💿🐜 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/ease.hpp"
  20. #include "animation/screen-transition.hpp"
  21. #include "configuration.hpp"
  22. #include "debug/logger.hpp"
  23. #include "entity/archetype.hpp"
  24. #include "game/components/cavity-component.hpp"
  25. #include "game/components/copy-transform-component.hpp"
  26. #include "game/components/copy-translation-component.hpp"
  27. #include "game/components/model-component.hpp"
  28. #include "game/components/snap-component.hpp"
  29. #include "game/components/samara-component.hpp"
  30. #include "game/components/terrain-component.hpp"
  31. #include "game/components/tool-component.hpp"
  32. #include "game/components/transform-component.hpp"
  33. #include "game/components/camera-follow-component.hpp"
  34. #include "game/entity-commands.hpp"
  35. #include "game/game-context.hpp"
  36. #include "game/states/game-states.hpp"
  37. #include "math/math.hpp"
  38. #include "nest.hpp"
  39. #include "renderer/material.hpp"
  40. #include "rasterizer/texture-2d.hpp"
  41. #include "rasterizer/texture-filter.hpp"
  42. #include "rasterizer/texture-wrapping.hpp"
  43. #include "renderer/model.hpp"
  44. #include "renderer/passes/sky-pass.hpp"
  45. #include "resources/resource-manager.hpp"
  46. #include "scene/model-instance.hpp"
  47. #include "scene/scene.hpp"
  48. #include "scene/camera.hpp"
  49. #include "scene/ambient-light.hpp"
  50. #include "scene/directional-light.hpp"
  51. #include "scene/directional-light.hpp"
  52. #include "game/systems/control-system.hpp"
  53. #include "game/systems/camera-system.hpp"
  54. #include "game/systems/render-system.hpp"
  55. #include "game/systems/tool-system.hpp"
  56. #include "game/systems/weather-system.hpp"
  57. #include "game/biome.hpp"
  58. #include "utility/fundamental-types.hpp"
  59. #include "utility/gamma.hpp"
  60. void play_state_enter(game_context* ctx)
  61. {
  62. logger* logger = ctx->logger;
  63. logger->push_task("Entering play state");
  64. // Load biome
  65. if (ctx->option_biome.has_value())
  66. {
  67. ctx->biome = ctx->resource_manager->load<biome>(ctx->option_biome.value() + ".bio");
  68. }
  69. else
  70. {
  71. ctx->biome = ctx->resource_manager->load<biome>("grassland.bio");
  72. }
  73. // Apply biome parameters to scene
  74. ctx->sun_indirect->set_color(ctx->biome->ambient_color);
  75. ctx->sun_indirect->set_intensity(ctx->biome->ambient_intensity);
  76. math::quaternion<float> sun_azimuth_rotation = math::angle_axis(ctx->biome->sun_azimuth, float3{0, 1, 0});
  77. math::quaternion<float> sun_elevation_rotation = math::angle_axis(ctx->biome->sun_elevation, float3{-1, 0, 0});
  78. math::quaternion<float> sun_rotation = math::normalize(sun_azimuth_rotation * sun_elevation_rotation);
  79. ctx->sun_direct->set_rotation(sun_rotation);
  80. ctx->sun_direct->set_color(ctx->biome->sun_color);
  81. ctx->sun_direct->set_intensity(ctx->biome->sun_intensity);
  82. sky_pass* sky_pass = ctx->overworld_sky_pass;
  83. sky_pass->set_enabled(true);
  84. sky_pass->set_sky_model(ctx->resource_manager->load<model>("sky-dome.mdl"));
  85. sky_pass->set_moon_model(ctx->resource_manager->load<model>("moon.mdl"));
  86. ctx->weather_system->set_location(ctx->biome->location[0], ctx->biome->location[1], ctx->biome->location[2]);
  87. ctx->weather_system->set_time(2020, 6, 1, 5, 0, 0, -7.0);
  88. ctx->weather_system->set_sky_palette(ctx->biome->sky_palette);
  89. ctx->weather_system->set_sun_palette(ctx->biome->sun_palette);
  90. ctx->weather_system->set_ambient_palette(ctx->biome->ambient_palette);
  91. ctx->weather_system->set_moon_palette(ctx->biome->moon_palette);
  92. ctx->weather_system->set_shadow_palette(ctx->biome->shadow_palette);
  93. resource_manager* resource_manager = ctx->resource_manager;
  94. entt::registry& ecs_registry = *ctx->ecs_registry;
  95. // Load entity archetypes
  96. ecs::archetype* ant_hill_archetype = resource_manager->load<ecs::archetype>("ant-hill.ent");
  97. ecs::archetype* maple_tree_archetype = resource_manager->load<ecs::archetype>("maple-tree.ent");
  98. ecs::archetype* nest_archetype = resource_manager->load<ecs::archetype>("harvester-nest.ent");
  99. ecs::archetype* samara_archetype = resource_manager->load<ecs::archetype>("samara.ent");
  100. ecs::archetype* forceps_archetype = resource_manager->load<ecs::archetype>("forceps.ent");
  101. ecs::archetype* lens_archetype = resource_manager->load<ecs::archetype>("lens.ent");
  102. ecs::archetype* brush_archetype = resource_manager->load<ecs::archetype>("brush.ent");
  103. ecs::archetype* marker_archetype = resource_manager->load<ecs::archetype>("marker.ent");
  104. ecs::archetype* container_archetype = resource_manager->load<ecs::archetype>("container.ent");
  105. ecs::archetype* twig_archetype = resource_manager->load<ecs::archetype>("twig.ent");
  106. ecs::archetype* larva_archetype = resource_manager->load<ecs::archetype>("larva.ent");
  107. ecs::archetype* pebble_archetype = resource_manager->load<ecs::archetype>("pebble.ent");
  108. ecs::archetype* flashlight_archetype = resource_manager->load<ecs::archetype>("flashlight.ent");
  109. ecs::archetype* flashlight_light_cone_archetype = resource_manager->load<ecs::archetype>("flashlight-light-cone.ent");
  110. ecs::archetype* lens_light_cone_archetype = resource_manager->load<ecs::archetype>("lens-light-cone.ent");
  111. ecs::archetype* ant_head_archetype = resource_manager->load<ecs::archetype>("ant-head.ent");
  112. ecs::archetype* dandelion_plant_archetype = resource_manager->load<ecs::archetype>("dandelion-plant.ent");
  113. ecs::archetype* grassland_road_archetype = resource_manager->load<ecs::archetype>("grassland-road.ent");
  114. // Create tools
  115. forceps_archetype->assign(ecs_registry, ctx->forceps_entity);
  116. lens_archetype->assign(ecs_registry, ctx->lens_entity);
  117. brush_archetype->assign(ecs_registry, ctx->brush_entity);
  118. marker_archetype->assign(ecs_registry, ctx->marker_entity);
  119. container_archetype->assign(ecs_registry, ctx->container_entity);
  120. twig_archetype->assign(ecs_registry, ctx->twig_entity);
  121. // Create flashlight and light cone, set light cone parent to flashlight, and move both to underworld scene
  122. flashlight_archetype->assign(ecs_registry, ctx->flashlight_entity);
  123. auto flashlight_light_cone = flashlight_light_cone_archetype->create(ecs_registry);
  124. ec::parent(ecs_registry, flashlight_light_cone, ctx->flashlight_entity);
  125. ec::assign_render_layers(ecs_registry, ctx->flashlight_entity, 2);
  126. // Make lens tool's model instance unculled, so its shadow is always visible.
  127. model_instance* lens_model_instance = ctx->render_system->get_model_instance(ctx->lens_entity);
  128. if (lens_model_instance)
  129. {
  130. lens_model_instance->set_culling_mask(&ctx->no_cull);
  131. }
  132. // Create lens light cone and set its parent to lens
  133. auto lens_light_cone = lens_light_cone_archetype->create(ecs_registry);
  134. //ec::bind_transform(ecs_registry, lens_light_cone, ctx->lens_entity);
  135. ec::parent(ecs_registry, lens_light_cone, ctx->lens_entity);
  136. // Hide inactive tools
  137. ec::assign_render_layers(ecs_registry, ctx->forceps_entity, 0);
  138. ec::assign_render_layers(ecs_registry, ctx->brush_entity, 0);
  139. ec::assign_render_layers(ecs_registry, ctx->lens_entity, 0);
  140. ec::assign_render_layers(ecs_registry, ctx->marker_entity, 0);
  141. ec::assign_render_layers(ecs_registry, ctx->container_entity, 0);
  142. ec::assign_render_layers(ecs_registry, ctx->twig_entity, 0);
  143. // Activate brush tool
  144. ctx->tool_system->set_active_tool(ctx->brush_entity);
  145. // Create background
  146. for (int i = 0; i < 4; ++i)
  147. {
  148. auto road_entity = grassland_road_archetype->create(ecs_registry);
  149. auto& transform = ecs_registry.get<ecs::transform_component>(road_entity);
  150. math::quaternion<float> rotation = math::angle_axis(math::half_pi<float> * static_cast<float>(i), float3{0, 1, 0});
  151. float3 translation = rotation * float3{0, 0, 1600.0f};
  152. transform.local = math::identity_transform<float>;
  153. transform.local.rotation = rotation;
  154. transform.local.translation = translation;
  155. }
  156. // Create ant-hill
  157. auto ant_hill_entity = ant_hill_archetype->create(ecs_registry);
  158. ec::place(ecs_registry, ant_hill_entity, {0, 0});
  159. // Generate pebbles
  160. float pebble_radius = 300.0f;
  161. int pebble_count = 20;
  162. for (int i = 0; i < pebble_count; ++i)
  163. {
  164. float x = math::random(-pebble_radius, pebble_radius);
  165. float z = math::random(-pebble_radius, pebble_radius);
  166. auto pebble_entity = ant_head_archetype->create(ecs_registry);
  167. auto& transform = ecs_registry.get<ecs::transform_component>(pebble_entity);
  168. transform.local = math::identity_transform<float>;
  169. transform.local.rotation = math::angle_axis(math::random(0.0f, math::two_pi<float>), {0, 1, 0});
  170. transform.local.scale = float3{1, 1, 1} * math::random(0.75f, 1.25f);
  171. ec::place(ecs_registry, pebble_entity, {x, z});
  172. }
  173. // Create maple tree
  174. auto maple_tree_entity = maple_tree_archetype->create(ecs_registry);
  175. ec::place(ecs_registry, maple_tree_entity, {300, 200});
  176. // Creat nest
  177. auto nest_entity = nest_archetype->create(ecs_registry);
  178. // Create terrain
  179. int terrain_radius = 8;
  180. for (int x = -terrain_radius; x <= terrain_radius; ++x)
  181. {
  182. for (int z = -terrain_radius; z <= terrain_radius; ++z)
  183. {
  184. ecs::terrain_component terrain_component;
  185. terrain_component.subdivisions = TERRAIN_PATCH_RESOLUTION;
  186. terrain_component.x = x;
  187. terrain_component.z = z;
  188. auto terrain_entity = ecs_registry.create();
  189. ecs_registry.assign<ecs::terrain_component>(terrain_entity, terrain_component);
  190. }
  191. }
  192. // Create samaras
  193. for (int i = 0; i < 15; ++i)
  194. {
  195. auto samara_entity = samara_archetype->create(ecs_registry);
  196. auto& transform = ecs_registry.get<ecs::transform_component>(samara_entity);
  197. float zone = 200.0f;
  198. transform.local = math::identity_transform<float>;
  199. transform.local.translation.x = math::random(-zone, zone);
  200. transform.local.translation.y = math::random(50.0f, 150.0f);
  201. transform.local.translation.z = math::random(-zone, zone);
  202. ecs::samara_component samara_component;
  203. samara_component.angle = math::random(0.0f, math::radians(360.0f));
  204. samara_component.direction = math::normalize(float3{math::random(-1.0f, 1.0f), math::random(-1.0f, -5.0f), math::random(-1.0f, 1.0f)});
  205. samara_component.chirality = (math::random(0.0f, 1.0f) < 0.5f) ? -1.0f : 1.0f;
  206. ecs_registry.assign_or_replace<ecs::samara_component>(samara_entity, samara_component);
  207. }
  208. // Setup camera focal point
  209. ecs::transform_component focal_point_transform;
  210. focal_point_transform.local = math::identity_transform<float>;
  211. focal_point_transform.warp = true;
  212. ecs::camera_follow_component focal_point_follow;
  213. ecs::snap_component focal_point_snap;
  214. focal_point_snap.ray = {float3{0, 10000, 0}, float3{0, -1, 0}};
  215. focal_point_snap.warp = false;
  216. focal_point_snap.relative = true;
  217. focal_point_snap.autoremove = false;
  218. ecs_registry.assign_or_replace<ecs::transform_component>(ctx->focal_point_entity, focal_point_transform);
  219. ecs_registry.assign_or_replace<ecs::camera_follow_component>(ctx->focal_point_entity, focal_point_follow);
  220. ecs_registry.assign_or_replace<ecs::snap_component>(ctx->focal_point_entity, focal_point_snap);
  221. // Setup camera
  222. ctx->overworld_camera->look_at({0, 0, 1}, {0, 0, 0}, {0, 1, 0});
  223. ctx->camera_system->set_camera(ctx->overworld_camera);
  224. auto ant_head = ant_head_archetype->create(ecs_registry);
  225. ec::place(ecs_registry, ant_head, {50, 0});
  226. ctx->overworld_scene->update_tweens();
  227. // Allocate a nest
  228. nest* nest = new ::nest();
  229. // Setup initial nest parameters
  230. float tunnel_radius = 1.15f;
  231. nest->set_tunnel_radius(tunnel_radius);
  232. nest::shaft* central_shaft = nest->get_central_shaft();
  233. central_shaft->chirality = 1.0f;
  234. central_shaft->rotation = math::radians(0.0f);
  235. central_shaft->depth = {0.0f, 200.0f};
  236. central_shaft->radius = {15.0f, 15.0f};
  237. central_shaft->pitch = {40.0f, 40.0f};
  238. central_shaft->translation = {{{0.0f, 0.0f}, {0.0f, 0.0f}}};
  239. central_shaft->current_depth = 0.0f;
  240. for (std::size_t i = 0; i < 4; ++i)
  241. {
  242. nest::chamber chamber;
  243. chamber.shaft = central_shaft;
  244. chamber.depth = (i + 1) * 50.0f;
  245. chamber.rotation = math::radians(0.0f);
  246. chamber.inner_radius = 4.0f;
  247. chamber.outer_radius = 10.0f;
  248. central_shaft->chambers.push_back(chamber);
  249. }
  250. // Dig nest shafts
  251. float shift = 0.1f;
  252. for (int i = 0; i < 800; ++i)
  253. {
  254. ecs::cavity_component cavity;
  255. cavity.position = nest->extend_shaft(*nest->get_central_shaft());
  256. cavity.position += float3{math::random(-shift, shift), math::random(-shift, shift), math::random(-shift, shift)};
  257. cavity.radius = tunnel_radius * math::random(1.0f, 1.1f);
  258. ecs_registry.assign<ecs::cavity_component>(ecs_registry.create(), cavity);
  259. }
  260. // Dig nest chambers
  261. /*
  262. for (int i = 0; i < central_shaft->chambers.size(); ++i)
  263. {
  264. for (int j = 0; j < 150; ++j)
  265. {
  266. ecs::cavity_component cavity;
  267. cavity.position = nest->expand_chamber(central_shaft->chambers[i]);
  268. cavity.position += float3{math::random(-shift, shift), math::random(-shift, shift), math::random(-shift, shift)};
  269. cavity.radius = tunnel_radius * math::random(1.0f, 1.1f);
  270. ecs_registry.assign<ecs::cavity_component>(ecs_registry.create(), cavity);
  271. }
  272. }
  273. */
  274. // Place larva in chamber
  275. {
  276. auto larva = larva_archetype->create(ecs_registry);
  277. ec::assign_render_layers(ecs_registry, larva, 1);
  278. ec::warp_to(ecs_registry, larva, {50, 0.1935f, 10});
  279. //auto& transform = ecs_registry.get<ecs::transform_component>(larva_entity);
  280. //transform.transform = math::identity_transform<float>;
  281. //transform.transform.translation = nest->get_shaft_position(*central_shaft, central_shaft->depth[1]);
  282. //transform.transform.translation.y -= 1.0f;
  283. }
  284. auto dandelion_plant = dandelion_plant_archetype->create(ecs_registry);
  285. ec::place(ecs_registry, dandelion_plant, {55, -30});
  286. control_system* control_system = ctx->control_system;
  287. control_system->update(0.0, 0.0);
  288. control_system->set_nest(nest);
  289. // Start fade in
  290. ctx->fade_transition->transition(1.0f, true, ease<float>::in_quad);
  291. logger->pop_task(EXIT_SUCCESS);
  292. std::string biome_name = (*ctx->strings)[ctx->biome->name];
  293. logger->log("Entered biome \"" + biome_name + "\"");
  294. }
  295. void play_state_exit(game_context* ctx)
  296. {
  297. logger* logger = ctx->logger;
  298. logger->push_task("Exiting play state");
  299. logger->pop_task(EXIT_SUCCESS);
  300. }