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@ -497,71 +497,87 @@ void setup_rendering(game::context* ctx) |
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// Load fallback material
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ctx->fallback_material = ctx->resource_manager->load<material>("fallback.mtl"); |
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// Setup overworld compositor
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ctx->overworld_shadow_map_clear_pass = new clear_pass(ctx->rasterizer, ctx->shadow_map_framebuffer); |
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ctx->overworld_shadow_map_clear_pass->set_cleared_buffers(false, true, false); |
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ctx->overworld_shadow_map_clear_pass->set_clear_depth(1.0f); |
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ctx->overworld_shadow_map_pass = new shadow_map_pass(ctx->rasterizer, ctx->shadow_map_framebuffer, ctx->resource_manager); |
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ctx->overworld_shadow_map_pass->set_split_scheme_weight(0.75f); |
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ctx->overworld_clear_pass = new clear_pass(ctx->rasterizer, ctx->framebuffer_hdr); |
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ctx->overworld_clear_pass->set_cleared_buffers(true, true, true); |
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ctx->overworld_clear_pass->set_clear_depth(0.0f); |
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ctx->overworld_sky_pass = new sky_pass(ctx->rasterizer, ctx->framebuffer_hdr, ctx->resource_manager); |
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ctx->app->get_event_dispatcher()->subscribe<mouse_moved_event>(ctx->overworld_sky_pass); |
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ctx->overworld_sky_pass->set_enabled(true); |
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ctx->overworld_material_pass = new material_pass(ctx->rasterizer, ctx->framebuffer_hdr, ctx->resource_manager); |
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ctx->overworld_material_pass->set_fallback_material(ctx->fallback_material); |
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ctx->overworld_material_pass->shadow_map_pass = ctx->overworld_shadow_map_pass; |
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ctx->overworld_material_pass->shadow_map = ctx->shadow_map_depth_texture; |
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ctx->app->get_event_dispatcher()->subscribe<mouse_moved_event>(ctx->overworld_material_pass); |
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ctx->overworld_outline_pass = new outline_pass(ctx->rasterizer, ctx->framebuffer_hdr, ctx->resource_manager); |
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ctx->overworld_outline_pass->set_outline_width(0.25f); |
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ctx->overworld_outline_pass->set_outline_color(float4{1.0f, 1.0f, 1.0f, 1.0f}); |
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ctx->overworld_outline_pass->set_enabled(false); |
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ctx->overworld_bloom_pass = new bloom_pass(ctx->rasterizer, ctx->framebuffer_bloom, ctx->resource_manager); |
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ctx->overworld_bloom_pass->set_source_texture(ctx->framebuffer_hdr_color); |
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ctx->overworld_bloom_pass->set_brightness_threshold(1.0f); |
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ctx->overworld_bloom_pass->set_blur_iterations(5); |
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ctx->overworld_bloom_pass->set_enabled(true); |
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ctx->overworld_final_pass = new ::final_pass(ctx->rasterizer, &ctx->rasterizer->get_default_framebuffer(), ctx->resource_manager); |
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ctx->overworld_final_pass->set_color_texture(ctx->framebuffer_hdr_color); |
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ctx->overworld_final_pass->set_bloom_texture(ctx->bloom_texture); |
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ctx->overworld_final_pass->set_blue_noise_texture(blue_noise_map); |
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ctx->overworld_compositor = new compositor(); |
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ctx->overworld_compositor->add_pass(ctx->overworld_shadow_map_clear_pass); |
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ctx->overworld_compositor->add_pass(ctx->overworld_shadow_map_pass); |
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ctx->overworld_compositor->add_pass(ctx->overworld_clear_pass); |
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ctx->overworld_compositor->add_pass(ctx->overworld_sky_pass); |
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ctx->overworld_compositor->add_pass(ctx->overworld_material_pass); |
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//ctx->overworld_compositor->add_pass(ctx->overworld_outline_pass);
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ctx->overworld_compositor->add_pass(ctx->overworld_bloom_pass); |
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ctx->overworld_compositor->add_pass(ctx->overworld_final_pass); |
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// Setup underworld compositor
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ctx->underworld_clear_pass = new clear_pass(ctx->rasterizer, ctx->framebuffer_hdr); |
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ctx->underworld_clear_pass->set_cleared_buffers(true, true, false); |
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ctx->underworld_material_pass = new material_pass(ctx->rasterizer, ctx->framebuffer_hdr, ctx->resource_manager); |
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ctx->underworld_material_pass->set_fallback_material(ctx->fallback_material); |
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ctx->app->get_event_dispatcher()->subscribe<mouse_moved_event>(ctx->underworld_material_pass); |
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gl::shader_program* underworld_final_shader = ctx->resource_manager->load<gl::shader_program>("underground-final.glsl"); |
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ctx->underworld_final_pass = new simple_render_pass(ctx->rasterizer, &ctx->rasterizer->get_default_framebuffer(), underworld_final_shader); |
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ctx->underground_color_texture_property = ctx->underworld_final_pass->get_material()->add_property<const gl::texture_2d*>("color_texture"); |
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ctx->underground_color_texture_property->set_value(ctx->framebuffer_hdr_color); |
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ctx->underworld_final_pass->get_material()->update_tweens(); |
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ctx->underworld_compositor = new compositor(); |
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ctx->underworld_compositor->add_pass(ctx->underworld_clear_pass); |
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ctx->underworld_compositor->add_pass(ctx->underworld_material_pass); |
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ctx->underworld_compositor->add_pass(ctx->underworld_final_pass); |
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// Setup UI camera compositor
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ctx->ui_clear_pass = new clear_pass(ctx->rasterizer, &ctx->rasterizer->get_default_framebuffer()); |
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ctx->ui_clear_pass->set_cleared_buffers(false, true, false); |
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ctx->ui_clear_pass->set_clear_depth(0.0f); |
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ctx->ui_material_pass = new material_pass(ctx->rasterizer, &ctx->rasterizer->get_default_framebuffer(), ctx->resource_manager); |
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ctx->ui_material_pass->set_fallback_material(ctx->fallback_material); |
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ctx->ui_compositor = new compositor(); |
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ctx->ui_compositor->add_pass(ctx->ui_clear_pass); |
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ctx->ui_compositor->add_pass(ctx->ui_material_pass); |
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// Setup common render passes
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{ |
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ctx->common_bloom_pass = new bloom_pass(ctx->rasterizer, ctx->framebuffer_bloom, ctx->resource_manager); |
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ctx->common_bloom_pass->set_source_texture(ctx->framebuffer_hdr_color); |
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ctx->common_bloom_pass->set_brightness_threshold(1.0f); |
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ctx->common_bloom_pass->set_blur_iterations(5); |
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ctx->common_final_pass = new ::final_pass(ctx->rasterizer, &ctx->rasterizer->get_default_framebuffer(), ctx->resource_manager); |
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ctx->common_final_pass->set_color_texture(ctx->framebuffer_hdr_color); |
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ctx->common_final_pass->set_bloom_texture(ctx->bloom_texture); |
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ctx->common_final_pass->set_blue_noise_texture(blue_noise_map); |
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} |
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// Setup UI compositor
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{ |
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ctx->ui_clear_pass = new clear_pass(ctx->rasterizer, &ctx->rasterizer->get_default_framebuffer()); |
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ctx->ui_clear_pass->set_cleared_buffers(false, true, false); |
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ctx->ui_clear_pass->set_clear_depth(0.0f); |
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ctx->ui_material_pass = new material_pass(ctx->rasterizer, &ctx->rasterizer->get_default_framebuffer(), ctx->resource_manager); |
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ctx->ui_material_pass->set_fallback_material(ctx->fallback_material); |
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ctx->ui_compositor = new compositor(); |
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ctx->ui_compositor->add_pass(ctx->ui_clear_pass); |
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ctx->ui_compositor->add_pass(ctx->ui_material_pass); |
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} |
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// Setup underground compositor
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{ |
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ctx->underground_clear_pass = new clear_pass(ctx->rasterizer, ctx->framebuffer_hdr); |
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ctx->underground_clear_pass->set_cleared_buffers(true, true, false); |
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ctx->underground_clear_pass->set_clear_color({1, 0, 1, 0}); |
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ctx->underground_clear_pass->set_clear_depth(0.0f); |
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ctx->underground_material_pass = new material_pass(ctx->rasterizer, ctx->framebuffer_hdr, ctx->resource_manager); |
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ctx->underground_material_pass->set_fallback_material(ctx->fallback_material); |
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ctx->app->get_event_dispatcher()->subscribe<mouse_moved_event>(ctx->underground_material_pass); |
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ctx->underground_compositor = new compositor(); |
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ctx->underground_compositor->add_pass(ctx->underground_clear_pass); |
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ctx->underground_compositor->add_pass(ctx->underground_material_pass); |
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ctx->underground_compositor->add_pass(ctx->common_bloom_pass); |
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ctx->underground_compositor->add_pass(ctx->common_final_pass); |
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} |
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// Setup surface compositor
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{ |
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ctx->surface_shadow_map_clear_pass = new clear_pass(ctx->rasterizer, ctx->shadow_map_framebuffer); |
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ctx->surface_shadow_map_clear_pass->set_cleared_buffers(false, true, false); |
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ctx->surface_shadow_map_clear_pass->set_clear_depth(1.0f); |
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ctx->surface_shadow_map_pass = new shadow_map_pass(ctx->rasterizer, ctx->shadow_map_framebuffer, ctx->resource_manager); |
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ctx->surface_shadow_map_pass->set_split_scheme_weight(0.75f); |
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ctx->surface_clear_pass = new clear_pass(ctx->rasterizer, ctx->framebuffer_hdr); |
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ctx->surface_clear_pass->set_cleared_buffers(true, true, true); |
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ctx->surface_clear_pass->set_clear_depth(0.0f); |
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ctx->surface_sky_pass = new sky_pass(ctx->rasterizer, ctx->framebuffer_hdr, ctx->resource_manager); |
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ctx->app->get_event_dispatcher()->subscribe<mouse_moved_event>(ctx->surface_sky_pass); |
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ctx->surface_material_pass = new material_pass(ctx->rasterizer, ctx->framebuffer_hdr, ctx->resource_manager); |
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ctx->surface_material_pass->set_fallback_material(ctx->fallback_material); |
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ctx->surface_material_pass->shadow_map_pass = ctx->surface_shadow_map_pass; |
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ctx->surface_material_pass->shadow_map = ctx->shadow_map_depth_texture; |
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ctx->app->get_event_dispatcher()->subscribe<mouse_moved_event>(ctx->surface_material_pass); |
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ctx->surface_outline_pass = new outline_pass(ctx->rasterizer, ctx->framebuffer_hdr, ctx->resource_manager); |
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ctx->surface_outline_pass->set_outline_width(0.25f); |
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ctx->surface_outline_pass->set_outline_color(float4{1.0f, 1.0f, 1.0f, 1.0f}); |
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ctx->surface_compositor = new compositor(); |
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ctx->surface_compositor->add_pass(ctx->surface_shadow_map_clear_pass); |
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ctx->surface_compositor->add_pass(ctx->surface_shadow_map_pass); |
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ctx->surface_compositor->add_pass(ctx->surface_clear_pass); |
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ctx->surface_compositor->add_pass(ctx->surface_sky_pass); |
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ctx->surface_compositor->add_pass(ctx->surface_material_pass); |
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//ctx->surface_compositor->add_pass(ctx->surface_outline_pass);
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ctx->surface_compositor->add_pass(ctx->common_bloom_pass); |
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ctx->surface_compositor->add_pass(ctx->common_final_pass); |
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} |
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// Create billboard VAO
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{ |
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@ -611,114 +627,100 @@ void setup_scenes(game::context* ctx) |
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// Get default framebuffer
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const auto& viewport_dimensions = ctx->rasterizer->get_default_framebuffer().get_dimensions(); |
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float viewport_aspect_ratio = static_cast<float>(viewport_dimensions[0]) / static_cast<float>(viewport_dimensions[1]); |
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const float viewport_aspect_ratio = static_cast<float>(viewport_dimensions[0]) / static_cast<float>(viewport_dimensions[1]); |
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// Create infinite culling mask
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float inf = std::numeric_limits<float>::infinity(); |
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const float inf = std::numeric_limits<float>::infinity(); |
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ctx->no_cull = {{-inf, -inf, -inf}, {inf, inf, inf}}; |
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// Setup overworld camera
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ctx->overworld_camera = new scene::camera(); |
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ctx->overworld_camera->set_perspective(math::radians<float>(45.0f), viewport_aspect_ratio, 0.1f, 1000.0f); |
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ctx->overworld_camera->set_compositor(ctx->overworld_compositor); |
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ctx->overworld_camera->set_composite_index(0); |
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ctx->overworld_camera->set_active(true); |
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// Setup underworld camera
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ctx->underworld_camera = new scene::camera(); |
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ctx->underworld_camera->set_perspective(math::radians<float>(45.0f), viewport_aspect_ratio, 0.1f, 1000.0f); |
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ctx->underworld_camera->look_at({0, 50, 0}, {0, 0, 0}, {0, 0, -1}); |
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ctx->underworld_camera->set_compositor(ctx->underworld_compositor); |
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ctx->underworld_camera->set_composite_index(0); |
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ctx->underworld_camera->set_active(false); |
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// Setup UI camera
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ctx->ui_camera = new scene::camera(); |
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ctx->ui_camera->set_compositor(ctx->ui_compositor); |
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// Setup lights
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ctx->moon_light = new scene::directional_light(); |
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ctx->moon_light->set_intensity(0.0f); |
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ctx->moon_light->update_tweens(); |
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ctx->subterrain_light = new scene::point_light(); |
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ctx->subterrain_light->set_color({1, 1, 1}); |
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ctx->subterrain_light->set_intensity(1.0f); |
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ctx->subterrain_light->set_attenuation({1.0f, 0.09f, 0.032f}); |
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ctx->subterrain_light->update_tweens(); |
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ctx->underworld_ambient_light = new scene::ambient_light(); |
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ctx->underworld_ambient_light->set_color({1, 1, 1}); |
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ctx->underworld_ambient_light->set_intensity(0.1f); |
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ctx->underworld_ambient_light->update_tweens(); |
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ctx->lens_spot_light = new scene::spot_light(); |
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ctx->lens_spot_light->set_color({1, 1, 1}); |
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ctx->lens_spot_light->set_intensity(20.0f); |
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ctx->lens_spot_light->set_attenuation({1.0f, 0.0f, 0.0f}); |
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ctx->lens_spot_light->set_cutoff({math::radians(1.25f), math::radians(1.8f)}); |
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ctx->flashlight_spot_light = new scene::spot_light(); |
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ctx->flashlight_spot_light->set_color({1, 1, 1}); |
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ctx->flashlight_spot_light->set_intensity(1.0f); |
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ctx->flashlight_spot_light->set_attenuation({1.0f, 0.0f, 0.0f}); |
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ctx->flashlight_spot_light->set_cutoff({math::radians(10.0f), math::radians(19.0f)}); |
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// Setup underground camera
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ctx->underground_camera = new scene::camera(); |
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ctx->underground_camera->set_perspective(math::radians<float>(45.0f), viewport_aspect_ratio, 0.1f, 1000.0f); |
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ctx->underground_camera->set_compositor(ctx->underground_compositor); |
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ctx->underground_camera->set_composite_index(0); |
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ctx->underground_camera->set_active(false); |
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const gl::texture_2d* splash_texture = ctx->resource_manager->load<gl::texture_2d>("splash.tex"); |
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auto splash_dimensions = splash_texture->get_dimensions(); |
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ctx->splash_billboard_material = new material(); |
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ctx->splash_billboard_material->set_shader_program(ctx->resource_manager->load<gl::shader_program>("ui-element-textured.glsl")); |
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ctx->splash_billboard_material->add_property<const gl::texture_2d*>("background")->set_value(splash_texture); |
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ctx->splash_billboard_material->add_property<float4>("tint")->set_value(float4{1, 1, 1, 1}); |
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ctx->splash_billboard_material->update_tweens(); |
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ctx->splash_billboard = new scene::billboard(); |
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ctx->splash_billboard->set_material(ctx->splash_billboard_material); |
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ctx->splash_billboard->set_scale({(float)std::get<0>(splash_dimensions) * 0.5f, (float)std::get<1>(splash_dimensions) * 0.5f, 1.0f}); |
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ctx->splash_billboard->set_translation({0.0f, 0.0f, 0.0f}); |
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ctx->splash_billboard->update_tweens(); |
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// Create depth debug billboard
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/*
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material* depth_debug_material = new material(); |
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depth_debug_material->set_shader_program(ctx->resource_manager->load<gl::shader_program>("ui-element-textured.glsl")); |
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depth_debug_material->add_property<const gl::texture_2d*>("background")->set_value(shadow_map_depth_texture); |
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depth_debug_material->add_property<float4>("tint")->set_value(float4{1, 1, 1, 1}); |
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billboard* depth_debug_billboard = new billboard(); |
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depth_debug_billboard->set_material(depth_debug_material); |
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depth_debug_billboard->set_scale({128, 128, 1}); |
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depth_debug_billboard->set_translation({-960 + 128, 1080 * 0.5f - 128, 0}); |
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depth_debug_billboard->update_tweens(); |
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ui_system->get_scene()->add_object(depth_debug_billboard); |
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*/ |
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// Setup overworld scene
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ctx->overworld_scene = new scene::collection(); |
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ctx->overworld_scene->add_object(ctx->overworld_camera); |
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//ctx->overworld_scene->add_object(ctx->moon_light);
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//ctx->overworld_scene->add_object(ctx->spot_light);
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// Setup underworld scene
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ctx->underworld_scene = new scene::collection(); |
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ctx->underworld_scene->add_object(ctx->underworld_camera); |
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ctx->underworld_scene->add_object(ctx->underworld_ambient_light); |
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//ctx->underworld_scene->add_object(ctx->lantern);
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//ctx->underworld_scene->add_object(ctx->subterrain_light);
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//ctx->underworld_scene->add_object(ctx->portal_billboard);
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//model_instance* larva = new scene::model_instance(ctx->resource_manager->load<model>("larva.mdl"));
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//ctx->underworld_scene->add_object(larva);
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// Setup surface camera
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ctx->surface_camera = new scene::camera(); |
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ctx->surface_camera->set_perspective(math::radians<float>(45.0f), viewport_aspect_ratio, 0.1f, 1000.0f); |
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ctx->surface_camera->set_compositor(ctx->surface_compositor); |
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ctx->surface_camera->set_composite_index(0); |
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ctx->surface_camera->set_active(false); |
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// Setup UI scene
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ctx->ui_scene = new scene::collection(); |
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ctx->ui_scene->add_object(ctx->ui_camera); |
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{ |
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ctx->ui_scene = new scene::collection(); |
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const gl::texture_2d* splash_texture = ctx->resource_manager->load<gl::texture_2d>("splash.tex"); |
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auto splash_dimensions = splash_texture->get_dimensions(); |
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ctx->splash_billboard_material = new material(); |
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ctx->splash_billboard_material->set_shader_program(ctx->resource_manager->load<gl::shader_program>("ui-element-textured.glsl")); |
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ctx->splash_billboard_material->add_property<const gl::texture_2d*>("background")->set_value(splash_texture); |
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ctx->splash_billboard_material->add_property<float4>("tint")->set_value(float4{1, 1, 1, 1}); |
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ctx->splash_billboard_material->update_tweens(); |
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ctx->splash_billboard = new scene::billboard(); |
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ctx->splash_billboard->set_material(ctx->splash_billboard_material); |
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ctx->splash_billboard->set_scale({(float)std::get<0>(splash_dimensions) * 0.5f, (float)std::get<1>(splash_dimensions) * 0.5f, 1.0f}); |
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ctx->splash_billboard->set_translation({0.0f, 0.0f, 0.0f}); |
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ctx->splash_billboard->update_tweens(); |
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// Create depth debug billboard
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/*
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material* depth_debug_material = new material(); |
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depth_debug_material->set_shader_program(ctx->resource_manager->load<gl::shader_program>("ui-element-textured.glsl")); |
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depth_debug_material->add_property<const gl::texture_2d*>("background")->set_value(shadow_map_depth_texture); |
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depth_debug_material->add_property<float4>("tint")->set_value(float4{1, 1, 1, 1}); |
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billboard* depth_debug_billboard = new billboard(); |
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depth_debug_billboard->set_material(depth_debug_material); |
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depth_debug_billboard->set_scale({128, 128, 1}); |
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depth_debug_billboard->set_translation({-960 + 128, 1080 * 0.5f - 128, 0}); |
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depth_debug_billboard->update_tweens(); |
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ui_system->get_scene()->add_object(depth_debug_billboard); |
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*/ |
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ctx->ui_scene->add_object(ctx->ui_camera); |
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} |
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//ctx->overworld_scene->add_object(ctx->lens_spot_light);
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ctx->underworld_scene->add_object(ctx->flashlight_spot_light); |
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// Setup underground scene
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{ |
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ctx->underground_scene = new scene::collection(); |
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ctx->underground_ambient_light = new scene::ambient_light(); |
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ctx->underground_ambient_light->set_color({1, 1, 1}); |
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ctx->underground_ambient_light->set_intensity(0.1f); |
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ctx->underground_ambient_light->update_tweens(); |
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ctx->flashlight_spot_light = new scene::spot_light(); |
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ctx->flashlight_spot_light->set_color({1, 1, 1}); |
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ctx->flashlight_spot_light->set_intensity(1.0f); |
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ctx->flashlight_spot_light->set_attenuation({1.0f, 0.0f, 0.0f}); |
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ctx->flashlight_spot_light->set_cutoff({math::radians(10.0f), math::radians(19.0f)}); |
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ctx->underground_scene->add_object(ctx->underground_camera); |
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ctx->underground_scene->add_object(ctx->underground_ambient_light); |
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//ctx->underground_scene->add_object(ctx->flashlight_spot_light);
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} |
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// Setup surface scene
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{ |
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ctx->surface_scene = new scene::collection(); |
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ctx->lens_spot_light = new scene::spot_light(); |
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ctx->lens_spot_light->set_color({1, 1, 1}); |
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ctx->lens_spot_light->set_intensity(20.0f); |
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ctx->lens_spot_light->set_attenuation({1.0f, 0.0f, 0.0f}); |
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ctx->lens_spot_light->set_cutoff({math::radians(1.25f), math::radians(1.8f)}); |
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ctx->surface_scene->add_object(ctx->surface_camera); |
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//ctx->surface_scene->add_object(ctx->lens_spot_light);
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} |
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// Set overworld as active scene
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ctx->active_scene = ctx->overworld_scene; |
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// Clear active scene
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ctx->active_scene = nullptr; |
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logger->pop_task(EXIT_SUCCESS); |
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} |
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@ -761,14 +763,12 @@ void setup_animation(game::context* ctx) |
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ctx->focal_point_tween->set_interpolator(math::lerp<float3, float>); |
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// Set material pass tweens
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ctx->overworld_sky_pass->set_time_tween(ctx->time_tween); |
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ctx->overworld_material_pass->set_time_tween(ctx->time_tween); |
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ctx->overworld_material_pass->set_focal_point_tween(ctx->focal_point_tween); |
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ctx->overworld_final_pass->set_time_tween(ctx->time_tween); |
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ctx->underworld_material_pass->set_time_tween(ctx->time_tween); |
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ctx->underworld_material_pass->set_focal_point_tween(ctx->focal_point_tween); |
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ctx->underworld_final_pass->set_time_tween(ctx->time_tween); |
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ctx->underworld_material_pass->set_focal_point_tween(ctx->focal_point_tween); |
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ctx->common_final_pass->set_time_tween(ctx->time_tween); |
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ctx->surface_sky_pass->set_time_tween(ctx->time_tween); |
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ctx->surface_material_pass->set_time_tween(ctx->time_tween); |
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ctx->surface_material_pass->set_focal_point_tween(ctx->focal_point_tween); |
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ctx->underground_material_pass->set_time_tween(ctx->time_tween); |
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ctx->underground_material_pass->set_focal_point_tween(ctx->focal_point_tween); |
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ctx->ui_material_pass->set_time_tween(ctx->time_tween); |
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} |
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@ -801,7 +801,7 @@ void setup_systems(game::context* ctx) |
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// Setup terrain system
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ctx->terrain_system = new entity::system::terrain(*ctx->entity_registry); |
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ctx->terrain_system->set_patch_subdivisions(30); |
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ctx->terrain_system->set_patch_scene_collection(ctx->overworld_scene); |
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ctx->terrain_system->set_patch_scene_collection(ctx->surface_scene); |
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ctx->terrain_system->set_max_error(200.0); |
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// Setup vegetation system
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@ -810,7 +810,7 @@ void setup_systems(game::context* ctx) |
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//ctx->vegetation_system->set_vegetation_patch_resolution(VEGETATION_PATCH_RESOLUTION);
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//ctx->vegetation_system->set_vegetation_density(1.0f);
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//ctx->vegetation_system->set_vegetation_model(ctx->resource_manager->load<model>("grass-tuft.mdl"));
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//ctx->vegetation_system->set_scene(ctx->overworld_scene);
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//ctx->vegetation_system->set_scene(ctx->surface_scene);
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// Setup camera system
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ctx->camera_system = new entity::system::camera(*ctx->entity_registry); |
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@ -820,13 +820,13 @@ void setup_systems(game::context* ctx) |
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// Setup tool system
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ctx->tool_system = new entity::system::tool(*ctx->entity_registry, event_dispatcher); |
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ctx->tool_system->set_camera(ctx->overworld_camera); |
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ctx->tool_system->set_camera(ctx->surface_camera); |
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ctx->tool_system->set_orbit_cam(ctx->camera_system->get_orbit_cam()); |
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ctx->tool_system->set_viewport(viewport); |
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// Setup subterrain system
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ctx->subterrain_system = new entity::system::subterrain(*ctx->entity_registry, ctx->resource_manager); |
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ctx->subterrain_system->set_scene(ctx->underworld_scene); |
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ctx->subterrain_system->set_scene(ctx->underground_scene); |
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// Setup nest system
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ctx->nest_system = new entity::system::nest(*ctx->entity_registry, ctx->resource_manager); |
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@ -864,11 +864,11 @@ void setup_systems(game::context* ctx) |
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// Setup tracking system
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ctx->tracking_system = new entity::system::tracking(*ctx->entity_registry, event_dispatcher, ctx->resource_manager); |
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ctx->tracking_system->set_scene(ctx->overworld_scene); |
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ctx->tracking_system->set_scene(ctx->surface_scene); |
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// Setup painting system
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ctx->painting_system = new entity::system::painting(*ctx->entity_registry, event_dispatcher, ctx->resource_manager); |
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ctx->painting_system->set_scene(ctx->overworld_scene); |
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ctx->painting_system->set_scene(ctx->surface_scene); |
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// Setup solar system
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ctx->orbit_system = new entity::system::orbit(*ctx->entity_registry); |
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@ -883,7 +883,7 @@ void setup_systems(game::context* ctx) |
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// Setup astronomy system
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ctx->astronomy_system = new entity::system::astronomy(*ctx->entity_registry); |
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ctx->astronomy_system->set_sky_pass(ctx->overworld_sky_pass); |
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ctx->astronomy_system->set_sky_pass(ctx->surface_sky_pass); |
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// Setup proteome system
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ctx->proteome_system = new entity::system::proteome(*ctx->entity_registry); |
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@ -900,15 +900,15 @@ void setup_systems(game::context* ctx) |
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// Setup render system
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ctx->render_system = new entity::system::render(*ctx->entity_registry); |
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ctx->render_system->add_layer(ctx->overworld_scene); |
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ctx->render_system->add_layer(ctx->underworld_scene); |
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ctx->render_system->add_layer(ctx->underground_scene); |
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ctx->render_system->add_layer(ctx->surface_scene); |
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ctx->render_system->add_layer(ctx->ui_scene); |
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ctx->render_system->set_renderer(ctx->renderer); |
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// Setup control system
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ctx->control_system = new entity::system::control(*ctx->entity_registry); |
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ctx->control_system->set_viewport(viewport); |
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ctx->control_system->set_underworld_camera(ctx->underworld_camera); |
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ctx->control_system->set_underground_camera(ctx->underground_camera); |
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ctx->control_system->set_tool(nullptr); |
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//ctx->control_system->set_flashlight(flashlight, flashlight_light_cone);
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ctx->control_system->get_adjust_camera_control()->set_activated_callback([ctx](){ ctx->app->set_relative_mouse_mode(true); ctx->tool_system->set_pick(false); }); |
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@ -1020,15 +1020,15 @@ void setup_controls(game::context* ctx) |
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ctx->control_system->get_toggle_view_control()->set_activated_callback( |
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[ctx]() |
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{ |
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if (ctx->active_scene == ctx->overworld_scene) |
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if (ctx->active_scene == ctx->surface_scene) |
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{ |
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ctx->active_scene = ctx->underworld_scene; |
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ctx->active_scene = ctx->underground_scene; |
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ctx->radial_transition_inner->transition(0.5f, false, ease<float, double>::in_quad); |
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auto switch_cameras = [ctx]() |
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{ |
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ctx->overworld_camera->set_active(false); |
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ctx->underworld_camera->set_active(true); |
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ctx->surface_camera->set_active(false); |
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ctx->underground_camera->set_active(true); |
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ctx->fade_transition->transition(0.25f, true, ease<float, double>::out_quad); |
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}; |
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@ -1037,13 +1037,13 @@ void setup_controls(game::context* ctx) |
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} |
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else |
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{ |
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ctx->active_scene = ctx->overworld_scene; |
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ctx->active_scene = ctx->surface_scene; |
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ctx->fade_transition->transition(0.25f, false, ease<float, double>::out_quad); |
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auto switch_cameras = [ctx]() |
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{ |
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ctx->overworld_camera->set_active(true); |
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ctx->underworld_camera->set_active(false); |
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ctx->surface_camera->set_active(true); |
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ctx->underground_camera->set_active(false); |
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ctx->radial_transition_inner->transition(0.5f, true, ease<float, double>::out_quad); |
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}; |
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@ -1254,12 +1254,11 @@ void setup_callbacks(game::context* ctx) |
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{ |
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// Update tweens
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ctx->time_tween->update(); |
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ctx->overworld_sky_pass->update_tweens(); |
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ctx->overworld_scene->update_tweens(); |
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ctx->underworld_scene->update_tweens(); |
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ctx->surface_sky_pass->update_tweens(); |
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ctx->surface_scene->update_tweens(); |
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ctx->underground_scene->update_tweens(); |
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ctx->ui_scene->update_tweens(); |
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ctx->focal_point_tween->update(); |
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ctx->underworld_final_pass->get_material()->update_tweens(); |
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// Set time tween time
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(*ctx->time_tween)[1] = t; |
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