💿🐜 Antkeeper source code https://antkeeper.com
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  1. /*
  2. * Copyright (C) 2020 Christopher J. Howard
  3. *
  4. * This file is part of Antkeeper source code.
  5. *
  6. * Antkeeper source code is free software: you can redistribute it and/or modify
  7. * it under the terms of the GNU General Public License as published by
  8. * the Free Software Foundation, either version 3 of the License, or
  9. * (at your option) any later version.
  10. *
  11. * Antkeeper source code is distributed in the hope that it will be useful,
  12. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  13. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  14. * GNU General Public License for more details.
  15. *
  16. * You should have received a copy of the GNU General Public License
  17. * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
  18. */
  19. #include "animation/animation.hpp"
  20. #include "animation/animator.hpp"
  21. #include "animation/ease.hpp"
  22. #include "animation/screen-transition.hpp"
  23. #include "animation/timeline.hpp"
  24. #include "application.hpp"
  25. #include "debug/cli.hpp"
  26. #include "game/console-commands.hpp"
  27. #include "debug/logger.hpp"
  28. #include "game/game-context.hpp"
  29. #include "rasterizer/framebuffer.hpp"
  30. #include "rasterizer/pixel-format.hpp"
  31. #include "rasterizer/pixel-type.hpp"
  32. #include "rasterizer/rasterizer.hpp"
  33. #include "rasterizer/texture-2d.hpp"
  34. #include "rasterizer/texture-filter.hpp"
  35. #include "rasterizer/texture-wrapping.hpp"
  36. #include "rasterizer/vertex-array.hpp"
  37. #include "rasterizer/vertex-attribute-type.hpp"
  38. #include "rasterizer/vertex-buffer.hpp"
  39. #include "renderer/material-flags.hpp"
  40. #include "renderer/material-property.hpp"
  41. #include "renderer/passes/bloom-pass.hpp"
  42. #include "renderer/passes/clear-pass.hpp"
  43. #include "renderer/passes/final-pass.hpp"
  44. #include "renderer/passes/material-pass.hpp"
  45. #include "renderer/passes/outline-pass.hpp"
  46. #include "renderer/passes/shadow-map-pass.hpp"
  47. #include "renderer/passes/sky-pass.hpp"
  48. #include "renderer/simple-render-pass.hpp"
  49. #include "renderer/vertex-attributes.hpp"
  50. #include "renderer/compositor.hpp"
  51. #include "renderer/renderer.hpp"
  52. #include "resources/config-file.hpp"
  53. #include "resources/resource-manager.hpp"
  54. #include "resources/resource-manager.hpp"
  55. #include "scene/billboard.hpp"
  56. #include "scene/model-instance.hpp"
  57. #include "scene/point-light.hpp"
  58. #include "scene/directional-light.hpp"
  59. #include "scene/ambient-light.hpp"
  60. #include "scene/spotlight.hpp"
  61. #include "game/states/game-states.hpp"
  62. #include "game/systems/behavior-system.hpp"
  63. #include "game/systems/camera-system.hpp"
  64. #include "game/systems/collision-system.hpp"
  65. #include "game/systems/constraint-system.hpp"
  66. #include "game/systems/control-system.hpp"
  67. #include "game/systems/locomotion-system.hpp"
  68. #include "game/systems/nest-system.hpp"
  69. #include "game/systems/snapping-system.hpp"
  70. #include "game/systems/render-system.hpp"
  71. #include "game/systems/samara-system.hpp"
  72. #include "game/systems/subterrain-system.hpp"
  73. #include "game/systems/terrain-system.hpp"
  74. #include "game/systems/tool-system.hpp"
  75. #include "game/systems/ui-system.hpp"
  76. #include "game/systems/vegetation-system.hpp"
  77. #include "game/systems/spatial-system.hpp"
  78. #include "game/systems/tracking-system.hpp"
  79. #include "game/systems/painting-system.hpp"
  80. #include "game/systems/weather-system.hpp"
  81. #include "game/systems/solar-system.hpp"
  82. #include "game/components/marker-component.hpp"
  83. #include "game/entity-commands.hpp"
  84. #include "utility/paths.hpp"
  85. #include "event/event-dispatcher.hpp"
  86. #include "input/input-event-router.hpp"
  87. #include "input/input-mapper.hpp"
  88. #include "input/input-listener.hpp"
  89. #include "input/game-controller.hpp"
  90. #include "input/mouse.hpp"
  91. #include "input/keyboard.hpp"
  92. #include "pheromone-matrix.hpp"
  93. #include "configuration.hpp"
  94. #include "input/scancode.hpp"
  95. #include <cxxopts.hpp>
  96. #include <dirent.h>
  97. #include <entt/entt.hpp>
  98. #include <filesystem>
  99. #include <functional>
  100. #include <string>
  101. #include <vector>
  102. #include "utility/timestamp.hpp"
  103. static void parse_options(game_context* ctx, int argc, char** argv);
  104. static void setup_resources(game_context* ctx);
  105. static void load_config(game_context* ctx);
  106. static void load_strings(game_context* ctx);
  107. static void setup_window(game_context* ctx);
  108. static void setup_rendering(game_context* ctx);
  109. static void setup_scenes(game_context* ctx);
  110. static void setup_animation(game_context* ctx);
  111. static void setup_entities(game_context* ctx);
  112. static void setup_systems(game_context* ctx);
  113. static void setup_controls(game_context* ctx);
  114. static void setup_cli(game_context* ctx);
  115. static void setup_callbacks(game_context* ctx);
  116. int bootloader(application* app, int argc, char** argv)
  117. {
  118. // Get application logger
  119. logger* logger = app->get_logger();
  120. logger->push_task("Running application bootloader");
  121. // Allocate game context
  122. game_context* ctx = new game_context();
  123. ctx->app = app;
  124. ctx->logger = logger;
  125. // Init game context
  126. try
  127. {
  128. parse_options(ctx, argc, argv);
  129. setup_resources(ctx);
  130. load_config(ctx);
  131. load_strings(ctx);
  132. setup_window(ctx);
  133. setup_rendering(ctx);
  134. setup_scenes(ctx);
  135. setup_animation(ctx);
  136. setup_entities(ctx);
  137. setup_systems(ctx);
  138. setup_controls(ctx);
  139. setup_cli(ctx);
  140. setup_callbacks(ctx);
  141. }
  142. catch (const std::exception& e)
  143. {
  144. logger->error("Caught exception: \"" + std::string(e.what()) + "\"");
  145. logger->pop_task(EXIT_FAILURE);
  146. return EXIT_FAILURE;
  147. }
  148. logger->pop_task(EXIT_SUCCESS);
  149. // Change state
  150. if (ctx->option_quick_start.has_value())
  151. app->change_state({std::bind(play_state_enter, ctx), std::bind(play_state_exit, ctx)});
  152. else
  153. app->change_state({std::bind(splash_state_enter, ctx), std::bind(splash_state_exit, ctx)});
  154. return EXIT_SUCCESS;
  155. }
  156. void parse_options(game_context* ctx, int argc, char** argv)
  157. {
  158. logger* logger = ctx->logger;
  159. logger->push_task("Parsing command line options");
  160. try
  161. {
  162. cxxopts::Options options("Antkeeper", "Ant colony simulation game");
  163. options.add_options()
  164. ("b,biome", "Selects the biome to load", cxxopts::value<std::string>())
  165. ("c,continue", "Continues from the last save")
  166. ("d,data", "Sets the data package path", cxxopts::value<std::string>())
  167. ("f,fullscreen", "Starts in fullscreen mode")
  168. ("n,new-game", "Starts a new game")
  169. ("q,quick-start", "Skips to the main menu")
  170. ("r,reset", "Restores all settings to default")
  171. ("v,vsync", "Enables or disables v-sync", cxxopts::value<int>())
  172. ("w,windowed", "Starts in windowed mode");
  173. auto result = options.parse(argc, argv);
  174. // --biome
  175. if (result.count("biome"))
  176. ctx->option_biome = result["biome"].as<std::string>();
  177. // --continue
  178. if (result.count("continue"))
  179. ctx->option_continue = true;
  180. // --data
  181. if (result.count("data"))
  182. ctx->option_data = result["data"].as<std::string>();
  183. // --fullscreen
  184. if (result.count("fullscreen"))
  185. ctx->option_fullscreen = true;
  186. // --new-game
  187. if (result.count("new-game"))
  188. ctx->option_new_game = true;
  189. // --quick-start
  190. if (result.count("quick-start"))
  191. ctx->option_quick_start = true;
  192. // --reset
  193. if (result.count("reset"))
  194. ctx->option_reset = true;
  195. // --vsync
  196. if (result.count("vsync"))
  197. ctx->option_vsync = (result["vsync"].as<int>()) ? true : false;
  198. // --windowed
  199. if (result.count("windowed"))
  200. ctx->option_windowed = true;
  201. }
  202. catch (const std::exception& e)
  203. {
  204. logger->error("Exception caught: \"" + std::string(e.what()) + "\"");
  205. logger->pop_task(EXIT_FAILURE);
  206. return;
  207. }
  208. logger->pop_task(EXIT_SUCCESS);
  209. }
  210. void setup_resources(game_context* ctx)
  211. {
  212. logger* logger = ctx->logger;
  213. // Setup resource manager
  214. ctx->resource_manager = new resource_manager(logger);
  215. // Determine application name
  216. std::string application_name;
  217. #if defined(_WIN32) || defined(__APPLE__)
  218. application_name = "Antkeeper";
  219. #else
  220. application_name = "antkeeper";
  221. #endif
  222. // Detect paths
  223. ctx->data_path = get_data_path(application_name);
  224. ctx->config_path = get_config_path(application_name);
  225. ctx->mods_path = ctx->config_path + "mods/";
  226. ctx->saves_path = ctx->config_path + "saves/";
  227. ctx->screenshots_path = ctx->config_path + "screenshots/";
  228. // Log resource paths
  229. logger->log("Detected data path as \"" + ctx->data_path + "\"");
  230. logger->log("Detected config path as \"" + ctx->config_path + "\"");
  231. // Create nonexistent config directories
  232. std::vector<std::string> config_paths;
  233. config_paths.push_back(ctx->config_path);
  234. config_paths.push_back(ctx->mods_path);
  235. config_paths.push_back(ctx->saves_path);
  236. config_paths.push_back(ctx->screenshots_path);
  237. for (const std::string& path: config_paths)
  238. {
  239. if (!path_exists(path))
  240. {
  241. logger->push_task("Creating directory \"" + path + "\"");
  242. if (create_directory(path))
  243. {
  244. logger->pop_task(EXIT_SUCCESS);
  245. }
  246. else
  247. {
  248. logger->pop_task(EXIT_FAILURE);
  249. }
  250. }
  251. }
  252. // Redirect logger output to log file on non-debug builds
  253. #if defined(NDEBUG)
  254. std::string log_filename = config_path + "log.txt";
  255. ctx->log_filestream.open(log_filename.c_str());
  256. ctx->log_filestream << logger->get_history();
  257. logger->redirect(&log_filestream);
  258. #endif
  259. // Scan for mods
  260. std::vector<std::string> mods;
  261. struct dirent** files = nullptr;
  262. if (int n = scandir(ctx->mods_path.c_str(), &files, NULL, alphasort); n >= 0)
  263. {
  264. for (int i = 0; i < n; ++i)
  265. {
  266. struct dirent* file = files[i];
  267. switch (file->d_type)
  268. {
  269. case DT_REG:
  270. case DT_DIR:
  271. {
  272. std::string mod_name = file->d_name;
  273. // Skip hidden files and directories
  274. if (mod_name.front() == '.')
  275. break;
  276. mods.push_back(mod_name);
  277. }
  278. default:
  279. break;
  280. }
  281. }
  282. }
  283. // Determine data package path
  284. if (ctx->option_data.has_value())
  285. {
  286. ctx->data_package_path = ctx->option_data.value();
  287. if (std::filesystem::path(ctx->data_package_path).is_relative())
  288. ctx->data_package_path = ctx->data_path + ctx->data_package_path;
  289. }
  290. else
  291. {
  292. ctx->data_package_path = ctx->data_path + "data.zip";
  293. }
  294. // Mount mods
  295. for (const std::string& mod_name: mods)
  296. ctx->resource_manager->mount(ctx->mods_path + mod_name);
  297. // Mount config path
  298. ctx->resource_manager->mount(ctx->config_path);
  299. // Mount data package
  300. ctx->resource_manager->mount(ctx->data_package_path);
  301. // Include resource search paths in order of priority
  302. ctx->resource_manager->include("/shaders/");
  303. ctx->resource_manager->include("/models/");
  304. ctx->resource_manager->include("/textures/");
  305. ctx->resource_manager->include("/materials/");
  306. ctx->resource_manager->include("/entities/");
  307. ctx->resource_manager->include("/behaviors/");
  308. ctx->resource_manager->include("/controls/");
  309. ctx->resource_manager->include("/localization/");
  310. ctx->resource_manager->include("/biomes/");
  311. ctx->resource_manager->include("/traits/");
  312. ctx->resource_manager->include("/");
  313. }
  314. void load_config(game_context* ctx)
  315. {
  316. logger* logger = ctx->logger;
  317. logger->push_task("Loading config");
  318. // Load config file
  319. ctx->config = ctx->resource_manager->load<config_file>("config.txt");
  320. if (!ctx->config)
  321. {
  322. logger->pop_task(EXIT_FAILURE);
  323. return;
  324. }
  325. logger->pop_task(EXIT_SUCCESS);
  326. }
  327. void load_strings(game_context* ctx)
  328. {
  329. logger* logger = ctx->logger;
  330. logger->push_task("Loading strings");
  331. ctx->string_table = ctx->resource_manager->load<string_table>("strings.csv");
  332. build_string_table_map(&ctx->string_table_map, *ctx->string_table);
  333. ctx->language_code = ctx->config->get<std::string>("language");
  334. ctx->language_index = -1;
  335. for (int i = 2; i < (*ctx->string_table)[0].size(); ++i)
  336. {
  337. if ((*ctx->string_table)[0][i] == ctx->language_code)
  338. ctx->language_index = i;
  339. }
  340. logger->log("lang index: " + std::to_string(ctx->language_index));
  341. ctx->strings = &ctx->string_table_map[ctx->language_code];
  342. logger->pop_task(EXIT_SUCCESS);
  343. }
  344. void setup_window(game_context* ctx)
  345. {
  346. logger* logger = ctx->logger;
  347. logger->push_task("Setting up window");
  348. application* app = ctx->app;
  349. config_file* config = ctx->config;
  350. // Set fullscreen or windowed mode
  351. bool fullscreen = true;
  352. if (ctx->option_fullscreen.has_value())
  353. fullscreen = true;
  354. else if (ctx->option_windowed.has_value())
  355. fullscreen = false;
  356. else if (config->has("fullscreen"))
  357. fullscreen = (config->get<int>("fullscreen") != 0);
  358. app->set_fullscreen(fullscreen);
  359. // Set resolution
  360. const auto& display_dimensions = ctx->app->get_display_dimensions();
  361. int2 resolution = {display_dimensions[0], display_dimensions[1]};
  362. if (fullscreen)
  363. {
  364. if (config->has("fullscreen_resolution"))
  365. resolution = config->get<int2>("fullscreen_resolution");
  366. }
  367. else
  368. {
  369. if (config->has("windowed_resolution"))
  370. resolution = config->get<int2>("windowed_resolution");
  371. }
  372. app->resize_window(resolution.x, resolution.y);
  373. // Set v-sync
  374. bool vsync = true;
  375. if (ctx->option_vsync.has_value())
  376. vsync = (ctx->option_vsync.value() != 0);
  377. else if (config->has("vsync"))
  378. vsync = (config->get<int>("vsync") != 0);
  379. app->set_vsync(vsync);
  380. // Set title
  381. app->set_title((*ctx->strings)["title"]);
  382. logger->pop_task(EXIT_SUCCESS);
  383. }
  384. void setup_rendering(game_context* ctx)
  385. {
  386. logger* logger = ctx->logger;
  387. logger->push_task("Setting up rendering");
  388. // Get rasterizer from application
  389. ctx->rasterizer = ctx->app->get_rasterizer();
  390. // Get default framebuffer
  391. const framebuffer& default_framebuffer = ctx->rasterizer->get_default_framebuffer();
  392. const auto& viewport_dimensions = default_framebuffer.get_dimensions();
  393. // Create HDR framebuffer (32F color, 32F depth)
  394. ctx->framebuffer_hdr_color = new texture_2d(viewport_dimensions[0], viewport_dimensions[1], pixel_type::float_32, pixel_format::rgb);
  395. ctx->framebuffer_hdr_color->set_wrapping(texture_wrapping::clamp, texture_wrapping::clamp);
  396. ctx->framebuffer_hdr_color->set_filters(texture_min_filter::linear, texture_mag_filter::linear);
  397. ctx->framebuffer_hdr_color->set_max_anisotropy(0.0f);
  398. ctx->framebuffer_hdr_depth = new texture_2d(viewport_dimensions[0], viewport_dimensions[1], pixel_type::float_32, pixel_format::ds);
  399. ctx->framebuffer_hdr_depth->set_wrapping(texture_wrapping::clamp, texture_wrapping::clamp);
  400. ctx->framebuffer_hdr_depth->set_filters(texture_min_filter::linear, texture_mag_filter::linear);
  401. ctx->framebuffer_hdr_depth->set_max_anisotropy(0.0f);
  402. ctx->framebuffer_hdr = new framebuffer(viewport_dimensions[0], viewport_dimensions[1]);
  403. ctx->framebuffer_hdr->attach(framebuffer_attachment_type::color, ctx->framebuffer_hdr_color);
  404. ctx->framebuffer_hdr->attach(framebuffer_attachment_type::depth, ctx->framebuffer_hdr_depth);
  405. ctx->framebuffer_hdr->attach(framebuffer_attachment_type::stencil, ctx->framebuffer_hdr_depth);
  406. // Create shadow map framebuffer
  407. int shadow_map_resolution = ctx->config->get<int>("shadow_map_resolution");
  408. ctx->shadow_map_depth_texture = new texture_2d(shadow_map_resolution, shadow_map_resolution, pixel_type::float_32, pixel_format::d);
  409. ctx->shadow_map_depth_texture->set_wrapping(texture_wrapping::clamp, texture_wrapping::clamp);
  410. ctx->shadow_map_depth_texture->set_filters(texture_min_filter::linear, texture_mag_filter::linear);
  411. ctx->shadow_map_depth_texture->set_max_anisotropy(0.0f);
  412. ctx->shadow_map_framebuffer = new framebuffer(shadow_map_resolution, shadow_map_resolution);
  413. ctx->shadow_map_framebuffer->attach(framebuffer_attachment_type::depth, ctx->shadow_map_depth_texture);
  414. // Create bloom pingpong framebuffers (16F color, no depth)
  415. int bloom_width = viewport_dimensions[0] >> 1;
  416. int bloom_height = viewport_dimensions[1] >> 1;
  417. ctx->bloom_texture = new texture_2d(bloom_width, bloom_height, pixel_type::float_16, pixel_format::rgb);
  418. ctx->bloom_texture->set_wrapping(texture_wrapping::clamp, texture_wrapping::clamp);
  419. ctx->bloom_texture->set_filters(texture_min_filter::linear, texture_mag_filter::linear);
  420. ctx->bloom_texture->set_max_anisotropy(0.0f);
  421. ctx->framebuffer_bloom = new framebuffer(bloom_width, bloom_height);
  422. ctx->framebuffer_bloom->attach(framebuffer_attachment_type::color, ctx->bloom_texture);
  423. // Load blue noise texture
  424. texture_2d* blue_noise_map = ctx->resource_manager->load<texture_2d>("blue-noise.png");
  425. blue_noise_map->set_wrapping(texture_wrapping::repeat, texture_wrapping::repeat);
  426. blue_noise_map->set_wrapping(texture_wrapping::repeat, texture_wrapping::repeat);
  427. blue_noise_map->set_filters(texture_min_filter::nearest, texture_mag_filter::nearest);
  428. blue_noise_map->set_filters(texture_min_filter::nearest, texture_mag_filter::nearest);
  429. // Load fallback material
  430. ctx->fallback_material = ctx->resource_manager->load<material>("fallback.mtl");
  431. // Setup overworld compositor
  432. ctx->overworld_shadow_map_clear_pass = new clear_pass(ctx->rasterizer, ctx->shadow_map_framebuffer);
  433. ctx->overworld_shadow_map_clear_pass->set_cleared_buffers(false, true, false);
  434. ctx->overworld_shadow_map_clear_pass->set_clear_depth(1.0f);
  435. ctx->overworld_shadow_map_pass = new shadow_map_pass(ctx->rasterizer, ctx->shadow_map_framebuffer, ctx->resource_manager);
  436. ctx->overworld_shadow_map_pass->set_split_scheme_weight(0.75f);
  437. ctx->overworld_clear_pass = new clear_pass(ctx->rasterizer, ctx->framebuffer_hdr);
  438. ctx->overworld_clear_pass->set_cleared_buffers(true, true, true);
  439. ctx->overworld_clear_pass->set_clear_depth(0.0f);
  440. ctx->overworld_sky_pass = new sky_pass(ctx->rasterizer, ctx->framebuffer_hdr, ctx->resource_manager);
  441. ctx->app->get_event_dispatcher()->subscribe<mouse_moved_event>(ctx->overworld_sky_pass);
  442. ctx->overworld_sky_pass->set_enabled(false);
  443. ctx->overworld_sky_pass->set_blue_noise_map(blue_noise_map);
  444. ctx->overworld_material_pass = new material_pass(ctx->rasterizer, ctx->framebuffer_hdr, ctx->resource_manager);
  445. ctx->overworld_material_pass->set_fallback_material(ctx->fallback_material);
  446. ctx->overworld_material_pass->shadow_map_pass = ctx->overworld_shadow_map_pass;
  447. ctx->overworld_material_pass->shadow_map = ctx->shadow_map_depth_texture;
  448. ctx->app->get_event_dispatcher()->subscribe<mouse_moved_event>(ctx->overworld_material_pass);
  449. ctx->overworld_outline_pass = new outline_pass(ctx->rasterizer, ctx->framebuffer_hdr, ctx->resource_manager);
  450. ctx->overworld_outline_pass->set_outline_width(0.25f);
  451. ctx->overworld_outline_pass->set_outline_color(float4{1.0f, 1.0f, 1.0f, 1.0f});
  452. ctx->overworld_bloom_pass = new bloom_pass(ctx->rasterizer, ctx->framebuffer_bloom, ctx->resource_manager);
  453. ctx->overworld_bloom_pass->set_source_texture(ctx->framebuffer_hdr_color);
  454. ctx->overworld_bloom_pass->set_brightness_threshold(1.0f);
  455. ctx->overworld_bloom_pass->set_blur_iterations(5);
  456. ctx->overworld_bloom_pass->set_enabled(false);
  457. ctx->overworld_final_pass = new ::final_pass(ctx->rasterizer, &ctx->rasterizer->get_default_framebuffer(), ctx->resource_manager);
  458. ctx->overworld_final_pass->set_color_texture(ctx->framebuffer_hdr_color);
  459. ctx->overworld_final_pass->set_bloom_texture(ctx->bloom_texture);
  460. ctx->overworld_compositor = new compositor();
  461. ctx->overworld_compositor->add_pass(ctx->overworld_shadow_map_clear_pass);
  462. ctx->overworld_compositor->add_pass(ctx->overworld_shadow_map_pass);
  463. ctx->overworld_compositor->add_pass(ctx->overworld_clear_pass);
  464. ctx->overworld_compositor->add_pass(ctx->overworld_sky_pass);
  465. ctx->overworld_compositor->add_pass(ctx->overworld_material_pass);
  466. //ctx->overworld_compositor->add_pass(ctx->overworld_outline_pass);
  467. ctx->overworld_compositor->add_pass(ctx->overworld_bloom_pass);
  468. ctx->overworld_compositor->add_pass(ctx->overworld_final_pass);
  469. // Setup underworld compositor
  470. ctx->underworld_clear_pass = new clear_pass(ctx->rasterizer, ctx->framebuffer_hdr);
  471. ctx->underworld_clear_pass->set_cleared_buffers(true, true, false);
  472. ctx->underworld_material_pass = new material_pass(ctx->rasterizer, ctx->framebuffer_hdr, ctx->resource_manager);
  473. ctx->underworld_material_pass->set_fallback_material(ctx->fallback_material);
  474. ctx->app->get_event_dispatcher()->subscribe<mouse_moved_event>(ctx->underworld_material_pass);
  475. shader_program* underworld_final_shader = ctx->resource_manager->load<shader_program>("underground-final.glsl");
  476. ctx->underworld_final_pass = new simple_render_pass(ctx->rasterizer, &ctx->rasterizer->get_default_framebuffer(), underworld_final_shader);
  477. ctx->underground_color_texture_property = ctx->underworld_final_pass->get_material()->add_property<const texture_2d*>("color_texture");
  478. ctx->underground_color_texture_property->set_value(ctx->framebuffer_hdr_color);
  479. ctx->underworld_final_pass->get_material()->update_tweens();
  480. ctx->underworld_compositor = new compositor();
  481. ctx->underworld_compositor->add_pass(ctx->underworld_clear_pass);
  482. ctx->underworld_compositor->add_pass(ctx->underworld_material_pass);
  483. ctx->underworld_compositor->add_pass(ctx->underworld_final_pass);
  484. // Setup UI camera compositor
  485. ctx->ui_clear_pass = new clear_pass(ctx->rasterizer, &ctx->rasterizer->get_default_framebuffer());
  486. ctx->ui_clear_pass->set_cleared_buffers(false, true, false);
  487. ctx->ui_clear_pass->set_clear_depth(0.0f);
  488. ctx->ui_material_pass = new material_pass(ctx->rasterizer, &ctx->rasterizer->get_default_framebuffer(), ctx->resource_manager);
  489. ctx->ui_material_pass->set_fallback_material(ctx->fallback_material);
  490. ctx->ui_compositor = new compositor();
  491. ctx->ui_compositor->add_pass(ctx->ui_clear_pass);
  492. ctx->ui_compositor->add_pass(ctx->ui_material_pass);
  493. // Create billboard VAO
  494. {
  495. const float billboard_vertex_data[] =
  496. {
  497. -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f,
  498. -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
  499. 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
  500. 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
  501. -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
  502. 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f
  503. };
  504. std::size_t billboard_vertex_size = 8;
  505. std::size_t billboard_vertex_stride = sizeof(float) * billboard_vertex_size;
  506. std::size_t billboard_vertex_count = 6;
  507. ctx->billboard_vbo = new vertex_buffer(sizeof(float) * billboard_vertex_size * billboard_vertex_count, billboard_vertex_data);
  508. ctx->billboard_vao = new vertex_array();
  509. ctx->billboard_vao->bind_attribute(VERTEX_POSITION_LOCATION, *ctx->billboard_vbo, 3, vertex_attribute_type::float_32, billboard_vertex_stride, 0);
  510. ctx->billboard_vao->bind_attribute(VERTEX_TEXCOORD_LOCATION, *ctx->billboard_vbo, 2, vertex_attribute_type::float_32, billboard_vertex_stride, sizeof(float) * 3);
  511. ctx->billboard_vao->bind_attribute(VERTEX_BARYCENTRIC_LOCATION, *ctx->billboard_vbo, 3, vertex_attribute_type::float_32, billboard_vertex_stride, sizeof(float) * 5);
  512. }
  513. // Load marker albedo textures
  514. ctx->marker_albedo_textures = new texture_2d*[8];
  515. ctx->marker_albedo_textures[0] = ctx->resource_manager->load<texture_2d>("marker-clear-albedo.png");
  516. ctx->marker_albedo_textures[1] = ctx->resource_manager->load<texture_2d>("marker-yellow-albedo.png");
  517. ctx->marker_albedo_textures[2] = ctx->resource_manager->load<texture_2d>("marker-green-albedo.png");
  518. ctx->marker_albedo_textures[3] = ctx->resource_manager->load<texture_2d>("marker-blue-albedo.png");
  519. ctx->marker_albedo_textures[4] = ctx->resource_manager->load<texture_2d>("marker-purple-albedo.png");
  520. ctx->marker_albedo_textures[5] = ctx->resource_manager->load<texture_2d>("marker-pink-albedo.png");
  521. ctx->marker_albedo_textures[6] = ctx->resource_manager->load<texture_2d>("marker-red-albedo.png");
  522. ctx->marker_albedo_textures[7] = ctx->resource_manager->load<texture_2d>("marker-orange-albedo.png");
  523. for (int i = 0; i < 8; ++i)
  524. {
  525. texture_2d* texture = ctx->marker_albedo_textures[i];
  526. texture->set_wrapping(texture_wrapping::clamp, texture_wrapping::clamp);
  527. texture->set_filters(texture_min_filter::nearest, texture_mag_filter::nearest);
  528. texture->set_max_anisotropy(0.0f);
  529. }
  530. // Create renderer
  531. ctx->renderer = new renderer();
  532. ctx->renderer->set_billboard_vao(ctx->billboard_vao);
  533. logger->pop_task(EXIT_SUCCESS);
  534. }
  535. void setup_scenes(game_context* ctx)
  536. {
  537. logger* logger = ctx->logger;
  538. logger->push_task("Setting up rendering");
  539. // Get default framebuffer
  540. const auto& viewport_dimensions = ctx->rasterizer->get_default_framebuffer().get_dimensions();
  541. float viewport_aspect_ratio = static_cast<float>(viewport_dimensions[0]) / static_cast<float>(viewport_dimensions[1]);
  542. // Create infinite culling mask
  543. float inf = std::numeric_limits<float>::infinity();
  544. ctx->no_cull = {{-inf, -inf, -inf}, {inf, inf, inf}};
  545. // Setup overworld camera
  546. ctx->overworld_camera = new camera();
  547. ctx->overworld_camera->set_perspective(math::radians<float>(45.0f), viewport_aspect_ratio, 0.1f, 1000.0f);
  548. ctx->overworld_camera->set_compositor(ctx->overworld_compositor);
  549. ctx->overworld_camera->set_composite_index(0);
  550. ctx->overworld_camera->set_active(true);
  551. // Setup underworld camera
  552. ctx->underworld_camera = new camera();
  553. ctx->underworld_camera->set_perspective(math::radians<float>(45.0f), viewport_aspect_ratio, 0.1f, 1000.0f);
  554. ctx->underworld_camera->look_at({0, 50, 0}, {0, 0, 0}, {0, 0, -1});
  555. ctx->underworld_camera->set_compositor(ctx->underworld_compositor);
  556. ctx->underworld_camera->set_composite_index(0);
  557. ctx->underworld_camera->set_active(false);
  558. // Setup UI camera
  559. ctx->ui_camera = new camera();
  560. ctx->ui_camera->set_compositor(ctx->ui_compositor);
  561. // Setup lights
  562. ctx->sun_indirect = new ambient_light();
  563. ctx->sun_indirect->set_intensity(0.0f);
  564. ctx->sun_indirect->update_tweens();
  565. ctx->sun_direct = new directional_light();
  566. ctx->sun_direct->set_intensity(0.0f);
  567. ctx->sun_direct->update_tweens();
  568. ctx->moon_light = new directional_light();
  569. ctx->moon_light->set_intensity(0.0f);
  570. ctx->moon_light->update_tweens();
  571. ctx->subterrain_light = new point_light();
  572. ctx->subterrain_light->set_color({1, 1, 1});
  573. ctx->subterrain_light->set_intensity(1.0f);
  574. ctx->subterrain_light->set_attenuation({1.0f, 0.09f, 0.032f});
  575. ctx->subterrain_light->update_tweens();
  576. ctx->underworld_ambient_light = new ambient_light();
  577. ctx->underworld_ambient_light->set_color({1, 1, 1});
  578. ctx->underworld_ambient_light->set_intensity(0.1f);
  579. ctx->underworld_ambient_light->update_tweens();
  580. ctx->lens_spotlight = new spotlight();
  581. ctx->lens_spotlight->set_color({1, 1, 1});
  582. ctx->lens_spotlight->set_intensity(20.0f);
  583. ctx->lens_spotlight->set_attenuation({1.0f, 0.0f, 0.0f});
  584. ctx->lens_spotlight->set_cutoff({math::radians(1.25f), math::radians(1.8f)});
  585. ctx->flashlight_spotlight = new spotlight();
  586. ctx->flashlight_spotlight->set_color({1, 1, 1});
  587. ctx->flashlight_spotlight->set_intensity(1.0f);
  588. ctx->flashlight_spotlight->set_attenuation({1.0f, 0.0f, 0.0f});
  589. ctx->flashlight_spotlight->set_cutoff({math::radians(10.0f), math::radians(19.0f)});
  590. const texture_2d* splash_texture = ctx->resource_manager->load<texture_2d>("splash.png");
  591. auto splash_dimensions = splash_texture->get_dimensions();
  592. ctx->splash_billboard_material = new material();
  593. ctx->splash_billboard_material->set_shader_program(ctx->resource_manager->load<shader_program>("ui-element-textured.glsl"));
  594. ctx->splash_billboard_material->add_property<const texture_2d*>("background")->set_value(splash_texture);
  595. ctx->splash_billboard_material->add_property<float4>("tint")->set_value(float4{1, 1, 1, 1});
  596. ctx->splash_billboard_material->update_tweens();
  597. ctx->splash_billboard = new billboard();
  598. ctx->splash_billboard->set_material(ctx->splash_billboard_material);
  599. ctx->splash_billboard->set_scale({(float)std::get<0>(splash_dimensions) * 0.5f, (float)std::get<1>(splash_dimensions) * 0.5f, 1.0f});
  600. ctx->splash_billboard->set_translation({0.0f, 0.0f, 0.0f});
  601. ctx->splash_billboard->update_tweens();
  602. // Create depth debug billboard
  603. /*
  604. material* depth_debug_material = new material();
  605. depth_debug_material->set_shader_program(ctx->resource_manager->load<shader_program>("ui-element-textured.glsl"));
  606. depth_debug_material->add_property<const texture_2d*>("background")->set_value(shadow_map_depth_texture);
  607. depth_debug_material->add_property<float4>("tint")->set_value(float4{1, 1, 1, 1});
  608. billboard* depth_debug_billboard = new billboard();
  609. depth_debug_billboard->set_material(depth_debug_material);
  610. depth_debug_billboard->set_scale({128, 128, 1});
  611. depth_debug_billboard->set_translation({-960 + 128, 1080 * 0.5f - 128, 0});
  612. depth_debug_billboard->update_tweens();
  613. ui_system->get_scene()->add_object(depth_debug_billboard);
  614. */
  615. // Setup overworld scene
  616. ctx->overworld_scene = new scene();
  617. ctx->overworld_scene->add_object(ctx->overworld_camera);
  618. ctx->overworld_scene->add_object(ctx->sun_indirect);
  619. ctx->overworld_scene->add_object(ctx->sun_direct);
  620. ctx->overworld_scene->add_object(ctx->moon_light);
  621. //ctx->overworld_scene->add_object(ctx->spotlight);
  622. // Setup underworld scene
  623. ctx->underworld_scene = new scene();
  624. ctx->underworld_scene->add_object(ctx->underworld_camera);
  625. ctx->underworld_scene->add_object(ctx->underworld_ambient_light);
  626. //ctx->underworld_scene->add_object(ctx->lantern);
  627. //ctx->underworld_scene->add_object(ctx->subterrain_light);
  628. //ctx->underworld_scene->add_object(ctx->portal_billboard);
  629. //model_instance* larva = new model_instance(ctx->resource_manager->load<model>("larva.mdl"));
  630. //ctx->underworld_scene->add_object(larva);
  631. // Setup UI scene
  632. ctx->ui_scene = new scene();
  633. ctx->ui_scene->add_object(ctx->ui_camera);
  634. ctx->overworld_scene->add_object(ctx->lens_spotlight);
  635. ctx->underworld_scene->add_object(ctx->flashlight_spotlight);
  636. // Set overworld as active scene
  637. ctx->active_scene = ctx->overworld_scene;
  638. logger->pop_task(EXIT_SUCCESS);
  639. }
  640. void setup_animation(game_context* ctx)
  641. {
  642. // Setup timeline system
  643. ctx->timeline = new timeline();
  644. ctx->timeline->set_autoremove(true);
  645. // Setup animator
  646. ctx->animator = new animator();
  647. // Initialize time tween
  648. ctx->time_tween = new tween<double>(0.0);
  649. ctx->time_tween->set_interpolator(math::lerp<double, double>);
  650. // Create fade transition
  651. ctx->fade_transition = new screen_transition();
  652. ctx->fade_transition->get_material()->set_shader_program(ctx->resource_manager->load<shader_program>("fade-transition.glsl"));
  653. ctx->ui_scene->add_object(ctx->fade_transition->get_billboard());
  654. ctx->animator->add_animation(ctx->fade_transition->get_animation());
  655. // Create inner radial transition
  656. ctx->radial_transition_inner = new screen_transition();
  657. ctx->radial_transition_inner->get_material()->set_shader_program(ctx->resource_manager->load<shader_program>("radial-transition-inner.glsl"));
  658. ctx->ui_scene->add_object(ctx->radial_transition_inner->get_billboard());
  659. ctx->animator->add_animation(ctx->radial_transition_inner->get_animation());
  660. // Create outer radial transition
  661. ctx->radial_transition_outer = new screen_transition();
  662. ctx->radial_transition_outer->get_material()->set_shader_program(ctx->resource_manager->load<shader_program>("radial-transition-outer.glsl"));
  663. ctx->ui_scene->add_object(ctx->radial_transition_outer->get_billboard());
  664. ctx->animator->add_animation(ctx->radial_transition_outer->get_animation());
  665. // Setup tweens
  666. ctx->focal_point_tween = new tween<float3>();
  667. ctx->focal_point_tween->set_interpolator(math::lerp<float3, float>);
  668. // Set material pass tweens
  669. ctx->overworld_sky_pass->set_time_tween(ctx->time_tween);
  670. ctx->overworld_material_pass->set_time_tween(ctx->time_tween);
  671. ctx->overworld_material_pass->set_focal_point_tween(ctx->focal_point_tween);
  672. ctx->underworld_material_pass->set_time_tween(ctx->time_tween);
  673. ctx->underworld_material_pass->set_focal_point_tween(ctx->focal_point_tween);
  674. ctx->underworld_final_pass->set_time_tween(ctx->time_tween);
  675. ctx->underworld_material_pass->set_focal_point_tween(ctx->focal_point_tween);
  676. ctx->ui_material_pass->set_time_tween(ctx->time_tween);
  677. }
  678. void setup_entities(game_context* ctx)
  679. {
  680. // Create ECS registry
  681. ctx->ecs_registry = new entt::registry();
  682. // Reserve named entities
  683. ctx->brush_entity = ctx->ecs_registry->create();
  684. ctx->flashlight_entity = ctx->ecs_registry->create();
  685. ctx->forceps_entity = ctx->ecs_registry->create();
  686. ctx->lens_entity = ctx->ecs_registry->create();
  687. ctx->marker_entity = ctx->ecs_registry->create();
  688. ctx->container_entity = ctx->ecs_registry->create();
  689. ctx->twig_entity = ctx->ecs_registry->create();
  690. ctx->focal_point_entity = ctx->ecs_registry->create();
  691. }
  692. void setup_systems(game_context* ctx)
  693. {
  694. event_dispatcher* event_dispatcher = ctx->app->get_event_dispatcher();
  695. const auto& viewport_dimensions = ctx->app->get_viewport_dimensions();
  696. float4 viewport = {0.0f, 0.0f, static_cast<float>(viewport_dimensions[0]), static_cast<float>(viewport_dimensions[1])};
  697. // Setup terrain system
  698. ctx->terrain_system = new ::terrain_system(*ctx->ecs_registry, ctx->resource_manager);
  699. ctx->terrain_system->set_patch_size(TERRAIN_PATCH_SIZE);
  700. // Setup vegetation system
  701. ctx->vegetation_system = new ::vegetation_system(*ctx->ecs_registry);
  702. ctx->vegetation_system->set_terrain_patch_size(TERRAIN_PATCH_SIZE);
  703. ctx->vegetation_system->set_vegetation_patch_resolution(VEGETATION_PATCH_RESOLUTION);
  704. ctx->vegetation_system->set_vegetation_density(1.0f);
  705. ctx->vegetation_system->set_vegetation_model(ctx->resource_manager->load<model>("grass-tuft.mdl"));
  706. ctx->vegetation_system->set_scene(ctx->overworld_scene);
  707. // Setup camera system
  708. ctx->camera_system = new camera_system(*ctx->ecs_registry);
  709. ctx->camera_system->set_viewport(viewport);
  710. event_dispatcher->subscribe<mouse_moved_event>(ctx->camera_system);
  711. event_dispatcher->subscribe<window_resized_event>(ctx->camera_system);
  712. // Setup tool system
  713. ctx->tool_system = new tool_system(*ctx->ecs_registry, event_dispatcher);
  714. ctx->tool_system->set_camera(ctx->overworld_camera);
  715. ctx->tool_system->set_orbit_cam(ctx->camera_system->get_orbit_cam());
  716. ctx->tool_system->set_viewport(viewport);
  717. // Setup subterrain system
  718. ctx->subterrain_system = new ::subterrain_system(*ctx->ecs_registry, ctx->resource_manager);
  719. ctx->subterrain_system->set_scene(ctx->underworld_scene);
  720. // Setup nest system
  721. ctx->nest_system = new nest_system(*ctx->ecs_registry, ctx->resource_manager);
  722. // Setup collision system
  723. ctx->collision_system = new collision_system(*ctx->ecs_registry);
  724. // Setup samara system
  725. ctx->samara_system = new samara_system(*ctx->ecs_registry);
  726. // Setup snapping system
  727. ctx->snapping_system = new snapping_system(*ctx->ecs_registry);
  728. // Setup behavior system
  729. ctx->behavior_system = new behavior_system(*ctx->ecs_registry);
  730. // Setup locomotion system
  731. ctx->locomotion_system = new locomotion_system(*ctx->ecs_registry);
  732. // Setup pheromone system
  733. ctx->pheromones = new pheromone_matrix();
  734. ctx->pheromones->rows = 256;
  735. ctx->pheromones->columns = 256;
  736. ctx->pheromones->buffers = new float*[2];
  737. ctx->pheromones->buffers[0] = new float[ctx->pheromones->rows * ctx->pheromones->columns];
  738. ctx->pheromones->buffers[1] = new float[ctx->pheromones->rows * ctx->pheromones->columns];
  739. ctx->pheromones->current = 0;
  740. //diffuse(ctx->pheromones);
  741. // Setup spatial system
  742. ctx->spatial_system = new spatial_system(*ctx->ecs_registry);
  743. // Setup constraint system
  744. ctx->constraint_system = new constraint_system(*ctx->ecs_registry);
  745. // Setup tracking system
  746. ctx->tracking_system = new tracking_system(*ctx->ecs_registry, event_dispatcher, ctx->resource_manager);
  747. ctx->tracking_system->set_scene(ctx->overworld_scene);
  748. // Setup painting system
  749. ctx->painting_system = new painting_system(*ctx->ecs_registry, event_dispatcher, ctx->resource_manager);
  750. ctx->painting_system->set_scene(ctx->overworld_scene);
  751. // Setup weather system
  752. ctx->weather_system = new weather_system(*ctx->ecs_registry);
  753. ctx->weather_system->set_ambient_light(ctx->sun_indirect);
  754. ctx->weather_system->set_sun_light(ctx->sun_direct);
  755. ctx->weather_system->set_moon_light(ctx->moon_light);
  756. ctx->weather_system->set_sky_pass(ctx->overworld_sky_pass);
  757. ctx->weather_system->set_shadow_map_pass(ctx->overworld_shadow_map_pass);
  758. ctx->weather_system->set_material_pass(ctx->overworld_material_pass);
  759. if (ctx->config->has("time_scale"))
  760. {
  761. ctx->weather_system->set_time_scale(ctx->config->get<float>("time_scale"));
  762. }
  763. // Setup solar system
  764. ctx->solar_system = new solar_system(*ctx->ecs_registry);
  765. if (ctx->config->has("time_scale"))
  766. {
  767. ctx->solar_system->set_time_scale(ctx->config->get<float>("time_scale"));
  768. }
  769. // Setup render system
  770. ctx->render_system = new ::render_system(*ctx->ecs_registry);
  771. ctx->render_system->add_layer(ctx->overworld_scene);
  772. ctx->render_system->add_layer(ctx->underworld_scene);
  773. ctx->render_system->add_layer(ctx->ui_scene);
  774. ctx->render_system->set_renderer(ctx->renderer);
  775. // Setup control system
  776. ctx->control_system = new ::control_system(*ctx->ecs_registry);
  777. ctx->control_system->set_viewport(viewport);
  778. ctx->control_system->set_underworld_camera(ctx->underworld_camera);
  779. ctx->control_system->set_tool(nullptr);
  780. //ctx->control_system->set_flashlight(flashlight, flashlight_light_cone);
  781. ctx->control_system->get_adjust_camera_control()->set_activated_callback([ctx](){ ctx->app->set_relative_mouse_mode(true); ctx->tool_system->set_pick(false); });
  782. ctx->control_system->get_adjust_camera_control()->set_deactivated_callback([ctx](){ ctx->app->set_relative_mouse_mode(false); ctx->tool_system->set_pick(true); });
  783. ctx->control_system->set_flashlight(ctx->flashlight_entity);
  784. ctx->control_system->set_camera_subject(ctx->focal_point_entity);
  785. ctx->control_system->set_camera_system(ctx->camera_system);
  786. event_dispatcher->subscribe<mouse_moved_event>(ctx->control_system);
  787. event_dispatcher->subscribe<window_resized_event>(ctx->control_system);
  788. // Setup UI system
  789. ctx->ui_system = new ui_system(ctx->resource_manager);
  790. ctx->ui_system->set_camera(ctx->ui_camera);
  791. ctx->ui_system->set_scene(ctx->ui_scene);
  792. ctx->ui_system->set_viewport(viewport);
  793. ctx->ui_system->set_tool_menu_control(ctx->control_system->get_tool_menu_control());
  794. event_dispatcher->subscribe<mouse_moved_event>(ctx->ui_system);
  795. event_dispatcher->subscribe<window_resized_event>(ctx->ui_system);
  796. }
  797. void setup_controls(game_context* ctx)
  798. {
  799. event_dispatcher* event_dispatcher = ctx->app->get_event_dispatcher();
  800. // Setup input event routing
  801. ctx->input_event_router = new input_event_router();
  802. ctx->input_event_router->set_event_dispatcher(event_dispatcher);
  803. // Setup input mapper
  804. ctx->input_mapper = new input_mapper();
  805. ctx->input_mapper->set_event_dispatcher(event_dispatcher);
  806. // Setup input listener
  807. ctx->input_listener = new input_listener();
  808. ctx->input_listener->set_event_dispatcher(event_dispatcher);
  809. // Create toggle fullscreen control
  810. ctx->toggle_fullscreen_control = new control();
  811. ctx->toggle_fullscreen_control->set_activated_callback
  812. (
  813. [ctx]()
  814. {
  815. bool fullscreen = !ctx->app->is_fullscreen();
  816. ctx->app->set_fullscreen(fullscreen);
  817. if (!fullscreen)
  818. {
  819. int2 resolution = ctx->config->get<int2>("windowed_resolution");
  820. ctx->app->resize_window(resolution.x, resolution.y);
  821. }
  822. ctx->config->set<int>("fullscreen", (fullscreen) ? 1 : 0);
  823. }
  824. );
  825. // Create screenshot control
  826. ctx->screenshot_control = new control();
  827. ctx->screenshot_control->set_activated_callback
  828. (
  829. [ctx]()
  830. {
  831. std::string path = ctx->screenshots_path + "antkeeper-" + timestamp() + ".png";
  832. ctx->app->save_frame(path);
  833. }
  834. );
  835. // Create menu back control
  836. ctx->menu_back_control = new control();
  837. ctx->menu_back_control->set_activated_callback
  838. (
  839. std::bind(&application::close, ctx->app, 0)
  840. );
  841. // Create menu select control
  842. ctx->menu_select_control = new control();
  843. // Create application control set
  844. ctx->application_controls = new control_set();
  845. ctx->application_controls->add_control(ctx->toggle_fullscreen_control);
  846. ctx->application_controls->add_control(ctx->screenshot_control);
  847. // Create menu control set
  848. ctx->menu_controls = new control_set();
  849. ctx->menu_controls->add_control(ctx->menu_back_control);
  850. ctx->menu_controls->add_control(ctx->menu_select_control);
  851. ctx->camera_controls = ctx->control_system->get_control_set();
  852. // Application control mappings
  853. ctx->input_event_router->add_mapping(key_mapping(ctx->toggle_fullscreen_control, nullptr, scancode::f11));
  854. ctx->input_event_router->add_mapping(key_mapping(ctx->screenshot_control, nullptr, scancode::f12));
  855. // Add menu control mappings
  856. ctx->input_event_router->add_mapping(key_mapping(ctx->menu_back_control, nullptr, scancode::escape));
  857. ctx->input_event_router->add_mapping(key_mapping(ctx->menu_back_control, nullptr, scancode::backspace));
  858. ctx->input_event_router->add_mapping(game_controller_button_mapping(ctx->menu_back_control, nullptr, game_controller_button::b));
  859. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_tool_menu_control(), nullptr, scancode::left_shift));
  860. ctx->input_event_router->add_mapping(game_controller_button_mapping(ctx->control_system->get_tool_menu_control(), nullptr, game_controller_button::x));
  861. ctx->input_event_router->add_mapping(key_mapping(ctx->menu_select_control, nullptr, scancode::enter));
  862. ctx->input_event_router->add_mapping(key_mapping(ctx->menu_select_control, nullptr, scancode::space));
  863. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_toggle_view_control(), nullptr, scancode::tab));
  864. ctx->control_system->get_toggle_view_control()->set_activated_callback(
  865. [ctx]()
  866. {
  867. if (ctx->active_scene == ctx->overworld_scene)
  868. {
  869. ctx->active_scene = ctx->underworld_scene;
  870. ctx->radial_transition_inner->transition(0.5f, false, ease<float, double>::in_quad);
  871. auto switch_cameras = [ctx]()
  872. {
  873. ctx->overworld_camera->set_active(false);
  874. ctx->underworld_camera->set_active(true);
  875. ctx->fade_transition->transition(0.25f, true, ease<float, double>::out_quad);
  876. };
  877. float t = ctx->timeline->get_position();
  878. ctx->timeline->add_cue({t + 0.5f, switch_cameras});
  879. }
  880. else
  881. {
  882. ctx->active_scene = ctx->overworld_scene;
  883. ctx->fade_transition->transition(0.25f, false, ease<float, double>::out_quad);
  884. auto switch_cameras = [ctx]()
  885. {
  886. ctx->overworld_camera->set_active(true);
  887. ctx->underworld_camera->set_active(false);
  888. ctx->radial_transition_inner->transition(0.5f, true, ease<float, double>::out_quad);
  889. };
  890. float t = ctx->timeline->get_position();
  891. ctx->timeline->add_cue({t + 0.25f, switch_cameras});
  892. }
  893. });
  894. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_move_forward_control(), nullptr, scancode::w));
  895. ctx->input_event_router->add_mapping(game_controller_axis_mapping(ctx->control_system->get_move_forward_control(), nullptr, game_controller_axis::left_y, true));
  896. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_move_back_control(), nullptr, scancode::s));
  897. ctx->input_event_router->add_mapping(game_controller_axis_mapping(ctx->control_system->get_move_back_control(), nullptr, game_controller_axis::left_y, false));
  898. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_move_left_control(), nullptr, scancode::a));
  899. ctx->input_event_router->add_mapping(game_controller_axis_mapping(ctx->control_system->get_move_left_control(), nullptr, game_controller_axis::left_x, true));
  900. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_move_right_control(), nullptr, scancode::d));
  901. ctx->input_event_router->add_mapping(game_controller_axis_mapping(ctx->control_system->get_move_right_control(), nullptr, game_controller_axis::left_x, false));
  902. ctx->input_event_router->add_mapping(game_controller_axis_mapping(ctx->control_system->get_rotate_ccw_control(), nullptr, game_controller_axis::right_x, false));
  903. ctx->input_event_router->add_mapping(game_controller_axis_mapping(ctx->control_system->get_rotate_cw_control(), nullptr, game_controller_axis::right_x, true));
  904. ctx->input_event_router->add_mapping(game_controller_axis_mapping(ctx->control_system->get_tilt_up_control(), nullptr, game_controller_axis::right_y, false));
  905. ctx->input_event_router->add_mapping(game_controller_axis_mapping(ctx->control_system->get_tilt_down_control(), nullptr, game_controller_axis::right_y, true));
  906. ctx->input_event_router->add_mapping(mouse_wheel_mapping(ctx->control_system->get_zoom_in_control(), nullptr, mouse_wheel_axis::positive_y));
  907. ctx->input_event_router->add_mapping(mouse_wheel_mapping(ctx->control_system->get_zoom_out_control(), nullptr, mouse_wheel_axis::negative_y));
  908. ctx->input_event_router->add_mapping(mouse_button_mapping(ctx->control_system->get_adjust_camera_control(), nullptr, 3));
  909. ctx->input_event_router->add_mapping(game_controller_button_mapping(ctx->control_system->get_ascend_control(), nullptr, game_controller_button::y));
  910. ctx->input_event_router->add_mapping(game_controller_button_mapping(ctx->control_system->get_descend_control(), nullptr, game_controller_button::a));
  911. ctx->input_event_router->add_mapping(game_controller_axis_mapping(ctx->control_system->get_zoom_out_control(), nullptr, game_controller_axis::trigger_left, false));
  912. ctx->input_event_router->add_mapping(game_controller_axis_mapping(ctx->control_system->get_zoom_in_control(), nullptr, game_controller_axis::trigger_right, false));
  913. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_rotate_ccw_control(), nullptr, scancode::q));
  914. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_rotate_cw_control(), nullptr, scancode::e));
  915. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_fast_forward_control(), nullptr, scancode::dot));
  916. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_rewind_control(), nullptr, scancode::comma));
  917. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_equip_brush_control(), nullptr, scancode::one));
  918. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_equip_twig_control(), nullptr, scancode::two));
  919. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_equip_forceps_control(), nullptr, scancode::three));
  920. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_equip_container_control(), nullptr, scancode::four));
  921. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_equip_lens_control(), nullptr, scancode::five));
  922. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_equip_marker_control(), nullptr, scancode::six));
  923. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_next_marker_control(), nullptr, scancode::right_brace));
  924. ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_previous_marker_control(), nullptr, scancode::left_brace));
  925. ctx->input_event_router->add_mapping(mouse_button_mapping(ctx->control_system->get_use_tool_control(), nullptr, 1));
  926. ctx->control_system->get_use_tool_control()->set_activated_callback
  927. (
  928. [ctx]()
  929. {
  930. ctx->tool_system->set_tool_active(true);
  931. }
  932. );
  933. ctx->control_system->get_use_tool_control()->set_deactivated_callback
  934. (
  935. [ctx]()
  936. {
  937. ctx->tool_system->set_tool_active(false);
  938. }
  939. );
  940. ctx->control_system->get_equip_forceps_control()->set_activated_callback
  941. (
  942. [ctx]()
  943. {
  944. ctx->tool_system->set_active_tool(ctx->forceps_entity);
  945. }
  946. );
  947. ctx->control_system->get_equip_brush_control()->set_activated_callback
  948. (
  949. [ctx]()
  950. {
  951. ctx->tool_system->set_active_tool(ctx->brush_entity);
  952. }
  953. );
  954. ctx->control_system->get_equip_lens_control()->set_activated_callback
  955. (
  956. [ctx]()
  957. {
  958. ctx->tool_system->set_active_tool(ctx->lens_entity);
  959. }
  960. );
  961. ctx->control_system->get_equip_marker_control()->set_activated_callback
  962. (
  963. [ctx]()
  964. {
  965. ctx->tool_system->set_active_tool(ctx->marker_entity);
  966. }
  967. );
  968. ctx->control_system->get_equip_container_control()->set_activated_callback
  969. (
  970. [ctx]()
  971. {
  972. ctx->tool_system->set_active_tool(ctx->container_entity);
  973. }
  974. );
  975. ctx->control_system->get_equip_twig_control()->set_activated_callback
  976. (
  977. [ctx]()
  978. {
  979. ctx->tool_system->set_active_tool(ctx->twig_entity);
  980. }
  981. );
  982. ctx->control_system->get_next_marker_control()->set_activated_callback
  983. (
  984. [ctx]()
  985. {
  986. auto& marker_component = ctx->ecs_registry->get<ecs::marker_component>(ctx->marker_entity);
  987. marker_component.color = (marker_component.color + 1) % 8;
  988. const texture_2d* marker_albedo_texture = ctx->marker_albedo_textures[marker_component.color];
  989. model* marker_model = ctx->render_system->get_model_instance(ctx->marker_entity)->get_model();
  990. for (::model_group* group: *marker_model->get_groups())
  991. {
  992. material_property_base* albedo_property = group->get_material()->get_property("albedo_texture");
  993. if (albedo_property)
  994. {
  995. static_cast<material_property<const texture_2d*>*>(albedo_property)->set_value(marker_albedo_texture);
  996. }
  997. }
  998. }
  999. );
  1000. ctx->control_system->get_previous_marker_control()->set_activated_callback
  1001. (
  1002. [ctx]()
  1003. {
  1004. auto& marker_component = ctx->ecs_registry->get<ecs::marker_component>(ctx->marker_entity);
  1005. marker_component.color = (marker_component.color + 7) % 8;
  1006. const texture_2d* marker_albedo_texture = ctx->marker_albedo_textures[marker_component.color];
  1007. model* marker_model = ctx->render_system->get_model_instance(ctx->marker_entity)->get_model();
  1008. for (::model_group* group: *marker_model->get_groups())
  1009. {
  1010. material_property_base* albedo_property = group->get_material()->get_property("albedo_texture");
  1011. if (albedo_property)
  1012. {
  1013. static_cast<material_property<const texture_2d*>*>(albedo_property)->set_value(marker_albedo_texture);
  1014. }
  1015. }
  1016. }
  1017. );
  1018. float time_scale = ctx->config->get<float>("time_scale");
  1019. ctx->control_system->get_fast_forward_control()->set_activated_callback
  1020. (
  1021. [ctx, time_scale]()
  1022. {
  1023. ctx->weather_system->set_time_scale(time_scale * 50.0f);
  1024. ctx->solar_system->set_time_scale(time_scale * 50.0f);
  1025. }
  1026. );
  1027. ctx->control_system->get_fast_forward_control()->set_deactivated_callback
  1028. (
  1029. [ctx, time_scale]()
  1030. {
  1031. ctx->weather_system->set_time_scale(time_scale);
  1032. ctx->solar_system->set_time_scale(time_scale);
  1033. }
  1034. );
  1035. ctx->control_system->get_rewind_control()->set_activated_callback
  1036. (
  1037. [ctx, time_scale]()
  1038. {
  1039. ctx->weather_system->set_time_scale(time_scale * -50.0f);
  1040. ctx->solar_system->set_time_scale(time_scale * -50.0f);
  1041. }
  1042. );
  1043. ctx->control_system->get_rewind_control()->set_deactivated_callback
  1044. (
  1045. [ctx, time_scale]()
  1046. {
  1047. ctx->weather_system->set_time_scale(time_scale);
  1048. ctx->solar_system->set_time_scale(time_scale);
  1049. }
  1050. );
  1051. // Make lens tool's model instance unculled, so its shadow is always visible.
  1052. model_instance* lens_model_instance = ctx->render_system->get_model_instance(ctx->lens_entity);
  1053. if (lens_model_instance)
  1054. {
  1055. lens_model_instance->set_culling_mask(&ctx->no_cull);
  1056. }
  1057. }
  1058. void setup_cli(game_context* ctx)
  1059. {
  1060. ctx->cli = new cli();
  1061. ctx->cli->register_command("echo", cc::echo);
  1062. ctx->cli->register_command("exit", std::function<std::string()>(std::bind(&cc::exit, ctx)));
  1063. ctx->cli->register_command("scrot", std::function<std::string()>(std::bind(&cc::scrot, ctx)));
  1064. ctx->cli->register_command("cue", std::function<std::string(float, std::string)>(std::bind(&cc::cue, ctx, std::placeholders::_1, std::placeholders::_2)));
  1065. //std::string cmd = "cue 20 exit";
  1066. //logger->log(cmd);
  1067. //logger->log(cli.interpret(cmd));
  1068. }
  1069. void setup_callbacks(game_context* ctx)
  1070. {
  1071. // Set update callback
  1072. ctx->app->set_update_callback
  1073. (
  1074. [ctx](double t, double dt)
  1075. {
  1076. (*ctx->time_tween)[1] = t;
  1077. ctx->overworld_sky_pass->update_tweens();
  1078. ctx->overworld_scene->update_tweens();
  1079. ctx->underworld_scene->update_tweens();
  1080. ctx->ui_scene->update_tweens();
  1081. ctx->focal_point_tween->update();
  1082. ctx->underworld_final_pass->get_material()->update_tweens();
  1083. ctx->timeline->advance(dt);
  1084. ctx->control_system->update(t, dt);
  1085. ctx->terrain_system->update(t, dt);
  1086. ctx->vegetation_system->update(t, dt);
  1087. ctx->snapping_system->update(t, dt);
  1088. ctx->nest_system->update(t, dt);
  1089. ctx->subterrain_system->update(t, dt);
  1090. ctx->collision_system->update(t, dt);
  1091. ctx->samara_system->update(t, dt);
  1092. ctx->behavior_system->update(t, dt);
  1093. ctx->locomotion_system->update(t, dt);
  1094. ctx->camera_system->update(t, dt);
  1095. ctx->tool_system->update(t, dt);
  1096. ctx->spatial_system->update(t, dt);
  1097. ctx->constraint_system->update(t, dt);
  1098. ctx->tracking_system->update(t, dt);
  1099. ctx->painting_system->update(t, dt);
  1100. ctx->weather_system->update(t, dt);
  1101. ctx->solar_system->update(t, dt);
  1102. //(*ctx->focal_point_tween)[1] = ctx->orbit_cam->get_focal_point();
  1103. auto xf = ec::get_world_transform(*ctx->ecs_registry, ctx->lens_entity);
  1104. ctx->lens_spotlight->look_at(xf.translation, xf.translation + ctx->sun_direct->get_direction(), {0, 1, 0});
  1105. xf = ec::get_world_transform(*ctx->ecs_registry, ctx->flashlight_entity);
  1106. //ctx->flashlight_spotlight->set_transform(xf);
  1107. ctx->flashlight_spotlight->look_at(xf.translation, xf.translation + xf.rotation * float3{0, 0, 1}, {0, 0, -1});
  1108. ctx->ui_system->update(dt);
  1109. ctx->render_system->update(t, dt);
  1110. ctx->animator->animate(dt);
  1111. ctx->application_controls->update();
  1112. ctx->menu_controls->update();
  1113. ctx->camera_controls->update();
  1114. // Update tweens
  1115. ctx->time_tween->update();
  1116. }
  1117. );
  1118. // Set render callback
  1119. ctx->app->set_render_callback
  1120. (
  1121. [ctx](double alpha)
  1122. {
  1123. ctx->render_system->render(alpha);
  1124. }
  1125. );
  1126. }