💿🐜 Antkeeper source code https://antkeeper.com
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  1. /*
  2. * Copyright (C) 2020 Christopher J. Howard
  3. *
  4. * This file is part of Antkeeper source code.
  5. *
  6. * Antkeeper source code is free software: you can redistribute it and/or modify
  7. * it under the terms of the GNU General Public License as published by
  8. * the Free Software Foundation, either version 3 of the License, or
  9. * (at your option) any later version.
  10. *
  11. * Antkeeper source code is distributed in the hope that it will be useful,
  12. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  13. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  14. * GNU General Public License for more details.
  15. *
  16. * You should have received a copy of the GNU General Public License
  17. * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
  18. */
  19. #include "application.hpp"
  20. #include "configuration.hpp"
  21. #include "state/application-states.hpp"
  22. #include "filesystem.hpp"
  23. #include "math.hpp"
  24. #include "timestamp.hpp"
  25. // STL
  26. #include <cstdlib>
  27. #include <iostream>
  28. #include <stdexcept>
  29. #include <thread>
  30. #include <string>
  31. #include <iomanip>
  32. // External
  33. #include <glad/glad.h>
  34. #include <SDL2/SDL.h>
  35. #include "stb/stb_image_write.h"
  36. // Debug
  37. #include "debug/ansi-codes.hpp"
  38. #include "debug/console-commands.hpp"
  39. // Resources
  40. #include "resources/resource-manager.hpp"
  41. // Input
  42. #include "input/sdl-scancode-table.hpp"
  43. #include "input/sdl-game-controller-tables.hpp"
  44. #include "input/scancode.hpp"
  45. #include "input/input-mapping.hpp"
  46. // Rasterizer
  47. #include "rasterizer/rasterizer.hpp"
  48. #include "rasterizer/framebuffer.hpp"
  49. #include "rasterizer/texture-2d.hpp"
  50. #include "rasterizer/pixel-type.hpp"
  51. #include "rasterizer/pixel-format.hpp"
  52. #include "rasterizer/vertex-buffer.hpp"
  53. #include "rasterizer/vertex-array.hpp"
  54. #include "rasterizer/vertex-attribute-type.hpp"
  55. #include "rasterizer/texture-wrapping.hpp"
  56. #include "rasterizer/texture-filter.hpp"
  57. // Renderer
  58. #include "renderer/simple-render-pass.hpp"
  59. #include "renderer/passes/shadow-map-pass.hpp"
  60. #include "renderer/passes/sky-pass.hpp"
  61. #include "renderer/passes/clear-pass.hpp"
  62. #include "renderer/passes/material-pass.hpp"
  63. #include "renderer/passes/bloom-pass.hpp"
  64. #include "renderer/passes/final-pass.hpp"
  65. #include "renderer/vertex-attributes.hpp"
  66. #include "renderer/material-flags.hpp"
  67. #include "renderer/material-property.hpp"
  68. // Animation
  69. #include "animation/animation.hpp"
  70. #include "animation/animator.hpp"
  71. #include "animation/screen-transition.hpp"
  72. #include "animation/easings.hpp"
  73. // Scene
  74. #include "scene/billboard.hpp"
  75. #include "scene/model-instance.hpp"
  76. // Systems
  77. #include "systems/behavior-system.hpp"
  78. #include "systems/camera-system.hpp"
  79. #include "systems/collision-system.hpp"
  80. #include "systems/locomotion-system.hpp"
  81. #include "systems/model-system.hpp"
  82. #include "systems/nest-system.hpp"
  83. #include "systems/placement-system.hpp"
  84. #include "systems/samara-system.hpp"
  85. #include "systems/subterrain-system.hpp"
  86. #include "systems/terrain-system.hpp"
  87. #include "systems/vegetation-system.hpp"
  88. #include "systems/tool-system.hpp"
  89. #include "systems/control-system.hpp"
  90. #include "systems/ui-system.hpp"
  91. // Entity components
  92. #include "entity/components/cavity-component.hpp"
  93. using namespace vmq::operators;
  94. application::application(int argc, char** argv):
  95. closed(false),
  96. exit_status(EXIT_SUCCESS)
  97. {
  98. // Determine application name
  99. std::string application_name;
  100. #if defined(_WIN32)
  101. application_name = "Antkeeper";
  102. #else
  103. application_name = "antkeeper";
  104. #endif
  105. // Detect resource paths
  106. data_path = get_data_path(application_name) + "data/";
  107. config_path = get_config_path(application_name);
  108. screenshots_path = config_path + "screenshots/";
  109. // Format log messages
  110. logger.set_warning_prefix("Warning: ");
  111. logger.set_error_prefix(std::string());
  112. logger.set_success_prefix(std::string());
  113. // Redirect logger output
  114. #if defined(DEBUG)
  115. logger.redirect(&std::cout);
  116. #else
  117. std::string log_filename = config_path + "log.txt";
  118. log_filestream.open(log_filename.c_str());
  119. logger.redirect(&log_filestream);
  120. #endif
  121. // Log paths
  122. logger.log("Detected data path as \"" + data_path + "\"");
  123. logger.log("Detected config path as \"" + config_path + "\"");
  124. // Create nonexistent config directories
  125. std::vector<std::string> config_paths;
  126. config_paths.push_back(config_path);
  127. config_paths.push_back(screenshots_path);
  128. for (const std::string& path: config_paths)
  129. {
  130. if (!path_exists(path))
  131. {
  132. logger.push_task("Creating directory \"" + path + "\"");
  133. if (create_directory(path))
  134. {
  135. logger.pop_task(EXIT_SUCCESS);
  136. }
  137. else
  138. {
  139. logger.pop_task(EXIT_FAILURE);
  140. }
  141. }
  142. }
  143. // Register CLI commands
  144. cli.register_command("echo", cc::echo);
  145. cli.register_command("exit", std::function<std::string()>(std::bind(&cc::exit, this)));
  146. cli.register_command("scrot", std::function<std::string()>(std::bind(&cc::scrot, this)));
  147. cli.register_command("cue", std::function<std::string(float, std::string)>(std::bind(&cc::cue, this, std::placeholders::_1, std::placeholders::_2)));
  148. //std::string cmd = "cue 20 exit";
  149. //logger.log(cmd);
  150. //logger.log(cli.interpret(cmd));
  151. // Setup resource manager
  152. resource_manager = new ::resource_manager();
  153. resource_manager->set_logger(&logger);
  154. // Include resource search paths in order of priority
  155. resource_manager->include(config_path);
  156. resource_manager->include(data_path);
  157. resource_manager->include(data_path + "/shaders/include/");
  158. resource_manager->include(data_path + "/shaders/src/");
  159. resource_manager->include(data_path + "/models/");
  160. resource_manager->include(data_path + "/textures/");
  161. resource_manager->include(data_path + "/materials/");
  162. resource_manager->include(data_path + "/entities/");
  163. resource_manager->include(data_path + "/behaviors/");
  164. resource_manager->include(data_path + "/controls/");
  165. // Get SDL compiled version
  166. SDL_version sdl_compiled_version;
  167. SDL_VERSION(&sdl_compiled_version);
  168. std::string sdl_compiled_version_string = std::to_string(sdl_compiled_version.major) + "." + std::to_string(sdl_compiled_version.minor) + "." + std::to_string(sdl_compiled_version.patch);
  169. logger.log("Compiled against SDL " + sdl_compiled_version_string);
  170. // Get SDL linked version
  171. SDL_version sdl_linked_version;
  172. SDL_GetVersion(&sdl_linked_version);
  173. std::string sdl_linked_version_string = std::to_string(sdl_linked_version.major) + "." + std::to_string(sdl_linked_version.minor) + "." + std::to_string(sdl_linked_version.patch);
  174. logger.log("Linking against SDL " + sdl_linked_version_string);
  175. // Init SDL
  176. logger.push_task("Initializing SDL");
  177. if (SDL_Init(SDL_INIT_VIDEO) != 0)
  178. {
  179. logger.pop_task(EXIT_FAILURE);
  180. throw std::runtime_error("Failed to initialize SDL");
  181. }
  182. else
  183. {
  184. logger.pop_task(EXIT_SUCCESS);
  185. }
  186. // Load default OpenGL library
  187. logger.push_task("Loading OpenGL library");
  188. if (SDL_GL_LoadLibrary(nullptr) != 0)
  189. {
  190. logger.pop_task(EXIT_FAILURE);
  191. }
  192. else
  193. {
  194. logger.pop_task(EXIT_SUCCESS);
  195. }
  196. // Set window creation hints
  197. SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
  198. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  199. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
  200. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  201. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
  202. SDL_DisplayMode sdl_display_mode;
  203. if (SDL_GetDesktopDisplayMode(0, &sdl_display_mode) != 0)
  204. {
  205. logger.error("Failed to get desktop display mode: \"" + std::string(SDL_GetError()) + "\"");
  206. }
  207. else
  208. {
  209. logger.log("Detected " + std::to_string(sdl_display_mode.w) + "x" + std::to_string(sdl_display_mode.h) + " display");
  210. display_dimensions = {sdl_display_mode.w, sdl_display_mode.h};
  211. }
  212. int window_width = 1920;
  213. int window_height = 1080;
  214. fullscreen = true;
  215. window_width = 1280;
  216. window_height = 720;
  217. fullscreen = false;
  218. viewport = {0.0f, 0.0f, static_cast<float>(window_width), static_cast<float>(window_height)};
  219. int window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN;
  220. if (fullscreen)
  221. {
  222. window_flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
  223. }
  224. // Create window
  225. logger.push_task("Creating " + std::to_string(window_width) + "x" + std::to_string(window_height) + " window");
  226. window = SDL_CreateWindow
  227. (
  228. "Antkeeper",
  229. SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
  230. window_width, window_height,
  231. window_flags
  232. );
  233. if (!window)
  234. {
  235. logger.pop_task(EXIT_FAILURE);
  236. throw std::runtime_error("Failed to create SDL window");
  237. }
  238. else
  239. {
  240. logger.pop_task(EXIT_SUCCESS);
  241. }
  242. // Create OpenGL context
  243. logger.push_task("Creating OpenGL 3.3 context");
  244. context = SDL_GL_CreateContext(window);
  245. if (!context)
  246. {
  247. logger.pop_task(EXIT_FAILURE);
  248. throw std::runtime_error("Failed to create OpenGL context");
  249. }
  250. else
  251. {
  252. logger.pop_task(EXIT_SUCCESS);
  253. }
  254. // Load OpenGL functions via GLAD
  255. logger.push_task("Loading OpenGL functions");
  256. if (!gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress))
  257. {
  258. logger.pop_task(EXIT_FAILURE);
  259. }
  260. else
  261. {
  262. logger.pop_task(EXIT_SUCCESS);
  263. }
  264. // Set v-sync mode
  265. int swap_interval = 1;
  266. logger.push_task((swap_interval) ? "Enabling v-sync" : "Disabling v-sync");
  267. if (SDL_GL_SetSwapInterval(swap_interval) != 0)
  268. {
  269. logger.pop_task(EXIT_FAILURE);
  270. }
  271. else
  272. {
  273. logger.pop_task(EXIT_SUCCESS);
  274. }
  275. // Setup rasterizer
  276. rasterizer = new ::rasterizer();
  277. // Show window
  278. SDL_ShowWindow(window);
  279. // Clear window to black
  280. rasterizer->set_clear_color(0.0f, 0.0f, 0.0f, 1.0f);
  281. rasterizer->clear_framebuffer(true, false, false);
  282. SDL_GL_SwapWindow(window);
  283. // Hide cursor
  284. //SDL_ShowCursor(SDL_DISABLE);
  285. // Init SDL joystick and game controller subsystems
  286. logger.push_task("Initializing SDL Joystick and Game Controller subsystems");
  287. if (SDL_InitSubSystem(SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER) != 0)
  288. {
  289. logger.pop_task(EXIT_FAILURE);
  290. throw std::runtime_error("Failed to initialize SDL Joystick or Game Controller subsystems");
  291. }
  292. else
  293. {
  294. logger.pop_task(EXIT_SUCCESS);
  295. }
  296. // Load SDL game controller mappings
  297. logger.push_task("Loading SDL game controller mappings from database");
  298. std::string gamecontrollerdb_path = data_path + "controls/gamecontrollerdb.txt";
  299. if (SDL_GameControllerAddMappingsFromFile(gamecontrollerdb_path.c_str()) == -1)
  300. {
  301. logger.pop_task(EXIT_FAILURE);
  302. }
  303. else
  304. {
  305. logger.pop_task(EXIT_SUCCESS);
  306. }
  307. // Setup billboard VAO
  308. {
  309. const float billboard_vertex_data[] =
  310. {
  311. -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f,
  312. -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
  313. 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
  314. 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
  315. -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
  316. 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f
  317. };
  318. std::size_t billboard_vertex_size = 8;
  319. std::size_t billboard_vertex_stride = sizeof(float) * billboard_vertex_size;
  320. std::size_t billboard_vertex_count = 6;
  321. billboard_vbo = new vertex_buffer(sizeof(float) * billboard_vertex_size * billboard_vertex_count, billboard_vertex_data);
  322. billboard_vao = new vertex_array();
  323. billboard_vao->bind_attribute(VERTEX_POSITION_LOCATION, *billboard_vbo, 3, vertex_attribute_type::float_32, billboard_vertex_stride, 0);
  324. billboard_vao->bind_attribute(VERTEX_TEXCOORD_LOCATION, *billboard_vbo, 2, vertex_attribute_type::float_32, billboard_vertex_stride, sizeof(float) * 3);
  325. billboard_vao->bind_attribute(VERTEX_BARYCENTRIC_LOCATION, *billboard_vbo, 3, vertex_attribute_type::float_32, billboard_vertex_stride, sizeof(float) * 5);
  326. }
  327. // Setup renderer
  328. renderer.set_billboard_vao(billboard_vao);
  329. // Load fallback material
  330. fallback_material = resource_manager->load<material>("fallback.mtl");
  331. // Create shadow map depth texture and framebuffer
  332. shadow_map_resolution = 4096;
  333. shadow_map_depth_texture = new texture_2d(shadow_map_resolution, shadow_map_resolution, pixel_type::float_32, pixel_format::d);
  334. shadow_map_depth_texture->set_wrapping(texture_wrapping::clamp, texture_wrapping::clamp);
  335. shadow_map_depth_texture->set_filters(texture_min_filter::linear, texture_mag_filter::linear);
  336. shadow_map_depth_texture->set_max_anisotropy(0.0f);
  337. shadow_map_framebuffer = new framebuffer(shadow_map_resolution, shadow_map_resolution);
  338. shadow_map_framebuffer->attach(framebuffer_attachment_type::depth, shadow_map_depth_texture);
  339. // Create HDR framebuffer (32F color, 32F depth)
  340. framebuffer_hdr_color = new texture_2d(window_width, window_height, pixel_type::float_32, pixel_format::rgb);
  341. framebuffer_hdr_color->set_wrapping(texture_wrapping::clamp, texture_wrapping::clamp);
  342. framebuffer_hdr_color->set_filters(texture_min_filter::linear, texture_mag_filter::linear);
  343. framebuffer_hdr_color->set_max_anisotropy(0.0f);
  344. framebuffer_hdr_depth = new texture_2d(window_width, window_height, pixel_type::float_32, pixel_format::d);
  345. framebuffer_hdr_depth->set_wrapping(texture_wrapping::clamp, texture_wrapping::clamp);
  346. framebuffer_hdr_depth->set_filters(texture_min_filter::linear, texture_mag_filter::linear);
  347. framebuffer_hdr_depth->set_max_anisotropy(0.0f);
  348. framebuffer_hdr = new framebuffer(window_width, window_height);
  349. framebuffer_hdr->attach(framebuffer_attachment_type::color, framebuffer_hdr_color);
  350. framebuffer_hdr->attach(framebuffer_attachment_type::depth, framebuffer_hdr_depth);
  351. // Create pingpong framebuffers (32F color, no depth)
  352. int bloom_width = window_width / 2;
  353. int bloom_height = window_height / 2;
  354. bloom_texture = new texture_2d(bloom_width, bloom_height, pixel_type::float_32, pixel_format::rgb);
  355. bloom_texture->set_wrapping(texture_wrapping::clamp, texture_wrapping::clamp);
  356. bloom_texture->set_filters(texture_min_filter::linear, texture_mag_filter::linear);
  357. bloom_texture->set_max_anisotropy(0.0f);
  358. framebuffer_bloom = new framebuffer(bloom_width, bloom_height);
  359. framebuffer_bloom->attach(framebuffer_attachment_type::color, bloom_texture);
  360. // Setup overworld passes
  361. shadow_map_clear_pass = new ::clear_pass(rasterizer, shadow_map_framebuffer);
  362. shadow_map_clear_pass->set_cleared_buffers(false, true, false);
  363. shadow_map_pass = new ::shadow_map_pass(rasterizer, shadow_map_framebuffer, resource_manager);
  364. shadow_map_pass->set_split_scheme_weight(0.75f);
  365. clear_pass = new ::clear_pass(rasterizer, framebuffer_hdr);
  366. clear_pass->set_cleared_buffers(true, true, false);
  367. sky_pass = new ::sky_pass(rasterizer, framebuffer_hdr, resource_manager);
  368. sky_pass->set_enabled(false);
  369. material_pass = new ::material_pass(rasterizer, framebuffer_hdr, resource_manager);
  370. material_pass->set_fallback_material(fallback_material);
  371. material_pass->set_time_tween(&time);
  372. material_pass->set_focal_point_tween(&focal_point_tween);
  373. material_pass->shadow_map_pass = shadow_map_pass;
  374. material_pass->shadow_map = shadow_map_depth_texture;
  375. bloom_pass = new ::bloom_pass(rasterizer, framebuffer_bloom, resource_manager);
  376. bloom_pass->set_source_texture(framebuffer_hdr_color);
  377. bloom_pass->set_brightness_threshold(1.0f);
  378. bloom_pass->set_blur_iterations(4);
  379. bloom_pass->set_enabled(false);
  380. final_pass = new ::final_pass(rasterizer, &rasterizer->get_default_framebuffer(), resource_manager);
  381. final_pass->set_color_texture(framebuffer_hdr_color);
  382. final_pass->set_bloom_texture(bloom_texture);
  383. // Setup overworld compositor
  384. overworld_compositor.add_pass(shadow_map_clear_pass);
  385. overworld_compositor.add_pass(shadow_map_pass);
  386. overworld_compositor.add_pass(clear_pass);
  387. overworld_compositor.add_pass(sky_pass);
  388. overworld_compositor.add_pass(material_pass);
  389. overworld_compositor.add_pass(bloom_pass);
  390. overworld_compositor.add_pass(final_pass);
  391. // Setup overworld camera
  392. overworld_camera.set_perspective(45.0f * vmq::pi<float> / 180.0f, (float)window_width / (float)window_height, 0.1f, 1000.0f);
  393. overworld_camera.set_compositor(&overworld_compositor);
  394. overworld_camera.set_composite_index(0);
  395. overworld_camera.set_active(true);
  396. // Setup underworld passes
  397. underworld_clear_pass = new ::clear_pass(rasterizer, framebuffer_hdr);
  398. underworld_clear_pass->set_cleared_buffers(true, true, false);
  399. underworld_material_pass = new ::material_pass(rasterizer, framebuffer_hdr, resource_manager);
  400. underworld_material_pass->set_fallback_material(fallback_material);
  401. underworld_material_pass->set_time_tween(&time);
  402. underworld_material_pass->set_focal_point_tween(&focal_point_tween);
  403. shader_program* underworld_final_shader = resource_manager->load<shader_program>("underground-final.glsl");
  404. underworld_final_pass = new simple_render_pass(rasterizer, &rasterizer->get_default_framebuffer(), underworld_final_shader);
  405. underworld_final_pass->set_time_tween(&time);
  406. underground_color_texture_property = underworld_final_pass->get_material()->add_property<const texture_2d*>("color_texture");
  407. underground_color_texture_property->set_value(framebuffer_hdr_color);
  408. underworld_final_pass->get_material()->update_tweens();
  409. // Setup underworld compositor
  410. underworld_compositor.add_pass(underworld_clear_pass);
  411. underworld_compositor.add_pass(underworld_material_pass);
  412. underworld_compositor.add_pass(underworld_final_pass);
  413. // Setup underworld camera
  414. underworld_camera.set_perspective(45.0f * vmq::pi<float> / 180.0f, (float)window_width / (float)window_height, 0.1f, 1000.0f);
  415. underworld_camera.look_at({0, 50, 0}, {0, 0, 0}, {0, 0, -1});
  416. underworld_camera.set_compositor(&underworld_compositor);
  417. underworld_camera.set_composite_index(0);
  418. underworld_camera.set_active(false);
  419. // Setup timeline system
  420. timeline.set_autoremove(true);
  421. // Setup animation system
  422. animator = new ::animator();
  423. // ECS
  424. terrain_system = new ::terrain_system(ecs_registry, resource_manager);
  425. terrain_system->set_patch_size(TERRAIN_PATCH_SIZE);
  426. vegetation_system = new ::vegetation_system(ecs_registry);
  427. vegetation_system->set_terrain_patch_size(TERRAIN_PATCH_SIZE);
  428. vegetation_system->set_vegetation_patch_resolution(VEGETATION_PATCH_RESOLUTION);
  429. vegetation_system->set_vegetation_density(1.0f);
  430. vegetation_system->set_vegetation_model(resource_manager->load<model>("grass-tuft.obj"));
  431. vegetation_system->set_scene(&overworld_scene);
  432. tool_system = new ::tool_system(ecs_registry);
  433. tool_system->set_camera(&overworld_camera);
  434. tool_system->set_orbit_cam(&orbit_cam);
  435. tool_system->set_viewport(viewport);
  436. camera_system = new ::camera_system(ecs_registry);
  437. camera_system->set_orbit_cam(&orbit_cam);
  438. camera_system->set_viewport(viewport);
  439. subterrain_system = new ::subterrain_system(ecs_registry, resource_manager);
  440. subterrain_system->set_scene(&underworld_scene);
  441. nest_system = new ::nest_system(ecs_registry, resource_manager);
  442. collision_system = new ::collision_system(ecs_registry);
  443. samara_system = new ::samara_system(ecs_registry);
  444. placement_system = new ::placement_system(ecs_registry);
  445. behavior_system = new ::behavior_system(ecs_registry);
  446. locomotion_system = new ::locomotion_system(ecs_registry);
  447. model_system = new ::model_system(ecs_registry, overworld_scene);
  448. // Setup systems
  449. systems.push_back([this](double t, double dt){ this->overworld_scene.update_tweens(); this->underworld_scene.update_tweens(); this->ui_system->get_scene()->update_tweens(); focal_point_tween.update(); this->underworld_final_pass->get_material()->update_tweens(); });
  450. systems.push_back([this](double t, double dt){ this->translate_sdl_events(); });
  451. systems.push_back([this](double t, double dt){ this->event_dispatcher.update(t); });
  452. systems.push_back([this](double t, double dt){ this->timeline.advance(dt); });
  453. systems.push_back(std::bind(&terrain_system::update, terrain_system, std::placeholders::_1, std::placeholders::_2));
  454. systems.push_back(std::bind(&vegetation_system::update, vegetation_system, std::placeholders::_1, std::placeholders::_2));
  455. systems.push_back(std::bind(&placement_system::update, placement_system, std::placeholders::_1, std::placeholders::_2));
  456. systems.push_back(std::bind(&nest_system::update, nest_system, std::placeholders::_1, std::placeholders::_2));
  457. systems.push_back(std::bind(&subterrain_system::update, subterrain_system, std::placeholders::_1, std::placeholders::_2));
  458. systems.push_back(std::bind(&collision_system::update, collision_system, std::placeholders::_1, std::placeholders::_2));
  459. systems.push_back(std::bind(&samara_system::update, samara_system, std::placeholders::_1, std::placeholders::_2));
  460. systems.push_back(std::bind(&camera_system::update, camera_system, std::placeholders::_1, std::placeholders::_2));
  461. systems.push_back(std::bind(&behavior_system::update, behavior_system, std::placeholders::_1, std::placeholders::_2));
  462. systems.push_back(std::bind(&locomotion_system::update, locomotion_system, std::placeholders::_1, std::placeholders::_2));
  463. systems.push_back([this](double t, double dt){ this->control_system->update(dt); });
  464. systems.push_back([this](double t, double dt){
  465. this->subterrain_light.set_translation(orbit_cam.get_focal_point());
  466. this->lantern.set_translation(orbit_cam.get_focal_point());
  467. this->spotlight.set_transform(overworld_camera.get_transform());
  468. this->focal_point_tween[1] = orbit_cam.get_focal_point();
  469. });
  470. systems.push_back([this](double t, double dt){ this->ui_system->update(dt); });
  471. systems.push_back(std::bind(&tool_system::update, tool_system, std::placeholders::_1, std::placeholders::_2));
  472. systems.push_back(std::bind(&model_system::update, model_system, std::placeholders::_1, std::placeholders::_2));
  473. systems.push_back([this](double t, double dt){ this->animator->animate(dt); });
  474. systems.push_back([this](double t, double dt){ this->application_controls.update(); this->menu_controls.update(); this->camera_controls->update(); });
  475. // Setup FSM states
  476. loading_state =
  477. {
  478. std::function<void()>(std::bind(enter_loading_state, this)),
  479. std::function<void()>(std::bind(exit_loading_state, this))
  480. };
  481. language_select_state =
  482. {
  483. std::function<void()>(std::bind(enter_language_select_state, this)),
  484. std::function<void()>(std::bind(exit_language_select_state, this))
  485. };
  486. splash_state =
  487. {
  488. std::function<void()>(std::bind(enter_splash_state, this)),
  489. std::function<void()>(std::bind(exit_splash_state, this))
  490. };
  491. title_state =
  492. {
  493. std::function<void()>(std::bind(enter_title_state, this)),
  494. std::function<void()>(std::bind(exit_title_state, this))
  495. };
  496. play_state =
  497. {
  498. std::function<void()>(std::bind(enter_play_state, this)),
  499. std::function<void()>(std::bind(exit_play_state, this))
  500. };
  501. pause_state =
  502. {
  503. std::function<void()>(std::bind(enter_pause_state, this)),
  504. std::function<void()>(std::bind(exit_pause_state, this))
  505. };
  506. // Setup frame timing
  507. frame_scheduler.set_update_callback(std::bind(&application::update, this, std::placeholders::_1, std::placeholders::_2));
  508. frame_scheduler.set_render_callback(std::bind(&application::render, this, std::placeholders::_1));
  509. frame_scheduler.set_update_rate(60.0);
  510. frame_scheduler.set_max_frame_duration(0.25);
  511. // Setup performance sampling
  512. performance_sampler.set_sample_size(15);
  513. // Setup input event routing
  514. input_event_router.set_event_dispatcher(&event_dispatcher);
  515. input_mapper.set_event_dispatcher(&event_dispatcher);
  516. // Setup input devices
  517. keyboard.set_event_dispatcher(&event_dispatcher);
  518. mouse.set_event_dispatcher(&event_dispatcher);
  519. game_controller.set_event_dispatcher(&event_dispatcher);
  520. // Setup controls
  521. application_controls.add_control(&toggle_fullscreen_control);
  522. application_controls.add_control(&dig_control);
  523. application_controls.add_control(&screenshot_control);
  524. toggle_fullscreen_control.set_activated_callback(std::bind(&application::toggle_fullscreen, this));
  525. screenshot_control.set_activated_callback([this]()
  526. {
  527. take_screenshot();
  528. });
  529. menu_back_control.set_activated_callback(std::bind(&application::close, this, 0));
  530. menu_controls.add_control(&menu_back_control);
  531. menu_controls.add_control(&menu_select_control);
  532. orbit_cam.attach(&overworld_camera);
  533. control_system = new ::control_system();
  534. control_system->set_orbit_cam(&orbit_cam);
  535. control_system->set_viewport(viewport);
  536. control_system->set_underworld_camera(&underworld_camera);
  537. event_dispatcher.subscribe<mouse_moved_event>(control_system);
  538. event_dispatcher.subscribe<mouse_moved_event>(camera_system);
  539. event_dispatcher.subscribe<mouse_moved_event>(tool_system);
  540. camera_controls = control_system->get_control_set();
  541. // Application control mappings
  542. input_event_router.add_mapping(key_mapping(&toggle_fullscreen_control, nullptr, scancode::f11));
  543. input_event_router.add_mapping(key_mapping(&screenshot_control, nullptr, scancode::f12));
  544. // Add menu control mappings
  545. input_event_router.add_mapping(key_mapping(&menu_back_control, nullptr, scancode::escape));
  546. input_event_router.add_mapping(key_mapping(&menu_back_control, nullptr, scancode::backspace));
  547. input_event_router.add_mapping(game_controller_button_mapping(&menu_back_control, nullptr, game_controller_button::b));
  548. input_event_router.add_mapping(key_mapping(control_system->get_tool_menu_control(), nullptr, scancode::left_shift));
  549. input_event_router.add_mapping(game_controller_button_mapping(control_system->get_tool_menu_control(), nullptr, game_controller_button::x));
  550. input_event_router.add_mapping(key_mapping(&menu_select_control, nullptr, scancode::enter));
  551. input_event_router.add_mapping(key_mapping(&menu_select_control, nullptr, scancode::space));
  552. input_event_router.add_mapping(key_mapping(control_system->get_move_forward_control(), nullptr, scancode::w));
  553. input_event_router.add_mapping(key_mapping(control_system->get_toggle_view_control(), nullptr, scancode::tab));
  554. control_system->get_toggle_view_control()->set_activated_callback(
  555. [this]()
  556. {
  557. if (this->active_scene == &this->overworld_scene)
  558. {
  559. this->active_scene = &this->underworld_scene;
  560. this->radial_transition_inner->transition(0.5f, false, ease_in_quad<float, double>);
  561. auto switch_cameras = [this]()
  562. {
  563. this->overworld_camera.set_active(false);
  564. this->underworld_camera.set_active(true);
  565. this->fade_transition->transition(0.25f, true, ease_out_quad<float, double>);
  566. };
  567. float t = timeline.get_position();
  568. this->timeline.add_cue({t + 0.5f, switch_cameras});
  569. }
  570. else
  571. {
  572. this->active_scene = &this->overworld_scene;
  573. this->fade_transition->transition(0.25f, false, ease_out_quad<float, double>);
  574. auto switch_cameras = [this]()
  575. {
  576. this->overworld_camera.set_active(true);
  577. this->underworld_camera.set_active(false);
  578. this->radial_transition_inner->transition(0.5f, true, ease_out_quad<float, double>);
  579. };
  580. float t = timeline.get_position();
  581. this->timeline.add_cue({t + 0.25f, switch_cameras});
  582. }
  583. });
  584. input_event_router.add_mapping(game_controller_axis_mapping(control_system->get_move_forward_control(), nullptr, game_controller_axis::left_y, true));
  585. input_event_router.add_mapping(key_mapping(control_system->get_move_back_control(), nullptr, scancode::s));
  586. input_event_router.add_mapping(game_controller_axis_mapping(control_system->get_move_back_control(), nullptr, game_controller_axis::left_y, false));
  587. input_event_router.add_mapping(key_mapping(control_system->get_move_left_control(), nullptr, scancode::a));
  588. input_event_router.add_mapping(game_controller_axis_mapping(control_system->get_move_left_control(), nullptr, game_controller_axis::left_x, true));
  589. input_event_router.add_mapping(key_mapping(control_system->get_move_right_control(), nullptr, scancode::d));
  590. input_event_router.add_mapping(game_controller_axis_mapping(control_system->get_move_right_control(), nullptr, game_controller_axis::left_x, false));
  591. input_event_router.add_mapping(game_controller_axis_mapping(control_system->get_rotate_ccw_control(), nullptr, game_controller_axis::right_x, false));
  592. input_event_router.add_mapping(game_controller_axis_mapping(control_system->get_rotate_cw_control(), nullptr, game_controller_axis::right_x, true));
  593. input_event_router.add_mapping(game_controller_axis_mapping(control_system->get_tilt_up_control(), nullptr, game_controller_axis::right_y, false));
  594. input_event_router.add_mapping(game_controller_axis_mapping(control_system->get_tilt_down_control(), nullptr, game_controller_axis::right_y, true));
  595. input_event_router.add_mapping(mouse_wheel_mapping(control_system->get_zoom_in_control(), nullptr, mouse_wheel_axis::positive_y));
  596. input_event_router.add_mapping(mouse_wheel_mapping(control_system->get_zoom_out_control(), nullptr, mouse_wheel_axis::negative_y));
  597. input_event_router.add_mapping(mouse_button_mapping(control_system->get_adjust_camera_control(), nullptr, 3));
  598. input_event_router.add_mapping(game_controller_button_mapping(control_system->get_ascend_control(), nullptr, game_controller_button::y));
  599. input_event_router.add_mapping(game_controller_button_mapping(control_system->get_descend_control(), nullptr, game_controller_button::a));
  600. input_event_router.add_mapping(game_controller_axis_mapping(control_system->get_zoom_out_control(), nullptr, game_controller_axis::trigger_left, false));
  601. input_event_router.add_mapping(game_controller_axis_mapping(control_system->get_zoom_in_control(), nullptr, game_controller_axis::trigger_right, false));
  602. control_system->get_adjust_camera_control()->set_activated_callback([this](){ this->set_relative_mouse_mode(true); this->tool_system->set_pick(false); });
  603. control_system->get_adjust_camera_control()->set_deactivated_callback([this](){ this->set_relative_mouse_mode(false); this->tool_system->set_pick(true); });
  604. input_event_router.add_mapping(key_mapping(&dig_control, nullptr, scancode::one));
  605. dig_control.set_activated_callback(
  606. [this]()
  607. {
  608. const float r = 25.0f;
  609. ecs::cavity_component cavity;
  610. cavity.position =
  611. {
  612. frand(-r, r),
  613. frand(-r * 2, r),
  614. frand(-r, r)
  615. };
  616. cavity.radius = frand(0.75f, 1.25f);
  617. ecs_registry.assign<ecs::cavity_component>(ecs_registry.create(), cavity);
  618. });
  619. pheromones.rows = 256;
  620. pheromones.columns = 256;
  621. pheromones.buffers = new float*[2];
  622. pheromones.buffers[0] = new float[pheromones.rows * pheromones.columns];
  623. pheromones.buffers[1] = new float[pheromones.rows * pheromones.columns];
  624. pheromones.current = 0;
  625. //diffuse(&pheromones);
  626. control_system->set_tool(nullptr);
  627. // Setup UI
  628. ui_system = new ::ui_system(resource_manager);
  629. ui_system->set_viewport(viewport);
  630. ui_system->set_tool_menu_control(control_system->get_tool_menu_control());
  631. event_dispatcher.subscribe<mouse_moved_event>(ui_system);
  632. // Setup UI camera compositor
  633. ui_clear_pass = new ::clear_pass(rasterizer, &rasterizer->get_default_framebuffer());
  634. ui_clear_pass->set_cleared_buffers(false, true, false);
  635. ui_material_pass = new ::material_pass(rasterizer, &rasterizer->get_default_framebuffer(), resource_manager);
  636. ui_material_pass->set_fallback_material(fallback_material);
  637. ui_material_pass->set_time_tween(&time);
  638. ui_compositor.add_pass(ui_clear_pass);
  639. ui_compositor.add_pass(ui_material_pass);
  640. ui_system->get_camera()->set_compositor(&ui_compositor);
  641. // Setup lights
  642. sun_indirect.set_intensity(0.25f);
  643. sun_indirect.update_tweens();
  644. sun_direct.look_at({-1.0f, 5.0f, 1.0f}, {0.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 0.0f});
  645. sun_direct.set_intensity(1.0f);
  646. sun_direct.update_tweens();
  647. subterrain_light.set_color({1, 1, 1});
  648. subterrain_light.set_intensity(1.0f);
  649. subterrain_light.set_attenuation({1.0f, 0.09f, 0.032f});
  650. subterrain_light.update_tweens();
  651. spotlight.set_color({1, 1, 1});
  652. spotlight.set_intensity(1.0f);
  653. spotlight.set_attenuation({1.0f, 0.09f, 0.032f});
  654. spotlight.set_cutoff({vmq::radians(15.0f), vmq::radians(30.0f)});
  655. spotlight.update_tweens();
  656. spotlight.set_active(false);
  657. underworld_ambient_light.set_color({1, 1, 1});
  658. underworld_ambient_light.set_intensity(0.15f);
  659. underworld_ambient_light.update_tweens();
  660. lantern.set_model(resource_manager->load<model>("lantern.obj"));
  661. // Cloud
  662. cloud.set_model(resource_manager->load<model>("cloud.obj"));
  663. cloud.set_translation({0, 0, 4500});
  664. cloud.set_scale(float3{1, 1, 1} * 100.0f);
  665. // Create depth debug billboard
  666. /*
  667. material* depth_debug_material = new material();
  668. depth_debug_material->set_shader_program(resource_manager->load<shader_program>("ui-element-textured.glsl"));
  669. depth_debug_material->add_property<const texture_2d*>("background")->set_value(shadow_map_depth_texture);
  670. depth_debug_material->add_property<float4>("tint")->set_value(float4{1, 1, 1, 1});
  671. billboard* depth_debug_billboard = new billboard();
  672. depth_debug_billboard->set_material(depth_debug_material);
  673. depth_debug_billboard->set_scale({128, 128, 1});
  674. depth_debug_billboard->set_translation({-960 + 128, 1080 * 0.5f - 128, 0});
  675. depth_debug_billboard->update_tweens();
  676. ui_system->get_scene()->add_object(depth_debug_billboard);
  677. */
  678. material* billboard_material = new material();
  679. billboard_material->set_shader_program(resource_manager->load<shader_program>("ui-element-textured.glsl"));
  680. billboard_material->add_property<const texture_2d*>("background")->set_value(resource_manager->load<texture_2d>("arrow.png"));
  681. billboard_material->add_property<float4>("tint")->set_value(float4{1, 1, 1, 1});
  682. billboard_material->set_flags(MATERIAL_FLAG_TRANSLUCENT | MATERIAL_FLAG_NOT_SHADOW_CASTER);
  683. billboard* arrow_billboard = new billboard();
  684. arrow_billboard->set_material(billboard_material);
  685. arrow_billboard->set_scale(float3{1, 1, 1} * 2.0f);
  686. arrow_billboard->set_translation({0, 10, 0});
  687. arrow_billboard->set_billboard_type(billboard_type::cylindrical);
  688. arrow_billboard->set_alignment_axis({0, 1, 0});
  689. arrow_billboard->update_tweens();
  690. billboard_material = new material();
  691. billboard_material->set_shader_program(resource_manager->load<shader_program>("portal-card.glsl"));
  692. billboard_material->add_property<float4>("color")->set_value(float4{1, 1, 1, 1});
  693. billboard_material->add_property<float2>("range")->set_value(float2{50.0f, 500.0f});
  694. billboard_material->set_flags(MATERIAL_FLAG_TRANSLUCENT | MATERIAL_FLAG_NOT_SHADOW_CASTER);
  695. billboard* portal_billboard = new billboard();
  696. portal_billboard->set_material(billboard_material);
  697. portal_billboard->set_scale(float3{1, 1, 1} * 10.0f);
  698. portal_billboard->set_translation({0.0f, 0, 0});
  699. portal_billboard->set_billboard_type(billboard_type::spherical);
  700. portal_billboard->set_alignment_axis({0, 1, 0});
  701. portal_billboard->update_tweens();
  702. // Setup overworld scene
  703. overworld_scene.add_object(&overworld_camera);
  704. overworld_scene.add_object(&sun_indirect);
  705. overworld_scene.add_object(&sun_direct);
  706. overworld_scene.add_object(&spotlight);
  707. overworld_scene.add_object(&cloud);
  708. overworld_scene.add_object(arrow_billboard);
  709. // Setup underworld scene
  710. underworld_scene.add_object(&underworld_camera);
  711. underworld_scene.add_object(&underworld_ambient_light);
  712. //underworld_scene.add_object(&lantern);
  713. underworld_scene.add_object(&subterrain_light);
  714. underworld_scene.add_object(portal_billboard);
  715. //model_instance* larva = new model_instance(resource_manager->load<model>("larva.obj"));
  716. //underworld_scene.add_object(larva);
  717. quaternion<float> flashlight_rotation = vmq::angle_axis(vmq::half_pi<float>, {0.0f, 1.0f, 0.0f});
  718. model_instance* flashlight = new model_instance(resource_manager->load<model>("flashlight.obj"));
  719. flashlight->set_rotation(flashlight_rotation);
  720. underworld_scene.add_object(flashlight);
  721. model_instance* flashlight_light_cone = new model_instance(resource_manager->load<model>("flashlight-light-cone.obj"));
  722. flashlight_light_cone->set_rotation(flashlight_rotation);
  723. underworld_scene.add_object(flashlight_light_cone);
  724. control_system->set_flashlight(flashlight, flashlight_light_cone);
  725. // Set overworld as active scene
  726. active_scene = &overworld_scene;
  727. // Setup UI
  728. const texture_2d* splash_texture = resource_manager->load<texture_2d>("splash.png");
  729. auto splash_dimensions = splash_texture->get_dimensions();
  730. splash_billboard_material = new material();
  731. splash_billboard_material->set_shader_program(resource_manager->load<shader_program>("ui-element-textured.glsl"));
  732. splash_billboard_material->add_property<const texture_2d*>("background")->set_value(splash_texture);
  733. splash_billboard_material->add_property<float4>("tint")->set_value(float4{1, 1, 1, 1});
  734. splash_billboard_material->update_tweens();
  735. splash_billboard = new billboard();
  736. splash_billboard->set_material(splash_billboard_material);
  737. splash_billboard->set_scale({(float)std::get<0>(splash_dimensions) * 0.5f, (float)std::get<1>(splash_dimensions) * 0.5f, 1.0f});
  738. splash_billboard->set_translation({0.0f, 0.0f, 0.0f});
  739. splash_billboard->update_tweens();
  740. // Create fade transition
  741. fade_transition = new screen_transition();
  742. fade_transition->get_material()->set_shader_program(resource_manager->load<shader_program>("fade-transition.glsl"));
  743. get_ui_scene()->add_object(fade_transition->get_billboard());
  744. animator->add_animation(fade_transition->get_animation());
  745. // Create inner radial transition
  746. radial_transition_inner = new screen_transition();
  747. radial_transition_inner->get_material()->set_shader_program(resource_manager->load<shader_program>("radial-transition-inner.glsl"));
  748. get_ui_scene()->add_object(radial_transition_inner->get_billboard());
  749. animator->add_animation(radial_transition_inner->get_animation());
  750. // Create outer radial transition
  751. radial_transition_outer = new screen_transition();
  752. radial_transition_outer->get_material()->set_shader_program(resource_manager->load<shader_program>("radial-transition-outer.glsl"));
  753. get_ui_scene()->add_object(radial_transition_outer->get_billboard());
  754. animator->add_animation(radial_transition_outer->get_animation());
  755. // Determine initial state
  756. initial_state = &splash_state;
  757. std::string no_splash_flag = "--skip-splash";
  758. for (int i = 0; i < argc; ++i)
  759. {
  760. if (no_splash_flag == argv[i])
  761. {
  762. initial_state = &play_state;
  763. break;
  764. }
  765. }
  766. }
  767. application::~application()
  768. {
  769. // Destroy the SDL window
  770. SDL_DestroyWindow(window);
  771. // Shutdown SDL
  772. SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER);
  773. SDL_Quit();
  774. }
  775. void application::close(int status)
  776. {
  777. closed = true;
  778. exit_status = status;
  779. }
  780. int application::execute()
  781. {
  782. // Enter inital state
  783. state_machine.change_state(*initial_state);
  784. // Perform initial update
  785. update(0.0, 0.0);
  786. // Reset frame scheduler
  787. frame_scheduler.reset();
  788. // Reset time tween
  789. time[0] = time[1] = 0.0;
  790. // Schedule frames until closed
  791. while (!closed)
  792. {
  793. // Tick frame scheduler
  794. frame_scheduler.tick();
  795. // Sample frame duration
  796. performance_sampler.sample(frame_scheduler.get_frame_duration());
  797. }
  798. // Exit current state
  799. state_machine.change_state({nullptr, nullptr});
  800. return exit_status;
  801. }
  802. void application::update(double t, double dt)
  803. {
  804. // Update time tween
  805. time.update();
  806. time[1] = t;
  807. // Sequentially process systems
  808. for (const auto& system: systems)
  809. {
  810. system(t, dt);
  811. }
  812. }
  813. void application::render(double alpha)
  814. {
  815. /*
  816. std::cout << std::fixed;
  817. std::cout << std::setprecision(2);
  818. std::cout << performance_sampler.mean_frame_duration() * 1000.0 << std::endl;
  819. */
  820. renderer.render(alpha, overworld_scene);
  821. renderer.render(alpha, underworld_scene);
  822. //renderer.render(alpha, *active_scene);
  823. renderer.render(alpha, *ui_system->get_scene());
  824. SDL_GL_SwapWindow(window);
  825. }
  826. void application::translate_sdl_events()
  827. {
  828. SDL_Event sdl_event;
  829. while (SDL_PollEvent(&sdl_event))
  830. {
  831. switch (sdl_event.type)
  832. {
  833. case SDL_KEYDOWN:
  834. case SDL_KEYUP:
  835. {
  836. if (sdl_event.key.repeat == 0)
  837. {
  838. scancode scancode = scancode::unknown;
  839. if (sdl_event.key.keysym.scancode <= SDL_SCANCODE_APP2)
  840. {
  841. scancode = sdl_scancode_table[sdl_event.key.keysym.scancode];
  842. }
  843. if (sdl_event.type == SDL_KEYDOWN)
  844. keyboard.press(scancode);
  845. else
  846. keyboard.release(scancode);
  847. }
  848. break;
  849. }
  850. case SDL_MOUSEMOTION:
  851. {
  852. mouse.move(sdl_event.motion.x, sdl_event.motion.y, sdl_event.motion.xrel, sdl_event.motion.yrel);
  853. break;
  854. }
  855. case SDL_MOUSEBUTTONDOWN:
  856. {
  857. mouse.press(sdl_event.button.button, sdl_event.button.x, sdl_event.button.y);
  858. break;
  859. }
  860. case SDL_MOUSEBUTTONUP:
  861. {
  862. mouse.release(sdl_event.button.button, sdl_event.button.x, sdl_event.button.y);
  863. break;
  864. }
  865. case SDL_MOUSEWHEEL:
  866. {
  867. int direction = (sdl_event.wheel.direction == SDL_MOUSEWHEEL_FLIPPED) ? -1 : 1;
  868. mouse.scroll(sdl_event.wheel.x * direction, sdl_event.wheel.y * direction);
  869. break;
  870. }
  871. case SDL_CONTROLLERBUTTONDOWN:
  872. {
  873. if (sdl_event.cbutton.button != SDL_CONTROLLER_BUTTON_INVALID)
  874. {
  875. game_controller_button button = sdl_button_table[sdl_event.cbutton.button];
  876. game_controller.press(button);
  877. }
  878. break;
  879. }
  880. case SDL_CONTROLLERBUTTONUP:
  881. {
  882. if (sdl_event.cbutton.button != SDL_CONTROLLER_BUTTON_INVALID)
  883. {
  884. game_controller_button button = sdl_button_table[sdl_event.cbutton.button];
  885. game_controller.release(button);
  886. }
  887. break;
  888. }
  889. case SDL_CONTROLLERAXISMOTION:
  890. {
  891. if (sdl_event.caxis.axis != SDL_CONTROLLER_AXIS_INVALID)
  892. {
  893. game_controller_axis axis = sdl_axis_table[sdl_event.caxis.axis];
  894. float value = sdl_event.caxis.value;
  895. value /= (value < 0.0f) ? 32768.0f : 32767.0f;
  896. game_controller.move(axis, value);
  897. }
  898. break;
  899. }
  900. case SDL_CONTROLLERDEVICEADDED:
  901. {
  902. if (SDL_IsGameController(sdl_event.cdevice.which))
  903. {
  904. SDL_GameController* sdl_controller = SDL_GameControllerOpen(sdl_event.cdevice.which);
  905. std::string controller_name = SDL_GameControllerNameForIndex(sdl_event.cdevice.which);
  906. if (sdl_controller)
  907. {
  908. logger.log("Connected game controller \"" + controller_name + "\"");
  909. }
  910. else
  911. {
  912. logger.error("Failed to connected game controller \"" + controller_name + "\"");
  913. }
  914. }
  915. break;
  916. }
  917. case SDL_CONTROLLERDEVICEREMOVED:
  918. {
  919. SDL_GameController* sdl_controller = SDL_GameControllerFromInstanceID(sdl_event.cdevice.which);
  920. if (sdl_controller)
  921. {
  922. SDL_GameControllerClose(sdl_controller);
  923. logger.log("Disconnected game controller");
  924. }
  925. break;
  926. }
  927. case SDL_WINDOWEVENT:
  928. {
  929. if (sdl_event.window.event == SDL_WINDOWEVENT_RESIZED)
  930. {
  931. window_resized();
  932. }
  933. break;
  934. }
  935. case SDL_QUIT:
  936. {
  937. close(EXIT_SUCCESS);
  938. break;
  939. }
  940. }
  941. }
  942. }
  943. void application::set_relative_mouse_mode(bool enabled)
  944. {
  945. if (enabled)
  946. {
  947. SDL_GetMouseState(&std::get<0>(saved_mouse_position), &std::get<1>(saved_mouse_position));
  948. }
  949. SDL_SetRelativeMouseMode((enabled) ? SDL_TRUE : SDL_FALSE);
  950. if (!enabled)
  951. {
  952. SDL_WarpMouseInWindow(window, std::get<0>(saved_mouse_position), std::get<1>(saved_mouse_position));
  953. }
  954. }
  955. void application::toggle_fullscreen()
  956. {
  957. fullscreen = !fullscreen;
  958. if (fullscreen)
  959. {
  960. SDL_GetWindowSize(window, &std::get<0>(window_dimensions), &std::get<1>(window_dimensions));
  961. SDL_GetWindowPosition(window, &std::get<0>(window_position), &std::get<1>(window_position));
  962. SDL_SetWindowBordered(window, SDL_FALSE);
  963. SDL_SetWindowResizable(window, SDL_FALSE);
  964. SDL_SetWindowPosition(window, 0, 0);
  965. SDL_SetWindowSize(window, std::get<0>(display_dimensions), std::get<1>(display_dimensions));
  966. }
  967. else
  968. {
  969. SDL_SetWindowBordered(window, SDL_TRUE);
  970. SDL_SetWindowResizable(window, SDL_TRUE);
  971. SDL_SetWindowSize(window, std::get<0>(window_dimensions), std::get<1>(window_dimensions));
  972. SDL_SetWindowPosition(window, std::get<0>(window_position), std::get<1>(window_position));
  973. }
  974. window_resized();
  975. }
  976. void application::window_resized()
  977. {
  978. int width, height;
  979. SDL_GetWindowSize(window, &width, &height);
  980. float aspect_ratio = static_cast<float>(width) / static_cast<float>(height);
  981. viewport = {0.0f, 0.0f, static_cast<float>(width), static_cast<float>(height)};
  982. rasterizer->window_resized(width, height);
  983. overworld_camera.set_perspective(overworld_camera.get_fov(), aspect_ratio, overworld_camera.get_clip_near(), overworld_camera.get_clip_far());
  984. underworld_camera.set_perspective(underworld_camera.get_fov(), aspect_ratio, underworld_camera.get_clip_near(), underworld_camera.get_clip_far());
  985. control_system->set_viewport(viewport);
  986. camera_system->set_viewport(viewport);
  987. tool_system->set_viewport(viewport);
  988. ui_system->set_viewport(viewport);
  989. }
  990. void application::take_screenshot()
  991. {
  992. std::string filename = screenshots_path + "antkeeper-" + timestamp() + ".png";
  993. logger.push_task("Saving screenshot to \"" + filename + "\"");
  994. int x = viewport[0];
  995. int y = viewport[1];
  996. int w = viewport[2];
  997. int h = viewport[3];
  998. // Read pixel data from framebuffer
  999. unsigned char* pixels = new unsigned char[w * h * 3];
  1000. glReadBuffer(GL_BACK);
  1001. glReadPixels(x, y, w, h, GL_RGB, GL_UNSIGNED_BYTE, pixels);
  1002. std::thread screenshot_thread(application::save_image, filename, w, h, pixels);
  1003. screenshot_thread.detach();
  1004. logger.pop_task(EXIT_SUCCESS);
  1005. }
  1006. void application::save_image(const std::string& filename, int w, int h, const unsigned char* pixels)
  1007. {
  1008. stbi_flip_vertically_on_write(1);
  1009. stbi_write_png(filename.c_str(), w, h, 3, pixels, w * 3);
  1010. delete[] pixels;
  1011. }
  1012. scene* application::get_ui_scene()
  1013. {
  1014. return ui_system->get_scene();
  1015. }