💿🐜 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. #include <physfs.h>
  37. // Debug
  38. #include "debug/ansi-codes.hpp"
  39. #include "debug/console-commands.hpp"
  40. // Resources
  41. #include "resources/resource-manager.hpp"
  42. // Input
  43. #include "input/sdl-scancode-table.hpp"
  44. #include "input/sdl-game-controller-tables.hpp"
  45. #include "input/scancode.hpp"
  46. #include "input/input-mapping.hpp"
  47. // Rasterizer
  48. #include "rasterizer/rasterizer.hpp"
  49. #include "rasterizer/framebuffer.hpp"
  50. #include "rasterizer/texture-2d.hpp"
  51. #include "rasterizer/pixel-type.hpp"
  52. #include "rasterizer/pixel-format.hpp"
  53. #include "rasterizer/vertex-buffer.hpp"
  54. #include "rasterizer/vertex-array.hpp"
  55. #include "rasterizer/vertex-attribute-type.hpp"
  56. #include "rasterizer/texture-wrapping.hpp"
  57. #include "rasterizer/texture-filter.hpp"
  58. // Renderer
  59. #include "renderer/simple-render-pass.hpp"
  60. #include "renderer/passes/shadow-map-pass.hpp"
  61. #include "renderer/passes/sky-pass.hpp"
  62. #include "renderer/passes/clear-pass.hpp"
  63. #include "renderer/passes/material-pass.hpp"
  64. #include "renderer/passes/bloom-pass.hpp"
  65. #include "renderer/passes/final-pass.hpp"
  66. #include "renderer/vertex-attributes.hpp"
  67. #include "renderer/material-flags.hpp"
  68. #include "renderer/material-property.hpp"
  69. // Animation
  70. #include "animation/animation.hpp"
  71. #include "animation/animator.hpp"
  72. #include "animation/screen-transition.hpp"
  73. #include "animation/easings.hpp"
  74. // Scene
  75. #include "scene/billboard.hpp"
  76. #include "scene/model-instance.hpp"
  77. // Systems
  78. #include "systems/behavior-system.hpp"
  79. #include "systems/camera-system.hpp"
  80. #include "systems/collision-system.hpp"
  81. #include "systems/locomotion-system.hpp"
  82. #include "systems/model-system.hpp"
  83. #include "systems/nest-system.hpp"
  84. #include "systems/placement-system.hpp"
  85. #include "systems/samara-system.hpp"
  86. #include "systems/subterrain-system.hpp"
  87. #include "systems/terrain-system.hpp"
  88. #include "systems/vegetation-system.hpp"
  89. #include "systems/tool-system.hpp"
  90. #include "systems/control-system.hpp"
  91. #include "systems/ui-system.hpp"
  92. #include "systems/constraint-system.hpp"
  93. #include <dirent.h>
  94. // Entity components
  95. #include "entity/components/cavity-component.hpp"
  96. using namespace vmq::operators;
  97. application::application(int argc, char** argv):
  98. closed(false),
  99. exit_status(EXIT_SUCCESS)
  100. {
  101. // Format log messages
  102. logger.set_warning_prefix("Warning: ");
  103. logger.set_error_prefix(std::string());
  104. logger.set_success_prefix(std::string());
  105. // Determine application name
  106. std::string application_name;
  107. #if defined(_WIN32)
  108. application_name = "Antkeeper";
  109. #else
  110. application_name = "antkeeper";
  111. #endif
  112. // Detect resource paths
  113. data_path = get_data_path(application_name) + "data/";
  114. data_package_path = get_data_path(application_name) + "data.zip";
  115. config_path = get_config_path(application_name);
  116. mods_path = config_path + "mods/";
  117. saves_path = config_path + "saves/";
  118. screenshots_path = config_path + "screenshots/";
  119. // Log resource paths
  120. logger.log("Detected data path as \"" + data_path + "\"");
  121. logger.log("Detected config path as \"" + config_path + "\"");
  122. // Create nonexistent config directories
  123. std::vector<std::string> config_paths;
  124. config_paths.push_back(config_path);
  125. config_paths.push_back(mods_path);
  126. config_paths.push_back(saves_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. // Redirect logger output to log file on non-debug builds
  144. #if defined(NDEBUG)
  145. std::string log_filename = config_path + "log.txt";
  146. log_filestream.open(log_filename.c_str());
  147. logger.redirect(&log_filestream);
  148. #endif
  149. // Init PhysicsFS
  150. logger.push_task("Initializing PhysicsFS");
  151. if (!PHYSFS_init(argv[0]))
  152. {
  153. logger.error(std::string("PhysicsFS error: ") + PHYSFS_getErrorByCode(PHYSFS_getLastErrorCode()));
  154. logger.pop_task(EXIT_FAILURE);
  155. }
  156. else
  157. {
  158. logger.pop_task(EXIT_SUCCESS);
  159. }
  160. // Mount mods
  161. struct dirent **files = nullptr;
  162. int n = scandir (mods_path.c_str(), &files, NULL, alphasort);
  163. if (n >= 0)
  164. {
  165. for (int i = 0; i < n; ++i)
  166. {
  167. struct dirent* file = files[i];
  168. switch (file->d_type)
  169. {
  170. case DT_REG:
  171. case DT_DIR:
  172. {
  173. std::string mod_name = file->d_name;
  174. // Skip hidden files and directories
  175. if (mod_name.front() == '.')
  176. break;
  177. std::string mod_path = mods_path + mod_name;
  178. logger.push_task("Mounting mod \"" + mod_path + "\"");
  179. if (!PHYSFS_mount(mod_path.c_str(), nullptr, 1))
  180. {
  181. logger.error(std::string("PhysicsFS error: ") + PHYSFS_getErrorByCode(PHYSFS_getLastErrorCode()));
  182. logger.pop_task(EXIT_FAILURE);
  183. }
  184. else
  185. {
  186. logger.pop_task(EXIT_SUCCESS);
  187. }
  188. break;
  189. }
  190. default:
  191. break;
  192. }
  193. }
  194. }
  195. // Mount data package
  196. logger.push_task("Mounting data package \"" + data_package_path + "\"");
  197. if (!PHYSFS_mount(data_package_path.c_str(), nullptr, 1))
  198. {
  199. logger.error(std::string("PhysicsFS error: ") + PHYSFS_getErrorByCode(PHYSFS_getLastErrorCode()));
  200. logger.pop_task(EXIT_FAILURE);
  201. }
  202. else
  203. {
  204. logger.pop_task(EXIT_SUCCESS);
  205. }
  206. // Setup resource manager
  207. resource_manager = new ::resource_manager();
  208. resource_manager->set_logger(&logger);
  209. // Include resource search paths in order of priority
  210. resource_manager->include("/shaders/");
  211. resource_manager->include("/models/");
  212. resource_manager->include("/textures/");
  213. resource_manager->include("/materials/");
  214. resource_manager->include("/entities/");
  215. resource_manager->include("/behaviors/");
  216. resource_manager->include("/controls/");
  217. // Get SDL compiled version
  218. SDL_version sdl_compiled_version;
  219. SDL_VERSION(&sdl_compiled_version);
  220. 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);
  221. logger.log("Compiled against SDL " + sdl_compiled_version_string);
  222. // Get SDL linked version
  223. SDL_version sdl_linked_version;
  224. SDL_GetVersion(&sdl_linked_version);
  225. 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);
  226. logger.log("Linking against SDL " + sdl_linked_version_string);
  227. // Init SDL
  228. logger.push_task("Initializing SDL");
  229. if (SDL_Init(SDL_INIT_VIDEO) != 0)
  230. {
  231. logger.pop_task(EXIT_FAILURE);
  232. throw std::runtime_error("Failed to initialize SDL");
  233. }
  234. else
  235. {
  236. logger.pop_task(EXIT_SUCCESS);
  237. }
  238. // Load default OpenGL library
  239. logger.push_task("Loading OpenGL library");
  240. if (SDL_GL_LoadLibrary(nullptr) != 0)
  241. {
  242. logger.pop_task(EXIT_FAILURE);
  243. }
  244. else
  245. {
  246. logger.pop_task(EXIT_SUCCESS);
  247. }
  248. // Set window creation hints
  249. SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
  250. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  251. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
  252. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  253. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
  254. SDL_DisplayMode sdl_display_mode;
  255. if (SDL_GetDesktopDisplayMode(0, &sdl_display_mode) != 0)
  256. {
  257. logger.error("Failed to get desktop display mode: \"" + std::string(SDL_GetError()) + "\"");
  258. }
  259. else
  260. {
  261. logger.log("Detected " + std::to_string(sdl_display_mode.w) + "x" + std::to_string(sdl_display_mode.h) + " display");
  262. display_dimensions = {sdl_display_mode.w, sdl_display_mode.h};
  263. }
  264. int window_width = 1920;
  265. int window_height = 1080;
  266. fullscreen = true;
  267. window_width = 1280;
  268. window_height = 720;
  269. fullscreen = false;
  270. viewport = {0.0f, 0.0f, static_cast<float>(window_width), static_cast<float>(window_height)};
  271. int window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN;
  272. if (fullscreen)
  273. {
  274. window_flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
  275. }
  276. // Create window
  277. logger.push_task("Creating " + std::to_string(window_width) + "x" + std::to_string(window_height) + " window");
  278. window = SDL_CreateWindow
  279. (
  280. "Antkeeper",
  281. SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
  282. window_width, window_height,
  283. window_flags
  284. );
  285. if (!window)
  286. {
  287. logger.pop_task(EXIT_FAILURE);
  288. throw std::runtime_error("Failed to create SDL window");
  289. }
  290. else
  291. {
  292. logger.pop_task(EXIT_SUCCESS);
  293. }
  294. // Create OpenGL context
  295. logger.push_task("Creating OpenGL 3.3 context");
  296. context = SDL_GL_CreateContext(window);
  297. if (!context)
  298. {
  299. logger.pop_task(EXIT_FAILURE);
  300. throw std::runtime_error("Failed to create OpenGL context");
  301. }
  302. else
  303. {
  304. logger.pop_task(EXIT_SUCCESS);
  305. }
  306. // Load OpenGL functions via GLAD
  307. logger.push_task("Loading OpenGL functions");
  308. if (!gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress))
  309. {
  310. logger.pop_task(EXIT_FAILURE);
  311. }
  312. else
  313. {
  314. logger.pop_task(EXIT_SUCCESS);
  315. }
  316. // Set v-sync mode
  317. int swap_interval = 0;
  318. logger.push_task((swap_interval) ? "Enabling v-sync" : "Disabling v-sync");
  319. if (SDL_GL_SetSwapInterval(swap_interval) != 0)
  320. {
  321. logger.pop_task(EXIT_FAILURE);
  322. }
  323. else
  324. {
  325. logger.pop_task(EXIT_SUCCESS);
  326. }
  327. // Setup rasterizer
  328. rasterizer = new ::rasterizer();
  329. // Show window
  330. SDL_ShowWindow(window);
  331. // Clear window to black
  332. rasterizer->set_clear_color(0.0f, 0.0f, 0.0f, 1.0f);
  333. rasterizer->clear_framebuffer(true, false, false);
  334. SDL_GL_SwapWindow(window);
  335. // Hide cursor
  336. //SDL_ShowCursor(SDL_DISABLE);
  337. // Init SDL joystick and game controller subsystems
  338. logger.push_task("Initializing SDL Joystick and Game Controller subsystems");
  339. if (SDL_InitSubSystem(SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER) != 0)
  340. {
  341. logger.pop_task(EXIT_FAILURE);
  342. throw std::runtime_error("Failed to initialize SDL Joystick or Game Controller subsystems");
  343. }
  344. else
  345. {
  346. logger.pop_task(EXIT_SUCCESS);
  347. }
  348. // Load SDL game controller mappings
  349. logger.push_task("Loading SDL game controller mappings from database");
  350. std::string gamecontrollerdb_path = data_path + "controls/gamecontrollerdb.txt";
  351. if (SDL_GameControllerAddMappingsFromFile(gamecontrollerdb_path.c_str()) == -1)
  352. {
  353. logger.pop_task(EXIT_FAILURE);
  354. }
  355. else
  356. {
  357. logger.pop_task(EXIT_SUCCESS);
  358. }
  359. // Setup billboard VAO
  360. {
  361. const float billboard_vertex_data[] =
  362. {
  363. -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f,
  364. -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
  365. 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
  366. 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
  367. -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
  368. 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f
  369. };
  370. std::size_t billboard_vertex_size = 8;
  371. std::size_t billboard_vertex_stride = sizeof(float) * billboard_vertex_size;
  372. std::size_t billboard_vertex_count = 6;
  373. billboard_vbo = new vertex_buffer(sizeof(float) * billboard_vertex_size * billboard_vertex_count, billboard_vertex_data);
  374. billboard_vao = new vertex_array();
  375. billboard_vao->bind_attribute(VERTEX_POSITION_LOCATION, *billboard_vbo, 3, vertex_attribute_type::float_32, billboard_vertex_stride, 0);
  376. billboard_vao->bind_attribute(VERTEX_TEXCOORD_LOCATION, *billboard_vbo, 2, vertex_attribute_type::float_32, billboard_vertex_stride, sizeof(float) * 3);
  377. billboard_vao->bind_attribute(VERTEX_BARYCENTRIC_LOCATION, *billboard_vbo, 3, vertex_attribute_type::float_32, billboard_vertex_stride, sizeof(float) * 5);
  378. }
  379. // Setup renderer
  380. renderer.set_billboard_vao(billboard_vao);
  381. // Load fallback material
  382. fallback_material = resource_manager->load<material>("fallback.mtl");
  383. // Create shadow map depth texture and framebuffer
  384. shadow_map_resolution = 4096;
  385. shadow_map_depth_texture = new texture_2d(shadow_map_resolution, shadow_map_resolution, pixel_type::float_32, pixel_format::d);
  386. shadow_map_depth_texture->set_wrapping(texture_wrapping::clamp, texture_wrapping::clamp);
  387. shadow_map_depth_texture->set_filters(texture_min_filter::linear, texture_mag_filter::linear);
  388. shadow_map_depth_texture->set_max_anisotropy(0.0f);
  389. shadow_map_framebuffer = new framebuffer(shadow_map_resolution, shadow_map_resolution);
  390. shadow_map_framebuffer->attach(framebuffer_attachment_type::depth, shadow_map_depth_texture);
  391. // Create HDR framebuffer (32F color, 32F depth)
  392. framebuffer_hdr_color = new texture_2d(window_width, window_height, pixel_type::float_32, pixel_format::rgb);
  393. framebuffer_hdr_color->set_wrapping(texture_wrapping::clamp, texture_wrapping::clamp);
  394. framebuffer_hdr_color->set_filters(texture_min_filter::linear, texture_mag_filter::linear);
  395. framebuffer_hdr_color->set_max_anisotropy(0.0f);
  396. framebuffer_hdr_depth = new texture_2d(window_width, window_height, pixel_type::float_32, pixel_format::d);
  397. framebuffer_hdr_depth->set_wrapping(texture_wrapping::clamp, texture_wrapping::clamp);
  398. framebuffer_hdr_depth->set_filters(texture_min_filter::linear, texture_mag_filter::linear);
  399. framebuffer_hdr_depth->set_max_anisotropy(0.0f);
  400. framebuffer_hdr = new framebuffer(window_width, window_height);
  401. framebuffer_hdr->attach(framebuffer_attachment_type::color, framebuffer_hdr_color);
  402. framebuffer_hdr->attach(framebuffer_attachment_type::depth, framebuffer_hdr_depth);
  403. // Create pingpong framebuffers (32F color, no depth)
  404. int bloom_width = window_width / 2;
  405. int bloom_height = window_height / 2;
  406. bloom_texture = new texture_2d(bloom_width, bloom_height, pixel_type::float_32, pixel_format::rgb);
  407. bloom_texture->set_wrapping(texture_wrapping::clamp, texture_wrapping::clamp);
  408. bloom_texture->set_filters(texture_min_filter::linear, texture_mag_filter::linear);
  409. bloom_texture->set_max_anisotropy(0.0f);
  410. framebuffer_bloom = new framebuffer(bloom_width, bloom_height);
  411. framebuffer_bloom->attach(framebuffer_attachment_type::color, bloom_texture);
  412. // Setup overworld passes
  413. shadow_map_clear_pass = new ::clear_pass(rasterizer, shadow_map_framebuffer);
  414. shadow_map_clear_pass->set_cleared_buffers(false, true, false);
  415. shadow_map_pass = new ::shadow_map_pass(rasterizer, shadow_map_framebuffer, resource_manager);
  416. shadow_map_pass->set_split_scheme_weight(0.75f);
  417. clear_pass = new ::clear_pass(rasterizer, framebuffer_hdr);
  418. clear_pass->set_cleared_buffers(true, true, false);
  419. sky_pass = new ::sky_pass(rasterizer, framebuffer_hdr, resource_manager);
  420. sky_pass->set_enabled(false);
  421. material_pass = new ::material_pass(rasterizer, framebuffer_hdr, resource_manager);
  422. material_pass->set_fallback_material(fallback_material);
  423. material_pass->set_time_tween(&time);
  424. material_pass->set_focal_point_tween(&focal_point_tween);
  425. material_pass->shadow_map_pass = shadow_map_pass;
  426. material_pass->shadow_map = shadow_map_depth_texture;
  427. bloom_pass = new ::bloom_pass(rasterizer, framebuffer_bloom, resource_manager);
  428. bloom_pass->set_source_texture(framebuffer_hdr_color);
  429. bloom_pass->set_brightness_threshold(1.0f);
  430. bloom_pass->set_blur_iterations(4);
  431. bloom_pass->set_enabled(false);
  432. final_pass = new ::final_pass(rasterizer, &rasterizer->get_default_framebuffer(), resource_manager);
  433. final_pass->set_color_texture(framebuffer_hdr_color);
  434. final_pass->set_bloom_texture(bloom_texture);
  435. // Setup overworld compositor
  436. overworld_compositor.add_pass(shadow_map_clear_pass);
  437. overworld_compositor.add_pass(shadow_map_pass);
  438. overworld_compositor.add_pass(clear_pass);
  439. overworld_compositor.add_pass(sky_pass);
  440. overworld_compositor.add_pass(material_pass);
  441. overworld_compositor.add_pass(bloom_pass);
  442. overworld_compositor.add_pass(final_pass);
  443. // Setup overworld camera
  444. overworld_camera.set_perspective(45.0f * vmq::pi<float> / 180.0f, (float)window_width / (float)window_height, 0.1f, 1000.0f);
  445. overworld_camera.set_compositor(&overworld_compositor);
  446. overworld_camera.set_composite_index(0);
  447. overworld_camera.set_active(true);
  448. // Setup underworld passes
  449. underworld_clear_pass = new ::clear_pass(rasterizer, framebuffer_hdr);
  450. underworld_clear_pass->set_cleared_buffers(true, true, false);
  451. underworld_material_pass = new ::material_pass(rasterizer, framebuffer_hdr, resource_manager);
  452. underworld_material_pass->set_fallback_material(fallback_material);
  453. underworld_material_pass->set_time_tween(&time);
  454. underworld_material_pass->set_focal_point_tween(&focal_point_tween);
  455. shader_program* underworld_final_shader = resource_manager->load<shader_program>("underground-final.glsl");
  456. underworld_final_pass = new simple_render_pass(rasterizer, &rasterizer->get_default_framebuffer(), underworld_final_shader);
  457. underworld_final_pass->set_time_tween(&time);
  458. underground_color_texture_property = underworld_final_pass->get_material()->add_property<const texture_2d*>("color_texture");
  459. underground_color_texture_property->set_value(framebuffer_hdr_color);
  460. underworld_final_pass->get_material()->update_tweens();
  461. // Setup underworld compositor
  462. underworld_compositor.add_pass(underworld_clear_pass);
  463. underworld_compositor.add_pass(underworld_material_pass);
  464. underworld_compositor.add_pass(underworld_final_pass);
  465. // Setup underworld camera
  466. underworld_camera.set_perspective(45.0f * vmq::pi<float> / 180.0f, (float)window_width / (float)window_height, 0.1f, 1000.0f);
  467. underworld_camera.look_at({0, 50, 0}, {0, 0, 0}, {0, 0, -1});
  468. underworld_camera.set_compositor(&underworld_compositor);
  469. underworld_camera.set_composite_index(0);
  470. underworld_camera.set_active(false);
  471. // Setup timeline system
  472. timeline.set_autoremove(true);
  473. // Setup animation system
  474. animator = new ::animator();
  475. // ECS
  476. terrain_system = new ::terrain_system(ecs_registry, resource_manager);
  477. terrain_system->set_patch_size(TERRAIN_PATCH_SIZE);
  478. vegetation_system = new ::vegetation_system(ecs_registry);
  479. vegetation_system->set_terrain_patch_size(TERRAIN_PATCH_SIZE);
  480. vegetation_system->set_vegetation_patch_resolution(VEGETATION_PATCH_RESOLUTION);
  481. vegetation_system->set_vegetation_density(1.0f);
  482. vegetation_system->set_vegetation_model(resource_manager->load<model>("grass-tuft.obj"));
  483. vegetation_system->set_scene(&overworld_scene);
  484. tool_system = new ::tool_system(ecs_registry);
  485. tool_system->set_camera(&overworld_camera);
  486. tool_system->set_orbit_cam(&orbit_cam);
  487. tool_system->set_viewport(viewport);
  488. camera_system = new ::camera_system(ecs_registry);
  489. camera_system->set_orbit_cam(&orbit_cam);
  490. camera_system->set_viewport(viewport);
  491. subterrain_system = new ::subterrain_system(ecs_registry, resource_manager);
  492. subterrain_system->set_scene(&underworld_scene);
  493. nest_system = new ::nest_system(ecs_registry, resource_manager);
  494. collision_system = new ::collision_system(ecs_registry);
  495. samara_system = new ::samara_system(ecs_registry);
  496. placement_system = new ::placement_system(ecs_registry);
  497. behavior_system = new ::behavior_system(ecs_registry);
  498. locomotion_system = new ::locomotion_system(ecs_registry);
  499. constraint_system = new ::constraint_system(ecs_registry);
  500. model_system = new ::model_system(ecs_registry, overworld_scene);
  501. // Setup systems
  502. 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(); });
  503. systems.push_back([this](double t, double dt){ this->translate_sdl_events(); });
  504. systems.push_back([this](double t, double dt){ this->event_dispatcher.update(t); });
  505. systems.push_back([this](double t, double dt){ this->timeline.advance(dt); });
  506. systems.push_back(std::bind(&terrain_system::update, terrain_system, std::placeholders::_1, std::placeholders::_2));
  507. systems.push_back(std::bind(&vegetation_system::update, vegetation_system, std::placeholders::_1, std::placeholders::_2));
  508. systems.push_back(std::bind(&placement_system::update, placement_system, std::placeholders::_1, std::placeholders::_2));
  509. systems.push_back(std::bind(&nest_system::update, nest_system, std::placeholders::_1, std::placeholders::_2));
  510. systems.push_back(std::bind(&subterrain_system::update, subterrain_system, std::placeholders::_1, std::placeholders::_2));
  511. systems.push_back(std::bind(&collision_system::update, collision_system, std::placeholders::_1, std::placeholders::_2));
  512. systems.push_back(std::bind(&samara_system::update, samara_system, std::placeholders::_1, std::placeholders::_2));
  513. systems.push_back(std::bind(&camera_system::update, camera_system, std::placeholders::_1, std::placeholders::_2));
  514. systems.push_back(std::bind(&behavior_system::update, behavior_system, std::placeholders::_1, std::placeholders::_2));
  515. systems.push_back(std::bind(&locomotion_system::update, locomotion_system, std::placeholders::_1, std::placeholders::_2));
  516. systems.push_back([this](double t, double dt){ this->control_system->update(dt); });
  517. systems.push_back(std::bind(&tool_system::update, tool_system, std::placeholders::_1, std::placeholders::_2));
  518. systems.push_back(std::bind(&constraint_system::update, constraint_system, std::placeholders::_1, std::placeholders::_2));
  519. systems.push_back([this](double t, double dt){
  520. this->subterrain_light.set_translation(orbit_cam.get_focal_point());
  521. this->lantern.set_translation(orbit_cam.get_focal_point());
  522. this->spotlight.set_transform(overworld_camera.get_transform());
  523. this->focal_point_tween[1] = orbit_cam.get_focal_point();
  524. });
  525. systems.push_back([this](double t, double dt){ this->ui_system->update(dt); });
  526. systems.push_back(std::bind(&model_system::update, model_system, std::placeholders::_1, std::placeholders::_2));
  527. systems.push_back([this](double t, double dt){ this->animator->animate(dt); });
  528. systems.push_back([this](double t, double dt){ this->application_controls.update(); this->menu_controls.update(); this->camera_controls->update(); });
  529. // Setup FSM states
  530. loading_state =
  531. {
  532. std::function<void()>(std::bind(enter_loading_state, this)),
  533. std::function<void()>(std::bind(exit_loading_state, this))
  534. };
  535. language_select_state =
  536. {
  537. std::function<void()>(std::bind(enter_language_select_state, this)),
  538. std::function<void()>(std::bind(exit_language_select_state, this))
  539. };
  540. splash_state =
  541. {
  542. std::function<void()>(std::bind(enter_splash_state, this)),
  543. std::function<void()>(std::bind(exit_splash_state, this))
  544. };
  545. title_state =
  546. {
  547. std::function<void()>(std::bind(enter_title_state, this)),
  548. std::function<void()>(std::bind(exit_title_state, this))
  549. };
  550. play_state =
  551. {
  552. std::function<void()>(std::bind(enter_play_state, this)),
  553. std::function<void()>(std::bind(exit_play_state, this))
  554. };
  555. pause_state =
  556. {
  557. std::function<void()>(std::bind(enter_pause_state, this)),
  558. std::function<void()>(std::bind(exit_pause_state, this))
  559. };
  560. // Setup frame timing
  561. frame_scheduler.set_update_callback(std::bind(&application::update, this, std::placeholders::_1, std::placeholders::_2));
  562. frame_scheduler.set_render_callback(std::bind(&application::render, this, std::placeholders::_1));
  563. frame_scheduler.set_update_rate(60.0);
  564. frame_scheduler.set_max_frame_duration(0.25);
  565. // Setup performance sampling
  566. performance_sampler.set_sample_size(15);
  567. // Setup input event routing
  568. input_event_router.set_event_dispatcher(&event_dispatcher);
  569. input_mapper.set_event_dispatcher(&event_dispatcher);
  570. // Setup input devices
  571. keyboard.set_event_dispatcher(&event_dispatcher);
  572. mouse.set_event_dispatcher(&event_dispatcher);
  573. game_controller.set_event_dispatcher(&event_dispatcher);
  574. // Setup controls
  575. application_controls.add_control(&toggle_fullscreen_control);
  576. application_controls.add_control(&dig_control);
  577. application_controls.add_control(&screenshot_control);
  578. toggle_fullscreen_control.set_activated_callback(std::bind(&application::toggle_fullscreen, this));
  579. screenshot_control.set_activated_callback([this]()
  580. {
  581. take_screenshot();
  582. });
  583. menu_back_control.set_activated_callback(std::bind(&application::close, this, 0));
  584. menu_controls.add_control(&menu_back_control);
  585. menu_controls.add_control(&menu_select_control);
  586. orbit_cam.attach(&overworld_camera);
  587. control_system = new ::control_system();
  588. control_system->set_orbit_cam(&orbit_cam);
  589. control_system->set_viewport(viewport);
  590. control_system->set_underworld_camera(&underworld_camera);
  591. event_dispatcher.subscribe<mouse_moved_event>(control_system);
  592. event_dispatcher.subscribe<mouse_moved_event>(camera_system);
  593. event_dispatcher.subscribe<mouse_moved_event>(tool_system);
  594. camera_controls = control_system->get_control_set();
  595. // Application control mappings
  596. input_event_router.add_mapping(key_mapping(&toggle_fullscreen_control, nullptr, scancode::f11));
  597. input_event_router.add_mapping(key_mapping(&screenshot_control, nullptr, scancode::f12));
  598. // Add menu control mappings
  599. input_event_router.add_mapping(key_mapping(&menu_back_control, nullptr, scancode::escape));
  600. input_event_router.add_mapping(key_mapping(&menu_back_control, nullptr, scancode::backspace));
  601. input_event_router.add_mapping(game_controller_button_mapping(&menu_back_control, nullptr, game_controller_button::b));
  602. input_event_router.add_mapping(key_mapping(control_system->get_tool_menu_control(), nullptr, scancode::left_shift));
  603. input_event_router.add_mapping(game_controller_button_mapping(control_system->get_tool_menu_control(), nullptr, game_controller_button::x));
  604. input_event_router.add_mapping(key_mapping(&menu_select_control, nullptr, scancode::enter));
  605. input_event_router.add_mapping(key_mapping(&menu_select_control, nullptr, scancode::space));
  606. input_event_router.add_mapping(key_mapping(control_system->get_move_forward_control(), nullptr, scancode::w));
  607. input_event_router.add_mapping(key_mapping(control_system->get_toggle_view_control(), nullptr, scancode::tab));
  608. control_system->get_toggle_view_control()->set_activated_callback(
  609. [this]()
  610. {
  611. if (this->active_scene == &this->overworld_scene)
  612. {
  613. this->active_scene = &this->underworld_scene;
  614. this->radial_transition_inner->transition(0.5f, false, ease_in_quad<float, double>);
  615. auto switch_cameras = [this]()
  616. {
  617. this->overworld_camera.set_active(false);
  618. this->underworld_camera.set_active(true);
  619. this->fade_transition->transition(0.25f, true, ease_out_quad<float, double>);
  620. };
  621. float t = timeline.get_position();
  622. this->timeline.add_cue({t + 0.5f, switch_cameras});
  623. }
  624. else
  625. {
  626. this->active_scene = &this->overworld_scene;
  627. this->fade_transition->transition(0.25f, false, ease_out_quad<float, double>);
  628. auto switch_cameras = [this]()
  629. {
  630. this->overworld_camera.set_active(true);
  631. this->underworld_camera.set_active(false);
  632. this->radial_transition_inner->transition(0.5f, true, ease_out_quad<float, double>);
  633. };
  634. float t = timeline.get_position();
  635. this->timeline.add_cue({t + 0.25f, switch_cameras});
  636. }
  637. });
  638. input_event_router.add_mapping(game_controller_axis_mapping(control_system->get_move_forward_control(), nullptr, game_controller_axis::left_y, true));
  639. input_event_router.add_mapping(key_mapping(control_system->get_move_back_control(), nullptr, scancode::s));
  640. input_event_router.add_mapping(game_controller_axis_mapping(control_system->get_move_back_control(), nullptr, game_controller_axis::left_y, false));
  641. input_event_router.add_mapping(key_mapping(control_system->get_move_left_control(), nullptr, scancode::a));
  642. input_event_router.add_mapping(game_controller_axis_mapping(control_system->get_move_left_control(), nullptr, game_controller_axis::left_x, true));
  643. input_event_router.add_mapping(key_mapping(control_system->get_move_right_control(), nullptr, scancode::d));
  644. input_event_router.add_mapping(game_controller_axis_mapping(control_system->get_move_right_control(), nullptr, game_controller_axis::left_x, false));
  645. input_event_router.add_mapping(game_controller_axis_mapping(control_system->get_rotate_ccw_control(), nullptr, game_controller_axis::right_x, false));
  646. input_event_router.add_mapping(game_controller_axis_mapping(control_system->get_rotate_cw_control(), nullptr, game_controller_axis::right_x, true));
  647. input_event_router.add_mapping(game_controller_axis_mapping(control_system->get_tilt_up_control(), nullptr, game_controller_axis::right_y, false));
  648. input_event_router.add_mapping(game_controller_axis_mapping(control_system->get_tilt_down_control(), nullptr, game_controller_axis::right_y, true));
  649. input_event_router.add_mapping(mouse_wheel_mapping(control_system->get_zoom_in_control(), nullptr, mouse_wheel_axis::positive_y));
  650. input_event_router.add_mapping(mouse_wheel_mapping(control_system->get_zoom_out_control(), nullptr, mouse_wheel_axis::negative_y));
  651. input_event_router.add_mapping(mouse_button_mapping(control_system->get_adjust_camera_control(), nullptr, 3));
  652. input_event_router.add_mapping(game_controller_button_mapping(control_system->get_ascend_control(), nullptr, game_controller_button::y));
  653. input_event_router.add_mapping(game_controller_button_mapping(control_system->get_descend_control(), nullptr, game_controller_button::a));
  654. input_event_router.add_mapping(game_controller_axis_mapping(control_system->get_zoom_out_control(), nullptr, game_controller_axis::trigger_left, false));
  655. input_event_router.add_mapping(game_controller_axis_mapping(control_system->get_zoom_in_control(), nullptr, game_controller_axis::trigger_right, false));
  656. control_system->get_adjust_camera_control()->set_activated_callback([this](){ this->set_relative_mouse_mode(true); this->tool_system->set_pick(false); });
  657. control_system->get_adjust_camera_control()->set_deactivated_callback([this](){ this->set_relative_mouse_mode(false); this->tool_system->set_pick(true); });
  658. input_event_router.add_mapping(key_mapping(&dig_control, nullptr, scancode::one));
  659. dig_control.set_activated_callback(
  660. [this]()
  661. {
  662. const float r = 25.0f;
  663. ecs::cavity_component cavity;
  664. cavity.position =
  665. {
  666. frand(-r, r),
  667. frand(-r * 2, r),
  668. frand(-r, r)
  669. };
  670. cavity.radius = frand(0.75f, 1.25f);
  671. ecs_registry.assign<ecs::cavity_component>(ecs_registry.create(), cavity);
  672. });
  673. pheromones.rows = 256;
  674. pheromones.columns = 256;
  675. pheromones.buffers = new float*[2];
  676. pheromones.buffers[0] = new float[pheromones.rows * pheromones.columns];
  677. pheromones.buffers[1] = new float[pheromones.rows * pheromones.columns];
  678. pheromones.current = 0;
  679. //diffuse(&pheromones);
  680. control_system->set_tool(nullptr);
  681. // Setup UI
  682. ui_system = new ::ui_system(resource_manager);
  683. ui_system->set_viewport(viewport);
  684. ui_system->set_tool_menu_control(control_system->get_tool_menu_control());
  685. event_dispatcher.subscribe<mouse_moved_event>(ui_system);
  686. // Setup UI camera compositor
  687. ui_clear_pass = new ::clear_pass(rasterizer, &rasterizer->get_default_framebuffer());
  688. ui_clear_pass->set_cleared_buffers(false, true, false);
  689. ui_material_pass = new ::material_pass(rasterizer, &rasterizer->get_default_framebuffer(), resource_manager);
  690. ui_material_pass->set_fallback_material(fallback_material);
  691. ui_material_pass->set_time_tween(&time);
  692. ui_compositor.add_pass(ui_clear_pass);
  693. ui_compositor.add_pass(ui_material_pass);
  694. ui_system->get_camera()->set_compositor(&ui_compositor);
  695. // Setup lights
  696. sun_indirect.set_intensity(0.25f);
  697. sun_indirect.update_tweens();
  698. sun_direct.look_at({-1.0f, 5.0f, 1.0f}, {0.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 0.0f});
  699. sun_direct.set_intensity(1.0f);
  700. sun_direct.update_tweens();
  701. subterrain_light.set_color({1, 1, 1});
  702. subterrain_light.set_intensity(1.0f);
  703. subterrain_light.set_attenuation({1.0f, 0.09f, 0.032f});
  704. subterrain_light.update_tweens();
  705. spotlight.set_color({1, 1, 1});
  706. spotlight.set_intensity(1.0f);
  707. spotlight.set_attenuation({1.0f, 0.09f, 0.032f});
  708. spotlight.set_cutoff({vmq::radians(15.0f), vmq::radians(30.0f)});
  709. spotlight.update_tweens();
  710. spotlight.set_active(false);
  711. underworld_ambient_light.set_color({1, 1, 1});
  712. underworld_ambient_light.set_intensity(0.1f);
  713. underworld_ambient_light.update_tweens();
  714. lantern.set_model(resource_manager->load<model>("lantern.obj"));
  715. // Cloud
  716. cloud.set_model(resource_manager->load<model>("cloud.obj"));
  717. cloud.set_translation({0, 0, 4500});
  718. cloud.set_scale(float3{1, 1, 1} * 100.0f);
  719. // Create depth debug billboard
  720. /*
  721. material* depth_debug_material = new material();
  722. depth_debug_material->set_shader_program(resource_manager->load<shader_program>("ui-element-textured.glsl"));
  723. depth_debug_material->add_property<const texture_2d*>("background")->set_value(shadow_map_depth_texture);
  724. depth_debug_material->add_property<float4>("tint")->set_value(float4{1, 1, 1, 1});
  725. billboard* depth_debug_billboard = new billboard();
  726. depth_debug_billboard->set_material(depth_debug_material);
  727. depth_debug_billboard->set_scale({128, 128, 1});
  728. depth_debug_billboard->set_translation({-960 + 128, 1080 * 0.5f - 128, 0});
  729. depth_debug_billboard->update_tweens();
  730. ui_system->get_scene()->add_object(depth_debug_billboard);
  731. */
  732. material* billboard_material = new material();
  733. billboard_material->set_shader_program(resource_manager->load<shader_program>("ui-element-textured.glsl"));
  734. billboard_material->add_property<const texture_2d*>("background")->set_value(resource_manager->load<texture_2d>("arrow.png"));
  735. billboard_material->add_property<float4>("tint")->set_value(float4{1, 1, 1, 1});
  736. billboard_material->set_flags(MATERIAL_FLAG_TRANSLUCENT | MATERIAL_FLAG_NOT_SHADOW_CASTER);
  737. billboard* arrow_billboard = new billboard();
  738. arrow_billboard->set_material(billboard_material);
  739. arrow_billboard->set_scale(float3{1, 1, 1} * 2.0f);
  740. arrow_billboard->set_translation({0, 10, 0});
  741. arrow_billboard->set_billboard_type(billboard_type::cylindrical);
  742. arrow_billboard->set_alignment_axis({0, 1, 0});
  743. arrow_billboard->update_tweens();
  744. billboard_material = new material();
  745. billboard_material->set_shader_program(resource_manager->load<shader_program>("portal-card.glsl"));
  746. billboard_material->add_property<float4>("color")->set_value(float4{1, 1, 1, 1});
  747. billboard_material->add_property<float2>("range")->set_value(float2{50.0f, 500.0f});
  748. billboard_material->set_flags(MATERIAL_FLAG_TRANSLUCENT | MATERIAL_FLAG_NOT_SHADOW_CASTER);
  749. billboard* portal_billboard = new billboard();
  750. portal_billboard->set_material(billboard_material);
  751. portal_billboard->set_scale(float3{1, 1, 1} * 10.0f);
  752. portal_billboard->set_translation({0.0f, 0, 0});
  753. portal_billboard->set_billboard_type(billboard_type::spherical);
  754. portal_billboard->set_alignment_axis({0, 1, 0});
  755. portal_billboard->update_tweens();
  756. // Setup overworld scene
  757. overworld_scene.add_object(&overworld_camera);
  758. overworld_scene.add_object(&sun_indirect);
  759. overworld_scene.add_object(&sun_direct);
  760. overworld_scene.add_object(&spotlight);
  761. overworld_scene.add_object(&cloud);
  762. overworld_scene.add_object(arrow_billboard);
  763. // Setup underworld scene
  764. underworld_scene.add_object(&underworld_camera);
  765. underworld_scene.add_object(&underworld_ambient_light);
  766. //underworld_scene.add_object(&lantern);
  767. //underworld_scene.add_object(&subterrain_light);
  768. //underworld_scene.add_object(portal_billboard);
  769. //model_instance* larva = new model_instance(resource_manager->load<model>("larva.obj"));
  770. //underworld_scene.add_object(larva);
  771. quaternion<float> flashlight_rotation = vmq::angle_axis(vmq::half_pi<float>, {0.0f, 1.0f, 0.0f});
  772. model_instance* flashlight = new model_instance(resource_manager->load<model>("flashlight.obj"));
  773. flashlight->set_rotation(flashlight_rotation);
  774. underworld_scene.add_object(flashlight);
  775. model_instance* flashlight_light_cone = new model_instance(resource_manager->load<model>("flashlight-light-cone.obj"));
  776. flashlight_light_cone->set_rotation(flashlight_rotation);
  777. underworld_scene.add_object(flashlight_light_cone);
  778. control_system->set_flashlight(flashlight, flashlight_light_cone);
  779. // Set overworld as active scene
  780. active_scene = &overworld_scene;
  781. // Setup UI
  782. const texture_2d* splash_texture = resource_manager->load<texture_2d>("splash.png");
  783. auto splash_dimensions = splash_texture->get_dimensions();
  784. splash_billboard_material = new material();
  785. splash_billboard_material->set_shader_program(resource_manager->load<shader_program>("ui-element-textured.glsl"));
  786. splash_billboard_material->add_property<const texture_2d*>("background")->set_value(splash_texture);
  787. splash_billboard_material->add_property<float4>("tint")->set_value(float4{1, 1, 1, 1});
  788. splash_billboard_material->update_tweens();
  789. splash_billboard = new billboard();
  790. splash_billboard->set_material(splash_billboard_material);
  791. splash_billboard->set_scale({(float)std::get<0>(splash_dimensions) * 0.5f, (float)std::get<1>(splash_dimensions) * 0.5f, 1.0f});
  792. splash_billboard->set_translation({0.0f, 0.0f, 0.0f});
  793. splash_billboard->update_tweens();
  794. // Create fade transition
  795. fade_transition = new screen_transition();
  796. fade_transition->get_material()->set_shader_program(resource_manager->load<shader_program>("fade-transition.glsl"));
  797. get_ui_scene()->add_object(fade_transition->get_billboard());
  798. animator->add_animation(fade_transition->get_animation());
  799. // Create inner radial transition
  800. radial_transition_inner = new screen_transition();
  801. radial_transition_inner->get_material()->set_shader_program(resource_manager->load<shader_program>("radial-transition-inner.glsl"));
  802. get_ui_scene()->add_object(radial_transition_inner->get_billboard());
  803. animator->add_animation(radial_transition_inner->get_animation());
  804. // Create outer radial transition
  805. radial_transition_outer = new screen_transition();
  806. radial_transition_outer->get_material()->set_shader_program(resource_manager->load<shader_program>("radial-transition-outer.glsl"));
  807. get_ui_scene()->add_object(radial_transition_outer->get_billboard());
  808. animator->add_animation(radial_transition_outer->get_animation());
  809. // Register CLI commands
  810. cli.register_command("echo", cc::echo);
  811. cli.register_command("exit", std::function<std::string()>(std::bind(&cc::exit, this)));
  812. cli.register_command("scrot", std::function<std::string()>(std::bind(&cc::scrot, this)));
  813. cli.register_command("cue", std::function<std::string(float, std::string)>(std::bind(&cc::cue, this, std::placeholders::_1, std::placeholders::_2)));
  814. //std::string cmd = "cue 20 exit";
  815. //logger.log(cmd);
  816. //logger.log(cli.interpret(cmd));
  817. // Determine initial state
  818. // Determine initial state
  819. initial_state = &splash_state;
  820. std::string no_splash_flag = "--no-splash";
  821. for (int i = 0; i < argc; ++i)
  822. {
  823. if (no_splash_flag == argv[i])
  824. {
  825. initial_state = &play_state;
  826. break;
  827. }
  828. }
  829. }
  830. application::~application()
  831. {
  832. // Deinit PhysicsFS
  833. logger.push_task("Deinitializing PhysicsFS");
  834. if (!PHYSFS_deinit())
  835. {
  836. logger.error(std::string("PhysicsFS error: ") + PHYSFS_getErrorByCode(PHYSFS_getLastErrorCode()));
  837. logger.pop_task(EXIT_FAILURE);
  838. }
  839. else
  840. {
  841. logger.pop_task(EXIT_SUCCESS);
  842. }
  843. // Destroy the SDL window
  844. SDL_DestroyWindow(window);
  845. // Shutdown SDL
  846. SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER);
  847. SDL_Quit();
  848. }
  849. void application::close(int status)
  850. {
  851. closed = true;
  852. exit_status = status;
  853. }
  854. int application::execute()
  855. {
  856. // Enter inital state
  857. state_machine.change_state(*initial_state);
  858. // Perform initial update
  859. update(0.0, 0.0);
  860. // Reset frame scheduler
  861. frame_scheduler.reset();
  862. // Reset time tween
  863. time[0] = time[1] = 0.0;
  864. // Schedule frames until closed
  865. while (!closed)
  866. {
  867. // Tick frame scheduler
  868. frame_scheduler.tick();
  869. // Sample frame duration
  870. performance_sampler.sample(frame_scheduler.get_frame_duration());
  871. }
  872. // Exit current state
  873. state_machine.change_state({nullptr, nullptr});
  874. return exit_status;
  875. }
  876. void application::update(double t, double dt)
  877. {
  878. // Update time tween
  879. time.update();
  880. time[1] = t;
  881. // Sequentially process systems
  882. for (const auto& system: systems)
  883. {
  884. system(t, dt);
  885. }
  886. }
  887. void application::render(double alpha)
  888. {
  889. /*
  890. std::cout << std::fixed;
  891. std::cout << std::setprecision(2);
  892. std::cout << performance_sampler.mean_frame_duration() * 1000.0 << std::endl;
  893. */
  894. renderer.render(alpha, overworld_scene);
  895. renderer.render(alpha, underworld_scene);
  896. //renderer.render(alpha, *active_scene);
  897. renderer.render(alpha, *ui_system->get_scene());
  898. SDL_GL_SwapWindow(window);
  899. }
  900. void application::translate_sdl_events()
  901. {
  902. SDL_Event sdl_event;
  903. while (SDL_PollEvent(&sdl_event))
  904. {
  905. switch (sdl_event.type)
  906. {
  907. case SDL_KEYDOWN:
  908. case SDL_KEYUP:
  909. {
  910. if (sdl_event.key.repeat == 0)
  911. {
  912. scancode scancode = scancode::unknown;
  913. if (sdl_event.key.keysym.scancode <= SDL_SCANCODE_APP2)
  914. {
  915. scancode = sdl_scancode_table[sdl_event.key.keysym.scancode];
  916. }
  917. if (sdl_event.type == SDL_KEYDOWN)
  918. keyboard.press(scancode);
  919. else
  920. keyboard.release(scancode);
  921. }
  922. break;
  923. }
  924. case SDL_MOUSEMOTION:
  925. {
  926. mouse.move(sdl_event.motion.x, sdl_event.motion.y, sdl_event.motion.xrel, sdl_event.motion.yrel);
  927. break;
  928. }
  929. case SDL_MOUSEBUTTONDOWN:
  930. {
  931. mouse.press(sdl_event.button.button, sdl_event.button.x, sdl_event.button.y);
  932. break;
  933. }
  934. case SDL_MOUSEBUTTONUP:
  935. {
  936. mouse.release(sdl_event.button.button, sdl_event.button.x, sdl_event.button.y);
  937. break;
  938. }
  939. case SDL_MOUSEWHEEL:
  940. {
  941. int direction = (sdl_event.wheel.direction == SDL_MOUSEWHEEL_FLIPPED) ? -1 : 1;
  942. mouse.scroll(sdl_event.wheel.x * direction, sdl_event.wheel.y * direction);
  943. break;
  944. }
  945. case SDL_CONTROLLERBUTTONDOWN:
  946. {
  947. if (sdl_event.cbutton.button != SDL_CONTROLLER_BUTTON_INVALID)
  948. {
  949. game_controller_button button = sdl_button_table[sdl_event.cbutton.button];
  950. game_controller.press(button);
  951. }
  952. break;
  953. }
  954. case SDL_CONTROLLERBUTTONUP:
  955. {
  956. if (sdl_event.cbutton.button != SDL_CONTROLLER_BUTTON_INVALID)
  957. {
  958. game_controller_button button = sdl_button_table[sdl_event.cbutton.button];
  959. game_controller.release(button);
  960. }
  961. break;
  962. }
  963. case SDL_CONTROLLERAXISMOTION:
  964. {
  965. if (sdl_event.caxis.axis != SDL_CONTROLLER_AXIS_INVALID)
  966. {
  967. game_controller_axis axis = sdl_axis_table[sdl_event.caxis.axis];
  968. float value = sdl_event.caxis.value;
  969. value /= (value < 0.0f) ? 32768.0f : 32767.0f;
  970. game_controller.move(axis, value);
  971. }
  972. break;
  973. }
  974. case SDL_CONTROLLERDEVICEADDED:
  975. {
  976. if (SDL_IsGameController(sdl_event.cdevice.which))
  977. {
  978. SDL_GameController* sdl_controller = SDL_GameControllerOpen(sdl_event.cdevice.which);
  979. std::string controller_name = SDL_GameControllerNameForIndex(sdl_event.cdevice.which);
  980. if (sdl_controller)
  981. {
  982. logger.log("Connected game controller \"" + controller_name + "\"");
  983. }
  984. else
  985. {
  986. logger.error("Failed to connected game controller \"" + controller_name + "\"");
  987. }
  988. }
  989. break;
  990. }
  991. case SDL_CONTROLLERDEVICEREMOVED:
  992. {
  993. SDL_GameController* sdl_controller = SDL_GameControllerFromInstanceID(sdl_event.cdevice.which);
  994. if (sdl_controller)
  995. {
  996. SDL_GameControllerClose(sdl_controller);
  997. logger.log("Disconnected game controller");
  998. }
  999. break;
  1000. }
  1001. case SDL_WINDOWEVENT:
  1002. {
  1003. if (sdl_event.window.event == SDL_WINDOWEVENT_RESIZED)
  1004. {
  1005. window_resized();
  1006. }
  1007. break;
  1008. }
  1009. case SDL_QUIT:
  1010. {
  1011. close(EXIT_SUCCESS);
  1012. break;
  1013. }
  1014. }
  1015. }
  1016. }
  1017. void application::set_relative_mouse_mode(bool enabled)
  1018. {
  1019. if (enabled)
  1020. {
  1021. SDL_GetMouseState(&std::get<0>(saved_mouse_position), &std::get<1>(saved_mouse_position));
  1022. }
  1023. SDL_SetRelativeMouseMode((enabled) ? SDL_TRUE : SDL_FALSE);
  1024. if (!enabled)
  1025. {
  1026. SDL_WarpMouseInWindow(window, std::get<0>(saved_mouse_position), std::get<1>(saved_mouse_position));
  1027. }
  1028. }
  1029. void application::toggle_fullscreen()
  1030. {
  1031. fullscreen = !fullscreen;
  1032. if (fullscreen)
  1033. {
  1034. SDL_GetWindowSize(window, &std::get<0>(window_dimensions), &std::get<1>(window_dimensions));
  1035. SDL_GetWindowPosition(window, &std::get<0>(window_position), &std::get<1>(window_position));
  1036. SDL_SetWindowBordered(window, SDL_FALSE);
  1037. SDL_SetWindowResizable(window, SDL_FALSE);
  1038. SDL_SetWindowPosition(window, 0, 0);
  1039. SDL_SetWindowSize(window, std::get<0>(display_dimensions), std::get<1>(display_dimensions));
  1040. }
  1041. else
  1042. {
  1043. SDL_SetWindowBordered(window, SDL_TRUE);
  1044. SDL_SetWindowResizable(window, SDL_TRUE);
  1045. SDL_SetWindowSize(window, std::get<0>(window_dimensions), std::get<1>(window_dimensions));
  1046. SDL_SetWindowPosition(window, std::get<0>(window_position), std::get<1>(window_position));
  1047. }
  1048. window_resized();
  1049. }
  1050. void application::window_resized()
  1051. {
  1052. int width, height;
  1053. SDL_GetWindowSize(window, &width, &height);
  1054. float aspect_ratio = static_cast<float>(width) / static_cast<float>(height);
  1055. viewport = {0.0f, 0.0f, static_cast<float>(width), static_cast<float>(height)};
  1056. rasterizer->window_resized(width, height);
  1057. overworld_camera.set_perspective(overworld_camera.get_fov(), aspect_ratio, overworld_camera.get_clip_near(), overworld_camera.get_clip_far());
  1058. underworld_camera.set_perspective(underworld_camera.get_fov(), aspect_ratio, underworld_camera.get_clip_near(), underworld_camera.get_clip_far());
  1059. control_system->set_viewport(viewport);
  1060. camera_system->set_viewport(viewport);
  1061. tool_system->set_viewport(viewport);
  1062. ui_system->set_viewport(viewport);
  1063. }
  1064. void application::take_screenshot()
  1065. {
  1066. std::string filename = screenshots_path + "antkeeper-" + timestamp() + ".png";
  1067. logger.push_task("Saving screenshot to \"" + filename + "\"");
  1068. int x = viewport[0];
  1069. int y = viewport[1];
  1070. int w = viewport[2];
  1071. int h = viewport[3];
  1072. // Read pixel data from framebuffer
  1073. unsigned char* pixels = new unsigned char[w * h * 3];
  1074. glReadBuffer(GL_BACK);
  1075. glReadPixels(x, y, w, h, GL_RGB, GL_UNSIGNED_BYTE, pixels);
  1076. std::thread screenshot_thread(application::save_image, filename, w, h, pixels);
  1077. screenshot_thread.detach();
  1078. logger.pop_task(EXIT_SUCCESS);
  1079. }
  1080. void application::save_image(const std::string& filename, int w, int h, const unsigned char* pixels)
  1081. {
  1082. stbi_flip_vertically_on_write(1);
  1083. stbi_write_png(filename.c_str(), w, h, 3, pixels, w * 3);
  1084. delete[] pixels;
  1085. }
  1086. scene* application::get_ui_scene()
  1087. {
  1088. return ui_system->get_scene();
  1089. }