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- /*
- * Copyright (C) 2023 Christopher J. Howard
- *
- * This file is part of Antkeeper source code.
- *
- * Antkeeper source code is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
- *
- * Antkeeper source code is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
- */
-
- #ifndef ANTKEEPER_GAME_CONTEXT_HPP
- #define ANTKEEPER_GAME_CONTEXT_HPP
-
- #include "animation/tween.hpp"
- #include "application.hpp"
- #include "debug/performance-sampler.hpp"
- #include "entity/id.hpp"
- #include "entity/registry.hpp"
- #include "event/subscription.hpp"
- #include "game/ecoregion.hpp"
- #include "game/loop.hpp"
- #include "game/state/base.hpp"
- #include "geom/aabb.hpp"
- #include "gl/framebuffer.hpp"
- #include "gl/rasterizer.hpp"
- #include "gl/texture-2d.hpp"
- #include "gl/vertex-array.hpp"
- #include "gl/vertex-buffer.hpp"
- #include "input/control-map.hpp"
- #include "input/control.hpp"
- #include "input/mapper.hpp"
- #include "render/anti-aliasing-method.hpp"
- #include "render/material-property.hpp"
- #include "render/material.hpp"
- #include "resources/json.hpp"
- #include "scene/scene.hpp"
- #include "state-machine.hpp"
- #include "type/bitmap-font.hpp"
- #include "type/typeface.hpp"
- #include "utility/dict.hpp"
- #include "utility/fundamental-types.hpp"
- #include "i18n/string-table.hpp"
- #include "i18n/string-map.hpp"
- #include <AL/al.h>
- #include <AL/alc.h>
- #include <entt/entt.hpp>
- #include <filesystem>
- #include <forward_list>
- #include <memory>
- #include <optional>
- #include <queue>
- #include <string>
- #include <unordered_map>
- #include <vector>
-
- // Forward declarations
- class animator;
- class application;
-
- class resource_manager;
- class screen_transition;
- class timeline;
-
- template <typename T> class animation;
-
- namespace debug
- {
- class cli;
- }
-
- namespace game
- {
- namespace system
- {
- class subterrain;
- class terrain;
- class vegetation;
- class spatial;
- class astronomy;
- class blackbody;
- class atmosphere;
- class orbit;
- class behavior;
- class collision;
- class constraint;
- class locomotion;
- class camera;
- class nest;
- class render;
- class steering;
- class spring;
- }
- }
-
- namespace render
- {
- class bloom_pass;
- class clear_pass;
- class compositor;
- class final_pass;
- class fxaa_pass;
- class resample_pass;
- class material_pass;
- class renderer;
- class outline_pass;
- class shadow_map_pass;
- class simple_render_pass;
- class sky_pass;
- class ground_pass;
- }
-
- namespace game {
-
- /// Container for data shared between game states.
- struct context
- {
- // Configuration
- dict<std::uint32_t>* settings;
-
- /// Hierarchichal state machine
- hsm::state_machine<game::state::base> state_machine;
- std::function<void()> resume_callback;
-
- /// Debugging
- debug::performance_sampler performance_sampler;
- debug::cli* cli;
-
- /// Queue for scheduling "next frame" function calls
- std::queue<std::function<void()>> function_queue;
-
- // Parallel processes
- std::unordered_map<std::string, std::function<void(double, double)>> processes;
-
- /// Interface for window management and input events
- application* app;
-
- // Controls
- input::mapper input_mapper;
- std::forward_list<std::shared_ptr<::event::subscription>> control_subscriptions;
-
- input::control_map window_controls;
- input::control fullscreen_control;
- input::control screenshot_control;
-
- input::control_map menu_controls;
- input::control menu_up_control;
- input::control menu_down_control;
- input::control menu_left_control;
- input::control menu_right_control;
- input::control menu_select_control;
- input::control menu_back_control;
- input::control menu_modifier_control;
-
- bool mouse_look;
-
- /// Game loop
- game::loop loop;
-
- // Paths
- std::filesystem::path data_path;
- std::filesystem::path local_config_path;
- std::filesystem::path shared_config_path;
- std::filesystem::path mods_path;
- std::filesystem::path saves_path;
- std::filesystem::path screenshots_path;
- std::filesystem::path controls_path;
- std::filesystem::path data_package_path;
-
- // Resources
- resource_manager* resource_manager;
-
- // Localization
- std::uint16_t language_index;
- std::uint16_t language_count;
- i18n::string_table* string_table;
- std::vector<i18n::string_map> string_maps;
- std::unordered_map<std::string, type::typeface*> typefaces;
- type::bitmap_font debug_font;
- type::bitmap_font menu_font;
- type::bitmap_font title_font;
- render::material debug_font_material;
- render::material menu_font_material;
- render::material title_font_material;
-
- // Framebuffers
- gl::texture_2d* hdr_color_texture;
- gl::texture_2d* hdr_depth_texture;
- gl::framebuffer* hdr_framebuffer;
- gl::texture_2d* ldr_color_texture_a;
- gl::framebuffer* ldr_framebuffer_a;
- gl::texture_2d* ldr_color_texture_b;
- gl::framebuffer* ldr_framebuffer_b;
- gl::texture_2d* shadow_map_depth_texture;
- gl::framebuffer* shadow_map_framebuffer;
-
- // Rendering
- gl::rasterizer* rasterizer;
- render::renderer* renderer;
- int2 render_resolution;
- float render_scale;
- int shadow_map_resolution;
- gl::vertex_buffer* billboard_vbo;
- gl::vertex_array* billboard_vao;
- render::material* fallback_material;
-
- // Compositing
- render::clear_pass* ui_clear_pass;
- render::material_pass* ui_material_pass;
- render::compositor* ui_compositor;
- render::bloom_pass* bloom_pass;
- render::final_pass* common_final_pass;
- render::fxaa_pass* fxaa_pass;
- render::resample_pass* resample_pass;
- render::clear_pass* underground_clear_pass;
- render::material_pass* underground_material_pass;
- render::compositor* underground_compositor;
- render::clear_pass* surface_shadow_map_clear_pass;
- render::shadow_map_pass* surface_shadow_map_pass;
- render::clear_pass* surface_clear_pass;
- render::sky_pass* sky_pass;
- render::material_pass* surface_material_pass;
- render::outline_pass* surface_outline_pass;
- render::compositor* surface_compositor;
- render::ground_pass* ground_pass;
-
- // Scene utilities
- scene::collection* active_scene;
-
- // UI
- scene::collection* ui_scene;
- scene::camera* ui_camera;
- scene::billboard* camera_flash_billboard;
- float font_scale;
- bool dyslexia_font;
- float debug_font_size_pt;
- float menu_font_size_pt;
- float title_font_size_pt;
-
- std::vector<std::function<void()>> menu_select_callbacks;
- std::vector<std::function<void()>> menu_left_callbacks;
- std::vector<std::function<void()>> menu_right_callbacks;
- std::function<void()> menu_back_callback;
- std::vector<std::tuple<scene::text*, scene::text*>> menu_item_texts;
- std::unordered_map<std::string, int> menu_item_indices;
- int* menu_item_index;
- scene::billboard* menu_bg_billboard;
- animation<float>* menu_fade_animation;
- animation<float>* menu_bg_fade_in_animation;
- animation<float>* menu_bg_fade_out_animation;
-
- // Surface scene
- scene::collection* surface_scene;
- scene::camera* surface_camera;
-
- // Underground scene
- scene::collection* underground_scene;
- scene::camera* underground_camera;
- scene::ambient_light* underground_ambient_light;
- scene::spot_light* flashlight_spot_light;
-
- // Animation
- timeline* timeline;
- animator* animator;
- animation<float>* radial_transition_in;
- animation<float>* radial_transition_out;
- screen_transition* fade_transition;
- render::material_property<float3>* fade_transition_color;
- screen_transition* radial_transition_inner;
- screen_transition* radial_transition_outer;
- animation<float>* equip_tool_animation;
- animation<float>* unequip_tool_animation;
- animation<float>* camera_flash_animation;
-
- // Sound
- ALCdevice* alc_device;
- ALCcontext* alc_context;
- float master_volume;
- float ambience_volume;
- float effects_volume;
- bool mono_audio;
- bool captions;
- float captions_size;
-
- // Entities
- entity::registry* entity_registry;
- std::unordered_map<std::string, entity::id> entities;
-
- // Systems
- game::system::behavior* behavior_system;
- game::system::camera* camera_system;
- game::system::collision* collision_system;
- game::system::constraint* constraint_system;
- game::system::locomotion* locomotion_system;
- game::system::steering* steering_system;
- game::system::render* render_system;
- game::system::subterrain* subterrain_system;
- game::system::terrain* terrain_system;
- game::system::vegetation* vegetation_system;
- game::system::spring* spring_system;
- game::system::spatial* spatial_system;
- game::system::blackbody* blackbody_system;
- game::system::atmosphere* atmosphere_system;
- game::system::astronomy* astronomy_system;
- game::system::orbit* orbit_system;
-
- double3 rgb_wavelengths;
-
- const ecoregion* active_ecoregion;
-
- render::anti_aliasing_method anti_aliasing_method;
-
- std::shared_ptr<::event::subscription> ui_resize_subscription;
- };
-
- } // namespace game
-
- #endif // ANTKEEPER_GAME_CONTEXT_HPP
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