💿🐜 Antkeeper source code https://antkeeper.com
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  1. /*
  2. * Copyright (C) 2021 Christopher J. Howard
  3. *
  4. * This file is part of Antkeeper source code.
  5. *
  6. * Antkeeper source code is free software: you can redistribute it and/or modify
  7. * it under the terms of the GNU General Public License as published by
  8. * the Free Software Foundation, either version 3 of the License, or
  9. * (at your option) any later version.
  10. *
  11. * Antkeeper source code is distributed in the hope that it will be useful,
  12. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  13. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  14. * GNU General Public License for more details.
  15. *
  16. * You should have received a copy of the GNU General Public License
  17. * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
  18. */
  19. #include "game/state/boot.hpp"
  20. #include "animation/animation.hpp"
  21. #include "animation/animator.hpp"
  22. #include "animation/ease.hpp"
  23. #include "animation/screen-transition.hpp"
  24. #include "animation/timeline.hpp"
  25. #include "application.hpp"
  26. #include "debug/cli.hpp"
  27. #include "debug/console-commands.hpp"
  28. #include "debug/logger.hpp"
  29. #include "game/context.hpp"
  30. #include "gl/framebuffer.hpp"
  31. #include "gl/pixel-format.hpp"
  32. #include "gl/pixel-type.hpp"
  33. #include "gl/rasterizer.hpp"
  34. #include "gl/texture-2d.hpp"
  35. #include "gl/texture-filter.hpp"
  36. #include "gl/texture-wrapping.hpp"
  37. #include "gl/vertex-array.hpp"
  38. #include "gl/vertex-attribute.hpp"
  39. #include "gl/vertex-buffer.hpp"
  40. #include "render/material-flags.hpp"
  41. #include "render/material-property.hpp"
  42. #include "render/passes/bloom-pass.hpp"
  43. #include "render/passes/clear-pass.hpp"
  44. #include "render/passes/final-pass.hpp"
  45. #include "render/passes/material-pass.hpp"
  46. #include "render/passes/outline-pass.hpp"
  47. #include "render/passes/shadow-map-pass.hpp"
  48. #include "render/passes/sky-pass.hpp"
  49. #include "render/passes/ground-pass.hpp"
  50. #include "render/passes/simple-pass.hpp"
  51. #include "render/vertex-attribute.hpp"
  52. #include "render/compositor.hpp"
  53. #include "render/renderer.hpp"
  54. #include "resources/resource-manager.hpp"
  55. #include "resources/file-buffer.hpp"
  56. #include "scene/scene.hpp"
  57. #include "game/state/splash.hpp"
  58. #include "entity/systems/behavior.hpp"
  59. #include "entity/systems/camera.hpp"
  60. #include "entity/systems/collision.hpp"
  61. #include "entity/systems/constraint.hpp"
  62. #include "entity/systems/locomotion.hpp"
  63. #include "entity/systems/snapping.hpp"
  64. #include "entity/systems/render.hpp"
  65. #include "entity/systems/samara.hpp"
  66. #include "entity/systems/subterrain.hpp"
  67. #include "entity/systems/terrain.hpp"
  68. #include "entity/systems/vegetation.hpp"
  69. #include "entity/systems/spatial.hpp"
  70. #include "entity/systems/painting.hpp"
  71. #include "entity/systems/astronomy.hpp"
  72. #include "entity/systems/blackbody.hpp"
  73. #include "entity/systems/atmosphere.hpp"
  74. #include "entity/systems/orbit.hpp"
  75. #include "entity/systems/proteome.hpp"
  76. #include "entity/systems/steering.hpp"
  77. #include "entity/commands.hpp"
  78. #include "utility/paths.hpp"
  79. #include "event/event-dispatcher.hpp"
  80. #include "input/event-router.hpp"
  81. #include "input/mapper.hpp"
  82. #include "input/listener.hpp"
  83. #include "input/gamepad.hpp"
  84. #include "input/mouse.hpp"
  85. #include "input/keyboard.hpp"
  86. #include "config.hpp"
  87. #include "input/scancode.hpp"
  88. #include "game/fonts.hpp"
  89. #include "game/controls.hpp"
  90. #include "game/save.hpp"
  91. #include "game/menu.hpp"
  92. #include "game/graphics.hpp"
  93. #include "utility/timestamp.hpp"
  94. #include "color/color.hpp"
  95. #include <cxxopts.hpp>
  96. #include <entt/entt.hpp>
  97. #include <filesystem>
  98. #include <functional>
  99. #include <string>
  100. #include <vector>
  101. #include <execution>
  102. #include <algorithm>
  103. namespace game {
  104. namespace state {
  105. boot::boot(game::context& ctx, int argc, char** argv):
  106. game::state::base(ctx)
  107. {
  108. // Allocate application
  109. ctx.app = new application();
  110. // Get application logger
  111. ctx.logger = ctx.app->get_logger();
  112. // Boot process
  113. ctx.logger->push_task("Entering boot state");
  114. try
  115. {
  116. // Parse command line options
  117. parse_options(argc, argv);
  118. setup_resources();
  119. load_config();
  120. load_strings();
  121. setup_window();
  122. setup_rendering();
  123. setup_sound();
  124. setup_scenes();
  125. setup_animation();
  126. setup_entities();
  127. setup_systems();
  128. setup_controls();
  129. setup_ui();
  130. setup_debugging();
  131. setup_loop();
  132. }
  133. catch (const std::exception& e)
  134. {
  135. ctx.logger->error("Caught exception: \"" + std::string(e.what()) + "\"");
  136. ctx.logger->pop_task(EXIT_FAILURE);
  137. return;
  138. }
  139. ctx.logger->pop_task(EXIT_SUCCESS);
  140. // Push splash state
  141. ctx.state_machine.emplace(new game::state::splash(ctx));
  142. // Enter main loop
  143. loop();
  144. }
  145. boot::~boot()
  146. {
  147. ctx.logger->push_task("Exiting boot state");
  148. // Close application
  149. delete ctx.app;
  150. ctx.app = nullptr;
  151. ctx.logger->pop_task(EXIT_SUCCESS);
  152. }
  153. void boot::parse_options(int argc, char** argv)
  154. {
  155. debug::logger* logger = ctx.logger;
  156. logger->push_task("Parsing command line options");
  157. try
  158. {
  159. cxxopts::Options options("Antkeeper", "Ant colony simulation game");
  160. options.add_options()
  161. ("c,continue", "Continues from the last save")
  162. ("d,data", "Sets the data package path", cxxopts::value<std::string>())
  163. ("f,fullscreen", "Starts in fullscreen mode")
  164. ("n,new-game", "Starts a new game")
  165. ("q,quick-start", "Skips to the main menu")
  166. ("r,reset", "Restores all settings to default")
  167. ("v,vsync", "Enables or disables v-sync", cxxopts::value<int>())
  168. ("w,windowed", "Starts in windowed mode");
  169. auto result = options.parse(argc, argv);
  170. // --continue
  171. if (result.count("continue"))
  172. option_continue = true;
  173. // --data
  174. if (result.count("data"))
  175. option_data = result["data"].as<std::string>();
  176. // --fullscreen
  177. if (result.count("fullscreen"))
  178. option_fullscreen = true;
  179. // --new-game
  180. if (result.count("new-game"))
  181. option_new_game = true;
  182. // --quick-start
  183. if (result.count("quick-start"))
  184. option_quick_start = true;
  185. // --reset
  186. if (result.count("reset"))
  187. option_reset = true;
  188. // --vsync
  189. if (result.count("vsync"))
  190. option_v_sync = (result["vsync"].as<int>()) ? true : false;
  191. // --windowed
  192. if (result.count("windowed"))
  193. option_windowed = true;
  194. }
  195. catch (const std::exception& e)
  196. {
  197. logger->error("Exception caught: \"" + std::string(e.what()) + "\"");
  198. logger->pop_task(EXIT_FAILURE);
  199. return;
  200. }
  201. logger->pop_task(EXIT_SUCCESS);
  202. }
  203. void boot::setup_resources()
  204. {
  205. debug::logger* logger = ctx.logger;
  206. // Setup resource manager
  207. ctx.resource_manager = new resource_manager(logger);
  208. // Determine application name
  209. std::string application_name;
  210. #if defined(_WIN32) || defined(__APPLE__)
  211. application_name = "Antkeeper";
  212. #else
  213. application_name = "antkeeper";
  214. #endif
  215. // Detect paths
  216. ctx.data_path = get_data_path(application_name);
  217. ctx.config_path = get_config_path(application_name);
  218. ctx.mods_path = ctx.config_path / "mods";
  219. ctx.saves_path = ctx.config_path / "saves";
  220. ctx.screenshots_path = ctx.config_path / "gallery";
  221. ctx.controls_path = ctx.config_path / "controls";
  222. // Log resource paths
  223. logger->log("Detected data path as \"" + ctx.data_path.string());
  224. logger->log("Detected config path as \"" + ctx.config_path.string());
  225. // Create nonexistent config directories
  226. std::vector<std::filesystem::path> config_paths;
  227. config_paths.push_back(ctx.config_path);
  228. config_paths.push_back(ctx.mods_path);
  229. config_paths.push_back(ctx.saves_path);
  230. config_paths.push_back(ctx.screenshots_path);
  231. config_paths.push_back(ctx.controls_path);
  232. for (const std::filesystem::path& path: config_paths)
  233. {
  234. if (!std::filesystem::exists(path))
  235. {
  236. logger->push_task("Creating directory \"" + path.string());
  237. if (std::filesystem::create_directories(path))
  238. {
  239. logger->pop_task(EXIT_SUCCESS);
  240. }
  241. else
  242. {
  243. logger->pop_task(EXIT_FAILURE);
  244. }
  245. }
  246. }
  247. // Redirect logger output to log file on non-debug builds
  248. #if defined(NDEBUG)
  249. std::filesystem::path log_path = ctx.config_path / "log.txt";
  250. ctx.log_filestream.open(log_path);
  251. ctx.log_filestream << logger->get_history();
  252. logger->redirect(&ctx.log_filestream);
  253. #endif
  254. // Scan for mods
  255. std::vector<std::filesystem::path> mod_paths;
  256. for (const auto& directory_entry: std::filesystem::directory_iterator(ctx.mods_path))
  257. {
  258. if (directory_entry.is_directory())
  259. mod_paths.push_back(directory_entry.path());
  260. }
  261. // Determine data package path
  262. if (option_data.has_value())
  263. {
  264. ctx.data_package_path = std::filesystem::path(option_data.value());
  265. if (ctx.data_package_path.is_relative())
  266. ctx.data_package_path = ctx.data_path / ctx.data_package_path;
  267. }
  268. else
  269. {
  270. ctx.data_package_path = ctx.data_path / "antkeeper.dat";
  271. }
  272. // Mount mods
  273. for (const std::filesystem::path& mod_path: mod_paths)
  274. ctx.resource_manager->mount(ctx.mods_path / mod_path);
  275. // Mount config path
  276. ctx.resource_manager->mount(ctx.config_path);
  277. // Mount data package
  278. ctx.resource_manager->mount(ctx.data_package_path);
  279. // Include resource search paths in order of priority
  280. ctx.resource_manager->include("/controls/");
  281. ctx.resource_manager->include("/");
  282. }
  283. void boot::load_config()
  284. {
  285. debug::logger* logger = ctx.logger;
  286. logger->push_task("Loading config");
  287. // Load config file
  288. ctx.config = ctx.resource_manager->load<json>("config.json");
  289. if (!ctx.config)
  290. {
  291. logger->pop_task(EXIT_FAILURE);
  292. return;
  293. }
  294. logger->pop_task(EXIT_SUCCESS);
  295. }
  296. void boot::load_strings()
  297. {
  298. debug::logger* logger = ctx.logger;
  299. logger->push_task("Loading strings");
  300. ctx.string_table = ctx.resource_manager->load<string_table>("strings.csv");
  301. build_string_table_map(&ctx.string_table_map, *ctx.string_table);
  302. ctx.language_code = (*ctx.config)["language"].get<std::string>();
  303. ctx.language_index = -1;
  304. for (int i = 2; i < (*ctx.string_table)[0].size(); ++i)
  305. {
  306. if ((*ctx.string_table)[0][i] == ctx.language_code)
  307. ctx.language_index = i - 2;
  308. }
  309. ctx.language_count = (*ctx.string_table)[0].size() - 2;
  310. logger->log("language count: " + std::to_string(ctx.language_count));
  311. logger->log("language index: " + std::to_string(ctx.language_index));
  312. logger->log("language code: " + ctx.language_code);
  313. ctx.strings = &ctx.string_table_map[ctx.language_code];
  314. logger->pop_task(EXIT_SUCCESS);
  315. }
  316. void boot::setup_window()
  317. {
  318. debug::logger* logger = ctx.logger;
  319. logger->push_task("Setting up window");
  320. application* app = ctx.app;
  321. json* config = ctx.config;
  322. // Set fullscreen or windowed mode
  323. bool fullscreen = true;
  324. if (option_fullscreen.has_value())
  325. fullscreen = true;
  326. else if (option_windowed.has_value())
  327. fullscreen = false;
  328. else if (config->contains("fullscreen"))
  329. fullscreen = (*config)["fullscreen"].get<bool>();
  330. app->set_fullscreen(fullscreen);
  331. // Set resolution
  332. const auto& display_dimensions = ctx.app->get_display_dimensions();
  333. int2 resolution = {display_dimensions[0], display_dimensions[1]};
  334. if (fullscreen)
  335. {
  336. if (config->contains("fullscreen_resolution"))
  337. {
  338. resolution.x = (*config)["fullscreen_resolution"][0].get<int>();
  339. resolution.y = (*config)["fullscreen_resolution"][1].get<int>();
  340. }
  341. }
  342. else
  343. {
  344. if (config->contains("windowed_resolution"))
  345. {
  346. resolution.x = (*config)["windowed_resolution"][0].get<int>();
  347. resolution.y = (*config)["windowed_resolution"][1].get<int>();
  348. }
  349. }
  350. app->resize_window(resolution.x, resolution.y);
  351. // Set v-sync
  352. bool v_sync = true;
  353. if (option_v_sync.has_value())
  354. v_sync = (option_v_sync.value() != 0);
  355. else if (config->contains("v_sync"))
  356. v_sync = (*config)["v_sync"].get<bool>();
  357. app->set_v_sync(v_sync);
  358. // Set title
  359. app->set_title((*ctx.strings)["application_title"]);
  360. // Show window
  361. ctx.app->get_rasterizer()->set_clear_color(0.0f, 0.0f, 0.0f, 1.0f);
  362. ctx.app->get_rasterizer()->clear_framebuffer(true, false, false);
  363. app->show_window();
  364. ctx.app->swap_buffers();
  365. logger->pop_task(EXIT_SUCCESS);
  366. }
  367. void boot::setup_rendering()
  368. {
  369. debug::logger* logger = ctx.logger;
  370. logger->push_task("Setting up rendering");
  371. // Get rasterizer from application
  372. ctx.rasterizer = ctx.app->get_rasterizer();
  373. // Create framebuffers
  374. game::graphics::create_framebuffers(ctx);
  375. // Load blue noise texture
  376. gl::texture_2d* blue_noise_map = ctx.resource_manager->load<gl::texture_2d>("blue-noise.tex");
  377. // Load fallback material
  378. ctx.fallback_material = ctx.resource_manager->load<render::material>("fallback.mtl");
  379. // Setup common render passes
  380. {
  381. ctx.common_bloom_pass = new render::bloom_pass(ctx.rasterizer, ctx.bloom_framebuffer, ctx.resource_manager);
  382. ctx.common_bloom_pass->set_source_texture(ctx.hdr_color_texture);
  383. ctx.common_bloom_pass->set_brightness_threshold(1.0f);
  384. ctx.common_bloom_pass->set_blur_iterations(5);
  385. ctx.common_final_pass = new render::final_pass(ctx.rasterizer, &ctx.rasterizer->get_default_framebuffer(), ctx.resource_manager);
  386. ctx.common_final_pass->set_color_texture(ctx.hdr_color_texture);
  387. ctx.common_final_pass->set_bloom_texture(ctx.bloom_color_texture);
  388. ctx.common_final_pass->set_blue_noise_texture(blue_noise_map);
  389. }
  390. // Setup UI compositor
  391. {
  392. ctx.ui_clear_pass = new render::clear_pass(ctx.rasterizer, &ctx.rasterizer->get_default_framebuffer());
  393. ctx.ui_clear_pass->set_cleared_buffers(false, true, false);
  394. ctx.ui_clear_pass->set_clear_depth(-1.0f);
  395. ctx.ui_material_pass = new render::material_pass(ctx.rasterizer, &ctx.rasterizer->get_default_framebuffer(), ctx.resource_manager);
  396. ctx.ui_material_pass->set_fallback_material(ctx.fallback_material);
  397. ctx.ui_compositor = new render::compositor();
  398. ctx.ui_compositor->add_pass(ctx.ui_clear_pass);
  399. ctx.ui_compositor->add_pass(ctx.ui_material_pass);
  400. }
  401. // Setup underground compositor
  402. {
  403. ctx.underground_clear_pass = new render::clear_pass(ctx.rasterizer, ctx.hdr_framebuffer);
  404. ctx.underground_clear_pass->set_cleared_buffers(true, true, false);
  405. ctx.underground_clear_pass->set_clear_color({1, 0, 1, 0});
  406. ctx.underground_clear_pass->set_clear_depth(-1.0f);
  407. ctx.underground_material_pass = new render::material_pass(ctx.rasterizer, ctx.hdr_framebuffer, ctx.resource_manager);
  408. ctx.underground_material_pass->set_fallback_material(ctx.fallback_material);
  409. ctx.app->get_event_dispatcher()->subscribe<mouse_moved_event>(ctx.underground_material_pass);
  410. ctx.underground_compositor = new render::compositor();
  411. ctx.underground_compositor->add_pass(ctx.underground_clear_pass);
  412. ctx.underground_compositor->add_pass(ctx.underground_material_pass);
  413. ctx.underground_compositor->add_pass(ctx.common_bloom_pass);
  414. ctx.underground_compositor->add_pass(ctx.common_final_pass);
  415. }
  416. // Setup surface compositor
  417. {
  418. ctx.surface_shadow_map_clear_pass = new render::clear_pass(ctx.rasterizer, ctx.shadow_map_framebuffer);
  419. ctx.surface_shadow_map_clear_pass->set_cleared_buffers(false, true, false);
  420. ctx.surface_shadow_map_clear_pass->set_clear_depth(1.0f);
  421. ctx.surface_shadow_map_pass = new render::shadow_map_pass(ctx.rasterizer, ctx.shadow_map_framebuffer, ctx.resource_manager);
  422. ctx.surface_shadow_map_pass->set_split_scheme_weight(0.75f);
  423. ctx.surface_clear_pass = new render::clear_pass(ctx.rasterizer, ctx.hdr_framebuffer);
  424. ctx.surface_clear_pass->set_cleared_buffers(false, true, true);
  425. ctx.surface_clear_pass->set_clear_depth(-1.0f);
  426. ctx.sky_pass = new render::sky_pass(ctx.rasterizer, ctx.hdr_framebuffer, ctx.resource_manager);
  427. ctx.sky_pass->set_enabled(false);
  428. ctx.sky_pass->set_magnification(3.0f);
  429. ctx.app->get_event_dispatcher()->subscribe<mouse_moved_event>(ctx.sky_pass);
  430. ctx.ground_pass = new render::ground_pass(ctx.rasterizer, ctx.hdr_framebuffer, ctx.resource_manager);
  431. ctx.ground_pass->set_enabled(false);
  432. ctx.surface_material_pass = new render::material_pass(ctx.rasterizer, ctx.hdr_framebuffer, ctx.resource_manager);
  433. ctx.surface_material_pass->set_fallback_material(ctx.fallback_material);
  434. ctx.surface_material_pass->shadow_map_pass = ctx.surface_shadow_map_pass;
  435. ctx.surface_material_pass->shadow_map = ctx.shadow_map_depth_texture;
  436. ctx.app->get_event_dispatcher()->subscribe<mouse_moved_event>(ctx.surface_material_pass);
  437. ctx.surface_outline_pass = new render::outline_pass(ctx.rasterizer, ctx.hdr_framebuffer, ctx.resource_manager);
  438. ctx.surface_outline_pass->set_outline_width(0.25f);
  439. ctx.surface_outline_pass->set_outline_color(float4{1.0f, 1.0f, 1.0f, 1.0f});
  440. ctx.surface_compositor = new render::compositor();
  441. ctx.surface_compositor->add_pass(ctx.surface_shadow_map_clear_pass);
  442. ctx.surface_compositor->add_pass(ctx.surface_shadow_map_pass);
  443. ctx.surface_compositor->add_pass(ctx.surface_clear_pass);
  444. ctx.surface_compositor->add_pass(ctx.sky_pass);
  445. ctx.surface_compositor->add_pass(ctx.ground_pass);
  446. ctx.surface_compositor->add_pass(ctx.surface_material_pass);
  447. //ctx.surface_compositor->add_pass(ctx.surface_outline_pass);
  448. //ctx.surface_compositor->add_pass(ctx.common_bloom_pass);
  449. ctx.surface_compositor->add_pass(ctx.common_final_pass);
  450. }
  451. // Create billboard VAO
  452. {
  453. const float billboard_vertex_data[] =
  454. {
  455. -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f,
  456. -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
  457. 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
  458. 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
  459. -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
  460. 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f
  461. };
  462. std::size_t billboard_vertex_size = 8;
  463. std::size_t billboard_vertex_stride = sizeof(float) * billboard_vertex_size;
  464. std::size_t billboard_vertex_count = 6;
  465. ctx.billboard_vbo = new gl::vertex_buffer(sizeof(float) * billboard_vertex_size * billboard_vertex_count, billboard_vertex_data);
  466. ctx.billboard_vao = new gl::vertex_array();
  467. std::size_t attribute_offset = 0;
  468. // Define position vertex attribute
  469. gl::vertex_attribute position_attribute;
  470. position_attribute.buffer = ctx.billboard_vbo;
  471. position_attribute.offset = attribute_offset;
  472. position_attribute.stride = billboard_vertex_stride;
  473. position_attribute.type = gl::vertex_attribute_type::float_32;
  474. position_attribute.components = 3;
  475. attribute_offset += position_attribute.components * sizeof(float);
  476. // Define UV vertex attribute
  477. gl::vertex_attribute uv_attribute;
  478. uv_attribute.buffer = ctx.billboard_vbo;
  479. uv_attribute.offset = attribute_offset;
  480. uv_attribute.stride = billboard_vertex_stride;
  481. uv_attribute.type = gl::vertex_attribute_type::float_32;
  482. uv_attribute.components = 2;
  483. attribute_offset += uv_attribute.components * sizeof(float);
  484. // Define barycentric vertex attribute
  485. gl::vertex_attribute barycentric_attribute;
  486. barycentric_attribute.buffer = ctx.billboard_vbo;
  487. barycentric_attribute.offset = attribute_offset;
  488. barycentric_attribute.stride = billboard_vertex_stride;
  489. barycentric_attribute.type = gl::vertex_attribute_type::float_32;
  490. barycentric_attribute.components = 3;
  491. attribute_offset += barycentric_attribute.components * sizeof(float);
  492. // Bind vertex attributes to VAO
  493. ctx.billboard_vao->bind(render::vertex_attribute::position, position_attribute);
  494. ctx.billboard_vao->bind(render::vertex_attribute::uv, uv_attribute);
  495. ctx.billboard_vao->bind(render::vertex_attribute::barycentric, barycentric_attribute);
  496. }
  497. // Create renderer
  498. ctx.renderer = new render::renderer();
  499. ctx.renderer->set_billboard_vao(ctx.billboard_vao);
  500. logger->pop_task(EXIT_SUCCESS);
  501. }
  502. void boot::setup_sound()
  503. {
  504. debug::logger* logger = ctx.logger;
  505. logger->push_task("Setting up sound");
  506. // Load master volume config
  507. ctx.master_volume = 1.0f;
  508. if (ctx.config->contains("master_volume"))
  509. ctx.master_volume = (*ctx.config)["master_volume"].get<float>();
  510. // Load ambience volume config
  511. ctx.ambience_volume = 1.0f;
  512. if (ctx.config->contains("ambience_volume"))
  513. ctx.ambience_volume = (*ctx.config)["ambience_volume"].get<float>();
  514. // Load effects volume config
  515. ctx.effects_volume = 1.0f;
  516. if (ctx.config->contains("effects_volume"))
  517. ctx.effects_volume = (*ctx.config)["effects_volume"].get<float>();
  518. // Load mono audio config
  519. ctx.mono_audio = false;
  520. if (ctx.config->contains("mono_audio"))
  521. ctx.mono_audio = (*ctx.config)["mono_audio"].get<bool>();
  522. // Load captions config
  523. ctx.captions = false;
  524. if (ctx.config->contains("captions"))
  525. ctx.captions = (*ctx.config)["captions"].get<bool>();
  526. // Load captions size config
  527. ctx.captions_size = 1.0f;
  528. if (ctx.config->contains("captions_size"))
  529. ctx.captions_size = (*ctx.config)["captions_size"].get<float>();
  530. logger->pop_task(EXIT_SUCCESS);
  531. }
  532. void boot::setup_scenes()
  533. {
  534. debug::logger* logger = ctx.logger;
  535. logger->push_task("Setting up scenes");
  536. // Get default framebuffer
  537. const auto& viewport_dimensions = ctx.rasterizer->get_default_framebuffer().get_dimensions();
  538. const float viewport_aspect_ratio = static_cast<float>(viewport_dimensions[0]) / static_cast<float>(viewport_dimensions[1]);
  539. // Setup UI camera
  540. ctx.ui_camera = new scene::camera();
  541. ctx.ui_camera->set_compositor(ctx.ui_compositor);
  542. auto viewport = ctx.app->get_viewport_dimensions();
  543. float clip_left = -viewport[0] * 0.5f;
  544. float clip_right = viewport[0] * 0.5f;
  545. float clip_top = -viewport[1] * 0.5f;
  546. float clip_bottom = viewport[1] * 0.5f;
  547. float clip_near = 0.0f;
  548. float clip_far = 1000.0f;
  549. ctx.ui_camera->set_orthographic(clip_left, clip_right, clip_top, clip_bottom, clip_near, clip_far);
  550. ctx.ui_camera->look_at({0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, {0.0f, 1.0f, 0.0f});
  551. ctx.ui_camera->update_tweens();
  552. // Setup underground camera
  553. ctx.underground_camera = new scene::camera();
  554. ctx.underground_camera->set_perspective(math::radians<float>(45.0f), viewport_aspect_ratio, 0.1f, 1000.0f);
  555. ctx.underground_camera->set_compositor(ctx.underground_compositor);
  556. ctx.underground_camera->set_composite_index(0);
  557. ctx.underground_camera->set_active(false);
  558. // Setup surface camera
  559. ctx.surface_camera = new scene::camera();
  560. ctx.surface_camera->set_perspective(math::radians<float>(45.0f), viewport_aspect_ratio, 0.1f, 1000.0f);
  561. ctx.surface_camera->set_compositor(ctx.surface_compositor);
  562. ctx.surface_camera->set_composite_index(0);
  563. ctx.surface_camera->set_active(false);
  564. // Setup UI scene
  565. {
  566. ctx.ui_scene = new scene::collection();
  567. // Menu BG billboard
  568. render::material* menu_bg_material = new render::material();
  569. menu_bg_material->set_shader_program(ctx.resource_manager->load<gl::shader_program>("ui-element-untextured.glsl"));
  570. auto menu_bg_tint = menu_bg_material->add_property<float4>("tint");
  571. menu_bg_tint->set_value(float4{0.0f, 0.0f, 0.0f, 0.5f});
  572. menu_bg_material->set_flags(MATERIAL_FLAG_TRANSLUCENT);
  573. menu_bg_material->update_tweens();
  574. ctx.menu_bg_billboard = new scene::billboard();
  575. ctx.menu_bg_billboard->set_active(false);
  576. ctx.menu_bg_billboard->set_material(menu_bg_material);
  577. ctx.menu_bg_billboard->set_scale({(float)viewport_dimensions[0] * 0.5f, (float)viewport_dimensions[1] * 0.5f, 1.0f});
  578. ctx.menu_bg_billboard->set_translation({0.0f, 0.0f, -100.0f});
  579. ctx.menu_bg_billboard->update_tweens();
  580. // Create camera flash billboard
  581. render::material* flash_material = new render::material();
  582. flash_material->set_shader_program(ctx.resource_manager->load<gl::shader_program>("ui-element-untextured.glsl"));
  583. auto flash_tint = flash_material->add_property<float4>("tint");
  584. flash_tint->set_value(float4{1, 1, 1, 1});
  585. //flash_tint->set_tween_interpolator(ease<float4>::out_quad);
  586. flash_material->set_flags(MATERIAL_FLAG_TRANSLUCENT);
  587. flash_material->update_tweens();
  588. ctx.camera_flash_billboard = new scene::billboard();
  589. ctx.camera_flash_billboard->set_material(flash_material);
  590. ctx.camera_flash_billboard->set_scale({(float)viewport_dimensions[0] * 0.5f, (float)viewport_dimensions[1] * 0.5f, 1.0f});
  591. ctx.camera_flash_billboard->set_translation({0.0f, 0.0f, 0.0f});
  592. ctx.camera_flash_billboard->update_tweens();
  593. // Create depth debug billboard
  594. /*
  595. material* depth_debug_material = new material();
  596. depth_debug_material->set_shader_program(ctx.resource_manager->load<gl::shader_program>("ui-element-textured.glsl"));
  597. depth_debug_material->add_property<const gl::texture_2d*>("background")->set_value(shadow_map_depth_texture);
  598. depth_debug_material->add_property<float4>("tint")->set_value(float4{1, 1, 1, 1});
  599. billboard* depth_debug_billboard = new billboard();
  600. depth_debug_billboard->set_material(depth_debug_material);
  601. depth_debug_billboard->set_scale({128, 128, 1});
  602. depth_debug_billboard->set_translation({-960 + 128, 1080 * 0.5f - 128, 0});
  603. depth_debug_billboard->update_tweens();
  604. ui_system->get_scene()->add_object(depth_debug_billboard);
  605. */
  606. ctx.ui_scene->add_object(ctx.ui_camera);
  607. }
  608. // Setup underground scene
  609. {
  610. ctx.underground_scene = new scene::collection();
  611. ctx.underground_scene->add_object(ctx.underground_camera);
  612. }
  613. // Setup surface scene
  614. {
  615. ctx.surface_scene = new scene::collection();
  616. ctx.surface_scene->add_object(ctx.surface_camera);
  617. }
  618. // Clear active scene
  619. ctx.active_scene = nullptr;
  620. logger->pop_task(EXIT_SUCCESS);
  621. }
  622. void boot::setup_animation()
  623. {
  624. // Setup timeline system
  625. ctx.timeline = new timeline();
  626. ctx.timeline->set_autoremove(true);
  627. // Setup animator
  628. ctx.animator = new animator();
  629. // Create fade transition
  630. ctx.fade_transition = new screen_transition();
  631. ctx.fade_transition->get_material()->set_shader_program(ctx.resource_manager->load<gl::shader_program>("fade-transition.glsl"));
  632. ctx.fade_transition_color = ctx.fade_transition->get_material()->add_property<float3>("color");
  633. ctx.fade_transition_color->set_value({0, 0, 0});
  634. ctx.ui_scene->add_object(ctx.fade_transition->get_billboard());
  635. ctx.animator->add_animation(ctx.fade_transition->get_animation());
  636. // Create inner radial transition
  637. ctx.radial_transition_inner = new screen_transition();
  638. ctx.radial_transition_inner->get_material()->set_shader_program(ctx.resource_manager->load<gl::shader_program>("radial-transition-inner.glsl"));
  639. //ctx.ui_scene->add_object(ctx.radial_transition_inner->get_billboard());
  640. //ctx.animator->add_animation(ctx.radial_transition_inner->get_animation());
  641. // Create outer radial transition
  642. ctx.radial_transition_outer = new screen_transition();
  643. ctx.radial_transition_outer->get_material()->set_shader_program(ctx.resource_manager->load<gl::shader_program>("radial-transition-outer.glsl"));
  644. //ctx.ui_scene->add_object(ctx.radial_transition_outer->get_billboard());
  645. //ctx.animator->add_animation(ctx.radial_transition_outer->get_animation());
  646. // Menu BG animations
  647. {
  648. render::material_property<float4>* menu_bg_tint = static_cast<render::material_property<float4>*>(ctx.menu_bg_billboard->get_material()->get_property("tint"));
  649. auto menu_bg_frame_callback = [menu_bg_tint](int channel, const float& opacity)
  650. {
  651. menu_bg_tint->set_value(float4{0.0f, 0.0f, 0.0f, opacity});
  652. };
  653. // Create menu BG fade in animation
  654. ctx.menu_bg_fade_in_animation = new animation<float>();
  655. {
  656. ctx.menu_bg_fade_in_animation->set_interpolator(ease<float>::out_cubic);
  657. animation_channel<float>* channel = ctx.menu_bg_fade_in_animation->add_channel(0);
  658. channel->insert_keyframe({0.0f, 0.0f});
  659. channel->insert_keyframe({config::menu_fade_in_duration, config::menu_bg_opacity});
  660. ctx.menu_bg_fade_in_animation->set_frame_callback(menu_bg_frame_callback);
  661. ctx.menu_bg_fade_in_animation->set_start_callback
  662. (
  663. [&ctx = this->ctx, menu_bg_tint]()
  664. {
  665. ctx.ui_scene->add_object(ctx.menu_bg_billboard);
  666. menu_bg_tint->set_value(float4{0.0f, 0.0f, 0.0f, 0.0f});
  667. menu_bg_tint->update_tweens();
  668. ctx.menu_bg_billboard->set_active(true);
  669. }
  670. );
  671. }
  672. // Create menu BG fade out animation
  673. ctx.menu_bg_fade_out_animation = new animation<float>();
  674. {
  675. ctx.menu_bg_fade_out_animation->set_interpolator(ease<float>::out_cubic);
  676. animation_channel<float>* channel = ctx.menu_bg_fade_out_animation->add_channel(0);
  677. channel->insert_keyframe({0.0f, config::menu_bg_opacity});
  678. channel->insert_keyframe({config::menu_fade_out_duration, 0.0f});
  679. ctx.menu_bg_fade_out_animation->set_frame_callback(menu_bg_frame_callback);
  680. ctx.menu_bg_fade_out_animation->set_end_callback
  681. (
  682. [&ctx = this->ctx]()
  683. {
  684. ctx.ui_scene->remove_object(ctx.menu_bg_billboard);
  685. ctx.menu_bg_billboard->set_active(false);
  686. }
  687. );
  688. }
  689. ctx.animator->add_animation(ctx.menu_bg_fade_in_animation);
  690. ctx.animator->add_animation(ctx.menu_bg_fade_out_animation);
  691. }
  692. // Create camera flash animation
  693. ctx.camera_flash_animation = new animation<float>();
  694. {
  695. ctx.camera_flash_animation->set_interpolator(ease<float>::out_sine);
  696. const float duration = 0.5f;
  697. animation_channel<float>* channel = ctx.camera_flash_animation->add_channel(0);
  698. channel->insert_keyframe({0.0f, 1.0f});
  699. channel->insert_keyframe({duration, 0.0f});
  700. }
  701. }
  702. void boot::setup_entities()
  703. {
  704. // Create entity registry
  705. ctx.entity_registry = new entt::registry();
  706. }
  707. void boot::setup_systems()
  708. {
  709. event_dispatcher* event_dispatcher = ctx.app->get_event_dispatcher();
  710. const auto& viewport_dimensions = ctx.app->get_viewport_dimensions();
  711. float4 viewport = {0.0f, 0.0f, static_cast<float>(viewport_dimensions[0]), static_cast<float>(viewport_dimensions[1])};
  712. // Setup terrain system
  713. ctx.terrain_system = new entity::system::terrain(*ctx.entity_registry);
  714. ctx.terrain_system->set_patch_subdivisions(30);
  715. ctx.terrain_system->set_patch_scene_collection(ctx.surface_scene);
  716. ctx.terrain_system->set_max_error(200.0);
  717. // Setup vegetation system
  718. //ctx.vegetation_system = new entity::system::vegetation(*ctx.entity_registry);
  719. //ctx.vegetation_system->set_terrain_patch_size(TERRAIN_PATCH_SIZE);
  720. //ctx.vegetation_system->set_vegetation_patch_resolution(VEGETATION_PATCH_RESOLUTION);
  721. //ctx.vegetation_system->set_vegetation_density(1.0f);
  722. //ctx.vegetation_system->set_vegetation_model(ctx.resource_manager->load<model>("grass-tuft.mdl"));
  723. //ctx.vegetation_system->set_scene(ctx.surface_scene);
  724. // Setup camera system
  725. ctx.camera_system = new entity::system::camera(*ctx.entity_registry);
  726. ctx.camera_system->set_viewport(viewport);
  727. event_dispatcher->subscribe<window_resized_event>(ctx.camera_system);
  728. // Setup subterrain system
  729. ctx.subterrain_system = new entity::system::subterrain(*ctx.entity_registry, ctx.resource_manager);
  730. ctx.subterrain_system->set_scene(ctx.underground_scene);
  731. // Setup collision system
  732. ctx.collision_system = new entity::system::collision(*ctx.entity_registry);
  733. // Setup samara system
  734. ctx.samara_system = new entity::system::samara(*ctx.entity_registry);
  735. // Setup snapping system
  736. ctx.snapping_system = new entity::system::snapping(*ctx.entity_registry);
  737. // Setup behavior system
  738. ctx.behavior_system = new entity::system::behavior(*ctx.entity_registry);
  739. // Setup locomotion system
  740. ctx.locomotion_system = new entity::system::locomotion(*ctx.entity_registry);
  741. // Setup steering system
  742. ctx.steering_system = new entity::system::steering(*ctx.entity_registry);
  743. // Setup spatial system
  744. ctx.spatial_system = new entity::system::spatial(*ctx.entity_registry);
  745. // Setup constraint system
  746. ctx.constraint_system = new entity::system::constraint(*ctx.entity_registry);
  747. // Setup painting system
  748. ctx.painting_system = new entity::system::painting(*ctx.entity_registry, event_dispatcher, ctx.resource_manager);
  749. ctx.painting_system->set_scene(ctx.surface_scene);
  750. // Setup orbit system
  751. ctx.orbit_system = new entity::system::orbit(*ctx.entity_registry);
  752. // Setup blackbody system
  753. ctx.blackbody_system = new entity::system::blackbody(*ctx.entity_registry);
  754. ctx.blackbody_system->set_illuminant(color::illuminant::deg2::d55<double>);
  755. // RGB wavelengths for atmospheric scatteering
  756. ctx.rgb_wavelengths = {645, 575, 440};
  757. // Setup atmosphere system
  758. ctx.atmosphere_system = new entity::system::atmosphere(*ctx.entity_registry);
  759. ctx.atmosphere_system->set_rgb_wavelengths(ctx.rgb_wavelengths * 1e-9);
  760. ctx.atmosphere_system->set_sky_pass(ctx.sky_pass);
  761. // Setup astronomy system
  762. ctx.astronomy_system = new entity::system::astronomy(*ctx.entity_registry);
  763. ctx.astronomy_system->set_transmittance_samples(16);
  764. ctx.astronomy_system->set_sky_pass(ctx.sky_pass);
  765. // Setup proteome system
  766. ctx.proteome_system = new entity::system::proteome(*ctx.entity_registry);
  767. // Setup render system
  768. ctx.render_system = new entity::system::render(*ctx.entity_registry);
  769. //ctx.render_system->add_layer(ctx.underground_scene);
  770. ctx.render_system->add_layer(ctx.surface_scene);
  771. ctx.render_system->add_layer(ctx.ui_scene);
  772. ctx.render_system->set_renderer(ctx.renderer);
  773. }
  774. void boot::setup_controls()
  775. {
  776. event_dispatcher* event_dispatcher = ctx.app->get_event_dispatcher();
  777. // Setup input event routing
  778. ctx.input_event_router = new input::event_router();
  779. ctx.input_event_router->set_event_dispatcher(event_dispatcher);
  780. // Setup input mapper
  781. ctx.input_mapper = new input::mapper();
  782. ctx.input_mapper->set_event_dispatcher(event_dispatcher);
  783. // Setup input listener
  784. ctx.input_listener = new input::listener();
  785. ctx.input_listener->set_event_dispatcher(event_dispatcher);
  786. // Load SDL game controller mappings database
  787. ctx.logger->push_task("Loading SDL game controller mappings from database");
  788. file_buffer* game_controller_db = ctx.resource_manager->load<file_buffer>("gamecontrollerdb.txt");
  789. if (!game_controller_db)
  790. {
  791. ctx.logger->pop_task(EXIT_FAILURE);
  792. }
  793. else
  794. {
  795. ctx.app->add_game_controller_mappings(game_controller_db->data(), game_controller_db->size());
  796. ctx.resource_manager->unload("gamecontrollerdb.txt");
  797. ctx.logger->pop_task(EXIT_SUCCESS);
  798. }
  799. // Load controls
  800. ctx.logger->push_task("Loading controls");
  801. try
  802. {
  803. // If a control profile is set in the config file
  804. if (ctx.config->contains("control_profile"))
  805. {
  806. // Load control profile
  807. json* profile = ctx.resource_manager->load<json>((*ctx.config)["control_profile"].get<std::string>());
  808. // Apply control profile
  809. if (profile)
  810. {
  811. game::apply_control_profile(ctx, *profile);
  812. }
  813. }
  814. // Calibrate gamepads
  815. for (input::gamepad* gamepad: ctx.app->get_gamepads())
  816. {
  817. ctx.logger->push_task("Loading calibration for gamepad " + gamepad->get_guid());
  818. json* calibration = game::load_gamepad_calibration(ctx, *gamepad);
  819. if (!calibration)
  820. {
  821. ctx.logger->pop_task(EXIT_FAILURE);
  822. ctx.logger->push_task("Generating default calibration for gamepad " + gamepad->get_guid());
  823. json default_calibration = game::default_gamepad_calibration();
  824. apply_gamepad_calibration(*gamepad, default_calibration);
  825. if (!save_gamepad_calibration(ctx, *gamepad, default_calibration))
  826. ctx.logger->pop_task(EXIT_FAILURE);
  827. else
  828. ctx.logger->pop_task(EXIT_SUCCESS);
  829. }
  830. else
  831. {
  832. ctx.logger->pop_task(EXIT_SUCCESS);
  833. apply_gamepad_calibration(*gamepad, *calibration);
  834. }
  835. }
  836. // Toggle fullscreen
  837. ctx.controls["toggle_fullscreen"]->set_activated_callback
  838. (
  839. [&ctx = this->ctx]()
  840. {
  841. bool fullscreen = !ctx.app->is_fullscreen();
  842. ctx.app->set_fullscreen(fullscreen);
  843. if (!fullscreen)
  844. {
  845. int2 resolution;
  846. resolution.x = (*ctx.config)["windowed_resolution"][0].get<int>();
  847. resolution.y = (*ctx.config)["windowed_resolution"][1].get<int>();
  848. ctx.app->resize_window(resolution.x, resolution.y);
  849. }
  850. // Save display mode config
  851. (*ctx.config)["fullscreen"] = fullscreen;
  852. game::save::config(ctx);
  853. }
  854. );
  855. // Screenshot
  856. ctx.controls["screenshot"]->set_activated_callback(std::bind(game::graphics::save_screenshot, std::ref(ctx)));
  857. // Set activation threshold for menu navigation controls to mitigate drifting gamepad axes
  858. const float menu_activation_threshold = 0.1f;
  859. ctx.controls["menu_up"]->set_activation_threshold(menu_activation_threshold);
  860. ctx.controls["menu_down"]->set_activation_threshold(menu_activation_threshold);
  861. ctx.controls["menu_left"]->set_activation_threshold(menu_activation_threshold);
  862. ctx.controls["menu_right"]->set_activation_threshold(menu_activation_threshold);
  863. }
  864. catch (...)
  865. {
  866. ctx.logger->pop_task(EXIT_FAILURE);
  867. }
  868. ctx.logger->pop_task(EXIT_SUCCESS);
  869. }
  870. void boot::setup_ui()
  871. {
  872. // Load font size config
  873. ctx.font_size = 1.0f;
  874. if (ctx.config->contains("font_size"))
  875. ctx.font_size = (*ctx.config)["font_size"].get<float>();
  876. // Load dyslexia font config
  877. ctx.dyslexia_font = false;
  878. if (ctx.config->contains("dyslexia_font"))
  879. ctx.dyslexia_font = (*ctx.config)["dyslexia_font"].get<bool>();
  880. // Load fonts
  881. ctx.logger->push_task("Loading fonts");
  882. try
  883. {
  884. game::load_fonts(ctx);
  885. }
  886. catch (...)
  887. {
  888. ctx.logger->pop_task(EXIT_FAILURE);
  889. }
  890. ctx.logger->pop_task(EXIT_SUCCESS);
  891. // Construct mouse tracker
  892. ctx.menu_mouse_tracker = new ui::mouse_tracker();
  893. ctx.app->get_event_dispatcher()->subscribe<mouse_moved_event>(ctx.menu_mouse_tracker);
  894. ctx.app->get_event_dispatcher()->subscribe<mouse_button_pressed_event>(ctx.menu_mouse_tracker);
  895. ctx.app->get_event_dispatcher()->subscribe<mouse_button_released_event>(ctx.menu_mouse_tracker);
  896. ctx.app->get_event_dispatcher()->subscribe<mouse_wheel_scrolled_event>(ctx.menu_mouse_tracker);
  897. }
  898. void boot::setup_debugging()
  899. {
  900. // Setup performance sampling
  901. ctx.performance_sampler.set_sample_size(15);
  902. ctx.cli = new debug::cli();
  903. ctx.cli->register_command("echo", debug::cc::echo);
  904. ctx.cli->register_command("exit", std::function<std::string()>(std::bind(&debug::cc::exit, &ctx)));
  905. ctx.cli->register_command("scrot", std::function<std::string()>(std::bind(&debug::cc::scrot, &ctx)));
  906. ctx.cli->register_command("cue", std::function<std::string(float, std::string)>(std::bind(&debug::cc::cue, &ctx, std::placeholders::_1, std::placeholders::_2)));
  907. //std::string cmd = "cue 20 exit";
  908. //logger->log(cmd);
  909. //logger->log(cli.interpret(cmd));
  910. }
  911. void boot::setup_loop()
  912. {
  913. // Set update rate
  914. if (ctx.config->contains("update_rate"))
  915. {
  916. ctx.loop.set_update_rate((*ctx.config)["update_rate"].get<double>());
  917. }
  918. // Set update callback
  919. ctx.loop.set_update_callback
  920. (
  921. [&ctx = this->ctx](double t, double dt)
  922. {
  923. // Update tweens
  924. ctx.sky_pass->update_tweens();
  925. ctx.surface_scene->update_tweens();
  926. ctx.underground_scene->update_tweens();
  927. ctx.ui_scene->update_tweens();
  928. // Process events
  929. ctx.app->process_events();
  930. ctx.app->get_event_dispatcher()->update(t);
  931. // Update controls
  932. for (const auto& control: ctx.controls)
  933. control.second->update();
  934. // Process function queue
  935. while (!ctx.function_queue.empty())
  936. {
  937. ctx.function_queue.front()();
  938. ctx.function_queue.pop();
  939. }
  940. // Update processes
  941. std::for_each
  942. (
  943. std::execution::par,
  944. ctx.processes.begin(),
  945. ctx.processes.end(),
  946. [t, dt](const auto& process)
  947. {
  948. process.second(t, dt);
  949. }
  950. );
  951. // Advance timeline
  952. ctx.timeline->advance(dt);
  953. // Update entity systems
  954. ctx.terrain_system->update(t, dt);
  955. //ctx.vegetation_system->update(t, dt);
  956. ctx.snapping_system->update(t, dt);
  957. ctx.subterrain_system->update(t, dt);
  958. ctx.collision_system->update(t, dt);
  959. ctx.samara_system->update(t, dt);
  960. ctx.behavior_system->update(t, dt);
  961. ctx.steering_system->update(t, dt);
  962. ctx.locomotion_system->update(t, dt);
  963. ctx.camera_system->update(t, dt);
  964. ctx.orbit_system->update(t, dt);
  965. ctx.blackbody_system->update(t, dt);
  966. ctx.atmosphere_system->update(t, dt);
  967. ctx.astronomy_system->update(t, dt);
  968. ctx.spatial_system->update(t, dt);
  969. ctx.constraint_system->update(t, dt);
  970. ctx.painting_system->update(t, dt);
  971. ctx.proteome_system->update(t, dt);
  972. ctx.animator->animate(dt);
  973. ctx.render_system->update(t, dt);
  974. }
  975. );
  976. // Set render callback
  977. ctx.loop.set_render_callback
  978. (
  979. [&ctx = this->ctx](double alpha)
  980. {
  981. ctx.render_system->draw(alpha);
  982. ctx.app->swap_buffers();
  983. }
  984. );
  985. }
  986. void boot::loop()
  987. {
  988. while (!ctx.app->was_closed())
  989. {
  990. // Execute main loop
  991. ctx.loop.tick();
  992. // Sample frame duration
  993. ctx.performance_sampler.sample(ctx.loop.get_frame_duration());
  994. }
  995. // Exit all active game states
  996. while (!ctx.state_machine.empty())
  997. ctx.state_machine.pop();
  998. }
  999. } // namespace state
  1000. } // namespace game