💿🐜 Antkeeper source code https://antkeeper.com
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  1. /*
  2. * Copyright (C) 2020 Christopher J. Howard
  3. *
  4. * This file is part of Antkeeper source code.
  5. *
  6. * Antkeeper source code is free software: you can redistribute it and/or modify
  7. * it under the terms of the GNU General Public License as published by
  8. * the Free Software Foundation, either version 3 of the License, or
  9. * (at your option) any later version.
  10. *
  11. * Antkeeper source code is distributed in the hope that it will be useful,
  12. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  13. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  14. * GNU General Public License for more details.
  15. *
  16. * You should have received a copy of the GNU General Public License
  17. * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
  18. */
  19. #include "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 "game/console-commands.hpp"
  27. #include "debug/logger.hpp"
  28. #include "game/game-context.hpp"
  29. #include "rasterizer/framebuffer.hpp"
  30. #include "rasterizer/pixel-format.hpp"
  31. #include "rasterizer/pixel-type.hpp"
  32. #include "rasterizer/rasterizer.hpp"
  33. #include "rasterizer/texture-2d.hpp"
  34. #include "rasterizer/texture-filter.hpp"
  35. #include "rasterizer/texture-wrapping.hpp"
  36. #include "rasterizer/vertex-array.hpp"
  37. #include "rasterizer/vertex-attribute-type.hpp"
  38. #include "rasterizer/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/config-file.hpp"
  53. #include "resources/resource-manager.hpp"
  54. #include "resources/resource-manager.hpp"
  55. #include "scene/billboard.hpp"
  56. #include "scene/model-instance.hpp"
  57. #include "scene/point-light.hpp"
  58. #include "scene/directional-light.hpp"
  59. #include "scene/ambient-light.hpp"
  60. #include "scene/spotlight.hpp"
  61. #include "game/states/game-states.hpp"
  62. #include "game/systems/behavior-system.hpp"
  63. #include "game/systems/camera-system.hpp"
  64. #include "game/systems/collision-system.hpp"
  65. #include "game/systems/constraint-system.hpp"
  66. #include "game/systems/control-system.hpp"
  67. #include "game/systems/locomotion-system.hpp"
  68. #include "game/systems/nest-system.hpp"
  69. #include "game/systems/snapping-system.hpp"
  70. #include "game/systems/render-system.hpp"
  71. #include "game/systems/samara-system.hpp"
  72. #include "game/systems/subterrain-system.hpp"
  73. #include "game/systems/terrain-system.hpp"
  74. #include "game/systems/tool-system.hpp"
  75. #include "game/systems/ui-system.hpp"
  76. #include "game/systems/vegetation-system.hpp"
  77. #include "game/systems/spatial-system.hpp"
  78. #include "game/systems/tracking-system.hpp"
  79. #include "game/systems/painting-system.hpp"
  80. #include "game/components/marker-component.hpp"
  81. #include "game/entity-commands.hpp"
  82. #include "utility/paths.hpp"
  83. #include "event/event-dispatcher.hpp"
  84. #include "input/input-event-router.hpp"
  85. #include "input/input-mapper.hpp"
  86. #include "input/input-listener.hpp"
  87. #include "input/game-controller.hpp"
  88. #include "input/mouse.hpp"
  89. #include "input/keyboard.hpp"
  90. #include "pheromone-matrix.hpp"
  91. #include "configuration.hpp"
  92. #include "input/scancode.hpp"
  93. #include <cxxopts.hpp>
  94. #include <dirent.h>
  95. #include <entt/entt.hpp>
  96. #include <filesystem>
  97. #include <functional>
  98. #include <string>
  99. #include <vector>
  100. #include "utility/timestamp.hpp"
  101. static void parse_options(game_context* ctx, int argc, char** argv);
  102. static void setup_resources(game_context* ctx);
  103. static void load_config(game_context* ctx);
  104. static void load_strings(game_context* ctx);
  105. static void setup_window(game_context* ctx);
  106. static void setup_rendering(game_context* ctx);
  107. static void setup_scenes(game_context* ctx);
  108. static void setup_animation(game_context* ctx);
  109. static void setup_entities(game_context* ctx);
  110. static void setup_systems(game_context* ctx);
  111. static void setup_controls(game_context* ctx);
  112. static void setup_cli(game_context* ctx);
  113. static void setup_callbacks(game_context* ctx);
  114. int bootloader(application* app, int argc, char** argv)
  115. {
  116. // Get application logger
  117. logger* logger = app->get_logger();
  118. logger->push_task("Running application bootloader");
  119. // Allocate game context
  120. game_context* ctx = new game_context();
  121. ctx->app = app;
  122. ctx->logger = logger;
  123. // Init game context
  124. try
  125. {
  126. parse_options(ctx, argc, argv);
  127. setup_resources(ctx);
  128. load_config(ctx);
  129. load_strings(ctx);
  130. setup_window(ctx);
  131. setup_rendering(ctx);
  132. setup_scenes(ctx);
  133. setup_animation(ctx);
  134. setup_entities(ctx);
  135. setup_systems(ctx);
  136. setup_controls(ctx);
  137. setup_cli(ctx);
  138. setup_callbacks(ctx);
  139. }
  140. catch (const std::exception& e)
  141. {
  142. logger->error("Caught exception: \"" + std::string(e.what()) + "\"");
  143. logger->pop_task(EXIT_FAILURE);
  144. return EXIT_FAILURE;
  145. }
  146. logger->pop_task(EXIT_SUCCESS);
  147. // Change state
  148. if (ctx->option_quick_start.has_value())
  149. app->change_state({std::bind(play_state_enter, ctx), std::bind(play_state_exit, ctx)});
  150. else
  151. app->change_state({std::bind(splash_state_enter, ctx), std::bind(splash_state_exit, ctx)});
  152. return EXIT_SUCCESS;
  153. }
  154. void parse_options(game_context* ctx, int argc, char** argv)
  155. {
  156. logger* logger = ctx->logger;
  157. logger->push_task("Parsing command line options");
  158. try
  159. {
  160. cxxopts::Options options("Antkeeper", "Ant colony simulation game");
  161. options.add_options()
  162. ("c,continue", "Continues from the last save")
  163. ("d,data", "Sets the data package path", cxxopts::value<std::string>())
  164. ("f,fullscreen", "Starts in fullscreen mode")
  165. ("n,new-game", "Starts a new game")
  166. ("q,quick-start", "Skips to the main menu")
  167. ("r,reset", "Restores all settings to default")
  168. ("v,vsync", "Enables or disables v-sync", cxxopts::value<int>())
  169. ("w,windowed", "Starts in windowed mode");
  170. auto result = options.parse(argc, argv);
  171. // --continue
  172. if (result.count("continue"))
  173. ctx->option_continue = true;
  174. // --data
  175. if (result.count("data"))
  176. ctx->option_data = result["data"].as<std::string>();
  177. // --fullscreen
  178. if (result.count("fullscreen"))
  179. ctx->option_fullscreen = true;
  180. // --new-game
  181. if (result.count("new-game"))
  182. ctx->option_new_game = true;
  183. // --quick-start
  184. if (result.count("quick-start"))
  185. ctx->option_quick_start = true;
  186. // --reset
  187. if (result.count("reset"))
  188. ctx->option_reset = true;
  189. // --vsync
  190. if (result.count("vsync"))
  191. ctx->option_vsync = (result["vsync"].as<int>()) ? true : false;
  192. // --windowed
  193. if (result.count("windowed"))
  194. ctx->option_windowed = true;
  195. }
  196. catch (const std::exception& e)
  197. {
  198. logger->error("Exception caught: \"" + std::string(e.what()) + "\"");
  199. logger->pop_task(EXIT_FAILURE);
  200. return;
  201. }
  202. logger->pop_task(EXIT_SUCCESS);
  203. }
  204. void setup_resources(game_context* ctx)
  205. {
  206. logger* logger = ctx->logger;
  207. // Setup resource manager
  208. ctx->resource_manager = new resource_manager(logger);
  209. // Determine application name
  210. std::string application_name;
  211. #if defined(_WIN32) || defined(__APPLE__)
  212. application_name = "Antkeeper";
  213. #else
  214. application_name = "antkeeper";
  215. #endif
  216. // Detect paths
  217. ctx->data_path = get_data_path(application_name);
  218. ctx->config_path = get_config_path(application_name);
  219. ctx->mods_path = ctx->config_path + "mods/";
  220. ctx->saves_path = ctx->config_path + "saves/";
  221. ctx->screenshots_path = ctx->config_path + "screenshots/";
  222. // Log resource paths
  223. logger->log("Detected data path as \"" + ctx->data_path + "\"");
  224. logger->log("Detected config path as \"" + ctx->config_path + "\"");
  225. // Create nonexistent config directories
  226. std::vector<std::string> config_paths;
  227. config_paths.push_back(ctx->config_path);
  228. config_paths.push_back(ctx->mods_path);
  229. config_paths.push_back(ctx->saves_path);
  230. config_paths.push_back(ctx->screenshots_path);
  231. for (const std::string& path: config_paths)
  232. {
  233. if (!path_exists(path))
  234. {
  235. logger->push_task("Creating directory \"" + path + "\"");
  236. if (create_directory(path))
  237. {
  238. logger->pop_task(EXIT_SUCCESS);
  239. }
  240. else
  241. {
  242. logger->pop_task(EXIT_FAILURE);
  243. }
  244. }
  245. }
  246. // Redirect logger output to log file on non-debug builds
  247. #if defined(NDEBUG)
  248. std::string log_filename = config_path + "log.txt";
  249. ctx->log_filestream.open(log_filename.c_str());
  250. ctx->log_filestream << logger->get_history();
  251. logger->redirect(&log_filestream);
  252. #endif
  253. // Scan for mods
  254. std::vector<std::string> mods;
  255. struct dirent** files = nullptr;
  256. if (int n = scandir(ctx->mods_path.c_str(), &files, NULL, alphasort); n >= 0)
  257. {
  258. for (int i = 0; i < n; ++i)
  259. {
  260. struct dirent* file = files[i];
  261. switch (file->d_type)
  262. {
  263. case DT_REG:
  264. case DT_DIR:
  265. {
  266. std::string mod_name = file->d_name;
  267. // Skip hidden files and directories
  268. if (mod_name.front() == '.')
  269. break;
  270. mods.push_back(mod_name);
  271. }
  272. default:
  273. break;
  274. }
  275. }
  276. }
  277. // Determine data package path
  278. if (ctx->option_data.has_value())
  279. {
  280. ctx->data_package_path = ctx->option_data.value();
  281. if (std::filesystem::path(ctx->data_package_path).is_relative())
  282. ctx->data_package_path = ctx->data_path + ctx->data_package_path;
  283. }
  284. else
  285. {
  286. ctx->data_package_path = ctx->data_path + "data.zip";
  287. }
  288. // Mount mods
  289. for (const std::string& mod_name: mods)
  290. ctx->resource_manager->mount(ctx->mods_path + mod_name);
  291. // Mount config path
  292. ctx->resource_manager->mount(ctx->config_path);
  293. // Mount data package
  294. ctx->resource_manager->mount(ctx->data_package_path);
  295. // Include resource search paths in order of priority
  296. ctx->resource_manager->include("/shaders/");
  297. ctx->resource_manager->include("/models/");
  298. ctx->resource_manager->include("/textures/");
  299. ctx->resource_manager->include("/materials/");
  300. ctx->resource_manager->include("/entities/");
  301. ctx->resource_manager->include("/behaviors/");
  302. ctx->resource_manager->include("/controls/");
  303. ctx->resource_manager->include("/localization/");
  304. ctx->resource_manager->include("/");
  305. }
  306. void load_config(game_context* ctx)
  307. {
  308. logger* logger = ctx->logger;
  309. logger->push_task("Loading config");
  310. // Load config file
  311. ctx->config = ctx->resource_manager->load<config_file>("config.txt");
  312. if (!ctx->config)
  313. {
  314. logger->pop_task(EXIT_FAILURE);
  315. return;
  316. }
  317. logger->pop_task(EXIT_SUCCESS);
  318. }
  319. void load_strings(game_context* ctx)
  320. {
  321. logger* logger = ctx->logger;
  322. logger->push_task("Loading strings");
  323. ctx->string_table = ctx->resource_manager->load<string_table>("strings.csv");
  324. build_string_table_map(&ctx->string_table_map, *ctx->string_table);
  325. ctx->language_code = ctx->config->get<std::string>("language");
  326. ctx->language_index = -1;
  327. for (int i = 2; i < (*ctx->string_table)[0].size(); ++i)
  328. {
  329. if ((*ctx->string_table)[0][i] == ctx->language_code)
  330. ctx->language_index = i;
  331. }
  332. logger->log("lang index: " + std::to_string(ctx->language_index));
  333. ctx->strings = &ctx->string_table_map[ctx->language_code];
  334. logger->pop_task(EXIT_SUCCESS);
  335. }
  336. void setup_window(game_context* ctx)
  337. {
  338. logger* logger = ctx->logger;
  339. logger->push_task("Setting up window");
  340. application* app = ctx->app;
  341. config_file* config = ctx->config;
  342. // Set fullscreen or windowed mode
  343. bool fullscreen = true;
  344. if (ctx->option_fullscreen.has_value())
  345. fullscreen = true;
  346. else if (ctx->option_windowed.has_value())
  347. fullscreen = false;
  348. else if (config->has("fullscreen"))
  349. fullscreen = (config->get<int>("fullscreen") != 0);
  350. app->set_fullscreen(fullscreen);
  351. // Set resolution
  352. const auto& display_dimensions = ctx->app->get_display_dimensions();
  353. int2 resolution = {display_dimensions[0], display_dimensions[1]};
  354. if (fullscreen)
  355. {
  356. if (config->has("fullscreen_resolution"))
  357. resolution = config->get<int2>("fullscreen_resolution");
  358. }
  359. else
  360. {
  361. if (config->has("windowed_resolution"))
  362. resolution = config->get<int2>("windowed_resolution");
  363. }
  364. app->resize_window(resolution.x, resolution.y);
  365. // Set v-sync
  366. bool vsync = true;
  367. if (ctx->option_vsync.has_value())
  368. vsync = (ctx->option_vsync.value() != 0);
  369. else if (config->has("vsync"))
  370. vsync = (config->get<int>("vsync") != 0);
  371. app->set_vsync(vsync);
  372. // Set title
  373. app->set_title((*ctx->strings)["title"]);
  374. logger->pop_task(EXIT_SUCCESS);
  375. }
  376. void setup_rendering(game_context* ctx)
  377. {
  378. logger* logger = ctx->logger;
  379. logger->push_task("Setting up rendering");
  380. // Get rasterizer from application
  381. ctx->rasterizer = ctx->app->get_rasterizer();
  382. // Get default framebuffer
  383. const framebuffer& default_framebuffer = ctx->rasterizer->get_default_framebuffer();
  384. const auto& viewport_dimensions = default_framebuffer.get_dimensions();
  385. // Create HDR framebuffer (32F color, 32F depth)
  386. ctx->framebuffer_hdr_color = new texture_2d(viewport_dimensions[0], viewport_dimensions[1], pixel_type::float_32, pixel_format::rgb);
  387. ctx->framebuffer_hdr_color->set_wrapping(texture_wrapping::clamp, texture_wrapping::clamp);
  388. ctx->framebuffer_hdr_color->set_filters(texture_min_filter::linear, texture_mag_filter::linear);
  389. ctx->framebuffer_hdr_color->set_max_anisotropy(0.0f);
  390. ctx->framebuffer_hdr_depth = new texture_2d(viewport_dimensions[0], viewport_dimensions[1], pixel_type::uint_32, pixel_format::ds);
  391. ctx->framebuffer_hdr_depth->set_wrapping(texture_wrapping::clamp, texture_wrapping::clamp);
  392. ctx->framebuffer_hdr_depth->set_filters(texture_min_filter::linear, texture_mag_filter::linear);
  393. ctx->framebuffer_hdr_depth->set_max_anisotropy(0.0f);
  394. ctx->framebuffer_hdr = new framebuffer(viewport_dimensions[0], viewport_dimensions[1]);
  395. ctx->framebuffer_hdr->attach(framebuffer_attachment_type::color, ctx->framebuffer_hdr_color);
  396. ctx->framebuffer_hdr->attach(framebuffer_attachment_type::depth, ctx->framebuffer_hdr_depth);
  397. ctx->framebuffer_hdr->attach(framebuffer_attachment_type::stencil, ctx->framebuffer_hdr_depth);
  398. // Create shadow map framebuffer
  399. int shadow_map_resolution = ctx->config->get<int>("shadow_map_resolution");
  400. ctx->shadow_map_depth_texture = new texture_2d(shadow_map_resolution, shadow_map_resolution, pixel_type::float_32, pixel_format::d);
  401. ctx->shadow_map_depth_texture->set_wrapping(texture_wrapping::clamp, texture_wrapping::clamp);
  402. ctx->shadow_map_depth_texture->set_filters(texture_min_filter::linear, texture_mag_filter::linear);
  403. ctx->shadow_map_depth_texture->set_max_anisotropy(0.0f);
  404. ctx->shadow_map_framebuffer = new framebuffer(shadow_map_resolution, shadow_map_resolution);
  405. ctx->shadow_map_framebuffer->attach(framebuffer_attachment_type::depth, ctx->shadow_map_depth_texture);
  406. // Create bloom pingpong framebuffers (16F color, no depth)
  407. int bloom_width = viewport_dimensions[0] >> 1;
  408. int bloom_height = viewport_dimensions[1] >> 1;
  409. ctx->bloom_texture = new texture_2d(bloom_width, bloom_height, pixel_type::float_16, pixel_format::rgb);
  410. ctx->bloom_texture->set_wrapping(texture_wrapping::clamp, texture_wrapping::clamp);
  411. ctx->bloom_texture->set_filters(texture_min_filter::linear, texture_mag_filter::linear);
  412. ctx->bloom_texture->set_max_anisotropy(0.0f);
  413. ctx->framebuffer_bloom = new framebuffer(bloom_width, bloom_height);
  414. ctx->framebuffer_bloom->attach(framebuffer_attachment_type::color, ctx->bloom_texture);
  415. // Load fallback material
  416. ctx->fallback_material = ctx->resource_manager->load<material>("fallback.mtl");
  417. // Setup overworld compositor
  418. ctx->overworld_shadow_map_clear_pass = new clear_pass(ctx->rasterizer, ctx->shadow_map_framebuffer);
  419. ctx->overworld_shadow_map_clear_pass->set_cleared_buffers(false, true, false);
  420. ctx->overworld_shadow_map_pass = new shadow_map_pass(ctx->rasterizer, ctx->shadow_map_framebuffer, ctx->resource_manager);
  421. ctx->overworld_shadow_map_pass->set_split_scheme_weight(0.75f);
  422. ctx->overworld_clear_pass = new clear_pass(ctx->rasterizer, ctx->framebuffer_hdr);
  423. ctx->overworld_clear_pass->set_cleared_buffers(false, true, true);
  424. ctx->overworld_sky_pass = new sky_pass(ctx->rasterizer, ctx->framebuffer_hdr, ctx->resource_manager);
  425. ctx->overworld_sky_pass->set_enabled(false);
  426. ctx->overworld_material_pass = new material_pass(ctx->rasterizer, ctx->framebuffer_hdr, ctx->resource_manager);
  427. ctx->overworld_material_pass->set_fallback_material(ctx->fallback_material);
  428. ctx->overworld_material_pass->shadow_map_pass = ctx->overworld_shadow_map_pass;
  429. ctx->overworld_material_pass->shadow_map = ctx->shadow_map_depth_texture;
  430. ctx->overworld_outline_pass = new outline_pass(ctx->rasterizer, ctx->framebuffer_hdr, ctx->resource_manager);
  431. ctx->overworld_outline_pass->set_outline_width(0.25f);
  432. ctx->overworld_outline_pass->set_outline_color(float4{1.0f, 1.0f, 1.0f, 1.0f});
  433. ctx->overworld_bloom_pass = new bloom_pass(ctx->rasterizer, ctx->framebuffer_bloom, ctx->resource_manager);
  434. ctx->overworld_bloom_pass->set_source_texture(ctx->framebuffer_hdr_color);
  435. ctx->overworld_bloom_pass->set_brightness_threshold(1.0f);
  436. ctx->overworld_bloom_pass->set_blur_iterations(5);
  437. ctx->overworld_bloom_pass->set_enabled(true);
  438. ctx->overworld_final_pass = new ::final_pass(ctx->rasterizer, &ctx->rasterizer->get_default_framebuffer(), ctx->resource_manager);
  439. ctx->overworld_final_pass->set_color_texture(ctx->framebuffer_hdr_color);
  440. ctx->overworld_final_pass->set_bloom_texture(ctx->bloom_texture);
  441. ctx->overworld_compositor = new compositor();
  442. ctx->overworld_compositor->add_pass(ctx->overworld_shadow_map_clear_pass);
  443. ctx->overworld_compositor->add_pass(ctx->overworld_shadow_map_pass);
  444. ctx->overworld_compositor->add_pass(ctx->overworld_clear_pass);
  445. ctx->overworld_compositor->add_pass(ctx->overworld_sky_pass);
  446. ctx->overworld_compositor->add_pass(ctx->overworld_material_pass);
  447. ctx->overworld_compositor->add_pass(ctx->overworld_outline_pass);
  448. ctx->overworld_compositor->add_pass(ctx->overworld_bloom_pass);
  449. ctx->overworld_compositor->add_pass(ctx->overworld_final_pass);
  450. // Setup underworld compositor
  451. ctx->underworld_clear_pass = new clear_pass(ctx->rasterizer, ctx->framebuffer_hdr);
  452. ctx->underworld_clear_pass->set_cleared_buffers(true, true, false);
  453. ctx->underworld_material_pass = new material_pass(ctx->rasterizer, ctx->framebuffer_hdr, ctx->resource_manager);
  454. ctx->underworld_material_pass->set_fallback_material(ctx->fallback_material);
  455. shader_program* underworld_final_shader = ctx->resource_manager->load<shader_program>("underground-final.glsl");
  456. ctx->underworld_final_pass = new simple_render_pass(ctx->rasterizer, &ctx->rasterizer->get_default_framebuffer(), underworld_final_shader);
  457. ctx->underground_color_texture_property = ctx->underworld_final_pass->get_material()->add_property<const texture_2d*>("color_texture");
  458. ctx->underground_color_texture_property->set_value(ctx->framebuffer_hdr_color);
  459. ctx->underworld_final_pass->get_material()->update_tweens();
  460. ctx->underworld_compositor = new compositor();
  461. ctx->underworld_compositor->add_pass(ctx->underworld_clear_pass);
  462. ctx->underworld_compositor->add_pass(ctx->underworld_material_pass);
  463. ctx->underworld_compositor->add_pass(ctx->underworld_final_pass);
  464. // Setup UI camera compositor
  465. ctx->ui_clear_pass = new clear_pass(ctx->rasterizer, &ctx->rasterizer->get_default_framebuffer());
  466. ctx->ui_clear_pass->set_cleared_buffers(false, true, false);
  467. ctx->ui_material_pass = new material_pass(ctx->rasterizer, &ctx->rasterizer->get_default_framebuffer(), ctx->resource_manager);
  468. ctx->ui_material_pass->set_fallback_material(ctx->fallback_material);
  469. ctx->ui_compositor = new compositor();
  470. ctx->ui_compositor->add_pass(ctx->ui_clear_pass);
  471. ctx->ui_compositor->add_pass(ctx->ui_material_pass);
  472. // Create billboard VAO
  473. {
  474. const float billboard_vertex_data[] =
  475. {
  476. -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f,
  477. -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
  478. 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
  479. 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
  480. -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
  481. 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f
  482. };
  483. std::size_t billboard_vertex_size = 8;
  484. std::size_t billboard_vertex_stride = sizeof(float) * billboard_vertex_size;
  485. std::size_t billboard_vertex_count = 6;
  486. ctx->billboard_vbo = new vertex_buffer(sizeof(float) * billboard_vertex_size * billboard_vertex_count, billboard_vertex_data);
  487. ctx->billboard_vao = new vertex_array();
  488. ctx->billboard_vao->bind_attribute(VERTEX_POSITION_LOCATION, *ctx->billboard_vbo, 3, vertex_attribute_type::float_32, billboard_vertex_stride, 0);
  489. ctx->billboard_vao->bind_attribute(VERTEX_TEXCOORD_LOCATION, *ctx->billboard_vbo, 2, vertex_attribute_type::float_32, billboard_vertex_stride, sizeof(float) * 3);
  490. ctx->billboard_vao->bind_attribute(VERTEX_BARYCENTRIC_LOCATION, *ctx->billboard_vbo, 3, vertex_attribute_type::float_32, billboard_vertex_stride, sizeof(float) * 5);
  491. }
  492. // Load marker albedo textures
  493. ctx->marker_albedo_textures = new texture_2d*[8];
  494. ctx->marker_albedo_textures[0] = ctx->resource_manager->load<texture_2d>("marker-clear-albedo.png");
  495. ctx->marker_albedo_textures[1] = ctx->resource_manager->load<texture_2d>("marker-yellow-albedo.png");
  496. ctx->marker_albedo_textures[2] = ctx->resource_manager->load<texture_2d>("marker-green-albedo.png");
  497. ctx->marker_albedo_textures[3] = ctx->resource_manager->load<texture_2d>("marker-blue-albedo.png");
  498. ctx->marker_albedo_textures[4] = ctx->resource_manager->load<texture_2d>("marker-purple-albedo.png");
  499. ctx->marker_albedo_textures[5] = ctx->resource_manager->load<texture_2d>("marker-pink-albedo.png");
  500. ctx->marker_albedo_textures[6] = ctx->resource_manager->load<texture_2d>("marker-red-albedo.png");
  501. ctx->marker_albedo_textures[7] = ctx->resource_manager->load<texture_2d>("marker-orange-albedo.png");
  502. for (int i = 0; i < 8; ++i)
  503. {
  504. texture_2d* texture = ctx->marker_albedo_textures[i];
  505. texture->set_wrapping(texture_wrapping::clamp, texture_wrapping::clamp);
  506. texture->set_filters(texture_min_filter::nearest, texture_mag_filter::nearest);
  507. texture->set_max_anisotropy(0.0f);
  508. }
  509. // Create renderer
  510. ctx->renderer = new renderer();
  511. ctx->renderer->set_billboard_vao(ctx->billboard_vao);
  512. logger->pop_task(EXIT_SUCCESS);
  513. }
  514. void setup_scenes(game_context* ctx)
  515. {
  516. logger* logger = ctx->logger;
  517. logger->push_task("Setting up rendering");
  518. // Get default framebuffer
  519. const auto& viewport_dimensions = ctx->rasterizer->get_default_framebuffer().get_dimensions();
  520. float viewport_aspect_ratio = static_cast<float>(viewport_dimensions[0]) / static_cast<float>(viewport_dimensions[1]);
  521. // Create infinite culling mask
  522. float inf = std::numeric_limits<float>::infinity();
  523. ctx->no_cull = {{-inf, -inf, -inf}, {inf, inf, inf}};
  524. // Setup overworld camera
  525. ctx->overworld_camera = new camera();
  526. ctx->overworld_camera->set_perspective(math::radians<float>(45.0f), viewport_aspect_ratio, 0.1f, 1000.0f);
  527. ctx->overworld_camera->set_compositor(ctx->overworld_compositor);
  528. ctx->overworld_camera->set_composite_index(0);
  529. ctx->overworld_camera->set_active(true);
  530. // Setup underworld camera
  531. ctx->underworld_camera = new camera();
  532. ctx->underworld_camera->set_perspective(math::radians<float>(45.0f), viewport_aspect_ratio, 0.1f, 1000.0f);
  533. ctx->underworld_camera->look_at({0, 50, 0}, {0, 0, 0}, {0, 0, -1});
  534. ctx->underworld_camera->set_compositor(ctx->underworld_compositor);
  535. ctx->underworld_camera->set_composite_index(0);
  536. ctx->underworld_camera->set_active(false);
  537. // Setup UI camera
  538. ctx->ui_camera = new camera();
  539. ctx->ui_camera->set_compositor(ctx->ui_compositor);
  540. // Setup lights
  541. ctx->sun_indirect = new ambient_light();
  542. ctx->sun_indirect->set_intensity(0.25f);
  543. ctx->sun_indirect->update_tweens();
  544. ctx->sun_direct = new directional_light();
  545. ctx->sun_direct->look_at({-1.0f, 5.0f, 1.0f}, {0.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 0.0f});
  546. ctx->sun_direct->set_intensity(1.0f);
  547. ctx->sun_direct->update_tweens();
  548. ctx->subterrain_light = new point_light();
  549. ctx->subterrain_light->set_color({1, 1, 1});
  550. ctx->subterrain_light->set_intensity(1.0f);
  551. ctx->subterrain_light->set_attenuation({1.0f, 0.09f, 0.032f});
  552. ctx->subterrain_light->update_tweens();
  553. ctx->underworld_ambient_light = new ambient_light();
  554. ctx->underworld_ambient_light->set_color({1, 1, 1});
  555. ctx->underworld_ambient_light->set_intensity(0.1f);
  556. ctx->underworld_ambient_light->update_tweens();
  557. ctx->lens_spotlight = new spotlight();
  558. ctx->lens_spotlight->set_color({1, 1, 1});
  559. ctx->lens_spotlight->set_intensity(20.0f);
  560. ctx->lens_spotlight->set_attenuation({1.0f, 0.0f, 0.0f});
  561. ctx->lens_spotlight->set_cutoff({math::radians(1.25f), math::radians(1.8f)});
  562. ctx->flashlight_spotlight = new spotlight();
  563. ctx->flashlight_spotlight->set_color({1, 1, 1});
  564. ctx->flashlight_spotlight->set_intensity(1.0f);
  565. ctx->flashlight_spotlight->set_attenuation({1.0f, 0.0f, 0.0f});
  566. ctx->flashlight_spotlight->set_cutoff({math::radians(10.0f), math::radians(19.0f)});
  567. const texture_2d* splash_texture = ctx->resource_manager->load<texture_2d>("splash.png");
  568. auto splash_dimensions = splash_texture->get_dimensions();
  569. ctx->splash_billboard_material = new material();
  570. ctx->splash_billboard_material->set_shader_program(ctx->resource_manager->load<shader_program>("ui-element-textured.glsl"));
  571. ctx->splash_billboard_material->add_property<const texture_2d*>("background")->set_value(splash_texture);
  572. ctx->splash_billboard_material->add_property<float4>("tint")->set_value(float4{1, 1, 1, 1});
  573. ctx->splash_billboard_material->update_tweens();
  574. ctx->splash_billboard = new billboard();
  575. ctx->splash_billboard->set_material(ctx->splash_billboard_material);
  576. ctx->splash_billboard->set_scale({(float)std::get<0>(splash_dimensions) * 0.5f, (float)std::get<1>(splash_dimensions) * 0.5f, 1.0f});
  577. ctx->splash_billboard->set_translation({0.0f, 0.0f, 0.0f});
  578. ctx->splash_billboard->update_tweens();
  579. // Create depth debug billboard
  580. /*
  581. material* depth_debug_material = new material();
  582. depth_debug_material->set_shader_program(ctx->resource_manager->load<shader_program>("ui-element-textured.glsl"));
  583. depth_debug_material->add_property<const texture_2d*>("background")->set_value(shadow_map_depth_texture);
  584. depth_debug_material->add_property<float4>("tint")->set_value(float4{1, 1, 1, 1});
  585. billboard* depth_debug_billboard = new billboard();
  586. depth_debug_billboard->set_material(depth_debug_material);
  587. depth_debug_billboard->set_scale({128, 128, 1});
  588. depth_debug_billboard->set_translation({-960 + 128, 1080 * 0.5f - 128, 0});
  589. depth_debug_billboard->update_tweens();
  590. ui_system->get_scene()->add_object(depth_debug_billboard);
  591. */
  592. // Setup overworld scene
  593. ctx->overworld_scene = new scene();
  594. ctx->overworld_scene->add_object(ctx->overworld_camera);
  595. ctx->overworld_scene->add_object(ctx->sun_indirect);
  596. ctx->overworld_scene->add_object(ctx->sun_direct);
  597. //ctx->overworld_scene->add_object(ctx->spotlight);
  598. // Setup underworld scene
  599. ctx->underworld_scene = new scene();
  600. ctx->underworld_scene->add_object(ctx->underworld_camera);
  601. ctx->underworld_scene->add_object(ctx->underworld_ambient_light);
  602. //ctx->underworld_scene->add_object(ctx->lantern);
  603. //ctx->underworld_scene->add_object(ctx->subterrain_light);
  604. //ctx->underworld_scene->add_object(ctx->portal_billboard);
  605. //model_instance* larva = new model_instance(ctx->resource_manager->load<model>("larva.obj"));
  606. //ctx->underworld_scene->add_object(larva);
  607. // Setup UI scene
  608. ctx->ui_scene = new scene();
  609. ctx->ui_scene->add_object(ctx->ui_camera);
  610. ctx->overworld_scene->add_object(ctx->lens_spotlight);
  611. ctx->underworld_scene->add_object(ctx->flashlight_spotlight);
  612. // Set overworld as active scene
  613. ctx->active_scene = ctx->overworld_scene;
  614. logger->pop_task(EXIT_SUCCESS);
  615. }
  616. void setup_animation(game_context* ctx)
  617. {
  618. // Setup timeline system
  619. ctx->timeline = new timeline();
  620. ctx->timeline->set_autoremove(true);
  621. // Setup animator
  622. ctx->animator = new animator();
  623. // Initialize time tween
  624. ctx->time_tween = new tween<double>(0.0);
  625. ctx->time_tween->set_interpolator(math::lerp<double, double>);
  626. // Create fade transition
  627. ctx->fade_transition = new screen_transition();
  628. ctx->fade_transition->get_material()->set_shader_program(ctx->resource_manager->load<shader_program>("fade-transition.glsl"));
  629. ctx->ui_scene->add_object(ctx->fade_transition->get_billboard());
  630. ctx->animator->add_animation(ctx->fade_transition->get_animation());
  631. // Create inner radial transition
  632. ctx->radial_transition_inner = new screen_transition();
  633. ctx->radial_transition_inner->get_material()->set_shader_program(ctx->resource_manager->load<shader_program>("radial-transition-inner.glsl"));
  634. ctx->ui_scene->add_object(ctx->radial_transition_inner->get_billboard());
  635. ctx->animator->add_animation(ctx->radial_transition_inner->get_animation());
  636. // Create outer radial transition
  637. ctx->radial_transition_outer = new screen_transition();
  638. ctx->radial_transition_outer->get_material()->set_shader_program(ctx->resource_manager->load<shader_program>("radial-transition-outer.glsl"));
  639. ctx->ui_scene->add_object(ctx->radial_transition_outer->get_billboard());
  640. ctx->animator->add_animation(ctx->radial_transition_outer->get_animation());
  641. // Setup tweens
  642. ctx->focal_point_tween = new tween<float3>();
  643. ctx->focal_point_tween->set_interpolator(math::lerp<float3, float>);
  644. // Set material pass tweens
  645. ctx->overworld_material_pass->set_time_tween(ctx->time_tween);
  646. ctx->overworld_material_pass->set_focal_point_tween(ctx->focal_point_tween);
  647. ctx->underworld_material_pass->set_time_tween(ctx->time_tween);
  648. ctx->underworld_material_pass->set_focal_point_tween(ctx->focal_point_tween);
  649. ctx->underworld_final_pass->set_time_tween(ctx->time_tween);
  650. ctx->underworld_material_pass->set_focal_point_tween(ctx->focal_point_tween);
  651. ctx->ui_material_pass->set_time_tween(ctx->time_tween);
  652. }
  653. void setup_entities(game_context* ctx)
  654. {
  655. // Create ECS registry
  656. ctx->ecs_registry = new entt::registry();
  657. // Reserve named entities
  658. ctx->brush_entity = ctx->ecs_registry->create();
  659. ctx->flashlight_entity = ctx->ecs_registry->create();
  660. ctx->forceps_entity = ctx->ecs_registry->create();
  661. ctx->lens_entity = ctx->ecs_registry->create();
  662. ctx->marker_entity = ctx->ecs_registry->create();
  663. ctx->container_entity = ctx->ecs_registry->create();
  664. ctx->twig_entity = ctx->ecs_registry->create();
  665. ctx->focal_point_entity = ctx->ecs_registry->create();
  666. }
  667. void setup_systems(game_context* ctx)
  668. {
  669. event_dispatcher* event_dispatcher = ctx->app->get_event_dispatcher();
  670. const auto& viewport_dimensions = ctx->app->get_viewport_dimensions();
  671. float4 viewport = {0.0f, 0.0f, static_cast<float>(viewport_dimensions[0]), static_cast<float>(viewport_dimensions[1])};
  672. // Setup terrain system
  673. ctx->terrain_system = new ::terrain_system(*ctx->ecs_registry, ctx->resource_manager);
  674. ctx->terrain_system->set_patch_size(TERRAIN_PATCH_SIZE);
  675. // Setup vegetation system
  676. ctx->vegetation_system = new ::vegetation_system(*ctx->ecs_registry);
  677. ctx->vegetation_system->set_terrain_patch_size(TERRAIN_PATCH_SIZE);
  678. ctx->vegetation_system->set_vegetation_patch_resolution(VEGETATION_PATCH_RESOLUTION);
  679. ctx->vegetation_system->set_vegetation_density(1.0f);
  680. ctx->vegetation_system->set_vegetation_model(ctx->resource_manager->load<model>("grass-tuft.obj"));
  681. ctx->vegetation_system->set_scene(ctx->overworld_scene);
  682. // Setup camera system
  683. ctx->camera_system = new camera_system(*ctx->ecs_registry);
  684. ctx->camera_system->set_viewport(viewport);
  685. event_dispatcher->subscribe<mouse_moved_event>(ctx->camera_system);
  686. event_dispatcher->subscribe<window_resized_event>(ctx->camera_system);
  687. // Setup tool system
  688. ctx->tool_system = new tool_system(*ctx->ecs_registry, event_dispatcher);
  689. ctx->tool_system->set_camera(ctx->overworld_camera);
  690. ctx->tool_system->set_orbit_cam(ctx->camera_system->get_orbit_cam());
  691. ctx->tool_system->set_viewport(viewport);
  692. // Setup subterrain system
  693. ctx->subterrain_system = new ::subterrain_system(*ctx->ecs_registry, ctx->resource_manager);
  694. ctx->subterrain_system->set_scene(ctx->underworld_scene);
  695. // Setup nest system
  696. ctx->nest_system = new nest_system(*ctx->ecs_registry, ctx->resource_manager);
  697. // Setup collision system
  698. ctx->collision_system = new collision_system(*ctx->ecs_registry);
  699. // Setup samara system
  700. ctx->samara_system = new samara_system(*ctx->ecs_registry);
  701. // Setup snapping system
  702. ctx->snapping_system = new snapping_system(*ctx->ecs_registry);
  703. // Setup behavior system
  704. ctx->behavior_system = new behavior_system(*ctx->ecs_registry);
  705. // Setup locomotion system
  706. ctx->locomotion_system = new locomotion_system(*ctx->ecs_registry);
  707. // Setup pheromone system
  708. ctx->pheromones = new pheromone_matrix();
  709. ctx->pheromones->rows = 256;
  710. ctx->pheromones->columns = 256;
  711. ctx->pheromones->buffers = new float*[2];
  712. ctx->pheromones->buffers[0] = new float[ctx->pheromones->rows * ctx->pheromones->columns];
  713. ctx->pheromones->buffers[1] = new float[ctx->pheromones->rows * ctx->pheromones->columns];
  714. ctx->pheromones->current = 0;
  715. //diffuse(ctx->pheromones);
  716. // Setup spatial system
  717. ctx->spatial_system = new spatial_system(*ctx->ecs_registry);
  718. // Setup constraint system
  719. ctx->constraint_system = new constraint_system(*ctx->ecs_registry);
  720. // Setup tracking system
  721. ctx->tracking_system = new tracking_system(*ctx->ecs_registry, event_dispatcher, ctx->resource_manager);
  722. ctx->tracking_system->set_scene(ctx->overworld_scene);
  723. // Setup painting system
  724. ctx->painting_system = new painting_system(*ctx->ecs_registry, event_dispatcher, ctx->resource_manager);
  725. ctx->painting_system->set_scene(ctx->overworld_scene);
  726. // Setup render system
  727. ctx->render_system = new ::render_system(*ctx->ecs_registry);
  728. ctx->render_system->add_layer(ctx->overworld_scene);
  729. ctx->render_system->add_layer(ctx->underworld_scene);
  730. ctx->render_system->add_layer(ctx->ui_scene);
  731. ctx->render_system->set_renderer(ctx->renderer);
  732. // Setup control system
  733. ctx->control_system = new ::control_system(*ctx->ecs_registry);
  734. ctx->control_system->set_viewport(viewport);
  735. ctx->control_system->set_underworld_camera(ctx->underworld_camera);
  736. ctx->control_system->set_tool(nullptr);
  737. //ctx->control_system->set_flashlight(flashlight, flashlight_light_cone);
  738. ctx->control_system->get_adjust_camera_control()->set_activated_callback([ctx](){ ctx->app->set_relative_mouse_mode(true); ctx->tool_system->set_pick(false); });
  739. ctx->control_system->get_adjust_camera_control()->set_deactivated_callback([ctx](){ ctx->app->set_relative_mouse_mode(false); ctx->tool_system->set_pick(true); });
  740. ctx->control_system->set_flashlight(ctx->flashlight_entity);
  741. ctx->control_system->set_camera_subject(ctx->focal_point_entity);
  742. ctx->control_system->set_camera_system(ctx->camera_system);
  743. event_dispatcher->subscribe<mouse_moved_event>(ctx->control_system);
  744. event_dispatcher->subscribe<window_resized_event>(ctx->control_system);
  745. // Setup UI system
  746. ctx->ui_system = new ui_system(ctx->resource_manager);
  747. ctx->ui_system->set_camera(ctx->ui_camera);
  748. ctx->ui_system->set_scene(ctx->ui_scene);
  749. ctx->ui_system->set_viewport(viewport);
  750. ctx->ui_system->set_tool_menu_control(ctx->control_system->get_tool_menu_control());
  751. event_dispatcher->subscribe<mouse_moved_event>(ctx->ui_system);
  752. event_dispatcher->subscribe<window_resized_event>(ctx->ui_system);
  753. }
  754. void setup_controls(game_context* ctx)
  755. {
  756. event_dispatcher* event_dispatcher = ctx->app->get_event_dispatcher();
  757. // Setup input event routing
  758. ctx->input_event_router = new input_event_router();
  759. ctx->input_event_router->set_event_dispatcher(event_dispatcher);
  760. // Setup input mapper
  761. ctx->input_mapper = new input_mapper();
  762. ctx->input_mapper->set_event_dispatcher(event_dispatcher);
  763. // Setup input listener
  764. ctx->input_listener = new input_listener();
  765. ctx->input_listener->set_event_dispatcher(event_dispatcher);
  766. // Create toggle fullscreen control
  767. ctx->toggle_fullscreen_control = new control();
  768. ctx->toggle_fullscreen_control->set_activated_callback
  769. (
  770. [ctx]()
  771. {
  772. bool fullscreen = !ctx->app->is_fullscreen();
  773. ctx->app->set_fullscreen(fullscreen);
  774. if (!fullscreen)
  775. {
  776. int2 resolution = ctx->config->get<int2>("windowed_resolution");
  777. ctx->app->resize_window(resolution.x, resolution.y);
  778. }
  779. ctx->config->set<int>("fullscreen", (fullscreen) ? 1 : 0);
  780. }
  781. );
  782. // Create screenshot control
  783. ctx->screenshot_control = new control();
  784. ctx->screenshot_control->set_activated_callback
  785. (
  786. [ctx]()
  787. {
  788. std::string path = ctx->screenshots_path + "antkeeper-" + timestamp() + ".png";
  789. ctx->app->save_frame(path);
  790. }
  791. );
  792. // Create menu back control
  793. ctx->menu_back_control = new control();
  794. ctx->menu_back_control->set_activated_callback
  795. (
  796. std::bind(&application::close, ctx->app, 0)
  797. );
  798. // Create menu select control
  799. ctx->menu_select_control = new control();
  800. // Create application control set
  801. ctx->application_controls = new control_set();
  802. ctx->application_controls->add_control(ctx->toggle_fullscreen_control);
  803. ctx->application_controls->add_control(ctx->screenshot_control);
  804. // Create menu control set
  805. ctx->menu_controls = new control_set();
  806. ctx->menu_controls->add_control(ctx->menu_back_control);
  807. ctx->menu_controls->add_control(ctx->menu_select_control);
  808. ctx->camera_controls = ctx->control_system->get_control_set();
  809. // Application control mappings
  810. ctx->input_event_router->add_mapping(key_mapping(ctx->toggle_fullscreen_control, nullptr, scancode::f11));
  811. ctx->input_event_router->add_mapping(key_mapping(ctx->screenshot_control, nullptr, scancode::f12));
  812. // Add menu control mappings
  813. ctx->input_event_router->add_mapping(key_mapping(ctx->menu_back_control, nullptr, scancode::escape));
  814. ctx->input_event_router->add_mapping(key_mapping(ctx->menu_back_control, nullptr, scancode::backspace));
  815. ctx->input_event_router->add_mapping(game_controller_button_mapping(ctx->menu_back_control, nullptr, game_controller_button::b));
  816. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_tool_menu_control(), nullptr, scancode::left_shift));
  817. ctx->input_event_router->add_mapping(game_controller_button_mapping(ctx->control_system->get_tool_menu_control(), nullptr, game_controller_button::x));
  818. ctx->input_event_router->add_mapping(key_mapping(ctx->menu_select_control, nullptr, scancode::enter));
  819. ctx->input_event_router->add_mapping(key_mapping(ctx->menu_select_control, nullptr, scancode::space));
  820. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_toggle_view_control(), nullptr, scancode::tab));
  821. ctx->control_system->get_toggle_view_control()->set_activated_callback(
  822. [ctx]()
  823. {
  824. if (ctx->active_scene == ctx->overworld_scene)
  825. {
  826. ctx->active_scene = ctx->underworld_scene;
  827. ctx->radial_transition_inner->transition(0.5f, false, ease<float, double>::in_quad);
  828. auto switch_cameras = [ctx]()
  829. {
  830. ctx->overworld_camera->set_active(false);
  831. ctx->underworld_camera->set_active(true);
  832. ctx->fade_transition->transition(0.25f, true, ease<float, double>::out_quad);
  833. };
  834. float t = ctx->timeline->get_position();
  835. ctx->timeline->add_cue({t + 0.5f, switch_cameras});
  836. }
  837. else
  838. {
  839. ctx->active_scene = ctx->overworld_scene;
  840. ctx->fade_transition->transition(0.25f, false, ease<float, double>::out_quad);
  841. auto switch_cameras = [ctx]()
  842. {
  843. ctx->overworld_camera->set_active(true);
  844. ctx->underworld_camera->set_active(false);
  845. ctx->radial_transition_inner->transition(0.5f, true, ease<float, double>::out_quad);
  846. };
  847. float t = ctx->timeline->get_position();
  848. ctx->timeline->add_cue({t + 0.25f, switch_cameras});
  849. }
  850. });
  851. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_move_forward_control(), nullptr, scancode::w));
  852. ctx->input_event_router->add_mapping(game_controller_axis_mapping(ctx->control_system->get_move_forward_control(), nullptr, game_controller_axis::left_y, true));
  853. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_move_back_control(), nullptr, scancode::s));
  854. ctx->input_event_router->add_mapping(game_controller_axis_mapping(ctx->control_system->get_move_back_control(), nullptr, game_controller_axis::left_y, false));
  855. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_move_left_control(), nullptr, scancode::a));
  856. ctx->input_event_router->add_mapping(game_controller_axis_mapping(ctx->control_system->get_move_left_control(), nullptr, game_controller_axis::left_x, true));
  857. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_move_right_control(), nullptr, scancode::d));
  858. ctx->input_event_router->add_mapping(game_controller_axis_mapping(ctx->control_system->get_move_right_control(), nullptr, game_controller_axis::left_x, false));
  859. ctx->input_event_router->add_mapping(game_controller_axis_mapping(ctx->control_system->get_rotate_ccw_control(), nullptr, game_controller_axis::right_x, false));
  860. ctx->input_event_router->add_mapping(game_controller_axis_mapping(ctx->control_system->get_rotate_cw_control(), nullptr, game_controller_axis::right_x, true));
  861. ctx->input_event_router->add_mapping(game_controller_axis_mapping(ctx->control_system->get_tilt_up_control(), nullptr, game_controller_axis::right_y, false));
  862. ctx->input_event_router->add_mapping(game_controller_axis_mapping(ctx->control_system->get_tilt_down_control(), nullptr, game_controller_axis::right_y, true));
  863. ctx->input_event_router->add_mapping(mouse_wheel_mapping(ctx->control_system->get_zoom_in_control(), nullptr, mouse_wheel_axis::positive_y));
  864. ctx->input_event_router->add_mapping(mouse_wheel_mapping(ctx->control_system->get_zoom_out_control(), nullptr, mouse_wheel_axis::negative_y));
  865. ctx->input_event_router->add_mapping(mouse_button_mapping(ctx->control_system->get_adjust_camera_control(), nullptr, 3));
  866. ctx->input_event_router->add_mapping(game_controller_button_mapping(ctx->control_system->get_ascend_control(), nullptr, game_controller_button::y));
  867. ctx->input_event_router->add_mapping(game_controller_button_mapping(ctx->control_system->get_descend_control(), nullptr, game_controller_button::a));
  868. ctx->input_event_router->add_mapping(game_controller_axis_mapping(ctx->control_system->get_zoom_out_control(), nullptr, game_controller_axis::trigger_left, false));
  869. ctx->input_event_router->add_mapping(game_controller_axis_mapping(ctx->control_system->get_zoom_in_control(), nullptr, game_controller_axis::trigger_right, false));
  870. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_rotate_ccw_control(), nullptr, scancode::q));
  871. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_rotate_cw_control(), nullptr, scancode::e));
  872. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_equip_brush_control(), nullptr, scancode::one));
  873. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_equip_twig_control(), nullptr, scancode::two));
  874. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_equip_forceps_control(), nullptr, scancode::three));
  875. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_equip_container_control(), nullptr, scancode::four));
  876. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_equip_lens_control(), nullptr, scancode::five));
  877. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_equip_marker_control(), nullptr, scancode::six));
  878. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_next_marker_control(), nullptr, scancode::right_brace));
  879. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_previous_marker_control(), nullptr, scancode::left_brace));
  880. ctx->input_event_router->add_mapping(mouse_button_mapping(ctx->control_system->get_use_tool_control(), nullptr, 1));
  881. ctx->control_system->get_use_tool_control()->set_activated_callback
  882. (
  883. [ctx]()
  884. {
  885. ctx->tool_system->set_tool_active(true);
  886. }
  887. );
  888. ctx->control_system->get_use_tool_control()->set_deactivated_callback
  889. (
  890. [ctx]()
  891. {
  892. ctx->tool_system->set_tool_active(false);
  893. }
  894. );
  895. ctx->control_system->get_equip_forceps_control()->set_activated_callback
  896. (
  897. [ctx]()
  898. {
  899. ctx->tool_system->set_active_tool(ctx->forceps_entity);
  900. }
  901. );
  902. ctx->control_system->get_equip_brush_control()->set_activated_callback
  903. (
  904. [ctx]()
  905. {
  906. ctx->tool_system->set_active_tool(ctx->brush_entity);
  907. }
  908. );
  909. ctx->control_system->get_equip_lens_control()->set_activated_callback
  910. (
  911. [ctx]()
  912. {
  913. ctx->tool_system->set_active_tool(ctx->lens_entity);
  914. }
  915. );
  916. ctx->control_system->get_equip_marker_control()->set_activated_callback
  917. (
  918. [ctx]()
  919. {
  920. ctx->tool_system->set_active_tool(ctx->marker_entity);
  921. }
  922. );
  923. ctx->control_system->get_equip_container_control()->set_activated_callback
  924. (
  925. [ctx]()
  926. {
  927. ctx->tool_system->set_active_tool(ctx->container_entity);
  928. }
  929. );
  930. ctx->control_system->get_equip_twig_control()->set_activated_callback
  931. (
  932. [ctx]()
  933. {
  934. ctx->tool_system->set_active_tool(ctx->twig_entity);
  935. }
  936. );
  937. ctx->control_system->get_next_marker_control()->set_activated_callback
  938. (
  939. [ctx]()
  940. {
  941. auto& marker_component = ctx->ecs_registry->get<ecs::marker_component>(ctx->marker_entity);
  942. marker_component.color = (marker_component.color + 1) % 8;
  943. const texture_2d* marker_albedo_texture = ctx->marker_albedo_textures[marker_component.color];
  944. model* marker_model = ctx->render_system->get_model_instance(ctx->marker_entity)->get_model();
  945. for (::model_group* group: *marker_model->get_groups())
  946. {
  947. material_property_base* albedo_property = group->get_material()->get_property("albedo_texture");
  948. if (albedo_property)
  949. {
  950. static_cast<material_property<const texture_2d*>*>(albedo_property)->set_value(marker_albedo_texture);
  951. }
  952. }
  953. }
  954. );
  955. ctx->control_system->get_previous_marker_control()->set_activated_callback
  956. (
  957. [ctx]()
  958. {
  959. auto& marker_component = ctx->ecs_registry->get<ecs::marker_component>(ctx->marker_entity);
  960. marker_component.color = (marker_component.color + 7) % 8;
  961. const texture_2d* marker_albedo_texture = ctx->marker_albedo_textures[marker_component.color];
  962. model* marker_model = ctx->render_system->get_model_instance(ctx->marker_entity)->get_model();
  963. for (::model_group* group: *marker_model->get_groups())
  964. {
  965. material_property_base* albedo_property = group->get_material()->get_property("albedo_texture");
  966. if (albedo_property)
  967. {
  968. static_cast<material_property<const texture_2d*>*>(albedo_property)->set_value(marker_albedo_texture);
  969. }
  970. }
  971. }
  972. );
  973. // Make lens tool's model instance unculled, so its shadow is always visible.
  974. model_instance* lens_model_instance = ctx->render_system->get_model_instance(ctx->lens_entity);
  975. if (lens_model_instance)
  976. {
  977. lens_model_instance->set_culling_mask(&ctx->no_cull);
  978. }
  979. }
  980. void setup_cli(game_context* ctx)
  981. {
  982. ctx->cli = new cli();
  983. ctx->cli->register_command("echo", cc::echo);
  984. ctx->cli->register_command("exit", std::function<std::string()>(std::bind(&cc::exit, ctx)));
  985. ctx->cli->register_command("scrot", std::function<std::string()>(std::bind(&cc::scrot, ctx)));
  986. ctx->cli->register_command("cue", std::function<std::string(float, std::string)>(std::bind(&cc::cue, ctx, std::placeholders::_1, std::placeholders::_2)));
  987. //std::string cmd = "cue 20 exit";
  988. //logger->log(cmd);
  989. //logger->log(cli.interpret(cmd));
  990. }
  991. void setup_callbacks(game_context* ctx)
  992. {
  993. // Set update callback
  994. ctx->app->set_update_callback
  995. (
  996. [ctx](double t, double dt)
  997. {
  998. // Update tweens
  999. ctx->time_tween->update();
  1000. (*ctx->time_tween)[1] = t;
  1001. ctx->overworld_scene->update_tweens();
  1002. ctx->underworld_scene->update_tweens();
  1003. ctx->ui_scene->update_tweens();
  1004. ctx->focal_point_tween->update();
  1005. ctx->underworld_final_pass->get_material()->update_tweens();
  1006. ctx->timeline->advance(dt);
  1007. ctx->control_system->update(t, dt);
  1008. ctx->terrain_system->update(t, dt);
  1009. ctx->vegetation_system->update(t, dt);
  1010. ctx->snapping_system->update(t, dt);
  1011. ctx->nest_system->update(t, dt);
  1012. ctx->subterrain_system->update(t, dt);
  1013. ctx->collision_system->update(t, dt);
  1014. ctx->samara_system->update(t, dt);
  1015. ctx->behavior_system->update(t, dt);
  1016. ctx->locomotion_system->update(t, dt);
  1017. ctx->camera_system->update(t, dt);
  1018. ctx->tool_system->update(t, dt);
  1019. ctx->spatial_system->update(t, dt);
  1020. ctx->constraint_system->update(t, dt);
  1021. ctx->tracking_system->update(t, dt);
  1022. ctx->painting_system->update(t, dt);
  1023. //(*ctx->focal_point_tween)[1] = ctx->orbit_cam->get_focal_point();
  1024. auto xf = ec::get_world_transform(*ctx->ecs_registry, ctx->lens_entity);
  1025. ctx->lens_spotlight->look_at(xf.translation, xf.translation + ctx->sun_direct->get_direction(), {0, 1, 0});
  1026. xf = ec::get_world_transform(*ctx->ecs_registry, ctx->flashlight_entity);
  1027. //ctx->flashlight_spotlight->set_transform(xf);
  1028. ctx->flashlight_spotlight->look_at(xf.translation, xf.translation + xf.rotation * float3{0, 0, 1}, {0, 0, -1});
  1029. ctx->ui_system->update(dt);
  1030. ctx->render_system->update(t, dt);
  1031. ctx->animator->animate(dt);
  1032. ctx->application_controls->update();
  1033. ctx->menu_controls->update();
  1034. ctx->camera_controls->update();
  1035. }
  1036. );
  1037. // Set render callback
  1038. ctx->app->set_render_callback
  1039. (
  1040. [ctx](double alpha)
  1041. {
  1042. ctx->render_system->render(alpha);
  1043. }
  1044. );
  1045. }