💿🐜 Antkeeper source code https://antkeeper.com
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  1. /*
  2. * Copyright (C) 2021 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 "game/state/boot.hpp"
  20. #include "animation/animation.hpp"
  21. #include "animation/animator.hpp"
  22. #include "animation/ease.hpp"
  23. #include "animation/screen-transition.hpp"
  24. #include "animation/timeline.hpp"
  25. #include "application.hpp"
  26. #include "debug/cli.hpp"
  27. #include "debug/console-commands.hpp"
  28. #include "debug/logger.hpp"
  29. #include "game/context.hpp"
  30. #include "gl/framebuffer.hpp"
  31. #include "gl/pixel-format.hpp"
  32. #include "gl/pixel-type.hpp"
  33. #include "gl/rasterizer.hpp"
  34. #include "gl/texture-2d.hpp"
  35. #include "gl/texture-filter.hpp"
  36. #include "gl/texture-wrapping.hpp"
  37. #include "gl/vertex-array.hpp"
  38. #include "gl/vertex-attribute.hpp"
  39. #include "gl/vertex-buffer.hpp"
  40. #include "render/material-flags.hpp"
  41. #include "render/material-property.hpp"
  42. #include "render/passes/bloom-pass.hpp"
  43. #include "render/passes/clear-pass.hpp"
  44. #include "render/passes/final-pass.hpp"
  45. #include "render/passes/material-pass.hpp"
  46. #include "render/passes/outline-pass.hpp"
  47. #include "render/passes/shadow-map-pass.hpp"
  48. #include "render/passes/sky-pass.hpp"
  49. #include "render/passes/ground-pass.hpp"
  50. #include "render/passes/simple-pass.hpp"
  51. #include "render/vertex-attribute.hpp"
  52. #include "render/compositor.hpp"
  53. #include "render/renderer.hpp"
  54. #include "resources/resource-manager.hpp"
  55. #include "resources/file-buffer.hpp"
  56. #include "scene/scene.hpp"
  57. #include "game/state/splash.hpp"
  58. #include "entity/systems/behavior.hpp"
  59. #include "entity/systems/camera.hpp"
  60. #include "entity/systems/collision.hpp"
  61. #include "entity/systems/constraint.hpp"
  62. #include "entity/systems/locomotion.hpp"
  63. #include "entity/systems/snapping.hpp"
  64. #include "entity/systems/render.hpp"
  65. #include "entity/systems/samara.hpp"
  66. #include "entity/systems/subterrain.hpp"
  67. #include "entity/systems/terrain.hpp"
  68. #include "entity/systems/vegetation.hpp"
  69. #include "entity/systems/spatial.hpp"
  70. #include "entity/systems/painting.hpp"
  71. #include "entity/systems/astronomy.hpp"
  72. #include "entity/systems/blackbody.hpp"
  73. #include "entity/systems/atmosphere.hpp"
  74. #include "entity/systems/orbit.hpp"
  75. #include "entity/systems/proteome.hpp"
  76. #include "entity/commands.hpp"
  77. #include "utility/paths.hpp"
  78. #include "event/event-dispatcher.hpp"
  79. #include "input/event-router.hpp"
  80. #include "input/mapper.hpp"
  81. #include "input/listener.hpp"
  82. #include "input/gamepad.hpp"
  83. #include "input/mouse.hpp"
  84. #include "input/keyboard.hpp"
  85. #include "config.hpp"
  86. #include "input/scancode.hpp"
  87. #include "game/fonts.hpp"
  88. #include "game/controls.hpp"
  89. #include "game/save.hpp"
  90. #include "game/menu.hpp"
  91. #include "game/graphics.hpp"
  92. #include "utility/timestamp.hpp"
  93. #include <cxxopts.hpp>
  94. #include <entt/entt.hpp>
  95. #include <filesystem>
  96. #include <functional>
  97. #include <string>
  98. #include <vector>
  99. #include <execution>
  100. #include <algorithm>
  101. namespace game {
  102. namespace state {
  103. boot::boot(game::context& ctx, int argc, char** argv):
  104. game::state::base(ctx)
  105. {
  106. // Allocate application
  107. ctx.app = new application();
  108. // Get application logger
  109. ctx.logger = ctx.app->get_logger();
  110. // Boot process
  111. ctx.logger->push_task("Entering boot state");
  112. try
  113. {
  114. // Parse command line options
  115. parse_options(argc, argv);
  116. setup_resources();
  117. load_config();
  118. load_strings();
  119. setup_window();
  120. setup_rendering();
  121. setup_sound();
  122. setup_scenes();
  123. setup_animation();
  124. setup_entities();
  125. setup_systems();
  126. setup_controls();
  127. setup_ui();
  128. setup_debugging();
  129. setup_loop();
  130. }
  131. catch (const std::exception& e)
  132. {
  133. ctx.logger->error("Caught exception: \"" + std::string(e.what()) + "\"");
  134. ctx.logger->pop_task(EXIT_FAILURE);
  135. return;
  136. }
  137. ctx.logger->pop_task(EXIT_SUCCESS);
  138. // Push splash state
  139. ctx.state_machine.emplace(new game::state::splash(ctx));
  140. // Enter main loop
  141. loop();
  142. }
  143. boot::~boot()
  144. {
  145. ctx.logger->push_task("Exiting boot state");
  146. // Close application
  147. delete ctx.app;
  148. ctx.app = nullptr;
  149. ctx.logger->pop_task(EXIT_SUCCESS);
  150. }
  151. void boot::parse_options(int argc, char** argv)
  152. {
  153. debug::logger* logger = ctx.logger;
  154. logger->push_task("Parsing command line options");
  155. try
  156. {
  157. cxxopts::Options options("Antkeeper", "Ant colony simulation game");
  158. options.add_options()
  159. ("c,continue", "Continues from the last save")
  160. ("d,data", "Sets the data package path", cxxopts::value<std::string>())
  161. ("f,fullscreen", "Starts in fullscreen mode")
  162. ("n,new-game", "Starts a new game")
  163. ("q,quick-start", "Skips to the main menu")
  164. ("r,reset", "Restores all settings to default")
  165. ("v,vsync", "Enables or disables v-sync", cxxopts::value<int>())
  166. ("w,windowed", "Starts in windowed mode");
  167. auto result = options.parse(argc, argv);
  168. // --continue
  169. if (result.count("continue"))
  170. option_continue = true;
  171. // --data
  172. if (result.count("data"))
  173. option_data = result["data"].as<std::string>();
  174. // --fullscreen
  175. if (result.count("fullscreen"))
  176. option_fullscreen = true;
  177. // --new-game
  178. if (result.count("new-game"))
  179. option_new_game = true;
  180. // --quick-start
  181. if (result.count("quick-start"))
  182. option_quick_start = true;
  183. // --reset
  184. if (result.count("reset"))
  185. option_reset = true;
  186. // --vsync
  187. if (result.count("vsync"))
  188. option_v_sync = (result["vsync"].as<int>()) ? true : false;
  189. // --windowed
  190. if (result.count("windowed"))
  191. option_windowed = true;
  192. }
  193. catch (const std::exception& e)
  194. {
  195. logger->error("Exception caught: \"" + std::string(e.what()) + "\"");
  196. logger->pop_task(EXIT_FAILURE);
  197. return;
  198. }
  199. logger->pop_task(EXIT_SUCCESS);
  200. }
  201. void boot::setup_resources()
  202. {
  203. debug::logger* logger = ctx.logger;
  204. // Setup resource manager
  205. ctx.resource_manager = new resource_manager(logger);
  206. // Determine application name
  207. std::string application_name;
  208. #if defined(_WIN32) || defined(__APPLE__)
  209. application_name = "Antkeeper";
  210. #else
  211. application_name = "antkeeper";
  212. #endif
  213. // Detect paths
  214. ctx.data_path = get_data_path(application_name);
  215. ctx.config_path = get_config_path(application_name);
  216. ctx.mods_path = ctx.config_path / "mods";
  217. ctx.saves_path = ctx.config_path / "saves";
  218. ctx.screenshots_path = ctx.config_path / "gallery";
  219. ctx.controls_path = ctx.config_path / "controls";
  220. // Log resource paths
  221. logger->log("Detected data path as \"" + ctx.data_path.string());
  222. logger->log("Detected config path as \"" + ctx.config_path.string());
  223. // Create nonexistent config directories
  224. std::vector<std::filesystem::path> config_paths;
  225. config_paths.push_back(ctx.config_path);
  226. config_paths.push_back(ctx.mods_path);
  227. config_paths.push_back(ctx.saves_path);
  228. config_paths.push_back(ctx.screenshots_path);
  229. config_paths.push_back(ctx.controls_path);
  230. for (const std::filesystem::path& path: config_paths)
  231. {
  232. if (!std::filesystem::exists(path))
  233. {
  234. logger->push_task("Creating directory \"" + path.string());
  235. if (std::filesystem::create_directories(path))
  236. {
  237. logger->pop_task(EXIT_SUCCESS);
  238. }
  239. else
  240. {
  241. logger->pop_task(EXIT_FAILURE);
  242. }
  243. }
  244. }
  245. // Redirect logger output to log file on non-debug builds
  246. #if defined(NDEBUG)
  247. std::filesystem::path log_path = ctx.config_path / "log.txt";
  248. ctx.log_filestream.open(log_path);
  249. ctx.log_filestream << logger->get_history();
  250. logger->redirect(&ctx.log_filestream);
  251. #endif
  252. // Scan for mods
  253. std::vector<std::filesystem::path> mod_paths;
  254. for (const auto& directory_entry: std::filesystem::directory_iterator(ctx.mods_path))
  255. {
  256. if (directory_entry.is_directory())
  257. mod_paths.push_back(directory_entry.path());
  258. }
  259. // Determine data package path
  260. if (option_data.has_value())
  261. {
  262. ctx.data_package_path = std::filesystem::path(option_data.value());
  263. if (ctx.data_package_path.is_relative())
  264. ctx.data_package_path = ctx.data_path / ctx.data_package_path;
  265. }
  266. else
  267. {
  268. ctx.data_package_path = ctx.data_path / "antkeeper.dat";
  269. }
  270. // Mount mods
  271. for (const std::filesystem::path& mod_path: mod_paths)
  272. ctx.resource_manager->mount(ctx.mods_path / mod_path);
  273. // Mount config path
  274. ctx.resource_manager->mount(ctx.config_path);
  275. // Mount data package
  276. ctx.resource_manager->mount(ctx.data_package_path);
  277. // Include resource search paths in order of priority
  278. ctx.resource_manager->include("/shaders/");
  279. ctx.resource_manager->include("/models/");
  280. ctx.resource_manager->include("/images/");
  281. ctx.resource_manager->include("/textures/");
  282. ctx.resource_manager->include("/materials/");
  283. ctx.resource_manager->include("/entities/");
  284. ctx.resource_manager->include("/behaviors/");
  285. ctx.resource_manager->include("/controls/");
  286. ctx.resource_manager->include("/localization/");
  287. ctx.resource_manager->include("/localization/fonts/");
  288. ctx.resource_manager->include("/biomes/");
  289. ctx.resource_manager->include("/traits/");
  290. ctx.resource_manager->include("/");
  291. }
  292. void boot::load_config()
  293. {
  294. debug::logger* logger = ctx.logger;
  295. logger->push_task("Loading config");
  296. // Load config file
  297. ctx.config = ctx.resource_manager->load<json>("config.json");
  298. if (!ctx.config)
  299. {
  300. logger->pop_task(EXIT_FAILURE);
  301. return;
  302. }
  303. logger->pop_task(EXIT_SUCCESS);
  304. }
  305. void boot::load_strings()
  306. {
  307. debug::logger* logger = ctx.logger;
  308. logger->push_task("Loading strings");
  309. ctx.string_table = ctx.resource_manager->load<string_table>("strings.csv");
  310. build_string_table_map(&ctx.string_table_map, *ctx.string_table);
  311. ctx.language_code = (*ctx.config)["language"].get<std::string>();
  312. ctx.language_index = -1;
  313. for (int i = 2; i < (*ctx.string_table)[0].size(); ++i)
  314. {
  315. if ((*ctx.string_table)[0][i] == ctx.language_code)
  316. ctx.language_index = i - 2;
  317. }
  318. ctx.language_count = (*ctx.string_table)[0].size() - 2;
  319. logger->log("language count: " + std::to_string(ctx.language_count));
  320. logger->log("language index: " + std::to_string(ctx.language_index));
  321. logger->log("language code: " + ctx.language_code);
  322. ctx.strings = &ctx.string_table_map[ctx.language_code];
  323. logger->pop_task(EXIT_SUCCESS);
  324. }
  325. void boot::setup_window()
  326. {
  327. debug::logger* logger = ctx.logger;
  328. logger->push_task("Setting up window");
  329. application* app = ctx.app;
  330. json* config = ctx.config;
  331. // Set fullscreen or windowed mode
  332. bool fullscreen = true;
  333. if (option_fullscreen.has_value())
  334. fullscreen = true;
  335. else if (option_windowed.has_value())
  336. fullscreen = false;
  337. else if (config->contains("fullscreen"))
  338. fullscreen = (*config)["fullscreen"].get<bool>();
  339. app->set_fullscreen(fullscreen);
  340. // Set resolution
  341. const auto& display_dimensions = ctx.app->get_display_dimensions();
  342. int2 resolution = {display_dimensions[0], display_dimensions[1]};
  343. if (fullscreen)
  344. {
  345. if (config->contains("fullscreen_resolution"))
  346. {
  347. resolution.x = (*config)["fullscreen_resolution"][0].get<int>();
  348. resolution.y = (*config)["fullscreen_resolution"][1].get<int>();
  349. }
  350. }
  351. else
  352. {
  353. if (config->contains("windowed_resolution"))
  354. {
  355. resolution.x = (*config)["windowed_resolution"][0].get<int>();
  356. resolution.y = (*config)["windowed_resolution"][1].get<int>();
  357. }
  358. }
  359. app->resize_window(resolution.x, resolution.y);
  360. // Set v-sync
  361. bool v_sync = true;
  362. if (option_v_sync.has_value())
  363. v_sync = (option_v_sync.value() != 0);
  364. else if (config->contains("v_sync"))
  365. v_sync = (*config)["v_sync"].get<bool>();
  366. app->set_v_sync(v_sync);
  367. // Set title
  368. app->set_title((*ctx.strings)["application_title"]);
  369. // Show window
  370. ctx.app->get_rasterizer()->set_clear_color(0.0f, 0.0f, 0.0f, 1.0f);
  371. ctx.app->get_rasterizer()->clear_framebuffer(true, false, false);
  372. app->show_window();
  373. ctx.app->swap_buffers();
  374. logger->pop_task(EXIT_SUCCESS);
  375. }
  376. void boot::setup_rendering()
  377. {
  378. debug::logger* logger = ctx.logger;
  379. logger->push_task("Setting up rendering");
  380. // Get rasterizer from application
  381. ctx.rasterizer = ctx.app->get_rasterizer();
  382. // Create framebuffers
  383. game::graphics::create_framebuffers(ctx);
  384. // Load blue noise texture
  385. gl::texture_2d* blue_noise_map = ctx.resource_manager->load<gl::texture_2d>("blue-noise.tex");
  386. // Load fallback material
  387. ctx.fallback_material = ctx.resource_manager->load<render::material>("fallback.mtl");
  388. // Setup common render passes
  389. {
  390. ctx.common_bloom_pass = new render::bloom_pass(ctx.rasterizer, ctx.bloom_framebuffer, ctx.resource_manager);
  391. ctx.common_bloom_pass->set_source_texture(ctx.hdr_color_texture);
  392. ctx.common_bloom_pass->set_brightness_threshold(1.0f);
  393. ctx.common_bloom_pass->set_blur_iterations(5);
  394. ctx.common_final_pass = new render::final_pass(ctx.rasterizer, &ctx.rasterizer->get_default_framebuffer(), ctx.resource_manager);
  395. ctx.common_final_pass->set_color_texture(ctx.hdr_color_texture);
  396. ctx.common_final_pass->set_bloom_texture(ctx.bloom_color_texture);
  397. ctx.common_final_pass->set_blue_noise_texture(blue_noise_map);
  398. }
  399. // Setup UI compositor
  400. {
  401. ctx.ui_clear_pass = new render::clear_pass(ctx.rasterizer, &ctx.rasterizer->get_default_framebuffer());
  402. ctx.ui_clear_pass->set_cleared_buffers(false, true, false);
  403. ctx.ui_clear_pass->set_clear_depth(-1.0f);
  404. ctx.ui_material_pass = new render::material_pass(ctx.rasterizer, &ctx.rasterizer->get_default_framebuffer(), ctx.resource_manager);
  405. ctx.ui_material_pass->set_fallback_material(ctx.fallback_material);
  406. ctx.ui_compositor = new render::compositor();
  407. ctx.ui_compositor->add_pass(ctx.ui_clear_pass);
  408. ctx.ui_compositor->add_pass(ctx.ui_material_pass);
  409. }
  410. // Setup underground compositor
  411. {
  412. ctx.underground_clear_pass = new render::clear_pass(ctx.rasterizer, ctx.hdr_framebuffer);
  413. ctx.underground_clear_pass->set_cleared_buffers(true, true, false);
  414. ctx.underground_clear_pass->set_clear_color({1, 0, 1, 0});
  415. ctx.underground_clear_pass->set_clear_depth(-1.0f);
  416. ctx.underground_material_pass = new render::material_pass(ctx.rasterizer, ctx.hdr_framebuffer, ctx.resource_manager);
  417. ctx.underground_material_pass->set_fallback_material(ctx.fallback_material);
  418. ctx.app->get_event_dispatcher()->subscribe<mouse_moved_event>(ctx.underground_material_pass);
  419. ctx.underground_compositor = new render::compositor();
  420. ctx.underground_compositor->add_pass(ctx.underground_clear_pass);
  421. ctx.underground_compositor->add_pass(ctx.underground_material_pass);
  422. ctx.underground_compositor->add_pass(ctx.common_bloom_pass);
  423. ctx.underground_compositor->add_pass(ctx.common_final_pass);
  424. }
  425. // Setup surface compositor
  426. {
  427. ctx.surface_shadow_map_clear_pass = new render::clear_pass(ctx.rasterizer, ctx.shadow_map_framebuffer);
  428. ctx.surface_shadow_map_clear_pass->set_cleared_buffers(false, true, false);
  429. ctx.surface_shadow_map_clear_pass->set_clear_depth(1.0f);
  430. ctx.surface_shadow_map_pass = new render::shadow_map_pass(ctx.rasterizer, ctx.shadow_map_framebuffer, ctx.resource_manager);
  431. ctx.surface_shadow_map_pass->set_split_scheme_weight(0.75f);
  432. ctx.surface_clear_pass = new render::clear_pass(ctx.rasterizer, ctx.hdr_framebuffer);
  433. ctx.surface_clear_pass->set_cleared_buffers(false, true, true);
  434. ctx.surface_clear_pass->set_clear_depth(-1.0f);
  435. ctx.sky_pass = new render::sky_pass(ctx.rasterizer, ctx.hdr_framebuffer, ctx.resource_manager);
  436. ctx.sky_pass->set_enabled(false);
  437. ctx.app->get_event_dispatcher()->subscribe<mouse_moved_event>(ctx.sky_pass);
  438. ctx.ground_pass = new render::ground_pass(ctx.rasterizer, ctx.hdr_framebuffer, ctx.resource_manager);
  439. ctx.ground_pass->set_enabled(false);
  440. ctx.surface_material_pass = new render::material_pass(ctx.rasterizer, ctx.hdr_framebuffer, ctx.resource_manager);
  441. ctx.surface_material_pass->set_fallback_material(ctx.fallback_material);
  442. ctx.surface_material_pass->shadow_map_pass = ctx.surface_shadow_map_pass;
  443. ctx.surface_material_pass->shadow_map = ctx.shadow_map_depth_texture;
  444. ctx.app->get_event_dispatcher()->subscribe<mouse_moved_event>(ctx.surface_material_pass);
  445. ctx.surface_outline_pass = new render::outline_pass(ctx.rasterizer, ctx.hdr_framebuffer, ctx.resource_manager);
  446. ctx.surface_outline_pass->set_outline_width(0.25f);
  447. ctx.surface_outline_pass->set_outline_color(float4{1.0f, 1.0f, 1.0f, 1.0f});
  448. ctx.surface_compositor = new render::compositor();
  449. ctx.surface_compositor->add_pass(ctx.surface_shadow_map_clear_pass);
  450. ctx.surface_compositor->add_pass(ctx.surface_shadow_map_pass);
  451. ctx.surface_compositor->add_pass(ctx.surface_clear_pass);
  452. ctx.surface_compositor->add_pass(ctx.sky_pass);
  453. ctx.surface_compositor->add_pass(ctx.ground_pass);
  454. ctx.surface_compositor->add_pass(ctx.surface_material_pass);
  455. //ctx.surface_compositor->add_pass(ctx.surface_outline_pass);
  456. //ctx.surface_compositor->add_pass(ctx.common_bloom_pass);
  457. ctx.surface_compositor->add_pass(ctx.common_final_pass);
  458. }
  459. // Create billboard VAO
  460. {
  461. const float billboard_vertex_data[] =
  462. {
  463. -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f,
  464. -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
  465. 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
  466. 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
  467. -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
  468. 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f
  469. };
  470. std::size_t billboard_vertex_size = 8;
  471. std::size_t billboard_vertex_stride = sizeof(float) * billboard_vertex_size;
  472. std::size_t billboard_vertex_count = 6;
  473. ctx.billboard_vbo = new gl::vertex_buffer(sizeof(float) * billboard_vertex_size * billboard_vertex_count, billboard_vertex_data);
  474. ctx.billboard_vao = new gl::vertex_array();
  475. std::size_t attribute_offset = 0;
  476. // Define position vertex attribute
  477. gl::vertex_attribute position_attribute;
  478. position_attribute.buffer = ctx.billboard_vbo;
  479. position_attribute.offset = attribute_offset;
  480. position_attribute.stride = billboard_vertex_stride;
  481. position_attribute.type = gl::vertex_attribute_type::float_32;
  482. position_attribute.components = 3;
  483. attribute_offset += position_attribute.components * sizeof(float);
  484. // Define UV vertex attribute
  485. gl::vertex_attribute uv_attribute;
  486. uv_attribute.buffer = ctx.billboard_vbo;
  487. uv_attribute.offset = attribute_offset;
  488. uv_attribute.stride = billboard_vertex_stride;
  489. uv_attribute.type = gl::vertex_attribute_type::float_32;
  490. uv_attribute.components = 2;
  491. attribute_offset += uv_attribute.components * sizeof(float);
  492. // Define barycentric vertex attribute
  493. gl::vertex_attribute barycentric_attribute;
  494. barycentric_attribute.buffer = ctx.billboard_vbo;
  495. barycentric_attribute.offset = attribute_offset;
  496. barycentric_attribute.stride = billboard_vertex_stride;
  497. barycentric_attribute.type = gl::vertex_attribute_type::float_32;
  498. barycentric_attribute.components = 3;
  499. attribute_offset += barycentric_attribute.components * sizeof(float);
  500. // Bind vertex attributes to VAO
  501. ctx.billboard_vao->bind(render::vertex_attribute::position, position_attribute);
  502. ctx.billboard_vao->bind(render::vertex_attribute::uv, uv_attribute);
  503. ctx.billboard_vao->bind(render::vertex_attribute::barycentric, barycentric_attribute);
  504. }
  505. // Create renderer
  506. ctx.renderer = new render::renderer();
  507. ctx.renderer->set_billboard_vao(ctx.billboard_vao);
  508. logger->pop_task(EXIT_SUCCESS);
  509. }
  510. void boot::setup_sound()
  511. {
  512. debug::logger* logger = ctx.logger;
  513. logger->push_task("Setting up sound");
  514. // Load master volume config
  515. ctx.master_volume = 1.0f;
  516. if (ctx.config->contains("master_volume"))
  517. ctx.master_volume = (*ctx.config)["master_volume"].get<float>();
  518. // Load ambience volume config
  519. ctx.ambience_volume = 1.0f;
  520. if (ctx.config->contains("ambience_volume"))
  521. ctx.ambience_volume = (*ctx.config)["ambience_volume"].get<float>();
  522. // Load effects volume config
  523. ctx.effects_volume = 1.0f;
  524. if (ctx.config->contains("effects_volume"))
  525. ctx.effects_volume = (*ctx.config)["effects_volume"].get<float>();
  526. // Load mono audio config
  527. ctx.mono_audio = false;
  528. if (ctx.config->contains("mono_audio"))
  529. ctx.mono_audio = (*ctx.config)["mono_audio"].get<bool>();
  530. // Load captions config
  531. ctx.captions = false;
  532. if (ctx.config->contains("captions"))
  533. ctx.captions = (*ctx.config)["captions"].get<bool>();
  534. // Load captions size config
  535. ctx.captions_size = 1.0f;
  536. if (ctx.config->contains("captions_size"))
  537. ctx.captions_size = (*ctx.config)["captions_size"].get<float>();
  538. logger->pop_task(EXIT_SUCCESS);
  539. }
  540. void boot::setup_scenes()
  541. {
  542. debug::logger* logger = ctx.logger;
  543. logger->push_task("Setting up scenes");
  544. // Get default framebuffer
  545. const auto& viewport_dimensions = ctx.rasterizer->get_default_framebuffer().get_dimensions();
  546. const float viewport_aspect_ratio = static_cast<float>(viewport_dimensions[0]) / static_cast<float>(viewport_dimensions[1]);
  547. // Setup UI camera
  548. ctx.ui_camera = new scene::camera();
  549. ctx.ui_camera->set_compositor(ctx.ui_compositor);
  550. auto viewport = ctx.app->get_viewport_dimensions();
  551. float clip_left = -viewport[0] * 0.5f;
  552. float clip_right = viewport[0] * 0.5f;
  553. float clip_top = -viewport[1] * 0.5f;
  554. float clip_bottom = viewport[1] * 0.5f;
  555. float clip_near = 0.0f;
  556. float clip_far = 1000.0f;
  557. ctx.ui_camera->set_orthographic(clip_left, clip_right, clip_top, clip_bottom, clip_near, clip_far);
  558. ctx.ui_camera->look_at({0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, {0.0f, 1.0f, 0.0f});
  559. ctx.ui_camera->update_tweens();
  560. // Setup underground camera
  561. ctx.underground_camera = new scene::camera();
  562. ctx.underground_camera->set_perspective(math::radians<float>(45.0f), viewport_aspect_ratio, 0.1f, 1000.0f);
  563. ctx.underground_camera->set_compositor(ctx.underground_compositor);
  564. ctx.underground_camera->set_composite_index(0);
  565. ctx.underground_camera->set_active(false);
  566. // Setup surface camera
  567. ctx.surface_camera = new scene::camera();
  568. ctx.surface_camera->set_perspective(math::radians<float>(45.0f), viewport_aspect_ratio, 0.1f, 1000.0f);
  569. ctx.surface_camera->set_compositor(ctx.surface_compositor);
  570. ctx.surface_camera->set_composite_index(0);
  571. ctx.surface_camera->set_active(false);
  572. // Setup UI scene
  573. {
  574. ctx.ui_scene = new scene::collection();
  575. // Menu BG billboard
  576. render::material* menu_bg_material = new render::material();
  577. menu_bg_material->set_shader_program(ctx.resource_manager->load<gl::shader_program>("ui-element-untextured.glsl"));
  578. auto menu_bg_tint = menu_bg_material->add_property<float4>("tint");
  579. menu_bg_tint->set_value(float4{0.0f, 0.0f, 0.0f, 0.5f});
  580. menu_bg_material->set_flags(MATERIAL_FLAG_TRANSLUCENT);
  581. menu_bg_material->update_tweens();
  582. ctx.menu_bg_billboard = new scene::billboard();
  583. ctx.menu_bg_billboard->set_active(false);
  584. ctx.menu_bg_billboard->set_material(menu_bg_material);
  585. ctx.menu_bg_billboard->set_scale({(float)viewport_dimensions[0] * 0.5f, (float)viewport_dimensions[1] * 0.5f, 1.0f});
  586. ctx.menu_bg_billboard->set_translation({0.0f, 0.0f, -100.0f});
  587. ctx.menu_bg_billboard->update_tweens();
  588. // Create camera flash billboard
  589. render::material* flash_material = new render::material();
  590. flash_material->set_shader_program(ctx.resource_manager->load<gl::shader_program>("ui-element-untextured.glsl"));
  591. auto flash_tint = flash_material->add_property<float4>("tint");
  592. flash_tint->set_value(float4{1, 1, 1, 1});
  593. //flash_tint->set_tween_interpolator(ease<float4>::out_quad);
  594. flash_material->set_flags(MATERIAL_FLAG_TRANSLUCENT);
  595. flash_material->update_tweens();
  596. ctx.camera_flash_billboard = new scene::billboard();
  597. ctx.camera_flash_billboard->set_material(flash_material);
  598. ctx.camera_flash_billboard->set_scale({(float)viewport_dimensions[0] * 0.5f, (float)viewport_dimensions[1] * 0.5f, 1.0f});
  599. ctx.camera_flash_billboard->set_translation({0.0f, 0.0f, 0.0f});
  600. ctx.camera_flash_billboard->update_tweens();
  601. // Create depth debug billboard
  602. /*
  603. material* depth_debug_material = new material();
  604. depth_debug_material->set_shader_program(ctx.resource_manager->load<gl::shader_program>("ui-element-textured.glsl"));
  605. depth_debug_material->add_property<const gl::texture_2d*>("background")->set_value(shadow_map_depth_texture);
  606. depth_debug_material->add_property<float4>("tint")->set_value(float4{1, 1, 1, 1});
  607. billboard* depth_debug_billboard = new billboard();
  608. depth_debug_billboard->set_material(depth_debug_material);
  609. depth_debug_billboard->set_scale({128, 128, 1});
  610. depth_debug_billboard->set_translation({-960 + 128, 1080 * 0.5f - 128, 0});
  611. depth_debug_billboard->update_tweens();
  612. ui_system->get_scene()->add_object(depth_debug_billboard);
  613. */
  614. ctx.ui_scene->add_object(ctx.ui_camera);
  615. }
  616. // Setup underground scene
  617. {
  618. ctx.underground_scene = new scene::collection();
  619. ctx.underground_ambient_light = new scene::ambient_light();
  620. ctx.underground_ambient_light->set_color({1, 1, 1});
  621. ctx.underground_ambient_light->set_intensity(0.1f);
  622. ctx.underground_ambient_light->update_tweens();
  623. ctx.flashlight_spot_light = new scene::spot_light();
  624. ctx.flashlight_spot_light->set_color({1, 1, 1});
  625. ctx.flashlight_spot_light->set_intensity(1.0f);
  626. ctx.flashlight_spot_light->set_attenuation({1.0f, 0.0f, 0.0f});
  627. ctx.flashlight_spot_light->set_cutoff({math::radians(10.0f), math::radians(19.0f)});
  628. ctx.underground_scene->add_object(ctx.underground_camera);
  629. ctx.underground_scene->add_object(ctx.underground_ambient_light);
  630. //ctx.underground_scene->add_object(ctx.flashlight_spot_light);
  631. }
  632. // Setup surface scene
  633. {
  634. ctx.surface_scene = new scene::collection();
  635. ctx.surface_scene->add_object(ctx.surface_camera);
  636. }
  637. // Clear active scene
  638. ctx.active_scene = nullptr;
  639. logger->pop_task(EXIT_SUCCESS);
  640. }
  641. void boot::setup_animation()
  642. {
  643. // Setup timeline system
  644. ctx.timeline = new timeline();
  645. ctx.timeline->set_autoremove(true);
  646. // Setup animator
  647. ctx.animator = new animator();
  648. // Create fade transition
  649. ctx.fade_transition = new screen_transition();
  650. ctx.fade_transition->get_material()->set_shader_program(ctx.resource_manager->load<gl::shader_program>("fade-transition.glsl"));
  651. ctx.fade_transition_color = ctx.fade_transition->get_material()->add_property<float3>("color");
  652. ctx.fade_transition_color->set_value({0, 0, 0});
  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<gl::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<gl::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. // Menu BG animations
  666. {
  667. render::material_property<float4>* menu_bg_tint = static_cast<render::material_property<float4>*>(ctx.menu_bg_billboard->get_material()->get_property("tint"));
  668. auto menu_bg_frame_callback = [menu_bg_tint](int channel, const float& opacity)
  669. {
  670. menu_bg_tint->set_value(float4{0.0f, 0.0f, 0.0f, opacity});
  671. };
  672. // Create menu BG fade in animation
  673. ctx.menu_bg_fade_in_animation = new animation<float>();
  674. {
  675. ctx.menu_bg_fade_in_animation->set_interpolator(ease<float>::out_cubic);
  676. animation_channel<float>* channel = ctx.menu_bg_fade_in_animation->add_channel(0);
  677. channel->insert_keyframe({0.0f, 0.0f});
  678. channel->insert_keyframe({config::menu_fade_in_duration, config::menu_bg_opacity});
  679. ctx.menu_bg_fade_in_animation->set_frame_callback(menu_bg_frame_callback);
  680. ctx.menu_bg_fade_in_animation->set_start_callback
  681. (
  682. [&ctx = this->ctx, menu_bg_tint]()
  683. {
  684. ctx.ui_scene->add_object(ctx.menu_bg_billboard);
  685. menu_bg_tint->set_value(float4{0.0f, 0.0f, 0.0f, 0.0f});
  686. menu_bg_tint->update_tweens();
  687. ctx.menu_bg_billboard->set_active(true);
  688. }
  689. );
  690. }
  691. // Create menu BG fade out animation
  692. ctx.menu_bg_fade_out_animation = new animation<float>();
  693. {
  694. ctx.menu_bg_fade_out_animation->set_interpolator(ease<float>::out_cubic);
  695. animation_channel<float>* channel = ctx.menu_bg_fade_out_animation->add_channel(0);
  696. channel->insert_keyframe({0.0f, config::menu_bg_opacity});
  697. channel->insert_keyframe({config::menu_fade_out_duration, 0.0f});
  698. ctx.menu_bg_fade_out_animation->set_frame_callback(menu_bg_frame_callback);
  699. ctx.menu_bg_fade_out_animation->set_end_callback
  700. (
  701. [&ctx = this->ctx]()
  702. {
  703. ctx.ui_scene->remove_object(ctx.menu_bg_billboard);
  704. ctx.menu_bg_billboard->set_active(false);
  705. }
  706. );
  707. }
  708. ctx.animator->add_animation(ctx.menu_bg_fade_in_animation);
  709. ctx.animator->add_animation(ctx.menu_bg_fade_out_animation);
  710. }
  711. // Create camera flash animation
  712. ctx.camera_flash_animation = new animation<float>();
  713. {
  714. ctx.camera_flash_animation->set_interpolator(ease<float>::out_sine);
  715. const float duration = 0.5f;
  716. animation_channel<float>* channel = ctx.camera_flash_animation->add_channel(0);
  717. channel->insert_keyframe({0.0f, 1.0f});
  718. channel->insert_keyframe({duration, 0.0f});
  719. }
  720. }
  721. void boot::setup_entities()
  722. {
  723. // Create entity registry
  724. ctx.entity_registry = new entt::registry();
  725. }
  726. void boot::setup_systems()
  727. {
  728. event_dispatcher* event_dispatcher = ctx.app->get_event_dispatcher();
  729. const auto& viewport_dimensions = ctx.app->get_viewport_dimensions();
  730. float4 viewport = {0.0f, 0.0f, static_cast<float>(viewport_dimensions[0]), static_cast<float>(viewport_dimensions[1])};
  731. // RGB wavelengths determined by matching wavelengths to XYZ, transforming XYZ to ACEScg, then selecting the max wavelengths for R, G, and B.
  732. const double3 rgb_wavelengths_nm = {602.224, 541.069, 448.143};
  733. // Setup terrain system
  734. ctx.terrain_system = new entity::system::terrain(*ctx.entity_registry);
  735. ctx.terrain_system->set_patch_subdivisions(30);
  736. ctx.terrain_system->set_patch_scene_collection(ctx.surface_scene);
  737. ctx.terrain_system->set_max_error(200.0);
  738. // Setup vegetation system
  739. //ctx.vegetation_system = new entity::system::vegetation(*ctx.entity_registry);
  740. //ctx.vegetation_system->set_terrain_patch_size(TERRAIN_PATCH_SIZE);
  741. //ctx.vegetation_system->set_vegetation_patch_resolution(VEGETATION_PATCH_RESOLUTION);
  742. //ctx.vegetation_system->set_vegetation_density(1.0f);
  743. //ctx.vegetation_system->set_vegetation_model(ctx.resource_manager->load<model>("grass-tuft.mdl"));
  744. //ctx.vegetation_system->set_scene(ctx.surface_scene);
  745. // Setup camera system
  746. ctx.camera_system = new entity::system::camera(*ctx.entity_registry);
  747. ctx.camera_system->set_viewport(viewport);
  748. event_dispatcher->subscribe<window_resized_event>(ctx.camera_system);
  749. // Setup subterrain system
  750. ctx.subterrain_system = new entity::system::subterrain(*ctx.entity_registry, ctx.resource_manager);
  751. ctx.subterrain_system->set_scene(ctx.underground_scene);
  752. // Setup collision system
  753. ctx.collision_system = new entity::system::collision(*ctx.entity_registry);
  754. // Setup samara system
  755. ctx.samara_system = new entity::system::samara(*ctx.entity_registry);
  756. // Setup snapping system
  757. ctx.snapping_system = new entity::system::snapping(*ctx.entity_registry);
  758. // Setup behavior system
  759. ctx.behavior_system = new entity::system::behavior(*ctx.entity_registry);
  760. // Setup locomotion system
  761. ctx.locomotion_system = new entity::system::locomotion(*ctx.entity_registry);
  762. // Setup spatial system
  763. ctx.spatial_system = new entity::system::spatial(*ctx.entity_registry);
  764. // Setup constraint system
  765. ctx.constraint_system = new entity::system::constraint(*ctx.entity_registry);
  766. // Setup painting system
  767. ctx.painting_system = new entity::system::painting(*ctx.entity_registry, event_dispatcher, ctx.resource_manager);
  768. ctx.painting_system->set_scene(ctx.surface_scene);
  769. // Setup orbit system
  770. ctx.orbit_system = new entity::system::orbit(*ctx.entity_registry);
  771. // Setup blackbody system
  772. ctx.blackbody_system = new entity::system::blackbody(*ctx.entity_registry);
  773. ctx.blackbody_system->set_rgb_wavelengths(rgb_wavelengths_nm);
  774. // Setup atmosphere system
  775. ctx.atmosphere_system = new entity::system::atmosphere(*ctx.entity_registry);
  776. ctx.atmosphere_system->set_rgb_wavelengths(rgb_wavelengths_nm);
  777. // Setup astronomy system
  778. ctx.astronomy_system = new entity::system::astronomy(*ctx.entity_registry);
  779. ctx.astronomy_system->set_sky_pass(ctx.sky_pass);
  780. // Setup proteome system
  781. ctx.proteome_system = new entity::system::proteome(*ctx.entity_registry);
  782. // Setup render system
  783. ctx.render_system = new entity::system::render(*ctx.entity_registry);
  784. ctx.render_system->add_layer(ctx.underground_scene);
  785. ctx.render_system->add_layer(ctx.surface_scene);
  786. ctx.render_system->add_layer(ctx.ui_scene);
  787. ctx.render_system->set_renderer(ctx.renderer);
  788. }
  789. void boot::setup_controls()
  790. {
  791. event_dispatcher* event_dispatcher = ctx.app->get_event_dispatcher();
  792. // Setup input event routing
  793. ctx.input_event_router = new input::event_router();
  794. ctx.input_event_router->set_event_dispatcher(event_dispatcher);
  795. // Setup input mapper
  796. ctx.input_mapper = new input::mapper();
  797. ctx.input_mapper->set_event_dispatcher(event_dispatcher);
  798. // Setup input listener
  799. ctx.input_listener = new input::listener();
  800. ctx.input_listener->set_event_dispatcher(event_dispatcher);
  801. // Load SDL game controller mappings database
  802. ctx.logger->push_task("Loading SDL game controller mappings from database");
  803. file_buffer* game_controller_db = ctx.resource_manager->load<file_buffer>("gamecontrollerdb.txt");
  804. if (!game_controller_db)
  805. {
  806. ctx.logger->pop_task(EXIT_FAILURE);
  807. }
  808. else
  809. {
  810. ctx.app->add_game_controller_mappings(game_controller_db->data(), game_controller_db->size());
  811. ctx.resource_manager->unload("gamecontrollerdb.txt");
  812. ctx.logger->pop_task(EXIT_SUCCESS);
  813. }
  814. // Load controls
  815. ctx.logger->push_task("Loading controls");
  816. try
  817. {
  818. // If a control profile is set in the config file
  819. if (ctx.config->contains("control_profile"))
  820. {
  821. // Load control profile
  822. json* profile = ctx.resource_manager->load<json>((*ctx.config)["control_profile"].get<std::string>());
  823. // Apply control profile
  824. if (profile)
  825. {
  826. game::apply_control_profile(ctx, *profile);
  827. }
  828. }
  829. // Calibrate gamepads
  830. for (input::gamepad* gamepad: ctx.app->get_gamepads())
  831. {
  832. ctx.logger->push_task("Loading calibration for gamepad " + gamepad->get_guid());
  833. json* calibration = game::load_gamepad_calibration(ctx, *gamepad);
  834. if (!calibration)
  835. {
  836. ctx.logger->pop_task(EXIT_FAILURE);
  837. ctx.logger->push_task("Generating default calibration for gamepad " + gamepad->get_guid());
  838. json default_calibration = game::default_gamepad_calibration();
  839. apply_gamepad_calibration(*gamepad, default_calibration);
  840. if (!save_gamepad_calibration(ctx, *gamepad, default_calibration))
  841. ctx.logger->pop_task(EXIT_FAILURE);
  842. else
  843. ctx.logger->pop_task(EXIT_SUCCESS);
  844. }
  845. else
  846. {
  847. ctx.logger->pop_task(EXIT_SUCCESS);
  848. apply_gamepad_calibration(*gamepad, *calibration);
  849. }
  850. }
  851. // Toggle fullscreen
  852. ctx.controls["toggle_fullscreen"]->set_activated_callback
  853. (
  854. [&ctx = this->ctx]()
  855. {
  856. bool fullscreen = !ctx.app->is_fullscreen();
  857. ctx.app->set_fullscreen(fullscreen);
  858. if (!fullscreen)
  859. {
  860. int2 resolution;
  861. resolution.x = (*ctx.config)["windowed_resolution"][0].get<int>();
  862. resolution.y = (*ctx.config)["windowed_resolution"][1].get<int>();
  863. ctx.app->resize_window(resolution.x, resolution.y);
  864. }
  865. // Save display mode config
  866. (*ctx.config)["fullscreen"] = fullscreen;
  867. game::save_config(ctx);
  868. }
  869. );
  870. // Screenshot
  871. ctx.controls["screenshot"]->set_activated_callback(std::bind(game::graphics::save_screenshot, std::ref(ctx)));
  872. // Set activation threshold for menu navigation controls to mitigate drifting gamepad axes
  873. const float menu_activation_threshold = 0.1f;
  874. ctx.controls["menu_up"]->set_activation_threshold(menu_activation_threshold);
  875. ctx.controls["menu_down"]->set_activation_threshold(menu_activation_threshold);
  876. ctx.controls["menu_left"]->set_activation_threshold(menu_activation_threshold);
  877. ctx.controls["menu_right"]->set_activation_threshold(menu_activation_threshold);
  878. }
  879. catch (...)
  880. {
  881. ctx.logger->pop_task(EXIT_FAILURE);
  882. }
  883. ctx.logger->pop_task(EXIT_SUCCESS);
  884. }
  885. void boot::setup_ui()
  886. {
  887. // Load font size config
  888. ctx.font_size = 1.0f;
  889. if (ctx.config->contains("font_size"))
  890. ctx.font_size = (*ctx.config)["font_size"].get<float>();
  891. // Load dyslexia font config
  892. ctx.dyslexia_font = false;
  893. if (ctx.config->contains("dyslexia_font"))
  894. ctx.dyslexia_font = (*ctx.config)["dyslexia_font"].get<bool>();
  895. // Load fonts
  896. ctx.logger->push_task("Loading fonts");
  897. try
  898. {
  899. game::load_fonts(ctx);
  900. }
  901. catch (...)
  902. {
  903. ctx.logger->pop_task(EXIT_FAILURE);
  904. }
  905. ctx.logger->pop_task(EXIT_SUCCESS);
  906. // Construct mouse tracker
  907. ctx.menu_mouse_tracker = new ui::mouse_tracker();
  908. ctx.app->get_event_dispatcher()->subscribe<mouse_moved_event>(ctx.menu_mouse_tracker);
  909. ctx.app->get_event_dispatcher()->subscribe<mouse_button_pressed_event>(ctx.menu_mouse_tracker);
  910. ctx.app->get_event_dispatcher()->subscribe<mouse_button_released_event>(ctx.menu_mouse_tracker);
  911. ctx.app->get_event_dispatcher()->subscribe<mouse_wheel_scrolled_event>(ctx.menu_mouse_tracker);
  912. }
  913. void boot::setup_debugging()
  914. {
  915. // Setup performance sampling
  916. ctx.performance_sampler.set_sample_size(15);
  917. ctx.cli = new debug::cli();
  918. ctx.cli->register_command("echo", debug::cc::echo);
  919. ctx.cli->register_command("exit", std::function<std::string()>(std::bind(&debug::cc::exit, &ctx)));
  920. ctx.cli->register_command("scrot", std::function<std::string()>(std::bind(&debug::cc::scrot, &ctx)));
  921. ctx.cli->register_command("cue", std::function<std::string(float, std::string)>(std::bind(&debug::cc::cue, &ctx, std::placeholders::_1, std::placeholders::_2)));
  922. //std::string cmd = "cue 20 exit";
  923. //logger->log(cmd);
  924. //logger->log(cli.interpret(cmd));
  925. }
  926. void boot::setup_loop()
  927. {
  928. // Set update rate
  929. if (ctx.config->contains("update_rate"))
  930. {
  931. ctx.loop.set_update_rate((*ctx.config)["update_rate"].get<double>());
  932. }
  933. // Set update callback
  934. ctx.loop.set_update_callback
  935. (
  936. [&ctx = this->ctx](double t, double dt)
  937. {
  938. // Update tweens
  939. ctx.sky_pass->update_tweens();
  940. ctx.surface_scene->update_tweens();
  941. ctx.underground_scene->update_tweens();
  942. ctx.ui_scene->update_tweens();
  943. // Process events
  944. ctx.app->process_events();
  945. ctx.app->get_event_dispatcher()->update(t);
  946. // Update controls
  947. for (const auto& control: ctx.controls)
  948. control.second->update();
  949. // Process function queue
  950. while (!ctx.function_queue.empty())
  951. {
  952. ctx.function_queue.front()();
  953. ctx.function_queue.pop();
  954. }
  955. // Update processes
  956. std::for_each
  957. (
  958. std::execution::par,
  959. ctx.processes.begin(),
  960. ctx.processes.end(),
  961. [t, dt](const auto& process)
  962. {
  963. process.second(t, dt);
  964. }
  965. );
  966. // Advance timeline
  967. ctx.timeline->advance(dt);
  968. // Update entity systems
  969. ctx.terrain_system->update(t, dt);
  970. //ctx.vegetation_system->update(t, dt);
  971. ctx.snapping_system->update(t, dt);
  972. ctx.subterrain_system->update(t, dt);
  973. ctx.collision_system->update(t, dt);
  974. ctx.samara_system->update(t, dt);
  975. ctx.behavior_system->update(t, dt);
  976. ctx.locomotion_system->update(t, dt);
  977. ctx.camera_system->update(t, dt);
  978. ctx.orbit_system->update(t, dt);
  979. ctx.blackbody_system->update(t, dt);
  980. ctx.atmosphere_system->update(t, dt);
  981. ctx.astronomy_system->update(t, dt);
  982. ctx.spatial_system->update(t, dt);
  983. ctx.constraint_system->update(t, dt);
  984. ctx.painting_system->update(t, dt);
  985. ctx.proteome_system->update(t, dt);
  986. ctx.animator->animate(dt);
  987. ctx.render_system->update(t, dt);
  988. }
  989. );
  990. // Set render callback
  991. ctx.loop.set_render_callback
  992. (
  993. [&ctx = this->ctx](double alpha)
  994. {
  995. ctx.render_system->draw(alpha);
  996. ctx.app->swap_buffers();
  997. }
  998. );
  999. }
  1000. void boot::loop()
  1001. {
  1002. while (!ctx.app->was_closed())
  1003. {
  1004. // Execute main loop
  1005. ctx.loop.tick();
  1006. // Sample frame duration
  1007. ctx.performance_sampler.sample(ctx.loop.get_frame_duration());
  1008. }
  1009. // Exit all active game states
  1010. while (!ctx.state_machine.empty())
  1011. ctx.state_machine.pop();
  1012. }
  1013. } // namespace state
  1014. } // namespace game