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- /*
- * Copyright (C) 2021 Christopher J. Howard
- *
- * This file is part of Antkeeper source code.
- *
- * Antkeeper source code is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
- *
- * Antkeeper source code is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
- */
-
- #include "game/world.hpp"
- #include "scene/text.hpp"
- #include "astro/illuminance.hpp"
- #include "color/color.hpp"
- #include "entity/components/atmosphere.hpp"
- #include "entity/components/blackbody.hpp"
- #include "entity/components/celestial-body.hpp"
- #include "entity/components/orbit.hpp"
- #include "entity/components/terrain.hpp"
- #include "entity/components/transform.hpp"
- #include "entity/systems/astronomy.hpp"
- #include "entity/systems/orbit.hpp"
- #include "entity/commands.hpp"
- #include "entity/archetype.hpp"
- #include "geom/spherical.hpp"
- #include "gl/drawing-mode.hpp"
- #include "gl/vertex-array.hpp"
- #include "gl/vertex-attribute.hpp"
- #include "gl/vertex-buffer.hpp"
- #include "physics/light/photometry.hpp"
- #include "physics/orbit/orbit.hpp"
- #include "astro/illuminance.hpp"
- #include "render/material.hpp"
- #include "render/model.hpp"
- #include "render/passes/shadow-map-pass.hpp"
- #include "render/vertex-attribute.hpp"
- #include "resources/resource-manager.hpp"
- #include "scene/ambient-light.hpp"
- #include "scene/directional-light.hpp"
- #include "gl/texture-wrapping.hpp"
- #include "gl/texture-filter.hpp"
- #include "render/material-flags.hpp"
- #include "config.hpp"
-
- namespace game {
- namespace world {
-
- void create_stars(game::context& ctx)
- {
- // Load star catalog
- string_table* star_catalog = ctx.resource_manager->load<string_table>("stars.csv");
-
- // Allocate star catalog vertex data
- std::size_t star_count = 0;
- if (star_catalog->size() > 0)
- star_count = star_catalog->size() - 1;
- std::size_t star_vertex_size = 7;
- std::size_t star_vertex_stride = star_vertex_size * sizeof(float);
- float* star_vertex_data = new float[star_count * star_vertex_size];
- float* star_vertex = star_vertex_data;
-
- // Build star catalog vertex data
- for (std::size_t i = 1; i < star_catalog->size(); ++i)
- {
- const string_table_row& catalog_row = (*star_catalog)[i];
-
- double ra = 0.0;
- double dec = 0.0;
- double vmag = 0.0;
- double bv_color = 0.0;
-
- // Parse star catalog entry
- try
- {
- ra = std::stod(catalog_row[1]);
- dec = std::stod(catalog_row[2]);
- vmag = std::stod(catalog_row[3]);
- bv_color = std::stod(catalog_row[4]);
- }
- catch (const std::exception& e)
- {
- continue;
- }
-
- // Convert right ascension and declination from degrees to radians
- ra = math::wrap_radians(math::radians(ra));
- dec = math::wrap_radians(math::radians(dec));
-
- // Transform spherical equatorial coordinates to rectangular equatorial coordinates
- double3 position_bci = geom::spherical::to_cartesian(double3{1.0, dec, ra});
-
- // Transform coordinates from equatorial space to inertial space
- physics::frame<double> bci_to_inertial = physics::orbit::inertial::to_bci({0, 0, 0}, 0.0, math::radians(23.4393)).inverse();
- double3 position_inertial = bci_to_inertial * position_bci;
-
- // Convert color index to color temperature
- double cct = color::index::bv_to_cct(bv_color);
-
- // Calculate XYZ color from color temperature
- double3 color_xyz = color::cct::to_xyz(cct);
-
- // Transform XYZ color to ACEScg colorspace
- double3 color_acescg = color::xyz::to_acescg(color_xyz);
-
- // Convert apparent magnitude to brightness factor relative to a 0th magnitude star
- double brightness = astro::vmag_to_brightness(vmag);
-
- // Scale color by relative brightness
- double3 scaled_color = color_acescg * brightness;
-
- // Build vertex
- *(star_vertex++) = static_cast<float>(position_inertial.x);
- *(star_vertex++) = static_cast<float>(position_inertial.y);
- *(star_vertex++) = static_cast<float>(position_inertial.z);
- *(star_vertex++) = static_cast<float>(scaled_color.x);
- *(star_vertex++) = static_cast<float>(scaled_color.y);
- *(star_vertex++) = static_cast<float>(scaled_color.z);
- *(star_vertex++) = static_cast<float>(brightness);
- }
-
- // Unload star catalog
- ctx.resource_manager->unload("stars.csv");
-
- // Allocate stars model
- render::model* stars_model = new render::model();
-
- // Get model VBO and VAO
- gl::vertex_buffer* vbo = stars_model->get_vertex_buffer();
- gl::vertex_array* vao = stars_model->get_vertex_array();
-
- // Resize model VBO and upload vertex data
- vbo->resize(star_count * star_vertex_stride, star_vertex_data);
-
- // Free star catalog vertex data
- delete[] star_vertex_data;
-
- std::size_t attribute_offset = 0;
-
- // Define position vertex attribute
- gl::vertex_attribute position_attribute;
- position_attribute.buffer = vbo;
- position_attribute.offset = attribute_offset;
- position_attribute.stride = star_vertex_stride;
- position_attribute.type = gl::vertex_attribute_type::float_32;
- position_attribute.components = 3;
- attribute_offset += position_attribute.components * sizeof(float);
-
- // Define color vertex attribute
- gl::vertex_attribute color_attribute;
- color_attribute.buffer = vbo;
- color_attribute.offset = attribute_offset;
- color_attribute.stride = star_vertex_stride;
- color_attribute.type = gl::vertex_attribute_type::float_32;
- color_attribute.components = 4;
- attribute_offset += color_attribute.components * sizeof(float);
-
- // Bind vertex attributes to VAO
- vao->bind(render::vertex_attribute::position, position_attribute);
- vao->bind(render::vertex_attribute::color, color_attribute);
-
- // Load star material
- render::material* star_material = ctx.resource_manager->load<render::material>("fixed-star.mtl");
-
- // Create model group
- render::model_group* stars_model_group = stars_model->add_group("stars");
- stars_model_group->set_material(star_material);
- stars_model_group->set_drawing_mode(gl::drawing_mode::points);
- stars_model_group->set_start_index(0);
- stars_model_group->set_index_count(star_count);
-
- // Pass stars model to sky pass
- ctx.sky_pass->set_stars_model(stars_model);
- }
-
- void create_sun(game::context& ctx)
- {
- // Create sun entity
- entity::archetype* sun_archetype = ctx.resource_manager->load<entity::archetype>("sun.ent");
- entity::id sun_eid = sun_archetype->create(*ctx.entity_registry);
- ctx.entities["sun"] = sun_eid;
-
- // Create direct sun light scene object
- scene::directional_light* sun_direct = new scene::directional_light();
-
- // Create ambient sun light scene object
- scene::ambient_light* sun_ambient = new scene::ambient_light();
- sun_ambient->set_color({1, 1, 1});
- sun_ambient->set_intensity(30000.0f);
- sun_ambient->update_tweens();
-
- // Add sun light scene objects to surface scene
- ctx.surface_scene->add_object(sun_direct);
- ctx.surface_scene->add_object(sun_ambient);
-
- // Pass direct sun light scene object to shadow map pass and astronomy system
- ctx.surface_shadow_map_pass->set_light(sun_direct);
- ctx.astronomy_system->set_sun_light(sun_direct);
- }
-
- void create_planet(game::context& ctx)
- {
- // Create planet entity
- entity::archetype* planet_archetype = ctx.resource_manager->load<entity::archetype>("planet.ent");
- entity::id planet_eid = planet_archetype->create(*ctx.entity_registry);
- ctx.entities["planet"] = planet_eid;
-
- // Assign planetary terrain component
- entity::component::terrain terrain;
- terrain.elevation = [](double, double) -> double
- {
- //return math::random<double>(0.0, 1.0);
- return 0.0;
- };
- terrain.max_lod = 0;
- terrain.patch_material = nullptr;
- //ctx.entity_registry->assign<entity::component::terrain>(planet_eid, terrain);
-
- // Pass planet to astronomy system as reference body
- ctx.astronomy_system->set_reference_body(planet_eid);
- }
-
- void create_moon(game::context& ctx)
- {
- // Create lunar entity
- entity::id moon_eid = ctx.entity_registry->create();
- ctx.entities["moon"] = moon_eid;
-
- // Pass moon model to sky pass
- ctx.sky_pass->set_moon_model(ctx.resource_manager->load<render::model>("moon.mdl"));
- }
-
- void set_time(game::context& ctx, double t)
- {
- ctx.astronomy_system->set_universal_time(t);
- ctx.orbit_system->set_universal_time(t);
- }
-
- void set_time_scale(game::context& ctx, double scale)
- {
- static constexpr double seconds_per_day = 24.0 * 60.0 * 60.0;
- scale /= seconds_per_day;
-
- ctx.orbit_system->set_time_scale(scale);
- ctx.astronomy_system->set_time_scale(scale);
- }
-
- } // namespace world
- } // namespace game
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