->render_system = new entity::system::render(*ctx->entity_registry);
  726. ctx->render_system->add_layer(ctx->underground_scene);
  727. ctx->render_system->add_layer(ctx->surface_scene);
  728. ctx->render_system->add_layer(ctx->ui_scene);
  729. ctx->render_system->set_renderer(ctx->renderer);
  730. // Setup UI system
  731. ctx->ui_system = new entity::system::ui(ctx->resource_manager);
  732. ctx->ui_system->set_camera(ctx->ui_camera);
  733. ctx->ui_system->set_scene(ctx->ui_scene);
  734. ctx->ui_system->set_viewport(viewport);
  735. event_dispatcher->subscribe<mouse_moved_event>(ctx->ui_system);
  736. event_dispatcher->subscribe<window_resized_event>(ctx->ui_system);
  737. }
  738. void setup_controls(game::context* ctx)
  739. {
  740. event_dispatcher* event_dispatcher = ctx->app->get_event_dispatcher();
  741. // Setup input event routing
  742. ctx->input_event_router = new input::event_router();
  743. ctx->input_event_router->set_event_dispatcher(event_dispatcher);
  744. // Setup input mapper
  745. ctx->input_mapper = new input::mapper();
  746. ctx->input_mapper->set_event_dispatcher(event_dispatcher);
  747. // Setup input listener
  748. ctx->input_listener = new input::listener();
  749. ctx->input_listener->set_event_dispatcher(event_dispatcher);
  750. /*
  751. // Add menu control mappings
  752. ctx->input_event_router->add_mapping(input::game_controller_button_mapping(ctx->menu_back_control, nullptr, input::game_controller_button::b));
  753. //ctx->input_event_router->add_mapping(input::key_mapping(ctx->control_system->get_tool_menu_control(), nullptr, input::scancode::left_shift));
  754. ctx->input_event_router->add_mapping(input::game_controller_button_mapping(ctx->control_system->get_tool_menu_control(), nullptr, input::game_controller_button::x));
  755. ctx->input_event_router->add_mapping(input::key_mapping(ctx->menu_select_control, nullptr, input::scancode::enter));
  756. ctx->input_event_router->add_mapping(input::key_mapping(ctx->menu_select_control, nullptr, input::scancode::space));
  757. ctx->input_event_router->add_mapping(input::key_mapping(ctx->control_system->get_toggle_view_control(), nullptr, input::scancode::tab));
  758. ctx->control_system->get_toggle_view_control()->set_activated_callback(
  759. [ctx]()
  760. {
  761. if (ctx->active_scene == ctx->surface_scene)
  762. {
  763. ctx->active_scene = ctx->underground_scene;
  764. ctx->radial_transition_inner->transition(0.5f, false, ease<float, double>::in_quad);
  765. auto switch_cameras = [ctx]()
  766. {
  767. ctx->surface_camera->set_active(false);
  768. ctx->underground_camera->set_active(true);
  769. ctx->fade_transition->transition(0.25f, true, ease<float, double>::out_quad);
  770. };
  771. float t = ctx->timeline->get_position();
  772. ctx->timeline->add_cue({t + 0.5f, switch_cameras});
  773. }
  774. else
  775. {
  776. ctx->active_scene = ctx->surface_scene;
  777. ctx->fade_transition->transition(0.25f, false, ease<float, double>::out_quad);
  778. auto switch_cameras = [ctx]()
  779. {
  780. ctx->surface_camera->set_active(true);
  781. ctx->underground_camera->set_active(false);
  782. ctx->radial_transition_inner->transition(0.5f, true, ease<float, double>::out_quad);
  783. };
  784. float t = ctx->timeline->get_position();
  785. ctx->timeline->add_cue({t + 0.25f, switch_cameras});
  786. }
  787. });
  788. float time_scale = ctx->config->get<float>("time_scale");
  789. ctx->control_system->get_fast_forward_control()->set_activated_callback
  790. (
  791. [ctx, time_scale]()
  792. {
  793. ctx->orbit_system->set_time_scale(time_scale * 100.0f / seconds_per_day);
  794. ctx->astronomy_system->set_time_scale(time_scale * 100.0f / seconds_per_day);
  795. }
  796. );
  797. ctx->control_system->get_fast_forward_control()->set_deactivated_callback
  798. (
  799. [ctx, time_scale]()
  800. {
  801. ctx->orbit_system->set_time_scale(time_scale / seconds_per_day);
  802. ctx->astronomy_system->set_time_scale(time_scale / seconds_per_day);
  803. }
  804. );
  805. ctx->control_system->get_rewind_control()->set_activated_callback
  806. (
  807. [ctx, time_scale]()
  808. {
  809. ctx->orbit_system->set_time_scale(time_scale * -100.0f / seconds_per_day);
  810. ctx->astronomy_system->set_time_scale(time_scale * -100.0f / seconds_per_day);
  811. }
  812. );
  813. ctx->control_system->get_rewind_control()->set_deactivated_callback
  814. (
  815. [ctx, time_scale]()
  816. {
  817. ctx->orbit_system->set_time_scale(time_scale / seconds_per_day);
  818. ctx->astronomy_system->set_time_scale(time_scale / seconds_per_day);
  819. }
  820. );
  821. */
  822. }
  823. void setup_cli(game::context* ctx)
  824. {
  825. ctx->cli = new debug::cli();
  826. ctx->cli->register_command("echo", debug::cc::echo);
  827. ctx->cli->register_command("exit", std::function<std::string()>(std::bind(&debug::cc::exit, ctx)));
  828. ctx->cli->register_command("scrot", std::function<std::string()>(std::bind(&debug::cc::scrot, ctx)));
  829. ctx->cli->register_command("cue", std::function<std::string(float, std::string)>(std::bind(&debug::cc::cue, ctx, std::placeholders::_1, std::placeholders::_2)));
  830. //std::string cmd = "cue 20 exit";
  831. //logger->log(cmd);
  832. //logger->log(cli.interpret(cmd));
  833. }
  834. void setup_callbacks(game::context* ctx)
  835. {
  836. // Set update callback
  837. ctx->app->set_update_callback
  838. (
  839. [ctx](double t, double dt)
  840. {
  841. // Update controls
  842. for (const auto& control: ctx->controls)
  843. control.second->update();
  844. // Update processes
  845. std::for_each
  846. (
  847. std::execution::par,
  848. ctx->processes.begin(),
  849. ctx->processes.end(),
  850. [t, dt](const auto& process)
  851. {
  852. process.second(t, dt);
  853. }
  854. );
  855. // Update tweens
  856. ctx->time_tween->update();
  857. ctx->surface_sky_pass->update_tweens();
  858. ctx->surface_scene->update_tweens();
  859. ctx->underground_scene->update_tweens();
  860. ctx->ui_scene->update_tweens();
  861. // Set time tween time
  862. (*ctx->time_tween)[1] = t;
  863. ctx->timeline->advance(dt);
  864. ctx->terrain_system->update(t, dt);
  865. //ctx->vegetation_system->update(t, dt);
  866. ctx->snapping_system->update(t, dt);
  867. ctx->subterrain_system->update(t, dt);
  868. ctx->collision_system->update(t, dt);
  869. ctx->samara_system->update(t, dt);
  870. ctx->behavior_system->update(t, dt);
  871. ctx->locomotion_system->update(t, dt);
  872. ctx->camera_system->update(t, dt);
  873. ctx->orbit_system->update(t, dt);
  874. ctx->blackbody_system->update(t, dt);
  875. ctx->atmosphere_system->update(t, dt);
  876. ctx->astronomy_system->update(t, dt);
  877. ctx->spatial_system->update(t, dt);
  878. ctx->constraint_system->update(t, dt);
  879. ctx->tracking_system->update(t, dt);
  880. ctx->painting_system->update(t, dt);
  881. ctx->proteome_system->update(t, dt);
  882. ctx->ui_system->update(dt);
  883. ctx->render_system->update(t, dt);
  884. ctx->animator->animate(dt);
  885. }
  886. );
  887. // Set render callback
  888. ctx->app->set_render_callback
  889. (
  890. [ctx](double alpha)
  891. {
  892. ctx->render_system->draw(alpha);
  893. }
  894. );
  895. }