💿🐜 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 "application.hpp"
  20. #include "configuration.hpp"
  21. #include "state/application-states.hpp"
  22. #include "filesystem.hpp"
  23. #include "math.hpp"
  24. #include "timestamp.hpp"
  25. // STL
  26. #include <cstdlib>
  27. #include <iostream>
  28. #include <stdexcept>
  29. #include <thread>
  30. #include <string>
  31. #include <iomanip>
  32. // External
  33. #include <glad/glad.h>
  34. #include <SDL2/SDL.h>
  35. #include "stb/stb_image_write.h"
  36. // Debug
  37. #include "debug/ansi-codes.hpp"
  38. #include "debug/console-commands.hpp"
  39. // Resources
  40. #include "resources/resource-manager.hpp"
  41. // Input
  42. #include "input/sdl-scancode-table.hpp"
  43. #include "input/sdl-game-controller-tables.hpp"
  44. #include "input/scancode.hpp"
  45. #include "input/input-mapping.hpp"
  46. // Rasterizer
  47. #include "rasterizer/rasterizer.hpp"
  48. #include "rasterizer/framebuffer.hpp"
  49. #include "rasterizer/texture-2d.hpp"
  50. #include "rasterizer/pixel-type.hpp"
  51. #include "rasterizer/pixel-format.hpp"
  52. #include "rasterizer/vertex-buffer.hpp"
  53. #include "rasterizer/vertex-array.hpp"
  54. #include "rasterizer/vertex-attribute-type.hpp"
  55. #include "rasterizer/texture-wrapping.hpp"
  56. #include "rasterizer/texture-filter.hpp"
  57. // Renderer
  58. #include "renderer/simple-render-pass.hpp"
  59. #include "renderer/passes/shadow-map-pass.hpp"
  60. #include "renderer/passes/sky-pass.hpp"
  61. #include "renderer/passes/clear-pass.hpp"
  62. #include "renderer/passes/material-pass.hpp"
  63. #include "renderer/passes/bloom-pass.hpp"
  64. #include "renderer/passes/final-pass.hpp"
  65. #include "renderer/vertex-attributes.hpp"
  66. #include "renderer/material-flags.hpp"
  67. #include "renderer/material-property.hpp"
  68. // Animation
  69. #include "animation/animator.hpp"
  70. // Scene
  71. #include "scene/billboard.hpp"
  72. #include "scene/model-instance.hpp"
  73. // Systems
  74. #include "systems/behavior-system.hpp"
  75. #include "systems/camera-system.hpp"
  76. #include "systems/collision-system.hpp"
  77. #include "systems/locomotion-system.hpp"
  78. #include "systems/model-system.hpp"
  79. #include "systems/nest-system.hpp"
  80. #include "systems/placement-system.hpp"
  81. #include "systems/samara-system.hpp"
  82. #include "systems/subterrain-system.hpp"
  83. #include "systems/terrain-system.hpp"
  84. #include "systems/vegetation-system.hpp"
  85. #include "systems/tool-system.hpp"
  86. #include "systems/control-system.hpp"
  87. #include "systems/ui-system.hpp"
  88. // Entity components
  89. #include "entity/components/cavity-component.hpp"
  90. using namespace vmq::operators;
  91. application::application(int argc, char** argv):
  92. closed(false),
  93. exit_status(EXIT_SUCCESS)
  94. {
  95. // Format log messages
  96. logger.set_warning_prefix("Warning: ");
  97. logger.set_error_prefix(std::string());
  98. logger.set_success_prefix(std::string());
  99. // Redirect logger output
  100. #if defined(DEBUG)
  101. logger.redirect(&std::cout);
  102. #else
  103. std::string log_filename = "log.txt";
  104. log_filestream.open(log_filename.c_str());
  105. logger.redirect(&log_filestream);
  106. #endif
  107. // Determine application name
  108. std::string application_name;
  109. #if defined(_WIN32)
  110. application_name = "Antkeeper";
  111. #else
  112. application_name = "antkeeper";
  113. #endif
  114. // Form resource paths
  115. data_path = get_data_path(application_name) + "data/";
  116. config_path = get_config_path(application_name);
  117. logger.log("Detected data path as \"" + data_path + "\"\n");
  118. logger.log("Detected config path as \"" + config_path + "\"\n");
  119. screenshots_path = config_path + "screenshots/";
  120. // Create nonexistent config directories
  121. std::vector<std::string> config_paths;
  122. config_paths.push_back(config_path);
  123. config_paths.push_back(screenshots_path);
  124. for (const std::string& path: config_paths)
  125. {
  126. if (!path_exists(path))
  127. {
  128. logger.push_task("Creating directory \"" + path + "\"");
  129. if (create_directory(path))
  130. {
  131. logger.pop_task(EXIT_SUCCESS);
  132. }
  133. else
  134. {
  135. logger.pop_task(EXIT_FAILURE);
  136. }
  137. }
  138. }
  139. // Setup resource manager
  140. resource_manager = new ::resource_manager();
  141. resource_manager->set_logger(&logger);
  142. // Include resource search paths in order of priority
  143. resource_manager->include(config_path);
  144. resource_manager->include(data_path);
  145. resource_manager->include(data_path + "/shaders/include/");
  146. resource_manager->include(data_path + "/shaders/src/");
  147. resource_manager->include(data_path + "/models/");
  148. resource_manager->include(data_path + "/textures/");
  149. resource_manager->include(data_path + "/materials/");
  150. resource_manager->include(data_path + "/entities/");
  151. resource_manager->include(data_path + "/behaviors/");
  152. resource_manager->include(data_path + "/controls/");
  153. // Get SDL compiled version
  154. SDL_version sdl_compiled_version;
  155. SDL_VERSION(&sdl_compiled_version);
  156. std::string sdl_compiled_version_string = std::to_string(sdl_compiled_version.major) + "." + std::to_string(sdl_compiled_version.minor) + "." + std::to_string(sdl_compiled_version.patch);
  157. logger.log("Compiled against SDL " + sdl_compiled_version_string + "\n");
  158. // Get SDL linked version
  159. SDL_version sdl_linked_version;
  160. SDL_GetVersion(&sdl_linked_version);
  161. std::string sdl_linked_version_string = std::to_string(sdl_linked_version.major) + "." + std::to_string(sdl_linked_version.minor) + "." + std::to_string(sdl_linked_version.patch);
  162. logger.log("Linking against SDL " + sdl_linked_version_string + "\n");
  163. // Init SDL
  164. logger.push_task("Initializing SDL");
  165. if (SDL_Init(SDL_INIT_VIDEO) != 0)
  166. {
  167. logger.pop_task(EXIT_FAILURE);
  168. throw std::runtime_error("Failed to initialize SDL");
  169. }
  170. else
  171. {
  172. logger.pop_task(EXIT_SUCCESS);
  173. }
  174. // Load default OpenGL library
  175. logger.push_task("Loading OpenGL library");
  176. if (SDL_GL_LoadLibrary(nullptr) != 0)
  177. {
  178. logger.pop_task(EXIT_FAILURE);
  179. }
  180. else
  181. {
  182. logger.pop_task(EXIT_SUCCESS);
  183. }
  184. // Set window creation hints
  185. SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
  186. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  187. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
  188. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  189. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
  190. SDL_DisplayMode sdl_display_mode;
  191. if (SDL_GetDesktopDisplayMode(0, &sdl_display_mode) != 0)
  192. {
  193. logger.error("Failed to get desktop display mode: \"" + std::string(SDL_GetError()) + "\"\n");
  194. }
  195. else
  196. {
  197. logger.log("Detected " + std::to_string(sdl_display_mode.w) + "x" + std::to_string(sdl_display_mode.h) + " display\n");
  198. display_dimensions = {sdl_display_mode.w, sdl_display_mode.h};
  199. }
  200. int window_width = 1920;
  201. int window_height = 1080;
  202. fullscreen = true;
  203. window_width = 1280;
  204. window_height = 720;
  205. fullscreen = false;
  206. viewport = {0.0f, 0.0f, static_cast<float>(window_width), static_cast<float>(window_height)};
  207. int window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN;
  208. if (fullscreen)
  209. {
  210. window_flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
  211. }
  212. // Create window
  213. logger.push_task("Creating " + std::to_string(window_width) + "x" + std::to_string(window_height) + " window");
  214. window = SDL_CreateWindow
  215. (
  216. "Antkeeper",
  217. SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
  218. window_width, window_height,
  219. window_flags
  220. );
  221. if (!window)
  222. {
  223. logger.pop_task(EXIT_FAILURE);
  224. throw std::runtime_error("Failed to create SDL window");
  225. }
  226. else
  227. {
  228. logger.pop_task(EXIT_SUCCESS);
  229. }
  230. // Create OpenGL context
  231. logger.push_task("Creating OpenGL 3.3 context");
  232. context = SDL_GL_CreateContext(window);
  233. if (!context)
  234. {
  235. logger.pop_task(EXIT_FAILURE);
  236. throw std::runtime_error("Failed to create OpenGL context");
  237. }
  238. else
  239. {
  240. logger.pop_task(EXIT_SUCCESS);
  241. }
  242. // Load OpenGL functions via GLAD
  243. logger.push_task("Loading OpenGL functions");
  244. if (!gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress))
  245. {
  246. logger.pop_task(EXIT_FAILURE);
  247. }
  248. else
  249. {
  250. logger.pop_task(EXIT_SUCCESS);
  251. }
  252. // Set v-sync mode
  253. int swap_interval = 1;
  254. logger.push_task((swap_interval) ? "Enabling v-sync" : "Disabling v-sync");
  255. if (SDL_GL_SetSwapInterval(swap_interval) != 0)
  256. {
  257. logger.pop_task(EXIT_FAILURE);
  258. }
  259. else
  260. {
  261. logger.pop_task(EXIT_SUCCESS);
  262. }
  263. // Setup rasterizer
  264. rasterizer = new ::rasterizer();
  265. // Show window
  266. SDL_ShowWindow(window);
  267. // Clear window to black
  268. rasterizer->set_clear_color(0.0f, 0.0f, 0.0f, 1.0f);
  269. rasterizer->clear_framebuffer(true, false, false);
  270. SDL_GL_SwapWindow(window);
  271. // Hide cursor
  272. SDL_ShowCursor(SDL_DISABLE);
  273. // Init SDL joystick and game controller subsystems
  274. logger.push_task("Initializing SDL Joystick and Game Controller subsystems");
  275. if (SDL_InitSubSystem(SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER) != 0)
  276. {
  277. logger.pop_task(EXIT_FAILURE);
  278. throw std::runtime_error("Failed to initialize SDL Joystick or Game Controller subsystems");
  279. }
  280. else
  281. {
  282. logger.pop_task(EXIT_SUCCESS);
  283. }
  284. // Load SDL game controller mappings
  285. logger.push_task("Loading SDL game controller mappings from database");
  286. std::string gamecontrollerdb_path = data_path + "controls/gamecontrollerdb.txt";
  287. if (SDL_GameControllerAddMappingsFromFile(gamecontrollerdb_path.c_str()) == -1)
  288. {
  289. logger.pop_task(EXIT_FAILURE);
  290. }
  291. else
  292. {
  293. logger.pop_task(EXIT_SUCCESS);
  294. }
  295. // Setup billboard VAO
  296. {
  297. const float billboard_vertex_data[] =
  298. {
  299. -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f,
  300. -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
  301. 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
  302. 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
  303. -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
  304. 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f
  305. };
  306. std::size_t billboard_vertex_size = 8;
  307. std::size_t billboard_vertex_stride = sizeof(float) * billboard_vertex_size;
  308. std::size_t billboard_vertex_count = 6;
  309. billboard_vbo = new vertex_buffer(sizeof(float) * billboard_vertex_size * billboard_vertex_count, billboard_vertex_data);
  310. billboard_vao = new vertex_array();
  311. billboard_vao->bind_attribute(VERTEX_POSITION_LOCATION, *billboard_vbo, 3, vertex_attribute_type::float_32, billboard_vertex_stride, 0);
  312. billboard_vao->bind_attribute(VERTEX_TEXCOORD_LOCATION, *billboard_vbo, 2, vertex_attribute_type::float_32, billboard_vertex_stride, sizeof(float) * 3);
  313. billboard_vao->bind_attribute(VERTEX_BARYCENTRIC_LOCATION, *billboard_vbo, 3, vertex_attribute_type::float_32, billboard_vertex_stride, sizeof(float) * 5);
  314. }
  315. // Setup renderer
  316. renderer.set_billboard_vao(billboard_vao);
  317. // Load fallback material
  318. fallback_material = resource_manager->load<material>("fallback.mtl");
  319. // Create shadow map depth texture and framebuffer
  320. shadow_map_resolution = 4096;
  321. shadow_map_depth_texture = new texture_2d(shadow_map_resolution, shadow_map_resolution, pixel_type::float_32, pixel_format::d);
  322. shadow_map_depth_texture->set_wrapping(texture_wrapping::clamp, texture_wrapping::clamp);
  323. shadow_map_depth_texture->set_filters(texture_min_filter::linear, texture_mag_filter::linear);
  324. shadow_map_depth_texture->set_max_anisotropy(0.0f);
  325. shadow_map_framebuffer = new framebuffer(shadow_map_resolution, shadow_map_resolution);
  326. shadow_map_framebuffer->attach(framebuffer_attachment_type::depth, shadow_map_depth_texture);
  327. // Create HDR framebuffer (32F color, 32F depth)
  328. framebuffer_hdr_color = new texture_2d(window_width, window_height, pixel_type::float_32, pixel_format::rgb);
  329. framebuffer_hdr_color->set_wrapping(texture_wrapping::clamp, texture_wrapping::clamp);
  330. framebuffer_hdr_color->set_filters(texture_min_filter::linear, texture_mag_filter::linear);
  331. framebuffer_hdr_color->set_max_anisotropy(0.0f);
  332. framebuffer_hdr_depth = new texture_2d(window_width, window_height, pixel_type::float_32, pixel_format::d);
  333. framebuffer_hdr_depth->set_wrapping(texture_wrapping::clamp, texture_wrapping::clamp);
  334. framebuffer_hdr_depth->set_filters(texture_min_filter::linear, texture_mag_filter::linear);
  335. framebuffer_hdr_depth->set_max_anisotropy(0.0f);
  336. framebuffer_hdr = new framebuffer(window_width, window_height);
  337. framebuffer_hdr->attach(framebuffer_attachment_type::color, framebuffer_hdr_color);
  338. framebuffer_hdr->attach(framebuffer_attachment_type::depth, framebuffer_hdr_depth);
  339. // Create pingpong framebuffers (32F color, no depth)
  340. int bloom_width = window_width / 2;
  341. int bloom_height = window_height / 2;
  342. bloom_texture = new texture_2d(bloom_width, bloom_height, pixel_type::float_32, pixel_format::rgb);
  343. bloom_texture->set_wrapping(texture_wrapping::clamp, texture_wrapping::clamp);
  344. bloom_texture->set_filters(texture_min_filter::linear, texture_mag_filter::linear);
  345. bloom_texture->set_max_anisotropy(0.0f);
  346. framebuffer_bloom = new framebuffer(bloom_width, bloom_height);
  347. framebuffer_bloom->attach(framebuffer_attachment_type::color, bloom_texture);
  348. // Setup overworld passes
  349. shadow_map_clear_pass = new ::clear_pass(rasterizer, shadow_map_framebuffer);
  350. shadow_map_clear_pass->set_cleared_buffers(false, true, false);
  351. shadow_map_pass = new ::shadow_map_pass(rasterizer, shadow_map_framebuffer, resource_manager);
  352. shadow_map_pass->set_split_scheme_weight(0.75f);
  353. clear_pass = new ::clear_pass(rasterizer, framebuffer_hdr);
  354. clear_pass->set_cleared_buffers(true, true, false);
  355. sky_pass = new ::sky_pass(rasterizer, framebuffer_hdr, resource_manager);
  356. material_pass = new ::material_pass(rasterizer, framebuffer_hdr, resource_manager);
  357. material_pass->set_fallback_material(fallback_material);
  358. material_pass->set_time_tween(&time);
  359. material_pass->set_focal_point_tween(&focal_point_tween);
  360. material_pass->shadow_map_pass = shadow_map_pass;
  361. material_pass->shadow_map = shadow_map_depth_texture;
  362. bloom_pass = new ::bloom_pass(rasterizer, framebuffer_bloom, resource_manager);
  363. bloom_pass->set_source_texture(framebuffer_hdr_color);
  364. bloom_pass->set_brightness_threshold(1.0f);
  365. bloom_pass->set_blur_iterations(4);
  366. bloom_pass->set_enabled(false);
  367. final_pass = new ::final_pass(rasterizer, &rasterizer->get_default_framebuffer(), resource_manager);
  368. final_pass->set_color_texture(framebuffer_hdr_color);
  369. final_pass->set_bloom_texture(bloom_texture);
  370. // Setup overworld compositor
  371. overworld_compositor.add_pass(shadow_map_clear_pass);
  372. overworld_compositor.add_pass(shadow_map_pass);
  373. overworld_compositor.add_pass(clear_pass);
  374. overworld_compositor.add_pass(sky_pass);
  375. overworld_compositor.add_pass(material_pass);
  376. overworld_compositor.add_pass(bloom_pass);
  377. overworld_compositor.add_pass(final_pass);
  378. // Setup overworld camera
  379. overworld_camera.set_perspective(45.0f * vmq::pi<float> / 180.0f, (float)window_width / (float)window_height, 0.1f, 1000.0f);
  380. overworld_camera.set_compositor(&overworld_compositor);
  381. overworld_camera.set_composite_index(0);
  382. overworld_camera.set_active(true);
  383. // Setup underworld passes
  384. underworld_clear_pass = new ::clear_pass(rasterizer, framebuffer_hdr);
  385. underworld_clear_pass->set_cleared_buffers(true, true, false);
  386. underworld_material_pass = new ::material_pass(rasterizer, framebuffer_hdr, resource_manager);
  387. underworld_material_pass->set_fallback_material(fallback_material);
  388. underworld_material_pass->set_time_tween(&time);
  389. underworld_material_pass->set_focal_point_tween(&focal_point_tween);
  390. shader_program* underworld_final_shader = resource_manager->load<shader_program>("underground-final.glsl");
  391. underworld_final_pass = new simple_render_pass(rasterizer, &rasterizer->get_default_framebuffer(), underworld_final_shader);
  392. underworld_final_pass->set_time_tween(&time);
  393. underground_transition_property = underworld_final_pass->get_material()->add_property<float>("transition");
  394. underground_color_texture_property = underworld_final_pass->get_material()->add_property<const texture_2d*>("color_texture");
  395. underground_color_texture_property->set_value(framebuffer_hdr_color);
  396. // Setup underworld compositor
  397. underworld_compositor.add_pass(underworld_clear_pass);
  398. underworld_compositor.add_pass(underworld_material_pass);
  399. underworld_compositor.add_pass(underworld_final_pass);
  400. // Setup underworld camera
  401. underworld_camera.set_perspective(45.0f * vmq::pi<float> / 180.0f, (float)window_width / (float)window_height, 0.1f, 1000.0f);
  402. underworld_camera.look_at({0, 50, 0}, {0, 0, 0}, {0, 0, -1});
  403. underworld_camera.set_compositor(&underworld_compositor);
  404. underworld_camera.set_composite_index(0);
  405. underworld_camera.set_active(false);
  406. // Setup timeline system
  407. timeline.set_autoremove(true);
  408. // Setup animation system
  409. // ...
  410. animator = new ::animator();
  411. // ECS
  412. terrain_system = new ::terrain_system(ecs_registry, resource_manager);
  413. terrain_system->set_patch_size(TERRAIN_PATCH_SIZE);
  414. vegetation_system = new ::vegetation_system(ecs_registry);
  415. vegetation_system->set_terrain_patch_size(TERRAIN_PATCH_SIZE);
  416. vegetation_system->set_vegetation_patch_resolution(VEGETATION_PATCH_RESOLUTION);
  417. vegetation_system->set_vegetation_density(1.0f);
  418. vegetation_system->set_vegetation_model(resource_manager->load<model>("grass-tuft.obj"));
  419. vegetation_system->set_scene(&overworld_scene);
  420. tool_system = new ::tool_system(ecs_registry);
  421. tool_system->set_camera(&overworld_camera);
  422. tool_system->set_orbit_cam(&orbit_cam);
  423. tool_system->set_viewport(viewport);
  424. camera_system = new ::camera_system(ecs_registry);
  425. camera_system->set_orbit_cam(&orbit_cam);
  426. camera_system->set_viewport(viewport);
  427. subterrain_system = new ::subterrain_system(ecs_registry, resource_manager);
  428. subterrain_system->set_scene(&underworld_scene);
  429. nest_system = new ::nest_system(ecs_registry, resource_manager);
  430. collision_system = new ::collision_system(ecs_registry);
  431. samara_system = new ::samara_system(ecs_registry);
  432. placement_system = new ::placement_system(ecs_registry);
  433. behavior_system = new ::behavior_system(ecs_registry);
  434. locomotion_system = new ::locomotion_system(ecs_registry);
  435. model_system = new ::model_system(ecs_registry, overworld_scene);
  436. // Setup systems
  437. systems.push_back([this](double t, double dt){ this->overworld_scene.update_tweens(); this->underworld_scene.update_tweens(); this->ui_system->get_scene()->update_tweens(); focal_point_tween.update(); });
  438. systems.push_back([this](double t, double dt){ this->translate_sdl_events(); });
  439. systems.push_back([this](double t, double dt){ this->event_dispatcher.update(t); });
  440. systems.push_back([this](double t, double dt){ this->timeline.advance(dt); });
  441. systems.push_back(std::bind(&terrain_system::update, terrain_system, std::placeholders::_1, std::placeholders::_2));
  442. systems.push_back(std::bind(&vegetation_system::update, vegetation_system, std::placeholders::_1, std::placeholders::_2));
  443. systems.push_back(std::bind(&placement_system::update, placement_system, std::placeholders::_1, std::placeholders::_2));
  444. systems.push_back(std::bind(&nest_system::update, nest_system, std::placeholders::_1, std::placeholders::_2));
  445. systems.push_back(std::bind(&subterrain_system::update, subterrain_system, std::placeholders::_1, std::placeholders::_2));
  446. systems.push_back(std::bind(&collision_system::update, collision_system, std::placeholders::_1, std::placeholders::_2));
  447. systems.push_back(std::bind(&samara_system::update, samara_system, std::placeholders::_1, std::placeholders::_2));
  448. systems.push_back(std::bind(&camera_system::update, camera_system, std::placeholders::_1, std::placeholders::_2));
  449. systems.push_back(std::bind(&behavior_system::update, behavior_system, std::placeholders::_1, std::placeholders::_2));
  450. systems.push_back(std::bind(&locomotion_system::update, locomotion_system, std::placeholders::_1, std::placeholders::_2));
  451. systems.push_back([this](double t, double dt){ this->control_system->update(dt); });
  452. systems.push_back([this](double t, double dt){
  453. this->subterrain_light.set_translation(orbit_cam.get_focal_point());
  454. this->lantern.set_translation(orbit_cam.get_focal_point());
  455. this->spotlight.set_transform(overworld_camera.get_transform());
  456. this->focal_point_tween[1] = orbit_cam.get_focal_point();
  457. });
  458. systems.push_back([this](double t, double dt){ this->ui_system->update(dt); });
  459. systems.push_back(std::bind(&tool_system::update, tool_system, std::placeholders::_1, std::placeholders::_2));
  460. systems.push_back(std::bind(&model_system::update, model_system, std::placeholders::_1, std::placeholders::_2));
  461. systems.push_back([this](double t, double dt){ this->animator->animate(dt); });
  462. systems.push_back([this](double t, double dt){ this->application_controls.update(); this->menu_controls.update(); this->camera_controls->update(); });
  463. // Setup FSM states
  464. loading_state =
  465. {
  466. std::function<void()>(std::bind(enter_loading_state, this)),
  467. std::function<void()>(std::bind(exit_loading_state, this))
  468. };
  469. language_select_state =
  470. {
  471. std::function<void()>(std::bind(enter_language_select_state, this)),
  472. std::function<void()>(std::bind(exit_language_select_state, this))
  473. };
  474. splash_state =
  475. {
  476. std::function<void()>(std::bind(enter_splash_state, this)),
  477. std::function<void()>(std::bind(exit_splash_state, this))
  478. };
  479. title_state =
  480. {
  481. std::function<void()>(std::bind(enter_title_state, this)),
  482. std::function<void()>(std::bind(exit_title_state, this))
  483. };
  484. play_state =
  485. {
  486. std::function<void()>(std::bind(enter_play_state, this)),
  487. std::function<void()>(std::bind(exit_play_state, this))
  488. };
  489. pause_state =
  490. {
  491. std::function<void()>(std::bind(enter_pause_state, this)),
  492. std::function<void()>(std::bind(exit_pause_state, this))
  493. };
  494. // Setup frame timing
  495. frame_scheduler.set_update_callback(std::bind(&application::update, this, std::placeholders::_1, std::placeholders::_2));
  496. frame_scheduler.set_render_callback(std::bind(&application::render, this, std::placeholders::_1));
  497. frame_scheduler.set_update_rate(60.0);
  498. frame_scheduler.set_max_frame_duration(0.25);
  499. // Setup performance sampling
  500. performance_sampler.set_sample_size(15);
  501. // Setup input event routing
  502. input_event_router.set_event_dispatcher(&event_dispatcher);
  503. input_mapper.set_event_dispatcher(&event_dispatcher);
  504. // Setup input devices
  505. keyboard.set_event_dispatcher(&event_dispatcher);
  506. mouse.set_event_dispatcher(&event_dispatcher);
  507. game_controller.set_event_dispatcher(&event_dispatcher);
  508. // Setup controls
  509. application_controls.add_control(&toggle_fullscreen_control);
  510. application_controls.add_control(&dig_control);
  511. application_controls.add_control(&screenshot_control);
  512. toggle_fullscreen_control.set_activated_callback(std::bind(&application::toggle_fullscreen, this));
  513. screenshot_control.set_activated_callback([this]()
  514. {
  515. take_screenshot();
  516. });
  517. menu_back_control.set_activated_callback(std::bind(&application::close, this, 0));
  518. menu_controls.add_control(&menu_back_control);
  519. menu_controls.add_control(&menu_select_control);
  520. orbit_cam.attach(&overworld_camera);
  521. control_system = new ::control_system();
  522. control_system->set_orbit_cam(&orbit_cam);
  523. control_system->set_viewport(viewport);
  524. event_dispatcher.subscribe<mouse_moved_event>(control_system);
  525. event_dispatcher.subscribe<mouse_moved_event>(camera_system);
  526. event_dispatcher.subscribe<mouse_moved_event>(tool_system);
  527. camera_controls = control_system->get_control_set();
  528. // Application control mappings
  529. input_event_router.add_mapping(key_mapping(&toggle_fullscreen_control, nullptr, scancode::f11));
  530. input_event_router.add_mapping(key_mapping(&screenshot_control, nullptr, scancode::f12));
  531. // Add menu control mappings
  532. input_event_router.add_mapping(key_mapping(&menu_back_control, nullptr, scancode::escape));
  533. input_event_router.add_mapping(key_mapping(&menu_back_control, nullptr, scancode::backspace));
  534. input_event_router.add_mapping(game_controller_button_mapping(&menu_back_control, nullptr, game_controller_button::b));
  535. input_event_router.add_mapping(key_mapping(control_system->get_tool_menu_control(), nullptr, scancode::left_shift));
  536. input_event_router.add_mapping(game_controller_button_mapping(control_system->get_tool_menu_control(), nullptr, game_controller_button::x));
  537. input_event_router.add_mapping(key_mapping(&menu_select_control, nullptr, scancode::enter));
  538. input_event_router.add_mapping(key_mapping(&menu_select_control, nullptr, scancode::space));
  539. input_event_router.add_mapping(key_mapping(control_system->get_move_forward_control(), nullptr, scancode::w));
  540. input_event_router.add_mapping(key_mapping(control_system->get_toggle_view_control(), nullptr, scancode::tab));
  541. control_system->get_toggle_view_control()->set_activated_callback(
  542. [this]()
  543. {
  544. if (this->active_scene == &this->overworld_scene)
  545. {
  546. // Switch to underworld
  547. //this->overworld_camera.set_active(false);
  548. this->underworld_camera.set_active(true);
  549. this->active_scene = &this->underworld_scene;
  550. }
  551. else
  552. {
  553. // Switch to overworld
  554. this->underworld_camera.set_active(false);
  555. this->overworld_camera.set_active(true);
  556. this->active_scene = &this->overworld_scene;
  557. }
  558. });
  559. input_event_router.add_mapping(game_controller_axis_mapping(control_system->get_move_forward_control(), nullptr, game_controller_axis::left_y, true));
  560. input_event_router.add_mapping(key_mapping(control_system->get_move_back_control(), nullptr, scancode::s));
  561. input_event_router.add_mapping(game_controller_axis_mapping(control_system->get_move_back_control(), nullptr, game_controller_axis::left_y, false));
  562. input_event_router.add_mapping(key_mapping(control_system->get_move_left_control(), nullptr, scancode::a));
  563. input_event_router.add_mapping(game_controller_axis_mapping(control_system->get_move_left_control(), nullptr, game_controller_axis::left_x, true));
  564. input_event_router.add_mapping(key_mapping(control_system->get_move_right_control(), nullptr, scancode::d));
  565. input_event_router.add_mapping(game_controller_axis_mapping(control_system->get_move_right_control(), nullptr, game_controller_axis::left_x, false));
  566. input_event_router.add_mapping(game_controller_axis_mapping(control_system->get_rotate_ccw_control(), nullptr, game_controller_axis::right_x, false));
  567. input_event_router.add_mapping(game_controller_axis_mapping(control_system->get_rotate_cw_control(), nullptr, game_controller_axis::right_x, true));
  568. input_event_router.add_mapping(game_controller_axis_mapping(control_system->get_tilt_up_control(), nullptr, game_controller_axis::right_y, false));
  569. input_event_router.add_mapping(game_controller_axis_mapping(control_system->get_tilt_down_control(), nullptr, game_controller_axis::right_y, true));
  570. input_event_router.add_mapping(mouse_wheel_mapping(control_system->get_zoom_in_control(), nullptr, mouse_wheel_axis::positive_y));
  571. input_event_router.add_mapping(mouse_wheel_mapping(control_system->get_zoom_out_control(), nullptr, mouse_wheel_axis::negative_y));
  572. input_event_router.add_mapping(mouse_button_mapping(control_system->get_adjust_camera_control(), nullptr, 3));
  573. input_event_router.add_mapping(game_controller_button_mapping(control_system->get_ascend_control(), nullptr, game_controller_button::y));
  574. input_event_router.add_mapping(game_controller_button_mapping(control_system->get_descend_control(), nullptr, game_controller_button::a));
  575. input_event_router.add_mapping(game_controller_axis_mapping(control_system->get_zoom_out_control(), nullptr, game_controller_axis::trigger_left, false));
  576. input_event_router.add_mapping(game_controller_axis_mapping(control_system->get_zoom_in_control(), nullptr, game_controller_axis::trigger_right, false));
  577. control_system->get_adjust_camera_control()->set_activated_callback([this](){ this->set_relative_mouse_mode(true); this->tool_system->set_pick(false); });
  578. control_system->get_adjust_camera_control()->set_deactivated_callback([this](){ this->set_relative_mouse_mode(false); this->tool_system->set_pick(true); });
  579. input_event_router.add_mapping(key_mapping(&dig_control, nullptr, scancode::one));
  580. dig_control.set_activated_callback(
  581. [this]()
  582. {
  583. const float r = 25.0f;
  584. ecs::cavity_component cavity;
  585. cavity.position =
  586. {
  587. frand(-r, r),
  588. frand(-r * 2, r),
  589. frand(-r, r)
  590. };
  591. cavity.radius = frand(0.75f, 1.25f);
  592. ecs_registry.assign<ecs::cavity_component>(ecs_registry.create(), cavity);
  593. });
  594. pheromones.rows = 256;
  595. pheromones.columns = 256;
  596. pheromones.buffers = new float*[2];
  597. pheromones.buffers[0] = new float[pheromones.rows * pheromones.columns];
  598. pheromones.buffers[1] = new float[pheromones.rows * pheromones.columns];
  599. pheromones.current = 0;
  600. //diffuse(&pheromones);
  601. control_system->set_tool(nullptr);
  602. // Setup UI
  603. ui_system = new ::ui_system(resource_manager);
  604. ui_system->set_viewport(viewport);
  605. ui_system->set_tool_menu_control(control_system->get_tool_menu_control());
  606. event_dispatcher.subscribe<mouse_moved_event>(ui_system);
  607. // Setup UI camera compositor
  608. ui_clear_pass = new ::clear_pass(rasterizer, &rasterizer->get_default_framebuffer());
  609. ui_clear_pass->set_cleared_buffers(false, true, false);
  610. ui_material_pass = new ::material_pass(rasterizer, &rasterizer->get_default_framebuffer(), resource_manager);
  611. ui_material_pass->set_fallback_material(fallback_material);
  612. ui_material_pass->set_time_tween(&time);
  613. ui_compositor.add_pass(ui_clear_pass);
  614. ui_compositor.add_pass(ui_material_pass);
  615. ui_system->get_camera()->set_compositor(&ui_compositor);
  616. // Setup lights
  617. sun_indirect.set_intensity(0.25f);
  618. sun_indirect.update_tweens();
  619. sun_direct.look_at({-1.0f, 5.0f, 1.0f}, {0.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 0.0f});
  620. sun_direct.set_intensity(1.0f);
  621. sun_direct.update_tweens();
  622. subterrain_light.set_color({1, 1, 1});
  623. subterrain_light.set_intensity(1.0f);
  624. subterrain_light.set_attenuation({1.0f, 0.09f, 0.032f});
  625. subterrain_light.update_tweens();
  626. spotlight.set_color({1, 1, 1});
  627. spotlight.set_intensity(1.0f);
  628. spotlight.set_attenuation({1.0f, 0.09f, 0.032f});
  629. spotlight.set_cutoff({vmq::radians(15.0f), vmq::radians(30.0f)});
  630. spotlight.update_tweens();
  631. spotlight.set_active(false);
  632. underworld_ambient_light.set_color({1, 1, 1});
  633. underworld_ambient_light.set_intensity(0.15f);
  634. underworld_ambient_light.update_tweens();
  635. // Darkness
  636. darkness_volume.set_model(resource_manager->load<model>("darkness-volume.obj"));
  637. lantern.set_model(resource_manager->load<model>("lantern.obj"));
  638. // Cloud
  639. cloud.set_model(resource_manager->load<model>("cloud.obj"));
  640. cloud.set_translation({0, 0, 4500});
  641. cloud.set_scale(float3{1, 1, 1} * 100.0f);
  642. // Create depth debug billboard
  643. /*
  644. material* depth_debug_material = new material();
  645. depth_debug_material->set_shader_program(resource_manager->load<shader_program>("ui-element-textured.glsl"));
  646. depth_debug_material->add_property<const texture_2d*>("background")->set_value(shadow_map_depth_texture);
  647. depth_debug_material->add_property<float4>("tint")->set_value(float4{1, 1, 1, 1});
  648. billboard* depth_debug_billboard = new billboard();
  649. depth_debug_billboard->set_material(depth_debug_material);
  650. depth_debug_billboard->set_scale({128, 128, 1});
  651. depth_debug_billboard->set_translation({-960 + 128, 1080 * 0.5f - 128, 0});
  652. depth_debug_billboard->update_tweens();
  653. ui_system->get_scene()->add_object(depth_debug_billboard);
  654. */
  655. material* billboard_material = new material();
  656. billboard_material->set_shader_program(resource_manager->load<shader_program>("ui-element-textured.glsl"));
  657. billboard_material->add_property<const texture_2d*>("background")->set_value(resource_manager->load<texture_2d>("arrow.png"));
  658. billboard_material->add_property<float4>("tint")->set_value(float4{1, 1, 1, 1});
  659. billboard_material->set_flags(MATERIAL_FLAG_TRANSLUCENT | MATERIAL_FLAG_NOT_SHADOW_CASTER);
  660. billboard* arrow_billboard = new billboard();
  661. arrow_billboard->set_material(billboard_material);
  662. arrow_billboard->set_scale(float3{1, 1, 1} * 2.0f);
  663. arrow_billboard->set_translation({0, 10, 0});
  664. arrow_billboard->set_billboard_type(billboard_type::cylindrical);
  665. arrow_billboard->set_alignment_axis({0, 1, 0});
  666. arrow_billboard->update_tweens();
  667. billboard_material = new material();
  668. billboard_material->set_shader_program(resource_manager->load<shader_program>("portal-card.glsl"));
  669. billboard_material->add_property<float4>("color")->set_value(float4{1, 1, 1, 1});
  670. billboard_material->add_property<float2>("range")->set_value(float2{50.0f, 500.0f});
  671. billboard_material->set_flags(MATERIAL_FLAG_TRANSLUCENT | MATERIAL_FLAG_NOT_SHADOW_CASTER);
  672. billboard* portal_billboard = new billboard();
  673. portal_billboard->set_material(billboard_material);
  674. portal_billboard->set_scale(float3{1, 1, 1} * 10.0f);
  675. portal_billboard->set_translation({0.0f, 0, 0});
  676. portal_billboard->set_billboard_type(billboard_type::spherical);
  677. portal_billboard->set_alignment_axis({0, 1, 0});
  678. portal_billboard->update_tweens();
  679. // Setup overworld scene
  680. overworld_scene.add_object(&overworld_camera);
  681. overworld_scene.add_object(&sun_indirect);
  682. overworld_scene.add_object(&sun_direct);
  683. overworld_scene.add_object(&spotlight);
  684. overworld_scene.add_object(&cloud);
  685. overworld_scene.add_object(arrow_billboard);
  686. // Setup underworld scene
  687. underworld_scene.add_object(&underworld_camera);
  688. underworld_scene.add_object(&underworld_ambient_light);
  689. //underworld_scene.add_object(&darkness_volume);
  690. underworld_scene.add_object(&lantern);
  691. underworld_scene.add_object(&subterrain_light);
  692. underworld_scene.add_object(portal_billboard);
  693. //model_instance* larva = new model_instance(resource_manager->load<model>("larva.obj"));
  694. //underworld_scene.add_object(larva);
  695. model_instance* flashlight = new model_instance(resource_manager->load<model>("flashlight.obj"));
  696. underworld_scene.add_object(flashlight);
  697. // Set overworld as active scene
  698. active_scene = &overworld_scene;
  699. // Setup debug CLI
  700. cli.register_command("echo", cc::echo);
  701. cli.register_command("exit", std::function<std::string()>(std::bind(&cc::exit, this)));
  702. std::string cmd = "echo abc 123";
  703. logger.log(cmd + "\n");
  704. logger.log(cli.interpret(cmd) + "\n");
  705. }
  706. application::~application()
  707. {
  708. // Destroy the SDL window
  709. SDL_DestroyWindow(window);
  710. // Shutdown SDL
  711. SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER);
  712. SDL_Quit();
  713. }
  714. void application::close(int status)
  715. {
  716. closed = true;
  717. exit_status = status;
  718. }
  719. int application::execute()
  720. {
  721. // Enter inital state
  722. state_machine.change_state(splash_state);
  723. // Perform initial update
  724. update(0.0, 0.0);
  725. // Reset frame scheduler
  726. frame_scheduler.reset();
  727. // Reset time tween
  728. time[0] = time[1] = 0.0;
  729. // Schedule frames until closed
  730. while (!closed)
  731. {
  732. // Tick frame scheduler
  733. frame_scheduler.tick();
  734. // Sample frame duration
  735. performance_sampler.sample(frame_scheduler.get_frame_duration());
  736. }
  737. // Exit current state
  738. state_machine.change_state({nullptr, nullptr});
  739. return exit_status;
  740. }
  741. void application::update(double t, double dt)
  742. {
  743. // Update time tween
  744. time.update();
  745. time[1] = t;
  746. // Sequentially process systems
  747. for (const auto& system: systems)
  748. {
  749. system(t, dt);
  750. }
  751. }
  752. void application::render(double alpha)
  753. {
  754. /*
  755. std::cout << std::fixed;
  756. std::cout << std::setprecision(2);
  757. std::cout << performance_sampler.mean_frame_duration() * 1000.0 << std::endl;
  758. */
  759. renderer.render(alpha, overworld_scene);
  760. renderer.render(alpha, underworld_scene);
  761. //renderer.render(alpha, *active_scene);
  762. renderer.render(alpha, *ui_system->get_scene());
  763. SDL_GL_SwapWindow(window);
  764. }
  765. void application::translate_sdl_events()
  766. {
  767. SDL_Event sdl_event;
  768. while (SDL_PollEvent(&sdl_event))
  769. {
  770. switch (sdl_event.type)
  771. {
  772. case SDL_KEYDOWN:
  773. case SDL_KEYUP:
  774. {
  775. if (sdl_event.key.repeat == 0)
  776. {
  777. scancode scancode = scancode::unknown;
  778. if (sdl_event.key.keysym.scancode <= SDL_SCANCODE_APP2)
  779. {
  780. scancode = sdl_scancode_table[sdl_event.key.keysym.scancode];
  781. }
  782. if (sdl_event.type == SDL_KEYDOWN)
  783. keyboard.press(scancode);
  784. else
  785. keyboard.release(scancode);
  786. }
  787. break;
  788. }
  789. case SDL_MOUSEMOTION:
  790. {
  791. mouse.move(sdl_event.motion.x, sdl_event.motion.y, sdl_event.motion.xrel, sdl_event.motion.yrel);
  792. break;
  793. }
  794. case SDL_MOUSEBUTTONDOWN:
  795. {
  796. mouse.press(sdl_event.button.button, sdl_event.button.x, sdl_event.button.y);
  797. break;
  798. }
  799. case SDL_MOUSEBUTTONUP:
  800. {
  801. mouse.release(sdl_event.button.button, sdl_event.button.x, sdl_event.button.y);
  802. break;
  803. }
  804. case SDL_MOUSEWHEEL:
  805. {
  806. int direction = (sdl_event.wheel.direction == SDL_MOUSEWHEEL_FLIPPED) ? -1 : 1;
  807. mouse.scroll(sdl_event.wheel.x * direction, sdl_event.wheel.y * direction);
  808. break;
  809. }
  810. case SDL_CONTROLLERBUTTONDOWN:
  811. {
  812. if (sdl_event.cbutton.button != SDL_CONTROLLER_BUTTON_INVALID)
  813. {
  814. game_controller_button button = sdl_button_table[sdl_event.cbutton.button];
  815. game_controller.press(button);
  816. }
  817. break;
  818. }
  819. case SDL_CONTROLLERBUTTONUP:
  820. {
  821. if (sdl_event.cbutton.button != SDL_CONTROLLER_BUTTON_INVALID)
  822. {
  823. game_controller_button button = sdl_button_table[sdl_event.cbutton.button];
  824. game_controller.release(button);
  825. }
  826. break;
  827. }
  828. case SDL_CONTROLLERAXISMOTION:
  829. {
  830. if (sdl_event.caxis.axis != SDL_CONTROLLER_AXIS_INVALID)
  831. {
  832. game_controller_axis axis = sdl_axis_table[sdl_event.caxis.axis];
  833. float value = sdl_event.caxis.value;
  834. value /= (value < 0.0f) ? 32768.0f : 32767.0f;
  835. game_controller.move(axis, value);
  836. }
  837. break;
  838. }
  839. case SDL_CONTROLLERDEVICEADDED:
  840. {
  841. if (SDL_IsGameController(sdl_event.cdevice.which))
  842. {
  843. SDL_GameController* sdl_controller = SDL_GameControllerOpen(sdl_event.cdevice.which);
  844. std::string controller_name = SDL_GameControllerNameForIndex(sdl_event.cdevice.which);
  845. if (sdl_controller)
  846. {
  847. logger.log("Connected game controller \"" + controller_name + "\"\n");
  848. }
  849. else
  850. {
  851. logger.error("Failed to connected game controller \"" + controller_name + "\"\n");
  852. }
  853. }
  854. break;
  855. }
  856. case SDL_CONTROLLERDEVICEREMOVED:
  857. {
  858. SDL_GameController* sdl_controller = SDL_GameControllerFromInstanceID(sdl_event.cdevice.which);
  859. if (sdl_controller)
  860. {
  861. SDL_GameControllerClose(sdl_controller);
  862. logger.log("Disconnected game controller\n");
  863. }
  864. break;
  865. }
  866. case SDL_WINDOWEVENT:
  867. {
  868. if (sdl_event.window.event == SDL_WINDOWEVENT_RESIZED)
  869. {
  870. window_resized();
  871. }
  872. break;
  873. }
  874. case SDL_QUIT:
  875. {
  876. close(EXIT_SUCCESS);
  877. break;
  878. }
  879. }
  880. }
  881. }
  882. void application::set_relative_mouse_mode(bool enabled)
  883. {
  884. if (enabled)
  885. {
  886. SDL_GetMouseState(&std::get<0>(saved_mouse_position), &std::get<1>(saved_mouse_position));
  887. }
  888. SDL_SetRelativeMouseMode((enabled) ? SDL_TRUE : SDL_FALSE);
  889. if (!enabled)
  890. {
  891. SDL_WarpMouseInWindow(window, std::get<0>(saved_mouse_position), std::get<1>(saved_mouse_position));
  892. }
  893. }
  894. void application::toggle_fullscreen()
  895. {
  896. fullscreen = !fullscreen;
  897. if (fullscreen)
  898. {
  899. SDL_GetWindowSize(window, &std::get<0>(window_dimensions), &std::get<1>(window_dimensions));
  900. SDL_GetWindowPosition(window, &std::get<0>(window_position), &std::get<1>(window_position));
  901. SDL_SetWindowBordered(window, SDL_FALSE);
  902. SDL_SetWindowResizable(window, SDL_FALSE);
  903. SDL_SetWindowPosition(window, 0, 0);
  904. SDL_SetWindowSize(window, std::get<0>(display_dimensions), std::get<1>(display_dimensions));
  905. }
  906. else
  907. {
  908. SDL_SetWindowBordered(window, SDL_TRUE);
  909. SDL_SetWindowResizable(window, SDL_TRUE);
  910. SDL_SetWindowSize(window, std::get<0>(window_dimensions), std::get<1>(window_dimensions));
  911. SDL_SetWindowPosition(window, std::get<0>(window_position), std::get<1>(window_position));
  912. }
  913. window_resized();
  914. }
  915. void application::window_resized()
  916. {
  917. int width, height;
  918. SDL_GetWindowSize(window, &width, &height);
  919. float aspect_ratio = static_cast<float>(width) / static_cast<float>(height);
  920. viewport = {0.0f, 0.0f, static_cast<float>(width), static_cast<float>(height)};
  921. rasterizer->window_resized(width, height);
  922. overworld_camera.set_perspective(overworld_camera.get_fov(), aspect_ratio, overworld_camera.get_clip_near(), overworld_camera.get_clip_far());
  923. underworld_camera.set_perspective(underworld_camera.get_fov(), aspect_ratio, underworld_camera.get_clip_near(), underworld_camera.get_clip_far());
  924. control_system->set_viewport(viewport);
  925. camera_system->set_viewport(viewport);
  926. tool_system->set_viewport(viewport);
  927. ui_system->set_viewport(viewport);
  928. }
  929. void application::take_screenshot() const
  930. {
  931. int x = viewport[0];
  932. int y = viewport[1];
  933. int w = viewport[2];
  934. int h = viewport[3];
  935. // Read pixel data from framebuffer
  936. unsigned char* pixels = new unsigned char[w * h * 3];
  937. glReadBuffer(GL_BACK);
  938. glReadPixels(x, y, w, h, GL_RGB, GL_UNSIGNED_BYTE, pixels);
  939. std::string filename = screenshots_path + "antkeeper-" + timestamp() + ".png";
  940. std::thread screenshot_thread(application::save_image, filename, w, h, pixels);
  941. screenshot_thread.detach();
  942. }
  943. void application::save_image(const std::string& filename, int w, int h, const unsigned char* pixels)
  944. {
  945. stbi_flip_vertically_on_write(1);
  946. stbi_write_png(filename.c_str(), w, h, 3, pixels, w * 3);
  947. delete[] pixels;
  948. }