💿🐜 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. #ifndef ANTKEEPER_GAME_CONTEXT_HPP
  20. #define ANTKEEPER_GAME_CONTEXT_HPP
  21. #include "utility/fundamental-types.hpp"
  22. #include "resources/string-table.hpp"
  23. #include "entity/id.hpp"
  24. #include "entity/registry.hpp"
  25. #include "geom/aabb.hpp"
  26. #include "gl/vertex-array.hpp"
  27. #include "gl/vertex-buffer.hpp"
  28. #include "gl/texture-2d.hpp"
  29. #include "gl/rasterizer.hpp"
  30. #include "gl/framebuffer.hpp"
  31. #include "input/control.hpp"
  32. #include "input/control-set.hpp"
  33. #include "input/listener.hpp"
  34. #include "input/mapper.hpp"
  35. #include "input/event-router.hpp"
  36. #include "animation/tween.hpp"
  37. #include "scene/scene.hpp"
  38. #include <optional>
  39. #include <entt/entt.hpp>
  40. #include <fstream>
  41. #include <string>
  42. #include <unordered_map>
  43. // Forward declarations
  44. class animator;
  45. class application;
  46. class bloom_pass;
  47. class clear_pass;
  48. class compositor;
  49. class config_file;
  50. class final_pass;
  51. class material;
  52. class material_pass;
  53. class resource_manager;
  54. class screen_transition;
  55. class shadow_map_pass;
  56. class simple_render_pass;
  57. class sky_pass;
  58. class timeline;
  59. class renderer;
  60. class outline_pass;
  61. struct biome;
  62. template <typename T> class animation;
  63. template <typename T> class material_property;
  64. namespace debug
  65. {
  66. class cli;
  67. class logger;
  68. }
  69. namespace entity
  70. {
  71. namespace system
  72. {
  73. class subterrain;
  74. class terrain;
  75. class vegetation;
  76. class tool;
  77. class ui;
  78. class spatial;
  79. class tracking;
  80. class painting;
  81. class astronomy;
  82. class blackbody;
  83. class atmosphere;
  84. class orbit;
  85. class behavior;
  86. class collision;
  87. class constraint;
  88. class locomotion;
  89. class snapping;
  90. class camera;
  91. class nest;
  92. class render;
  93. class samara;
  94. class proteome;
  95. }
  96. }
  97. namespace game {
  98. /// Structure containing the state of a game.
  99. struct context
  100. {
  101. application* app;
  102. debug::logger* logger;
  103. std::ofstream log_filestream;
  104. // Command-line options
  105. std::optional<std::string> option_biome;
  106. std::optional<bool> option_continue;
  107. std::optional<std::string> option_data;
  108. std::optional<bool> option_fullscreen;
  109. std::optional<bool> option_new_game;
  110. std::optional<bool> option_quick_start;
  111. std::optional<bool> option_reset;
  112. std::optional<int> option_vsync;
  113. std::optional<bool> option_windowed;
  114. // Paths
  115. std::string data_path;
  116. std::string config_path;
  117. std::string mods_path;
  118. std::string saves_path;
  119. std::string screenshots_path;
  120. std::string data_package_path;
  121. // Config
  122. config_file* config;
  123. // Resources
  124. resource_manager* resource_manager;
  125. // Localization
  126. std::string language_code;
  127. int language_index;
  128. string_table* string_table;
  129. string_table_map string_table_map;
  130. std::unordered_map<std::string, std::string>* strings;
  131. // Framebuffers
  132. gl::framebuffer* shadow_map_framebuffer;
  133. gl::texture_2d* shadow_map_depth_texture;
  134. gl::framebuffer* framebuffer_hdr;
  135. gl::texture_2d* framebuffer_hdr_color;
  136. gl::texture_2d* framebuffer_hdr_depth;
  137. gl::framebuffer* framebuffer_bloom; // General purpose framebuffer A
  138. gl::texture_2d* bloom_texture;
  139. // Rendering
  140. gl::rasterizer* rasterizer;
  141. renderer* renderer;
  142. gl::vertex_buffer* billboard_vbo;
  143. gl::vertex_array* billboard_vao;
  144. material* fallback_material;
  145. material* splash_billboard_material;
  146. gl::texture_2d** marker_albedo_textures;
  147. // Compositing
  148. clear_pass* ui_clear_pass;
  149. material_pass* ui_material_pass;
  150. compositor* ui_compositor;
  151. bloom_pass* common_bloom_pass;
  152. final_pass* common_final_pass;
  153. clear_pass* underground_clear_pass;
  154. material_pass* underground_material_pass;
  155. compositor* underground_compositor;
  156. clear_pass* surface_shadow_map_clear_pass;
  157. shadow_map_pass* surface_shadow_map_pass;
  158. clear_pass* surface_clear_pass;
  159. sky_pass* surface_sky_pass;
  160. material_pass* surface_material_pass;
  161. outline_pass* surface_outline_pass;
  162. compositor* surface_compositor;
  163. // Scene utilities
  164. scene::collection* active_scene;
  165. geom::aabb<float> no_cull;
  166. // UI scene
  167. scene::collection* ui_scene;
  168. scene::camera* ui_camera;
  169. scene::billboard* splash_billboard;
  170. // Surface scene
  171. scene::collection* surface_scene;
  172. scene::camera* surface_camera;
  173. scene::spot_light* lens_spot_light;
  174. // Underground scene
  175. scene::collection* underground_scene;
  176. scene::camera* underground_camera;
  177. scene::ambient_light* underground_ambient_light;
  178. scene::spot_light* flashlight_spot_light;
  179. // Animation
  180. timeline* timeline;
  181. animator* animator;
  182. tween<double>* time_tween;
  183. tween<float3>* focal_point_tween;
  184. animation<float>* radial_transition_in;
  185. animation<float>* radial_transition_out;
  186. screen_transition* fade_transition;
  187. material_property<float3>* fade_transition_color;
  188. screen_transition* radial_transition_inner;
  189. screen_transition* radial_transition_outer;
  190. animation<float>* equip_tool_animation;
  191. animation<float>* unequip_tool_animation;
  192. // Controls
  193. input::event_router* input_event_router;
  194. input::mapper* input_mapper;
  195. input::listener* input_listener;
  196. input::control_set* application_controls;
  197. input::control_set* camera_controls;
  198. input::control_set* menu_controls;
  199. input::control* menu_back_control;
  200. input::control* menu_select_control;
  201. input::control* screenshot_control;
  202. input::control* toggle_fullscreen_control;
  203. input::control* camera_control_mouse_rotate;
  204. input::control* camera_control_mouse_left;
  205. input::control* camera_control_mouse_right;
  206. input::control* camera_control_mouse_down;
  207. input::control* camera_control_mouse_up;
  208. input::control* camera_control_dolly_forward;
  209. input::control* camera_control_dolly_backward;
  210. input::control* camera_control_truck_left;
  211. input::control* camera_control_truck_right;
  212. input::control* camera_control_pedestal_up;
  213. input::control* camera_control_pedestal_down;
  214. input::control* camera_control_pan_left;
  215. input::control* camera_control_pan_right;
  216. input::control* camera_control_tilt_up;
  217. input::control* camera_control_tilt_down;
  218. input::control* camera_control_slow_modifier;
  219. input::control* camera_control_fast_modifier;
  220. // Entities
  221. entity::registry* entity_registry;
  222. entity::id brush_entity;
  223. entity::id flashlight_entity;
  224. entity::id forceps_entity;
  225. entity::id lens_entity;
  226. entity::id marker_entity;
  227. entity::id container_entity;
  228. entity::id twig_entity;
  229. entity::id focal_point_entity;
  230. // Systems
  231. entity::system::behavior* behavior_system;
  232. entity::system::camera* camera_system;
  233. entity::system::collision* collision_system;
  234. entity::system::constraint* constraint_system;
  235. entity::system::locomotion* locomotion_system;
  236. entity::system::snapping* snapping_system;
  237. entity::system::render* render_system;
  238. entity::system::samara* samara_system;
  239. entity::system::subterrain* subterrain_system;
  240. entity::system::terrain* terrain_system;
  241. entity::system::tool* tool_system;
  242. entity::system::ui* ui_system;
  243. entity::system::vegetation* vegetation_system;
  244. entity::system::spatial* spatial_system;
  245. entity::system::tracking* tracking_system;
  246. entity::system::painting* painting_system;
  247. entity::system::blackbody* blackbody_system;
  248. entity::system::atmosphere* atmosphere_system;
  249. entity::system::astronomy* astronomy_system;
  250. entity::system::orbit* orbit_system;
  251. entity::system::proteome* proteome_system;
  252. // Game
  253. biome* biome;
  254. // Debug
  255. debug::cli* cli;
  256. };
  257. } // namespace game
  258. #endif // ANTKEEPER_GAME_CONTEXT_HPP