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- /*
- * Copyright (C) 2021 Christopher J. Howard
- *
- * This file is part of Antkeeper source code.
- *
- * Antkeeper source code is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
- *
- * Antkeeper source code is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
- */
-
- #include "game/states/loading.hpp"
- #include "application.hpp"
- #include "astro/illuminance.hpp"
- #include "color/color.hpp"
- #include "entity/components/atmosphere.hpp"
- #include "entity/components/blackbody.hpp"
- #include "entity/components/celestial-body.hpp"
- #include "entity/components/orbit.hpp"
- #include "entity/components/terrain.hpp"
- #include "entity/components/transform.hpp"
- #include "entity/systems/astronomy.hpp"
- #include "entity/systems/orbit.hpp"
- #include "entity/commands.hpp"
- #include "game/states/nuptial-flight.hpp"
- #include "game/states/splash.hpp"
- #include "game/states/forage.hpp"
- #include "geom/spherical.hpp"
- #include "gl/drawing-mode.hpp"
- #include "gl/vertex-array.hpp"
- #include "gl/vertex-attribute-type.hpp"
- #include "gl/vertex-buffer.hpp"
- #include "physics/light/photometry.hpp"
- #include "physics/orbit/orbit.hpp"
- #include "renderer/material.hpp"
- #include "renderer/model.hpp"
- #include "renderer/passes/shadow-map-pass.hpp"
- #include "renderer/vertex-attributes.hpp"
- #include "resources/resource-manager.hpp"
- #include "scene/ambient-light.hpp"
- #include "scene/directional-light.hpp"
- #include "utility/timestamp.hpp"
-
- namespace game {
- namespace state {
- namespace loading {
-
- /// Creates or loads control configuration
- static void load_controls(game::context* ctx);
-
- static input::gamepad_response_curve parse_response_curve(const std::string& curve);
-
- /// Creates the universe and solar system.
- static void cosmogenesis(game::context* ctx);
-
- /// Creates a sun.
- static void heliogenesis(game::context* ctx);
-
- /// Creates a planet.
- static void planetogenesis(game::context* ctx);
-
- /// Creates a moon.
- static void selenogenesis(game::context* ctx);
-
- /// Creates fixed stars.
- static void extrasolar_heliogenesis(game::context* ctx);
-
- /// Creates an ant colony
- static void colonigenesis(game::context* ctx);
-
- void enter(game::context* ctx)
- {
- // Load controls
- ctx->logger->push_task("Loading controls");
- try
- {
- load_controls(ctx);
- }
- catch (...)
- {
- ctx->logger->pop_task(EXIT_FAILURE);
- }
- ctx->logger->pop_task(EXIT_SUCCESS);
-
- // Create universe
- ctx->logger->push_task("Creating the universe");
- try
- {
- cosmogenesis(ctx);
- }
- catch (...)
- {
- ctx->logger->pop_task(EXIT_FAILURE);
- throw;
- }
- ctx->logger->pop_task(EXIT_SUCCESS);
-
- // Determine next game state
- application::state next_state;
- if (ctx->option_quick_start.has_value())
- {
- next_state.name = "forage";
- next_state.enter = std::bind(game::state::forage::enter, ctx);
- next_state.exit = std::bind(game::state::forage::exit, ctx);
- }
- else
- {
- next_state.name = "splash";
- next_state.enter = std::bind(game::state::splash::enter, ctx);
- next_state.exit = std::bind(game::state::splash::exit, ctx);
- }
-
- // Queue next game state
- ctx->app->queue_state(next_state);
- }
-
- void exit(game::context* ctx)
- {}
-
- void load_controls(game::context* ctx)
- {
- // Allocate known controls
- ctx->controls["toggle_fullscreen"] = new input::control();
- ctx->controls["screenshot"] = new input::control();
- ctx->controls["menu_up"] = new input::control();
- ctx->controls["menu_down"] = new input::control();
- ctx->controls["menu_left"] = new input::control();
- ctx->controls["menu_right"] = new input::control();
- ctx->controls["menu_select"] = new input::control();
- ctx->controls["menu_back"] = new input::control();
- ctx->controls["dolly_forward"] = new input::control();
- ctx->controls["dolly_backward"] = new input::control();
- ctx->controls["truck_left"] = new input::control();
- ctx->controls["truck_right"] = new input::control();
- ctx->controls["pedestal_up"] = new input::control();
- ctx->controls["pedestal_down"] = new input::control();
- ctx->controls["move_slow"] = new input::control();
- ctx->controls["move_fast"] = new input::control();
- ctx->controls["mouse_look"] = new input::control();
- ctx->controls["pan_left_gamepad"] = new input::control();
- ctx->controls["pan_left_mouse"] = new input::control();
- ctx->controls["pan_right_gamepad"] = new input::control();
- ctx->controls["pan_right_mouse"] = new input::control();
- ctx->controls["tilt_up_gamepad"] = new input::control();
- ctx->controls["tilt_up_mouse"] = new input::control();
- ctx->controls["tilt_down_gamepad"] = new input::control();
- ctx->controls["tilt_down_mouse"] = new input::control();
- ctx->controls["use_tool"] = new input::control();
-
- // Set activation threshold for menu navigation controls to mitigate drifting gamepad axes
- const float menu_activation_threshold = 0.1f;
- ctx->controls["menu_up"]->set_activation_threshold(menu_activation_threshold);
- ctx->controls["menu_down"]->set_activation_threshold(menu_activation_threshold);
- ctx->controls["menu_left"]->set_activation_threshold(menu_activation_threshold);
- ctx->controls["menu_right"]->set_activation_threshold(menu_activation_threshold);
-
- // Get keyboard and mouse devices
- input::keyboard* keyboard = ctx->app->get_keyboard();
- input::mouse* mouse = ctx->app->get_mouse();
-
- const std::unordered_map<std::string, input::gamepad_button> gamepad_button_map =
- {
- {"a", input::gamepad_button::a},
- {"b", input::gamepad_button::b},
- {"x", input::gamepad_button::x},
- {"y", input::gamepad_button::y},
- {"back", input::gamepad_button::back},
- {"guide", input::gamepad_button::guide},
- {"start", input::gamepad_button::start},
- {"leftstick", input::gamepad_button::left_stick},
- {"rightstick", input::gamepad_button::right_stick},
- {"leftshoulder", input::gamepad_button::left_shoulder},
- {"rightshoulder", input::gamepad_button::right_shoulder},
- {"dpup", input::gamepad_button::dpad_up},
- {"dpdown", input::gamepad_button::dpad_down},
- {"dpleft", input::gamepad_button::dpad_left},
- {"dpright", input::gamepad_button::dpad_right}
- };
-
- const std::unordered_map<std::string, input::gamepad_axis> gamepad_axis_map =
- {
- {"leftx", input::gamepad_axis::left_x},
- {"lefty", input::gamepad_axis::left_y},
- {"rightx", input::gamepad_axis::right_x},
- {"righty", input::gamepad_axis::right_y},
- {"lefttrigger", input::gamepad_axis::left_trigger},
- {"righttrigger", input::gamepad_axis::right_trigger}
- };
-
- // Check if a control profile is set in the config file
- if (ctx->config->contains("control_profile"))
- {
- // Load control profile
- json* profile = ctx->resource_manager->load<json>((*ctx->config)["control_profile"].get<std::string>());
-
- // Parse control profile
- for (auto it = profile->begin(); it != profile->end(); ++it)
- {
- // Parse control name
- if (!it->contains("name"))
- {
- ctx->logger->warning("Unnamed control in control profile");
- continue;
- }
- std::string name = (*it)["name"].get<std::string>();
-
- // Find or create control
- input::control* control;
- if (ctx->controls.count(name))
- {
- control = ctx->controls[name];
- }
- else
- {
- control = new input::control;
- ctx->controls[name] = control;
- }
-
- // Parse control device
- if (!it->contains("device"))
- {
- ctx->logger->warning("Control \"" + name + "\" not mapped to a device");
- continue;
- }
- std::string device = (*it)["device"].get<std::string>();
-
- if (device == "keyboard")
- {
- // Parse key name
- if (!it->contains("key"))
- {
- ctx->logger->warning("Control \"" + name + "\" has invalid keyboard mapping");
- continue;
- }
- std::string key = (*it)["key"].get<std::string>();
-
- // Get scancode from key name
- input::scancode scancode = keyboard->get_scancode_from_name(key.c_str());
- if (scancode == input::scancode::unknown)
- {
- ctx->logger->warning("Control \"" + name + "\" mapped to unknown keyboard key \"" + key + "\"");
- continue;
- }
-
- // Map control to keyboard key
- ctx->input_event_router->add_mapping(input::key_mapping(control, nullptr, scancode));
-
- ctx->logger->log("Mapped control \"" + name + "\" to keyboard key \"" + key + "\"");
- }
- else if (device == "mouse")
- {
- if (it->contains("button"))
- {
- // Parse mouse button index
- int button = (*it)["button"].get<int>();
-
- // Map control to mouse button
- ctx->input_event_router->add_mapping(input::mouse_button_mapping(control, nullptr, button));
-
- ctx->logger->log("Mapped control \"" + name + "\" to mouse button " + std::to_string(button));
- }
- else if (it->contains("wheel"))
- {
- // Parse mouse wheel axis
- std::string wheel = (*it)["wheel"].get<std::string>();
- input::mouse_wheel_axis axis;
- if (wheel == "x+")
- axis = input::mouse_wheel_axis::positive_x;
- else if (wheel == "x-")
- axis = input::mouse_wheel_axis::negative_x;
- else if (wheel == "y+")
- axis = input::mouse_wheel_axis::positive_y;
- else if (wheel == "y-")
- axis = input::mouse_wheel_axis::negative_y;
- else
- {
- ctx->logger->warning("Control \"" + name + "\" is mapped to invalid mouse wheel axis \"" + wheel + "\"");
- continue;
- }
-
- // Map control to mouse wheel axis
- ctx->input_event_router->add_mapping(input::mouse_wheel_mapping(control, nullptr, axis));
-
- ctx->logger->log("Mapped control \"" + name + "\" to mouse wheel axis " + wheel);
- }
- else if (it->contains("motion"))
- {
- std::string motion = (*it)["motion"].get<std::string>();
- input::mouse_motion_axis axis;
- if (motion == "x+")
- axis = input::mouse_motion_axis::positive_x;
- else if (motion == "x-")
- axis = input::mouse_motion_axis::negative_x;
- else if (motion == "y+")
- axis = input::mouse_motion_axis::positive_y;
- else if (motion == "y-")
- axis = input::mouse_motion_axis::negative_y;
- else
- {
- ctx->logger->warning("Control \"" + name + "\" is mapped to invalid mouse motion axis \"" + motion + "\"");
- continue;
- }
-
- // Map control to mouse motion axis
- ctx->input_event_router->add_mapping(input::mouse_motion_mapping(control, nullptr, axis));
-
- ctx->logger->log("Mapped control \"" + name + "\" to mouse motion axis " + motion);
- }
- else
- {
- ctx->logger->warning("Control \"" + name + "\" has invalid mouse mapping");
- continue;
- }
- }
- else if (device == "gamepad")
- {
- if (it->contains("button"))
- {
- // Parse gamepad button
- std::string button = (*it)["button"].get<std::string>();
-
- auto button_it = gamepad_button_map.find(button);
- if (button_it == gamepad_button_map.end())
- {
- ctx->logger->warning("Control \"" + name + "\" is mapped to invalid gamepad button \"" + button + "\"");
- continue;
- }
-
- // Map control to gamepad button
- ctx->input_event_router->add_mapping(input::gamepad_button_mapping(control, nullptr, button_it->second));
-
- ctx->logger->log("Mapped control \"" + name + "\" to gamepad button " + button);
- }
- else if (it->contains("axis"))
- {
- std::string axis = (*it)["axis"].get<std::string>();
-
- // Parse gamepad axis name
- const std::string axis_name = axis.substr(0, axis.length() - 1);
- auto axis_it = gamepad_axis_map.find(axis_name);
- if (axis_it == gamepad_axis_map.end())
- {
- ctx->logger->warning("Control \"" + name + "\" is mapped to invalid gamepad axis \"" + axis_name + "\"");
- continue;
- }
-
- // Parse gamepad axis sign
- const char axis_sign = axis.back();
- if (axis_sign != '-' && axis_sign != '+')
- {
- ctx->logger->warning("Control \"" + name + "\" is mapped to gamepad axis with invalid sign \"" + axis_sign + "\"");
- continue;
- }
- bool axis_negative = (axis_sign == '-');
-
- // Map control to gamepad axis
- ctx->input_event_router->add_mapping(input::gamepad_axis_mapping(control, nullptr, axis_it->second, axis_negative));
-
- ctx->logger->log("Mapped control \"" + name + "\" to gamepad axis " + axis);
- }
- else
- {
- ctx->logger->log("Control \"" + name + "\" has invalid gamepad mapping");
- continue;
- }
- }
- else
- {
- ctx->logger->warning("Control \"" + name + "\" bound to unknown device \"" + device + "\"");
- }
- }
- }
-
- // Set gamepad deadzones
- float gamepad_leftx_activation_min = 0.0f;
- float gamepad_leftx_activation_max = 0.0f;
- float gamepad_lefty_activation_min = 0.0f;
- float gamepad_lefty_activation_max = 0.0f;
- float gamepad_rightx_activation_min = 0.0f;
- float gamepad_rightx_activation_max = 0.0f;
- float gamepad_righty_activation_min = 0.0f;
- float gamepad_righty_activation_max = 0.0f;
- float gamepad_lefttrigger_activation_min = 0.0f;
- float gamepad_lefttrigger_activation_max = 0.0f;
- float gamepad_righttrigger_activation_min = 0.0f;
- float gamepad_righttrigger_activation_max = 0.0f;
- bool gamepad_left_deadzone_cross = true;
- bool gamepad_right_deadzone_cross = true;
- float gamepad_left_deadzone_roundness = 0.0f;
- float gamepad_right_deadzone_roundness = 0.0f;
- input::gamepad_response_curve gamepad_leftx_response_curve = input::gamepad_response_curve::linear;
- input::gamepad_response_curve gamepad_lefty_response_curve = input::gamepad_response_curve::linear;
- input::gamepad_response_curve gamepad_rightx_response_curve = input::gamepad_response_curve::linear;
- input::gamepad_response_curve gamepad_righty_response_curve = input::gamepad_response_curve::linear;
- input::gamepad_response_curve gamepad_lefttrigger_response_curve = input::gamepad_response_curve::linear;
- input::gamepad_response_curve gamepad_righttrigger_response_curve = input::gamepad_response_curve::linear;
-
- if (ctx->config->contains("gamepad_leftx_activation_min"))
- gamepad_leftx_activation_min = (*ctx->config)["gamepad_leftx_activation_min"].get<float>();
- if (ctx->config->contains("gamepad_leftx_activation_max"))
- gamepad_leftx_activation_max = (*ctx->config)["gamepad_leftx_activation_max"].get<float>();
- if (ctx->config->contains("gamepad_lefty_activation_min"))
- gamepad_lefty_activation_min = (*ctx->config)["gamepad_lefty_activation_min"].get<float>();
- if (ctx->config->contains("gamepad_lefty_activation_max"))
- gamepad_lefty_activation_max = (*ctx->config)["gamepad_lefty_activation_max"].get<float>();
- if (ctx->config->contains("gamepad_rightx_activation_min"))
- gamepad_rightx_activation_min = (*ctx->config)["gamepad_rightx_activation_min"].get<float>();
- if (ctx->config->contains("gamepad_rightx_activation_max"))
- gamepad_rightx_activation_max = (*ctx->config)["gamepad_rightx_activation_max"].get<float>();
- if (ctx->config->contains("gamepad_righty_activation_min"))
- gamepad_righty_activation_min = (*ctx->config)["gamepad_righty_activation_min"].get<float>();
- if (ctx->config->contains("gamepad_righty_activation_max"))
- gamepad_righty_activation_max = (*ctx->config)["gamepad_righty_activation_max"].get<float>();
- if (ctx->config->contains("gamepad_lefttrigger_activation_min"))
- gamepad_lefttrigger_activation_min = (*ctx->config)["gamepad_lefttrigger_activation_min"].get<float>();
- if (ctx->config->contains("gamepad_lefttrigger_activation_max"))
- gamepad_lefttrigger_activation_max = (*ctx->config)["gamepad_lefttrigger_activation_max"].get<float>();
- if (ctx->config->contains("gamepad_righttrigger_activation_min"))
- gamepad_righttrigger_activation_min = (*ctx->config)["gamepad_righttrigger_activation_min"].get<float>();
- if (ctx->config->contains("gamepad_righttrigger_activation_max"))
- gamepad_righttrigger_activation_max = (*ctx->config)["gamepad_righttrigger_activation_max"].get<float>();
- if (ctx->config->contains("gamepad_left_deadzone_cross"))
- gamepad_left_deadzone_cross = (*ctx->config)["gamepad_left_deadzone_cross"].get<bool>();
- if (ctx->config->contains("gamepad_right_deadzone_cross"))
- gamepad_right_deadzone_cross = (*ctx->config)["gamepad_right_deadzone_cross"].get<bool>();
- if (ctx->config->contains("gamepad_left_deadzone_roundness"))
- gamepad_left_deadzone_roundness = (*ctx->config)["gamepad_left_deadzone_roundness"].get<float>();
- if (ctx->config->contains("gamepad_right_deadzone_roundness"))
- gamepad_right_deadzone_roundness = (*ctx->config)["gamepad_right_deadzone_roundness"].get<float>();
- if (ctx->config->contains("gamepad_leftx_response_curve"))
- gamepad_leftx_response_curve = parse_response_curve((*ctx->config)["gamepad_leftx_response_curve"].get<std::string>());
- if (ctx->config->contains("gamepad_leftx_response_curve"))
- gamepad_leftx_response_curve = parse_response_curve((*ctx->config)["gamepad_leftx_response_curve"].get<std::string>());
- if (ctx->config->contains("gamepad_rightx_response_curve"))
- gamepad_rightx_response_curve = parse_response_curve((*ctx->config)["gamepad_rightx_response_curve"].get<std::string>());
- if (ctx->config->contains("gamepad_leftx_response_curve"))
- gamepad_leftx_response_curve = parse_response_curve((*ctx->config)["gamepad_leftx_response_curve"].get<std::string>());
- if (ctx->config->contains("gamepad_lefttrigger_response_curve"))
- gamepad_lefttrigger_response_curve = parse_response_curve((*ctx->config)["gamepad_lefttrigger_response_curve"].get<std::string>());
- if (ctx->config->contains("gamepad_righttrigger_response_curve"))
- gamepad_righttrigger_response_curve = parse_response_curve((*ctx->config)["gamepad_righttrigger_response_curve"].get<std::string>());
-
- for (input::gamepad* gamepad: ctx->app->get_gamepads())
- {
- gamepad->set_activation_threshold(input::gamepad_axis::left_x, gamepad_leftx_activation_min, gamepad_leftx_activation_max);
- gamepad->set_activation_threshold(input::gamepad_axis::left_y, gamepad_lefty_activation_min, gamepad_lefty_activation_max);
- gamepad->set_activation_threshold(input::gamepad_axis::right_x, gamepad_rightx_activation_min, gamepad_rightx_activation_max);
- gamepad->set_activation_threshold(input::gamepad_axis::right_y, gamepad_righty_activation_min, gamepad_righty_activation_max);
- gamepad->set_activation_threshold(input::gamepad_axis::left_trigger, gamepad_lefttrigger_activation_min, gamepad_lefttrigger_activation_max);
- gamepad->set_activation_threshold(input::gamepad_axis::right_trigger, gamepad_righttrigger_activation_min, gamepad_righttrigger_activation_max);
- gamepad->set_left_deadzone_cross(gamepad_left_deadzone_cross);
- gamepad->set_right_deadzone_cross(gamepad_right_deadzone_cross);
- gamepad->set_left_deadzone_roundness(gamepad_left_deadzone_roundness);
- gamepad->set_right_deadzone_roundness(gamepad_right_deadzone_roundness);
- gamepad->set_response_curve(input::gamepad_axis::left_x, gamepad_leftx_response_curve);
- gamepad->set_response_curve(input::gamepad_axis::left_y, gamepad_lefty_response_curve);
- gamepad->set_response_curve(input::gamepad_axis::right_x, gamepad_rightx_response_curve);
- gamepad->set_response_curve(input::gamepad_axis::right_y, gamepad_righty_response_curve);
- gamepad->set_response_curve(input::gamepad_axis::left_trigger, gamepad_lefttrigger_response_curve);
- gamepad->set_response_curve(input::gamepad_axis::right_trigger, gamepad_righttrigger_response_curve);
- }
-
- // Toggle fullscreen
- ctx->controls["toggle_fullscreen"]->set_activated_callback
- (
- [ctx]()
- {
- bool fullscreen = !ctx->app->is_fullscreen();
-
- ctx->app->set_fullscreen(fullscreen);
-
- if (!fullscreen)
- {
- int2 resolution;
- resolution.x = (*ctx->config)["windowed_resolution"][0].get<int>();
- resolution.y = (*ctx->config)["windowed_resolution"][1].get<int>();
-
- ctx->app->resize_window(resolution.x, resolution.y);
- }
-
- (*ctx->config)["fullscreen"] = fullscreen;
- }
- );
-
- // Screenshot
- ctx->controls["screenshot"]->set_activated_callback
- (
- [ctx]()
- {
- std::string path = ctx->screenshots_path + "antkeeper-" + timestamp() + ".png";
- ctx->app->save_frame(path);
- }
- );
-
- // Menu back
- ctx->controls["menu_back"]->set_activated_callback
- (
- std::bind(&application::close, ctx->app, 0)
- );
- }
-
- static input::gamepad_response_curve parse_response_curve(const std::string& curve)
- {
- if (curve == "square")
- return input::gamepad_response_curve::square;
- else if (curve == "cube")
- return input::gamepad_response_curve::cube;
- return input::gamepad_response_curve::linear;
- }
-
- void cosmogenesis(game::context* ctx)
- {
- // Init time
- const double time = 0.0;
- ctx->astronomy_system->set_universal_time(time);
- ctx->orbit_system->set_universal_time(time);
-
- // Create sun
- ctx->logger->push_task("Creating the sun");
- try
- {
- heliogenesis(ctx);
- }
- catch (...)
- {
- ctx->logger->pop_task(EXIT_FAILURE);
- throw;
- }
- ctx->logger->pop_task(EXIT_SUCCESS);
-
- // Create planet
- ctx->logger->push_task("Creating the planet");
- try
- {
- planetogenesis(ctx);
- }
- catch (...)
- {
- ctx->logger->pop_task(EXIT_FAILURE);
- throw;
- }
- ctx->logger->pop_task(EXIT_SUCCESS);
-
- // Create moon
- ctx->logger->push_task("Creating the moon");
- try
- {
- selenogenesis(ctx);
- }
- catch (...)
- {
- ctx->logger->pop_task(EXIT_FAILURE);
- throw;
- }
- ctx->logger->pop_task(EXIT_SUCCESS);
-
- // Create fixed stars
- ctx->logger->push_task("Creating fixed stars");
- try
- {
- extrasolar_heliogenesis(ctx);
- }
- catch (...)
- {
- ctx->logger->pop_task(EXIT_FAILURE);
- throw;
- }
- ctx->logger->pop_task(EXIT_SUCCESS);
-
- // Create ant colony
- ctx->logger->push_task("Creating ant colony");
- try
- {
- colonigenesis(ctx);
- }
- catch (...)
- {
- ctx->logger->pop_task(EXIT_FAILURE);
- throw;
- }
- ctx->logger->pop_task(EXIT_SUCCESS);
- }
-
- void heliogenesis(game::context* ctx)
- {
- // Create solar entity
- entity::id sun_eid = ctx->entity_registry->create();
- ctx->entities["sun"] = sun_eid;
-
- // Assign solar celestial body component
- entity::component::celestial_body body;
- body.radius = 6.957e+8;
- body.axial_tilt = math::radians(0.0);
- body.axial_rotation = math::radians(0.0);
- body.angular_frequency = math::radians(0.0);
- ctx->entity_registry->assign<entity::component::celestial_body>(sun_eid, body);
-
- // Assign solar orbit component
- entity::component::orbit orbit;
- orbit.elements.a = 0.0;
- orbit.elements.e = 0.0;
- orbit.elements.i = math::radians(0.0);
- orbit.elements.raan = math::radians(0.0);
- orbit.elements.w = math::radians(0.0);
- orbit.elements.ta = math::radians(0.0);
- ctx->entity_registry->assign<entity::component::orbit>(sun_eid, orbit);
-
- // Assign solar blackbody component
- entity::component::blackbody blackbody;
- blackbody.temperature = 5778.0;
- ctx->entity_registry->assign<entity::component::blackbody>(sun_eid, blackbody);
-
- // Assign solar transform component
- entity::component::transform transform;
- transform.local = math::identity_transform<float>;
- transform.warp = true;
- ctx->entity_registry->assign<entity::component::transform>(sun_eid, transform);
-
- // Create direct sun light scene object
- scene::directional_light* sun_direct = new scene::directional_light();
-
- // Create ambient sun light scene object
- scene::ambient_light* sun_ambient = new scene::ambient_light();
- sun_ambient->set_color({1, 1, 1});
- sun_ambient->set_intensity(0.0f);
- sun_ambient->update_tweens();
-
- // Add sun light scene objects to surface scene
- ctx->surface_scene->add_object(sun_direct);
- ctx->surface_scene->add_object(sun_ambient);
-
- // Pass direct sun light scene object to shadow map pass and astronomy system
- ctx->surface_shadow_map_pass->set_light(sun_direct);
- ctx->astronomy_system->set_sun_light(sun_direct);
- }
-
- void planetogenesis(game::context* ctx)
- {
- // Create planetary entity
- entity::id planet_eid = ctx->entity_registry->create();
- ctx->entities["planet"] = planet_eid;
-
- // Assign planetary celestial body component
- entity::component::celestial_body body;
- body.radius = 6.3781e6;
- body.axial_tilt = math::radians(23.4393);
- body.axial_rotation = math::radians(280.46061837504);
- body.angular_frequency = math::radians(360.9856122880876128);
- ctx->entity_registry->assign<entity::component::celestial_body>(planet_eid, body);
-
- // Assign planetary orbit component
- entity::component::orbit orbit;
- orbit.elements.a = 1.496e+11;
- orbit.elements.e = 0.01671123;
- orbit.elements.i = math::radians(-0.00001531);
- orbit.elements.raan = math::radians(0.0);
- const double longitude_periapsis = math::radians(102.93768193);
- orbit.elements.w = longitude_periapsis - orbit.elements.raan;
- orbit.elements.ta = math::radians(100.46457166) - longitude_periapsis;
- ctx->entity_registry->assign<entity::component::orbit>(planet_eid, orbit);
-
- // Assign planetary terrain component
- entity::component::terrain terrain;
- terrain.elevation = [](double, double) -> double
- {
- //return math::random<double>(0.0, 1.0);
- return 0.0;
- };
- terrain.max_lod = 0;
- terrain.patch_material = nullptr;
- ctx->entity_registry->assign<entity::component::terrain>(planet_eid, terrain);
-
- // Assign planetary atmosphere component
- entity::component::atmosphere atmosphere;
- atmosphere.exosphere_altitude = 65e3;
- atmosphere.index_of_refraction = 1.000293;
- atmosphere.rayleigh_density = 2.545e25;
- atmosphere.rayleigh_scale_height = 8000.0;
- atmosphere.mie_density = 14.8875;
- atmosphere.mie_scale_height = 1200.0;
- atmosphere.mie_anisotropy = 0.8;
- ctx->entity_registry->assign<entity::component::atmosphere>(planet_eid, atmosphere);
-
- // Assign planetary transform component
- entity::component::transform transform;
- transform.local = math::identity_transform<float>;
- transform.warp = true;
- ctx->entity_registry->assign<entity::component::transform>(planet_eid, transform);
-
- // Pass planet to astronomy system as reference body
- ctx->astronomy_system->set_reference_body(planet_eid);
-
- // Load sky model
- ctx->surface_sky_pass->set_sky_model(ctx->resource_manager->load<model>("sky-dome.mdl"));
- }
-
- void selenogenesis(game::context* ctx)
- {
- // Create lunar entity
- entity::id moon_eid = ctx->entity_registry->create();
- ctx->entities["moon"] = moon_eid;
-
- // Pass moon model to sky pass
- ctx->surface_sky_pass->set_moon_model(ctx->resource_manager->load<model>("moon.mdl"));
- }
-
- void extrasolar_heliogenesis(game::context* ctx)
- {
- // Load star catalog
- string_table* star_catalog = ctx->resource_manager->load<string_table>("stars.csv");
-
- // Allocate star catalog vertex data
- std::size_t star_count = 0;
- if (star_catalog->size() > 0)
- star_count = star_catalog->size() - 1;
- std::size_t star_vertex_size = 7;
- std::size_t star_vertex_stride = star_vertex_size * sizeof(float);
- float* star_vertex_data = new float[star_count * star_vertex_size];
- float* star_vertex = star_vertex_data;
-
- // Build star catalog vertex data
- for (std::size_t i = 1; i < star_catalog->size(); ++i)
- {
- const string_table_row& catalog_row = (*star_catalog)[i];
-
- double ra = 0.0;
- double dec = 0.0;
- double vmag = 0.0;
- double bv_color = 0.0;
-
- // Parse star catalog entry
- try
- {
- ra = std::stod(catalog_row[1]);
- dec = std::stod(catalog_row[2]);
- vmag = std::stod(catalog_row[3]);
- bv_color = std::stod(catalog_row[4]);
- }
- catch (const std::exception& e)
- {
- continue;
- }
-
- // Convert right ascension and declination from degrees to radians
- ra = math::wrap_radians(math::radians(ra));
- dec = math::wrap_radians(math::radians(dec));
-
- // Transform spherical equatorial coordinates to rectangular equatorial coordinates
- double3 position_bci = geom::spherical::to_cartesian(double3{1.0, dec, ra});
-
- // Transform coordinates from equatorial space to inertial space
- physics::frame<double> bci_to_inertial = physics::orbit::inertial::to_bci({0, 0, 0}, 0.0, math::radians(23.4393)).inverse();
- double3 position_inertial = bci_to_inertial * position_bci;
-
- // Convert color index to color temperature
- double cct = color::index::bv_to_cct(bv_color);
-
- // Calculate XYZ color from color temperature
- double3 color_xyz = color::cct::to_xyz(cct);
-
- // Transform XYZ color to ACEScg colorspace
- double3 color_acescg = color::xyz::to_acescg(color_xyz);
-
- // Convert apparent magnitude to irradiance (W/m^2)
- double vmag_irradiance = std::pow(10.0, 0.4 * (-vmag - 19.0 + 0.4));
-
- // Convert irradiance to illuminance
- double vmag_illuminance = vmag_irradiance * (683.0 * 0.14);
-
- // Scale color by illuminance
- double3 scaled_color = color_acescg * vmag_illuminance;
-
- // Build vertex
- *(star_vertex++) = static_cast<float>(position_inertial.x);
- *(star_vertex++) = static_cast<float>(position_inertial.y);
- *(star_vertex++) = static_cast<float>(position_inertial.z);
- *(star_vertex++) = static_cast<float>(scaled_color.x);
- *(star_vertex++) = static_cast<float>(scaled_color.y);
- *(star_vertex++) = static_cast<float>(scaled_color.z);
- *(star_vertex++) = static_cast<float>(vmag);
- }
-
- // Unload star catalog
- ctx->resource_manager->unload("stars.csv");
-
- // Allocate stars model
- model* stars_model = new model();
-
- // Resize model VBO and upload vertex data
- gl::vertex_buffer* vbo = stars_model->get_vertex_buffer();
- vbo->resize(star_count * star_vertex_stride, star_vertex_data);
-
- // Free star catalog vertex data
- delete[] star_vertex_data;
-
- // Bind vertex attributes to model VAO
- gl::vertex_array* vao = stars_model->get_vertex_array();
- std::size_t vao_offset = 0;
- vao->bind_attribute(VERTEX_POSITION_LOCATION, *vbo, 3, gl::vertex_attribute_type::float_32, star_vertex_stride, 0);
- vao_offset += 3;
- vao->bind_attribute(VERTEX_COLOR_LOCATION, *vbo, 4, gl::vertex_attribute_type::float_32, star_vertex_stride, sizeof(float) * vao_offset);
-
- // Load star material
- material* star_material = ctx->resource_manager->load<material>("fixed-star.mtl");
-
- // Create model group
- model_group* stars_model_group = stars_model->add_group("stars");
- stars_model_group->set_material(star_material);
- stars_model_group->set_drawing_mode(gl::drawing_mode::points);
- stars_model_group->set_start_index(0);
- stars_model_group->set_index_count(star_count);
-
- // Pass stars model to sky pass
- ctx->surface_sky_pass->set_stars_model(stars_model);
- }
-
- void colonigenesis(game::context* ctx)
- {}
-
- } // namespace loading
- } // namespace state
- } // namespace game
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