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- /*
- * Copyright (C) 2020 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 "animation/ease.hpp"
- #include "animation/screen-transition.hpp"
- #include "configuration.hpp"
- #include "debug/logger.hpp"
- #include "entity/archetype.hpp"
- #include "game/components/cavity-component.hpp"
- #include "game/components/copy-transform-component.hpp"
- #include "game/components/copy-translation-component.hpp"
- #include "game/components/model-component.hpp"
- #include "game/components/snap-component.hpp"
- #include "game/components/samara-component.hpp"
- #include "game/components/terrain-component.hpp"
- #include "game/components/tool-component.hpp"
- #include "game/components/transform-component.hpp"
- #include "game/components/camera-follow-component.hpp"
- #include "game/entity-commands.hpp"
- #include "game/game-context.hpp"
- #include "game/states/game-states.hpp"
- #include "math/math.hpp"
- #include "nest.hpp"
- #include "renderer/material.hpp"
- #include "renderer/model.hpp"
- #include "renderer/passes/sky-pass.hpp"
- #include "resources/resource-manager.hpp"
- #include "scene/model-instance.hpp"
- #include "scene/scene.hpp"
- #include "scene/camera.hpp"
- #include "scene/directional-light.hpp"
- #include "game/systems/control-system.hpp"
- #include "game/systems/camera-system.hpp"
- #include "game/systems/render-system.hpp"
- #include "game/systems/tool-system.hpp"
- #include "utility/fundamental-types.hpp"
- #include "utility/gamma.hpp"
-
- void play_state_enter(game_context* ctx)
- {
- logger* logger = ctx->logger;
- logger->push_task("Entering play state");
-
- // Set up sky pass
- sky_pass* sky_pass = ctx->overworld_sky_pass;
- sky_pass->set_enabled(true);
- sky_pass->set_sun_angular_radius(math::radians<float>(3.0f));
- sky_pass->set_sun_color({2.0f, 2.0f, 2.0f});
- sky_pass->set_horizon_color({0.02f, 0.242f, 0.356f});
- sky_pass->set_zenith_color({0.004f, 0.165f, 0.309f});
- //sky_pass->set_horizon_color(float3{0.002f, 0.158f, 0.250f});
- //sky_pass->set_zenith_color(float3{0.002f, 0.158f, 0.250f});
-
- ctx->tool_system->set_sun_direction(ctx->sun_direct->get_direction());
-
- resource_manager* resource_manager = ctx->resource_manager;
- entt::registry& ecs_registry = *ctx->ecs_registry;
-
- // Load entity archetypes
- ecs::archetype* ant_hill_archetype = resource_manager->load<ecs::archetype>("ant-hill.ent");
- ecs::archetype* maple_tree_archetype = resource_manager->load<ecs::archetype>("maple-tree.ent");
- ecs::archetype* nest_archetype = resource_manager->load<ecs::archetype>("harvester-nest.ent");
- ecs::archetype* samara_archetype = resource_manager->load<ecs::archetype>("samara.ent");
- ecs::archetype* forceps_archetype = resource_manager->load<ecs::archetype>("forceps.ent");
- ecs::archetype* lens_archetype = resource_manager->load<ecs::archetype>("lens.ent");
- ecs::archetype* brush_archetype = resource_manager->load<ecs::archetype>("brush.ent");
- ecs::archetype* marker_archetype = resource_manager->load<ecs::archetype>("marker.ent");
- ecs::archetype* container_archetype = resource_manager->load<ecs::archetype>("container.ent");
- ecs::archetype* twig_archetype = resource_manager->load<ecs::archetype>("twig.ent");
- ecs::archetype* larva_archetype = resource_manager->load<ecs::archetype>("larva.ent");
- ecs::archetype* pebble_archetype = resource_manager->load<ecs::archetype>("pebble.ent");
- ecs::archetype* flashlight_archetype = resource_manager->load<ecs::archetype>("flashlight.ent");
- ecs::archetype* flashlight_light_cone_archetype = resource_manager->load<ecs::archetype>("flashlight-light-cone.ent");
- ecs::archetype* lens_light_cone_archetype = resource_manager->load<ecs::archetype>("lens-light-cone.ent");
- ecs::archetype* ant_head_archetype = resource_manager->load<ecs::archetype>("ant-head.ent");
-
- // Create tools
- forceps_archetype->assign(ecs_registry, ctx->forceps_entity);
- lens_archetype->assign(ecs_registry, ctx->lens_entity);
- brush_archetype->assign(ecs_registry, ctx->brush_entity);
- marker_archetype->assign(ecs_registry, ctx->marker_entity);
- container_archetype->assign(ecs_registry, ctx->container_entity);
- twig_archetype->assign(ecs_registry, ctx->twig_entity);
-
- // Create flashlight and light cone, set light cone parent to flashlight, and move both to underworld scene
- flashlight_archetype->assign(ecs_registry, ctx->flashlight_entity);
- auto flashlight_light_cone = flashlight_light_cone_archetype->create(ecs_registry);
- ec::parent(ecs_registry, flashlight_light_cone, ctx->flashlight_entity);
- ec::assign_render_layers(ecs_registry, ctx->flashlight_entity, 2);
-
- // Make lens tool's model instance unculled, so its shadow is always visible.
- model_instance* lens_model_instance = ctx->render_system->get_model_instance(ctx->lens_entity);
- if (lens_model_instance)
- {
- lens_model_instance->set_culling_mask(&ctx->no_cull);
- }
-
- // Create lens light cone and set its parent to lens
- auto lens_light_cone = lens_light_cone_archetype->create(ecs_registry);
- //ec::bind_transform(ecs_registry, lens_light_cone, ctx->lens_entity);
- ec::parent(ecs_registry, lens_light_cone, ctx->lens_entity);
-
-
-
- // Hide inactive tools
- ec::assign_render_layers(ecs_registry, ctx->forceps_entity, 0);
- ec::assign_render_layers(ecs_registry, ctx->brush_entity, 0);
- ec::assign_render_layers(ecs_registry, ctx->lens_entity, 0);
- ec::assign_render_layers(ecs_registry, ctx->marker_entity, 0);
- ec::assign_render_layers(ecs_registry, ctx->container_entity, 0);
- ec::assign_render_layers(ecs_registry, ctx->twig_entity, 0);
-
- // Activate brush tool
- ctx->tool_system->set_active_tool(ctx->brush_entity);
-
- // Create ant-hill
- auto ant_hill_entity = ant_hill_archetype->create(ecs_registry);
- ec::place(ecs_registry, ant_hill_entity, {0, 0});
-
- // Generate pebbles
- float pebble_radius = 300.0f;
- int pebble_count = 100;
- for (int i = 0; i < pebble_count; ++i)
- {
- float x = math::random(-pebble_radius, pebble_radius);
- float z = math::random(-pebble_radius, pebble_radius);
-
- auto pebble_entity = ant_head_archetype->create(ecs_registry);
-
- auto& transform = ecs_registry.get<ecs::transform_component>(pebble_entity);
- transform.local = math::identity_transform<float>;
- transform.local.rotation = math::angle_axis(math::random(0.0f, math::two_pi<float>), {0, 1, 0});
- transform.local.scale = float3{1, 1, 1} * math::random(0.75f, 1.25f);
-
- ec::place(ecs_registry, pebble_entity, {x, z});
- }
-
- // Create maple tree
- auto maple_tree_entity = maple_tree_archetype->create(ecs_registry);
- ec::place(ecs_registry, maple_tree_entity, {300, 200});
-
- // Creat nest
- auto nest_entity = nest_archetype->create(ecs_registry);
-
- // Create terrain
- int terrain_radius = 2;
- for (int x = -terrain_radius; x <= terrain_radius; ++x)
- {
- for (int z = -terrain_radius; z <= terrain_radius; ++z)
- {
- ecs::terrain_component terrain_component;
- terrain_component.subdivisions = TERRAIN_PATCH_RESOLUTION;
- terrain_component.x = x;
- terrain_component.z = z;
- auto terrain_entity = ecs_registry.create();
- ecs_registry.assign<ecs::terrain_component>(terrain_entity, terrain_component);
- }
- }
-
- // Create samaras
- for (int i = 0; i < 15; ++i)
- {
- auto samara_entity = samara_archetype->create(ecs_registry);
-
- auto& transform = ecs_registry.get<ecs::transform_component>(samara_entity);
- float zone = 200.0f;
- transform.local = math::identity_transform<float>;
- transform.local.translation.x = math::random(-zone, zone);
- transform.local.translation.y = math::random(50.0f, 150.0f);
- transform.local.translation.z = math::random(-zone, zone);
-
- ecs::samara_component samara_component;
- samara_component.angle = math::random(0.0f, math::radians(360.0f));
- samara_component.direction = math::normalize(float3{math::random(-1.0f, 1.0f), math::random(-1.0f, -5.0f), math::random(-1.0f, 1.0f)});
- samara_component.chirality = (math::random(0.0f, 1.0f) < 0.5f) ? -1.0f : 1.0f;
-
- ecs_registry.assign_or_replace<ecs::samara_component>(samara_entity, samara_component);
- }
-
- // Setup camera focal point
- ecs::transform_component focal_point_transform;
- focal_point_transform.local = math::identity_transform<float>;
- focal_point_transform.warp = true;
- ecs::camera_follow_component focal_point_follow;
- ecs::snap_component focal_point_snap;
- focal_point_snap.ray = {float3{0, 10000, 0}, float3{0, -1, 0}};
- focal_point_snap.warp = false;
- focal_point_snap.relative = true;
- focal_point_snap.autoremove = false;
- ecs_registry.assign_or_replace<ecs::transform_component>(ctx->focal_point_entity, focal_point_transform);
- ecs_registry.assign_or_replace<ecs::camera_follow_component>(ctx->focal_point_entity, focal_point_follow);
- ecs_registry.assign_or_replace<ecs::snap_component>(ctx->focal_point_entity, focal_point_snap);
-
- // Setup camera
- ctx->overworld_camera->look_at({0, 0, 1}, {0, 0, 0}, {0, 1, 0});
- ctx->camera_system->set_camera(ctx->overworld_camera);
-
- auto ant_head = ant_head_archetype->create(ecs_registry);
- ec::place(ecs_registry, ant_head, {50, 0});
-
- ctx->overworld_scene->update_tweens();
-
- // Allocate a nest
- nest* nest = new ::nest();
-
- // Setup initial nest parameters
- float tunnel_radius = 1.15f;
- nest->set_tunnel_radius(tunnel_radius);
- nest::shaft* central_shaft = nest->get_central_shaft();
- central_shaft->chirality = 1.0f;
- central_shaft->rotation = math::radians(0.0f);
- central_shaft->depth = {0.0f, 200.0f};
- central_shaft->radius = {15.0f, 15.0f};
- central_shaft->pitch = {40.0f, 40.0f};
- central_shaft->translation = {{{0.0f, 0.0f}, {0.0f, 0.0f}}};
- central_shaft->current_depth = 0.0f;
- for (std::size_t i = 0; i < 4; ++i)
- {
- nest::chamber chamber;
- chamber.shaft = central_shaft;
- chamber.depth = (i + 1) * 50.0f;
- chamber.rotation = math::radians(0.0f);
- chamber.inner_radius = 4.0f;
- chamber.outer_radius = 10.0f;
- central_shaft->chambers.push_back(chamber);
- }
-
- // Dig nest shafts
- float shift = 0.1f;
- for (int i = 0; i < 800; ++i)
- {
- ecs::cavity_component cavity;
- cavity.position = nest->extend_shaft(*nest->get_central_shaft());
- cavity.position += float3{math::random(-shift, shift), math::random(-shift, shift), math::random(-shift, shift)};
- cavity.radius = tunnel_radius * math::random(1.0f, 1.1f);
-
- ecs_registry.assign<ecs::cavity_component>(ecs_registry.create(), cavity);
- }
-
- // Dig nest chambers
- /*
- for (int i = 0; i < central_shaft->chambers.size(); ++i)
- {
- for (int j = 0; j < 150; ++j)
- {
- ecs::cavity_component cavity;
- cavity.position = nest->expand_chamber(central_shaft->chambers[i]);
- cavity.position += float3{math::random(-shift, shift), math::random(-shift, shift), math::random(-shift, shift)};
- cavity.radius = tunnel_radius * math::random(1.0f, 1.1f);
-
- ecs_registry.assign<ecs::cavity_component>(ecs_registry.create(), cavity);
- }
- }
- */
-
- // Place larva in chamber
- {
- auto larva = larva_archetype->create(ecs_registry);
- ec::assign_render_layers(ecs_registry, larva, 1);
- ec::warp_to(ecs_registry, larva, {50, 0.1935f, 10});
- //auto& transform = ecs_registry.get<ecs::transform_component>(larva_entity);
- //transform.transform = math::identity_transform<float>;
- //transform.transform.translation = nest->get_shaft_position(*central_shaft, central_shaft->depth[1]);
- //transform.transform.translation.y -= 1.0f;
- }
-
- control_system* control_system = ctx->control_system;
- control_system->update(0.0, 0.0);
- control_system->set_nest(nest);
-
- // Start fade in
- ctx->fade_transition->transition(1.0f, true, ease<float>::in_quad);
-
- logger->pop_task(EXIT_SUCCESS);
- }
-
- void play_state_exit(game_context* ctx)
- {
- logger* logger = ctx->logger;
- logger->push_task("Exiting play state");
-
- logger->pop_task(EXIT_SUCCESS);
- }
-
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