💿🐜 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/systems/weather-system.hpp"
  81. #include "game/components/marker-component.hpp"
  82. #include "game/entity-commands.hpp"
  83. #include "utility/paths.hpp"
  84. #include "event/event-dispatcher.hpp"
  85. #include "input/input-event-router.hpp"
  86. #include "input/input-mapper.hpp"
  87. #include "input/input-listener.hpp"
  88. #include "input/game-controller.hpp"
  89. #include "input/mouse.hpp"
  90. #include "input/keyboard.hpp"
  91. #include "pheromone-matrix.hpp"
  92. #include "configuration.hpp"
  93. #include "input/scancode.hpp"
  94. #include <cxxopts.hpp>
  95. #include <dirent.h>
  96. #include <entt/entt.hpp>
  97. #include <filesystem>
  98. #include <functional>
  99. #include <string>
  100. #include <vector>
  101. #include "utility/timestamp.hpp"
  102. static void parse_options(game_context* ctx, int argc, char** argv);
  103. static void setup_resources(game_context* ctx);
  104. static void load_config(game_context* ctx);
  105. static void load_strings(game_context* ctx);
  106. static void setup_window(game_context* ctx);
  107. static void setup_rendering(game_context* ctx);
  108. static void setup_scenes(game_context* ctx);
  109. static void setup_animation(game_context* ctx);
  110. static void setup_entities(game_context* ctx);
  111. static void setup_systems(game_context* ctx);
  112. static void setup_controls(game_context* ctx);
  113. static void setup_cli(game_context* ctx);
  114. static void setup_callbacks(game_context* ctx);
  115. int bootloader(application* app, int argc, char** argv)
  116. {
  117. // Get application logger
  118. logger* logger = app->get_logger();
  119. logger->push_task("Running application bootloader");
  120. // Allocate game context
  121. game_context* ctx = new game_context();
  122. ctx->app = app;
  123. ctx->logger = logger;
  124. // Init game context
  125. try
  126. {
  127. parse_options(ctx, argc, argv);
  128. setup_resources(ctx);
  129. load_config(ctx);
  130. load_strings(ctx);
  131. setup_window(ctx);
  132. setup_rendering(ctx);
  133. setup_scenes(ctx);
  134. setup_animation(ctx);
  135. setup_entities(ctx);
  136. setup_systems(ctx);
  137. setup_controls(ctx);
  138. setup_cli(ctx);
  139. setup_callbacks(ctx);
  140. }
  141. catch (const std::exception& e)
  142. {
  143. logger->error("Caught exception: \"" + std::string(e.what()) + "\"");
  144. logger->pop_task(EXIT_FAILURE);
  145. return EXIT_FAILURE;
  146. }
  147. logger->pop_task(EXIT_SUCCESS);
  148. // Change state
  149. if (ctx->option_quick_start.has_value())
  150. app->change_state({std::bind(play_state_enter, ctx), std::bind(play_state_exit, ctx)});
  151. else
  152. app->change_state({std::bind(splash_state_enter, ctx), std::bind(splash_state_exit, ctx)});
  153. return EXIT_SUCCESS;
  154. }
  155. void parse_options(game_context* ctx, int argc, char** argv)
  156. {
  157. logger* logger = ctx->logger;
  158. logger->push_task("Parsing command line options");
  159. try
  160. {
  161. cxxopts::Options options("Antkeeper", "Ant colony simulation game");
  162. options.add_options()
  163. ("b,biome", "Selects the biome to load", cxxopts::value<std::string>())
  164. ("c,continue", "Continues from the last save")
  165. ("d,data", "Sets the data package path", cxxopts::value<std::string>())
  166. ("f,fullscreen", "Starts in fullscreen mode")
  167. ("n,new-game", "Starts a new game")
  168. ("q,quick-start", "Skips to the main menu")
  169. ("r,reset", "Restores all settings to default")
  170. ("v,vsync", "Enables or disables v-sync", cxxopts::value<int>())
  171. ("w,windowed", "Starts in windowed mode");
  172. auto result = options.parse(argc, argv);
  173. // --biome
  174. if (result.count("biome"))
  175. ctx->option_biome = result["biome"].as<std::string>();
  176. // --continue
  177. if (result.count("continue"))
  178. ctx->option_continue = true;
  179. // --data
  180. if (result.count("data"))
  181. ctx->option_data = result["data"].as<std::string>();
  182. // --fullscreen
  183. if (result.count("fullscreen"))
  184. ctx->option_fullscreen = true;
  185. // --new-game
  186. if (result.count("new-game"))
  187. ctx->option_new_game = true;
  188. // --quick-start
  189. if (result.count("quick-start"))
  190. ctx->option_quick_start = true;
  191. // --reset
  192. if (result.count("reset"))
  193. ctx->option_reset = true;
  194. // --vsync
  195. if (result.count("vsync"))
  196. ctx->option_vsync = (result["vsync"].as<int>()) ? true : false;
  197. // --windowed
  198. if (result.count("windowed"))
  199. ctx->option_windowed = true;
  200. }
  201. catch (const std::exception& e)
  202. {
  203. logger->error("Exception caught: \"" + std::string(e.what()) + "\"");
  204. logger->pop_task(EXIT_FAILURE);
  205. return;
  206. }
  207. logger->pop_task(EXIT_SUCCESS);
  208. }
  209. void setup_resources(game_context* ctx)
  210. {
  211. logger* logger = ctx->logger;
  212. // Setup resource manager
  213. ctx->resource_manager = new resource_manager(logger);
  214. // Determine application name
  215. std::string application_name;
  216. #if defined(_WIN32) || defined(__APPLE__)
  217. application_name = "Antkeeper";
  218. #else
  219. application_name = "antkeeper";
  220. #endif
  221. // Detect paths
  222. ctx->data_path = get_data_path(application_name);
  223. ctx->config_path = get_config_path(application_name);
  224. ctx->mods_path = ctx->config_path + "mods/";
  225. ctx->saves_path = ctx->config_path + "saves/";
  226. ctx->screenshots_path = ctx->config_path + "screenshots/";
  227. // Log resource paths
  228. logger->log("Detected data path as \"" + ctx->data_path + "\"");
  229. logger->log("Detected config path as \"" + ctx->config_path + "\"");
  230. // Create nonexistent config directories
  231. std::vector<std::string> config_paths;
  232. config_paths.push_back(ctx->config_path);
  233. config_paths.push_back(ctx->mods_path);
  234. config_paths.push_back(ctx->saves_path);
  235. config_paths.push_back(ctx->screenshots_path);
  236. for (const std::string& path: config_paths)
  237. {
  238. if (!path_exists(path))
  239. {
  240. logger->push_task("Creating directory \"" + path + "\"");
  241. if (create_directory(path))
  242. {
  243. logger->pop_task(EXIT_SUCCESS);
  244. }
  245. else
  246. {
  247. logger->pop_task(EXIT_FAILURE);
  248. }
  249. }
  250. }
  251. // Redirect logger output to log file on non-debug builds
  252. #if defined(NDEBUG)
  253. std::string log_filename = config_path + "log.txt";
  254. ctx->log_filestream.open(log_filename.c_str());
  255. ctx->log_filestream << logger->get_history();
  256. logger->redirect(&log_filestream);
  257. #endif
  258. // Scan for mods
  259. std::vector<std::string> mods;
  260. struct dirent** files = nullptr;
  261. if (int n = scandir(ctx->mods_path.c_str(), &files, NULL, alphasort); n >= 0)
  262. {
  263. for (int i = 0; i < n; ++i)
  264. {
  265. struct dirent* file = files[i];
  266. switch (file->d_type)
  267. {
  268. case DT_REG:
  269. case DT_DIR:
  270. {
  271. std::string mod_name = file->d_name;
  272. // Skip hidden files and directories
  273. if (mod_name.front() == '.')
  274. break;
  275. mods.push_back(mod_name);
  276. }
  277. default:
  278. break;
  279. }
  280. }
  281. }
  282. // Determine data package path
  283. if (ctx->option_data.has_value())
  284. {
  285. ctx->data_package_path = ctx->option_data.value();
  286. if (std::filesystem::path(ctx->data_package_path).is_relative())
  287. ctx->data_package_path = ctx->data_path + ctx->data_package_path;
  288. }
  289. else
  290. {
  291. ctx->data_package_path = ctx->data_path + "data.zip";
  292. }
  293. // Mount mods
  294. for (const std::string& mod_name: mods)
  295. ctx->resource_manager->mount(ctx->mods_path + mod_name);
  296. // Mount config path
  297. ctx->resource_manager->mount(ctx->config_path);
  298. // Mount data package
  299. ctx->resource_manager->mount(ctx->data_package_path);
  300. // Include resource search paths in order of priority
  301. ctx->resource_manager->include("/shaders/");
  302. ctx->resource_manager->include("/models/");
  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. logger* logger = ctx->logger;
  316. logger->push_task("Loading config");
  317. // Load config file
  318. ctx->config = ctx->resource_manager->load<config_file>("config.txt");
  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. 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->get<std::string>("language");
  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. logger* logger = ctx->logger;
  346. logger->push_task("Setting up window");
  347. application* app = ctx->app;
  348. config_file* 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->has("fullscreen"))
  356. fullscreen = (config->get<int>("fullscreen") != 0);
  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->has("fullscreen_resolution"))
  364. resolution = config->get<int2>("fullscreen_resolution");
  365. }
  366. else
  367. {
  368. if (config->has("windowed_resolution"))
  369. resolution = config->get<int2>("windowed_resolution");
  370. }
  371. app->resize_window(resolution.x, resolution.y);
  372. // Set v-sync
  373. bool vsync = true;
  374. if (ctx->option_vsync.has_value())
  375. vsync = (ctx->option_vsync.value() != 0);
  376. else if (config->has("vsync"))
  377. vsync = (config->get<int>("vsync") != 0);
  378. app->set_vsync(vsync);
  379. // Set title
  380. app->set_title((*ctx->strings)["title"]);
  381. logger->pop_task(EXIT_SUCCESS);
  382. }
  383. void setup_rendering(game_context* ctx)
  384. {
  385. logger* logger = ctx->logger;
  386. logger->push_task("Setting up rendering");
  387. // Get rasterizer from application
  388. ctx->rasterizer = ctx->app->get_rasterizer();
  389. // Get default framebuffer
  390. const framebuffer& default_framebuffer = ctx->rasterizer->get_default_framebuffer();
  391. const auto& viewport_dimensions = default_framebuffer.get_dimensions();
  392. // Create HDR framebuffer (32F color, 32F depth)
  393. ctx->framebuffer_hdr_color = new texture_2d(viewport_dimensions[0], viewport_dimensions[1], pixel_type::float_32, pixel_format::rgb);
  394. ctx->framebuffer_hdr_color->set_wrapping(texture_wrapping::clamp, texture_wrapping::clamp);
  395. ctx->framebuffer_hdr_color->set_filters(texture_min_filter::linear, texture_mag_filter::linear);
  396. ctx->framebuffer_hdr_color->set_max_anisotropy(0.0f);
  397. ctx->framebuffer_hdr_depth = new texture_2d(viewport_dimensions[0], viewport_dimensions[1], pixel_type::uint_32, pixel_format::ds);
  398. ctx->framebuffer_hdr_depth->set_wrapping(texture_wrapping::clamp, texture_wrapping::clamp);
  399. ctx->framebuffer_hdr_depth->set_filters(texture_min_filter::linear, texture_mag_filter::linear);
  400. ctx->framebuffer_hdr_depth->set_max_anisotropy(0.0f);
  401. ctx->framebuffer_hdr = new framebuffer(viewport_dimensions[0], viewport_dimensions[1]);
  402. ctx->framebuffer_hdr->attach(framebuffer_attachment_type::color, ctx->framebuffer_hdr_color);
  403. ctx->framebuffer_hdr->attach(framebuffer_attachment_type::depth, ctx->framebuffer_hdr_depth);
  404. ctx->framebuffer_hdr->attach(framebuffer_attachment_type::stencil, ctx->framebuffer_hdr_depth);
  405. // Create shadow map framebuffer
  406. int shadow_map_resolution = ctx->config->get<int>("shadow_map_resolution");
  407. ctx->shadow_map_depth_texture = new texture_2d(shadow_map_resolution, shadow_map_resolution, pixel_type::float_32, pixel_format::d);
  408. ctx->shadow_map_depth_texture->set_wrapping(texture_wrapping::clamp, texture_wrapping::clamp);
  409. ctx->shadow_map_depth_texture->set_filters(texture_min_filter::linear, texture_mag_filter::linear);
  410. ctx->shadow_map_depth_texture->set_max_anisotropy(0.0f);
  411. ctx->shadow_map_framebuffer = new framebuffer(shadow_map_resolution, shadow_map_resolution);
  412. ctx->shadow_map_framebuffer->attach(framebuffer_attachment_type::depth, ctx->shadow_map_depth_texture);
  413. // Create bloom pingpong framebuffers (16F color, no depth)
  414. int bloom_width = viewport_dimensions[0] >> 1;
  415. int bloom_height = viewport_dimensions[1] >> 1;
  416. ctx->bloom_texture = new texture_2d(bloom_width, bloom_height, pixel_type::float_16, pixel_format::rgb);
  417. ctx->bloom_texture->set_wrapping(texture_wrapping::clamp, texture_wrapping::clamp);
  418. ctx->bloom_texture->set_filters(texture_min_filter::linear, texture_mag_filter::linear);
  419. ctx->bloom_texture->set_max_anisotropy(0.0f);
  420. ctx->framebuffer_bloom = new framebuffer(bloom_width, bloom_height);
  421. ctx->framebuffer_bloom->attach(framebuffer_attachment_type::color, ctx->bloom_texture);
  422. // Load fallback material
  423. ctx->fallback_material = ctx->resource_manager->load<material>("fallback.mtl");
  424. // Setup overworld compositor
  425. ctx->overworld_shadow_map_clear_pass = new clear_pass(ctx->rasterizer, ctx->shadow_map_framebuffer);
  426. ctx->overworld_shadow_map_clear_pass->set_cleared_buffers(false, true, false);
  427. ctx->overworld_shadow_map_pass = new shadow_map_pass(ctx->rasterizer, ctx->shadow_map_framebuffer, ctx->resource_manager);
  428. ctx->overworld_shadow_map_pass->set_split_scheme_weight(0.75f);
  429. ctx->overworld_clear_pass = new clear_pass(ctx->rasterizer, ctx->framebuffer_hdr);
  430. ctx->overworld_clear_pass->set_cleared_buffers(false, true, true);
  431. ctx->overworld_sky_pass = new sky_pass(ctx->rasterizer, ctx->framebuffer_hdr, ctx->resource_manager);
  432. ctx->app->get_event_dispatcher()->subscribe<mouse_moved_event>(ctx->overworld_sky_pass);
  433. ctx->overworld_sky_pass->set_enabled(false);
  434. ctx->overworld_material_pass = new material_pass(ctx->rasterizer, ctx->framebuffer_hdr, ctx->resource_manager);
  435. ctx->overworld_material_pass->set_fallback_material(ctx->fallback_material);
  436. ctx->overworld_material_pass->shadow_map_pass = ctx->overworld_shadow_map_pass;
  437. ctx->overworld_material_pass->shadow_map = ctx->shadow_map_depth_texture;
  438. ctx->app->get_event_dispatcher()->subscribe<mouse_moved_event>(ctx->overworld_material_pass);
  439. ctx->overworld_outline_pass = new outline_pass(ctx->rasterizer, ctx->framebuffer_hdr, ctx->resource_manager);
  440. ctx->overworld_outline_pass->set_outline_width(0.25f);
  441. ctx->overworld_outline_pass->set_outline_color(float4{1.0f, 1.0f, 1.0f, 1.0f});
  442. ctx->overworld_bloom_pass = new bloom_pass(ctx->rasterizer, ctx->framebuffer_bloom, ctx->resource_manager);
  443. ctx->overworld_bloom_pass->set_source_texture(ctx->framebuffer_hdr_color);
  444. ctx->overworld_bloom_pass->set_brightness_threshold(1.0f);
  445. ctx->overworld_bloom_pass->set_blur_iterations(5);
  446. ctx->overworld_bloom_pass->set_enabled(true);
  447. ctx->overworld_final_pass = new ::final_pass(ctx->rasterizer, &ctx->rasterizer->get_default_framebuffer(), ctx->resource_manager);
  448. ctx->overworld_final_pass->set_color_texture(ctx->framebuffer_hdr_color);
  449. ctx->overworld_final_pass->set_bloom_texture(ctx->bloom_texture);
  450. ctx->overworld_compositor = new compositor();
  451. ctx->overworld_compositor->add_pass(ctx->overworld_shadow_map_clear_pass);
  452. ctx->overworld_compositor->add_pass(ctx->overworld_shadow_map_pass);
  453. ctx->overworld_compositor->add_pass(ctx->overworld_clear_pass);
  454. ctx->overworld_compositor->add_pass(ctx->overworld_sky_pass);
  455. ctx->overworld_compositor->add_pass(ctx->overworld_material_pass);
  456. //ctx->overworld_compositor->add_pass(ctx->overworld_outline_pass);
  457. ctx->overworld_compositor->add_pass(ctx->overworld_bloom_pass);
  458. ctx->overworld_compositor->add_pass(ctx->overworld_final_pass);
  459. // Setup underworld compositor
  460. ctx->underworld_clear_pass = new clear_pass(ctx->rasterizer, ctx->framebuffer_hdr);
  461. ctx->underworld_clear_pass->set_cleared_buffers(true, true, false);
  462. ctx->underworld_material_pass = new material_pass(ctx->rasterizer, ctx->framebuffer_hdr, ctx->resource_manager);
  463. ctx->underworld_material_pass->set_fallback_material(ctx->fallback_material);
  464. ctx->app->get_event_dispatcher()->subscribe<mouse_moved_event>(ctx->underworld_material_pass);
  465. shader_program* underworld_final_shader = ctx->resource_manager->load<shader_program>("underground-final.glsl");
  466. ctx->underworld_final_pass = new simple_render_pass(ctx->rasterizer, &ctx->rasterizer->get_default_framebuffer(), underworld_final_shader);
  467. ctx->underground_color_texture_property = ctx->underworld_final_pass->get_material()->add_property<const texture_2d*>("color_texture");
  468. ctx->underground_color_texture_property->set_value(ctx->framebuffer_hdr_color);
  469. ctx->underworld_final_pass->get_material()->update_tweens();
  470. ctx->underworld_compositor = new compositor();
  471. ctx->underworld_compositor->add_pass(ctx->underworld_clear_pass);
  472. ctx->underworld_compositor->add_pass(ctx->underworld_material_pass);
  473. ctx->underworld_compositor->add_pass(ctx->underworld_final_pass);
  474. // Setup UI camera compositor
  475. ctx->ui_clear_pass = new clear_pass(ctx->rasterizer, &ctx->rasterizer->get_default_framebuffer());
  476. ctx->ui_clear_pass->set_cleared_buffers(false, true, false);
  477. ctx->ui_material_pass = new material_pass(ctx->rasterizer, &ctx->rasterizer->get_default_framebuffer(), ctx->resource_manager);
  478. ctx->ui_material_pass->set_fallback_material(ctx->fallback_material);
  479. ctx->ui_compositor = new compositor();
  480. ctx->ui_compositor->add_pass(ctx->ui_clear_pass);
  481. ctx->ui_compositor->add_pass(ctx->ui_material_pass);
  482. // Create billboard VAO
  483. {
  484. const float billboard_vertex_data[] =
  485. {
  486. -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f,
  487. -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
  488. 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
  489. 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
  490. -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
  491. 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f
  492. };
  493. std::size_t billboard_vertex_size = 8;
  494. std::size_t billboard_vertex_stride = sizeof(float) * billboard_vertex_size;
  495. std::size_t billboard_vertex_count = 6;
  496. ctx->billboard_vbo = new vertex_buffer(sizeof(float) * billboard_vertex_size * billboard_vertex_count, billboard_vertex_data);
  497. ctx->billboard_vao = new vertex_array();
  498. ctx->billboard_vao->bind_attribute(VERTEX_POSITION_LOCATION, *ctx->billboard_vbo, 3, vertex_attribute_type::float_32, billboard_vertex_stride, 0);
  499. ctx->billboard_vao->bind_attribute(VERTEX_TEXCOORD_LOCATION, *ctx->billboard_vbo, 2, vertex_attribute_type::float_32, billboard_vertex_stride, sizeof(float) * 3);
  500. ctx->billboard_vao->bind_attribute(VERTEX_BARYCENTRIC_LOCATION, *ctx->billboard_vbo, 3, vertex_attribute_type::float_32, billboard_vertex_stride, sizeof(float) * 5);
  501. }
  502. // Load marker albedo textures
  503. ctx->marker_albedo_textures = new texture_2d*[8];
  504. ctx->marker_albedo_textures[0] = ctx->resource_manager->load<texture_2d>("marker-clear-albedo.png");
  505. ctx->marker_albedo_textures[1] = ctx->resource_manager->load<texture_2d>("marker-yellow-albedo.png");
  506. ctx->marker_albedo_textures[2] = ctx->resource_manager->load<texture_2d>("marker-green-albedo.png");
  507. ctx->marker_albedo_textures[3] = ctx->resource_manager->load<texture_2d>("marker-blue-albedo.png");
  508. ctx->marker_albedo_textures[4] = ctx->resource_manager->load<texture_2d>("marker-purple-albedo.png");
  509. ctx->marker_albedo_textures[5] = ctx->resource_manager->load<texture_2d>("marker-pink-albedo.png");
  510. ctx->marker_albedo_textures[6] = ctx->resource_manager->load<texture_2d>("marker-red-albedo.png");
  511. ctx->marker_albedo_textures[7] = ctx->resource_manager->load<texture_2d>("marker-orange-albedo.png");
  512. for (int i = 0; i < 8; ++i)
  513. {
  514. texture_2d* texture = ctx->marker_albedo_textures[i];
  515. texture->set_wrapping(texture_wrapping::clamp, texture_wrapping::clamp);
  516. texture->set_filters(texture_min_filter::nearest, texture_mag_filter::nearest);
  517. texture->set_max_anisotropy(0.0f);
  518. }
  519. // Create renderer
  520. ctx->renderer = new renderer();
  521. ctx->renderer->set_billboard_vao(ctx->billboard_vao);
  522. logger->pop_task(EXIT_SUCCESS);
  523. }
  524. void setup_scenes(game_context* ctx)
  525. {
  526. logger* logger = ctx->logger;
  527. logger->push_task("Setting up rendering");
  528. // Get default framebuffer
  529. const auto& viewport_dimensions = ctx->rasterizer->get_default_framebuffer().get_dimensions();
  530. float viewport_aspect_ratio = static_cast<float>(viewport_dimensions[0]) / static_cast<float>(viewport_dimensions[1]);
  531. // Create infinite culling mask
  532. float inf = std::numeric_limits<float>::infinity();
  533. ctx->no_cull = {{-inf, -inf, -inf}, {inf, inf, inf}};
  534. // Setup overworld camera
  535. ctx->overworld_camera = new camera();
  536. ctx->overworld_camera->set_perspective(math::radians<float>(45.0f), viewport_aspect_ratio, 0.1f, 1000.0f);
  537. ctx->overworld_camera->set_compositor(ctx->overworld_compositor);
  538. ctx->overworld_camera->set_composite_index(0);
  539. ctx->overworld_camera->set_active(true);
  540. // Setup underworld camera
  541. ctx->underworld_camera = new camera();
  542. ctx->underworld_camera->set_perspective(math::radians<float>(45.0f), viewport_aspect_ratio, 0.1f, 1000.0f);
  543. ctx->underworld_camera->look_at({0, 50, 0}, {0, 0, 0}, {0, 0, -1});
  544. ctx->underworld_camera->set_compositor(ctx->underworld_compositor);
  545. ctx->underworld_camera->set_composite_index(0);
  546. ctx->underworld_camera->set_active(false);
  547. // Setup UI camera
  548. ctx->ui_camera = new camera();
  549. ctx->ui_camera->set_compositor(ctx->ui_compositor);
  550. // Setup lights
  551. ctx->sun_indirect = new ambient_light();
  552. ctx->sun_indirect->set_intensity(0.0f);
  553. ctx->sun_indirect->update_tweens();
  554. ctx->sun_direct = new directional_light();
  555. ctx->sun_direct->set_intensity(0.0f);
  556. ctx->sun_direct->update_tweens();
  557. ctx->subterrain_light = new point_light();
  558. ctx->subterrain_light->set_color({1, 1, 1});
  559. ctx->subterrain_light->set_intensity(1.0f);
  560. ctx->subterrain_light->set_attenuation({1.0f, 0.09f, 0.032f});
  561. ctx->subterrain_light->update_tweens();
  562. ctx->underworld_ambient_light = new ambient_light();
  563. ctx->underworld_ambient_light->set_color({1, 1, 1});
  564. ctx->underworld_ambient_light->set_intensity(0.1f);
  565. ctx->underworld_ambient_light->update_tweens();
  566. ctx->lens_spotlight = new spotlight();
  567. ctx->lens_spotlight->set_color({1, 1, 1});
  568. ctx->lens_spotlight->set_intensity(20.0f);
  569. ctx->lens_spotlight->set_attenuation({1.0f, 0.0f, 0.0f});
  570. ctx->lens_spotlight->set_cutoff({math::radians(1.25f), math::radians(1.8f)});
  571. ctx->flashlight_spotlight = new spotlight();
  572. ctx->flashlight_spotlight->set_color({1, 1, 1});
  573. ctx->flashlight_spotlight->set_intensity(1.0f);
  574. ctx->flashlight_spotlight->set_attenuation({1.0f, 0.0f, 0.0f});
  575. ctx->flashlight_spotlight->set_cutoff({math::radians(10.0f), math::radians(19.0f)});
  576. const texture_2d* splash_texture = ctx->resource_manager->load<texture_2d>("splash.png");
  577. auto splash_dimensions = splash_texture->get_dimensions();
  578. ctx->splash_billboard_material = new material();
  579. ctx->splash_billboard_material->set_shader_program(ctx->resource_manager->load<shader_program>("ui-element-textured.glsl"));
  580. ctx->splash_billboard_material->add_property<const texture_2d*>("background")->set_value(splash_texture);
  581. ctx->splash_billboard_material->add_property<float4>("tint")->set_value(float4{1, 1, 1, 1});
  582. ctx->splash_billboard_material->update_tweens();
  583. ctx->splash_billboard = new billboard();
  584. ctx->splash_billboard->set_material(ctx->splash_billboard_material);
  585. ctx->splash_billboard->set_scale({(float)std::get<0>(splash_dimensions) * 0.5f, (float)std::get<1>(splash_dimensions) * 0.5f, 1.0f});
  586. ctx->splash_billboard->set_translation({0.0f, 0.0f, 0.0f});
  587. ctx->splash_billboard->update_tweens();
  588. // Create depth debug billboard
  589. /*
  590. material* depth_debug_material = new material();
  591. depth_debug_material->set_shader_program(ctx->resource_manager->load<shader_program>("ui-element-textured.glsl"));
  592. depth_debug_material->add_property<const texture_2d*>("background")->set_value(shadow_map_depth_texture);
  593. depth_debug_material->add_property<float4>("tint")->set_value(float4{1, 1, 1, 1});
  594. billboard* depth_debug_billboard = new billboard();
  595. depth_debug_billboard->set_material(depth_debug_material);
  596. depth_debug_billboard->set_scale({128, 128, 1});
  597. depth_debug_billboard->set_translation({-960 + 128, 1080 * 0.5f - 128, 0});
  598. depth_debug_billboard->update_tweens();
  599. ui_system->get_scene()->add_object(depth_debug_billboard);
  600. */
  601. // Setup overworld scene
  602. ctx->overworld_scene = new scene();
  603. ctx->overworld_scene->add_object(ctx->overworld_camera);
  604. ctx->overworld_scene->add_object(ctx->sun_indirect);
  605. ctx->overworld_scene->add_object(ctx->sun_direct);
  606. //ctx->overworld_scene->add_object(ctx->spotlight);
  607. // Setup underworld scene
  608. ctx->underworld_scene = new scene();
  609. ctx->underworld_scene->add_object(ctx->underworld_camera);
  610. ctx->underworld_scene->add_object(ctx->underworld_ambient_light);
  611. //ctx->underworld_scene->add_object(ctx->lantern);
  612. //ctx->underworld_scene->add_object(ctx->subterrain_light);
  613. //ctx->underworld_scene->add_object(ctx->portal_billboard);
  614. //model_instance* larva = new model_instance(ctx->resource_manager->load<model>("larva.mdl"));
  615. //ctx->underworld_scene->add_object(larva);
  616. // Setup UI scene
  617. ctx->ui_scene = new scene();
  618. ctx->ui_scene->add_object(ctx->ui_camera);
  619. ctx->overworld_scene->add_object(ctx->lens_spotlight);
  620. ctx->underworld_scene->add_object(ctx->flashlight_spotlight);
  621. // Set overworld as active scene
  622. ctx->active_scene = ctx->overworld_scene;
  623. logger->pop_task(EXIT_SUCCESS);
  624. }
  625. void setup_animation(game_context* ctx)
  626. {
  627. // Setup timeline system
  628. ctx->timeline = new timeline();
  629. ctx->timeline->set_autoremove(true);
  630. // Setup animator
  631. ctx->animator = new animator();
  632. // Initialize time tween
  633. ctx->time_tween = new tween<double>(0.0);
  634. ctx->time_tween->set_interpolator(math::lerp<double, double>);
  635. // Create fade transition
  636. ctx->fade_transition = new screen_transition();
  637. ctx->fade_transition->get_material()->set_shader_program(ctx->resource_manager->load<shader_program>("fade-transition.glsl"));
  638. ctx->ui_scene->add_object(ctx->fade_transition->get_billboard());
  639. ctx->animator->add_animation(ctx->fade_transition->get_animation());
  640. // Create inner radial transition
  641. ctx->radial_transition_inner = new screen_transition();
  642. ctx->radial_transition_inner->get_material()->set_shader_program(ctx->resource_manager->load<shader_program>("radial-transition-inner.glsl"));
  643. ctx->ui_scene->add_object(ctx->radial_transition_inner->get_billboard());
  644. ctx->animator->add_animation(ctx->radial_transition_inner->get_animation());
  645. // Create outer radial transition
  646. ctx->radial_transition_outer = new screen_transition();
  647. ctx->radial_transition_outer->get_material()->set_shader_program(ctx->resource_manager->load<shader_program>("radial-transition-outer.glsl"));
  648. ctx->ui_scene->add_object(ctx->radial_transition_outer->get_billboard());
  649. ctx->animator->add_animation(ctx->radial_transition_outer->get_animation());
  650. // Setup tweens
  651. ctx->focal_point_tween = new tween<float3>();
  652. ctx->focal_point_tween->set_interpolator(math::lerp<float3, float>);
  653. // Set material pass tweens
  654. ctx->overworld_sky_pass->set_time_tween(ctx->time_tween);
  655. ctx->overworld_material_pass->set_time_tween(ctx->time_tween);
  656. ctx->overworld_material_pass->set_focal_point_tween(ctx->focal_point_tween);
  657. ctx->underworld_material_pass->set_time_tween(ctx->time_tween);
  658. ctx->underworld_material_pass->set_focal_point_tween(ctx->focal_point_tween);
  659. ctx->underworld_final_pass->set_time_tween(ctx->time_tween);
  660. ctx->underworld_material_pass->set_focal_point_tween(ctx->focal_point_tween);
  661. ctx->ui_material_pass->set_time_tween(ctx->time_tween);
  662. }
  663. void setup_entities(game_context* ctx)
  664. {
  665. // Create ECS registry
  666. ctx->ecs_registry = new entt::registry();
  667. // Reserve named entities
  668. ctx->brush_entity = ctx->ecs_registry->create();
  669. ctx->flashlight_entity = ctx->ecs_registry->create();
  670. ctx->forceps_entity = ctx->ecs_registry->create();
  671. ctx->lens_entity = ctx->ecs_registry->create();
  672. ctx->marker_entity = ctx->ecs_registry->create();
  673. ctx->container_entity = ctx->ecs_registry->create();
  674. ctx->twig_entity = ctx->ecs_registry->create();
  675. ctx->focal_point_entity = ctx->ecs_registry->create();
  676. }
  677. void setup_systems(game_context* ctx)
  678. {
  679. event_dispatcher* event_dispatcher = ctx->app->get_event_dispatcher();
  680. const auto& viewport_dimensions = ctx->app->get_viewport_dimensions();
  681. float4 viewport = {0.0f, 0.0f, static_cast<float>(viewport_dimensions[0]), static_cast<float>(viewport_dimensions[1])};
  682. // Setup terrain system
  683. ctx->terrain_system = new ::terrain_system(*ctx->ecs_registry, ctx->resource_manager);
  684. ctx->terrain_system->set_patch_size(TERRAIN_PATCH_SIZE);
  685. // Setup vegetation system
  686. ctx->vegetation_system = new ::vegetation_system(*ctx->ecs_registry);
  687. ctx->vegetation_system->set_terrain_patch_size(TERRAIN_PATCH_SIZE);
  688. ctx->vegetation_system->set_vegetation_patch_resolution(VEGETATION_PATCH_RESOLUTION);
  689. ctx->vegetation_system->set_vegetation_density(1.0f);
  690. ctx->vegetation_system->set_vegetation_model(ctx->resource_manager->load<model>("grass-tuft.mdl"));
  691. ctx->vegetation_system->set_scene(ctx->overworld_scene);
  692. // Setup camera system
  693. ctx->camera_system = new camera_system(*ctx->ecs_registry);
  694. ctx->camera_system->set_viewport(viewport);
  695. event_dispatcher->subscribe<mouse_moved_event>(ctx->camera_system);
  696. event_dispatcher->subscribe<window_resized_event>(ctx->camera_system);
  697. // Setup tool system
  698. ctx->tool_system = new tool_system(*ctx->ecs_registry, event_dispatcher);
  699. ctx->tool_system->set_camera(ctx->overworld_camera);
  700. ctx->tool_system->set_orbit_cam(ctx->camera_system->get_orbit_cam());
  701. ctx->tool_system->set_viewport(viewport);
  702. // Setup subterrain system
  703. ctx->subterrain_system = new ::subterrain_system(*ctx->ecs_registry, ctx->resource_manager);
  704. ctx->subterrain_system->set_scene(ctx->underworld_scene);
  705. // Setup nest system
  706. ctx->nest_system = new nest_system(*ctx->ecs_registry, ctx->resource_manager);
  707. // Setup collision system
  708. ctx->collision_system = new collision_system(*ctx->ecs_registry);
  709. // Setup samara system
  710. ctx->samara_system = new samara_system(*ctx->ecs_registry);
  711. // Setup snapping system
  712. ctx->snapping_system = new snapping_system(*ctx->ecs_registry);
  713. // Setup behavior system
  714. ctx->behavior_system = new behavior_system(*ctx->ecs_registry);
  715. // Setup locomotion system
  716. ctx->locomotion_system = new locomotion_system(*ctx->ecs_registry);
  717. // Setup pheromone system
  718. ctx->pheromones = new pheromone_matrix();
  719. ctx->pheromones->rows = 256;
  720. ctx->pheromones->columns = 256;
  721. ctx->pheromones->buffers = new float*[2];
  722. ctx->pheromones->buffers[0] = new float[ctx->pheromones->rows * ctx->pheromones->columns];
  723. ctx->pheromones->buffers[1] = new float[ctx->pheromones->rows * ctx->pheromones->columns];
  724. ctx->pheromones->current = 0;
  725. //diffuse(ctx->pheromones);
  726. // Setup spatial system
  727. ctx->spatial_system = new spatial_system(*ctx->ecs_registry);
  728. // Setup constraint system
  729. ctx->constraint_system = new constraint_system(*ctx->ecs_registry);
  730. // Setup tracking system
  731. ctx->tracking_system = new tracking_system(*ctx->ecs_registry, event_dispatcher, ctx->resource_manager);
  732. ctx->tracking_system->set_scene(ctx->overworld_scene);
  733. // Setup painting system
  734. ctx->painting_system = new painting_system(*ctx->ecs_registry, event_dispatcher, ctx->resource_manager);
  735. ctx->painting_system->set_scene(ctx->overworld_scene);
  736. // Setup weather system
  737. ctx->weather_system = new weather_system(*ctx->ecs_registry);
  738. ctx->weather_system->set_ambient_light(ctx->sun_indirect);
  739. ctx->weather_system->set_sun_light(ctx->sun_direct);
  740. ctx->weather_system->set_sky_pass(ctx->overworld_sky_pass);
  741. ctx->weather_system->set_shadow_map_pass(ctx->overworld_shadow_map_pass);
  742. ctx->weather_system->set_material_pass(ctx->overworld_material_pass);
  743. if (ctx->config->has("time_scale"))
  744. {
  745. ctx->weather_system->set_time_scale(ctx->config->get<float>("time_scale"));
  746. }
  747. // Setup render system
  748. ctx->render_system = new ::render_system(*ctx->ecs_registry);
  749. ctx->render_system->add_layer(ctx->overworld_scene);
  750. ctx->render_system->add_layer(ctx->underworld_scene);
  751. ctx->render_system->add_layer(ctx->ui_scene);
  752. ctx->render_system->set_renderer(ctx->renderer);
  753. // Setup control system
  754. ctx->control_system = new ::control_system(*ctx->ecs_registry);
  755. ctx->control_system->set_viewport(viewport);
  756. ctx->control_system->set_underworld_camera(ctx->underworld_camera);
  757. ctx->control_system->set_tool(nullptr);
  758. //ctx->control_system->set_flashlight(flashlight, flashlight_light_cone);
  759. ctx->control_system->get_adjust_camera_control()->set_activated_callback([ctx](){ ctx->app->set_relative_mouse_mode(true); ctx->tool_system->set_pick(false); });
  760. ctx->control_system->get_adjust_camera_control()->set_deactivated_callback([ctx](){ ctx->app->set_relative_mouse_mode(false); ctx->tool_system->set_pick(true); });
  761. ctx->control_system->set_flashlight(ctx->flashlight_entity);
  762. ctx->control_system->set_camera_subject(ctx->focal_point_entity);
  763. ctx->control_system->set_camera_system(ctx->camera_system);
  764. event_dispatcher->subscribe<mouse_moved_event>(ctx->control_system);
  765. event_dispatcher->subscribe<window_resized_event>(ctx->control_system);
  766. // Setup UI system
  767. ctx->ui_system = new ui_system(ctx->resource_manager);
  768. ctx->ui_system->set_camera(ctx->ui_camera);
  769. ctx->ui_system->set_scene(ctx->ui_scene);
  770. ctx->ui_system->set_viewport(viewport);
  771. ctx->ui_system->set_tool_menu_control(ctx->control_system->get_tool_menu_control());
  772. event_dispatcher->subscribe<mouse_moved_event>(ctx->ui_system);
  773. event_dispatcher->subscribe<window_resized_event>(ctx->ui_system);
  774. }
  775. void setup_controls(game_context* ctx)
  776. {
  777. event_dispatcher* event_dispatcher = ctx->app->get_event_dispatcher();
  778. // Setup input event routing
  779. ctx->input_event_router = new input_event_router();
  780. ctx->input_event_router->set_event_dispatcher(event_dispatcher);
  781. // Setup input mapper
  782. ctx->input_mapper = new input_mapper();
  783. ctx->input_mapper->set_event_dispatcher(event_dispatcher);
  784. // Setup input listener
  785. ctx->input_listener = new input_listener();
  786. ctx->input_listener->set_event_dispatcher(event_dispatcher);
  787. // Create toggle fullscreen control
  788. ctx->toggle_fullscreen_control = new control();
  789. ctx->toggle_fullscreen_control->set_activated_callback
  790. (
  791. [ctx]()
  792. {
  793. bool fullscreen = !ctx->app->is_fullscreen();
  794. ctx->app->set_fullscreen(fullscreen);
  795. if (!fullscreen)
  796. {
  797. int2 resolution = ctx->config->get<int2>("windowed_resolution");
  798. ctx->app->resize_window(resolution.x, resolution.y);
  799. }
  800. ctx->config->set<int>("fullscreen", (fullscreen) ? 1 : 0);
  801. }
  802. );
  803. // Create screenshot control
  804. ctx->screenshot_control = new control();
  805. ctx->screenshot_control->set_activated_callback
  806. (
  807. [ctx]()
  808. {
  809. std::string path = ctx->screenshots_path + "antkeeper-" + timestamp() + ".png";
  810. ctx->app->save_frame(path);
  811. }
  812. );
  813. // Create menu back control
  814. ctx->menu_back_control = new control();
  815. ctx->menu_back_control->set_activated_callback
  816. (
  817. std::bind(&application::close, ctx->app, 0)
  818. );
  819. // Create menu select control
  820. ctx->menu_select_control = new control();
  821. // Create application control set
  822. ctx->application_controls = new control_set();
  823. ctx->application_controls->add_control(ctx->toggle_fullscreen_control);
  824. ctx->application_controls->add_control(ctx->screenshot_control);
  825. // Create menu control set
  826. ctx->menu_controls = new control_set();
  827. ctx->menu_controls->add_control(ctx->menu_back_control);
  828. ctx->menu_controls->add_control(ctx->menu_select_control);
  829. ctx->camera_controls = ctx->control_system->get_control_set();
  830. // Application control mappings
  831. ctx->input_event_router->add_mapping(key_mapping(ctx->toggle_fullscreen_control, nullptr, scancode::f11));
  832. ctx->input_event_router->add_mapping(key_mapping(ctx->screenshot_control, nullptr, scancode::f12));
  833. // Add menu control mappings
  834. ctx->input_event_router->add_mapping(key_mapping(ctx->menu_back_control, nullptr, scancode::escape));
  835. ctx->input_event_router->add_mapping(key_mapping(ctx->menu_back_control, nullptr, scancode::backspace));
  836. ctx->input_event_router->add_mapping(game_controller_button_mapping(ctx->menu_back_control, nullptr, game_controller_button::b));
  837. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_tool_menu_control(), nullptr, scancode::left_shift));
  838. ctx->input_event_router->add_mapping(game_controller_button_mapping(ctx->control_system->get_tool_menu_control(), nullptr, game_controller_button::x));
  839. ctx->input_event_router->add_mapping(key_mapping(ctx->menu_select_control, nullptr, scancode::enter));
  840. ctx->input_event_router->add_mapping(key_mapping(ctx->menu_select_control, nullptr, scancode::space));
  841. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_toggle_view_control(), nullptr, scancode::tab));
  842. ctx->control_system->get_toggle_view_control()->set_activated_callback(
  843. [ctx]()
  844. {
  845. if (ctx->active_scene == ctx->overworld_scene)
  846. {
  847. ctx->active_scene = ctx->underworld_scene;
  848. ctx->radial_transition_inner->transition(0.5f, false, ease<float, double>::in_quad);
  849. auto switch_cameras = [ctx]()
  850. {
  851. ctx->overworld_camera->set_active(false);
  852. ctx->underworld_camera->set_active(true);
  853. ctx->fade_transition->transition(0.25f, true, ease<float, double>::out_quad);
  854. };
  855. float t = ctx->timeline->get_position();
  856. ctx->timeline->add_cue({t + 0.5f, switch_cameras});
  857. }
  858. else
  859. {
  860. ctx->active_scene = ctx->overworld_scene;
  861. ctx->fade_transition->transition(0.25f, false, ease<float, double>::out_quad);
  862. auto switch_cameras = [ctx]()
  863. {
  864. ctx->overworld_camera->set_active(true);
  865. ctx->underworld_camera->set_active(false);
  866. ctx->radial_transition_inner->transition(0.5f, true, ease<float, double>::out_quad);
  867. };
  868. float t = ctx->timeline->get_position();
  869. ctx->timeline->add_cue({t + 0.25f, switch_cameras});
  870. }
  871. });
  872. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_move_forward_control(), nullptr, scancode::w));
  873. ctx->input_event_router->add_mapping(game_controller_axis_mapping(ctx->control_system->get_move_forward_control(), nullptr, game_controller_axis::left_y, true));
  874. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_move_back_control(), nullptr, scancode::s));
  875. ctx->input_event_router->add_mapping(game_controller_axis_mapping(ctx->control_system->get_move_back_control(), nullptr, game_controller_axis::left_y, false));
  876. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_move_left_control(), nullptr, scancode::a));
  877. ctx->input_event_router->add_mapping(game_controller_axis_mapping(ctx->control_system->get_move_left_control(), nullptr, game_controller_axis::left_x, true));
  878. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_move_right_control(), nullptr, scancode::d));
  879. ctx->input_event_router->add_mapping(game_controller_axis_mapping(ctx->control_system->get_move_right_control(), nullptr, game_controller_axis::left_x, false));
  880. ctx->input_event_router->add_mapping(game_controller_axis_mapping(ctx->control_system->get_rotate_ccw_control(), nullptr, game_controller_axis::right_x, false));
  881. ctx->input_event_router->add_mapping(game_controller_axis_mapping(ctx->control_system->get_rotate_cw_control(), nullptr, game_controller_axis::right_x, true));
  882. ctx->input_event_router->add_mapping(game_controller_axis_mapping(ctx->control_system->get_tilt_up_control(), nullptr, game_controller_axis::right_y, false));
  883. ctx->input_event_router->add_mapping(game_controller_axis_mapping(ctx->control_system->get_tilt_down_control(), nullptr, game_controller_axis::right_y, true));
  884. ctx->input_event_router->add_mapping(mouse_wheel_mapping(ctx->control_system->get_zoom_in_control(), nullptr, mouse_wheel_axis::positive_y));
  885. ctx->input_event_router->add_mapping(mouse_wheel_mapping(ctx->control_system->get_zoom_out_control(), nullptr, mouse_wheel_axis::negative_y));
  886. ctx->input_event_router->add_mapping(mouse_button_mapping(ctx->control_system->get_adjust_camera_control(), nullptr, 3));
  887. ctx->input_event_router->add_mapping(game_controller_button_mapping(ctx->control_system->get_ascend_control(), nullptr, game_controller_button::y));
  888. ctx->input_event_router->add_mapping(game_controller_button_mapping(ctx->control_system->get_descend_control(), nullptr, game_controller_button::a));
  889. ctx->input_event_router->add_mapping(game_controller_axis_mapping(ctx->control_system->get_zoom_out_control(), nullptr, game_controller_axis::trigger_left, false));
  890. ctx->input_event_router->add_mapping(game_controller_axis_mapping(ctx->control_system->get_zoom_in_control(), nullptr, game_controller_axis::trigger_right, false));
  891. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_rotate_ccw_control(), nullptr, scancode::q));
  892. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_rotate_cw_control(), nullptr, scancode::e));
  893. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_fast_forward_control(), nullptr, scancode::dot));
  894. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_rewind_control(), nullptr, scancode::comma));
  895. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_equip_brush_control(), nullptr, scancode::one));
  896. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_equip_twig_control(), nullptr, scancode::two));
  897. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_equip_forceps_control(), nullptr, scancode::three));
  898. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_equip_container_control(), nullptr, scancode::four));
  899. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_equip_lens_control(), nullptr, scancode::five));
  900. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_equip_marker_control(), nullptr, scancode::six));
  901. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_next_marker_control(), nullptr, scancode::right_brace));
  902. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_previous_marker_control(), nullptr, scancode::left_brace));
  903. ctx->input_event_router->add_mapping(mouse_button_mapping(ctx->control_system->get_use_tool_control(), nullptr, 1));
  904. ctx->control_system->get_use_tool_control()->set_activated_callback
  905. (
  906. [ctx]()
  907. {
  908. ctx->tool_system->set_tool_active(true);
  909. }
  910. );
  911. ctx->control_system->get_use_tool_control()->set_deactivated_callback
  912. (
  913. [ctx]()
  914. {
  915. ctx->tool_system->set_tool_active(false);
  916. }
  917. );
  918. ctx->control_system->get_equip_forceps_control()->set_activated_callback
  919. (
  920. [ctx]()
  921. {
  922. ctx->tool_system->set_active_tool(ctx->forceps_entity);
  923. }
  924. );
  925. ctx->control_system->get_equip_brush_control()->set_activated_callback
  926. (
  927. [ctx]()
  928. {
  929. ctx->tool_system->set_active_tool(ctx->brush_entity);
  930. }
  931. );
  932. ctx->control_system->get_equip_lens_control()->set_activated_callback
  933. (
  934. [ctx]()
  935. {
  936. ctx->tool_system->set_active_tool(ctx->lens_entity);
  937. }
  938. );
  939. ctx->control_system->get_equip_marker_control()->set_activated_callback
  940. (
  941. [ctx]()
  942. {
  943. ctx->tool_system->set_active_tool(ctx->marker_entity);
  944. }
  945. );
  946. ctx->control_system->get_equip_container_control()->set_activated_callback
  947. (
  948. [ctx]()
  949. {
  950. ctx->tool_system->set_active_tool(ctx->container_entity);
  951. }
  952. );
  953. ctx->control_system->get_equip_twig_control()->set_activated_callback
  954. (
  955. [ctx]()
  956. {
  957. ctx->tool_system->set_active_tool(ctx->twig_entity);
  958. }
  959. );
  960. ctx->control_system->get_next_marker_control()->set_activated_callback
  961. (
  962. [ctx]()
  963. {
  964. auto& marker_component = ctx->ecs_registry->get<ecs::marker_component>(ctx->marker_entity);
  965. marker_component.color = (marker_component.color + 1) % 8;
  966. const texture_2d* marker_albedo_texture = ctx->marker_albedo_textures[marker_component.color];
  967. model* marker_model = ctx->render_system->get_model_instance(ctx->marker_entity)->get_model();
  968. for (::model_group* group: *marker_model->get_groups())
  969. {
  970. material_property_base* albedo_property = group->get_material()->get_property("albedo_texture");
  971. if (albedo_property)
  972. {
  973. static_cast<material_property<const texture_2d*>*>(albedo_property)->set_value(marker_albedo_texture);
  974. }
  975. }
  976. }
  977. );
  978. ctx->control_system->get_previous_marker_control()->set_activated_callback
  979. (
  980. [ctx]()
  981. {
  982. auto& marker_component = ctx->ecs_registry->get<ecs::marker_component>(ctx->marker_entity);
  983. marker_component.color = (marker_component.color + 7) % 8;
  984. const texture_2d* marker_albedo_texture = ctx->marker_albedo_textures[marker_component.color];
  985. model* marker_model = ctx->render_system->get_model_instance(ctx->marker_entity)->get_model();
  986. for (::model_group* group: *marker_model->get_groups())
  987. {
  988. material_property_base* albedo_property = group->get_material()->get_property("albedo_texture");
  989. if (albedo_property)
  990. {
  991. static_cast<material_property<const texture_2d*>*>(albedo_property)->set_value(marker_albedo_texture);
  992. }
  993. }
  994. }
  995. );
  996. float time_scale = ctx->config->get<float>("time_scale");
  997. ctx->control_system->get_fast_forward_control()->set_activated_callback
  998. (
  999. [ctx, time_scale]()
  1000. {
  1001. ctx->weather_system->set_time_scale(time_scale * 100.0f);
  1002. }
  1003. );
  1004. ctx->control_system->get_fast_forward_control()->set_deactivated_callback
  1005. (
  1006. [ctx, time_scale]()
  1007. {
  1008. ctx->weather_system->set_time_scale(time_scale);
  1009. }
  1010. );
  1011. ctx->control_system->get_rewind_control()->set_activated_callback
  1012. (
  1013. [ctx, time_scale]()
  1014. {
  1015. ctx->weather_system->set_time_scale(time_scale * -100.0f);
  1016. }
  1017. );
  1018. ctx->control_system->get_rewind_control()->set_deactivated_callback
  1019. (
  1020. [ctx, time_scale]()
  1021. {
  1022. ctx->weather_system->set_time_scale(time_scale);
  1023. }
  1024. );
  1025. // Make lens tool's model instance unculled, so its shadow is always visible.
  1026. model_instance* lens_model_instance = ctx->render_system->get_model_instance(ctx->lens_entity);
  1027. if (lens_model_instance)
  1028. {
  1029. lens_model_instance->set_culling_mask(&ctx->no_cull);
  1030. }
  1031. }
  1032. void setup_cli(game_context* ctx)
  1033. {
  1034. ctx->cli = new cli();
  1035. ctx->cli->register_command("echo", cc::echo);
  1036. ctx->cli->register_command("exit", std::function<std::string()>(std::bind(&cc::exit, ctx)));
  1037. ctx->cli->register_command("scrot", std::function<std::string()>(std::bind(&cc::scrot, ctx)));
  1038. ctx->cli->register_command("cue", std::function<std::string(float, std::string)>(std::bind(&cc::cue, ctx, std::placeholders::_1, std::placeholders::_2)));
  1039. //std::string cmd = "cue 20 exit";
  1040. //logger->log(cmd);
  1041. //logger->log(cli.interpret(cmd));
  1042. }
  1043. void setup_callbacks(game_context* ctx)
  1044. {
  1045. // Set update callback
  1046. ctx->app->set_update_callback
  1047. (
  1048. [ctx](double t, double dt)
  1049. {
  1050. (*ctx->time_tween)[1] = t;
  1051. ctx->overworld_scene->update_tweens();
  1052. ctx->underworld_scene->update_tweens();
  1053. ctx->ui_scene->update_tweens();
  1054. ctx->focal_point_tween->update();
  1055. ctx->underworld_final_pass->get_material()->update_tweens();
  1056. ctx->timeline->advance(dt);
  1057. ctx->control_system->update(t, dt);
  1058. ctx->terrain_system->update(t, dt);
  1059. ctx->vegetation_system->update(t, dt);
  1060. ctx->snapping_system->update(t, dt);
  1061. ctx->nest_system->update(t, dt);
  1062. ctx->subterrain_system->update(t, dt);
  1063. ctx->collision_system->update(t, dt);
  1064. ctx->samara_system->update(t, dt);
  1065. ctx->behavior_system->update(t, dt);
  1066. ctx->locomotion_system->update(t, dt);
  1067. ctx->camera_system->update(t, dt);
  1068. ctx->tool_system->update(t, dt);
  1069. ctx->spatial_system->update(t, dt);
  1070. ctx->constraint_system->update(t, dt);
  1071. ctx->tracking_system->update(t, dt);
  1072. ctx->painting_system->update(t, dt);
  1073. ctx->weather_system->update(t, dt);
  1074. //(*ctx->focal_point_tween)[1] = ctx->orbit_cam->get_focal_point();
  1075. auto xf = ec::get_world_transform(*ctx->ecs_registry, ctx->lens_entity);
  1076. ctx->lens_spotlight->look_at(xf.translation, xf.translation + ctx->sun_direct->get_direction(), {0, 1, 0});
  1077. xf = ec::get_world_transform(*ctx->ecs_registry, ctx->flashlight_entity);
  1078. //ctx->flashlight_spotlight->set_transform(xf);
  1079. ctx->flashlight_spotlight->look_at(xf.translation, xf.translation + xf.rotation * float3{0, 0, 1}, {0, 0, -1});
  1080. ctx->ui_system->update(dt);
  1081. ctx->render_system->update(t, dt);
  1082. ctx->animator->animate(dt);
  1083. ctx->application_controls->update();
  1084. ctx->menu_controls->update();
  1085. ctx->camera_controls->update();
  1086. // Update tweens
  1087. ctx->time_tween->update();
  1088. }
  1089. );
  1090. // Set render callback
  1091. ctx->app->set_render_callback
  1092. (
  1093. [ctx](double alpha)
  1094. {
  1095. ctx->render_system->render(alpha);
  1096. }
  1097. );
  1098. }