|
|
- /*
- * Copyright (C) 2023 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/world.hpp"
- #include <engine/color/color.hpp>
- #include <engine/config.hpp>
- #include <engine/debug/log.hpp>
- #include <engine/entity/archetype.hpp>
- #include "game/commands/commands.hpp"
- #include "game/components/atmosphere-component.hpp"
- #include "game/components/blackbody-component.hpp"
- #include "game/components/celestial-body-component.hpp"
- #include "game/components/observer-component.hpp"
- #include "game/components/orbit-component.hpp"
- #include "game/components/terrain-component.hpp"
- #include "game/components/transform-component.hpp"
- #include "game/systems/astronomy-system.hpp"
- #include "game/systems/atmosphere-system.hpp"
- #include "game/systems/orbit-system.hpp"
- #include "game/systems/terrain-system.hpp"
- #include <engine/geom/solid-angle.hpp>
- #include <engine/gl/drawing-mode.hpp>
- #include <engine/gl/texture-filter.hpp>
- #include <engine/gl/texture-wrapping.hpp>
- #include <engine/gl/vertex-array.hpp>
- #include <engine/gl/vertex-attribute.hpp>
- #include <engine/gl/vertex-buffer.hpp>
- #include <engine/i18n/string-table.hpp>
- #include <engine/math/hash/hash.hpp>
- #include <engine/math/noise/noise.hpp>
- #include <engine/math/angles.hpp>
- #include <engine/physics/light/photometry.hpp>
- #include <engine/physics/light/vmag.hpp>
- #include <engine/physics/orbit/ephemeris.hpp>
- #include <engine/physics/orbit/orbit.hpp>
- #include <engine/physics/time/constants.hpp>
- #include <engine/physics/time/gregorian.hpp>
- #include <engine/physics/time/utc.hpp>
- #include <engine/render/material-flags.hpp>
- #include <engine/render/material.hpp>
- #include <engine/render/model.hpp>
- #include <engine/render/passes/shadow-map-pass.hpp>
- #include <engine/render/passes/sky-pass.hpp>
- #include <engine/render/vertex-attribute.hpp>
- #include <engine/utility/image.hpp>
- #include <engine/utility/json.hpp>
- #include <engine/resources/resource-manager.hpp>
- #include <engine/scene/directional-light.hpp>
- #include <engine/scene/text.hpp>
- #include <algorithm>
- #include <execution>
- #include <fstream>
- #include <stb/stb_image_write.h>
- #include <engine/animation/screen-transition.hpp>
- #include <engine/animation/ease.hpp>
-
- namespace world {
-
- /// Loads an ephemeris.
- static void load_ephemeris(::game& ctx);
-
- /// Creates the fixed stars.
- static void create_stars(::game& ctx);
-
- /// Creates the Sun.
- static void create_sun(::game& ctx);
-
- /// Creates the Earth-Moon system.
- static void create_earth_moon_system(::game& ctx);
-
- /// Creates the Earth.
- static void create_earth(::game& ctx);
-
- /// Creates the Moon.
- static void create_moon(::game& ctx);
-
- void cosmogenesis(::game& ctx)
- {
- debug::log::trace("Generating cosmos...");
-
- load_ephemeris(ctx);
- create_stars(ctx);
- create_sun(ctx);
- create_earth_moon_system(ctx);
-
- debug::log::trace("Generated cosmos");
- }
-
- void create_observer(::game& ctx)
- {
- debug::log::trace("Creating observer...");
-
- {
- // Create observer entity
- entity::id observer_eid = ctx.entity_registry->create();
- ctx.entities["observer"] = observer_eid;
-
- // Construct observer component
- ::observer_component observer;
-
- // Set observer reference body
- if (auto it = ctx.entities.find("earth"); it != ctx.entities.end())
- observer.reference_body_eid = it->second;
- else
- observer.reference_body_eid = entt::null;
-
- // Set observer location
- observer.elevation = 0.0;
- observer.latitude = 0.0;
- observer.longitude = 0.0;
-
- // Assign observer component to observer entity
- ctx.entity_registry->emplace<::observer_component>(observer_eid, observer);
-
- // Set atmosphere system active atmosphere
- ctx.atmosphere_system->set_active_atmosphere(observer.reference_body_eid);
-
- // Set astronomy system observer
- ctx.astronomy_system->set_observer(observer_eid);
- }
-
- debug::log::trace("Created observer");
- }
-
- void set_location(::game& ctx, double elevation, double latitude, double longitude)
- {
- if (auto it = ctx.entities.find("observer"); it != ctx.entities.end())
- {
- entity::id observer_eid = it->second;
-
- if (ctx.entity_registry->valid(observer_eid) && ctx.entity_registry->all_of<::observer_component>(observer_eid))
- {
- // Update observer location
- ctx.entity_registry->patch<::observer_component>
- (
- observer_eid,
- [&](auto& component)
- {
- component.elevation = elevation;
- component.latitude = latitude;
- component.longitude = longitude;
- }
- );
- }
- }
- }
-
- void set_time(::game& ctx, double t)
- {
- try
- {
- ctx.astronomy_system->set_time(t);
- ctx.orbit_system->set_time(t);
-
- // debug::log::info("Set time to UT1 {}", t);
- }
- catch (const std::exception& e)
- {
- debug::log::error("Failed to set time to UT1 {}: {}", t, e.what());
- }
- }
-
- void set_time(::game& ctx, int year, int month, int day, int hour, int minute, double second)
- {
- double longitude = 0.0;
-
- // Get longitude of observer
- if (auto it = ctx.entities.find("observer"); it != ctx.entities.end())
- {
- entity::id observer_eid = it->second;
- if (ctx.entity_registry->valid(observer_eid))
- {
- const auto observer = ctx.entity_registry->try_get<::observer_component>(observer_eid);
- if (observer)
- longitude = observer->longitude;
- }
- }
-
- // Calculate UTC offset at longitude
- const double utc_offset = physics::time::utc::offset<double>(longitude);
-
- // Convert time from Gregorian to UT1
- const double t = physics::time::gregorian::to_ut1<double>(year, month, day, hour, minute, second, utc_offset);
-
- set_time(ctx, t);
- }
-
- void set_time_scale(::game& ctx, double scale)
- {
- // Convert time scale from seconds to days
- const double astronomical_scale = scale / physics::time::seconds_per_day<double>;
-
- ctx.orbit_system->set_time_scale(astronomical_scale);
- ctx.astronomy_system->set_time_scale(astronomical_scale);
- }
-
- void load_ephemeris(::game& ctx)
- {
- ctx.orbit_system->set_ephemeris(ctx.resource_manager->load<physics::orbit::ephemeris<double>>("de421.eph"));
- }
-
- void create_stars(::game& ctx)
- {
- debug::log::trace("Generating fixed stars...");
-
- // Load star catalog
- auto star_catalog = ctx.resource_manager->load<i18n::string_table>("hipparcos-7.tsv");
-
- // Allocate star catalog vertex data
- std::size_t star_count = 0;
- if (star_catalog->rows.size() > 0)
- star_count = star_catalog->rows.size() - 1;
- std::size_t star_vertex_size = 7;
- std::size_t star_vertex_stride = star_vertex_size * sizeof(float);
- std::vector<float> star_vertex_data(star_count * star_vertex_size);
- float* star_vertex = star_vertex_data.data();
-
- // Init starlight illuminance
- math::dvec3 starlight_illuminance = {0, 0, 0};
-
- // Build star catalog vertex data
- for (std::size_t i = 1; i < star_catalog->rows.size(); ++i)
- {
- const auto& row = star_catalog->rows[i];
-
- // Parse star catalog item
- float ra = 0.0;
- float dec = 0.0;
- float vmag = 0.0;
- float bv = 0.0;
- try
- {
- ra = std::stof(row[1]);
- dec = std::stof(row[2]);
- vmag = std::stof(row[3]);
- bv = std::stof(row[4]);
- }
- catch (const std::exception&)
- {
- debug::log::warning("Invalid star catalog item on row {}", i);
- continue;
- }
-
- // Convert right ascension and declination from degrees to radians
- ra = math::wrap_radians(math::radians(ra));
- dec = math::wrap_radians(math::radians(dec));
-
- // Convert ICRF coordinates from spherical to Cartesian
- math::fvec3 position = physics::orbit::frame::bci::cartesian(math::fvec3{1.0f, dec, ra});
-
- // Convert color index to color temperature
- float cct = color::index::bv_to_cct(bv);
-
- // Calculate XYZ color from color temperature
- math::fvec3 color_xyz = color::cct::to_xyz(cct);
-
- // Transform XYZ color to ACEScg colorspace
- math::fvec3 color_acescg = color::aces::ap1<float>.from_xyz * color_xyz;
-
- // Convert apparent magnitude to brightness factor relative to a 0th magnitude star
- float brightness = physics::light::vmag::to_brightness(vmag);
-
- // Build vertex
- *(star_vertex++) = position.x();
- *(star_vertex++) = position.y();
- *(star_vertex++) = position.z();
- *(star_vertex++) = color_acescg.x();
- *(star_vertex++) = color_acescg.y();
- *(star_vertex++) = color_acescg.z();
- *(star_vertex++) = brightness;
-
- // Calculate spectral illuminance
- math::dvec3 illuminance = math::dvec3(color_acescg * physics::light::vmag::to_illuminance(vmag));
-
- // Add spectral illuminance to total starlight illuminance
- starlight_illuminance += illuminance;
- }
-
- // Allocate stars model
- std::shared_ptr<render::model> stars_model = std::make_shared<render::model>();
-
- // Get model VBO and VAO
- auto& vbo = stars_model->get_vertex_buffer();
- auto& vao = stars_model->get_vertex_array();
-
- // Resize model VBO and upload vertex data
- vbo->resize(star_vertex_data.size(), std::as_bytes(std::span{star_vertex_data}));
-
- std::size_t attribute_offset = 0;
-
- // Define position vertex attribute
- gl::vertex_attribute position_attribute;
- position_attribute.buffer = vbo.get();
- position_attribute.offset = attribute_offset;
- position_attribute.stride = star_vertex_stride;
- position_attribute.type = gl::vertex_attribute_type::float_32;
- position_attribute.components = 3;
- attribute_offset += position_attribute.components * sizeof(float);
-
- // Define color vertex attribute
- gl::vertex_attribute color_attribute;
- color_attribute.buffer = vbo.get();
- color_attribute.offset = attribute_offset;
- color_attribute.stride = star_vertex_stride;
- color_attribute.type = gl::vertex_attribute_type::float_32;
- color_attribute.components = 4;
- //attribute_offset += color_attribute.components * sizeof(float);
-
- // Bind vertex attributes to VAO
- vao->bind(render::vertex_attribute::position, position_attribute);
- vao->bind(render::vertex_attribute::color, color_attribute);
-
- // Load star material
- std::shared_ptr<render::material> star_material = ctx.resource_manager->load<render::material>("fixed-star.mtl");
-
- // Create model group
- stars_model->get_groups().resize(1);
- render::model_group& stars_model_group = stars_model->get_groups().back();
-
- stars_model_group.id = "stars";
- stars_model_group.material = star_material;
- stars_model_group.drawing_mode = gl::drawing_mode::points;
- stars_model_group.start_index = 0;
- stars_model_group.index_count = static_cast<std::uint32_t>(star_count);
-
- // Pass stars model to sky pass
- ctx.sky_pass->set_stars_model(stars_model);
-
- // Pass starlight illuminance to astronomy system
- ctx.astronomy_system->set_starlight_illuminance(starlight_illuminance);
-
- debug::log::trace("Generated fixed stars");
- }
-
- void create_sun(::game& ctx)
- {
- debug::log::trace("Generating Sun...");
-
- {
- // Create sun entity
- auto sun_archetype = ctx.resource_manager->load<entity::archetype>("sun.ent");
- entity::id sun_eid = sun_archetype->create(*ctx.entity_registry);
- ctx.entities["sun"] = sun_eid;
-
- // Create sun directional light scene object
- ctx.sun_light = std::make_unique<scene::directional_light>();
- ctx.sun_light->set_shadow_caster(true);
- ctx.sun_light->set_shadow_framebuffer(ctx.shadow_map_framebuffer);
- ctx.sun_light->set_shadow_bias(0.0025f);
- ctx.sun_light->set_shadow_cascade_count(4);
- ctx.sun_light->set_shadow_cascade_coverage(0.05f);
- ctx.sun_light->set_shadow_cascade_distribution(0.8f);
-
- // Add sun light scene objects to surface scene
- ctx.surface_scene->add_object(*ctx.sun_light);
-
- // Pass direct sun light scene object to shadow map pass and astronomy system
- ctx.astronomy_system->set_sun_light(ctx.sun_light.get());
- }
-
- debug::log::trace("Generated Sun");
- }
-
- void create_earth_moon_system(::game& ctx)
- {
- debug::log::trace("Generating Earth-Moon system...");
-
- {
- // Create Earth-Moon barycenter entity
- auto em_bary_archetype = ctx.resource_manager->load<entity::archetype>("em-bary.ent");
- entity::id em_bary_eid = em_bary_archetype->create(*ctx.entity_registry);
- ctx.entities["em_bary"] = em_bary_eid;
-
- // Create Earth
- create_earth(ctx);
-
- // Create Moon
- create_moon(ctx);
- }
-
- debug::log::trace("Generated Earth-Moon system");
- }
-
- void create_earth(::game& ctx)
- {
- debug::log::trace("Generating Earth...");
-
- {
- // Create earth entity
- auto earth_archetype = ctx.resource_manager->load<entity::archetype>("earth.ent");
- entity::id earth_eid = earth_archetype->create(*ctx.entity_registry);
- ctx.entities["earth"] = earth_eid;
-
- // Assign orbital parent
- ctx.entity_registry->get<::orbit_component>(earth_eid).parent = ctx.entities["em_bary"];
- }
-
- debug::log::trace("Generated Earth");
- }
-
- void create_moon(::game& ctx)
- {
- debug::log::trace("Generating Moon...");
-
- {
- // Create lunar entity
- auto moon_archetype = ctx.resource_manager->load<entity::archetype>("moon.ent");
- entity::id moon_eid = moon_archetype->create(*ctx.entity_registry);
- ctx.entities["moon"] = moon_eid;
-
- // Assign orbital parent
- ctx.entity_registry->get<::orbit_component>(moon_eid).parent = ctx.entities["em_bary"];
-
- // Pass moon model to sky pass
- ctx.sky_pass->set_moon_model(ctx.resource_manager->load<render::model>("moon.mdl"));
-
- // Create moon directional light scene object
- ctx.moon_light = std::make_unique<scene::directional_light>();
-
- // Add moon light scene objects to surface scene
- ctx.surface_scene->add_object(*ctx.moon_light);
-
- // Pass moon light scene object to astronomy system
- ctx.astronomy_system->set_moon_light(ctx.moon_light.get());
- }
-
- debug::log::trace("Generated Moon");
- }
-
- void enter_ecoregion(::game& ctx, const ecoregion& ecoregion)
- {
- debug::log::trace("Entering ecoregion {}...", ecoregion.name);
- {
- // Set active ecoregion
- //ctx.active_ecoregion = &ecoregion;
-
- // Set location
- ::world::set_location(ctx, ecoregion.elevation, ecoregion.latitude, ecoregion.longitude);
-
- // Setup sky
- ctx.sky_pass->set_sky_model(ctx.resource_manager->load<render::model>("celestial-hemisphere.mdl"));
- ctx.sky_pass->set_ground_albedo(ecoregion.terrain_albedo);
-
- // Setup terrain
- // ctx.terrain_system->set_patch_material(ecoregion.terrain_material);
- // ctx.terrain_system->set_elevation_function
- // (
- // [](float x, float z) -> float
- // {
- // const math::fvec2 position = math::fvec2{x, z};
-
- // const std::size_t octaves = 3;
- // const float lacunarity = 1.5f;
- // const float gain = 0.5f;
-
- // const float fbm = math::noise::fbm
- // (
- // position * 0.005f,
- // octaves,
- // lacunarity,
- // gain
- // );
-
- // float y = fbm * 4.0f;
-
- // return y;
- // }
- // );
- }
-
- debug::log::trace("Entered ecoregion {}", ecoregion.name);
- }
-
- void switch_scene(::game& ctx)
- {
- ctx.fade_transition_color->set({0, 0, 0});
- ctx.fade_transition->transition(1.0f, false, ease<float>::out_cubic, false, [](){});
- }
-
- } // namespace world
|