commit 429d7b642b6e2cdab80e696fa30ea0910b526499 Author: C. J. Howard Date: Tue Feb 14 20:51:52 2017 +0800 Initial commit diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..2c87bcf --- /dev/null +++ b/.gitignore @@ -0,0 +1,7 @@ +CMakeFiles +CMakeCache.txt +cmake_install.cmake +Makefile +build +src/configuration.hpp +.DS_Store \ No newline at end of file diff --git a/.gitmodules b/.gitmodules new file mode 100644 index 0000000..e11fe0c --- /dev/null +++ b/.gitmodules @@ -0,0 +1,6 @@ +[submodule "emergent"] + path = lib/emergent + url = https://github.com/cjhoward/emergent.git +[submodule "data"] + path = data + url = https://gitlab.com/cjhoward/antkeeper-data.git diff --git a/CMakeLists.txt b/CMakeLists.txt new file mode 100644 index 0000000..a53b860 --- /dev/null +++ b/CMakeLists.txt @@ -0,0 +1,181 @@ +cmake_minimum_required(VERSION 3.7) +project(antkeeper + VERSION "0.0.0" +) + +set(PLATFORM "" CACHE STRING "") +set(LANGUAGE "en-us" CACHE STRING "") + +# Setup configuration strings +set(ANTKEEPER_VERSION ${PROJECT_VERSION}) +set(ANTKEEPER_VERSION_MAJOR ${PROJECT_VERSION_MAJOR}) +set(ANTKEEPER_VERSION_MINOR ${PROJECT_VERSION_MINOR}) +set(ANTKEEPER_VERSION_PATCH ${PROJECT_VERSION_PATCH}) +if(CMAKE_BUILD_TYPE STREQUAL "Debug") + set(ANTKEEPER_BUILD_TYPE debug) + set(ANTKEEPER_DEBUG ON) +else() + set(ANTKEEPER_BUILD_TYPE release) + set(ANTKEEPER_DEBUG OFF) +endif() + +# Setup build type paths +set(BUILD_DIR ${PROJECT_SOURCE_DIR}/build) +set(BUILD_DEBUG_DIR ${BUILD_DIR}/debug) +set(BUILD_RELEASE_DIR ${BUILD_DIR}/release) + +# Set package name +set(PACKAGE_NAME ${PROJECT_NAME}-${PROJECT_VERSION}-${PLATFORM}) +set(PACKAGE_BUILD_NAME ${PACKAGE_NAME}-${ANTKEEPER_BUILD_TYPE}) + +# Set package directory +if(CMAKE_BUILD_TYPE STREQUAL "Debug") + set(PLATFORM_PACKAGE_DIR ${BUILD_DEBUG_DIR}/${PACKAGE_NAME}) +else() + set(PLATFORM_PACKAGE_DIR ${BUILD_RELEASE_DIR}/${PACKAGE_NAME}) +endif() + +# Add Emergent library +add_subdirectory(${PROJECT_SOURCE_DIR}/lib/emergent) +set(CMAKE_LIBRARY_PATH ${CMAKE_LIBRARY_PATH} ${PROJECT_SOURCE_DIR}/lib/emergent) + +# Find dependencies +set(CMAKE_MODULE_PATH ${PROJECT_SOURCE_DIR}/cmake/modules) +find_package(SDL2 REQUIRED) +find_package(OpenGL REQUIRED) + +# Set C++ compiler flags for debug and release build types +set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall") +set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS} -O0 -g") +set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS} -O3 -s -DNDEBUG -mwindows") + +# Set C and C++ compiler flags for the target architecture +if(${PLATFORM} STREQUAL "win32" OR ${PLATFORM} STREQUAL "linux32") + set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -m32") + set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -m32") +elseif(${PLATFORM} STREQUAL "win64" OR ${PLATFORM} STREQUAL "linux64") + set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -m64") + set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -m64") +elseif(${PLATFORM} STREQUAL "osx" AND CMAKE_OSX_ARCHITECTURES STREQUAL "") + # 32-bit + #set(CMAKE_OSX_ARCHITECTURES "i386" CACHE STRING "" FORCE) + + # 64-bit + #set(CMAKE_OSX_ARCHITECTURES "x86_64" CACHE STRING "" FORCE) + + # 96-bit universal + set(CMAKE_OSX_ARCHITECTURES "x86_64;i386" CACHE STRING "" FORCE) +endif() + +# Set C++ version +set(CMAKE_CXX_STANDARD 11) +set(CMAKE_CXX_STANDARD_REQUIRED ON) +set(CMAKE_CXX_EXTENSIONS OFF) + +# Find executable source directory +set(EXECUTABLE_SOURCE_DIR ${PROJECT_SOURCE_DIR}/src) + +# Generate C++ configuration file +configure_file(${EXECUTABLE_SOURCE_DIR}/configuration.hpp.in ${EXECUTABLE_SOURCE_DIR}/configuration.hpp) + +# Collect executable source files +set(EXECUTABLE_SOURCES + ${EXECUTABLE_SOURCE_DIR}/configuration.hpp + ${EXECUTABLE_SOURCE_DIR}/windows-dirent.h + ${EXECUTABLE_SOURCE_DIR}/controls.cpp + ${EXECUTABLE_SOURCE_DIR}/render-passes.hpp + ${EXECUTABLE_SOURCE_DIR}/settings.cpp + ${EXECUTABLE_SOURCE_DIR}/settings.hpp + ${EXECUTABLE_SOURCE_DIR}/terrain.cpp + ${EXECUTABLE_SOURCE_DIR}/terrain.hpp + ${EXECUTABLE_SOURCE_DIR}/controls.hpp + ${EXECUTABLE_SOURCE_DIR}/input.cpp + ${EXECUTABLE_SOURCE_DIR}/input.hpp + ${EXECUTABLE_SOURCE_DIR}/main.cpp + ${EXECUTABLE_SOURCE_DIR}/mesh.cpp + ${EXECUTABLE_SOURCE_DIR}/mesh.hpp + ${EXECUTABLE_SOURCE_DIR}/application-state.hpp + ${EXECUTABLE_SOURCE_DIR}/application-state.cpp + ${EXECUTABLE_SOURCE_DIR}/application.hpp + ${EXECUTABLE_SOURCE_DIR}/application.cpp + ${EXECUTABLE_SOURCE_DIR}/states/splash-state.hpp + ${EXECUTABLE_SOURCE_DIR}/states/splash-state.cpp + ${EXECUTABLE_SOURCE_DIR}/states/title-state.hpp + ${EXECUTABLE_SOURCE_DIR}/states/title-state.cpp + ${EXECUTABLE_SOURCE_DIR}/states/experiment-state.hpp + ${EXECUTABLE_SOURCE_DIR}/states/experiment-state.cpp + ${EXECUTABLE_SOURCE_DIR}/ui/ui.hpp + ${EXECUTABLE_SOURCE_DIR}/ui/ui.cpp + ${EXECUTABLE_SOURCE_DIR}/ui/tween.hpp + ${EXECUTABLE_SOURCE_DIR}/ui/tween.cpp + ${EXECUTABLE_SOURCE_DIR}/render-passes.cpp + ${EXECUTABLE_SOURCE_DIR}/ant.hpp + ${EXECUTABLE_SOURCE_DIR}/ant.cpp + ${EXECUTABLE_SOURCE_DIR}/nest.hpp + ${EXECUTABLE_SOURCE_DIR}/nest.cpp + ${EXECUTABLE_SOURCE_DIR}/debug.hpp + ${EXECUTABLE_SOURCE_DIR}/debug.cpp + ${EXECUTABLE_SOURCE_DIR}/camera-controller.hpp + ${EXECUTABLE_SOURCE_DIR}/camera-controller.cpp + ${EXECUTABLE_SOURCE_DIR}/model-loader.hpp + ${EXECUTABLE_SOURCE_DIR}/model-loader.cpp + ${EXECUTABLE_SOURCE_DIR}/material-loader.hpp + ${EXECUTABLE_SOURCE_DIR}/material-loader.cpp +) + +# Setup exe icon for windows +if(${PLATFORM} STREQUAL "win32" OR ${PLATFORM} STREQUAL "win64") + if(EXISTS ${PROJECT_SOURCE_DIR}/data) + set(RC_FILES "${PROJECT_SOURCE_DIR}/data/icons/icon.rc") + set(CMAKE_RC_COMPILER_INIT windres) + enable_language(RC) + set(CMAKE_RC_COMPILE_OBJECT " -O coff -i -o ") + set(EXECUTABLE_SOURCES "${EXECUTABLE_SOURCES};${RC_FILES}") + endif() +endif() + +# Set executable and library output directories +set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${PLATFORM_PACKAGE_DIR}) +set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${PLATFORM_PACKAGE_DIR}) + +# Add executable +set(EXECUTABLE_NAME antkeeper) +set(EXECUTABLE_TARGET ${PACKAGE_BUILD_NAME}-executable) +add_executable(${EXECUTABLE_TARGET} ${EXECUTABLE_SOURCES}) +set_target_properties(${EXECUTABLE_TARGET} PROPERTIES OUTPUT_NAME ${EXECUTABLE_NAME}) + +# Set include directories +target_include_directories(${EXECUTABLE_TARGET} PUBLIC + ${PROJECT_SOURCE_DIR}/lib/emergent/include + ${SDL2_INCLUDE_DIRS} + ${OPENGL_INCLUDE_DIRS} +) + +message("SDL: ${SDL2_LIBRARIES}") + +# Build library list +list(APPEND EXECUTABLE_LIBRARIES + m + #dl + mingw32 + #PROBLEM IS LINKING TO STDC++!!!!!!!!!!!!!!!! + #stdc++ + emergent + ${SDL2_LIBRARIES} + ${OPENGL_gl_LIBRARY} +) + +# Link libraries +target_link_libraries(${EXECUTABLE_TARGET} ${EXECUTABLE_LIBRARIES}) + +# Add run target +add_custom_target(run + COMMAND ${EXECUTABLE_TARGET} + DEPENDS ${EXECUTABLE_TARGET} + WORKING_DIRECTORY ${PLATFORM_PACKAGE_DIR} +) + +# Add data subdirectory (if it exists) +if(EXISTS ${PROJECT_SOURCE_DIR}/data) + add_subdirectory(${PROJECT_SOURCE_DIR}/data) +endif() \ No newline at end of file diff --git a/COPYING b/COPYING new file mode 100644 index 0000000..94a9ed0 --- /dev/null +++ b/COPYING @@ -0,0 +1,674 @@ + GNU GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU General Public License is a free, copyleft license for +software and other kinds of works. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. 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No Surrender of Others' Freedom. + + If conditions are imposed on you (whether by court order, agreement or +otherwise) that contradict the conditions of this License, they do not +excuse you from the conditions of this License. If you cannot convey a +covered work so as to satisfy simultaneously your obligations under this +License and any other pertinent obligations, then as a consequence you may +not convey it at all. For example, if you agree to terms that obligate you +to collect a royalty for further conveying from those to whom you convey +the Program, the only way you could satisfy both those terms and this +License would be to refrain entirely from conveying the Program. + + 13. 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If the +Program specifies that a certain numbered version of the GNU General +Public License "or any later version" applies to it, you have the +option of following the terms and conditions either of that numbered +version or of any later version published by the Free Software +Foundation. If the Program does not specify a version number of the +GNU General Public License, you may choose any version ever published +by the Free Software Foundation. + + If the Program specifies that a proxy can decide which future +versions of the GNU General Public License can be used, that proxy's +public statement of acceptance of a version permanently authorizes you +to choose that version for the Program. + + Later license versions may give you additional or different +permissions. However, no additional obligations are imposed on any +author or copyright holder as a result of your choosing to follow a +later version. + + 15. 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Interpretation of Sections 15 and 16. + + If the disclaimer of warranty and limitation of liability provided +above cannot be given local legal effect according to their terms, +reviewing courts shall apply local law that most closely approximates +an absolute waiver of all civil liability in connection with the +Program, unless a warranty or assumption of liability accompanies a +copy of the Program in return for a fee. + + END OF TERMS AND CONDITIONS + + How to Apply These Terms to Your New Programs + + If you develop a new program, and you want it to be of the greatest +possible use to the public, the best way to achieve this is to make it +free software which everyone can redistribute and change under these terms. + + To do so, attach the following notices to the program. It is safest +to attach them to the start of each source file to most effectively +state the exclusion of warranty; and each file should have at least +the "copyright" line and a pointer to where the full notice is found. + + + Copyright (C) + + This program is free software: you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation, either version 3 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program. If not, see . + +Also add information on how to contact you by electronic and paper mail. + + If the program does terminal interaction, make it output a short +notice like this when it starts in an interactive mode: + + Copyright (C) + This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. + This is free software, and you are welcome to redistribute it + under certain conditions; type `show c' for details. + +The hypothetical commands `show w' and `show c' should show the appropriate +parts of the General Public License. Of course, your program's commands +might be different; for a GUI interface, you would use an "about box". + + You should also get your employer (if you work as a programmer) or school, +if any, to sign a "copyright disclaimer" for the program, if necessary. +For more information on this, and how to apply and follow the GNU GPL, see +. + + The GNU General Public License does not permit incorporating your program +into proprietary programs. If your program is a subroutine library, you +may consider it more useful to permit linking proprietary applications with +the library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. But first, please read +. diff --git a/README.md b/README.md new file mode 100644 index 0000000..517ef70 --- /dev/null +++ b/README.md @@ -0,0 +1,47 @@ +# Antkeeper + +Antkeeper is an ant colony simulation game. This repository contains all of the source code to Antkeeper. The game data, however, is proprietary and resides in a closed-source Git submodule. + +## Getting Started + +### Prerequisites + +* Git +* CMake +* SDL 2 +* FreeType 2 + +### Download + +Use Git to download the `antkeeper` repository and its submodules: + + git clone --recursive https://github.com/cjhoward/antkeeper.git antkeeper + +### Configuration + +Antkeeper uses the CMake build system for configuration. + + cd antkeeper + cmake . -G "MinGW Makefiles" -DCMAKE_BUILD_TYPE=Debug -DPLATFORM=win32 -DLANGUAGE=en-us + +### Building + + cmake --build . + +4. Testing + + cmake --build . --target run + +5. Cleaning + +First perform a dry run to check what will be deleted: + + git clean -d -f -x -n + +If there are no issues, clean: + + git clean -d -f -x + +## License + +The source code for Antkeeper is licensed under the GNU General Public License, version 3. See [COPYING](./COPYING) for details. diff --git a/cmake/modules/FindFreetype2.cmake b/cmake/modules/FindFreetype2.cmake new file mode 100644 index 0000000..997bf27 --- /dev/null +++ b/cmake/modules/FindFreetype2.cmake @@ -0,0 +1,35 @@ +# - Try to find FREETYPE2 +# This module defines +# FREETYPE2_FOUND - System has FREETYPE2 +# FREETYPE2_INCLUDE_DIRS - The FREETYPE2 include directories +# FREETYPE2_LIBRARIES - Link to these to use FREETYPE2 + +# Copyright (C) 2011-2014 Christopher J. Howard +# +# This file is part of Open Graphics Framework (OGF). +# +# OGF is free software: you can redistribute it and/or modify +# it under the terms of the GNU General Public License as published by +# the Free Software Foundation, either version 3 of the License, or +# (at your option) any later version. +# +# OGF is distributed in the hope that it will be useful, +# but WITHOUT ANY WARRANTY; without even the implied warranty of +# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +# GNU General Public License for more details. +# +# You should have received a copy of the GNU General Public License +# along with OGF. If not, see . + +find_path(FREETYPE2_INCLUDE_DIR ft2build.h PATH_SUFFIXES include/freetype2 include) +find_library(FREETYPE2_LIBRARY NAMES freetype) + +set(FREETYPE2_LIBRARIES ${FREETYPE2_LIBRARY}) +set(FREETYPE2_INCLUDE_DIRS ${FREETYPE2_INCLUDE_DIR}) + +include(FindPackageHandleStandardArgs) +find_package_handle_standard_args( + FREETYPE2 DEFAULT_MSG + FREETYPE2_LIBRARY FREETYPE2_INCLUDE_DIR) + +mark_as_advanced(FREETYPE2_INCLUDE_DIR FREETYPE2_LIBRARY) diff --git a/cmake/modules/FindSDL2.cmake b/cmake/modules/FindSDL2.cmake new file mode 100644 index 0000000..5c897c2 --- /dev/null +++ b/cmake/modules/FindSDL2.cmake @@ -0,0 +1,50 @@ +# - Try to find SDL2 +# This module defines +# SDL2_FOUND - System has SDL2 +# SDL2_INCLUDE_DIRS - The SDL2 include directories +# SDL2_LIBRARIES - Link to these to use SDL2 + +# Copyright (C) 2011-2014 Christopher J. Howard +# +# This file is part of Open Graphics Framework (OGF). +# +# OGF is free software: you can redistribute it and/or modify +# it under the terms of the GNU General Public License as published by +# the Free Software Foundation, either version 3 of the License, or +# (at your option) any later version. +# +# OGF is distributed in the hope that it will be useful, +# but WITHOUT ANY WARRANTY; without even the implied warranty of +# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +# GNU General Public License for more details. +# +# You should have received a copy of the GNU General Public License +# along with OGF. If not, see . + +set(SDL2_SEARCH_PATHS + /) + +find_path(SDL2_INCLUDE_DIR SDL.h + NAMES SDL2 + PATH_SUFFIXES include/SDL2 include + PATHS ${SDL2_SEARCH_PATHS}) + +find_library(SDL2MAIN_LIBRARY + NAMES SDL2main + PATH_SUFFIXES lib64 lib + PATHS ${SDL2_SEARCH_PATHS}) + +find_library(SDL2_LIBRARY + NAMES SDL2 + PATH_SUFFIXES lib64 lib + PATHS ${SDL2_SEARCH_PATHS}) + +set(SDL2_LIBRARIES ${SDL2MAIN_LIBRARY} ${SDL2_LIBRARY}) +set(SDL2_INCLUDE_DIRS ${SDL2_INCLUDE_DIR}) + +include(FindPackageHandleStandardArgs) +find_package_handle_standard_args( + SDL2 DEFAULT_MSG + SDL2_LIBRARY SDL2MAIN_LIBRARY SDL2_INCLUDE_DIR) + +mark_as_advanced(SDL2_INCLUDE_DIR SDL2_LIBRARY SDL2MAIN_LIBRARY) diff --git a/data b/data new file mode 160000 index 0000000..016ee56 --- /dev/null +++ b/data @@ -0,0 +1 @@ +Subproject commit 016ee5650956773f93b9350f7ff2d78c3041e865 diff --git a/lib/emergent b/lib/emergent new file mode 160000 index 0000000..94f7940 --- /dev/null +++ b/lib/emergent @@ -0,0 +1 @@ +Subproject commit 94f7940aa2ab6375c7672354f3a731a86542f51c diff --git a/src/ant.cpp b/src/ant.cpp new file mode 100644 index 0000000..3929efd --- /dev/null +++ b/src/ant.cpp @@ -0,0 +1,21 @@ +/* + * Copyright (C) 2017 Christopher J. Howard + * + * This file is part of Antkeeper Source Code. + * + * Antkeeper Source Code is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * Antkeeper Source Code is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with Antkeeper Source Code. If not, see . + */ + +#include "ant.hpp" + diff --git a/src/ant.hpp b/src/ant.hpp new file mode 100644 index 0000000..11ca645 --- /dev/null +++ b/src/ant.hpp @@ -0,0 +1,84 @@ +/* + * Copyright (C) 2017 Christopher J. Howard + * + * This file is part of Antkeeper Source Code. + * + * Antkeeper Source Code is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * Antkeeper Source Code is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with Antkeeper Source Code. If not, see . + */ + +#ifndef ANT_HPP +#define ANT_HPP + +#include + +#include +using namespace Emergent; + +class Gait; + +class Ant +{ +public: + /** + * Named constants corresponding to leg indices. + * + * \_/ + * L1 --| |-- R1 + * L2 --| |-- R2 + * L3 --|_|-- R3 + */ + enum class LegIndex + { + L1, + L2, + L3, + R1, + R2, + R3 + }; + +private: + Transform transform; + ModelInstance modelInstance; + Pose* skeletonPose; +}; + +class Colony +{ +public: + Ant* spawn(); + + const Model* getAntModel() const; + Model* getAntModel(); + + const Skeleton* getAntSkeleton() const; + Skeleton* getSkeleton(); + +private: + // Rendering + Model* antModel; + Skeleton* antSkeleton; + + // Locomotion + float walkSpeed; + float turnSpeed; + Gait* tripodGait; + Gait* rippleGait; + Gait* slowWaveGait; + + + std::vector ants; +}; + +#endif // ANT_HPP \ No newline at end of file diff --git a/src/application-state.cpp b/src/application-state.cpp new file mode 100644 index 0000000..23c4c3e --- /dev/null +++ b/src/application-state.cpp @@ -0,0 +1,27 @@ +/* + * Copyright (C) 2017 Christopher J. Howard + * + * This file is part of Antkeeper Source Code. + * + * Antkeeper Source Code is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * Antkeeper Source Code is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with Antkeeper Source Code. If not, see . + */ + +#include "application-state.hpp" + +ApplicationState::ApplicationState(Application* application): + application(application) +{} + +ApplicationState::~ApplicationState() +{} \ No newline at end of file diff --git a/src/application-state.hpp b/src/application-state.hpp new file mode 100644 index 0000000..b6ea47c --- /dev/null +++ b/src/application-state.hpp @@ -0,0 +1,48 @@ +/* + * Copyright (C) 2017 Christopher J. Howard + * + * This file is part of Antkeeper Source Code. + * + * Antkeeper Source Code is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * Antkeeper Source Code is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with Antkeeper Source Code. If not, see . + */ + +#ifndef APPLICATION_STATE_HPP +#define APPLICATION_STATE_HPP + +class Application; + +/** + * Abstract base class for application states. + */ +class ApplicationState +{ +public: + ApplicationState(Application* application); + + virtual ~ApplicationState(); + + // Run once when the state is initially entered + virtual void enter() = 0; + + // Run continually while the state is valid + virtual void execute() = 0; + + // Run once when the state is exited + virtual void exit() = 0; + +protected: + Application* application; +}; + +#endif // APPLICATION_STATE_HPP \ No newline at end of file diff --git a/src/application.cpp b/src/application.cpp new file mode 100644 index 0000000..dbb8b64 --- /dev/null +++ b/src/application.cpp @@ -0,0 +1,593 @@ +/* + * Copyright (C) 2017 Christopher J. Howard + * + * This file is part of Antkeeper Source Code. + * + * Antkeeper Source Code is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * Antkeeper Source Code is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with Antkeeper Source Code. If not, see . + */ + +#include "application.hpp" +#include "application-state.hpp" +#include "states/splash-state.hpp" +#include "states/title-state.hpp" +#include "states/experiment-state.hpp" +#include +#include +#include + +#define OPENGL_VERSION_MAJOR 3 +#define OPENGL_VERSION_MINOR 3 + +#include "model-loader.hpp" +#include "material-loader.hpp" + +Application::Application(int argc, char* argv[]): + state(nullptr), + nextState(nullptr), + terminationCode(EXIT_SUCCESS) +{ + window = nullptr; + context = nullptr; + + // Initialize SDL + std::cout << "Initializing SDL... "; + if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS | SDL_INIT_GAMECONTROLLER) < 0) + { + std::cout << "failed: \"" << SDL_GetError() << "\"" << std::endl; + close(EXIT_FAILURE); + return; + } + else + { + std::cout << "success" << std::endl; + } + + // Print SDL version strings + SDL_version compiled; + SDL_version linked; + SDL_VERSION(&compiled); + SDL_GetVersion(&linked); + std::cout << "Compiled with SDL " << (int)compiled.major << "." << (int)compiled.minor << "." << (int)compiled.patch << std::endl; + std::cout << "Linking to SDL " << (int)linked.major << "." << (int)linked.minor << "." << (int)linked.patch << std::endl; + + // Find app and user data paths + appDataPath = std::string(SDL_GetBasePath()) + "data/"; + userDataPath = SDL_GetPrefPath("cjhoward", "antkeeper"); + std::cout << "Application data path: \"" << appDataPath << "\"" << std::endl; + std::cout << "User data path: \"" << userDataPath << "\"" << std::endl; + + // Form pathes to settings files + defaultSettingsFilename = appDataPath + "default-settings.txt"; + userSettingsFilename = userDataPath + "settings.txt"; + + // Load default settings + std::cout << "Loading default settings from \"" << defaultSettingsFilename << "\"... "; + if (!settings.load(defaultSettingsFilename)) + { + std::cout << "failed" << std::endl; + close(EXIT_FAILURE); + return; + } + else + { + std::cout << "success" << std::endl; + } + + // Load user settings + std::cout << "Loading user settings from \"" << userSettingsFilename << "\"... "; + if (!settings.load(userSettingsFilename)) + { + // Failed, save default settings as user settings + std::cout << "failed" << std::endl; + saveUserSettings(); + } + else + { + std::cout << "success" << std::endl; + } + + // Get values of required settings + settings.get("fullscreen", &fullscreen); + settings.get("fullscreen_width", &fullscreenWidth); + settings.get("fullscreen_height", &fullscreenHeight); + settings.get("windowed_width", &windowedWidth); + settings.get("windowed_height", &windowedHeight); + settings.get("swap_interval", &swapInterval); + + // Load strings + std::string language; + settings.get("language", &language); + std::string stringsFile = appDataPath + "strings/" + language + ".txt"; + std::cout << "Loading strings from \"" << stringsFile << "\"... "; + if (!strings.load(stringsFile)) + { + std::cout << "failed" << std::endl; + } + else + { + std::cout << "success" << std::endl; + } + + // Select OpenGL version + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, OPENGL_VERSION_MAJOR); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, OPENGL_VERSION_MINOR); + + // Set OpenGL buffer attributes + SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8); + SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8); + SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8); + SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); + SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); + + // Check desktop display mode + SDL_DisplayMode displayMode; + if (SDL_GetDesktopDisplayMode(0, &displayMode) != 0) + { + std::cerr << "Failed to get desktop display mode: \"" << SDL_GetError() << "\"" << std::endl; + close(EXIT_FAILURE); + return; + } + + // Check (usable?) display bounds + SDL_Rect displayBounds; + if (SDL_GetDisplayBounds(0, &displayBounds) != 0) + { + std::cerr << "Failed to get display bounds: \"" << SDL_GetError() << "\"" << std::endl; + close(EXIT_FAILURE); + return; + } + + // Use display resolution if settings request + if (windowedWidth == -1 || windowedHeight == -1) + { + windowedWidth = displayBounds.w; + windowedHeight = displayBounds.h; + } + if (fullscreenWidth == -1 || fullscreenHeight == -1) + { + fullscreenWidth = displayMode.w; + fullscreenHeight = displayMode.h; + } + + // Determine window parameters + Uint32 windowFlags = SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE; + if (fullscreen) + { + width = fullscreenWidth; + height = fullscreenHeight; + windowFlags |= SDL_WINDOW_FULLSCREEN; + } + else + { + width = windowedWidth; + height = windowedHeight; + } + + // Get window title string + std::string title; + strings.get("title", &title); + + // Create window + std::cout << "Creating a window... "; + window = SDL_CreateWindow(title.c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, windowFlags); + if (window == nullptr) + { + std::cout << "failed: \"" << SDL_GetError() << "\"" << std::endl; + close(EXIT_FAILURE); + return; + } + else + { + std::cout << "success" << std::endl; + } + + // Get actual window size + SDL_GetWindowSize(window, &width, &height); + if (fullscreen) + { + fullscreenWidth = width; + fullscreenHeight = height; + } + else + { + windowedWidth = width; + windowedHeight = height; + } + + // Print video driver + const char* videoDriver = SDL_GetCurrentVideoDriver(); + if (!videoDriver) + { + std::cout << "Unable to determine video driver" << std::endl; + } + else + { + std::cout << "Using video driver \"" << videoDriver << "\"" << std::endl; + } + + // Create an OpenGL context + std::cout << "Creating an OpenGL context... "; + context = SDL_GL_CreateContext(window); + if (context == nullptr) + { + std::cout << "failed: \"" << SDL_GetError() << "\"" << std::endl; + close(EXIT_FAILURE); + return; + } + else + { + std::cout << "success" << std::endl; + } + + // Initialize GL3W + std::cout << "Initializing GL3W... "; + if (gl3wInit()) + { + std::cout << "failed" << std::endl; + close(EXIT_FAILURE); + return; + } + else + { + std::cout << "success" << std::endl; + } + + // Check if OpenGL version is supported + if (!gl3wIsSupported(OPENGL_VERSION_MAJOR, OPENGL_VERSION_MINOR)) + { + std::cout << "OpenGL " << OPENGL_VERSION_MAJOR << "." << OPENGL_VERSION_MINOR << " not supported" << std::endl; + close(EXIT_FAILURE); + return; + } + + // Print OpenGL and GLSL version strings + std::cout << "Using OpenGL " << glGetString(GL_VERSION) << ", GLSL " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl; + + // Set swap interval (vsync) + if (swapInterval) + { + std::cout << "Enabling vertical sync... "; + } + else + { + std::cout << "Disabling vertical sync... "; + } + if (SDL_GL_SetSwapInterval(swapInterval) != 0) + { + std::cout << "failed: \"" << SDL_GetError() << "\"" << std::endl; + swapInterval = SDL_GL_GetSwapInterval(); + } + else + { + std::cout << "success" << std::endl; + } + + // Get display DPI + std::cout << "Getting DPI of display 0... "; + if (SDL_GetDisplayDPI(0, &dpi, nullptr, nullptr) != 0) + { + std::cerr << "failed: \"" << SDL_GetError() << "\"" << std::endl; + + std::cout << "Reverting to default DPI" << std::endl; + settings.get("default_dpi", &dpi); + } + else + { + std::cout << "success" << std::endl; + } + + // Print DPI + std::cout << "Rendering at " << dpi << " DPI" << std::endl; + + // Determine base font size + settings.get("font_size", &fontSizePT); + fontSizePX = fontSizePT * (1.0f / 72.0f) * dpi; + + // Print font size + std::cout << "Base font size is " << fontSizePT << "pt (" << fontSizePX << "px)" << std::endl; + + // Setup input + inputManager = new SDLInputManager(); + keyboard = (*inputManager->getKeyboards()).front(); + mouse = (*inputManager->getMice()).front(); + + // Setup menu navigation controls + menuControlProfile = new ControlProfile(inputManager); + menuControlProfile->registerControl("menu_left", &menuLeft); + menuControlProfile->registerControl("menu_right", &menuRight); + menuControlProfile->registerControl("menu_up", &menuUp); + menuControlProfile->registerControl("menu_down", &menuDown); + menuControlProfile->registerControl("menu_select", &menuSelect); + menuControlProfile->registerControl("menu_cancel", &menuCancel); + menuControlProfile->registerControl("toggle_fullscreen", &toggleFullscreen); + menuControlProfile->registerControl("escape", &escape); + menuLeft.bindKey(keyboard, SDL_SCANCODE_LEFT); + menuLeft.bindKey(keyboard, SDL_SCANCODE_A); + menuRight.bindKey(keyboard, SDL_SCANCODE_RIGHT); + menuRight.bindKey(keyboard, SDL_SCANCODE_D); + menuUp.bindKey(keyboard, SDL_SCANCODE_UP); + menuUp.bindKey(keyboard, SDL_SCANCODE_W); + menuDown.bindKey(keyboard, SDL_SCANCODE_DOWN); + menuDown.bindKey(keyboard, SDL_SCANCODE_S); + menuSelect.bindKey(keyboard, SDL_SCANCODE_RETURN); + menuSelect.bindKey(keyboard, SDL_SCANCODE_SPACE); + menuSelect.bindKey(keyboard, SDL_SCANCODE_Z); + menuCancel.bindKey(keyboard, SDL_SCANCODE_BACKSPACE); + menuCancel.bindKey(keyboard, SDL_SCANCODE_X); + toggleFullscreen.bindKey(keyboard, SDL_SCANCODE_F11); + escape.bindKey(keyboard, SDL_SCANCODE_ESCAPE); + + // Setup in-game controls + gameControlProfile = new ControlProfile(inputManager); + gameControlProfile->registerControl("camera-move-forward", &cameraMoveForward); + gameControlProfile->registerControl("camera-move-back", &cameraMoveBack); + gameControlProfile->registerControl("camera-move-left", &cameraMoveLeft); + gameControlProfile->registerControl("camera-move-right", &cameraMoveRight); + gameControlProfile->registerControl("camera-rotate-cw", &cameraRotateCW); + gameControlProfile->registerControl("camera-rotate-ccw", &cameraRotateCCW); + gameControlProfile->registerControl("camera-zoom-in", &cameraZoomIn); + gameControlProfile->registerControl("camera-zoom-out", &cameraZoomOut); + gameControlProfile->registerControl("camera-toggle-nest-view", &cameraToggleNestView); + gameControlProfile->registerControl("camera-toggle-overhead-view", &cameraToggleOverheadView); + cameraMoveForward.bindKey(keyboard, SDL_SCANCODE_W); + cameraMoveBack.bindKey(keyboard, SDL_SCANCODE_S); + cameraMoveLeft.bindKey(keyboard, SDL_SCANCODE_A); + cameraMoveRight.bindKey(keyboard, SDL_SCANCODE_D); + cameraRotateCW.bindKey(keyboard, SDL_SCANCODE_Q); + cameraRotateCCW.bindKey(keyboard, SDL_SCANCODE_E); + cameraZoomIn.bindKey(keyboard, SDL_SCANCODE_EQUALS); + cameraZoomOut.bindKey(keyboard, SDL_SCANCODE_MINUS); + cameraToggleOverheadView.bindKey(keyboard, SDL_SCANCODE_R); + cameraToggleNestView.bindKey(keyboard, SDL_SCANCODE_F); + cameraOverheadView = true; + cameraNestView = false; + + // Allocate states + splashState = new SplashState(this); + titleState = new TitleState(this); + experimentState = new ExperimentState(this); + + // Clear screen to black + glClearColor(0.0f, 0.0f, 0.0f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT); + SDL_GL_SwapWindow(window); + + // Setup loaders + materialLoader = new MaterialLoader(); + modelLoader = new ModelLoader(); + modelLoader->setMaterialLoader(materialLoader); + + // Enter splash state + state = nextState = splashState; + state->enter(); +} + +Application::~Application() +{ + SDL_GL_DeleteContext(context); + SDL_DestroyWindow(window); + SDL_Quit(); +} + +int Application::execute() +{ + while (state != nullptr) + { + state->execute(); + + if (nextState != state) + { + state->exit(); + + state = nextState; + if (nextState != nullptr) + { + state->enter(); + } + } + } + + return terminationCode; +} + +void Application::changeState(ApplicationState* state) +{ + nextState = state; +} + +void Application::setTerminationCode(int code) +{ + terminationCode = code; +} + +void Application::close(int terminationCode) +{ + setTerminationCode(terminationCode); + changeState(nullptr); +} + +void Application::changeFullscreen() +{ + fullscreen = !fullscreen; + + if (fullscreen) + { + width = fullscreenWidth; + height = fullscreenHeight; + + SDL_SetWindowSize(window, width, height); + if (SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN) != 0) + { + std::cerr << "Failed to set fullscreen mode: \"" << SDL_GetError() << "\"" << std::endl; + fullscreen = false; + } + } + else + { + width = windowedWidth; + height = windowedHeight; + + if (SDL_SetWindowFullscreen(window, 0) != 0) + { + std::cerr << "Failed to set windowed mode: \"" << SDL_GetError() << "\"" << std::endl; + fullscreen = true; + } + else + { + SDL_SetWindowSize(window, width, height); + SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED); + } + } + + // Get actual window size + SDL_GetWindowSize(window, &width, &height); + + // Print mode and resolution + if (fullscreen) + { + std::cout << "Changed to fullscreen mode at resolution " << width << "x" << height << std::endl; + } + else + { + std::cout << "Changed to windowed mode at resolution " << width << "x" << height << std::endl; + } + + // Save settings + settings.set("fullscreen", fullscreen); + saveUserSettings(); + + // Notify window observers + inputManager->update(); +} + +void Application::changeVerticalSync() +{ + swapInterval = (swapInterval == 1) ? 0 : 1; + + if (swapInterval == 1) + { + std::cout << "Enabling vertical sync... "; + } + else + { + std::cout << "Disabling vertical sync... "; + } + + if (SDL_GL_SetSwapInterval(swapInterval) != 0) + { + std::cout << "failed: \"" << SDL_GetError() << "\"" << std::endl; + swapInterval = SDL_GL_GetSwapInterval(); + } + else + { + std::cout << "success" << std::endl; + } + + // Save settings + settings.set("swap_interval", swapInterval); + saveUserSettings(); +} + +void Application::saveUserSettings() +{ + std::cout << "Saving user setttings to \"" << userSettingsFilename << "\"... "; + if (!settings.save(userSettingsFilename)) + { + std::cout << "failed" << std::endl; + } + else + { + std::cout << "success" << std::endl; + } +} + +void Application::resizeUI() +{ + // Adjust UI dimensions + uiRootElement->setDimensions(Vector2(width, height)); + uiRootElement->update(); + + // Adjust UI camera projection + uiCamera.setOrthographic(0, width, height, 0, -1.0f, 1.0f); +} + +void Application::enterMenu(std::size_t index) +{ + if (index != currentMenuIndex) + { + exitMenu(currentMenuIndex); + } + + // Select next menu + currentMenuIndex = index; + selectedMenuItemIndex = 0; + currentMenu = menus[currentMenuIndex]; + menus[currentMenuIndex]->getItem(selectedMenuItemIndex)->select(); + + // Start menu fade-in tween + menuFadeInTween->setUpdateCallback(std::bind(UIElement::setTintColor, menuContainers[currentMenuIndex], std::placeholders::_1)); + menuFadeInTween->setEndCallback(std::bind(UIElement::setActive, menuContainers[currentMenuIndex], true)); + menuFadeInTween->reset(); + menuFadeInTween->start(); + + // Start menu slide-in tween + menuSlideInTween->setUpdateCallback(std::bind(UIElement::setTranslation, menuContainers[currentMenuIndex], std::placeholders::_1)); + menuSlideInTween->reset(); + menuSlideInTween->start(); + + // Make menu visible + menuContainers[currentMenuIndex]->setVisible(true); +} + +void Application::exitMenu(std::size_t index) +{ + // Deactivate previous menu + menuContainers[currentMenuIndex]->setActive(false); + + // Fade out previous menu + menuFadeOutTween->setUpdateCallback(std::bind(UIElement::setTintColor, menuContainers[currentMenuIndex], std::placeholders::_1)); + menuFadeOutTween->setEndCallback(std::bind(UIElement::setVisible, menuContainers[currentMenuIndex], false)); + menuFadeOutTween->reset(); + menuFadeOutTween->start(); +} + +void Application::selectMenuItem(std::size_t index) +{ + if (currentMenu == nullptr || index > currentMenu->getItemCount()) + { + std::cout << "Selected invalid menu item" << std::endl; + return; + } + + MenuItem* previousItem = currentMenu->getItem(selectedMenuItemIndex); + previousItem->deselect(); + + selectedMenuItemIndex = index; + + MenuItem* nextItem = currentMenu->getItem(selectedMenuItemIndex); + nextItem->select(); +} + +void Application::activateMenuItem(std::size_t index) +{ + if (index > menus[currentMenuIndex]->getItemCount()) + { + std::cout << "Activated invalid menu item" << std::endl; + return; + } + + menus[currentMenuIndex]->getItem(index)->deselect(); + menus[currentMenuIndex]->getItem(index)->activate(); +} \ No newline at end of file diff --git a/src/application.hpp b/src/application.hpp new file mode 100644 index 0000000..c55be67 --- /dev/null +++ b/src/application.hpp @@ -0,0 +1,268 @@ +/* + * Copyright (C) 2017 Christopher J. Howard + * + * This file is part of Antkeeper Source Code. + * + * Antkeeper Source Code is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * Antkeeper Source Code is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with Antkeeper Source Code. If not, see . + */ + +#ifndef APPLICATION_HPP +#define APPLICATION_HPP + +#include +using namespace Emergent; + +#include "mesh.hpp" +#include "terrain.hpp" +#include "input.hpp" +#include "controls.hpp" +#include "settings.hpp" +#include "render-passes.hpp" +#include "ui/ui.hpp" +#include "ui/tween.hpp" + +class Menu; +class ApplicationState; +class Colony; +class SplashState; +class TitleState; +class ExperimentState; +class CameraController; +class SurfaceCameraController; +class TunnelCameraController; +class LineBatcher; +class ModelLoader; +class MaterialLoader; + +class Application +{ +public: + Application(int argc, char* argv[]); + ~Application(); + + // Executes the application and returns a status code + int execute(); + + // Changes the application state + void changeState(ApplicationState* state); + + // Sets the termination code to be returned when the application finishes + void setTerminationCode(int code); + + // Closes the application + void close(int terminationCode); + + void changeFullscreen(); + void changeVerticalSync(); + void saveUserSettings(); + void resizeUI(); + + void enterMenu(std::size_t index); + void exitMenu(std::size_t index); + void selectMenuItem(std::size_t index); + void activateMenuItem(std::size_t index); + +private: + ApplicationState* state; + ApplicationState* nextState; + int terminationCode; + +public: + SDL_Window* window; + SDL_GLContext context; + ModelInstance lensToolObject; + ModelInstance forcepsToolObject; + ModelInstance navigatorObject; + DirectionalLight sunlight; + DirectionalLight fillLight; + DirectionalLight backLight; + Spotlight lensHotspot; + Spotlight lensFalloff; + RenderTarget shadowMapRenderTarget; + GLuint shadowFramebuffer; + GLuint shadowDepthTexture; + ShadowMapRenderPass shadowMapPass; + Compositor shadowCompositor; + Camera sunlightCamera; + RenderTarget defaultRenderTarget; + LightingRenderPass lightingPass; + DebugRenderPass debugPass; + Compositor defaultCompositor; + Camera camera; + Scene scene; + BillboardBatch particleBatch; + + MaterialLoader* materialLoader; + ModelLoader* modelLoader; + + + Renderer renderer; + int toolIndex; + + std::string appDataPath; + std::string userDataPath; + ParameterDict settings; + std::string defaultSettingsFilename; + std::string userSettingsFilename; + + + bool fullscreen; + int fullscreenWidth; + int fullscreenHeight; + int windowedWidth; + int windowedHeight; + int swapInterval; + int width; + int height; + + InputManager* inputManager; + Keyboard* keyboard; + Mouse* mouse; + + SplashState* splashState; + TitleState* titleState; + ExperimentState* experimentState; + + ControlProfile* menuControlProfile; + Control menuLeft; + Control menuRight; + Control menuUp; + Control menuDown; + Control menuSelect; + Control menuCancel; + Control toggleFullscreen; + Control escape; + + ControlProfile* gameControlProfile; + Control cameraMoveForward; + Control cameraMoveBack; + Control cameraMoveLeft; + Control cameraMoveRight; + Control cameraRotateCW; + Control cameraRotateCCW; + Control cameraZoomIn; + Control cameraZoomOut; + Control cameraToggleOverheadView; + Control cameraToggleNestView; + bool cameraOverheadView; + bool cameraNestView; + + // Misc + Timer frameTimer; + + // UI + ParameterDict strings; + float dpi; + float fontSizePT; + float fontSizePX; + Font* menuFont; + Texture splashTexture; + Texture titleTexture; + Vector4 selectedColor; + Vector4 deselectedColor; + UIContainer* uiRootElement; + UIImage* blackoutImage; + UIImage* splashImage; + UIImage* titleImage; + UIImage* copyrightImage; + UILabel* anyKeyLabel; + UILabel* menuSelectorLabel; + UIContainer* mainMenuContainer; + UIContainer* challengeMenuContainer; + UIContainer* experimentMenuContainer; + UIContainer* settingsMenuContainer; + UILabel* challengeLabel; + UILabel* experimentLabel; + UILabel* settingsLabel; + UILabel* quitLabel; + UILabel* loadLabel; + UILabel* newLabel; + UILabel* experimentBackLabel; + UILabel* videoLabel; + UILabel* audioLabel; + UILabel* controlsLabel; + UILabel* gameLabel; + UILabel* settingsBackLabel; + UIContainer* pauseMenuContainer; + UILabel* pausedResumeLabel; + UILabel* pausedSaveLabel; + UILabel* pausedNewLabel; + UILabel* pausedSettingsLabel; + UILabel* returnToMainMenuLabel; + UILabel* quitToDesktopLabel; + + BillboardBatch* uiBatch; + UIBatcher* uiBatcher; + UIRenderPass uiPass; + Compositor uiCompositor; + Camera uiCamera; + Scene uiScene; + + Camera bgCamera; + BillboardBatch bgBatch; + Compositor bgCompositor; + VignetteRenderPass vignettePass; + Scene bgScene; + + // Animation + Tweener* tweener; + Tween* fadeInTween; + Tween* fadeOutTween; + Tween* splashFadeInTween; + Tween* splashFadeOutTween; + Tween* titleFadeInTween; + Tween* titleFadeOutTween; + Tween* copyrightFadeInTween; + Tween* copyrightFadeOutTween; + Tween* anyKeyFadeInTween; + Tween* anyKeyFadeOutTween; + + Tween* menuFadeInTween; + Tween* menuFadeOutTween; + Tween* menuSlideInTween; + + // Menus + std::size_t menuCount; + Menu** menus; + int currentMenuIndex; + int selectedMenuItemIndex; + UIContainer** menuContainers; + + Menu* currentMenu; + Menu* mainMenu; + Menu* challengeMenu; + Menu* experimentMenu; + Menu* settingsMenu; + + // Models + Model* displayModel; + Model* antModel; + ModelInstance* displayModelInstance; + ModelInstance* antModelInstance; + + // Game variables + Colony* colony; + SurfaceCameraController* surfaceCam; + TunnelCameraController* tunnelCam; + + Plane clippingPlanes[5]; + Vector3 clippingPlaneNormals[5]; + Vector3 clippingPlaneOffsets[5]; + AABB clippingPlaneAABBS[5]; + + // Debug + LineBatcher* lineBatcher; +}; + +#endif // APPLICATION_HPP \ No newline at end of file diff --git a/src/camera-controller.cpp b/src/camera-controller.cpp new file mode 100644 index 0000000..0f41086 --- /dev/null +++ b/src/camera-controller.cpp @@ -0,0 +1,157 @@ +/* + * Copyright (C) 2017 Christopher J. Howard + * + * This file is part of Antkeeper Source Code. + * + * Antkeeper Source Code is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * Antkeeper Source Code is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with Antkeeper Source Code. If not, see . + */ + +#include "camera-controller.hpp" + +CameraController::CameraController(): + camera(nullptr) +{} + +SurfaceCameraController::SurfaceCameraController(): + elevationRotation(1, 0, 0, 0), + azimuthRotation(1, 0, 0, 0), + rotation(1, 0, 0, 0), + targetElevationRotation(1, 0, 0, 0), + targetAzimuthRotation(1, 0, 0, 0), + targetRotation(1, 0, 0, 0) +{} + +SurfaceCameraController::~SurfaceCameraController() +{} + +void SurfaceCameraController::update(float dt) +{ + float interpolationFactor = 0.25f / (1.0 / 60.0f) * dt; + + // Calculate rotation and target rotation quaternions + //rotation = azimuthRotation * elevationRotation; + targetRotation = targetAzimuthRotation * targetElevationRotation; + + // Calculate target translation + targetTranslation = targetFocalPoint + targetRotation * Vector3(0.0f, 0.0f, targetFocalDistance); + + // Interpolate rotation + //rotation = glm::mix(rotation, targetRotation, interpolationFactor); + + // Interpolate angles + setElevation(glm::mix(elevation, targetElevation, interpolationFactor)); + setAzimuth(glm::mix(azimuth, targetAzimuth, interpolationFactor)); + + // Calculate rotation + rotation = azimuthRotation * elevationRotation; + + // Interpolate focal point and focal distance + focalPoint = glm::mix(focalPoint, targetFocalPoint, interpolationFactor); + focalDistance = glm::mix(focalDistance, targetFocalDistance, interpolationFactor); + + // Caluclate translation + translation = focalPoint + rotation * Vector3(0.0f, 0.0f, focalDistance); + + /* + // Recalculate azimuth + azimuthRotation = rotation; + azimuthRotation.x = 0.0f; + azimuthRotation.z = 0.0f; + azimuthRotation = glm::normalize(azimuthRotation); + azimuth = 2.0f * std::acos(azimuthRotation.w); + + // Recalculate elevation + elevationRotation = rotation; + elevationRotation.y = 0.0f; + elevationRotation.z = 0.0f; + elevationRotation = glm::normalize(elevationRotation); + elevation = 2.0f * std::acos(elevationRotation.w); + */ + + // Update camera + if (camera != nullptr) + { + camera->lookAt(translation, focalPoint, Vector3(0.0f, 1.0f, 0.0f)); + } +} + +void SurfaceCameraController::move(Vector2 direction) +{ + targetFocalPoint += azimuthRotation * Vector3(direction.x, 0.0f, direction.y); +} + +void SurfaceCameraController::rotate(float angle) +{ + setTargetAzimuth(targetAzimuth + angle); +} + +void SurfaceCameraController::zoom(float distance) +{ + setTargetFocalDistance(targetFocalDistance - distance); +} + +void SurfaceCameraController::setFocalPoint(const Vector3& point) +{ + focalPoint = point; +} + +void SurfaceCameraController::setFocalDistance(float distance) +{ + focalDistance = distance; +} + +void SurfaceCameraController::setElevation(float angle) +{ + elevation = angle; + elevationRotation = glm::angleAxis(elevation, Vector3(-1.0f, 0.0f, 0.0f)); +} + +void SurfaceCameraController::setAzimuth(float angle) +{ + azimuth = angle; + azimuthRotation = glm::angleAxis(azimuth, Vector3(0.0f, 1.0f, 0.0f)); +} + +void SurfaceCameraController::setTargetFocalPoint(const Vector3& point) +{ + targetFocalPoint = point; +} + +void SurfaceCameraController::setTargetFocalDistance(float distance) +{ + targetFocalDistance = distance; +} + +void SurfaceCameraController::setTargetElevation(float angle) +{ + targetElevation = angle; + targetElevationRotation = glm::angleAxis(targetElevation, Vector3(-1.0f, 0.0f, 0.0f)); +} + +void SurfaceCameraController::setTargetAzimuth(float angle) +{ + targetAzimuth = angle; + targetAzimuthRotation = glm::angleAxis(targetAzimuth, Vector3(0.0f, 1.0f, 0.0f)); +} + +TunnelCameraController::TunnelCameraController() +{} + +TunnelCameraController::~TunnelCameraController() +{} + +void TunnelCameraController::update(float dt) +{ + +} \ No newline at end of file diff --git a/src/camera-controller.hpp b/src/camera-controller.hpp new file mode 100644 index 0000000..2ee28b8 --- /dev/null +++ b/src/camera-controller.hpp @@ -0,0 +1,193 @@ +/* + * Copyright (C) 2017 Christopher J. Howard + * + * This file is part of Antkeeper Source Code. + * + * Antkeeper Source Code is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * Antkeeper Source Code is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with Antkeeper Source Code. If not, see . + */ + +#ifndef CAMERA_CONTROLLER_HPP +#define CAMERA_CONTROLLER_HPP + +#include + +using namespace Emergent; + +class CameraController +{ +public: + CameraController(); + virtual void update(float dt) = 0; + + void setCamera(Camera* camera); + + const Camera* getCamera() const; + Camera* getCamera(); + +protected: + Camera* camera; +}; + +inline void CameraController::setCamera(Camera* camera) +{ + this->camera = camera; +} + +inline const Camera* CameraController::getCamera() const +{ + return camera; +} + +inline Camera* CameraController::getCamera() +{ + return camera; +} + +class SurfaceCameraController: public CameraController +{ +public: + SurfaceCameraController(); + virtual ~SurfaceCameraController(); + virtual void update(float dt); + + /// @param direction Specifies the movement direction and speed scale on the XZ plane + void move(Vector2 direction); + void rotate(float angle); + void zoom(float distance); + + void setFocalPoint(const Vector3& point); + void setFocalDistance(float distance); + void setElevation(float angle); + void setAzimuth(float angle); + void setTargetFocalPoint(const Vector3& point); + void setTargetFocalDistance(float distance); + void setTargetElevation(float angle); + void setTargetAzimuth(float angle); + + const Vector3& getFocalPoint() const; + float getFocalDistance() const; + float getElevation() const; + float getAzimuth() const; + const Vector3& getTargetFocalPoint() const; + float getTargetFocalDistance() const; + float getTargetElevation() const; + float getTargetAzimuth() const; + const Vector3& getTranslation() const; + const glm::quat& getRotation() const; + const Vector3& getTargetTranslation() const; + const glm::quat& getTargetRotation() const; + +private: + Vector3 focalPoint; + float focalDistance; + float elevation; + float azimuth; + + Vector3 targetFocalPoint; + float targetFocalDistance; + float targetElevation; + float targetAzimuth; + + glm::quat elevationRotation; + glm::quat azimuthRotation; + glm::quat rotation; + glm::quat targetElevationRotation; + glm::quat targetAzimuthRotation; + glm::quat targetRotation; + Vector3 translation; + Vector3 targetTranslation; +}; + +inline const Vector3& SurfaceCameraController::getFocalPoint() const +{ + return focalPoint; +} + +inline float SurfaceCameraController::getFocalDistance() const +{ + return focalDistance; +} + +inline float SurfaceCameraController::getElevation() const +{ + return elevation; +} + +inline float SurfaceCameraController::getAzimuth() const +{ + return azimuth; +} + +inline const Vector3& SurfaceCameraController::getTargetFocalPoint() const +{ + return targetFocalPoint; +} + +inline float SurfaceCameraController::getTargetFocalDistance() const +{ + return targetFocalDistance; +} + +inline float SurfaceCameraController::getTargetElevation() const +{ + return targetElevation; +} + +inline float SurfaceCameraController::getTargetAzimuth() const +{ + return targetAzimuth; +} + +inline const Vector3& SurfaceCameraController::getTranslation() const +{ + return translation; +} + +inline const glm::quat& SurfaceCameraController::getRotation() const +{ + return rotation; +} + +inline const Vector3& SurfaceCameraController::getTargetTranslation() const +{ + return targetTranslation; +} + +inline const glm::quat& SurfaceCameraController::getTargetRotation() const +{ + return targetRotation; +} + +/** + * Note, when mouseover tunnel, highlight (in red?) the entire path from the end of the tunnel to the entrance of the nest. + */ +class TunnelCameraController: public CameraController +{ +public: + TunnelCameraController(); + virtual ~TunnelCameraController(); + + virtual void update(float dt); + + void rotateCW(float scale); + void rotateCCW(float scale); + + // Ascends the tunnel system in the direction of the entrance + void ascend(float scale); + + // Descends along the current tunnel + void descend(float scale); +}; + +#endif \ No newline at end of file diff --git a/src/configuration.hpp.in b/src/configuration.hpp.in new file mode 100644 index 0000000..4bfd57b --- /dev/null +++ b/src/configuration.hpp.in @@ -0,0 +1,29 @@ +/* + * Copyright (C) 2017 Christopher J. Howard + * + * This file is part of Antkeeper Source Code. + * + * Antkeeper Source Code is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * Antkeeper Source Code is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with Antkeeper Source Code. If not, see . + */ + +#ifndef CONFIGURATION_HPP +#define CONFIGURATION_HPP + +#define ANTKEEPER_VERSION_MAJOR @ANTKEEPER_VERSION_MAJOR@ +#define ANTKEEPER_VERSION_MINOR @ANTKEEPER_VERSION_MINOR@ +#define ANTKEEPER_VERSION_PATCH @ANTKEEPER_VERSION_PATCH@ +#define ANTKEEPER_VERSION_STRING "@ANTKEEPER_VERSION@" +#cmakedefine ANTKEEPER_DEBUG + +#endif // CONFIGURATION_HPP diff --git a/src/controls.cpp b/src/controls.cpp new file mode 100644 index 0000000..6dc8e90 --- /dev/null +++ b/src/controls.cpp @@ -0,0 +1,532 @@ +/* + * Copyright (C) 2017 Christopher J. Howard + * + * This file is part of Antkeeper Source Code. + * + * Antkeeper Source Code is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * Antkeeper Source Code is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with Antkeeper Source Code. If not, see . + */ + +#include "controls.hpp" +#include +#include +#include + +Control::Control(): + deadzone(0.1f), + currentValue(0.0f), + previousValue(0.0f) +{} + +Control::~Control() +{} + +void Control::setDeadzone(float value) +{ + deadzone = value; +} + +void Control::update() +{ + previousValue = currentValue; +} + +bool Control::isTriggered() const +{ + return currentValue > deadzone; +} + +bool Control::wasTriggered() const +{ + return previousValue > deadzone; +} + +bool Control::isUnbound() const +{ + return (boundKeys.empty() && boundMouseButtons.empty() && boundGamepadButtons.empty() && boundGamepadAxes.empty()); +} + +void Control::bindKey(Keyboard* keyboard, int scancode) +{ + // Check if already observing this keyboard + bool observing = false; + for (auto it: boundKeys) + { + if (it.first == keyboard) + { + observing = true; + break; + } + } + + if (!observing) + keyboard->addKeyObserver(static_cast(this)); + boundKeys.push_back(std::pair(keyboard, scancode)); +} + +void Control::bindMouseButton(Mouse* mouse, int button) +{ + // Checking if already observing this mouse + bool observing = false; + for (auto it: boundMouseButtons) + { + if (it.first == mouse) + { + observing = true; + break; + } + } + + if (!observing) + mouse->addMouseButtonObserver(static_cast(this)); + boundMouseButtons.push_back(std::pair(mouse, button)); +} + +void Control::bindGamepadButton(Gamepad* gamepad, int button) +{ + bool observing = false; + for (auto it: boundGamepadButtons) + { + if (it.first == gamepad) + { + observing = true; + break; + } + } + + if (!observing) + gamepad->addGamepadButtonObserver(static_cast(this)); + boundGamepadButtons.push_back(std::pair(gamepad, button)); +} + +void Control::bindGamepadAxis(Gamepad* gamepad, int axis, bool negative) +{ + bool observing = false; + for (auto it: boundGamepadAxes) + { + if (std::get<0>(it) == gamepad) + { + observing = true; + break; + } + } + + if (!observing) + gamepad->addGamepadAxisObserver(static_cast(this)); + boundGamepadAxes.push_back(std::make_tuple(gamepad, axis, negative)); +} + +void Control::bind(const InputEvent& event) +{ + switch (event.type) + { + case InputEvent::Type::KEY: + bindKey(event.key.first, event.key.second); + break; + + case InputEvent::Type::MOUSE_BUTTON: + bindMouseButton(event.mouseButton.first, event.mouseButton.second); + break; + + case InputEvent::Type::GAMEPAD_BUTTON: + bindGamepadButton(event.gamepadButton.first, event.gamepadButton.second); + break; + + case InputEvent::Type::GAMEPAD_AXIS: + bindGamepadAxis(std::get<0>(event.gamepadAxis), std::get<1>(event.gamepadAxis), std::get<2>(event.gamepadAxis)); + break; + + default: + break; + } +} + +void Control::unbind() +{ + while (!boundKeys.empty()) + { + // Remove the first bound key and stop observing its keyboard + Keyboard* keyboard = boundKeys.front().first; + keyboard->removeKeyObserver(static_cast(this)); + boundKeys.pop_front(); + + // Remove other bound keys which are associated with the keyboard + auto it = boundKeys.begin(); + while (it != boundKeys.end()) + { + if (it->first == keyboard) + boundKeys.erase(it++); + else + ++it; + } + } + + while (!boundMouseButtons.empty()) + { + // Remove the first bound mouse button and stop observing its mouse + Mouse* mouse = boundMouseButtons.front().first; + mouse->removeMouseButtonObserver(static_cast(this)); + boundMouseButtons.pop_front(); + + // Remove other bound mouse buttons which are associated with the mouse + auto it = boundMouseButtons.begin(); + while (it != boundMouseButtons.end()) + { + if (it->first == mouse) + boundMouseButtons.erase(it++); + else + ++it; + } + } + + while (!boundGamepadButtons.empty()) + { + // Remove the first bound gamepad button and stop observing its gamepad + Gamepad* gamepad = boundGamepadButtons.front().first; + gamepad->removeGamepadButtonObserver(static_cast(this)); + boundGamepadButtons.pop_front(); + + // Remove other bound gamepad buttons which are associated with the gamepad + auto it = boundGamepadButtons.begin(); + while (it != boundGamepadButtons.end()) + { + if (it->first == gamepad) + boundGamepadButtons.erase(it++); + else + ++it; + } + } + + while (!boundGamepadAxes.empty()) + { + // Remove the first bound gamepad axis and stop observing its gamepad + Gamepad* gamepad = std::get<0>(boundGamepadAxes.front()); + gamepad->removeGamepadAxisObserver(static_cast(this)); + boundGamepadAxes.pop_front(); + + // Remove other bound gamepad axes which are associated with the gamepad + auto it = boundGamepadAxes.begin(); + while (it != boundGamepadAxes.end()) + { + if (std::get<0>(*it) == gamepad) + boundGamepadAxes.erase(it++); + else + ++it; + } + } +} + +void Control::keyPressed(int scancode) +{ + for (auto it: boundKeys) + { + if (it.second == scancode) + { + currentValue = 1.0f; + break; + } + } +} + +void Control::keyReleased(int scancode) +{ + for (auto it: boundKeys) + { + if (it.second == scancode) + { + currentValue = 0.0f; + break; + } + } +} + +void Control::mouseButtonPressed(int button, int x, int y) +{ + for (auto it: boundMouseButtons) + { + if (it.second == button) + { + currentValue = 1.0f; + break; + } + } +} + +void Control::mouseButtonReleased(int button, int x, int y) +{ + for (auto it: boundMouseButtons) + { + if (it.second == button) + { + currentValue = 0.0f; + break; + } + } +} + +void Control::gamepadButtonPressed(int button) +{ + for (auto it: boundGamepadButtons) + { + if (it.second == button) + { + currentValue = 1.0f; + break; + } + } +} + +void Control::gamepadButtonReleased(int button) +{ + for (auto it: boundGamepadButtons) + { + if (it.second == button) + { + currentValue = 0.0f; + break; + } + } +} + +void Control::gamepadAxisMoved(int axis, bool negative, float value) +{ + for (auto it: boundGamepadAxes) + { + if (std::get<1>(it) == axis && std::get<2>(it) == negative) + { + currentValue = value; + break; + } + } +} + +const std::list>* Control::getBoundKeys() const +{ + return &boundKeys; +} + +const std::list>* Control::getBoundMouseButtons() const +{ + return &boundMouseButtons; +} + +const std::list>* Control::getBoundGamepadButtons() const +{ + return &boundGamepadButtons; +} + +const std::list>* Control::getBoundGamepadAxes() const +{ + return &boundGamepadAxes; +} + +ControlProfile::ControlProfile(InputManager* inputManager): + inputManager(inputManager) +{} + +void ControlProfile::registerControl(const std::string& name, Control* control) +{ + controls[name] = control; +} + +bool ControlProfile::save(const std::string& filename) +{ + // Open control profile + std::ofstream file(filename.c_str()); + if (!file.is_open()) + { + std::cerr << "Failed to open control profile \"" << filename << "\"" << std::endl; + return false; + } + + for (auto it = controls.begin(); it != controls.end(); ++it) + { + Control* control = it->second; + const std::list>* boundKeys = control->getBoundKeys(); + const std::list>* boundMouseButtons = control->getBoundMouseButtons(); + const std::list>* boundGamepadButtons = control->getBoundGamepadButtons(); + const std::list>* boundGamepadAxes = control->getBoundGamepadAxes(); + + for (auto boundKey: *boundKeys) + { + int key = boundKey.second; + file << "control\t" << it->first << "\tkeyboard\tkey\t" << key << '\n'; + } + + for (auto boundMouseButton: *boundMouseButtons) + { + int button = boundMouseButton.second; + file << "control\t" << it->first << "\tmouse\tbutton\t" << button << '\n'; + } + + for (auto boundGamepadButton: *boundGamepadButtons) + { + const std::string& gamepadName = boundGamepadButton.first->getName(); + int button = boundGamepadButton.second; + file << "control\t" << it->first << "\tgamepad\t" << gamepadName << "\tbutton\t" << button << '\n'; + } + + for (auto boundGamepadAxis: *boundGamepadAxes) + { + const std::string& gamepadName = std::get<0>(boundGamepadAxis)->getName(); + int axis = std::get<1>(boundGamepadAxis); + bool negative = std::get<2>(boundGamepadAxis); + + std::stringstream axisstream; + if (negative) + axisstream << "-"; + else + axisstream << "+"; + axisstream << axis; + + file << "control\t" << it->first << "\tgamepad\t" << gamepadName << "\taxis\t" << axisstream.str() << '\n'; + } + } + + file.close(); + + return true; +} + +bool ControlProfile::load(const std::string& filename) +{ + // Open control profile + std::ifstream file(filename.c_str()); + if (!file.is_open()) + { + std::cerr << "Failed to open control profile \"" << filename << "\"" << std::endl; + return false; + } + + // Read profile + std::string line; + while (file.good() && std::getline(file, line)) + { + // Tokenize line (tab-delimeted) + std::vector tokens; + std::string token; + std::istringstream linestream(line); + while (std::getline(linestream, token, '\t')) + tokens.push_back(token); + + if (tokens.empty() || tokens[0][0] == '#') + continue; + + if (tokens[0] == "control" && tokens.size() >= 5) + { + // Use control name to get control pointer + auto it = controls.find(tokens[1]); + if (it == controls.end()) + { + std::cerr << "Attempted to load unregistered control \"" << tokens[1] << "\" from control profile \"" << filename << "\"" << std::endl; + continue; + } + Control* control = it->second; + + // Find input device + if (tokens[2] == "keyboard") + { + Keyboard* keyboard = inputManager->getKeyboards()->front(); + + if (tokens[3] == "key") + { + std::stringstream keystream(tokens[4]); + int scancode = -1; + keystream >> scancode; + + control->bindKey(keyboard, scancode); + } + else + { + std::cerr << "Invalid line \"" << line << "\" in control profile \"" << filename << "\"" << std::endl; + } + } + else if (tokens[2] == "mouse") + { + Mouse* mouse = inputManager->getMice()->front(); + + if (tokens[3] == "button") + { + std::stringstream buttonstream(tokens[4]); + int button = -1; + buttonstream >> button; + + control->bindMouseButton(mouse, button); + } + else + { + std::cerr << "Invalid line \"" << line << "\" in control profile \"" << filename << "\"" << std::endl; + continue; + } + } + else if (tokens[2] == "gamepad") + { + if (tokens.size() != 6) + { + std::cerr << "Invalid line \"" << line << "\" in control profile \"" << filename << "\"" << std::endl; + continue; + } + + Gamepad* gamepad = inputManager->getGamepad(tokens[3]); + if (!gamepad) + { + gamepad = new Gamepad(tokens[3]); + gamepad->setDisconnected(true); + inputManager->registerGamepad(gamepad); + } + + if (tokens[4] == "button") + { + std::stringstream buttonstream(tokens[5]); + int button = -1; + buttonstream >> button; + + control->bindGamepadButton(gamepad, button); + } + else if (tokens[4] == "axis") + { + bool negative = (tokens[5][0] == '-'); + + std::stringstream axisstream(tokens[5].substr(1, tokens[5].length() - 1)); + int axis = -1; + axisstream >> axis; + + control->bindGamepadAxis(gamepad, axis, negative); + } + else + { + std::cerr << "Invalid line \"" << line << "\" in control profile \"" << filename << "\"" << std::endl; + continue; + } + } + else + { + std::cerr << "Unsupported input device \"" << tokens[3] << "\" in control profile \"" << filename << "\"" << std::endl; + continue; + } + } + } + + file.close(); + + return true; +} + +void ControlProfile::update() +{ + for (auto it = controls.begin(); it != controls.end(); ++it) + { + it->second->update(); + } +} + diff --git a/src/controls.hpp b/src/controls.hpp new file mode 100644 index 0000000..26210dc --- /dev/null +++ b/src/controls.hpp @@ -0,0 +1,121 @@ +/* + * Copyright (C) 2017 Christopher J. Howard + * + * This file is part of Antkeeper Source Code. + * + * Antkeeper Source Code is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * Antkeeper Source Code is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with Antkeeper Source Code. If not, see . + */ + +#ifndef CONTROLS_HPP +#define CONTROLS_HPP + +#include "input.hpp" +#include +#include +#include +#include + +class Control: + public KeyObserver, + public MouseButtonObserver, + public GamepadButtonObserver, + public GamepadAxisObserver +{ +public: + Control(); + virtual ~Control(); + void setDeadzone(float value); + void update(); + + float getDeadzone() const; + float getCurrentValue() const; + float getPreviousValue() const; + bool isTriggered() const; + bool wasTriggered() const; + bool isUnbound() const; + + void bindKey(Keyboard* keyboard, int scancode); + void bindMouseButton(Mouse* mouse, int button); + void bindGamepadButton(Gamepad* gamepad, int button); + void bindGamepadAxis(Gamepad* gamepad, int axis, bool negative); + void bind(const InputEvent& event); + + void unbind(); + + virtual void keyPressed(int scancode); + virtual void keyReleased(int scancode); + virtual void mouseButtonPressed(int button, int x, int y); + virtual void mouseButtonReleased(int button, int x, int y); + virtual void gamepadButtonPressed(int button); + virtual void gamepadButtonReleased(int button); + virtual void gamepadAxisMoved(int axis, bool negative, float value); + + const std::list>* getBoundKeys() const; + const std::list>* getBoundMouseButtons() const; + const std::list>* getBoundGamepadButtons() const; + const std::list>* getBoundGamepadAxes() const; + +private: + float deadzone; + float currentValue; + float previousValue; + + std::list> boundKeys; + std::list> boundMouseButtons; + std::list> boundGamepadButtons; + std::list> boundGamepadAxes; +}; + +inline float Control::getDeadzone() const +{ + return deadzone; +} + +inline float Control::getCurrentValue() const +{ + return currentValue; +} + +inline float Control::getPreviousValue() const +{ + return previousValue; +} + +class ControlProfile +{ +public: + ControlProfile(InputManager* inputManager); + + void registerControl(const std::string& name, Control* control); + + bool save(const std::string& filename); + bool load(const std::string& filename); + + // Calls Control::update() on each control registered with this profile + void update(); + + const std::map* getControlMap() const; + +private: + InputManager* inputManager; + std::map controls; +}; + +inline const std::map* ControlProfile::getControlMap() const +{ + return &controls; +} + +#endif + diff --git a/src/debug.cpp b/src/debug.cpp new file mode 100644 index 0000000..8bbeee2 --- /dev/null +++ b/src/debug.cpp @@ -0,0 +1,80 @@ +/* + * Copyright (C) 2017 Christopher J. Howard + * + * This file is part of Antkeeper Source Code. + * + * Antkeeper Source Code is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * Antkeeper Source Code is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with Antkeeper Source Code. If not, see . + */ + +#include "debug.hpp" +#include + +LineBatcher::LineBatcher(std::size_t lineCount): + lineCount(lineCount), + currentLine(0), + width(1.0f), + color(1.0f) +{ + batch.resize(lineCount); + range = batch.addRange(); + range->material = &material; + + material.color = Vector3(1.0f); +} + +void LineBatcher::begin() +{ + currentLine = 0; + range->start = 0; + range->length = 0; +} + +void LineBatcher::end() +{ + range->length = currentLine; + batch.update(); +} + +void LineBatcher::draw(const Vector3& start, const Vector3& end) +{ + if (currentLine >= batch.getBillboardCount()) + { + std::cout << "LineBatcher::draw(): maximum line count exceeded" << std::endl; + return; + } + + Vector3 center = (start + end) * 0.5f; + float length = glm::length(end - start); + + Vector3 forward = glm::normalize(end - start); + glm::quat rotation = glm::normalize(glm::rotation(Vector3(1, 0, 0), forward)); + + Billboard* billboard = batch.getBillboard(currentLine); + billboard->setTranslation(center); + billboard->setDimensions(Vector2(length, width)); + billboard->setRotation(rotation); + billboard->setTintColor(color); + + ++currentLine; +} + +void LineBatcher::setWidth(float width) +{ + this->width = width; +} + +void LineBatcher::setColor(const Vector4& color) +{ + this->color = color; +} diff --git a/src/debug.hpp b/src/debug.hpp new file mode 100644 index 0000000..dfac8dc --- /dev/null +++ b/src/debug.hpp @@ -0,0 +1,65 @@ +/* + * Copyright (C) 2017 Christopher J. Howard + * + * This file is part of Antkeeper Source Code. + * + * Antkeeper Source Code is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * Antkeeper Source Code is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with Antkeeper Source Code. If not, see . + */ + +#ifndef DEBUG_HPP +#define DEBUG_HPP + +#include +#include "materials.hpp" + +using namespace Emergent; + +class LineBatcher +{ +public: + LineBatcher(std::size_t lineCount); + ~LineBatcher(); + + void setWidth(float width); + void setColor(const Vector4& color); + + void begin(); + void end(); + + void draw(const Vector3& start, const Vector3& end); + + const BillboardBatch* getBatch() const; + BillboardBatch* getBatch(); + +private: + std::size_t lineCount; + std::size_t currentLine; + BillboardBatch batch; + BillboardBatch::Range* range; + float width; + Vector4 color; + PhysicalMaterial material; +}; + +inline const BillboardBatch* LineBatcher::getBatch() const +{ + return &batch; +} + +inline BillboardBatch* LineBatcher::getBatch() +{ + return &batch; +} + +#endif // DEBUG_HPP diff --git a/src/input.cpp b/src/input.cpp new file mode 100644 index 0000000..47e2441 --- /dev/null +++ b/src/input.cpp @@ -0,0 +1,704 @@ +/* + * Copyright (C) 2017 Christopher J. Howard + * + * This file is part of Antkeeper Source Code. + * + * Antkeeper Source Code is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * Antkeeper Source Code is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with Antkeeper Source Code. If not, see . + */ + +#include "input.hpp" +#include + +InputDevice::InputDevice(const std::string& name): + name(name), + disconnected(true) +{} + +void InputDevice::setDisconnected(bool disconnected) +{ + this->disconnected = disconnected; +} + +Keyboard::Keyboard(const std::string& name): + InputDevice(name) +{} + +Keyboard::~Keyboard() +{} + +void Keyboard::addKeyObserver(KeyObserver* observer) +{ + keyObservers.push_back(observer); +} + +void Keyboard::removeKeyObserver(KeyObserver* observer) +{ + keyObservers.remove(observer); +} + +void Keyboard::removeKeyObservers() +{ + keyObservers.clear(); +} + +void Keyboard::press(int scancode) +{ + for (auto observer: keyObservers) + { + observer->keyPressed(scancode); + } +} + +void Keyboard::release(int scancode) +{ + for (auto observer: keyObservers) + { + observer->keyReleased(scancode); + } +} + +Mouse::Mouse(const std::string& name): + InputDevice(name), + notifyingMotionObservers(false), + notifyingButtonObservers(false) +{} + +Mouse::~Mouse() +{} + +void Mouse::addMouseMotionObserver(MouseMotionObserver* observer) +{ + if (notifyingMotionObservers) + { + additionFlaggedMotionObservers.push_back(observer); + } + else + { + motionObservers.push_back(observer); + } +} + +void Mouse::addMouseButtonObserver(MouseButtonObserver* observer) +{ + if (notifyingButtonObservers) + { + additionFlaggedButtonObservers.push_back(observer); + } + else + { + buttonObservers.push_back(observer); + } +} + +void Mouse::removeMouseMotionObserver(MouseMotionObserver* observer) +{ + if (notifyingMotionObservers) + { + removalFlaggedMotionObservers.push_back(observer); + } + else + { + motionObservers.remove(observer); + } +} + +void Mouse::removeMouseButtonObserver(MouseButtonObserver* observer) +{ + if (notifyingButtonObservers) + { + removalFlaggedButtonObservers.push_back(observer); + } + else + { + buttonObservers.remove(observer); + } +} + +void Mouse::removeMouseMotionObservers() +{ + motionObservers.clear(); +} + +void Mouse::removeMouseButtonObservers() +{ + buttonObservers.clear(); +} + +void Mouse::press(int button, int x, int y) +{ + // Notify observers + notifyingButtonObservers = true; + for (auto observer: buttonObservers) + { + observer->mouseButtonPressed(button, x, y); + } + notifyingButtonObservers = false; + + // Process flags + processFlaggedButtonObservers(); +} + +void Mouse::release(int button, int x, int y) +{ + // Notify observers + notifyingButtonObservers = true; + for (auto observer: buttonObservers) + { + observer->mouseButtonReleased(button, x, y); + } + notifyingButtonObservers = false; + + // Process flags + processFlaggedButtonObservers(); +} + +void Mouse::move(int x, int y) +{ + previousPosition = currentPosition; + currentPosition = glm::ivec2(x, y); + + // Notify observers + notifyingMotionObservers = true; + for (auto observer: motionObservers) + { + observer->mouseMoved(x, y); + } + notifyingMotionObservers = false; + + // Process flags + processFlaggedMotionObservers(); +} + +void Mouse::processFlaggedMotionObservers() +{ + // Remove observers which are flagged for removal + for (auto observer: removalFlaggedMotionObservers) + { + motionObservers.remove(observer); + } + removalFlaggedMotionObservers.clear(); + + // Add observers which are flagged for addition + for (auto observer: additionFlaggedMotionObservers) + { + motionObservers.push_back(observer); + } + additionFlaggedMotionObservers.clear(); +} + +void Mouse::processFlaggedButtonObservers() +{ + // Remove observers which are flagged for removal + for (auto observer: removalFlaggedButtonObservers) + { + buttonObservers.remove(observer); + } + removalFlaggedButtonObservers.clear(); + + // Add observers which are flagged for addition + for (auto observer: additionFlaggedButtonObservers) + { + buttonObservers.push_back(observer); + } + additionFlaggedButtonObservers.clear(); +} + +Gamepad::Gamepad(const std::string& name): + InputDevice(name) +{} + +Gamepad::~Gamepad() +{} + +void Gamepad::addGamepadButtonObserver(GamepadButtonObserver* observer) +{ + buttonObservers.push_back(observer); +} + +void Gamepad::removeGamepadButtonObserver(GamepadButtonObserver* observer) +{ + buttonObservers.remove(observer); +} + +void Gamepad::removeGamepadButtonObservers() +{ + buttonObservers.clear(); +} + +void Gamepad::addGamepadAxisObserver(GamepadAxisObserver* observer) +{ + axisObservers.push_back(observer); +} + +void Gamepad::removeGamepadAxisObserver(GamepadAxisObserver* observer) +{ + axisObservers.remove(observer); +} + +void Gamepad::removeGamepadAxisObservers() +{ + axisObservers.clear(); +} + +void Gamepad::press(int button) +{ + for (auto observer: buttonObservers) + { + observer->gamepadButtonPressed(button); + } +} + +void Gamepad::release(int button) +{ + for (auto observer: buttonObservers) + { + observer->gamepadButtonReleased(button); + } +} + +void Gamepad::move(int axis, bool negative, float value) +{ + for (auto observer: axisObservers) + { + observer->gamepadAxisMoved(axis, negative, value); + } +} + +InputEvent::InputEvent(): + type(InputEvent::Type::NONE) +{} + +InputManager::InputManager(): + closed(false) +{} + +void InputManager::addWindowObserver(WindowObserver* observer) +{ + windowObservers.push_back(observer); +} + +void InputManager::removeWindowObserver(WindowObserver* observer) +{ + windowObservers.remove(observer); +} + +void InputManager::removeWindowObservers() +{ + windowObservers.clear(); +} + +void InputManager::registerKeyboard(Keyboard* keyboard) +{ + keyboards.push_back(keyboard); +} + +void InputManager::registerMouse(Mouse* mouse) +{ + mice.push_back(mouse); +} + +void InputManager::registerGamepad(Gamepad* gamepad) +{ + gamepads.push_back(gamepad); +} + +void InputManager::unregisterKeyboard(Keyboard* keyboard) +{ + keyboards.remove(keyboard); +} + +void InputManager::unregisterMouse(Mouse* mouse) +{ + mice.remove(mouse); +} + +void InputManager::unregisterGamepad(Gamepad* gamepad) +{ + gamepads.remove(gamepad); +} + +bool InputManager::isRegistered(const Keyboard* keyboard) const +{ + for (auto it = keyboards.begin(); it != keyboards.end(); ++it) + { + if (*it == keyboard) + return true; + } + + return false; +} + +bool InputManager::isRegistered(const Mouse* mouse) const +{ + for (auto it = mice.begin(); it != mice.end(); ++it) + { + if (*it == mouse) + return true; + } + + return false; +} + +bool InputManager::isRegistered(const Gamepad* gamepad) const +{ + for (auto it = gamepads.begin(); it != gamepads.end(); ++it) + { + if (*it == gamepad) + return true; + } + + return false; +} + +const Gamepad* InputManager::getGamepad(const std::string& name) const +{ + for (auto gamepad: gamepads) + { + if (gamepad->getName() == name) + return gamepad; + } + + return nullptr; +} + +Gamepad* InputManager::getGamepad(const std::string& name) +{ + for (auto gamepad: gamepads) + { + if (gamepad->getName() == name) + return gamepad; + } + + return nullptr; +} + +SDLInputManager::SDLInputManager() +{ + keyboard = new Keyboard("Default Keyboard"); + mouse = new Mouse("Default Mouse"); + + registerKeyboard(keyboard); + registerMouse(mouse); + + keyboard->setDisconnected(false); + mouse->setDisconnected(false); +} + +SDLInputManager::~SDLInputManager() +{ + unregisterKeyboard(keyboard); + unregisterMouse(mouse); + + for (auto gamepad: allocatedGamepads) + { + unregisterGamepad(gamepad); + delete gamepad; + } + + delete keyboard; + delete mouse; +} + +void SDLInputManager::update() +{ + while (SDL_PollEvent(&event)) + { + switch (event.type) + { + case SDL_KEYDOWN: + { + int scancode = event.key.keysym.scancode; + keyboard->press(scancode); + break; + } + + case SDL_KEYUP: + { + int scancode = event.key.keysym.scancode; + keyboard->release(scancode); + break; + } + + case SDL_MOUSEMOTION: + { + int x = event.motion.x; + int y = event.motion.y; + mouse->move(x, y); + break; + } + + case SDL_MOUSEBUTTONDOWN: + { + int button = event.button.button; + mouse->press(button, event.button.x, event.button.y); + break; + } + + case SDL_MOUSEBUTTONUP: + { + int button = event.button.button; + mouse->release(button, event.button.x, event.button.y); + break; + } + + case SDL_CONTROLLERBUTTONDOWN: + { + int instanceID = event.cbutton.which; + auto it = gamepadMap.find(instanceID); + if (it == gamepadMap.end()) + { + std::cerr << "Received event from invalid gamepad" << std::endl; + break; + } + + Gamepad* gamepad = it->second; + int button = event.cbutton.button; + gamepad->press(button); + break; + } + + case SDL_CONTROLLERBUTTONUP: + { + int instanceID = event.cbutton.which; + auto it = gamepadMap.find(instanceID); + if (it == gamepadMap.end()) + { + std::cerr << "Received event from invalid gamepad" << std::endl; + break; + } + + Gamepad* gamepad = it->second; + int button = event.cbutton.button; + gamepad->release(button); + break; + } + + case SDL_CONTROLLERAXISMOTION: + { + int instanceID = event.caxis.which; + auto it = gamepadMap.find(instanceID); + if (it == gamepadMap.end()) + { + std::cerr << "Received event from invalid gamepad" << std::endl; + break; + } + + Gamepad* gamepad = it->second; + int axis = event.caxis.axis; + bool negative; + float value; + if (event.caxis.value < 0) + { + negative = true; + value = (float)event.caxis.value / -32768.0f; + } + else + { + negative = false; + value = (float)event.caxis.value / 32767.0f; + } + + gamepad->move(axis, negative, value); + break; + } + + case SDL_CONTROLLERDEVICEADDED: + { + SDL_GameController* controller = SDL_GameControllerOpen(event.cdevice.which); + if (controller != nullptr) + { + // Find controller's joystick instance ID + SDL_Joystick* joystick = SDL_GameControllerGetJoystick(controller); + int instanceID = SDL_JoystickInstanceID(joystick); + + // Determine gamepad name + std::string name = SDL_GameControllerName(controller); + if (name.empty()) + { + name = "Unknown Gamepad"; + } + + bool reconnected = false; + const std::list* gamepads = getGamepads(); + for (auto it = gamepads->begin(); it != gamepads->end(); ++it) + { + // Check if this gamepad was previously connected + if ((*it)->isDisconnected() && (*it)->getName() == name) + { + // Map to new instance ID + Gamepad* gamepad = *it; + gamepadMap[instanceID] = gamepad; + gamepad->setDisconnected(false); + reconnected = true; + + std::cout << "Reconnected gamepad \"" << name << "\" with ID " << instanceID << std::endl; + break; + } + } + + if (!reconnected) + { + // Create new gamepad + Gamepad* gamepad = new Gamepad(name); + + // Add to list of allocated gamepads + allocatedGamepads.push_back(gamepad); + + // Register with the input manager + registerGamepad(gamepad); + + // Map instance ID to gamepad pointer + gamepadMap[instanceID] = gamepad; + + // Connect gamepad + gamepad->setDisconnected(false); + + std::cout << "Connected gamepad \"" << name << "\" with ID " << instanceID << std::endl; + } + } + break; + } + + case SDL_CONTROLLERDEVICEREMOVED: + { + int instanceID = event.cdevice.which; + + // Find gamepad + auto mapIt = gamepadMap.find(instanceID); + if (mapIt == gamepadMap.end()) + { + std::cerr << "Attempted to remove nonexistent gamepad with ID " << instanceID << std::endl; + break; + } + Gamepad* gamepad = mapIt->second; + + // Remove from gamepad map + gamepadMap.erase(mapIt); + + // Set disconnected flag + gamepad->setDisconnected(true); + + std::cout << "Disconnected gamepad \"" << gamepad->getName() << "\" with ID " << instanceID << std::endl; + break; + } + + case SDL_WINDOWEVENT: + { + if (event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED) + { + for (auto observer: windowObservers) + { + observer->windowResized(event.window.data1, event.window.data2); + } + } + else if (event.window.event == SDL_WINDOWEVENT_CLOSE) + { + closed = true; + + for (auto observer: windowObservers) + { + observer->windowClosed(); + } + } + break; + } + + case SDL_QUIT: + { + closed = true; + + for (auto observer: windowObservers) + { + observer->windowClosed(); + } + break; + } + + default: + break; + } + } +} + +void SDLInputManager::listen(InputEvent* inputEvent) +{ + int eventCount; + + // Gather events + SDL_PumpEvents(); + + // Check for key events + eventCount = SDL_PeepEvents(&event, 1, SDL_PEEKEVENT, SDL_KEYDOWN, SDL_KEYDOWN); + if (eventCount) + { + int scancode = event.key.keysym.scancode; + inputEvent->type = InputEvent::Type::KEY; + inputEvent->key.first = keyboard; + inputEvent->key.second = scancode; + return; + } + + // Check for mouse button events + eventCount = SDL_PeepEvents(&event, 1, SDL_PEEKEVENT, SDL_MOUSEBUTTONDOWN, SDL_MOUSEBUTTONDOWN); + if (eventCount) + { + int button = event.button.button; + inputEvent->type = InputEvent::Type::MOUSE_BUTTON; + inputEvent->mouseButton.first = mouse; + inputEvent->mouseButton.second = button; + return; + } + + // Check for gamepad button events + eventCount = SDL_PeepEvents(&event, 1, SDL_PEEKEVENT, SDL_CONTROLLERBUTTONDOWN, SDL_CONTROLLERBUTTONDOWN); + if (eventCount) + { + int instanceID = event.cbutton.which; + auto it = gamepadMap.find(instanceID); + if (it == gamepadMap.end()) + { + std::cerr << "Received event from invalid gamepad" << std::endl; + return; + } + + Gamepad* gamepad = it->second; + int button = event.cbutton.button; + inputEvent->type = InputEvent::Type::GAMEPAD_BUTTON; + inputEvent->gamepadButton.first = gamepad; + inputEvent->gamepadButton.second = button; + return; + } + + // Check for gamepad axis events + eventCount = SDL_PeepEvents(&event, 1, SDL_PEEKEVENT, SDL_CONTROLLERAXISMOTION, SDL_CONTROLLERAXISMOTION); + if (eventCount) + { + int instanceID = event.caxis.which; + auto it = gamepadMap.find(instanceID); + if (it == gamepadMap.end()) + { + std::cerr << "Received event from invalid gamepad" << std::endl; + return; + } + + Gamepad* gamepad = it->second; + int axis = event.caxis.axis; + bool negative = event.caxis.value < 0; + inputEvent->type = InputEvent::Type::GAMEPAD_AXIS; + std::get<0>(inputEvent->gamepadAxis) = gamepad; + std::get<1>(inputEvent->gamepadAxis) = axis; + std::get<2>(inputEvent->gamepadAxis) = negative; + return; + } +} diff --git a/src/input.hpp b/src/input.hpp new file mode 100644 index 0000000..2d17350 --- /dev/null +++ b/src/input.hpp @@ -0,0 +1,316 @@ +/* + * Copyright (C) 2017 Christopher J. Howard + * + * This file is part of Antkeeper Source Code. + * + * Antkeeper Source Code is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * Antkeeper Source Code is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with Antkeeper Source Code. If not, see . + */ + +#ifndef INPUT_HPP +#define INPUT_HPP + +#include +using namespace Emergent; + +#include +#include +#include +#include +#include + +class KeyObserver +{ +public: + virtual void keyPressed(int scancode) = 0; + virtual void keyReleased(int scancode) = 0; +}; + +class MouseMotionObserver +{ +public: + virtual void mouseMoved(int x, int y) = 0; +}; + +class MouseButtonObserver +{ +public: + virtual void mouseButtonPressed(int button, int x, int y) = 0; + virtual void mouseButtonReleased(int button, int x, int y) = 0; +}; + +class GamepadButtonObserver +{ +public: + virtual void gamepadButtonPressed(int button) = 0; + virtual void gamepadButtonReleased(int button) = 0; +}; + +class GamepadAxisObserver +{ +public: + virtual void gamepadAxisMoved(int axis, bool negative, float value) = 0; +}; + +class WindowObserver +{ +public: + virtual void windowClosed() = 0; + virtual void windowResized(int width, int height) = 0; +}; + +class InputDevice +{ +public: + enum class Type + { + KEYBOARD, + MOUSE, + GAMEPAD + }; + + InputDevice(const std::string& name); + const std::string& getName() const; + virtual InputDevice::Type getType() const = 0; + + void setDisconnected(bool disconnected); + bool isDisconnected() const; + +private: + std::string name; + bool disconnected; +}; + +inline const std::string& InputDevice::getName() const +{ + return name; +} + +inline bool InputDevice::isDisconnected() const +{ + return disconnected; +} + +class Keyboard: public InputDevice +{ +public: + Keyboard(const std::string& name); + virtual ~Keyboard(); + + InputDevice::Type getType() const; + + void addKeyObserver(KeyObserver* observer); + void removeKeyObserver(KeyObserver* observer); + void removeKeyObservers(); + + void press(int scancode); + void release(int scancode); + +private: + std::list keyObservers; +}; + +inline InputDevice::Type Keyboard::getType() const +{ + return InputDevice::Type::KEYBOARD; +} + +class Mouse: public InputDevice +{ +public: + Mouse(const std::string& name); + virtual ~Mouse(); + + InputDevice::Type getType() const; + + void addMouseMotionObserver(MouseMotionObserver* observer); + void addMouseButtonObserver(MouseButtonObserver* observer); + void removeMouseMotionObserver(MouseMotionObserver* observer); + void removeMouseButtonObserver(MouseButtonObserver* observer); + void removeMouseMotionObservers(); + void removeMouseButtonObservers(); + + void press(int button, int x, int y); + void release(int button, int x, int y); + void move(int x, int y); + + const glm::ivec2& getCurrentPosition() const; + const glm::ivec2& getPreviousPosition() const; + +private: + void processFlaggedMotionObservers(); + void processFlaggedButtonObservers(); + + glm::ivec2 currentPosition; + glm::ivec2 previousPosition; + std::list motionObservers; + std::list buttonObservers; + bool notifyingMotionObservers; + bool notifyingButtonObservers; + std::list additionFlaggedMotionObservers; + std::list additionFlaggedButtonObservers; + std::list removalFlaggedMotionObservers; + std::list removalFlaggedButtonObservers; +}; + +inline InputDevice::Type Mouse::getType() const +{ + return InputDevice::Type::MOUSE; +} + +inline const glm::ivec2& Mouse::getCurrentPosition() const +{ + return currentPosition; +} + +inline const glm::ivec2& Mouse::getPreviousPosition() const +{ + return previousPosition; +} + +class Gamepad: public InputDevice +{ +public: + Gamepad(const std::string& name); + virtual ~Gamepad(); + + InputDevice::Type getType() const; + + void addGamepadButtonObserver(GamepadButtonObserver* observer); + void removeGamepadButtonObserver(GamepadButtonObserver* observer); + void removeGamepadButtonObservers(); + + void addGamepadAxisObserver(GamepadAxisObserver* observer); + void removeGamepadAxisObserver(GamepadAxisObserver* observer); + void removeGamepadAxisObservers(); + + void press(int button); + void release(int button); + void move(int axis, bool negative, float value); + +private: + std::list buttonObservers; + std::list axisObservers; +}; + +inline InputDevice::Type Gamepad::getType() const +{ + return InputDevice::Type::GAMEPAD; +} + +struct InputEvent +{ +public: + enum class Type + { + NONE, + KEY, + MOUSE_BUTTON, + GAMEPAD_BUTTON, + GAMEPAD_AXIS + }; + + InputEvent(); + + InputEvent::Type type; + std::pair key; + std::pair mouseButton; + std::pair gamepadButton; + std::tuple gamepadAxis; +}; + +class InputManager +{ +public: + InputManager(); + + // Processes input events + virtual void update() = 0; + + // Listens for the next input event, should be called BEFORE update() + virtual void listen(InputEvent* inputEvent) = 0; + + bool wasClosed() const; + + void addWindowObserver(WindowObserver* observer); + void removeWindowObserver(WindowObserver* observer); + void removeWindowObservers(); + + void registerKeyboard(Keyboard* keyboard); + void registerMouse(Mouse* mouse); + void registerGamepad(Gamepad* gamepad); + + void unregisterKeyboard(Keyboard* keyboard); + void unregisterMouse(Mouse* mouse); + void unregisterGamepad(Gamepad* gamepad); + + bool isRegistered(const Keyboard* keyboard) const; + bool isRegistered(const Mouse* mouse) const; + bool isRegistered(const Gamepad* gamepad) const; + + const Gamepad* getGamepad(const std::string& name) const; + Gamepad* getGamepad(const std::string& name); + + const std::list* getKeyboards() const; + const std::list* getMice() const; + const std::list* getGamepads() const; + +protected: + bool closed; + std::list windowObservers; + +private: + std::list keyboards; + std::list mice; + std::list gamepads; +}; + +inline bool InputManager::wasClosed() const +{ + return closed; +} + +inline const std::list* InputManager::getKeyboards() const +{ + return &keyboards; +} + +inline const std::list* InputManager::getMice() const +{ + return &mice; +} + +inline const std::list* InputManager::getGamepads() const +{ + return &gamepads; +} + +class SDLInputManager: public InputManager +{ +public: + SDLInputManager(); + ~SDLInputManager(); + + virtual void update(); + virtual void listen(InputEvent* event); + +private: + Keyboard* keyboard; + Mouse* mouse; + std::map gamepadMap; + SDL_Event event; + std::list allocatedGamepads; +}; + +#endif + diff --git a/src/main.cpp b/src/main.cpp new file mode 100644 index 0000000..d14e57b --- /dev/null +++ b/src/main.cpp @@ -0,0 +1,25 @@ +/* + * Copyright (C) 2017 Christopher J. Howard + * + * This file is part of Antkeeper Source Code. + * + * Antkeeper Source Code is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * Antkeeper Source Code is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with Antkeeper Source Code. If not, see . + */ + +#include "application.hpp" + +int main(int argc, char* argv[]) +{ + return Application(argc, argv).execute(); +} diff --git a/src/material-loader.cpp b/src/material-loader.cpp new file mode 100644 index 0000000..1f6dc8b --- /dev/null +++ b/src/material-loader.cpp @@ -0,0 +1,199 @@ +/* + * Copyright (C) 2017 Christopher J. Howard + * + * This file is part of Antkeeper Source Code. + * + * Antkeeper Source Code is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * Antkeeper Source Code is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with Antkeeper Source Code. If not, see . + */ + +#include "material-loader.hpp" +#include +#include +#include + +MaterialLoader::MaterialLoader() +{} + +MaterialLoader::~MaterialLoader() +{ + unload(); +} + +void MaterialLoader::unload() +{ + for (auto it = materialCache.begin(); it != materialCache.end(); ++it) + { + delete it->second; + } + materialCache.clear(); + + for (auto it = textureCache.begin(); it != textureCache.end(); ++it) + { + delete it->second; + } + textureCache.clear(); +} + +PhysicalMaterial* MaterialLoader::load(const std::string& filename) +{ + // Check if material exists in cache + auto it = materialCache.find(filename); + if (it != materialCache.end()) + { + return it->second; + } + + // Allocate new material + PhysicalMaterial* material = new PhysicalMaterial(); + + // Open file + std::ifstream file(filename.c_str(), std::ifstream::in); + if (!file.is_open()) + { + std::cerr << "MaterialLoader::load(): Failed to open material file \"" << filename << "\"" << std::endl; + delete material; + return nullptr; + } + + // Parse lines + std::string line; + while (file.good() && std::getline(file, line)) + { + const std::string whitespace = " \t"; + + // Skip empty lines + if (line.empty()) + { + continue; + } + + // Find position of first character in command string + std::size_t firstCommand = line.find_first_not_of(whitespace, 0); + if (firstCommand == std::string::npos) + { + continue; + } + + // Find position of first character in delimeter string + std::size_t firstDelimeter = line.find_first_of(whitespace, firstCommand); + if (firstDelimeter == std::string::npos) + { + continue; + } + + // Find position of first character in arguments string + std::size_t firstArgument = line.find_first_not_of(whitespace, firstDelimeter); + if (firstArgument == std::string::npos) + { + firstArgument = firstDelimeter + 1; + } + + // Form command string and argument list string + std::string command = line.substr(firstCommand, firstDelimeter - firstCommand); + std::string argumentList = line.substr(firstArgument); + + // Form vector of argument strings + std::vector arguments; + std::istringstream argumentStream(argumentList); + std::string argument; + while (argumentStream >> argument) + { + arguments.push_back(argument); + } + + if (command == "color" && arguments.size() == 3) + { + std::stringstream(arguments[0]) >> material->color.x; + std::stringstream(arguments[1]) >> material->color.y; + std::stringstream(arguments[2]) >> material->color.z; + } + else if (command == "roughness" && arguments.size() == 1) + { + std::stringstream(arguments[0]) >> material->roughness; + } + else if (command == "metallic" && arguments.size() == 1) + { + std::stringstream(arguments[0]) >> material->metallic; + } + else if (command == "specular" && arguments.size() == 1) + { + std::stringstream(arguments[0]) >> material->specular; + } + else if (command == "opacity" && arguments.size() == 1) + { + std::stringstream(arguments[0]) >> material->opacity; + } + else if (command == "color-map") + { + material->colorMap = loadTexture(argumentList); + } + else if (command == "roughness-map") + { + material->roughnessMap = loadTexture(argumentList); + } + else if (command == "metallic-map") + { + material->metallicMap = loadTexture(argumentList); + } + else if (command == "specular-map") + { + material->specularMap = loadTexture(argumentList); + } + else if (command == "opacity-map") + { + material->opacityMap = loadTexture(argumentList); + } + else if (command == "normal-map") + { + material->normalMap = loadTexture(argumentList); + } + else if (command[0] != '#') + { + std::cerr << "MaterialLoader::load(): Invalid line \"" << line << "\" in file \"" << filename << "\"" << std::endl; + } + } + + // Close file + file.close(); + + // Add material to cache + materialCache[filename] = material; + + return material; +} + +Texture* MaterialLoader::loadTexture(const std::string& filename) +{ + // Check if texture exists in cache + auto it = textureCache.find(filename); + if (it != textureCache.end()) + { + return it->second; + } + + // Load texture + std::string fullFilename = std::string("data/textures/") + filename; + Texture* texture = new Texture(); + if (!texture->load(fullFilename)) + { + std::cerr << "MaterialLoader::loadTexture(): Failed to load texture file \"" << fullFilename << "\"" << std::endl; + delete texture; + return nullptr; + } + + // Add texture to cache + textureCache[filename] = texture; + + return texture; +} diff --git a/src/material-loader.hpp b/src/material-loader.hpp new file mode 100644 index 0000000..d7c65d9 --- /dev/null +++ b/src/material-loader.hpp @@ -0,0 +1,41 @@ +/* + * Copyright (C) 2017 Christopher J. Howard + * + * This file is part of Antkeeper Source Code. + * + * Antkeeper Source Code is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * Antkeeper Source Code is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with Antkeeper Source Code. If not, see . + */ + +#ifndef MATERIAL_LOADER_HPP +#define MATERIAL_LOADER_HPP + +#include +#include "materials.hpp" + +class MaterialLoader +{ +public: + MaterialLoader(); + ~MaterialLoader(); + + void unload(); + PhysicalMaterial* load(const std::string& filename); + +private: + Texture* loadTexture(const std::string& filename); + std::map textureCache; + std::map materialCache; +}; + +#endif // MATERIAL_LOADER_HPP diff --git a/src/materials.hpp b/src/materials.hpp new file mode 100644 index 0000000..30f6657 --- /dev/null +++ b/src/materials.hpp @@ -0,0 +1,85 @@ +/* + * Copyright (C) 2017 Christopher J. Howard + * + * This file is part of Antkeeper Source Code. + * + * Antkeeper Source Code is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * Antkeeper Source Code is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with Antkeeper Source Code. If not, see . + */ + +#ifndef MATERIALS +#define MATERIALS + +#include + +using namespace Emergent; + +enum class MaterialFormat +{ + UI, + PHYSICAL +}; + +class UIMaterial: public Material +{ +public: + UIMaterial(): texture(nullptr) {} + virtual ~UIMaterial() {} + + virtual unsigned int getMaterialFormatID() const; + + Texture* texture; +}; + +inline unsigned int UIMaterial::getMaterialFormatID() const +{ + return static_cast(MaterialFormat::UI); +} + +class PhysicalMaterial: public Material +{ +public: + PhysicalMaterial(): + colorMap(nullptr), + roughnessMap(nullptr), + metallicMap(nullptr), + specularMap(nullptr), + opacityMap(nullptr), + normalMap(nullptr) + {}; + virtual ~PhysicalMaterial() {}; + virtual unsigned int getMaterialFormatID() const; + + Vector3 color; + float roughness; + float metallic; + float specular; + float opacity; + + Texture* colorMap; + Texture* roughnessMap; + Texture* metallicMap; + Texture* specularMap; + Texture* opacityMap; + Texture* normalMap; + + bool shadowCaster; + bool shadowReceiver; +}; + +inline unsigned int PhysicalMaterial::getMaterialFormatID() const +{ + return static_cast(MaterialFormat::PHYSICAL); +} + +#endif // MATERIALS \ No newline at end of file diff --git a/src/mesh.cpp b/src/mesh.cpp new file mode 100644 index 0000000..770fa6a --- /dev/null +++ b/src/mesh.cpp @@ -0,0 +1,401 @@ +/* + * Copyright (C) 2017 Christopher J. Howard + * + * This file is part of Antkeeper Source Code. + * + * Antkeeper Source Code is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * Antkeeper Source Code is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with Antkeeper Source Code. If not, see . + */ + +#include "mesh.hpp" +#include +#include +#include +#include +#include +#include +#include + +bool loadHeightmap(const std::string& filename, glm::vec3 scale, WingedEdge* mesh) +{ + int width; + int height; + int components; + + // Load image data + unsigned char* pixels = stbi_load(filename.c_str(), &width, &height, &components, 1); + if (!pixels) + { + std::cerr << "Failed to load heightmap image \"" << filename << "\"\n"; + return false; + } + + std::size_t vertexCount = width * height; + std::size_t triangleCount = (width - 1) * (height - 1) * 2; + std::size_t indexCount = triangleCount * 3; + + std::vector vertices(vertexCount); + std::vector indices(indexCount); + + // Adjust scale + scale.x *= 1.0f / ((float)width - 1); + scale.y *= 1.0f / 255.0f; + scale.z *= 1.0f / ((float)height - 1); + if (width > height) scale.z *= (float)height / (float) width; + else if (height > width) scale.x *= (float)width / (float)height; + + // Calculate centered offset + glm::vec3 offset; + offset.x = (float)width * -0.5f * scale.x; + offset.y = 0.0f; + offset.z = (float)height * -0.5f * scale.z; + + // Calculate vertex positions + for (int i = 0; i < height; ++i) + { + for (int j = 0; j < width; ++j) + { + std::size_t index = i * width + j; + + glm::vec3* vertex = &vertices[index]; + vertex->x = (float)j * scale.x + offset.x; + vertex->y = (float)pixels[index] * scale.y; + vertex->z = (float)i * scale.z + offset.z; + } + } + + // Free loaded image + stbi_image_free(pixels); + + // Generate indices + for (int i = 0; i < height - 1; ++i) + { + for (int j = 0; j < width - 1; ++j) + { + std::size_t a = i * width + j; + std::size_t b = (i + 1) * width + j; + std::size_t c = i * width + j + 1; + std::size_t d = (i + 1) * width + j + 1; + + std::size_t index = (i * (width - 1) + j) * 2 * 3; + indices[index] = a; + indices[index + 1] = b; + indices[index + 2] = c; + indices[index + 3] = c; + indices[index + 4] = b; + indices[index + 5] = d; + } + } + + return mesh->create(vertices, indices); +} + +bool loadHeightmapBase(const std::string& filename, glm::vec3 scale, float floor, WingedEdge* mesh) +{ + int width; + int height; + int components; + + // Load image data + unsigned char* pixels = stbi_load(filename.c_str(), &width, &height, &components, 1); + if (!pixels) + { + std::cerr << "Failed to load heightmap image \"" << filename << "\"\n"; + return false; + } + + std::size_t vertexCount = width * 4 + height * 4; + std::size_t triangleCount = (width - 1) * 4 + (height - 1) * 4; + std::size_t indexCount = triangleCount * 3; + + std::vector vertices(vertexCount); + std::vector indices(indexCount); + + // Adjust scale + scale.x *= 1.0f / ((float)width - 1); + scale.y *= 1.0f / 255.0f; + scale.z *= 1.0f / ((float)height - 1); + if (width > height) scale.z *= (float)height / (float) width; + else if (height > width) scale.x *= (float)width / (float)height; + + // Calculate centered offset + glm::vec3 offset; + offset.x = (float)width * -0.5f * scale.x; + offset.y = 0.0f; + offset.z = (float)height * -0.5f * scale.z; + + glm::vec3* vertex = &vertices[0]; + + // Top row + for (int j = 0; j < width; ++j) + { + int i = 0; + std::size_t index = i * width + j; + + vertex->x = (float)j * scale.x + offset.x; + vertex->y = (float)pixels[index] * scale.y; + vertex->z = (float)i * scale.z + offset.z; + ++vertex; + + vertex->x = (float)j * scale.x + offset.x; + vertex->y = floor; + vertex->z = (float)i * scale.z + offset.z; + ++vertex; + } + + // Bottom row + for (int j = 0; j < width; ++j) + { + int i = (height - 1); + std::size_t index = i * width + j; + + vertex->x = (float)j * scale.x + offset.x; + vertex->y = (float)pixels[index] * scale.y; + vertex->z = (float)i * scale.z + offset.z; + ++vertex; + + vertex->x = (float)j * scale.x + offset.x; + vertex->y = floor; + vertex->z = (float)i * scale.z + offset.z; + ++vertex; + } + + // Left column + for (int i = 0; i < height; ++i) + { + int j = 0; + std::size_t index = i * width + j; + + vertex->x = (float)j * scale.x + offset.x; + vertex->y = (float)pixels[index] * scale.y; + vertex->z = (float)i * scale.z + offset.z; + ++vertex;; + + vertex->x = (float)j * scale.x + offset.x; + vertex->y = floor; + vertex->z = (float)i * scale.z + offset.z; + ++vertex; + } + + // Right column + for (int i = 0; i < height; ++i) + { + int j = (width - 1); + std::size_t index = i * width + j; + + vertex->x = (float)j * scale.x + offset.x; + vertex->y = (float)pixels[index] * scale.y; + vertex->z = (float)i * scale.z + offset.z; + ++vertex; + + vertex->x = (float)j * scale.x + offset.x; + vertex->y = floor; + vertex->z = (float)i * scale.z + offset.z; + ++vertex; + } + + // Free loaded image + stbi_image_free(pixels); + + // Generate indices + std::size_t* index = &indices[0]; + + for (int i = 0; i < width - 1; ++i) + { + std::size_t a = i * 2; + std::size_t b = i * 2 + 1; + std::size_t c = (i + 1) * 2; + std::size_t d = (i + 1) * 2 + 1; + + (*(index++)) = b; + (*(index++)) = a; + (*(index++)) = c; + (*(index++)) = b; + (*(index++)) = c; + (*(index++)) = d; + + a += width * 2; + b += width * 2; + c += width * 2; + d += width * 2; + + (*(index++)) = a; + (*(index++)) = b; + (*(index++)) = c; + (*(index++)) = c; + (*(index++)) = b; + (*(index++)) = d; + } + + for (int i = 0; i < height - 1; ++i) + { + std::size_t a = width * 4 + i * 2; + std::size_t b = width * 4 + i * 2 + 1; + std::size_t c = width * 4 + (i + 1) * 2; + std::size_t d = width * 4 + (i + 1) * 2 + 1; + + (*(index++)) = a; + (*(index++)) = b; + (*(index++)) = c; + (*(index++)) = c; + (*(index++)) = b; + (*(index++)) = d; + + a += height * 2; + b += height * 2; + c += height * 2; + d += height * 2; + + (*(index++)) = b; + (*(index++)) = a; + (*(index++)) = c; + (*(index++)) = b; + (*(index++)) = c; + (*(index++)) = d; + } + + return mesh->create(vertices, indices); +} + +void move(const WingedEdge* mesh, WingedEdge::Triangle* triangle, const glm::vec3& start, const glm::vec3& target, std::vector* visited, glm::vec3* end) +{ + // Add triangle to visited list + visited->push_back(triangle); + + // Grab triangle coordinates + const glm::vec3& a = triangle->edge->vertex->position; + const glm::vec3& b = triangle->edge->next->vertex->position; + const glm::vec3& c = triangle->edge->previous->vertex->position; + + // Project target onto triangle + glm::vec3 closestPoint; + int edgeIndex = -1; + WingedEdge::Edge* closestEdge = nullptr; + project_on_triangle(target, a, b, c, &closestPoint, &edgeIndex); + *end = closestPoint; + + // Determine if projected target is on an edge + switch (edgeIndex) + { + case -1: + // Projected target inside triangle + return; + case 0: + closestEdge = triangle->edge; + break; + case 1: + closestEdge = triangle->edge->next; + break; + case 2: + closestEdge = triangle->edge->previous; + break; + } + + // If edge is not loose, repeat with connected triangle + if (closestEdge->symmetric != nullptr) + { + for (std::size_t i = 0; i < visited->size() - 1; ++i) + { + if ((*visited)[i] == closestEdge->symmetric->triangle) + return; + } + + move(mesh, closestEdge->symmetric->triangle, closestPoint, target, visited, end); + } +} + +std::tuple intersects(const glm::vec3& origin, const glm::vec3& direction, const glm::vec3& a, const glm::vec3& b, const glm::vec3& c) +{ + // Find edges + glm::vec3 edge10 = b - a; + glm::vec3 edge20 = c - a; + + // Calculate determinant + glm::vec3 pv = glm::cross(direction, edge20); + float det = glm::dot(edge10, pv); + if (!det) + { + return std::make_tuple(false, std::numeric_limits::infinity(), 0.0f, 0.0f); + } + float inverseDet = 1.0f / det; + + // Calculate u + glm::vec3 tv = origin - a; + float u = glm::dot(tv, pv) * inverseDet; + + if (u < 0.0f || u > 1.0f) + { + return std::make_tuple(false, std::numeric_limits::infinity(), 0.0f, 0.0f); + } + + // Calculate v + glm::vec3 qv = glm::cross(tv, edge10); + float v = glm::dot(direction, qv) * inverseDet; + + if (v < 0.0f || u + v > 1.0f) + { + return std::make_tuple(false, std::numeric_limits::infinity(), 0.0f, 0.0f); + } + + // Calculate t + float t = glm::dot(edge20, qv) * inverseDet; + + if (t > 0.0f) + { + return std::make_tuple(true, t, u, v); + } + + return std::make_tuple(false, std::numeric_limits::infinity(), 0.0f, 0.0f); +} + +std::tuple intersects(const glm::vec3& origin, const glm::vec3& direction, const WingedEdge& mesh) +{ + const std::vector* triangles = mesh.getTriangles(); + bool intersection = false; + float t0 = std::numeric_limits::infinity(); + float t1 = -std::numeric_limits::infinity(); + std::size_t index0 = triangles->size(); + std::size_t index1 = index0; + + for (std::size_t i = 0; i < triangles->size(); ++i) + { + const WingedEdge::Triangle* triangle = (*triangles)[i]; + const glm::vec3& a = triangle->edge->vertex->position; + const glm::vec3& b = triangle->edge->next->vertex->position; + const glm::vec3& c = triangle->edge->previous->vertex->position; + + auto result = intersects(origin, direction, a, b, c); + if (std::get<0>(result)) + { + intersection = true; + + float t = std::get<1>(result); + float cosTheta = glm::dot(direction, triangle->normal); + + if (cosTheta <= 0.0f) + { + // Front-facing + t0 = std::min(t0, t); + index0 = i; + } + else + { + // Back-facing + t1 = std::max(t1, t); + index1 = i; + } + } + } + + return std::make_tuple(intersection, t0, t1, index0, index1); +} diff --git a/src/mesh.hpp b/src/mesh.hpp new file mode 100644 index 0000000..903ea40 --- /dev/null +++ b/src/mesh.hpp @@ -0,0 +1,59 @@ +/* + * Copyright (C) 2017 Christopher J. Howard + * + * This file is part of Antkeeper Source Code. + * + * Antkeeper Source Code is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * Antkeeper Source Code is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with Antkeeper Source Code. If not, see . + */ + +#ifndef MESH_HPP +#define MESH_HPP + +#include +#include +#include +#include + +using namespace Emergent; + +struct navigator +{ + glm::vec3 position; // World-space cartesian coordinates + + float heading; + + WingedEdge::Triangle* triangle; + glm::vec3 barycentric; // Current barycentric coordinates +}; + + +bool loadHeightmap(const std::string& filename, glm::vec3 scale, WingedEdge* mesh); + +bool loadHeightmapBase(const std::string& filename, glm::vec3 scale, float floor, WingedEdge* mesh); + +// Recursive function which moves a navigator along the surface of a navmesh. +void move(const WingedEdge* mesh, WingedEdge::Triangle* triangle, const glm::vec3& start, const glm::vec3& target, std::vector* visited, glm::vec3* end); + +// Checks for intersection between a ray and a triangle +// The first element in the tuple indicates whether or not an intersection occurred. The second element indicates the distance from the origin to point of intersection. The third element is the barycentric U coordinate. The fourth element is the barycentric V coordinate. +// @see http://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm +// @see http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-9-ray-triangle-intersection/m-ller-trumbore-algorithm/ +std::tuple intersects(const glm::vec3& origin, const glm::vec3& direction, const WingedEdge::Triangle& triangle); + +// Checks for intersection between a ray and a mesh. +// The first element in the tuple indicates whether or not an intersection occurred. The second and third elements indicate the distance from the origin to the nearest and farthest points of intersection, respectively. The fourth and fifth elements contain the indices of the nearest and farthest intersected triangles, respectively. +std::tuple intersects(const glm::vec3& origin, const glm::vec3& direction, const WingedEdge& mesh); + +#endif // MESH_HPP + diff --git a/src/model-loader.cpp b/src/model-loader.cpp new file mode 100644 index 0000000..1cc56a7 --- /dev/null +++ b/src/model-loader.cpp @@ -0,0 +1,305 @@ +/* + * Copyright (C) 2017 Christopher J. Howard + * + * This file is part of Antkeeper Source Code. + * + * Antkeeper Source Code is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * Antkeeper Source Code is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with Antkeeper Source Code. If not, see . + */ + + +#include "model-loader.hpp" +#include "material-loader.hpp" +#include + +template +inline static void read8(T* result, unsigned char** data) +{ + std::uint8_t temp = (*data)[0]; + *result = *reinterpret_cast(&temp); + *data += 1; +} + +template +inline static void read16(T* result, unsigned char** data) +{ + std::uint16_t temp = ((*data)[0] << 0) | ((*data)[1] << 8); + *result = *reinterpret_cast(&temp); + *data += 2; +} + +template +inline static void read32(T* result, unsigned char** data) +{ + std::uint32_t temp = ((*data)[0] << 0) | ((*data)[1] << 8) | ((*data)[2] << 16) | ((*data)[3] << 24); + *result = *reinterpret_cast(&temp); + *data += 4; +} + +inline static void readString(std::string* result, unsigned char** data) +{ + result->resize((*data)[0]); + for (std::size_t i = 0; i < result->size(); ++i) + { + (*result)[i] = (*data)[i + 1]; + } + + *data += result->size() + 1; +} + +ModelLoader::ModelLoader(): + materialLoader(nullptr) +{} + +ModelLoader::~ModelLoader() +{} + +Model* ModelLoader::load(const std::string& filename) +{ + // Open file + std::ifstream file(filename.c_str(), std::ifstream::in | std::ifstream::binary | std::ifstream::ate); + if (!file.is_open()) + { + std::cerr << "ModelLoader::load(): Failed to open model file \"" << filename << "\"" << std::endl; + return nullptr; + } + + // Allocate file data buffer + int filesize = file.tellg(); + unsigned char* buffer = new unsigned char[filesize]; + + // Read file data into buffer + file.seekg(0, file.beg); + file.read(reinterpret_cast(&buffer[0]), filesize); + unsigned char* bufferOffset = &buffer[0]; + + // Close file + file.close(); + + // Allocate model data + ModelData* modelData = new ModelData(); + + // Allocate material groups + read32(&modelData->groupCount, &bufferOffset); + modelData->groups = new MaterialGroup[modelData->groupCount]; + + // Read material groups (and calculate triangle count) + std::uint32_t triangleCount = 0; + for (std::size_t i = 0; i < modelData->groupCount; ++i) + { + MaterialGroup* group = &modelData->groups[i]; + + readString(&group->materialName, &bufferOffset); + read32(&group->indexOffset, &bufferOffset); + read32(&group->triangleCount, &bufferOffset); + + // Read bounds + Vector3 min; + Vector3 max; + read32(&min.x, &bufferOffset); + read32(&min.y, &bufferOffset); + read32(&min.z, &bufferOffset); + read32(&max.x, &bufferOffset); + read32(&max.y, &bufferOffset); + read32(&max.z, &bufferOffset); + group->bounds.setMin(min); + group->bounds.setMax(max); + + triangleCount += group->triangleCount; + } + + // Read vertex format and count + read32(&modelData->vertexFormat, &bufferOffset); + read32(&modelData->vertexCount, &bufferOffset); + + // Read bounds + Vector3 min; + Vector3 max; + read32(&min.x, &bufferOffset); + read32(&min.y, &bufferOffset); + read32(&min.z, &bufferOffset); + read32(&max.x, &bufferOffset); + read32(&max.y, &bufferOffset); + read32(&max.z, &bufferOffset); + modelData->bounds.setMin(min); + modelData->bounds.setMax(max); + + // Calculate vertex size + std::uint32_t vertexSize = + 3 // Position + + 3 // Normal + + 2 * ((modelData->vertexFormat & UV) != 0) // UV + + 4 * ((modelData->vertexFormat & TANGENT) != 0) // Tangent + + 4 * ((modelData->vertexFormat & TANGENT) != 0) // Bitangent + + 4 * ((modelData->vertexFormat & WEIGHTS) != 0) // Indices + + 4 * ((modelData->vertexFormat & WEIGHTS) != 0); // Weights + + // Allocate vertex data + modelData->vertexData = new float[modelData->vertexCount * vertexSize]; + + // Read vertex data + float* vertexDataOffset = &modelData->vertexData[0]; + for (std::size_t i = 0; i < modelData->vertexCount; ++i) + { + for (std::size_t j = 0; j < vertexSize; ++j) + { + read32(vertexDataOffset, &bufferOffset); + ++vertexDataOffset; + } + } + + // Allocate index data + std::uint32_t indexCount = triangleCount * 3; + modelData->indexData = new std::uint32_t[indexCount]; + + // Read index data + for (std::size_t i = 0; i < indexCount; ++i) + { + read32(&modelData->indexData[i], &bufferOffset); + } + + // Free file data buffer + delete[] buffer; + + GLuint vao; + GLuint vbo; + GLuint ibo; + + // Generate and bind VAO + glGenVertexArrays(1, &vao); + glBindVertexArray(vao); + + // Generate and bind VBO, then upload vertex data + glGenBuffers(1, &vbo); + glBindBuffer(GL_ARRAY_BUFFER, vbo); + glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertexSize * modelData->vertexCount, modelData->vertexData, GL_STATIC_DRAW); + + // Setup vertex attribute arrays + std::size_t attribOffset = 0; + std::size_t attribSize = 0; + + // Vertex position attribute + attribSize = 3; + glEnableVertexAttribArray(EMERGENT_VERTEX_POSITION); + glVertexAttribPointer(EMERGENT_VERTEX_POSITION, attribSize, GL_FLOAT, GL_FALSE, sizeof(float) * vertexSize, (char*)0 + attribOffset * sizeof(float)); + attribOffset += attribSize; + + // Vertex normal attribute + attribSize = 3; + glEnableVertexAttribArray(EMERGENT_VERTEX_NORMAL); + glVertexAttribPointer(EMERGENT_VERTEX_NORMAL, attribSize, GL_FLOAT, GL_FALSE, sizeof(float) * vertexSize, (char*)0 + attribOffset * sizeof(float)); + attribOffset += attribSize; + + // Vertex UV attribute + if ((modelData->vertexFormat & UV) != 0) + { + attribSize = 2; + glEnableVertexAttribArray(EMERGENT_VERTEX_TEXCOORD); + glVertexAttribPointer(EMERGENT_VERTEX_TEXCOORD, attribSize, GL_FLOAT, GL_FALSE, sizeof(float) * vertexSize, (char*)0 + attribOffset * sizeof(float)); + attribOffset += attribSize; + } + + // Vertex tangent and bitangent attributes + if ((modelData->vertexFormat & TANGENT) != 0) + { + // Tangent + attribSize = 4; + glEnableVertexAttribArray(EMERGENT_VERTEX_TANGENT); + glVertexAttribPointer(EMERGENT_VERTEX_TANGENT, attribSize, GL_FLOAT, GL_FALSE, sizeof(float) * vertexSize, (char*)0 + attribOffset * sizeof(float)); + attribOffset += attribSize; + + // Bitangent + attribSize = 4; + glEnableVertexAttribArray(EMERGENT_VERTEX_BITANGENT); + glVertexAttribPointer(EMERGENT_VERTEX_BITANGENT, attribSize, GL_FLOAT, GL_FALSE, sizeof(float) * vertexSize, (char*)0 + attribOffset * sizeof(float)); + attribOffset += attribSize; + } + + // Vertex indices and weights attributes + if ((modelData->vertexFormat & TANGENT) != 0) + { + // Indices + attribSize = 4; + glEnableVertexAttribArray(EMERGENT_VERTEX_BONE_INDICES); + glVertexAttribPointer(EMERGENT_VERTEX_BONE_INDICES, attribSize, GL_FLOAT, GL_FALSE, sizeof(float) * vertexSize, (char*)0 + attribOffset * sizeof(float)); + attribOffset += attribSize; + + // Weights + attribSize = 4; + glEnableVertexAttribArray(EMERGENT_VERTEX_BONE_WEIGHTS); + glVertexAttribPointer(EMERGENT_VERTEX_BONE_WEIGHTS, attribSize, GL_FLOAT, GL_FALSE, sizeof(float) * vertexSize, (char*)0 + attribOffset * sizeof(float)); + attribOffset += attribSize; + } + + // Generate and bind IBO, then upload index data + glGenBuffers(1, &ibo); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(std::uint32_t) * indexCount, modelData->indexData, GL_STATIC_DRAW); + + // Delete vertex and index data + delete[] modelData->vertexData; + delete[] modelData->indexData; + + // Allocate model + Model* model = new Model(); + model->setBounds(modelData->bounds); + + // Create model groups + for (std::size_t i = 0; i < modelData->groupCount; ++i) + { + ModelLoader::MaterialGroup* modelDataGroup = &modelData->groups[i]; + + // Allocate model group + Model::Group* modelGroup = new Model::Group(); + + // Set model group name + modelGroup->name = modelDataGroup->materialName; + + // Load material + std::string materialFilename = std::string("data/materials/") + modelDataGroup->materialName + std::string(".mtl"); + if (materialLoader != nullptr) + { + modelGroup->material = materialLoader->load(materialFilename); + if (!modelGroup->material) + { + std::cerr << "ModelLoader::load(): Failed to load material file \"" << materialFilename << "\" for model file \"" << filename << "\"" << std::endl; + } + } + else + { + modelGroup->material = nullptr; + std::cerr << "ModelLoader::load(): No valid material loader, material file \"" << materialFilename << "\" not loaded" << std::endl; + } + + // Setup model group geometry + modelGroup->indexOffset = modelDataGroup->indexOffset; + modelGroup->triangleCount = modelDataGroup->triangleCount; + modelGroup->bounds = modelDataGroup->bounds; + + // Add model group to model + model->addGroup(modelGroup); + } + + // Delete model data groups + delete[] modelData->groups; + + // Delete model data + delete modelData; + + return model; +} + +void ModelLoader::setMaterialLoader(MaterialLoader* materialLoader) +{ + this->materialLoader = materialLoader; +} diff --git a/src/model-loader.hpp b/src/model-loader.hpp new file mode 100644 index 0000000..a75e555 --- /dev/null +++ b/src/model-loader.hpp @@ -0,0 +1,69 @@ +/* + * Copyright (C) 2017 Christopher J. Howard + * + * This file is part of Antkeeper Source Code. + * + * Antkeeper Source Code is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * Antkeeper Source Code is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with Antkeeper Source Code. If not, see . + */ + +#ifndef MODEL_LOADER_HPP +#define MODEL_LOADER_HPP + +#include +#include + +using namespace Emergent; + +class MaterialLoader; + +class ModelLoader +{ +public: + ModelLoader(); + ~ModelLoader(); + Model* load(const std::string& filename); + + void setMaterialLoader(MaterialLoader* materialLoader); + +private: + struct MaterialGroup + { + std::string materialName; + std::uint32_t indexOffset; + std::uint32_t triangleCount; + AABB bounds; + }; + + enum VertexFlags + { + UV = 1, + TANGENT = 2, + WEIGHTS = 4 + }; + + struct ModelData + { + std::uint32_t groupCount; + MaterialGroup* groups; + std::uint32_t vertexFormat; + std::uint32_t vertexCount; + AABB bounds; + float* vertexData; + std::uint32_t* indexData; + }; + + MaterialLoader* materialLoader; +}; + +#endif // MODEL_LOADER_HPP diff --git a/src/nest.cpp b/src/nest.cpp new file mode 100644 index 0000000..7cc57bf --- /dev/null +++ b/src/nest.cpp @@ -0,0 +1,213 @@ +/* + * Copyright (C) 2017 Christopher J. Howard + * + * This file is part of Antkeeper Source Code. + * + * Antkeeper Source Code is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * Antkeeper Source Code is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with Antkeeper Source Code. If not, see . + */ + +#include "nest.hpp" +#include + +Vector3 Shaft::getHelixPosition(float depth) const +{ + Vector3 position; + position.x = entrance.x + std::cos(initialHelixAngle + depth / helixPitch) * helixRadius; + position.y = entrance.y + depth; + position.z = entrance.z + std::sin(initialHelixAngle + depth / helixPitch) * helixRadius; + + return position; +} + +float Shaft::getHelixAngle(float depth) const +{ + return initialHelixAngle + depth / helixPitch; +} + +Nest::Nest(): + root(nullptr) +{} + +Nest::~Nest() +{ + if (root != nullptr) + { + free(root); + } +} + +void Nest::generate() +{ + if (root != nullptr) + { + // Delete existing shafts and chambers + free(root); + } + + // Seed random number generator + rng.seed(parameters.randomSeed); + + // Generate shafts and chambers + root = dig(nullptr); + + // Merge intersecting chambers + + // Create nest map + map(); +} + +Shaft* Nest::dig(Chamber* parent) const +{ + Shaft* shaft = new Shaft(); + + // Set child's parent + shaft->parent = parent; + + if (parent != nullptr) + { + // Set parent's child to this shaft + parent->child = shaft; + + // Increment generation + shaft->generation = parent->parent->generation + 1; + + // Determine initial helix angle + shaft->initialHelixAngle = parent->parent->getHelixAngle(parent->relativeDepth); + } + else + { + // Shaft is root shaft + shaft->generation = 0; + shaft->entrance = Vector3(0.0f); + + // Choose initial helix angle + + } + + shaft->initialHelixAngle = random(glm::radians(-180.0f), glm::radians(180.0f)); + + if (parent == nullptr) + { + // Choose initial random parameters + shaft->shaftRadius = random(parameters.minShaftRadius, parameters.maxShaftRadius); + shaft->helixRadius = random(parameters.minShaftHelixRadius, parameters.maxShaftHelixRadius); + shaft->helixPitch = random(parameters.minShaftHelixPitch, parameters.maxShaftHelixPitch); + } + else + { + // Copy initial random parameters from grandparent + shaft->shaftRadius = parent->parent->shaftRadius; + shaft->helixRadius = parent->parent->helixRadius; + shaft->helixPitch = parent->parent->helixPitch; + } + + // Choose random depth + shaft->shaftDepth = random(parameters.minShaftDepth, parameters.maxShaftDepth); + + // Calculate entrance position + if (parent != nullptr) + { + Vector3 helixPosition = parent->parent->getHelixPosition(parent->relativeDepth); + float helixAngle = parent->parent->getHelixAngle(parent->relativeDepth); + + shaft->entrance.x = helixPosition.x + std::cos(helixAngle) * (parent->outerRadius - parent->innerRadius) - std::cos(shaft->initialHelixAngle) * shaft->helixRadius; + shaft->entrance.y = helixPosition.y; + shaft->entrance.z = helixPosition.z + std::sin(helixAngle) * (parent->outerRadius - parent->innerRadius) - std::sin(shaft->initialHelixAngle) * shaft->helixRadius; + } + + // Determine potential child count (may be less, according to spacing between chambers) + int maxChildCount = std::max(1, random(parameters.minShaftChamberCount, parameters.maxShaftChamberCount)); + + // Generate chambers, starting with final chamber (shaft must end with a chamber) + for (float depth = shaft->shaftDepth; depth >= 0.0f;) + { + Chamber* chamber = new Chamber(); + shaft->children.push_back(chamber); + + chamber->parent = shaft; + chamber->child = nullptr; + chamber->relativeDepth = depth; + chamber->absoluteDepth = shaft->entrance.y + chamber->relativeDepth; + chamber->innerRadius = random(parameters.minChamberInnerRadius, parameters.maxChamberInnerRadius); + chamber->outerRadius = random(parameters.minChamberOuterRadius, parameters.maxChamberOuterRadius); + chamber->centralAngle = random(parameters.minChamberCentralAngle, parameters.maxChamberCentralAngle); + + // Check if maximum child count has been reached + if (shaft->children.size() >= maxChildCount) + { + break; + } + + // Decrease depth by random amount + depth -= random(parameters.minShaftChamberPitch, parameters.maxShaftChamberPitch); + } + + // Generate subshafts from chambers + if (shaft->generation < parameters.maxShaftGeneration) + { + for (Chamber* chamber: shaft->children) + { + dig(chamber); + } + } + + return shaft; +} + +void Nest::merge() +{ + +} + +void Nest::map() +{ + +} + +void Nest::free(Shaft* shaft) +{ + for (Chamber* chamber: shaft->children) + { + if (chamber->child != nullptr) + { + free(chamber->child); + } + + delete chamber; + } + + delete shaft; +} + +inline float Nest::random(float min, float max) const +{ + std::uniform_real_distribution distribution(min, std::nextafter(max, std::numeric_limits::max())); + return distribution(rng); +} + +inline int Nest::random(int min, int max) const +{ + std::uniform_int_distribution distribution(min, std::nextafter(max, std::numeric_limits::max())); + return distribution(rng); +} + +void Nest::setParameters(const NestParameters& parameters) +{ + this->parameters = parameters; +} + +const NestParameters& Nest::getParameters() const +{ + return parameters; +} \ No newline at end of file diff --git a/src/nest.hpp b/src/nest.hpp new file mode 100644 index 0000000..fde2d23 --- /dev/null +++ b/src/nest.hpp @@ -0,0 +1,182 @@ +/* + * Copyright (C) 2017 Christopher J. Howard + * + * This file is part of Antkeeper Source Code. + * + * Antkeeper Source Code is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * Antkeeper Source Code is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with Antkeeper Source Code. If not, see . + */ + +#ifndef NEST_HPP +#define NEST_HPP + +#include +#include +#include + +using namespace Emergent; + +/** + * General algorithm: Draw a series of lines straight down. Select multiple elevation levels on each line at which to create a chamber. Create helixes around lines. At the selected elevation levels on each line, create a corresponding chambers on the helixes at the same elevations, in the direction of the outside of the helix. Check for intersections between chambers and tunnels, and merge as necessary. + */ + +struct Chamber; + +/** + * A vertically-directed helical shaft with one or more connected chambers. + */ +struct Shaft +{ + Chamber* parent; // The parent chamber from which this shaft begins + std::vector children; // A list of chambers which are formed from this shaft + int generation; // The generation index of this shaft. The root shaft is gen 0, the shafts from its chambers are gen 1, and so on. + Vector3 entrance; // Position of the entrance point of this shaft + float shaftRadius; // Radius of the shaft + float shaftDepth; // Total depth of this shaft + float initialHelixAngle; // Angle at which the shaft helix begins + float helixRadius; // Radius of the shaft helix + float helixPitch; // Pitch of the shaft helix + + /** + * Returns the position on the shaft's helix at the specified depth. + * + * @param depth Depth relative to the entrance of this shaft. + * @return Point on the helix at the specified depth. + */ + Vector3 getHelixPosition(float depth) const; + + /** + * Returns the angle to the helix at the specified depth. + * + * @param depth Depth relative to the entrance of this shaft. + * @return Angle to the helix at the specified depth. + */ + float getHelixAngle(float depth) const; +}; + +/** + * A horizontal annular chamber with one parent shaft and a max of one child shaft. Chambers always face toward the outside of the parent shaft's helix. + */ +struct Chamber +{ + Shaft* parent; // Parent shaft from which this chamber was formed + Shaft* child; // Child shaft which begins in this chamber + int generation; // The number of chambers from this chamber to the root shaft. + float relativeDepth; // Depth from the entrance of the parent shaft to this chamber + float absoluteDepth; // Depth from the entrance of the root shaft to this chamber + float innerRadius; // Inner radius of the annulus + float outerRadius; // Outer radius of the annulus + float centralAngle; // Angle of the annular sector + float height; // Height of the annular sector + float childAngle; // The angle on the annulus at which the child shaft begins +}; + +/** + * Describes the parameters required to generate a nest. + */ +struct NestParameters +{ + // Random params + unsigned int randomSeed; + + // Shaft params + int maxShaftGeneration; + float minShaftRadius; + float maxShaftRadius; + float minShaftDepth; + float maxShaftDepth; + float minShaftHelixRadius; + float maxShaftHelixRadius; + float minShaftHelixPitch; + float maxShaftHelixPitch; + int minShaftChamberCount; + int maxShaftChamberCount; + float minShaftChamberPitch; + float maxShaftChamberPitch; + + // Chamber params + float minChamberInnerRadius; + float maxChamberInnerRadius; + float minChamberOuterRadius; + float maxChamberOuterRadius; + float minChamberCentralAngle; + float maxChamberCentralAngle; +}; + +class Nest +{ +public: + Nest(); + ~Nest(); + + /** + * Generates the nest and all of its shafts and chambers. + */ + void generate(); + + /** + * Sets the nest generation parameters. + */ + void setParameters(const NestParameters& parameters); + + /** + * Returns the nest generation parameters. + */ + const NestParameters& getParameters() const; + + /** + * Returns a pointer to the root shaft of the nest. + */ + const Shaft* getRootShaft() const; + +private: + /** + * Recursive function which generates a connected system of shafts and chambers. + * + * @param parent Specifies the parent chamber of the shaft. A value of `nullptr` indicates the root shaft. + * @param generation The index of the shaft's generation. The root shaft is generation 0, the shafts formed from the root shaft's chambers are generation 1, and so on. + * @return The newly created shaft. + */ + Shaft* dig(Chamber* parent) const; + + /** + * Determines intersections between chambers and connects them. + */ + void merge(); + + /** + * Creates a map (interconnected system of nodes) with which can be used to navigate the nest. + */ + void map(); + + /** + * Recursive function which deletes a shaft and all of its connect chambers and subshafts. + * + * @param Specifies a shaft to delete. + */ + void free(Shaft* shaft); + + float random(float min, float max) const; + int random(int min, int max) const; + + NestParameters parameters; + Shaft* root; + mutable std::default_random_engine rng; +}; + +inline const Shaft* Nest::getRootShaft() const +{ + return root; +} + +#endif // NEST_HPP diff --git a/src/render-passes.cpp b/src/render-passes.cpp new file mode 100644 index 0000000..d6bd4ae --- /dev/null +++ b/src/render-passes.cpp @@ -0,0 +1,1091 @@ +/* + * Copyright (C) 2017 Christopher J. Howard + * + * This file is part of Antkeeper Source Code. + * + * Antkeeper Source Code is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * Antkeeper Source Code is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with Antkeeper Source Code. If not, see . + */ + +#include "render-passes.hpp" +#include "materials.hpp" +#include + +ShadowMapRenderPass::ShadowMapRenderPass(): + depthShader(nullptr) +{} + +bool ShadowMapRenderPass::load(const RenderContext* renderContext) +{ + depthShader = shaderLoader.load("data/shaders/depth-pass.glsl"); + if (!depthShader) + { + return false; + } + + return true; +} + +void ShadowMapRenderPass::unload() +{ + delete depthShader; + depthShader = nullptr; +} + +void ShadowMapRenderPass::render(const RenderContext* renderContext) +{ + // Bind framebuffer and setup viewport + glBindFramebuffer(GL_FRAMEBUFFER, renderTarget->framebuffer); + glViewport(0, 0, renderTarget->width, renderTarget->height); + + // Clear the framebuffer depth + glClearDepth(1.0); + glClear(GL_DEPTH_BUFFER_BIT); + + // Enable depth testing + glEnable(GL_DEPTH_TEST); + glDepthMask(GL_TRUE); + glDepthFunc(GL_LESS); + + // Enable backface culling + glEnable(GL_CULL_FACE); + glCullFace(GL_BACK); + + // Disable alpha blending + glDisable(GL_BLEND); + + // Bind shader + depthShader->bind(); + ShaderParameterSet* parameters = depthShader->getParameters(); + + const Camera& camera = *(renderContext->camera); + const std::list* operations = renderContext->queue->getOperations(); + + // Render operations + for (const RenderOperation& operation: *operations) + { + // Skip render operations with unsupported materials + if (operation.material->getMaterialFormatID() != static_cast(MaterialFormat::PHYSICAL)) + { + continue; + } + + const PhysicalMaterial* material = static_cast(operation.material); + + // Skip non shadow casters + if (!material->shadowCaster) + { + continue; + } + + const Matrix4& modelMatrix = operation.transform; + Matrix4 modelViewProjectionMatrix = camera.getViewProjection() * modelMatrix; + parameters->setValue(ShaderParameter::MODEL_VIEW_PROJECTION_MATRIX, modelViewProjectionMatrix); + + glBindVertexArray(operation.vao); + glDrawElementsBaseVertex(GL_TRIANGLES, operation.triangleCount * 3, GL_UNSIGNED_INT, (void*)0, operation.indexOffset); + } +} + + + +ClippingRenderPass::ClippingRenderPass(): + shader(nullptr) +{} + +bool ClippingRenderPass::load(const RenderContext* renderContext) +{ + shaderLoader.undefine(); + shaderLoader.define("CLIPPING_PLANE_COUNT", 1); + + shader = shaderLoader.load("data/shaders/clip.glsl"); + if (!shader) + { + return false; + } + + return true; +} + +void ClippingRenderPass::unload() +{ + delete shader; + shader = nullptr; +} + +void ClippingRenderPass::render(const RenderContext* renderContext) +{ + glEnable(GL_CLIP_DISTANCE0); + glEnable(GL_STENCIL_TEST); + glDisable(GL_DEPTH_TEST); + glDepthMask(GL_TRUE); + glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); + + // Bind shader + shader->bind(); + ShaderParameterSet* parameters = shader->getParameters(); + + // Pass clipping planes to shader + parameters->setValue(ShaderParameter::CLIPPING_PLANES, clippingPlane); + + // Grab render context parameters + const Camera& camera = *(renderContext->camera); + const std::list* operations = renderContext->queue->getOperations(); + + // Two passes + for (int i = 0; i < 2; ++i) + { + if (!i) + { + // Increment stencil for back faces + glStencilFunc(GL_ALWAYS, 0, 0); + glStencilOp(GL_KEEP, GL_KEEP, GL_INCR); + glCullFace(GL_FRONT); + } + else + { + // Decrement stencil for front faces + glStencilOp(GL_KEEP, GL_KEEP, GL_DECR); + glCullFace(GL_BACK); + } + + for (const RenderOperation& operation: *operations) + { + const Matrix4& modelMatrix = operation.transform; + Matrix4 modelViewProjectionMatrix = camera.getViewProjection() * modelMatrix; + parameters->setValue(ShaderParameter::MODEL_MATRIX, modelMatrix); + parameters->setValue(ShaderParameter::MODEL_VIEW_PROJECTION_MATRIX, modelViewProjectionMatrix); + + glBindVertexArray(operation.vao); + glDrawElementsBaseVertex(GL_TRIANGLES, operation.triangleCount * 3, GL_UNSIGNED_INT, (void*)0, operation.indexOffset); + } + } + + glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + glEnable(GL_DEPTH_TEST); + glDepthMask(GL_TRUE); + glDepthFunc(GL_LESS); + glDisable(GL_CLIP_DISTANCE0); +} + +void ClippingRenderPass::setClippingPlane(const Plane& plane) +{ + this->clippingPlane = Vector4(plane.getNormal(), plane.getDistance()); +} + +CappingRenderPass::CappingRenderPass(): + shader(nullptr) +{} + +bool CappingRenderPass::load(const RenderContext* renderContext) +{ + shaderLoader.undefine(); + shaderLoader.define("TEXTURE_COUNT", 4); + + shader = shaderLoader.load("data/shaders/soil-profile.glsl"); + if (!shader) + { + return false; + } + + horizonOTexture.load("data/textures/horizon-o.png"); + horizonATexture.load("data/textures/horizon-a.png"); + horizonBTexture.load("data/textures/horizon-b.png"); + horizonCTexture.load("data/textures/horizon-c.png"); + + return true; +} + +void CappingRenderPass::unload() +{ + delete shader; + shader = nullptr; + + horizonOTexture.destroy(); + horizonATexture.destroy(); + horizonBTexture.destroy(); + horizonCTexture.destroy(); +} + +void CappingRenderPass::render(const RenderContext* renderContext) +{ + glStencilFunc(GL_NOTEQUAL, 0, ~0); + glStencilOp(GL_KEEP, GL_ZERO, GL_ZERO); + //glDepthMask(GL_FALSE); + + // Bind shader + shader->bind(); + ShaderParameterSet* parameters = shader->getParameters(); + + // Bind texture + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, horizonOTexture.getTextureID()); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, horizonATexture.getTextureID()); + glActiveTexture(GL_TEXTURE2); + glBindTexture(GL_TEXTURE_2D, horizonBTexture.getTextureID()); + glActiveTexture(GL_TEXTURE3); + glBindTexture(GL_TEXTURE_2D, horizonCTexture.getTextureID()); + + // Pass texture units to shader + int textureUnits[] = {0, 1, 2, 3}; + parameters->setValue(ShaderParameter::MATERIAL_TEXTURE, 0, &textureUnits[0], 4); + + const Camera& camera = *(renderContext->camera); + const std::list* operations = renderContext->queue->getOperations(); + + // Render operations + for (const RenderOperation& operation: *operations) + { + const Matrix4& modelMatrix = operation.transform; + Matrix4 modelViewProjectionMatrix = camera.getViewProjection() * modelMatrix; + parameters->setValue(ShaderParameter::MODEL_MATRIX, modelMatrix); + parameters->setValue(ShaderParameter::MODEL_VIEW_PROJECTION_MATRIX, modelViewProjectionMatrix); + + glBindVertexArray(operation.vao); + glDrawElementsBaseVertex(GL_TRIANGLES, operation.triangleCount * 3, GL_UNSIGNED_INT, (void*)0, operation.indexOffset); + } + + //glDepthMask(GL_TRUE); + glDisable(GL_STENCIL_TEST); +} + +LightingRenderPass::LightingRenderPass(): + shadowMap(0), + shadowCamera(nullptr) +{ + // Initialize bias matrix for calculating the model-view-projection-bias matrix (used for shadow map texture coordinate calculation) + biasMatrix = Matrix4( + 0.5f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.5f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.5f, 0.0f, + 0.5f, 0.5f, 0.5f, 1.0f); + + modelLoader.setMaterialLoader(&materialLoader); +} + +bool LightingRenderPass::load(const RenderContext* renderContext) +{ + // For each render operation + if (renderContext != nullptr) + { + const std::list* operations = renderContext->queue->getOperations(); + for (const RenderOperation& operation: *operations) + { + loadShader(operation); + } + } + + // Load tree shadow + if (!treeShadow.load("data/textures/tree-shadow-0.png")) + { + std::cerr << "Failed to load tree shadow" << std::endl; + } + + // Load unit plane + unitPlaneModel = modelLoader.load("data/models/unit-plane.mdl"); + if (!unitPlaneModel) + { + std::cout << "Failed to load unit plane" << std::endl; + } + + // Setup capping plane model + for (int i = 0; i < 5; ++i) + { + cappingPlaneInstances[i].setModel(unitPlaneModel); + } + + // Create capping render context + cappingRenderContext.queue = &cappingRenderQueue; + + // Load clipping render pass + if (!clippingRenderPass.load(nullptr)) + { + return false; + } + + // Load capping render pass + if (!cappingRenderPass.load(nullptr)) + { + return false; + } + + time = 0.0f; + + return true; +} + +void LightingRenderPass::unload() +{ + cappingRenderQueue.clear(); + clippingRenderPass.unload(); + cappingRenderPass.unload(); + + for (auto it = shaderCache.begin(); it != shaderCache.end(); ++it) + { + delete it->second; + } + shaderCache.clear(); +} + +void LightingRenderPass::render(const RenderContext* renderContext) +{ + /* + time += 1.0f / 60.f; + + // Bind framebuffer and setup viewport + glBindFramebuffer(GL_FRAMEBUFFER, renderTarget->framebuffer); + glViewport(0, 0, renderTarget->width, renderTarget->height); + + // Clear the framebuffer depth + //glClearColor(0.0f, 0.0f, 0.0f, 1.0f); + //glClearDepth(1.0); + //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + // Enable clipping + if (renderContext->layer->getIndex() == 0) + { + // Clipping pass + cappingRenderContext.camera = renderContext->camera; + cappingRenderContext.layer = renderContext->layer; + for (int i = 0; i < 5; ++i) + { + clippingRenderPass.setClippingPlane(clippingPlanes[i]); + clippingRenderPass.render(renderContext); + + Transform transform = Transform::getIdentity(); + transform.translation = clippingPlanes[i].getNormal() * -clippingPlanes[i].getDistance(); + transform.scale = Vector3(150.0f); + transform.rotation = glm::normalize(glm::rotation(Vector3(0, 0, -1), clippingPlanes[i].getNormal())); + + ModelInstance* cappingPlaneInstance = &cappingPlaneInstances[i]; + cappingPlaneInstance->setTransform(transform); + + cappingRenderQueue.clear(); + cappingRenderQueue.queue(cappingPlaneInstance); + + cappingRenderPass.render(&cappingRenderContext); + + } + + glEnable(GL_CLIP_DISTANCE0); + } + else + { + glDisable(GL_CLIP_DISTANCE0); + } + + // Enable depth testing + glEnable(GL_DEPTH_TEST); + glDepthMask(GL_TRUE); + glDepthFunc(GL_LEQUAL); + + // Enable backface culling + glEnable(GL_CULL_FACE); + glCullFace(GL_BACK); + + // Enable alpha blending + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + const Camera& camera = *(renderContext->camera); + const std::list* operations = renderContext->queue->getOperations(); + + // Calculate camera direction + const Vector3& cameraDirection = camera.getForward(); + + // Textures + const std::size_t maxTextures = 8; + int materialTexture[maxTextures]; + Vector2 texcoordOffset[maxTextures]; + Vector2 texcoordScale[maxTextures]; + float textureDiffuseInfluence[maxTextures]; + float textureSpecularInfluence[maxTextures]; + float textureEmissiveInfluence[maxTextures]; + float textureRoughnessInfluence[maxTextures]; + float textureOpacityInfluence[maxTextures]; + float textureNormalInfluence[maxTextures]; + + for (std::size_t i = 0; i < maxTextures; ++i) + { + materialTexture[i] = i + 2; + } + + // Lights + // Point lights + const std::size_t maxPointLightCount = 4; + std::size_t pointLightCount = 0; + Vector3 pointLightColor[maxPointLightCount]; + Vector3 pointLightPosition[maxPointLightCount]; + Vector3 pointLightAttenuation[maxPointLightCount]; + for (std::size_t i = 0; i < maxPointLightCount; ++i) + pointLightColor[i] = Vector3(0.0f); + + // Directional lights + const std::size_t maxDirectionalLightCount = 4; + std::size_t directionalLightCount = 0; + Vector3 directionalLightColor[maxDirectionalLightCount]; + Vector3 directionalLightDirection[maxDirectionalLightCount]; + for (std::size_t i = 0; i < maxDirectionalLightCount; ++i) + directionalLightColor[i] = Vector3(0.0f); + + // Spotlights + const std::size_t maxSpotlightCount = 4; + std::size_t spotlightCount = 0; + Vector3 spotlightColor[maxSpotlightCount]; + Vector3 spotlightPosition[maxSpotlightCount]; + Vector3 spotlightAttenuation[maxSpotlightCount]; + Vector3 spotlightDirection[maxSpotlightCount]; + float spotlightCutoff[maxSpotlightCount]; + float spotlightExponent[maxSpotlightCount]; + for (std::size_t i = 0; i < maxSpotlightCount; ++i) + spotlightColor[i] = Vector3(0.0f); + + const std::list* lights = renderContext->layer->getObjects(SceneObjectType::LIGHT); + if (lights != nullptr) + { + for (auto object: *lights) + { + const Light* light = static_cast(object); + LightType lightType = light->getLightType(); + + if (lightType == LightType::POINT) + { + const PointLight* pointLight = static_cast(light); + + pointLightColor[pointLightCount] = pointLight->getScaledColor(); + pointLightPosition[pointLightCount] = Vector3(camera.getView() * Vector4(pointLight->getTranslation(), 1.0f)); + pointLightAttenuation[pointLightCount] = pointLight->getAttenuation(); + + ++pointLightCount; + } + else if (lightType == LightType::DIRECTIONAL) + { + const DirectionalLight* directionalLight = static_cast(light); + + directionalLightColor[directionalLightCount] = directionalLight->getScaledColor(); + directionalLightDirection[directionalLightCount] = glm::normalize(Vector3(camera.getView() * Vector4(-directionalLight->getDirection(), 0.0f))); + + ++directionalLightCount; + } + else if (lightType == LightType::SPOTLIGHT) + { + const Spotlight* spotlight = static_cast(light); + + spotlightColor[spotlightCount] = spotlight->getScaledColor(); + spotlightPosition[spotlightCount] = Vector3(camera.getView() * Vector4(spotlight->getTranslation(), 1.0f)); + spotlightAttenuation[spotlightCount] = spotlight->getAttenuation(); + spotlightDirection[spotlightCount] = glm::normalize(Vector3(camera.getView() * Vector4(-spotlight->getDirection(), 0.0f))); + spotlightCutoff[spotlightCount] = spotlight->getCutoff(); + spotlightExponent[spotlightCount] = spotlight->getExponent(); + + ++spotlightCount; + } + } + } + + // Calculate the (light-space) view-projection-bias matrix + Matrix4 viewProjectionBiasMatrix = biasMatrix * shadowCamera->getViewProjection(); + + // Bind shader + Shader* boundShader = nullptr; + + // Bind shadow map + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, shadowMap); + + // Bind tree shadow + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, treeShadow.getTextureID()); + + // For each clipping plane + + for (int clippingPlaneIndex = 0; clippingPlaneIndex < 5; ++clippingPlaneIndex) + { + // Render operations + for (const RenderOperation& operation: *operations) + { + const Material* material = operation.material; + + // Find shader + std::size_t hashValue = material->getHashValue(); + auto it = shaderCache.find(hashValue); + if (it == shaderCache.end()) + { + std::cerr << "Warning: material requires unloaded shader" << std::endl; + continue; + } + + // Bind shader + Shader* shader = it->second; + if (shader != boundShader) + { + shader->bind(); + boundShader = shader; + } + + // Get shader parameters + ShaderParameterSet* parameters = shader->getParameters(); + + const Matrix4& modelMatrix = operation.transform; + Matrix4 modelViewMatrix = camera.getView() * modelMatrix; + Matrix4 modelViewProjectionMatrix = camera.getViewProjection() * modelMatrix; + + // Pass matrix parameters + if (parameters->hasParameter(ShaderParameter::MODEL_MATRIX)) + { + parameters->setValue(ShaderParameter::MODEL_MATRIX, modelMatrix); + } + + if (parameters->hasParameter(ShaderParameter::MODEL_VIEW_MATRIX)) + { + parameters->setValue(ShaderParameter::MODEL_VIEW_MATRIX, modelViewMatrix); + } + if (parameters->hasParameter(ShaderParameter::MODEL_VIEW_PROJECTION_MATRIX)) + { + parameters->setValue(ShaderParameter::MODEL_VIEW_PROJECTION_MATRIX, modelViewProjectionMatrix); + } + if (parameters->hasParameter(ShaderParameter::NORMAL_MODEL_MATRIX)) + { + Matrix3 normalModelMatrix = glm::transpose(glm::inverse(Matrix3(modelMatrix))); + parameters->setValue(ShaderParameter::NORMAL_MODEL_MATRIX, normalModelMatrix); + } + if (parameters->hasParameter(ShaderParameter::NORMAL_MODEL_VIEW_MATRIX)) + { + Matrix3 normalModelViewMatrix = glm::transpose(glm::inverse(Matrix3(modelViewMatrix))); + parameters->setValue(ShaderParameter::NORMAL_MODEL_VIEW_MATRIX, normalModelViewMatrix); + } + if (parameters->hasParameter(ShaderParameter::CAMERA_DIRECTION)) + { + parameters->setValue(ShaderParameter::CAMERA_DIRECTION, cameraDirection); + } + + // Pass material parameters + if (parameters->hasParameter(ShaderParameter::MATERIAL_DIFFUSE_COLOR)) + { + parameters->setValue(ShaderParameter::MATERIAL_DIFFUSE_COLOR, material->getDiffuseColor()); + } + if (parameters->hasParameter(ShaderParameter::MATERIAL_SPECULAR_COLOR)) + { + parameters->setValue(ShaderParameter::MATERIAL_SPECULAR_COLOR, material->getSpecularColor()); + } + if (parameters->hasParameter(ShaderParameter::MATERIAL_EMISSIVE_COLOR)) + { + parameters->setValue(ShaderParameter::MATERIAL_EMISSIVE_COLOR, material->getEmissiveColor()); + } + if (parameters->hasParameter(ShaderParameter::MATERIAL_ROUGHNESS)) + { + parameters->setValue(ShaderParameter::MATERIAL_ROUGHNESS, material->getRoughness()); + } + if (parameters->hasParameter(ShaderParameter::MATERIAL_OPACITY)) + { + parameters->setValue(ShaderParameter::MATERIAL_OPACITY, material->getOpacity()); + } + + // Pass texture parameters + if (parameters->hasParameter(ShaderParameter::MATERIAL_TEXTURE)) + { + std::size_t textureCount = material->getTextureCount(); + + for (std::size_t i = 0; i < textureCount; ++i) + { + const Texture* texture = material->getTexture(i); + texcoordOffset[i] = Vector2(texture->getCoordinateOffset()); + texcoordScale[i] = Vector2(texture->getCoordinateScale()); + textureDiffuseInfluence[i] = texture->getDiffuseInfluence(); + textureSpecularInfluence[i] = texture->getSpecularInfluence(); + textureEmissiveInfluence[i] = texture->getEmissiveInfluence(); + textureRoughnessInfluence[i] = texture->getRoughnessInfluence(); + textureOpacityInfluence[i] = texture->getOpacityInfluence(); + textureNormalInfluence[i] = texture->getNormalInfluence(); + + // Bind texture + glActiveTexture(GL_TEXTURE2 + i); + glBindTexture(GL_TEXTURE_2D, texture->getTextureID()); + } + + parameters->setValue(ShaderParameter::MATERIAL_TEXTURE, 0, &materialTexture[0], textureCount); + if (parameters->hasParameter(ShaderParameter::TEXCOORD_OFFSET)) + parameters->setValue(ShaderParameter::TEXCOORD_OFFSET, 0, &texcoordOffset[0], textureCount); + if (parameters->hasParameter(ShaderParameter::TEXCOORD_SCALE)) + parameters->setValue(ShaderParameter::TEXCOORD_SCALE, 0, &texcoordScale[0], textureCount); + + if (parameters->hasParameter(ShaderParameter::TEXTURE_DIFFUSE_INFLUENCE)) + parameters->setValue(ShaderParameter::TEXTURE_DIFFUSE_INFLUENCE, 0, &textureDiffuseInfluence[0], textureCount); + if (parameters->hasParameter(ShaderParameter::TEXTURE_SPECULAR_INFLUENCE)) + parameters->setValue(ShaderParameter::TEXTURE_SPECULAR_INFLUENCE, 0, &textureSpecularInfluence[0], textureCount); + if (parameters->hasParameter(ShaderParameter::TEXTURE_EMISSIVE_INFLUENCE)) + parameters->setValue(ShaderParameter::TEXTURE_EMISSIVE_INFLUENCE, 0, &textureEmissiveInfluence[0], textureCount); + if (parameters->hasParameter(ShaderParameter::TEXTURE_ROUGHNESS_INFLUENCE)) + parameters->setValue(ShaderParameter::TEXTURE_ROUGHNESS_INFLUENCE, 0, &textureRoughnessInfluence[0], textureCount); + if (parameters->hasParameter(ShaderParameter::TEXTURE_OPACITY_INFLUENCE)) + parameters->setValue(ShaderParameter::TEXTURE_OPACITY_INFLUENCE, 0, &textureOpacityInfluence[0], textureCount); + if (parameters->hasParameter(ShaderParameter::TEXTURE_NORMAL_INFLUENCE)) + parameters->setValue(ShaderParameter::TEXTURE_NORMAL_INFLUENCE, 0, &textureNormalInfluence[0], textureCount); + } + + // Pass lighting parameters + if (parameters->hasParameter(ShaderParameter::POINT_LIGHT_COLOR)) + { + parameters->setValue(ShaderParameter::POINT_LIGHT_COLOR, 0, &pointLightColor[0], spotlightCount); + parameters->setValue(ShaderParameter::POINT_LIGHT_POSITION, 0, &pointLightPosition[0], spotlightCount); + parameters->setValue(ShaderParameter::POINT_LIGHT_ATTENUATION, 0, &pointLightAttenuation[0], spotlightCount); + } + if (parameters->hasParameter(ShaderParameter::DIRECTIONAL_LIGHT_COLOR)) + { + parameters->setValue(ShaderParameter::DIRECTIONAL_LIGHT_COLOR, 0, &directionalLightColor[0], directionalLightCount); + parameters->setValue(ShaderParameter::DIRECTIONAL_LIGHT_DIRECTION, 0, &directionalLightDirection[0], directionalLightCount); + } + if (parameters->hasParameter(ShaderParameter::SPOTLIGHT_COLOR)) + { + parameters->setValue(ShaderParameter::SPOTLIGHT_COLOR, 0, &spotlightColor[0], spotlightCount); + parameters->setValue(ShaderParameter::SPOTLIGHT_POSITION, 0, &spotlightPosition[0], spotlightCount); + parameters->setValue(ShaderParameter::SPOTLIGHT_ATTENUATION, 0, &spotlightAttenuation[0], spotlightCount); + parameters->setValue(ShaderParameter::SPOTLIGHT_DIRECTION, 0, &spotlightDirection[0], spotlightCount); + parameters->setValue(ShaderParameter::SPOTLIGHT_CUTOFF, 0, &spotlightCutoff[0], spotlightCount); + parameters->setValue(ShaderParameter::SPOTLIGHT_EXPONENT, 0, &spotlightExponent[0], spotlightCount); + } + if (parameters->hasParameter(ShaderParameter::DIFFUSE_ENVIRONMENT_MAP)) + { + parameters->setValue(ShaderParameter::DIFFUSE_ENVIRONMENT_MAP, 1); + } + if (parameters->hasParameter(ShaderParameter::SPECULAR_ENVIRONMENT_MAP)) + { + parameters->setValue(ShaderParameter::SPECULAR_ENVIRONMENT_MAP, 2); + } + + // Pass shadow parameters + if (parameters->hasParameter(ShaderParameter::MODEL_VIEW_PROJECTION_BIAS_MATRIX)) + { + Matrix4 modelViewProjectionBiasMatrix = viewProjectionBiasMatrix * modelMatrix; + parameters->setValue(ShaderParameter::MODEL_VIEW_PROJECTION_BIAS_MATRIX, modelViewProjectionBiasMatrix); + } + if (parameters->hasParameter(ShaderParameter::SHADOW_MAP)) + { + parameters->setValue(ShaderParameter::SHADOW_MAP, 0); + } + if (parameters->hasParameter(ShaderParameter::TREE_SHADOW)) + { + parameters->setValue(ShaderParameter::TREE_SHADOW, 1); + } + if (parameters->hasParameter(ShaderParameter::TIME)) + { + parameters->setValue(ShaderParameter::TIME, time); + } + + // Pass clipping parameters + if (parameters->hasParameter(ShaderParameter::CLIPPING_PLANES)) + { + const Plane& clippingPlane = clippingPlanes[clippingPlaneIndex]; + parameters->setValue(ShaderParameter::CLIPPING_PLANES, Vector4(clippingPlane.getNormal(), clippingPlane.getDistance())); + } + + // Draw geometry + glBindVertexArray(operation.vao); + if (!material->isOpaque()) + { + + //glBlendFunc(GL_ZERO, GL_SRC_COLOR); + //glBlendFunc(GL_ONE, GL_ONE); + //glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + //glBlendFunc(GL_ZERO, GL_SRC_COLOR); + //glDepthMask(GL_FALSE); + glFrontFace(GL_CW); + + + glDrawElementsBaseVertex(GL_TRIANGLES, operation.triangleCount * 3, GL_UNSIGNED_INT, (void*)0, operation.indexOffset); + + parameters->setValue(ShaderParameter::MATERIAL_DIFFUSE_COLOR, material->getDiffuseColor() * 0.05f); + glFrontFace(GL_CCW); + //glDepthMask(GL_TRUE); + glDrawElementsBaseVertex(GL_TRIANGLES, operation.triangleCount * 3, GL_UNSIGNED_INT, (void*)0, operation.indexOffset); + //glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } + else + { + glDrawElementsBaseVertex(GL_TRIANGLES, operation.triangleCount * 3, GL_UNSIGNED_INT, (void*)0, operation.indexOffset); + } + + + } + } + + // Disable clipping + glDisable(GL_CLIP_DISTANCE0); + */ +} + +bool LightingRenderPass::loadShader(const RenderOperation& operation) +{ + /* + const std::string shaderFilename = "data/shaders/main.glsl"; + + // Get material and its hash value + const Material* material = operation.material; + std::size_t hashValue = material->getHashValue(); + + // Check if shader has already been loaded + auto it = shaderCache.find(hashValue); + if (it != shaderCache.end()) + return true; + + // Define shader preprocessor macros + + // Undefine previous definitions + shaderLoader.undefine(); + + // Clipping + shaderLoader.define("CLIPPING_PLANE_COUNT", 1); + + // Vertex format + shaderLoader.define("VERTEX_POSITION", EMERGENT_VERTEX_POSITION); + shaderLoader.define("VERTEX_NORMAL", EMERGENT_VERTEX_NORMAL); + //shaderLoader.define("VERTEX_COLOR", EMERGENT_VERTEX_COLOR); + + // Lighting + + + // Material + if (material->isShadeless()) + { + shaderLoader.define("SHADELESS"); + } + else + { + // Lighting + //shaderLoader.define("POINT_LIGHT_COUNT", 1); + shaderLoader.define("DIRECTIONAL_LIGHT_COUNT", 2); + //shaderLoader.define("SPOTLIGHT_COUNT", 2); + //shaderLoader.define("ENVIRONMENT_MAP"); + } + + if (material->isShadowReceiver()) + shaderLoader.define("SHADOWED"); + + // Final + shaderLoader.define("GAMMA_CORRECT"); + + // Load shader + Shader* shader = shaderLoader.load(shaderFilename); + if (!shader) + { + std::cerr << "Failed to load shader \"" << shaderFilename << "\"" << std::endl; + return false; + } + + // Store shader in cache + shaderCache[hashValue] = shader; + + return true; + */ + return false; +} + +bool DebugRenderPass::load(const RenderContext* renderContext) +{ + unlitSolidShader = shaderLoader.load("data/shaders/unlit-solid.glsl"); + if (!unlitSolidShader) + { + return false; + } + + const float aabbVertexData[] = + { + -0.5, -0.5, -0.5, + 0.5, -0.5, -0.5, + 0.5, 0.5, -0.5, + -0.5, 0.5, -0.5, + -0.5, -0.5, 0.5, + 0.5, -0.5, 0.5, + 0.5, 0.5, 0.5, + -0.5, 0.5, 0.5, + }; + + const std::uint32_t aabbIndexData[] = + { + 0, 1, 1, 2, 2, 3, 3, 0, + 4, 5, 5, 6, 6, 7, 7, 4, + 0, 4, 1, 5, 2, 6, 3, 7 + }; + + aabbVertexCount = 8; + aabbIndexCount = 24; + + // Create AABB geometry + glGenVertexArrays(1, &aabbVAO); + glBindVertexArray(aabbVAO); + glGenBuffers(1, &aabbVBO); + glBindBuffer(GL_ARRAY_BUFFER, aabbVBO); + glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 3 * aabbVertexCount, aabbVertexData, GL_STATIC_DRAW); + glEnableVertexAttribArray(EMERGENT_VERTEX_POSITION); + glVertexAttribPointer(EMERGENT_VERTEX_POSITION, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (char*)0 + 0*sizeof(float)); + glGenBuffers(1, &aabbIBO); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, aabbIBO); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(std::uint32_t) * aabbIndexCount, aabbIndexData, GL_STATIC_DRAW); + + return true; +} + +void DebugRenderPass::unload() +{ + delete unlitSolidShader; + unlitSolidShader = nullptr; + + glDeleteBuffers(1, &aabbIBO); + glDeleteBuffers(1, &aabbVBO); + glDeleteVertexArrays(1, &aabbVAO); +} + +void DebugRenderPass::render(const RenderContext* renderContext) +{ + const Camera& camera = *(renderContext->camera); + + // Bind framebuffer and setup viewport + glBindFramebuffer(GL_FRAMEBUFFER, renderTarget->framebuffer); + glViewport(0, 0, renderTarget->width, renderTarget->height); + + // Clear the framebuffer depth + glClearColor(0.0f, 0.0f, 0.0f, 1.0f); + glClearDepth(1.0); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + // Disable depth testing + glEnable(GL_DEPTH_TEST); + glDepthMask(GL_TRUE); + glDepthFunc(GL_LESS); + + // Disable backface culling + glDisable(GL_CULL_FACE); + + // Disable alpha blending + glDisable(GL_BLEND); + + // Bind unlit solid shader + unlitSolidShader->bind(); + ShaderParameterSet* parameters = unlitSolidShader->getParameters(); + + // Bind AABB geometry + glBindVertexArray(aabbVAO); + + const std::list* objects = renderContext->layer->getObjects(); + for (auto object: *objects) + { + if (!camera.getCullingMask()->intersects(object->getBounds())) + continue; + + const AABB& bounds = object->getBounds(); + const Vector3& min = bounds.getMin(); + const Vector3& max = bounds.getMax(); + + Vector3 scale = max - min; + Vector3 center = (min + max) * 0.5f; + const Vector3& translation = center; + Matrix4 modelMatrix = glm::translate(translation) * glm::scale(scale); + Matrix4 modelViewProjectionMatrix = camera.getViewProjection() * modelMatrix; + + parameters->setValue(ShaderParameter::MODEL_VIEW_PROJECTION_MATRIX, modelViewProjectionMatrix); + + glDrawElements(GL_LINES, aabbIndexCount, GL_UNSIGNED_INT, (void*)0); + } +} + +bool UIRenderPass::load(const RenderContext* renderContext) +{ + shaderLoader.define("VERTEX_POSITION", EMERGENT_VERTEX_POSITION); + shaderLoader.define("VERTEX_TEXCOORD", EMERGENT_VERTEX_TEXCOORD); + shaderLoader.define("VERTEX_COLOR", EMERGENT_VERTEX_COLOR); + shaderLoader.define("GAMMA_CORRECT"); + shaderLoader.define("TEXTURE_COUNT", 1); + + texturedUIShader = shaderLoader.load("data/shaders/ui.glsl"); + + shaderLoader.undefine(); + shaderLoader.define("VERTEX_POSITION", EMERGENT_VERTEX_POSITION); + shaderLoader.define("VERTEX_COLOR", EMERGENT_VERTEX_COLOR); + shaderLoader.define("GAMMA_CORRECT"); + + untexturedUIShader = shaderLoader.load("data/shaders/ui.glsl"); + + if (!texturedUIShader || !untexturedUIShader) + { + return false; + } + + return true; +} + +void UIRenderPass::unload() +{ + delete texturedUIShader; + delete untexturedUIShader; + + texturedUIShader = nullptr; + untexturedUIShader = nullptr; +} + +void UIRenderPass::render(const RenderContext* renderContext) +{ + const Camera& camera = *(renderContext->camera); + + // Bind framebuffer and setup viewport + glBindFramebuffer(GL_FRAMEBUFFER, renderTarget->framebuffer); + glViewport(0, 0, renderTarget->width, renderTarget->height); + + // Disable depth testing + glDisable(GL_DEPTH_TEST); + //glDepthMask(GL_FALSE); + //glDepthFunc(GL_LESS); + + // Disable backface culling + glEnable(GL_CULL_FACE); + glCullFace(GL_BACK); + + // Enable alpha blending + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + glActiveTexture(GL_TEXTURE0); + + ShaderParameterSet* parameters; + + // Render operations + const std::list* operations = renderContext->queue->getOperations(); + for (const RenderOperation& operation: *operations) + { + // Skip render operations with unsupported materials + if (operation.material->getMaterialFormatID() != static_cast(MaterialFormat::UI)) + { + continue; + } + const UIMaterial* material = static_cast(operation.material); + + + if (material->texture != nullptr) + { + // Bind textured UI shader + texturedUIShader->bind(); + parameters = texturedUIShader->getParameters(); + parameters->setValue(ShaderParameter::MATERIAL_TEXTURE, 0); + + glBindTexture(GL_TEXTURE_2D, material->texture->getTextureID()); + + //parameters->setValue(ShaderParameter::TEXCOORD_OFFSET, Vector2(texture->getCoordinateOffset())); + //parameters->setValue(ShaderParameter::TEXCOORD_SCALE, Vector2(texture->getCoordinateScale())); + + parameters->setValue(ShaderParameter::TEXCOORD_OFFSET, Vector2(0.0f)); + parameters->setValue(ShaderParameter::TEXCOORD_SCALE, Vector2(1.0f)); + } + else + { + // Bind untextured UI shader + untexturedUIShader->bind(); + parameters = untexturedUIShader->getParameters(); + } + + parameters->setValue(ShaderParameter::MATERIAL_DIFFUSE_COLOR, Vector3(1.0f)); + parameters->setValue(ShaderParameter::MATERIAL_OPACITY, 1.0f); + + const Matrix4& modelMatrix = operation.transform; + Matrix4 modelViewProjectionMatrix = camera.getViewProjection() * modelMatrix; + + // Pass matrix parameters + parameters->setValue(ShaderParameter::MODEL_VIEW_PROJECTION_MATRIX, modelViewProjectionMatrix); + + // Draw geometry + glBindVertexArray(operation.vao); + glDrawElementsBaseVertex(GL_TRIANGLES, operation.triangleCount * 3, GL_UNSIGNED_INT, (void*)0, operation.indexOffset); + } +} + +VignetteRenderPass::VignetteRenderPass(): + shader(nullptr) +{} + +bool VignetteRenderPass::load(const RenderContext* renderContext) +{ + shaderLoader.undefine(); + shaderLoader.define("VERTEX_POSITION", EMERGENT_VERTEX_POSITION); + shaderLoader.define("VERTEX_COLOR", EMERGENT_VERTEX_COLOR); + shaderLoader.define("TEXTURE_COUNT", 1); + + shader = shaderLoader.load("data/shaders/vignette.glsl"); + if (!shader) + { + return false; + } + + /// @see http://www.anisopteragames.com/how-to-fix-color-banding-with-dithering/ + static const char pattern[] = + { + 0, 32, 8, 40, 2, 34, 10, 42, + 48, 16, 56, 24, 50, 18, 58, 26, + 12, 44, 4, 36, 14, 46, 6, 38, + 60, 28, 52, 20, 62, 30, 54, 22, + 3, 35, 11, 43, 1, 33, 9, 41, + 51, 19, 59, 27, 49, 17, 57, 25, + 15, 47, 7, 39, 13, 45, 5, 37, + 63, 31, 55, 23, 61, 29, 53, 21 + }; + + glGenTextures(1, &bayerTextureID); + glBindTexture(GL_TEXTURE_2D, bayerTextureID); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 8, 8, 0, GL_RED, GL_UNSIGNED_BYTE, pattern); + + + return true; +} + +void VignetteRenderPass::unload() +{ + delete shader; + shader = nullptr; + + glDeleteTextures(1, &bayerTextureID); +} + +void VignetteRenderPass::render(const RenderContext* renderContext) +{ + glDisable(GL_DEPTH_TEST); + glDepthMask(GL_FALSE); + + // Bind shader + shader->bind(); + ShaderParameterSet* parameters = shader->getParameters(); + + // Bind texture + glActiveTexture(0); + glBindTexture(GL_TEXTURE_2D, bayerTextureID); + + // Pass texture unit to shader + parameters->setValue(ShaderParameter::MATERIAL_TEXTURE, 0); + + const Camera& camera = *(renderContext->camera); + const std::list* operations = renderContext->queue->getOperations(); + + // Render operations + for (const RenderOperation& operation: *operations) + { + const Material* material = operation.material; + + const Matrix4& modelMatrix = operation.transform; + Matrix4 modelViewProjectionMatrix = camera.getViewProjection() * modelMatrix; + parameters->setValue(ShaderParameter::MODEL_VIEW_PROJECTION_MATRIX, modelViewProjectionMatrix); + + glBindVertexArray(operation.vao); + glDrawElementsBaseVertex(GL_TRIANGLES, operation.triangleCount * 3, GL_UNSIGNED_INT, (void*)0, operation.indexOffset); + } +} diff --git a/src/render-passes.hpp b/src/render-passes.hpp new file mode 100644 index 0000000..d12b75b --- /dev/null +++ b/src/render-passes.hpp @@ -0,0 +1,189 @@ +/* + * Copyright (C) 2017 Christopher J. Howard + * + * This file is part of Antkeeper Source Code. + * + * Antkeeper Source Code is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * Antkeeper Source Code is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with Antkeeper Source Code. If not, see . + */ + +#ifndef RENDER_PASSES_HPP +#define RENDER_PASSES_HPP + +#include +using namespace Emergent; + +#include "material-loader.hpp" +#include "model-loader.hpp" + +/** + * Renders the distance from the view frustum's near clipping plane to scene geometry. The render target should have a depth only framebuffer. + */ +class ShadowMapRenderPass: public RenderPass +{ +public: + ShadowMapRenderPass(); + + virtual bool load(const RenderContext* renderContext); + virtual void unload(); + virtual void render(const RenderContext* renderContext); + +private: + ShaderLoader shaderLoader; + Shader* depthShader; +}; + +/** + * Writes clipped edges to stencil buffer. + */ +class ClippingRenderPass: public RenderPass +{ +public: + ClippingRenderPass(); + virtual bool load(const RenderContext* renderContext); + virtual void unload(); + virtual void render(const RenderContext* renderContext); + + void setClippingPlane(const Plane& plane); + +private: + ShaderLoader shaderLoader; + Shader* shader; + Vector4 clippingPlane; +}; + +/** + * Caps clipped geometry. + */ +class CappingRenderPass: public RenderPass +{ +public: + CappingRenderPass(); + virtual bool load(const RenderContext* renderContext); + virtual void unload(); + virtual void render(const RenderContext* renderContext); + +private: + ShaderLoader shaderLoader; + Shader* shader; + + Texture horizonOTexture; + Texture horizonATexture; + Texture horizonBTexture; + Texture horizonCTexture; +}; + + +/** + * Renders scene geometry. + */ +class LightingRenderPass: public RenderPass +{ +public: + LightingRenderPass(); + + virtual bool load(const RenderContext* renderContext); + virtual void unload(); + virtual void render(const RenderContext* renderContext); + + inline void setShadowMap(GLuint shadowMap) { this->shadowMap = shadowMap; } + inline void setShadowCamera(const Camera* camera) { this->shadowCamera = camera; } + + inline void setClippingPlanes(const Plane* planes) + { + for (int i = 0; i < 5; ++i) + { + this->clippingPlanes[i] = planes[i]; + } + } + +private: + bool loadShader(const RenderOperation& operation); + ShaderLoader shaderLoader; + std::map shaderCache; + + Matrix4 biasMatrix; + GLuint shadowMap; + Texture treeShadow; + const Camera* shadowCamera; + float time; + + // Cutaway clipping and capping + Plane clippingPlanes[5]; + Model* unitPlaneModel; + ModelInstance cappingPlaneInstances[5]; + RenderQueue cappingRenderQueue; + RenderContext cappingRenderContext; + ClippingRenderPass clippingRenderPass; + CappingRenderPass cappingRenderPass; + + MaterialLoader materialLoader; + ModelLoader modelLoader; +}; + +/** + * Renders bounding boxes, skeletons + */ +class DebugRenderPass: public RenderPass +{ +public: + virtual bool load(const RenderContext* renderContext); + virtual void unload(); + virtual void render(const RenderContext* renderContext); + +private: + ShaderLoader shaderLoader; + Shader* unlitSolidShader; + + int aabbVertexCount; + int aabbIndexCount; + GLuint aabbVAO; + GLuint aabbVBO; + GLuint aabbIBO; +}; + +/** + * Renders the user interface + */ +class UIRenderPass: public RenderPass +{ +public: + virtual bool load(const RenderContext* renderContext); + virtual void unload(); + virtual void render(const RenderContext* renderContext); + +private: + ShaderLoader shaderLoader; + Shader* texturedUIShader; + Shader* untexturedUIShader; +}; + +/** + * Renders a vignette + */ +class VignetteRenderPass: public RenderPass +{ +public: + VignetteRenderPass(); + virtual bool load(const RenderContext* renderContext); + virtual void unload(); + virtual void render(const RenderContext* renderContext); + +private: + ShaderLoader shaderLoader; + Shader* shader; + GLuint bayerTextureID; +}; + + +#endif // RENDER_PASSES_HPP diff --git a/src/settings.cpp b/src/settings.cpp new file mode 100644 index 0000000..d480a92 --- /dev/null +++ b/src/settings.cpp @@ -0,0 +1,79 @@ +/* + * Copyright (C) 2017 Christopher J. Howard + * + * This file is part of Antkeeper Source Code. + * + * Antkeeper Source Code is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * Antkeeper Source Code is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with Antkeeper Source Code. If not, see . + */ + +#include "settings.hpp" +#include +#include +#include +#include + +bool ParameterDict::load(const std::string& filename) +{ + // Open parameter dict file + std::ifstream file(filename.c_str()); + if (!file.is_open()) + { + std::cerr << "Failed to open file \"" << filename << "\"" << std::endl; + return false; + } + + // Read file + std::string line; + while (file.good() && std::getline(file, line)) + { + // Tokenize line (tab-delimeted) + std::vector tokens; + std::string token; + std::istringstream linestream(line); + while (std::getline(linestream, token, '\t')) + tokens.push_back(token); + + if (tokens.empty() || tokens[0][0] == '#') + continue; + + if (tokens.size() != 2) + { + std::cerr << "Invalid line \"" << line << "\" in file \"" << filename << "\"" << std::endl; + continue; + } + + parameters[tokens[0]] = tokens[1]; + } + + file.close(); + + return true; +} + +bool ParameterDict::save(const std::string& filename) +{ + std::ofstream file(filename.c_str()); + if (!file.is_open()) + { + std::cerr << "Failed to open file \"" << filename << "\"" << std::endl; + return false; + } + + for (auto it = parameters.begin(); it != parameters.end(); ++it) + file << it->first << "\t" << it->second << std::endl; + + file.close(); + + return true; +} diff --git a/src/settings.hpp b/src/settings.hpp new file mode 100644 index 0000000..b433a78 --- /dev/null +++ b/src/settings.hpp @@ -0,0 +1,80 @@ +/* + * Copyright (C) 2017 Christopher J. Howard + * + * This file is part of Antkeeper Source Code. + * + * Antkeeper Source Code is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * Antkeeper Source Code is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with Antkeeper Source Code. If not, see . + */ + +#ifndef SETTINGS_HPP +#define SETTINGS_HPP + +#include +#include +#include + +class ParameterDict +{ +public: + template + bool get(const std::string& name, T* value) const; + + template + void set(const std::string& name, const T& value); + + bool load(const std::string& filename); + bool save(const std::string& filename); + +private: + std::map parameters; +}; + +template +bool ParameterDict::get(const std::string& name, T* value) const +{ + auto it = parameters.find(name); + if (it == parameters.end()) + return false; + + std::stringstream stream(it->second); + stream >> (*value); + + if (stream.fail()) + return false; + + return true; +} + +template <> +inline bool ParameterDict::get(const std::string& name, std::string* value) const +{ + auto it = parameters.find(name); + if (it == parameters.end()) + return false; + + *value = it->second; + + return true; +} + +template +void ParameterDict::set(const std::string& name, const T& value) +{ + std::stringstream stream; + stream << value; + parameters[name] = stream.str(); +} + +#endif + diff --git a/src/states/experiment-state.cpp b/src/states/experiment-state.cpp new file mode 100644 index 0000000..afdb769 --- /dev/null +++ b/src/states/experiment-state.cpp @@ -0,0 +1,562 @@ +/* + * Copyright (C) 2017 Christopher J. Howard + * + * This file is part of Antkeeper Source Code. + * + * Antkeeper Source Code is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * Antkeeper Source Code is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with Antkeeper Source Code. If not, see . + */ + +#include "experiment-state.hpp" +#include "../application.hpp" +#include "../camera-controller.hpp" +#include "../ui/ui.hpp" +#include +#include + +ExperimentState::ExperimentState(Application* application): + ApplicationState(application) +{} + +ExperimentState::~ExperimentState() +{} + +void drawShaft(LineBatcher* lineBatcher, const Shaft* shaft); + +void drawChamber(LineBatcher* lineBatcher, const Chamber* chamber) +{ + float helixAngle = chamber->parent->getHelixAngle(chamber->relativeDepth); + float minAngle = helixAngle - chamber->centralAngle * 0.5f; + float maxAngle = helixAngle + chamber->centralAngle * 0.5f; + + // Find position on helix + Vector3 helixPosition = chamber->parent->getHelixPosition(chamber->relativeDepth); + helixPosition.y = -helixPosition.y; + + // Move annulus toward helix by the inner radius + Vector3 helixDirection = glm::normalize(Vector3(std::cos(helixAngle), 0.0f, std::sin(helixAngle))); + Vector3 offset = helixPosition - helixDirection * (chamber->innerRadius - chamber->parent->shaftRadius); + + int stepCount = 10; + float angleStep = chamber->centralAngle / (float)stepCount; + for (int i = 0; i < stepCount; ++i) + { + float angle0 = minAngle + angleStep * (float)i; + float angle1 = minAngle + angleStep * (float)(i + 1); + + float x0 = std::cos(angle0); + float z0 = std::sin(angle0); + float x1 = std::cos(angle1); + float z1 = std::sin(angle1); + + Vector3 innerStart; + innerStart.x = x0 * chamber->innerRadius; + innerStart.y = 0.0f; + innerStart.z = z0 * chamber->innerRadius; + + Vector3 outerStart; + outerStart.x = x0 * chamber->outerRadius; + outerStart.y = 0.0f; + outerStart.z = z0 * chamber->outerRadius; + + Vector3 innerEnd; + innerEnd.x = x1 * chamber->innerRadius; + innerEnd.y = 0.0f; + innerEnd.z = z1 * chamber->innerRadius; + + Vector3 outerEnd; + outerEnd.x = x1 * chamber->outerRadius; + outerEnd.y = 0.0f; + outerEnd.z = z1 * chamber->outerRadius; + + lineBatcher->draw(offset + innerStart, offset + innerEnd); + lineBatcher->draw(offset + outerStart, offset + outerEnd); + } + + Vector3 leftWallStart; + leftWallStart.x = std::cos(minAngle) * chamber->innerRadius; + leftWallStart.y = 0.0f; + leftWallStart.z = std::sin(minAngle) * chamber->innerRadius; + + Vector3 leftWallEnd; + leftWallEnd.x = std::cos(minAngle) * chamber->outerRadius; + leftWallEnd.y = 0.0f; + leftWallEnd.z = std::sin(minAngle) * chamber->outerRadius; + + Vector3 rightWallStart; + rightWallStart.x = std::cos(maxAngle) * chamber->innerRadius; + rightWallStart.y = 0.0f; + rightWallStart.z = std::sin(maxAngle) * chamber->innerRadius; + + Vector3 rightWallEnd; + rightWallEnd.x = std::cos(maxAngle) * chamber->outerRadius; + rightWallEnd.y = 0.0f; + rightWallEnd.z = std::sin(maxAngle) * chamber->outerRadius; + + lineBatcher->draw(offset + leftWallStart, offset + leftWallEnd); + lineBatcher->draw(offset + rightWallStart, offset + rightWallEnd); + + if (chamber->child != nullptr) + { + drawShaft(lineBatcher, chamber->child); + } +} + +void drawShaft(LineBatcher* lineBatcher, const Shaft* shaft) +{ + // Draw helix + int stepCount = 50; + float depthStep = shaft->shaftDepth / (float)stepCount; + for (int i = 0; i < stepCount; ++i) + { + Vector3 start = shaft->getHelixPosition((float)i * depthStep); + Vector3 end = shaft->getHelixPosition((float)(i + 1) * depthStep); + + start.y = -start.y; + end.y = -end.y; + + lineBatcher->draw(start, end); + } + + // Draw children + for (const Chamber* chamber: shaft->children) + { + drawChamber(lineBatcher, chamber); + } +} + + +void ExperimentState::generateNest() +{ + NestParameters params; + + params.randomSeed = std::rand(); + + params.maxShaftGeneration = 2; + params.minShaftRadius = 0.0f; + params.maxShaftRadius = 0.0f; + params.minShaftDepth = 4.0f; + params.maxShaftDepth = 6.0f; + params.minShaftHelixRadius = 0.1f; + params.maxShaftHelixRadius = 1.0f; + params.minShaftHelixPitch = 0.25f; + params.maxShaftHelixPitch = 0.75f; + params.minShaftChamberCount = 1; + params.maxShaftChamberCount = 5; + params.minShaftChamberPitch = 0.5f; + params.maxShaftChamberPitch = 2.0f; + + params.minChamberInnerRadius = 0.2f; + params.maxChamberInnerRadius = 0.2f; + params.minChamberOuterRadius = 0.5f; + params.maxChamberOuterRadius = 0.5f; + params.minChamberCentralAngle = glm::radians(240.0f); + params.maxChamberCentralAngle = glm::radians(240.0f); + + nest.setParameters(params); + nest.generate(); + + // Draw nest + application->lineBatcher->setColor(Vector4(1.0f)); + application->lineBatcher->setWidth(0.015f); + application->lineBatcher->begin(); + drawShaft(application->lineBatcher, nest.getRootShaft()); + application->lineBatcher->end(); +} + +void ExperimentState::enter() +{ + std::cout << "Entering ExperimentState..." << std::endl; + + std::srand(std::time(0)); + + // BG + application->bgBatch.resize(1); + BillboardBatch::Range* bgRange = application->bgBatch.addRange(); + bgRange->start = 0; + bgRange->length = 1; + Billboard* bgBillboard = application->bgBatch.getBillboard(0); + bgBillboard->setDimensions(Vector2(1.0f, 1.0f)); + bgBillboard->setTranslation(Vector3(0.5f, 0.5f, 0.0f)); + bgBillboard->setTintColor(Vector4(1, 0, 0, 1)); + application->bgBatch.update(); + + application->vignettePass.setRenderTarget(&application->defaultRenderTarget); + application->bgCompositor.addPass(&application->vignettePass); + application->bgCompositor.load(nullptr); + application->bgCamera.setOrthographic(0, 1.0f, 1.0f, 0, -1.0f, 1.0f); + application->bgCamera.lookAt(glm::vec3(0), glm::vec3(0, 0, -1), glm::vec3(0, 1, 0)); + application->bgCamera.setCompositor(&application->bgCompositor); + application->bgCamera.setCompositeIndex(0); + + application->bgScene.addLayer(); + application->bgScene.getLayer(0)->addObject(&application->bgCamera); + application->bgScene.getLayer(0)->addObject(&application->bgBatch); + + SceneLayer* terrainLayer = application->scene.addLayer(); + SceneLayer* objectsLayer = application->scene.addLayer(); + + terrainLayer->addObject(&application->camera); + + + objectsLayer->addObject(&application->camera); + objectsLayer->addObject(application->displayModelInstance); + objectsLayer->addObject(application->antModelInstance); + objectsLayer->addObject(application->lineBatcher->getBatch()); + + // Create terrain + terrain.create(16, 16, Vector3(150.0f)); + terrainLayer->addObject(terrain.getSurfaceModel()->createInstance()); + terrainLayer->addObject(terrain.getSubsurfaceModel()->createInstance()); + + DirectionalLight* lightA = new DirectionalLight(); + DirectionalLight* lightB = new DirectionalLight(); + DirectionalLight* lightC = new DirectionalLight(); + lightA->setColor(glm::vec3(1.0f)); + lightB->setColor(glm::vec3(0.25f)); + lightC->setColor(glm::vec3(1.0f, 1.0f, 1.0f)); + lightA->setDirection(glm::normalize(glm::vec3(0.0, -0.8, -0.2))); + lightB->setDirection(glm::normalize(glm::vec3(1.0, -.2, 0.0f))); + lightC->setDirection(glm::normalize(glm::vec3(0.0, 1.0, 0.0))); + terrainLayer->addObject(lightA); + terrainLayer->addObject(lightB); + terrainLayer->addObject(lightC); + objectsLayer->addObject(lightA); + objectsLayer->addObject(lightB); + objectsLayer->addObject(lightC); + + + // Load compositor + application->defaultCompositor.unload(); + RenderQueue renderQueue; + const std::list* objects = terrainLayer->getObjects(); + for (const SceneObject* object: *objects) + renderQueue.queue(object); + objects = objectsLayer->getObjects(); + for (const SceneObject* object: *objects) + renderQueue.queue(object); + RenderContext renderContext; + renderContext.camera = nullptr; + renderContext.layer = objectsLayer; + renderContext.queue = &renderQueue; + application->defaultCompositor.load(&renderContext); + + application->camera.setPerspective( + glm::radians(25.0f), + (float)application->width / (float)application->height, + 0.5f, + 2000.0f); + + // Setup camera controller + application->surfaceCam->setCamera(&application->camera); + application->surfaceCam->setFocalPoint(Vector3(0.0f)); + application->surfaceCam->setFocalDistance(10.0f); + application->surfaceCam->setElevation(glm::radians(90.0f * (3.0f / 4.0f))); + application->surfaceCam->setAzimuth(glm::radians(45.0f)); + application->surfaceCam->setTargetFocalPoint(application->surfaceCam->getFocalPoint()); + application->surfaceCam->setTargetFocalDistance(application->surfaceCam->getFocalDistance()); + application->surfaceCam->setTargetElevation(application->surfaceCam->getElevation()); + application->surfaceCam->setTargetAzimuth(application->surfaceCam->getAzimuth()); + application->surfaceCam->update(0.0f); + + application->pauseMenuContainer->setVisible(false); + application->pauseMenuContainer->setActive(false); + + // Generate nest + generateNest(); + + dragging = oldDragging = false; + + application->inputManager->addWindowObserver(this); + application->mouse->addMouseButtonObserver(this); + windowResized(application->width, application->height); + + // Start timer + timer.start(); +} + +void ExperimentState::execute() +{ + // Calculate delta time (in seconds) + float dt = static_cast(timer.microseconds().count()) / 1000000.0f; + timer.reset(); + + // Update controls + application->menuControlProfile->update(); + application->gameControlProfile->update(); + + // Update input + oldDragging = dragging; + application->inputManager->update(); + + // Check if application was closed + if (application->inputManager->wasClosed() || application->escape.isTriggered()) + { + application->close(EXIT_SUCCESS); + return; + } + + // Check if fullscreen was toggled + if (application->toggleFullscreen.isTriggered() && !application->toggleFullscreen.wasTriggered()) + { + application->changeFullscreen(); + } + + // Move camera + Vector2 movementVector(0.0f); + if (application->cameraMoveLeft.isTriggered()) + movementVector.x -= application->cameraMoveLeft.getCurrentValue(); + if (application->cameraMoveRight.isTriggered()) + movementVector.x += application->cameraMoveRight.getCurrentValue(); + if (application->cameraMoveForward.isTriggered()) + movementVector.y -= application->cameraMoveForward.getCurrentValue(); + if (application->cameraMoveBack.isTriggered()) + movementVector.y += application->cameraMoveBack.getCurrentValue(); + if (movementVector.x != 0.0f || movementVector.y != 0.0f) + { + movementVector *= 0.005f * application->surfaceCam->getFocalDistance() * dt / (1.0f / 60.0f); + application->surfaceCam->move(movementVector); + } + + // Rotate camera + /* + if (application->cameraRotateCW.isTriggered() && !application->cameraRotateCW.wasTriggered()) + application->surfaceCam->rotate(glm::radians(-90.0f)); + if (application->cameraRotateCCW.isTriggered() && !application->cameraRotateCCW.wasTriggered()) + application->surfaceCam->rotate(glm::radians(90.0f)); + */ + + float rotationSpeed = glm::radians(3.0f) * dt / (1.0f / 60.0f); + if (application->cameraRotateCW.isTriggered()) + application->surfaceCam->rotate(-rotationSpeed); + if (application->cameraRotateCCW.isTriggered()) + application->surfaceCam->rotate(rotationSpeed); + + + // Zoom camera + float zoomFactor = application->surfaceCam->getFocalDistance() / 20.0f * dt / (1.0f / 60.0f); + if (application->cameraZoomIn.isTriggered()) + application->surfaceCam->zoom(zoomFactor * application->cameraZoomIn.getCurrentValue()); + if (application->cameraZoomOut.isTriggered()) + application->surfaceCam->zoom(-zoomFactor * application->cameraZoomOut.getCurrentValue()); + + // Enforce camera focal distance constraints + float minFocalDistance = 2.5f; + float maxFocalDistance = 1000.0f; + if (application->surfaceCam->getTargetFocalDistance() > maxFocalDistance) + { + application->surfaceCam->setTargetFocalDistance(maxFocalDistance); + } + else if (application->surfaceCam->getTargetFocalDistance() < minFocalDistance) + { + application->surfaceCam->setTargetFocalDistance(minFocalDistance); + } + + // Enforce camera focal point constraints + float worldSize = 150.0f; + Vector3 boundsMin = Vector3(-worldSize * 0.5f, 0.0f, -worldSize * 0.5f); + Vector3 boundsMax = Vector3(worldSize * 0.5f, 0.0f, worldSize * 0.5f); + Vector3 targetFocalPoint = application->surfaceCam->getTargetFocalPoint(); + targetFocalPoint.x = std::max(boundsMin.x, std::min(boundsMax.x, targetFocalPoint.x)); + targetFocalPoint.z = std::max(boundsMin.z, std::min(boundsMax.z, targetFocalPoint.z)); + application->surfaceCam->setTargetFocalPoint(targetFocalPoint); + + // Fixed camera angles + float overheadViewElevation = glm::radians(90.0f * (3.0f / 4.0f)); + float tiltedViewElevation = glm::radians(30.0f); + float nestViewElevation = glm::radians(0.0f); + + // Toggle overhead view + if (!application->cameraNestView) + { + if (application->cameraToggleOverheadView.isTriggered() && !application->cameraToggleOverheadView.wasTriggered()) + { + application->cameraOverheadView = !application->cameraOverheadView; + float elevation = (application->cameraOverheadView) ? overheadViewElevation : tiltedViewElevation; + application->surfaceCam->setTargetElevation(elevation); + } + } + + // Toggle nest view + if (application->cameraToggleNestView.isTriggered() && !application->cameraToggleNestView.wasTriggered()) + { + application->cameraNestView = !application->cameraNestView; + float elevation = (application->cameraNestView) ? nestViewElevation : (application->cameraOverheadView) ? overheadViewElevation : tiltedViewElevation; + application->surfaceCam->setTargetElevation(elevation); + } + + if (application->menuSelect.isTriggered() && !application->menuSelect.wasTriggered()) + { + generateNest(); + } + + application->surfaceCam->update(dt); + + // Picking +// Pick!!! + glm::ivec2 mousePosition = application->mouse->getCurrentPosition(); + mousePosition.y = application->height - mousePosition.y; + Vector4 viewport(0.0f, 0.0f, application->width, application->height); + Vector3 mouseNear = application->camera.unproject(Vector3(mousePosition.x, mousePosition.y, 0.0f), viewport); + Vector3 mouseFar = application->camera.unproject(Vector3(mousePosition.x, mousePosition.y, 1.0f), viewport); + + Ray pickingRay; + pickingRay.origin = mouseNear; + pickingRay.direction = glm::normalize(mouseFar - mouseNear); + Vector3 pick; + + + if (dragging) + { + auto result = pickingRay.intersects(*terrain.getSurfaceMesh()); + if (std::get<0>(result)) + { + pick = pickingRay.extrapolate(std::get<1>(result)); + } + else + { + Plane plane; + plane.set(Vector3(0, 1, 0), Vector3(0.0f)); + auto result = pickingRay.intersects(plane); + pick = pickingRay.extrapolate(std::get<1>(result)); + } + + Transform xf = Transform::getIdentity(); + xf.translation = pick; + application->antModelInstance->setTransform(xf); + + if (!oldDragging) + { + dragStart = pick; + } + + dragEnd = pick; + + Vector3 dragMin; + dragMin.x = std::min(dragStart.x, dragEnd.x); + dragMin.y = std::min(dragStart.y, dragEnd.y); + dragMin.z = std::min(dragStart.z, dragEnd.z); + + Vector3 dragMax; + dragMax.x = std::max(dragStart.x, dragEnd.x); + dragMax.y = std::max(dragStart.y, dragEnd.y); + dragMax.z = std::max(dragStart.z, dragEnd.z); + + float halfWorldSize = worldSize * 0.5f; + application->clippingPlaneOffsets[0] = Vector3(dragMax.x, -halfWorldSize, 0.0f); + application->clippingPlaneOffsets[1] = Vector3(0.0f, -halfWorldSize, dragMin.z); + application->clippingPlaneOffsets[2] = Vector3(dragMin.x, -halfWorldSize, 0.0f); + application->clippingPlaneOffsets[3] = Vector3(0.0f, -halfWorldSize, dragMax.z); + } + + + + // Calculate clipping planes + + float halfWorldSize = worldSize * 0.5f; + + // E, N, W, S, B + //application->clippingPlaneOffsets[0] = Vector3(halfWorldSize * 0.5f, -halfWorldSize, 0.0f); + //application->clippingPlaneOffsets[1] = Vector3(0.0f, -halfWorldSize, -halfWorldSize * 0.5f); + //application->clippingPlaneOffsets[2] = Vector3(-halfWorldSize * 0.5f, -halfWorldSize, 0.0f); + //application->clippingPlaneOffsets[3] = Vector3(0.0f, -halfWorldSize, halfWorldSize * 0.5f); + application->clippingPlaneOffsets[4] = Vector3(0.0f, -worldSize * 2.0f, 0.0f); + application->clippingPlaneNormals[0] = Vector3(1.0f, 0.0f, 0.0f); + application->clippingPlaneNormals[1] = Vector3(0.0f, 0.0f, -1.0f); + application->clippingPlaneNormals[2] = Vector3(-1.0f, 0.0f, 0.0f); + application->clippingPlaneNormals[3] = Vector3(0.0f, 0.0f, 1.0f); + application->clippingPlaneNormals[4] = Vector3(0.0f, -1.0f, 0.0f); + + for (int i = 0; i < 5; ++i) + { + application->clippingPlanes[i].set(application->clippingPlaneNormals[i], application->clippingPlaneOffsets[i]); + } + application->lightingPass.setClippingPlanes(&application->clippingPlanes[0]); + + + application->lineBatcher->getBatch()->update(); + + // Perform tweening + application->tweener->update(dt); + + // Update UI + application->uiRootElement->update(); + + // Clear to black + glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); + + // Render background + application->renderer.render(application->bgScene); + + // Render scene + application->renderer.render(application->scene); + + // Form billboard batch for UI then render UI scene + application->uiBatcher->batch(application->uiBatch, application->uiRootElement); + application->renderer.render(application->uiScene); + + // Swap buffers + SDL_GL_SwapWindow(application->window); +} + +void ExperimentState::exit() +{ + std::cout << "Exiting ExperimentState..." << std::endl; + application->inputManager->removeWindowObserver(this); +} + +void ExperimentState::windowClosed() +{ + application->close(EXIT_SUCCESS); +} + +void ExperimentState::windowResized(int width, int height) +{ + // Update application dimensions + application->width = width; + application->height = height; + if (application->fullscreen) + { + application->fullscreenWidth = width; + application->fullscreenHeight = height; + } + else + { + application->windowedWidth = width; + application->windowedHeight = height; + } + + // Setup default render target + application->defaultRenderTarget.width = application->width; + application->defaultRenderTarget.height = application->height; + + // UI camera + application->uiCamera.setOrthographic(0, application->width, application->height, 0, -1.0f, 1.0f); + + // 3D camera + application->camera.setPerspective( + glm::radians(25.0f), + (float)application->width / (float)application->height, + 0.5f, + 2000.0f); +} + +void ExperimentState::mouseButtonPressed(int button, int x, int y) +{ + dragging = true; +} + +void ExperimentState::mouseButtonReleased(int button, int x, int y) +{ + dragging = false; +} \ No newline at end of file diff --git a/src/states/experiment-state.hpp b/src/states/experiment-state.hpp new file mode 100644 index 0000000..f2ba12c --- /dev/null +++ b/src/states/experiment-state.hpp @@ -0,0 +1,59 @@ +/* + * Copyright (C) 2017 Christopher J. Howard + * + * This file is part of Antkeeper Source Code. + * + * Antkeeper Source Code is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * Antkeeper Source Code is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with Antkeeper Source Code. If not, see . + */ + +#ifndef EXPERIMENT_STATE_HPP +#define EXPERIMENT_STATE_HPP + +#include "../application-state.hpp" +#include "../input.hpp" +#include "../debug.hpp" +#include "../nest.hpp" +#include "../terrain.hpp" + +#include +using namespace Emergent; + +class ExperimentState: public ApplicationState, public WindowObserver, public MouseButtonObserver +{ +public: + ExperimentState(Application* application); + virtual ~ExperimentState(); + + virtual void enter(); + virtual void execute(); + virtual void exit(); + + virtual void windowClosed(); + virtual void windowResized(int width, int height); + virtual void mouseButtonPressed(int button, int x, int y); + virtual void mouseButtonReleased(int button, int x, int y); + + void generateNest(); + +private: + Timer timer; + Nest nest; + Terrain terrain; + bool dragging; + bool oldDragging; + Vector3 dragStart; + Vector3 dragEnd; +}; + +#endif // EXPERIMENT_STATE_HPP \ No newline at end of file diff --git a/src/states/splash-state.cpp b/src/states/splash-state.cpp new file mode 100644 index 0000000..71ed0e7 --- /dev/null +++ b/src/states/splash-state.cpp @@ -0,0 +1,654 @@ +/* + * Copyright (C) 2017 Christopher J. Howard + * + * This file is part of Antkeeper Source Code. + * + * Antkeeper Source Code is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * Antkeeper Source Code is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with Antkeeper Source Code. If not, see . + */ + +#include "splash-state.hpp" +#include "title-state.hpp" +#include "experiment-state.hpp" +#include "../application.hpp" +#include "../camera-controller.hpp" +#include "../debug.hpp" +#include "../model-loader.hpp" +#include +#include +#include + +const float blankDuration = 0.0f; +const float fadeInDuration = 0.5f; +const float hangDuration = 1.0f; +const float fadeOutDuration = 0.5f; + +SplashState::SplashState(Application* application): + ApplicationState(application) +{} + +SplashState::~SplashState() +{} + +void SplashState::enter() +{ + std::cout << "Entering SplashState..." << std::endl; + + application->scene.addLayer(); + application->uiScene.addLayer(); + + // Debug + application->lineBatcher = new LineBatcher(4096); + BillboardBatch* lineBatch = application->lineBatcher->getBatch(); + lineBatch->setAlignment(&application->camera, BillboardAlignmentMode::CYLINDRICAL); + lineBatch->setAlignmentVector(Vector3(1, 0, 0)); + application->scene.getLayer(0)->addObject(lineBatch); + + // Load menu font + application->menuFont = new Font(512, 512); + FontLoader* fontLoader = new FontLoader(); + if (!fontLoader->load("data/fonts/Varela-Regular.ttf", application->fontSizePX, application->menuFont)) + { + std::cerr << "Failed to load font" << std::endl; + } + delete fontLoader; + + // Load splash texture + application->splashTexture.load("data/textures/splash.png"); + + // Load title texture + application->titleTexture.load("data/textures/title.png"); + + // Get UI strings + std::string pressAnyKeyString; + std::string backString; + std::string challengeString; + std::string experimentString; + std::string settingsString; + std::string quitString; + std::string loadString; + std::string newString; + std::string videoString; + std::string audioString; + std::string controlsString; + std::string gameString; + std::string resumeString; + std::string returnToMainMenuString; + std::string quitToDesktopString; + application->strings.get("press-any-key", &pressAnyKeyString); + application->strings.get("back", &backString); + application->strings.get("challenge", &challengeString); + application->strings.get("experiment", &experimentString); + application->strings.get("settings", &settingsString); + application->strings.get("quit", &quitString); + application->strings.get("load", &loadString); + application->strings.get("new", &newString); + application->strings.get("video", &videoString); + application->strings.get("audio", &audioString); + application->strings.get("controls", &controlsString); + application->strings.get("game", &gameString); + application->strings.get("resume", &resumeString); + application->strings.get("return-to-main-menu", &returnToMainMenuString); + application->strings.get("quit-to-desktop", &quitToDesktopString); + + + // Colors + application->selectedColor = Vector4(1.0f, 1.0f, 1.0f, 1.0f); + application->deselectedColor = Vector4(0.35f, 0.35f, 0.35f, 1.0f); + + // Build UI + application->uiRootElement = new UIContainer(); + application->uiRootElement->setDimensions(Vector2(application->width, application->height)); + application->mouse->addMouseMotionObserver(application->uiRootElement); + application->mouse->addMouseButtonObserver(application->uiRootElement); + + application->blackoutImage = new UIImage(); + application->blackoutImage->setDimensions(Vector2(application->width, application->height)); + application->blackoutImage->setLayerOffset(99); + application->blackoutImage->setTintColor(Vector4(0.0f, 0.0f, 0.0f, 1.0f)); + application->blackoutImage->setVisible(false); + application->uiRootElement->addChild(application->blackoutImage); + + application->splashImage = new UIImage(); + application->splashImage->setAnchor(Anchor::CENTER); + application->splashImage->setDimensions(Vector2(application->splashTexture.getWidth(), application->splashTexture.getHeight())); + application->splashImage->setTexture(&application->splashTexture); + application->splashImage->setVisible(false); + application->uiRootElement->addChild(application->splashImage); + + application->titleImage = new UIImage(); + application->titleImage->setAnchor(Vector2(0.5f, 0.0f)); + application->titleImage->setDimensions(Vector2(application->titleTexture.getWidth(), application->titleTexture.getHeight())); + application->titleImage->setTranslation(Vector2(0.0f, (int)(application->height * (1.0f / 3.0f) - application->titleTexture.getHeight()))); + application->titleImage->setTexture(&application->titleTexture); + application->titleImage->setVisible(false); + application->uiRootElement->addChild(application->titleImage); + + /* + application->copyrightImage = new UIImage(); + application->copyrightImage->setAnchor(Vector2(0.5f, 1.0f)); + application->copyrightImage->setDimensions(Vector2(copyrightTextureWidth, copyrightTextureHeight)); + application->copyrightImage->setTranslation(Vector2(-.5f, (int)(-application->height * (1.0f / 10.0f) - copyrightTextureHeight * 0.5f))); + application->copyrightImage->setTexture(nullptr); + application->copyrightImage->setVisible(false); + application->uiRootElement->addChild(application->copyrightImage); + */ + + application->anyKeyLabel = new UILabel(); + application->anyKeyLabel->setAnchor(Vector2(0.5f, 1.0f)); + application->anyKeyLabel->setFont(application->menuFont); + application->anyKeyLabel->setTranslation(Vector2(0.0f, (int)(-application->height * (1.0f / 3.0f)/* - application->menuFont->getMetrics().getHeight() * 0.5f*/))); + application->anyKeyLabel->setText(pressAnyKeyString); + application->anyKeyLabel->setVisible(false); + application->uiRootElement->addChild(application->anyKeyLabel); + + + application->menuSelectorLabel = new UILabel(); + application->menuSelectorLabel->setAnchor(Anchor::TOP_LEFT); + application->menuSelectorLabel->setFont(application->menuFont); + application->menuSelectorLabel->setText(">"); + + /* + application->menuSelectorLabel = new UIImage(); + application->menuSelectorLabel->setAnchor(Anchor::TOP_LEFT); + application->menuSelectorLabel->setDimensions(Vector2(selectorTextureWidth, selectorTextureHeight)); + application->menuSelectorLabel->setTextureID(selectorTextureID); + */ + application->menuSelectorLabel->setVisible(false); + application->uiRootElement->addChild(application->menuSelectorLabel); + + application->mainMenuContainer = new UIContainer(); + application->mainMenuContainer->setDimensions(Vector2(application->width, application->menuFont->getMetrics().getHeight() * 4)); + application->mainMenuContainer->setAnchor(Vector2(0.0f, 0.5f)); + application->mainMenuContainer->setVisible(false); + application->mainMenuContainer->setActive(false); + application->uiRootElement->addChild(application->mainMenuContainer); + application->challengeLabel = new UILabel(); + application->challengeLabel->setFont(application->menuFont); + application->challengeLabel->setText(challengeString); + application->challengeLabel->setTintColor(application->deselectedColor); + application->experimentLabel = new UILabel(); + application->experimentLabel->setFont(application->menuFont); + application->experimentLabel->setText(experimentString); + application->experimentLabel->setTranslation(Vector2(0.0f, application->menuFont->getMetrics().getHeight())); + application->experimentLabel->setTintColor(application->deselectedColor); + application->settingsLabel = new UILabel(); + application->settingsLabel->setFont(application->menuFont); + application->settingsLabel->setText(settingsString); + application->settingsLabel->setTranslation(Vector2(0.0f, application->menuFont->getMetrics().getHeight() * 2)); + application->settingsLabel->setTintColor(application->deselectedColor); + application->quitLabel = new UILabel(); + application->quitLabel->setFont(application->menuFont); + application->quitLabel->setText(quitString); + application->quitLabel->setTintColor(application->deselectedColor); + application->quitLabel->setTranslation(Vector2(0.0f, application->menuFont->getMetrics().getHeight() * 3)); + application->mainMenuContainer->addChild(application->challengeLabel); + application->mainMenuContainer->addChild(application->experimentLabel); + application->mainMenuContainer->addChild(application->settingsLabel); + application->mainMenuContainer->addChild(application->quitLabel); + + application->challengeMenuContainer = new UIContainer(); + application->challengeMenuContainer->setDimensions(Vector2(application->width, application->menuFont->getMetrics().getHeight() * 4)); + application->challengeMenuContainer->setAnchor(Vector2(0.0f, 0.5f)); + application->challengeMenuContainer->setVisible(false); + application->challengeMenuContainer->setActive(false); + application->uiRootElement->addChild(application->challengeMenuContainer); + + application->experimentMenuContainer = new UIContainer(); + application->experimentMenuContainer->setDimensions(Vector2(application->width, application->menuFont->getMetrics().getHeight() * 3)); + application->experimentMenuContainer->setAnchor(Vector2(0.0f, 0.5f)); + application->experimentMenuContainer->setVisible(false); + application->experimentMenuContainer->setActive(false); + application->uiRootElement->addChild(application->experimentMenuContainer); + application->loadLabel = new UILabel(); + application->loadLabel->setFont(application->menuFont); + application->loadLabel->setText(loadString); + application->loadLabel->setTintColor(application->deselectedColor); + application->loadLabel->setTranslation(Vector2(0.0f, application->menuFont->getMetrics().getHeight() * 0)); + application->experimentMenuContainer->addChild(application->loadLabel); + application->newLabel = new UILabel(); + application->newLabel->setFont(application->menuFont); + application->newLabel->setText(newString); + application->newLabel->setTintColor(application->deselectedColor); + application->newLabel->setTranslation(Vector2(0.0f, application->menuFont->getMetrics().getHeight() * 1)); + application->experimentMenuContainer->addChild(application->newLabel); + application->experimentBackLabel = new UILabel(); + application->experimentBackLabel->setFont(application->menuFont); + application->experimentBackLabel->setText(backString); + application->experimentBackLabel->setTintColor(application->deselectedColor); + application->experimentBackLabel->setTranslation(Vector2(0.0f, application->menuFont->getMetrics().getHeight() * 2)); + application->experimentMenuContainer->addChild(application->experimentBackLabel); + + application->settingsMenuContainer = new UIContainer(); + application->settingsMenuContainer->setDimensions(Vector2(application->width, application->menuFont->getMetrics().getHeight() * 5)); + application->settingsMenuContainer->setAnchor(Vector2(0.0f, 0.5f)); + application->settingsMenuContainer->setVisible(false); + application->settingsMenuContainer->setActive(false); + application->uiRootElement->addChild(application->settingsMenuContainer); + application->videoLabel = new UILabel(); + application->videoLabel->setFont(application->menuFont); + application->videoLabel->setText(videoString); + application->videoLabel->setTintColor(application->deselectedColor); + application->videoLabel->setTranslation(Vector2(0.0f, application->menuFont->getMetrics().getHeight() * 0)); + application->settingsMenuContainer->addChild(application->videoLabel); + application->audioLabel = new UILabel(); + application->audioLabel->setFont(application->menuFont); + application->audioLabel->setText(audioString); + application->audioLabel->setTintColor(application->deselectedColor); + application->audioLabel->setTranslation(Vector2(0.0f, application->menuFont->getMetrics().getHeight() * 1)); + application->settingsMenuContainer->addChild(application->audioLabel); + application->controlsLabel = new UILabel(); + application->controlsLabel->setFont(application->menuFont); + application->controlsLabel->setText(controlsString); + application->controlsLabel->setTintColor(application->deselectedColor); + application->controlsLabel->setTranslation(Vector2(0.0f, application->menuFont->getMetrics().getHeight() * 2)); + application->settingsMenuContainer->addChild(application->controlsLabel); + application->gameLabel = new UILabel(); + application->gameLabel->setFont(application->menuFont); + application->gameLabel->setText(gameString); + application->gameLabel->setTintColor(application->deselectedColor); + application->gameLabel->setTranslation(Vector2(0.0f, application->menuFont->getMetrics().getHeight() * 3)); + application->settingsMenuContainer->addChild(application->gameLabel); + application->settingsBackLabel = new UILabel(); + application->settingsBackLabel->setFont(application->menuFont); + application->settingsBackLabel->setText(backString); + application->settingsBackLabel->setTintColor(application->deselectedColor); + application->settingsBackLabel->setTranslation(Vector2(0.0f, application->menuFont->getMetrics().getHeight() * 4)); + application->settingsMenuContainer->addChild(application->settingsBackLabel); + + application->pauseMenuContainer = new UIContainer(); + application->pauseMenuContainer->setDimensions(Vector2(application->width, application->menuFont->getMetrics().getHeight() * 6)); + application->pauseMenuContainer->setAnchor(Anchor::CENTER); + application->pauseMenuContainer->setVisible(false); + application->pauseMenuContainer->setActive(false); + application->uiRootElement->addChild(application->pauseMenuContainer); + application->pausedResumeLabel = new UILabel(); + application->pausedResumeLabel->setFont(application->menuFont); + application->pausedResumeLabel->setText(resumeString); + application->pausedResumeLabel->setTintColor(application->deselectedColor); + application->pausedResumeLabel->setTranslation(Vector2(0.0f, application->menuFont->getMetrics().getHeight() * 0)); + application->pauseMenuContainer->addChild(application->pausedResumeLabel); + application->returnToMainMenuLabel = new UILabel(); + application->returnToMainMenuLabel->setFont(application->menuFont); + application->returnToMainMenuLabel->setText(returnToMainMenuString); + application->returnToMainMenuLabel->setTintColor(application->deselectedColor); + application->returnToMainMenuLabel->setTranslation(Vector2(0.0f, application->menuFont->getMetrics().getHeight() * 1)); + application->pauseMenuContainer->addChild(application->returnToMainMenuLabel); + application->quitToDesktopLabel = new UILabel(); + application->quitToDesktopLabel->setFont(application->menuFont); + application->quitToDesktopLabel->setText(quitToDesktopString); + application->quitToDesktopLabel->setTintColor(application->deselectedColor); + application->quitToDesktopLabel->setTranslation(Vector2(0.0f, application->menuFont->getMetrics().getHeight() * 2)); + application->pauseMenuContainer->addChild(application->quitToDesktopLabel); + + /* + UIContainer* pauseMenuContainer; + UILabel* pausedResumeLabel; + UILabel* pausedSaveLabel; + UILabel* pausedNewLabel; + UILabel* pausedSettingsLabel; + UILabel* returnToMainMenuLabel; + UILabel* quitToDesktopLabel;*/ + + // Setup UI batch + application->uiBatch = new BillboardBatch(); + application->uiBatch->resize(256); + application->uiBatcher = new UIBatcher(); + + // Setup UI render pass and compositor + application->uiPass.setRenderTarget(&application->defaultRenderTarget); + application->uiCompositor.addPass(&application->uiPass); + application->uiCompositor.load(nullptr); + + // Setup UI camera + application->uiCamera.lookAt(glm::vec3(0), glm::vec3(0, 0, -1), glm::vec3(0, 1, 0)); + application->uiCamera.setCompositor(&application->uiCompositor); + application->uiCamera.setCompositeIndex(0); + + // Setup UI scene + application->uiScene.getLayer(0)->addObject(application->uiBatch); + application->uiScene.getLayer(0)->addObject(&application->uiCamera); + + // Setup tweening + application->tweener = new Tweener(); + application->fadeInTween = new Tween(EaseFunction::IN_CUBIC, 0.0f, 1.5f, Vector4(0.0f, 0.0f, 0.0f, 1.0f), Vector4(0.0f, 0.0f, 0.0f, -1.0f)); + application->fadeInTween->setUpdateCallback(std::bind(UIElement::setTintColor, application->blackoutImage, std::placeholders::_1)); + application->tweener->addTween(application->fadeInTween); + application->fadeOutTween = new Tween(EaseFunction::OUT_CUBIC, 0.0f, 1.5f, Vector4(0.0f, 0.0f, 0.0f, 0.0f), Vector4(0.0f, 0.0f, 0.0f, 1.0f)); + application->fadeOutTween->setUpdateCallback(std::bind(UIElement::setTintColor, application->blackoutImage, std::placeholders::_1)); + application->tweener->addTween(application->fadeOutTween); + + application->splashFadeInTween = new Tween(EaseFunction::IN_CUBIC, 0.0f, 0.5f, Vector4(1.0f, 1.0f, 1.0f, 0.0f), Vector4(0.0f, 0.0f, 0.0f, 1.0f)); + application->splashFadeInTween->setUpdateCallback(std::bind(UIElement::setTintColor, application->splashImage, std::placeholders::_1)); + application->tweener->addTween(application->splashFadeInTween); + application->splashFadeOutTween = new Tween(EaseFunction::OUT_CUBIC, 0.0f, 0.5f, Vector4(1.0f, 1.0f, 1.0f, 1.0f), Vector4(0.0f, 0.0f, 0.0f, -1.0f)); + application->splashFadeOutTween->setUpdateCallback(std::bind(UIElement::setTintColor, application->splashImage, std::placeholders::_1)); + application->tweener->addTween(application->splashFadeOutTween); + + application->titleFadeInTween = new Tween(EaseFunction::IN_CUBIC, 0.0f, 2.0f, Vector4(1.0f, 1.0f, 1.0f, 0.0f), Vector4(0.0f, 0.0f, 0.0f, 1.0f)); + application->titleFadeInTween->setUpdateCallback(std::bind(UIElement::setTintColor, application->titleImage, std::placeholders::_1)); + application->tweener->addTween(application->titleFadeInTween); + application->titleFadeOutTween = new Tween(EaseFunction::OUT_CUBIC, 0.0f, 0.25f, Vector4(1.0f, 1.0f, 1.0f, 1.0f), Vector4(0.0f, 0.0f, 0.0f, -1.0f)); + application->titleFadeOutTween->setUpdateCallback(std::bind(UIElement::setTintColor, application->titleImage, std::placeholders::_1)); + application->tweener->addTween(application->titleFadeOutTween); + + application->copyrightFadeInTween = new Tween(EaseFunction::IN_CUBIC, 0.0f, 1.0f, Vector4(1.0f, 1.0f, 1.0f, 0.0f), Vector4(0.0f, 0.0f, 0.0f, 1.0f)); + application->copyrightFadeInTween->setUpdateCallback(std::bind(UIElement::setTintColor, application->copyrightImage, std::placeholders::_1)); + application->tweener->addTween(application->copyrightFadeInTween); + application->copyrightFadeOutTween = new Tween(EaseFunction::OUT_CUBIC, 0.0f, 0.25f, Vector4(1.0f, 1.0f, 1.0f, 1.0f), Vector4(0.0f, 0.0f, 0.0f, -1.0f)); + application->copyrightFadeOutTween->setUpdateCallback(std::bind(UIElement::setTintColor, application->copyrightImage, std::placeholders::_1)); + application->tweener->addTween(application->copyrightFadeOutTween); + + application->anyKeyFadeInTween = new Tween(EaseFunction::LINEAR, 0.0f, 1.5f, Vector4(1.0f, 1.0f, 1.0f, 0.0f), Vector4(0.0f, 0.0f, 0.0f, 1.0f)); + application->anyKeyFadeInTween->setUpdateCallback(std::bind(UIElement::setTintColor, application->anyKeyLabel, std::placeholders::_1)); + application->tweener->addTween(application->anyKeyFadeInTween); + application->anyKeyFadeOutTween = new Tween(EaseFunction::LINEAR, 0.0f, 1.5f, Vector4(1.0f, 1.0f, 1.0f, 1.0f), Vector4(0.0f, 0.0f, 0.0f, -1.0f)); + application->anyKeyFadeOutTween->setUpdateCallback(std::bind(UIElement::setTintColor, application->anyKeyLabel, std::placeholders::_1)); + application->tweener->addTween(application->anyKeyFadeOutTween); + + + float menuFadeInDuration = 0.15f; + Vector4 menuFadeInStartColor = Vector4(1.0f, 1.0f, 1.0f, 0.0f); + Vector4 menuFadeInDeltaColor = Vector4(0.0f, 0.0f, 0.0f, 1.0f); + float menuFadeOutDuration = 0.15f; + Vector4 menuFadeOutStartColor = Vector4(1.0f, 1.0f, 1.0f, 1.0f); + Vector4 menuFadeOutDeltaColor = Vector4(0.0f, 0.0f, 0.0f, -1.0f); + float menuSlideInDuration = 0.35f; + Vector2 menuSlideInStartTranslation = Vector2(-64.0f, 0.0f); + Vector2 menuSlideInDeltaTranslation = Vector2(128.0f, 0.0f); + + application->menuFadeInTween = new Tween(EaseFunction::OUT_QUINT, 0.0f, menuFadeInDuration, menuFadeInStartColor, menuFadeInDeltaColor); + application->tweener->addTween(application->menuFadeInTween); + application->menuFadeOutTween = new Tween(EaseFunction::OUT_QUINT, 0.0f, menuFadeOutDuration, menuFadeOutStartColor, menuFadeOutDeltaColor); + application->tweener->addTween(application->menuFadeOutTween); + application->menuSlideInTween = new Tween(EaseFunction::OUT_QUINT, 0.0f, menuSlideInDuration, menuSlideInStartTranslation, menuSlideInDeltaTranslation); + application->tweener->addTween(application->menuSlideInTween); + + // Link tweens + application->anyKeyFadeInTween->setEndCallback(std::bind(TweenBase::start, application->anyKeyFadeOutTween)); + application->anyKeyFadeOutTween->setEndCallback(std::bind(TweenBase::start, application->anyKeyFadeInTween)); + + // Menus + application->selectedMenuItemIndex = 0; + application->mainMenu = new Menu(); + MenuItem* challengeItem = application->mainMenu->addItem(); + challengeItem->setSelectedCallback(std::bind(UIElement::setTintColor, application->challengeLabel, application->selectedColor)); + challengeItem->setDeselectedCallback(std::bind(UIElement::setTintColor, application->challengeLabel, application->deselectedColor)); + challengeItem->setActivatedCallback(std::bind(std::printf, "0\n")); + application->challengeLabel->setMouseOverCallback(std::bind(Application::selectMenuItem, application, challengeItem->getIndex())); + application->challengeLabel->setMouseMovedCallback(std::bind(Application::selectMenuItem, application, challengeItem->getIndex())); + application->challengeLabel->setMousePressedCallback(std::bind(Application::activateMenuItem, application, challengeItem->getIndex())); + MenuItem* experimentItem = application->mainMenu->addItem(); + experimentItem->setSelectedCallback(std::bind(UIElement::setTintColor, application->experimentLabel, application->selectedColor)); + experimentItem->setDeselectedCallback(std::bind(UIElement::setTintColor, application->experimentLabel, application->deselectedColor)); + experimentItem->setActivatedCallback(std::bind(Application::enterMenu, application, 2)); + application->experimentLabel->setMouseOverCallback(std::bind(Application::selectMenuItem, application, experimentItem->getIndex())); + application->experimentLabel->setMouseMovedCallback(std::bind(Application::selectMenuItem, application, experimentItem->getIndex())); + application->experimentLabel->setMousePressedCallback(std::bind(Application::activateMenuItem, application, experimentItem->getIndex())); + MenuItem* settingsItem = application->mainMenu->addItem(); + settingsItem->setSelectedCallback(std::bind(UIElement::setTintColor, application->settingsLabel, application->selectedColor)); + settingsItem->setDeselectedCallback(std::bind(UIElement::setTintColor, application->settingsLabel, application->deselectedColor)); + settingsItem->setActivatedCallback(std::bind(Application::enterMenu, application, 3)); + application->settingsLabel->setMouseOverCallback(std::bind(Application::selectMenuItem, application, settingsItem->getIndex())); + application->settingsLabel->setMouseMovedCallback(std::bind(Application::selectMenuItem, application, settingsItem->getIndex())); + application->settingsLabel->setMousePressedCallback(std::bind(Application::activateMenuItem, application, settingsItem->getIndex())); + MenuItem* quitItem = application->mainMenu->addItem(); + quitItem->setSelectedCallback(std::bind(UIElement::setTintColor, application->quitLabel, application->selectedColor)); + quitItem->setDeselectedCallback(std::bind(UIElement::setTintColor, application->quitLabel, application->deselectedColor)); + quitItem->setActivatedCallback(std::bind(Application::close, application, EXIT_SUCCESS)); + application->quitLabel->setMouseOverCallback(std::bind(Application::selectMenuItem, application, quitItem->getIndex())); + application->quitLabel->setMouseMovedCallback(std::bind(Application::selectMenuItem, application, quitItem->getIndex())); + application->quitLabel->setMousePressedCallback(std::bind(Application::activateMenuItem, application, quitItem->getIndex())); + + application->experimentMenu = new Menu(); + MenuItem* loadItem = application->experimentMenu->addItem(); + loadItem->setSelectedCallback(std::bind(UIElement::setTintColor, application->loadLabel, application->selectedColor)); + loadItem->setDeselectedCallback(std::bind(UIElement::setTintColor, application->loadLabel, application->deselectedColor)); + loadItem->setActivatedCallback(std::bind(std::printf, "0\n")); + application->loadLabel->setMouseOverCallback(std::bind(Application::selectMenuItem, application, loadItem->getIndex())); + application->loadLabel->setMouseMovedCallback(std::bind(Application::selectMenuItem, application, loadItem->getIndex())); + application->loadLabel->setMousePressedCallback(std::bind(Application::activateMenuItem, application, loadItem->getIndex())); + MenuItem* newItem = application->experimentMenu->addItem(); + newItem->setSelectedCallback(std::bind(UIElement::setTintColor, application->newLabel, application->selectedColor)); + newItem->setDeselectedCallback(std::bind(UIElement::setTintColor, application->newLabel, application->deselectedColor)); + newItem->setActivatedCallback(std::bind(Application::changeState, application, application->experimentState)); + application->newLabel->setMouseOverCallback(std::bind(Application::selectMenuItem, application, newItem->getIndex())); + application->newLabel->setMouseMovedCallback(std::bind(Application::selectMenuItem, application, newItem->getIndex())); + application->newLabel->setMousePressedCallback(std::bind(Application::activateMenuItem, application, newItem->getIndex())); + MenuItem* experimentBackItem = application->experimentMenu->addItem(); + experimentBackItem->setSelectedCallback(std::bind(UIElement::setTintColor, application->experimentBackLabel, application->selectedColor)); + experimentBackItem->setDeselectedCallback(std::bind(UIElement::setTintColor, application->experimentBackLabel, application->deselectedColor)); + experimentBackItem->setActivatedCallback(std::bind(Application::enterMenu, application, 0)); + application->experimentBackLabel->setMouseOverCallback(std::bind(Application::selectMenuItem, application, experimentBackItem->getIndex())); + application->experimentBackLabel->setMouseMovedCallback(std::bind(Application::selectMenuItem, application, experimentBackItem->getIndex())); + application->experimentBackLabel->setMousePressedCallback(std::bind(Application::activateMenuItem, application, experimentBackItem->getIndex())); + + application->settingsMenu = new Menu(); + MenuItem* videoItem = application->settingsMenu->addItem(); + videoItem->setSelectedCallback(std::bind(UIElement::setTintColor, application->videoLabel, application->selectedColor)); + videoItem->setDeselectedCallback(std::bind(UIElement::setTintColor, application->videoLabel, application->deselectedColor)); + videoItem->setActivatedCallback(std::bind(std::printf, "0\n")); + application->videoLabel->setMouseOverCallback(std::bind(Application::selectMenuItem, application, videoItem->getIndex())); + application->videoLabel->setMouseMovedCallback(std::bind(Application::selectMenuItem, application, videoItem->getIndex())); + application->videoLabel->setMousePressedCallback(std::bind(Application::activateMenuItem, application, videoItem->getIndex())); + MenuItem* audioItem = application->settingsMenu->addItem(); + audioItem->setSelectedCallback(std::bind(UIElement::setTintColor, application->audioLabel, application->selectedColor)); + audioItem->setDeselectedCallback(std::bind(UIElement::setTintColor, application->audioLabel, application->deselectedColor)); + audioItem->setActivatedCallback(std::bind(std::printf, "1\n")); + application->audioLabel->setMouseOverCallback(std::bind(Application::selectMenuItem, application, audioItem->getIndex())); + application->audioLabel->setMouseMovedCallback(std::bind(Application::selectMenuItem, application, audioItem->getIndex())); + application->audioLabel->setMousePressedCallback(std::bind(Application::activateMenuItem, application, audioItem->getIndex())); + MenuItem* controlsItem = application->settingsMenu->addItem(); + controlsItem->setSelectedCallback(std::bind(UIElement::setTintColor, application->controlsLabel, application->selectedColor)); + controlsItem->setDeselectedCallback(std::bind(UIElement::setTintColor, application->controlsLabel, application->deselectedColor)); + controlsItem->setActivatedCallback(std::bind(std::printf, "2\n")); + application->controlsLabel->setMouseOverCallback(std::bind(Application::selectMenuItem, application, controlsItem->getIndex())); + application->controlsLabel->setMouseMovedCallback(std::bind(Application::selectMenuItem, application, controlsItem->getIndex())); + application->controlsLabel->setMousePressedCallback(std::bind(Application::activateMenuItem, application, controlsItem->getIndex())); + MenuItem* gameItem = application->settingsMenu->addItem(); + gameItem->setSelectedCallback(std::bind(UIElement::setTintColor, application->gameLabel, application->selectedColor)); + gameItem->setDeselectedCallback(std::bind(UIElement::setTintColor, application->gameLabel, application->deselectedColor)); + gameItem->setActivatedCallback(std::bind(std::printf, "3\n")); + application->gameLabel->setMouseOverCallback(std::bind(Application::selectMenuItem, application, gameItem->getIndex())); + application->gameLabel->setMouseMovedCallback(std::bind(Application::selectMenuItem, application, gameItem->getIndex())); + application->gameLabel->setMousePressedCallback(std::bind(Application::activateMenuItem, application, gameItem->getIndex())); + MenuItem* settingsBackItem = application->settingsMenu->addItem(); + settingsBackItem->setSelectedCallback(std::bind(UIElement::setTintColor, application->settingsBackLabel, application->selectedColor)); + settingsBackItem->setDeselectedCallback(std::bind(UIElement::setTintColor, application->settingsBackLabel, application->deselectedColor)); + settingsBackItem->setActivatedCallback(std::bind(Application::enterMenu, application, 0)); + application->settingsBackLabel->setMouseOverCallback(std::bind(Application::selectMenuItem, application, settingsBackItem->getIndex())); + application->settingsBackLabel->setMouseMovedCallback(std::bind(Application::selectMenuItem, application, settingsBackItem->getIndex())); + application->settingsBackLabel->setMousePressedCallback(std::bind(Application::activateMenuItem, application, settingsBackItem->getIndex())); + + + application->menuCount = 4; + application->menus = new Menu*[application->menuCount]; + application->menus[0] = application->mainMenu; + application->menus[1] = application->challengeMenu; + application->menus[2] = application->experimentMenu; + application->menus[3] = application->settingsMenu; + + application->menuContainers = new UIContainer*[application->menuCount]; + application->menuContainers[0] = application->mainMenuContainer; + application->menuContainers[1] = application->challengeMenuContainer; + application->menuContainers[2] = application->experimentMenuContainer; + application->menuContainers[3] = application->settingsMenuContainer; + + application->currentMenu = application->mainMenu; + application->currentMenuIndex = 0; + application->selectedMenuItemIndex = 0; + application->selectMenuItem(application->selectedMenuItemIndex); + + // Models + application->displayModel = application->modelLoader->load("data/models/display.mdl"); + application->antModel = application->modelLoader->load("data/models/worker-ant.mdl"); + + // Model instances + application->displayModelInstance = new ModelInstance(); + application->antModelInstance = new ModelInstance(); + + // Allocate game variables + application->surfaceCam = new SurfaceCameraController(); + application->tunnelCam = new TunnelCameraController(); + + // Setup screen fade-in transition + fadeIn = false; + fadeOut = false; + + // Check for splash screen skip setting + skip = false; + application->settings.get("skip_splash", &skip); + + // Add window observer and set layout + application->inputManager->addWindowObserver(this); + windowResized(application->width, application->height); + + // Start timer + stateTime = 0.0f; + application->frameTimer.reset(); + application->frameTimer.start(); +} + +void SplashState::execute() +{ + // Calculate delta time (in seconds) + float dt = static_cast(application->frameTimer.microseconds().count()) / 1000000.0f; + application->frameTimer.reset(); + + // Add dt to state time + stateTime += dt; + + // Listen for splash screen skip + InputEvent event; + application->inputManager->listen(&event); + if (skip || event.type != InputEvent::Type::NONE) + { + application->menuControlProfile->update(); + application->inputManager->update(); + + // Check if application was closed + if (application->escape.isTriggered()) + { + application->close(EXIT_SUCCESS); + return; + } + // Check if fullscreen was toggled + else if (application->toggleFullscreen.isTriggered() && !application->toggleFullscreen.wasTriggered()) + { + application->changeFullscreen(); + } + else + { + // Clear screen + glClear(GL_COLOR_BUFFER_BIT); + SDL_GL_SwapWindow(application->window); + + // Change to title state + application->changeState(application->titleState); + return; + } + } + + // Start fade-in + if (!fadeIn && stateTime >= blankDuration) + { + // Begin fade-in + fadeIn = true; + application->splashImage->setVisible(true); + application->splashFadeInTween->start(); + } + + // Begin fade-out + if (!fadeOut && stateTime >= blankDuration + application->splashFadeInTween->getDuration() + hangDuration) + { + fadeOut = true; + application->splashFadeOutTween->start(); + } + + // Next state + if (fadeOut && application->splashFadeOutTween->isStopped()) + { + application->splashImage->setVisible(false); + application->changeState(application->titleState); + return; + } + + // Update input + application->inputManager->update(); + + // Update menu controls + application->menuControlProfile->update(); + + // Check if application was closed + if (application->inputManager->wasClosed() || application->escape.isTriggered()) + { + application->close(EXIT_SUCCESS); + return; + } + + // Perform tweening + application->tweener->update(dt); + + // Update UI + application->uiRootElement->update(); + + // Clear to black + glClearColor(0.0f, 0.0f, 0.0f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); + + // Form billboard batch for UI then render UI scene + application->uiBatcher->batch(application->uiBatch, application->uiRootElement); + application->renderer.render(application->uiScene); + + // Swap buffers + SDL_GL_SwapWindow(application->window); +} + +void SplashState::exit() +{ + std::cout << "Exiting SplashState..." << std::endl; + + // Hide splash screen + application->splashImage->setVisible(false); + + application->inputManager->removeWindowObserver(this); +} + +void SplashState::windowClosed() +{ + application->close(EXIT_SUCCESS); +} + +void SplashState::windowResized(int width, int height) +{ + // Update application dimensions + application->width = width; + application->height = height; + if (application->fullscreen) + { + application->fullscreenWidth = width; + application->fullscreenHeight = height; + } + else + { + application->windowedWidth = width; + application->windowedHeight = height; + } + + // Setup default render target + application->defaultRenderTarget.width = application->width; + application->defaultRenderTarget.height = application->height; + + // Resize UI + application->resizeUI(); +} \ No newline at end of file diff --git a/src/states/splash-state.hpp b/src/states/splash-state.hpp new file mode 100644 index 0000000..0395dbf --- /dev/null +++ b/src/states/splash-state.hpp @@ -0,0 +1,52 @@ +/* + * Copyright (C) 2017 Christopher J. Howard + * + * This file is part of Antkeeper Source Code. + * + * Antkeeper Source Code is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * Antkeeper Source Code is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with Antkeeper Source Code. If not, see . + */ + +#ifndef SPLASH_STATE_HPP +#define SPLASH_STATE_HPP + +#include "../application-state.hpp" +#include "../input.hpp" + +#include +using namespace Emergent; + +/** + * Displays a splash screen. + */ +class SplashState: public ApplicationState, public WindowObserver +{ +public: + SplashState(Application* application); + virtual ~SplashState(); + + virtual void enter(); + virtual void execute(); + virtual void exit(); + + void windowClosed(); + void windowResized(int width, int height); + +private: + float stateTime; + bool fadeIn; + bool fadeOut; + bool skip; +}; + +#endif // SPLASH_STATE_HPP \ No newline at end of file diff --git a/src/states/title-state.cpp b/src/states/title-state.cpp new file mode 100644 index 0000000..af134d8 --- /dev/null +++ b/src/states/title-state.cpp @@ -0,0 +1,381 @@ +/* + * Copyright (C) 2017 Christopher J. Howard + * + * This file is part of Antkeeper Source Code. + * + * Antkeeper Source Code is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * Antkeeper Source Code is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with Antkeeper Source Code. If not, see . + */ + +#include "title-state.hpp" +#include "experiment-state.hpp" +#include "../application.hpp" +#include +#include + +const float blankDuration = 0.0f; +const float fadeInDuration = 0.5f; +const float hangDuration = 1.0f; +const float fadeOutDuration = 0.5f; +const float titleDelay = 2.0f; +const float copyrightDelay = 3.0f; +const float pressAnyKeyDelay = 5.0f; + +TitleState::TitleState(Application* application): + ApplicationState(application) +{} + +TitleState::~TitleState() +{} + +void TitleState::enter() +{ + std::cout << "Entering TitleState..." << std::endl; + + // Setup screen fade-in transition + fadeIn = false; + fadeOut = false; + + /* + // Load tunnel texture + GLuint tunnelTexture; + loadTexture("data/textures/soil-01.png", &tunnelTexture); + + // Setup triplanar texturing + Material* material = (Material*)application->displayModel->getMaterial(0); + material->setRoughness(0.75f); + material->setDiffuseColor(glm::vec3(1.0f)); + material->setSpecularColor(glm::vec3(0.001f)); + material->setOpacity(0.999f); + + Texture* texture = material->createTexture(); + texture->setTextureID(tunnelTexture); + texture->setCoordinateSource(TextureCoordinateSource::TRIPLANAR_PROJECTION); + texture->setCoordinateScale(glm::vec3(1.0f / 2.0f)); + texture->setDiffuseInfluence(1.0f); + */ + + + application->displayModelInstance->setModel(application->displayModel); + application->displayModelInstance->setTransform(Transform::getIdentity()); + + application->antModelInstance->setModel(application->antModel); + application->antModelInstance->setTransform(Transform::getIdentity()); + + // Setup lighting + application->sunlight.setColor(glm::vec3(1.0f)); + application->sunlight.setDirection(glm::normalize(glm::vec3(0.5, -1, -0.5))); + + + // Setup lighting pass + application->lightingPass.setRenderTarget(&application->defaultRenderTarget); + application->lightingPass.setShadowMap(0); + application->lightingPass.setShadowCamera(&application->camera); + application->defaultCompositor.addPass(&application->lightingPass); + + application->camera.lookAt( + glm::vec3(0.0f, 0.0f, 10.0f), + glm::vec3(0.0f, 0.0f, 0.0f), + glm::vec3(0.0f, 1.0f, 0.0f)); + + application->camera.setCompositor(&application->defaultCompositor); + application->camera.setCompositeIndex(0); + + // Setup scene + DirectionalLight* lightA = new DirectionalLight(); + DirectionalLight* lightB = new DirectionalLight(); + DirectionalLight* lightC = new DirectionalLight(); + + + lightA->setColor(glm::vec3(1.0f)); + lightB->setColor(glm::vec3(0.25f)); + lightC->setColor(glm::vec3(1.0f, 1.0f, 1.0f)); + lightA->setDirection(glm::normalize(glm::vec3(0.0, -0.8, -0.2))); + lightB->setDirection(glm::normalize(glm::vec3(1.0, -.2, 0.0f))); + lightC->setDirection(glm::normalize(glm::vec3(0.0, 1.0, 0.0))); + + //application->scene.addObject(&application->sunlight); + + application->scene.getLayer(0)->addObject(lightA); + application->scene.getLayer(0)->addObject(lightB); + application->scene.getLayer(0)->addObject(lightC); + + application->scene.getLayer(0)->addObject(application->displayModelInstance); + application->scene.getLayer(0)->addObject(application->antModelInstance); + application->scene.getLayer(0)->addObject(&application->camera); + + // Load compositor + RenderQueue renderQueue; + const std::list* objects = application->scene.getLayer(0)->getObjects(); + for (const SceneObject* object: *objects) + renderQueue.queue(object); + RenderContext renderContext; + renderContext.camera = nullptr; + renderContext.layer = application->scene.getLayer(0); + renderContext.queue = &renderQueue; + application->defaultCompositor.load(&renderContext); + + // Setup fade-in + application->blackoutImage->setVisible(true); + application->fadeInTween->start(); + + application->inputManager->addWindowObserver(this); + windowResized(application->width, application->height); + + // Start timer + stateTime = 0.0f; + application->frameTimer.reset(); + application->frameTimer.start(); + substate = 0; +} + +void TitleState::execute() +{ + // Calculate delta time (in seconds) + float dt = static_cast(application->frameTimer.microseconds().count()) / 1000000.0f; + application->frameTimer.reset(); + + // Add dt to state time + stateTime += dt; + + if (substate == 0 || substate == 1) + { + if (stateTime >= titleDelay && !application->titleImage->isVisible()) + { + application->titleImage->setVisible(true); + application->titleFadeInTween->start(); + } + + if (stateTime >= copyrightDelay && !application->copyrightImage->isVisible()) + { + //application->copyrightImage->setVisible(true); + //application->copyrightFadeInTween->start(); + } + + if (stateTime >= pressAnyKeyDelay && !application->anyKeyLabel->isVisible()) + { + application->anyKeyLabel->setVisible(true); + application->anyKeyFadeInTween->start(); + } + } + + if (substate == 0 && stateTime >= titleDelay && application->titleFadeInTween->isStopped()) + { + substate = 1; + } + + // Listen for fade-in skip and "press any key" + if (substate < 2) + { + InputEvent event; + application->inputManager->listen(&event); + + if (event.type != InputEvent::Type::NONE) + { + application->menuControlProfile->update(); + application->inputManager->update(); + + // Check if application was closed + if (application->escape.isTriggered()) + { + application->close(EXIT_SUCCESS); + return; + } + // Check if fullscreen was toggled + else if (application->toggleFullscreen.isTriggered() && !application->toggleFullscreen.wasTriggered()) + { + application->changeFullscreen(); + } + else if (!application->menuCancel.isTriggered()) + { + if (substate == 0) + { + // Remove fade-in + substate = 1; + + application->fadeInTween->stop(); + application->blackoutImage->setTintColor(Vector4(0.0f)); + application->blackoutImage->setVisible(false); + + application->titleFadeInTween->stop(); + application->titleImage->setVisible(true); + application->titleImage->setTintColor(Vector4(1.0f)); + + application->anyKeyFadeInTween->start(); + application->anyKeyLabel->setVisible(true); + } + else if (substate == 1) + { + substate = 2; + + application->titleFadeInTween->stop(); + application->titleFadeOutTween->start(); + //application->copyrightFadeInTween->stop(); + //application->copyrightFadeOutTween->start(); + application->anyKeyFadeInTween->stop(); + application->anyKeyFadeOutTween->stop(); + application->anyKeyLabel->setVisible(false); + + application->enterMenu(0); + + application->menuSelectorLabel->setVisible(true); + //enterMenu(application, &mainMenu); + } + } + } + } + + // Check state time + if (!fadeIn && stateTime >= blankDuration) + { + // Begin fade-in + fadeIn = true; + } + + // Update display model + Transform transform = application->displayModelInstance->getTransform(); + transform.translation = Vector3(0, 0.0f, 0); + transform.scale = Vector3(0.75f); + transform.rotation = glm::angleAxis(stateTime * glm::radians(360.0f) / 60.0f, glm::vec3(0, 1, 0)); + application->displayModelInstance->setTransform(transform); + + transform.scale = Vector3(0.25f); + transform.translation.y = 0.0f; + //application->antModelInstance->setTransform(transform); + + + // Update menu controls + application->menuControlProfile->update(); + + // Update input + application->inputManager->update(); + + // Check if application was closed + if (application->inputManager->wasClosed() || application->escape.isTriggered()) + { + application->close(EXIT_SUCCESS); + return; + } + + // Check if fullscreen was toggled + if (application->toggleFullscreen.isTriggered() && !application->toggleFullscreen.wasTriggered()) + { + application->changeFullscreen(); + } + + // Navigate menu + if (application->menuDown.isTriggered() && !application->menuDown.wasTriggered()) + { + if (application->selectedMenuItemIndex < application->currentMenu->getItemCount() - 1) + { + application->selectMenuItem(application->selectedMenuItemIndex + 1); + } + else + { + application->selectMenuItem(0); + } + } + else if (application->menuUp.isTriggered() && !application->menuUp.wasTriggered()) + { + if (application->selectedMenuItemIndex > 0) + { + application->selectMenuItem(application->selectedMenuItemIndex - 1); + } + else + { + application->selectMenuItem(application->currentMenu->getItemCount() - 1); + } + } + + if (application->menuSelect.isTriggered() && !application->menuSelect.wasTriggered()) + { + application->activateMenuItem(application->selectedMenuItemIndex); + } + else if (application->menuCancel.isTriggered() && !application->menuCancel.wasTriggered()) + { + + } + + float lineHeight = application->menuFont->getMetrics().getHeight(); + const UIContainer* container = application->menuContainers[application->currentMenuIndex]; + application->menuSelectorLabel->setTranslation( + Vector2(container->getPosition().x - application->menuSelectorLabel->getDimensions().x * 1.5f, + container->getPosition().y + lineHeight * 0.5f - application->menuSelectorLabel->getDimensions().y * 0.5f + lineHeight * application->selectedMenuItemIndex)); + + // Perform tweening + application->tweener->update(dt); + + // Update UI + application->uiRootElement->update(); + + // Clear to black + glClearColor(0.0f, 0.0f, 0.0f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); + + // Render scene + application->renderer.render(application->scene); + + // Form billboard batch for UI then render UI scene + application->uiBatcher->batch(application->uiBatch, application->uiRootElement); + application->renderer.render(application->uiScene); + + // Swap buffers + SDL_GL_SwapWindow(application->window); +} + +void TitleState::exit() +{ + std::cout << "Exiting TitleState..." << std::endl; + + application->inputManager->removeWindowObserver(this); + application->exitMenu(application->currentMenuIndex); + application->menuSelectorLabel->setVisible(false); + + application->scene.removeLayers(); +} + +void TitleState::windowClosed() +{ + application->close(EXIT_SUCCESS); +} + +void TitleState::windowResized(int width, int height) +{ + // Update application dimensions + application->width = width; + application->height = height; + if (application->fullscreen) + { + application->fullscreenWidth = width; + application->fullscreenHeight = height; + } + else + { + application->windowedWidth = width; + application->windowedHeight = height; + } + + // Setup default render target + application->defaultRenderTarget.width = application->width; + application->defaultRenderTarget.height = application->height; + + // Resize UI + application->resizeUI(); + + // 3D camera + application->camera.setPerspective( + glm::radians(25.0f), + (float)application->width / (float)application->height, + 0.1f, + 1000.0f); +} \ No newline at end of file diff --git a/src/states/title-state.hpp b/src/states/title-state.hpp new file mode 100644 index 0000000..ac1f2d1 --- /dev/null +++ b/src/states/title-state.hpp @@ -0,0 +1,52 @@ +/* + * Copyright (C) 2017 Christopher J. Howard + * + * This file is part of Antkeeper Source Code. + * + * Antkeeper Source Code is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * Antkeeper Source Code is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with Antkeeper Source Code. If not, see . + */ + +#ifndef TITLE_STATE_HPP +#define TITLE_STATE_HPP + +#include "../application-state.hpp" +#include "../ui/ui.hpp" + +#include +using namespace Emergent; + +/** + * Displays the title screen. + */ +class TitleState: public ApplicationState, public WindowObserver +{ +public: + TitleState(Application* application); + virtual ~TitleState(); + + virtual void enter(); + virtual void execute(); + virtual void exit(); + + void windowClosed(); + void windowResized(int width, int height); +private: + float stateTime; + bool fadeIn; + bool fadeOut; + + int substate; +}; + +#endif // TITLE_STATE_HPP \ No newline at end of file diff --git a/src/terrain.cpp b/src/terrain.cpp new file mode 100644 index 0000000..f6b1be6 --- /dev/null +++ b/src/terrain.cpp @@ -0,0 +1,621 @@ +#include "terrain.hpp" + +void Terrain::create(int columns, int rows, const Vector3& dimensions) +{ + this->columns = columns; + this->rows = rows; + this->dimensions = dimensions; + + createSurface(); + createSubsurface(); +} + +void Terrain::createSurface() +{ + std::size_t vertexCount = (columns + 1) * (rows + 1); + std::size_t triangleCount = columns * rows * 2; + std::size_t indexCount = triangleCount * 3; + + surfaceVertices.resize(vertexCount); + surfaceIndices.resize(indexCount); + + // Calculate scale and offset + Vector2 scale(dimensions.x / (float)columns, dimensions.z / (float)rows); + Vector2 offset(dimensions.x * -0.5f, dimensions.z * -0.5f); + + // Calculate vertex positions + for (int i = 0; i <= rows; ++i) + { + for (int j = 0; j <= columns; ++j) + { + std::size_t index = i * (columns + 1) + j; + Vector3* vertex = &surfaceVertices[index]; + + vertex->x = (float)j * scale.x + offset.x; + vertex->y = rand()%10; + vertex->z = (float)i * scale.y + offset.y; + } + } + + // Generate indices + for (int i = 0; i < rows; ++i) + { + for (int j = 0; j < columns; ++j) + { + std::size_t a = i * (columns + 1) + j; + std::size_t b = (i + 1) * (columns + 1) + j; + std::size_t c = i * (columns + 1) + j + 1; + std::size_t d = (i + 1) * (columns + 1) + j + 1; + + std::size_t index = (i * columns + j) * 2 * 3; + surfaceIndices[index] = a; + surfaceIndices[index + 1] = b; + surfaceIndices[index + 2] = c; + surfaceIndices[index + 3] = c; + surfaceIndices[index + 4] = b; + surfaceIndices[index + 5] = d; + } + } + + // Create winged-edge mesh + surfaceMesh.create(surfaceVertices, surfaceIndices); + + // Create model + surfaceModel.create(&surfaceMesh); +} + +void Terrain::createSubsurface() +{ + std::size_t vertexCount = (columns + 1) * 4 + (rows + 1) * 4; + std::size_t triangleCount = columns * 4 + rows * 4 + 2; + std::size_t indexCount = triangleCount * 3; + + subsurfaceVertices.resize(vertexCount); + subsurfaceIndices.resize(indexCount); + + // Calculate floor position + float subsurfaceFloor = -dimensions.y; + + // Calculate vertex positions + Vector3* vertex = &subsurfaceVertices[0]; + + // Top row + for (int j = 0; j <= columns; ++j) + { + int i = 0; + std::size_t surfaceIndex = i * (columns + 1) + j; + const Vector3& surfaceVertex = surfaceVertices[surfaceIndex]; + + *(vertex++) = surfaceVertex; + *(vertex++) = Vector3(surfaceVertex.x, subsurfaceFloor, surfaceVertex.z); + } + + // Bottom row + for (int j = 0; j <= columns; ++j) + { + int i = rows; + std::size_t surfaceIndex = i * (columns + 1) + j; + const Vector3& surfaceVertex = surfaceVertices[surfaceIndex]; + + *(vertex++) = surfaceVertex; + *(vertex++) = Vector3(surfaceVertex.x, subsurfaceFloor, surfaceVertex.z); + } + + // Left column + for (int i = 0; i <= rows; ++i) + { + int j = 0; + std::size_t surfaceIndex = i * (columns + 1) + j; + const Vector3& surfaceVertex = surfaceVertices[surfaceIndex]; + + *(vertex++) = surfaceVertex; + *(vertex++) = Vector3(surfaceVertex.x, subsurfaceFloor, surfaceVertex.z); + } + + // Right column + for (int i = 0; i <= rows; ++i) + { + int j = columns; + std::size_t surfaceIndex = i * (columns + 1) + j; + const Vector3& surfaceVertex = surfaceVertices[surfaceIndex]; + + *(vertex++) = surfaceVertex; + *(vertex++) = Vector3(surfaceVertex.x, subsurfaceFloor, surfaceVertex.z); + } + + // Generate indices + std::size_t* index = &subsurfaceIndices[0]; + + for (int i = 0; i < columns; ++i) + { + std::size_t a = i * 2; + std::size_t b = i * 2 + 1; + std::size_t c = (i + 1) * 2; + std::size_t d = (i + 1) * 2 + 1; + + (*(index++)) = b; + (*(index++)) = a; + (*(index++)) = c; + (*(index++)) = b; + (*(index++)) = c; + (*(index++)) = d; + + a += (columns + 1) * 2; + b += (columns + 1) * 2; + c += (columns + 1) * 2; + d += (columns + 1) * 2; + + (*(index++)) = a; + (*(index++)) = b; + (*(index++)) = c; + (*(index++)) = c; + (*(index++)) = b; + (*(index++)) = d; + } + + for (int i = 0; i < rows; ++i) + { + std::size_t a = (columns + 1) * 4 + i * 2; + std::size_t b = (columns + 1) * 4 + i * 2 + 1; + std::size_t c = (columns + 1) * 4 + (i + 1) * 2; + std::size_t d = (columns + 1) * 4 + (i + 1) * 2 + 1; + + (*(index++)) = a; + (*(index++)) = b; + (*(index++)) = c; + (*(index++)) = c; + (*(index++)) = b; + (*(index++)) = d; + + a += (rows + 1) * 2; + b += (rows + 1) * 2; + c += (rows + 1) * 2; + d += (rows + 1) * 2; + + (*(index++)) = b; + (*(index++)) = a; + (*(index++)) = c; + (*(index++)) = b; + (*(index++)) = c; + (*(index++)) = d; + } + + // Floor + std::size_t a = 1; + std::size_t b = 1 + (rows + 1) * 2; + std::size_t c = columns * 2 + 1; + std::size_t d = columns * 2 + 1 + (columns + 1) * 2; + (*(index++)) = a; + (*(index++)) = c; + (*(index++)) = b; + (*(index++)) = b; + (*(index++)) = c; + (*(index++)) = d; + + // Create winged-edge mesh + subsurfaceMesh.create(subsurfaceVertices, subsurfaceIndices); + + // Create model + subsurfaceModel.create(&subsurfaceMesh); +} + +struct voxel +{ + glm::vec3 vertices[8]; + float values[8]; +}; + +// LUT to map isosurface vertices to intersecting edges +static const int EDGE_TABLE[256] = +{ + 0x000, 0x109, 0x203, 0x30a, 0x406, 0x50f, 0x605, 0x70c, + 0x80c, 0x905, 0xa0f, 0xb06, 0xc0a, 0xd03, 0xe09, 0xf00, + 0x190, 0x099, 0x393, 0x29a, 0x596, 0x49f, 0x795, 0x69c, + 0x99c, 0x895, 0xb9f, 0xa96, 0xd9a, 0xc93, 0xf99, 0xe90, + 0x230, 0x339, 0x033, 0x13a, 0x636, 0x73f, 0x435, 0x53c, + 0xa3c, 0xb35, 0x83f, 0x936, 0xe3a, 0xf33, 0xc39, 0xd30, + 0x3a0, 0x2a9, 0x1a3, 0x0aa, 0x7a6, 0x6af, 0x5a5, 0x4ac, + 0xbac, 0xaa5, 0x9af, 0x8a6, 0xfaa, 0xea3, 0xda9, 0xca0, + 0x460, 0x569, 0x663, 0x76a, 0x066, 0x16f, 0x265, 0x36c, + 0xc6c, 0xd65, 0xe6f, 0xf66, 0x86a, 0x963, 0xa69, 0xb60, + 0x5f0, 0x4f9, 0x7f3, 0x6fa, 0x1f6, 0x0ff, 0x3f5, 0x2fc, + 0xdfc, 0xcf5, 0xfff, 0xef6, 0x9fa, 0x8f3, 0xbf9, 0xaf0, + 0x650, 0x759, 0x453, 0x55a, 0x256, 0x35f, 0x055, 0x15c, + 0xe5c, 0xf55, 0xc5f, 0xd56, 0xa5a, 0xb53, 0x859, 0x950, + 0x7c0, 0x6c9, 0x5c3, 0x4ca, 0x3c6, 0x2cf, 0x1c5, 0x0cc, + 0xfcc, 0xec5, 0xdcf, 0xcc6, 0xbca, 0xac3, 0x9c9, 0x8c0, + 0x8c0, 0x9c9, 0xac3, 0xbca, 0xcc6, 0xdcf, 0xec5, 0xfcc, + 0x0cc, 0x1c5, 0x2cf, 0x3c6, 0x4ca, 0x5c3, 0x6c9, 0x7c0, + 0x950, 0x859, 0xb53, 0xa5a, 0xd56, 0xc5f, 0xf55, 0xe5c, + 0x15c, 0x055, 0x35f, 0x256, 0x55a, 0x453, 0x759, 0x650, + 0xaf0, 0xbf9, 0x8f3, 0x9fa, 0xef6, 0xfff, 0xcf5, 0xdfc, + 0x2fc, 0x3f5, 0x0ff, 0x1f6, 0x6fa, 0x7f3, 0x4f9, 0x5f0, + 0xb60, 0xa69, 0x963, 0x86a, 0xf66, 0xe6f, 0xd65, 0xc6c, + 0x36c, 0x265, 0x16f, 0x066, 0x76a, 0x663, 0x569, 0x460, + 0xca0, 0xda9, 0xea3, 0xfaa, 0x8a6, 0x9af, 0xaa5, 0xbac, + 0x4ac, 0x5a5, 0x6af, 0x7a6, 0x0aa, 0x1a3, 0x2a9, 0x3a0, + 0xd30, 0xc39, 0xf33, 0xe3a, 0x936, 0x83f, 0xb35, 0xa3c, + 0x53c, 0x435, 0x73f, 0x636, 0x13a, 0x033, 0x339, 0x230, + 0xe90, 0xf99, 0xc93, 0xd9a, 0xa96, 0xb9f, 0x895, 0x99c, + 0x69c, 0x795, 0x49f, 0x596, 0x29a, 0x393, 0x099, 0x190, + 0xf00, 0xe09, 0xd03, 0xc0a, 0xb06, 0xa0f, 0x905, 0x80c, + 0x70c, 0x605, 0x50f, 0x406, 0x30a, 0x203, 0x109, 0x000 +}; + +static const int TRIANGLE_TABLE[256][16] = +{ + {-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {0, 8, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {0, 1, 9, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {1, 8, 3, 9, 8, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {1, 2, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {0, 8, 3, 1, 2, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {9, 2, 10, 0, 2, 9, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {2, 8, 3, 2, 10, 8, 10, 9, 8, -1, -1, -1, -1, -1, -1, -1}, + {3, 11, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {0, 11, 2, 8, 11, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {1, 9, 0, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {1, 11, 2, 1, 9, 11, 9, 8, 11, -1, -1, -1, -1, -1, -1, -1}, + {3, 10, 1, 11, 10, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {0, 10, 1, 0, 8, 10, 8, 11, 10, -1, -1, -1, -1, -1, -1, -1}, + {3, 9, 0, 3, 11, 9, 11, 10, 9, -1, -1, -1, -1, -1, -1, -1}, + {9, 8, 10, 10, 8, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {4, 7, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {4, 3, 0, 7, 3, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {0, 1, 9, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {4, 1, 9, 4, 7, 1, 7, 3, 1, -1, -1, -1, -1, -1, -1, -1}, + {1, 2, 10, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {3, 4, 7, 3, 0, 4, 1, 2, 10, -1, -1, -1, -1, -1, -1, -1}, + {9, 2, 10, 9, 0, 2, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1}, + {2, 10, 9, 2, 9, 7, 2, 7, 3, 7, 9, 4, -1, -1, -1, -1}, + {8, 4, 7, 3, 11, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {11, 4, 7, 11, 2, 4, 2, 0, 4, -1, -1, -1, -1, -1, -1, -1}, + {9, 0, 1, 8, 4, 7, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1}, + {4, 7, 11, 9, 4, 11, 9, 11, 2, 9, 2, 1, -1, -1, -1, -1}, + {3, 10, 1, 3, 11, 10, 7, 8, 4, -1, -1, -1, -1, -1, -1, -1}, + {1, 11, 10, 1, 4, 11, 1, 0, 4, 7, 11, 4, -1, -1, -1, -1}, + {4, 7, 8, 9, 0, 11, 9, 11, 10, 11, 0, 3, -1, -1, -1, -1}, + {4, 7, 11, 4, 11, 9, 9, 11, 10, -1, -1, -1, -1, -1, -1, -1}, + {9, 5, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {9, 5, 4, 0, 8, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {0, 5, 4, 1, 5, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {8, 5, 4, 8, 3, 5, 3, 1, 5, -1, -1, -1, -1, -1, -1, -1}, + {1, 2, 10, 9, 5, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {3, 0, 8, 1, 2, 10, 4, 9, 5, -1, -1, -1, -1, -1, -1, -1}, + {5, 2, 10, 5, 4, 2, 4, 0, 2, -1, -1, -1, -1, -1, -1, -1}, + {2, 10, 5, 3, 2, 5, 3, 5, 4, 3, 4, 8, -1, -1, -1, -1}, + {9, 5, 4, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {0, 11, 2, 0, 8, 11, 4, 9, 5, -1, -1, -1, -1, -1, -1, -1}, + {0, 5, 4, 0, 1, 5, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1}, + {2, 1, 5, 2, 5, 8, 2, 8, 11, 4, 8, 5, -1, -1, -1, -1}, + {10, 3, 11, 10, 1, 3, 9, 5, 4, -1, -1, -1, -1, -1, -1, -1}, + {4, 9, 5, 0, 8, 1, 8, 10, 1, 8, 11, 10, -1, -1, -1, -1}, + {5, 4, 0, 5, 0, 11, 5, 11, 10, 11, 0, 3, -1, -1, -1, -1}, + {5, 4, 8, 5, 8, 10, 10, 8, 11, -1, -1, -1, -1, -1, -1, -1}, + {9, 7, 8, 5, 7, 9, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {9, 3, 0, 9, 5, 3, 5, 7, 3, -1, -1, -1, -1, -1, -1, -1}, + {0, 7, 8, 0, 1, 7, 1, 5, 7, -1, -1, -1, -1, -1, -1, -1}, + {1, 5, 3, 3, 5, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {9, 7, 8, 9, 5, 7, 10, 1, 2, -1, -1, -1, -1, -1, -1, -1}, + {10, 1, 2, 9, 5, 0, 5, 3, 0, 5, 7, 3, -1, -1, -1, -1}, + {8, 0, 2, 8, 2, 5, 8, 5, 7, 10, 5, 2, -1, -1, -1, -1}, + {2, 10, 5, 2, 5, 3, 3, 5, 7, -1, -1, -1, -1, -1, -1, -1}, + {7, 9, 5, 7, 8, 9, 3, 11, 2, -1, -1, -1, -1, -1, -1, -1}, + {9, 5, 7, 9, 7, 2, 9, 2, 0, 2, 7, 11, -1, -1, -1, -1}, + {2, 3, 11, 0, 1, 8, 1, 7, 8, 1, 5, 7, -1, -1, -1, -1}, + {11, 2, 1, 11, 1, 7, 7, 1, 5, -1, -1, -1, -1, -1, -1, -1}, + {9, 5, 8, 8, 5, 7, 10, 1, 3, 10, 3, 11, -1, -1, -1, -1}, + {5, 7, 0, 5, 0, 9, 7, 11, 0, 1, 0, 10, 11, 10, 0, -1}, + {11, 10, 0, 11, 0, 3, 10, 5, 0, 8, 0, 7, 5, 7, 0, -1}, + {11, 10, 5, 7, 11, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {10, 6, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {0, 8, 3, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {9, 0, 1, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {1, 8, 3, 1, 9, 8, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1}, + {1, 6, 5, 2, 6, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {1, 6, 5, 1, 2, 6, 3, 0, 8, -1, -1, -1, -1, -1, -1, -1}, + {9, 6, 5, 9, 0, 6, 0, 2, 6, -1, -1, -1, -1, -1, -1, -1}, + {5, 9, 8, 5, 8, 2, 5, 2, 6, 3, 2, 8, -1, -1, -1, -1}, + {2, 3, 11, 10, 6, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {11, 0, 8, 11, 2, 0, 10, 6, 5, -1, -1, -1, -1, -1, -1, -1}, + {0, 1, 9, 2, 3, 11, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1}, + {5, 10, 6, 1, 9, 2, 9, 11, 2, 9, 8, 11, -1, -1, -1, -1}, + {6, 3, 11, 6, 5, 3, 5, 1, 3, -1, -1, -1, -1, -1, -1, -1}, + {0, 8, 11, 0, 11, 5, 0, 5, 1, 5, 11, 6, -1, -1, -1, -1}, + {3, 11, 6, 0, 3, 6, 0, 6, 5, 0, 5, 9, -1, -1, -1, -1}, + {6, 5, 9, 6, 9, 11, 11, 9, 8, -1, -1, -1, -1, -1, -1, -1}, + {5, 10, 6, 4, 7, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {4, 3, 0, 4, 7, 3, 6, 5, 10, -1, -1, -1, -1, -1, -1, -1}, + {1, 9, 0, 5, 10, 6, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1}, + {10, 6, 5, 1, 9, 7, 1, 7, 3, 7, 9, 4, -1, -1, -1, -1}, + {6, 1, 2, 6, 5, 1, 4, 7, 8, -1, -1, -1, -1, -1, -1, -1}, + {1, 2, 5, 5, 2, 6, 3, 0, 4, 3, 4, 7, -1, -1, -1, -1}, + {8, 4, 7, 9, 0, 5, 0, 6, 5, 0, 2, 6, -1, -1, -1, -1}, + {7, 3, 9, 7, 9, 4, 3, 2, 9, 5, 9, 6, 2, 6, 9, -1}, + {3, 11, 2, 7, 8, 4, 10, 6, 5, -1, -1, -1, -1, -1, -1, -1}, + {5, 10, 6, 4, 7, 2, 4, 2, 0, 2, 7, 11, -1, -1, -1, -1}, + {0, 1, 9, 4, 7, 8, 2, 3, 11, 5, 10, 6, -1, -1, -1, -1}, + {9, 2, 1, 9, 11, 2, 9, 4, 11, 7, 11, 4, 5, 10, 6, -1}, + {8, 4, 7, 3, 11, 5, 3, 5, 1, 5, 11, 6, -1, -1, -1, -1}, + {5, 1, 11, 5, 11, 6, 1, 0, 11, 7, 11, 4, 0, 4, 11, -1}, + {0, 5, 9, 0, 6, 5, 0, 3, 6, 11, 6, 3, 8, 4, 7, -1}, + {6, 5, 9, 6, 9, 11, 4, 7, 9, 7, 11, 9, -1, -1, -1, -1}, + {10, 4, 9, 6, 4, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {4, 10, 6, 4, 9, 10, 0, 8, 3, -1, -1, -1, -1, -1, -1, -1}, + {10, 0, 1, 10, 6, 0, 6, 4, 0, -1, -1, -1, -1, -1, -1, -1}, + {8, 3, 1, 8, 1, 6, 8, 6, 4, 6, 1, 10, -1, -1, -1, -1}, + {1, 4, 9, 1, 2, 4, 2, 6, 4, -1, -1, -1, -1, -1, -1, -1}, + {3, 0, 8, 1, 2, 9, 2, 4, 9, 2, 6, 4, -1, -1, -1, -1}, + {0, 2, 4, 4, 2, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {8, 3, 2, 8, 2, 4, 4, 2, 6, -1, -1, -1, -1, -1, -1, -1}, + {10, 4, 9, 10, 6, 4, 11, 2, 3, -1, -1, -1, -1, -1, -1, -1}, + {0, 8, 2, 2, 8, 11, 4, 9, 10, 4, 10, 6, -1, -1, -1, -1}, + {3, 11, 2, 0, 1, 6, 0, 6, 4, 6, 1, 10, -1, -1, -1, -1}, + {6, 4, 1, 6, 1, 10, 4, 8, 1, 2, 1, 11, 8, 11, 1, -1}, + {9, 6, 4, 9, 3, 6, 9, 1, 3, 11, 6, 3, -1, -1, -1, -1}, + {8, 11, 1, 8, 1, 0, 11, 6, 1, 9, 1, 4, 6, 4, 1, -1}, + {3, 11, 6, 3, 6, 0, 0, 6, 4, -1, -1, -1, -1, -1, -1, -1}, + {6, 4, 8, 11, 6, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {7, 10, 6, 7, 8, 10, 8, 9, 10, -1, -1, -1, -1, -1, -1, -1}, + {0, 7, 3, 0, 10, 7, 0, 9, 10, 6, 7, 10, -1, -1, -1, -1}, + {10, 6, 7, 1, 10, 7, 1, 7, 8, 1, 8, 0, -1, -1, -1, -1}, + {10, 6, 7, 10, 7, 1, 1, 7, 3, -1, -1, -1, -1, -1, -1, -1}, + {1, 2, 6, 1, 6, 8, 1, 8, 9, 8, 6, 7, -1, -1, -1, -1}, + {2, 6, 9, 2, 9, 1, 6, 7, 9, 0, 9, 3, 7, 3, 9, -1}, + {7, 8, 0, 7, 0, 6, 6, 0, 2, -1, -1, -1, -1, -1, -1, -1}, + {7, 3, 2, 6, 7, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {2, 3, 11, 10, 6, 8, 10, 8, 9, 8, 6, 7, -1, -1, -1, -1}, + {2, 0, 7, 2, 7, 11, 0, 9, 7, 6, 7, 10, 9, 10, 7, -1}, + {1, 8, 0, 1, 7, 8, 1, 10, 7, 6, 7, 10, 2, 3, 11, -1}, + {11, 2, 1, 11, 1, 7, 10, 6, 1, 6, 7, 1, -1, -1, -1, -1}, + {8, 9, 6, 8, 6, 7, 9, 1, 6, 11, 6, 3, 1, 3, 6, -1}, + {0, 9, 1, 11, 6, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {7, 8, 0, 7, 0, 6, 3, 11, 0, 11, 6, 0, -1, -1, -1, -1}, + {7, 11, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {7, 6, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {3, 0, 8, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {0, 1, 9, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {8, 1, 9, 8, 3, 1, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1}, + {10, 1, 2, 6, 11, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {1, 2, 10, 3, 0, 8, 6, 11, 7, -1, -1, -1, -1, -1, -1, -1}, + {2, 9, 0, 2, 10, 9, 6, 11, 7, -1, -1, -1, -1, -1, -1, -1}, + {6, 11, 7, 2, 10, 3, 10, 8, 3, 10, 9, 8, -1, -1, -1, -1}, + {7, 2, 3, 6, 2, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {7, 0, 8, 7, 6, 0, 6, 2, 0, -1, -1, -1, -1, -1, -1, -1}, + {2, 7, 6, 2, 3, 7, 0, 1, 9, -1, -1, -1, -1, -1, -1, -1}, + {1, 6, 2, 1, 8, 6, 1, 9, 8, 8, 7, 6, -1, -1, -1, -1}, + {10, 7, 6, 10, 1, 7, 1, 3, 7, -1, -1, -1, -1, -1, -1, -1}, + {10, 7, 6, 1, 7, 10, 1, 8, 7, 1, 0, 8, -1, -1, -1, -1}, + {0, 3, 7, 0, 7, 10, 0, 10, 9, 6, 10, 7, -1, -1, -1, -1}, + {7, 6, 10, 7, 10, 8, 8, 10, 9, -1, -1, -1, -1, -1, -1, -1}, + {6, 8, 4, 11, 8, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {3, 6, 11, 3, 0, 6, 0, 4, 6, -1, -1, -1, -1, -1, -1, -1}, + {8, 6, 11, 8, 4, 6, 9, 0, 1, -1, -1, -1, -1, -1, -1, -1}, + {9, 4, 6, 9, 6, 3, 9, 3, 1, 11, 3, 6, -1, -1, -1, -1}, + {6, 8, 4, 6, 11, 8, 2, 10, 1, -1, -1, -1, -1, -1, -1, -1}, + {1, 2, 10, 3, 0, 11, 0, 6, 11, 0, 4, 6, -1, -1, -1, -1}, + {4, 11, 8, 4, 6, 11, 0, 2, 9, 2, 10, 9, -1, -1, -1, -1}, + {10, 9, 3, 10, 3, 2, 9, 4, 3, 11, 3, 6, 4, 6, 3, -1}, + {8, 2, 3, 8, 4, 2, 4, 6, 2, -1, -1, -1, -1, -1, -1, -1}, + {0, 4, 2, 4, 6, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {1, 9, 0, 2, 3, 4, 2, 4, 6, 4, 3, 8, -1, -1, -1, -1}, + {1, 9, 4, 1, 4, 2, 2, 4, 6, -1, -1, -1, -1, -1, -1, -1}, + {8, 1, 3, 8, 6, 1, 8, 4, 6, 6, 10, 1, -1, -1, -1, -1}, + {10, 1, 0, 10, 0, 6, 6, 0, 4, -1, -1, -1, -1, -1, -1, -1}, + {4, 6, 3, 4, 3, 8, 6, 10, 3, 0, 3, 9, 10, 9, 3, -1}, + {10, 9, 4, 6, 10, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {4, 9, 5, 7, 6, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {0, 8, 3, 4, 9, 5, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1}, + {5, 0, 1, 5, 4, 0, 7, 6, 11, -1, -1, -1, -1, -1, -1, -1}, + {11, 7, 6, 8, 3, 4, 3, 5, 4, 3, 1, 5, -1, -1, -1, -1}, + {9, 5, 4, 10, 1, 2, 7, 6, 11, -1, -1, -1, -1, -1, -1, -1}, + {6, 11, 7, 1, 2, 10, 0, 8, 3, 4, 9, 5, -1, -1, -1, -1}, + {7, 6, 11, 5, 4, 10, 4, 2, 10, 4, 0, 2, -1, -1, -1, -1}, + {3, 4, 8, 3, 5, 4, 3, 2, 5, 10, 5, 2, 11, 7, 6, -1}, + {7, 2, 3, 7, 6, 2, 5, 4, 9, -1, -1, -1, -1, -1, -1, -1}, + {9, 5, 4, 0, 8, 6, 0, 6, 2, 6, 8, 7, -1, -1, -1, -1}, + {3, 6, 2, 3, 7, 6, 1, 5, 0, 5, 4, 0, -1, -1, -1, -1}, + {6, 2, 8, 6, 8, 7, 2, 1, 8, 4, 8, 5, 1, 5, 8, -1}, + {9, 5, 4, 10, 1, 6, 1, 7, 6, 1, 3, 7, -1, -1, -1, -1}, + {1, 6, 10, 1, 7, 6, 1, 0, 7, 8, 7, 0, 9, 5, 4, -1}, + {4, 0, 10, 4, 10, 5, 0, 3, 10, 6, 10, 7, 3, 7, 10, -1}, + {7, 6, 10, 7, 10, 8, 5, 4, 10, 4, 8, 10, -1, -1, -1, -1}, + {6, 9, 5, 6, 11, 9, 11, 8, 9, -1, -1, -1, -1, -1, -1, -1}, + {3, 6, 11, 0, 6, 3, 0, 5, 6, 0, 9, 5, -1, -1, -1, -1}, + {0, 11, 8, 0, 5, 11, 0, 1, 5, 5, 6, 11, -1, -1, -1, -1}, + {6, 11, 3, 6, 3, 5, 5, 3, 1, -1, -1, -1, -1, -1, -1, -1}, + {1, 2, 10, 9, 5, 11, 9, 11, 8, 11, 5, 6, -1, -1, -1, -1}, + {0, 11, 3, 0, 6, 11, 0, 9, 6, 5, 6, 9, 1, 2, 10, -1}, + {11, 8, 5, 11, 5, 6, 8, 0, 5, 10, 5, 2, 0, 2, 5, -1}, + {6, 11, 3, 6, 3, 5, 2, 10, 3, 10, 5, 3, -1, -1, -1, -1}, + {5, 8, 9, 5, 2, 8, 5, 6, 2, 3, 8, 2, -1, -1, -1, -1}, + {9, 5, 6, 9, 6, 0, 0, 6, 2, -1, -1, -1, -1, -1, -1, -1}, + {1, 5, 8, 1, 8, 0, 5, 6, 8, 3, 8, 2, 6, 2, 8, -1}, + {1, 5, 6, 2, 1, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {1, 3, 6, 1, 6, 10, 3, 8, 6, 5, 6, 9, 8, 9, 6, -1}, + {10, 1, 0, 10, 0, 6, 9, 5, 0, 5, 6, 0, -1, -1, -1, -1}, + {0, 3, 8, 5, 6, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {10, 5, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {11, 5, 10, 7, 5, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {11, 5, 10, 11, 7, 5, 8, 3, 0, -1, -1, -1, -1, -1, -1, -1}, + {5, 11, 7, 5, 10, 11, 1, 9, 0, -1, -1, -1, -1, -1, -1, -1}, + {10, 7, 5, 10, 11, 7, 9, 8, 1, 8, 3, 1, -1, -1, -1, -1}, + {11, 1, 2, 11, 7, 1, 7, 5, 1, -1, -1, -1, -1, -1, -1, -1}, + {0, 8, 3, 1, 2, 7, 1, 7, 5, 7, 2, 11, -1, -1, -1, -1}, + {9, 7, 5, 9, 2, 7, 9, 0, 2, 2, 11, 7, -1, -1, -1, -1}, + {7, 5, 2, 7, 2, 11, 5, 9, 2, 3, 2, 8, 9, 8, 2, -1}, + {2, 5, 10, 2, 3, 5, 3, 7, 5, -1, -1, -1, -1, -1, -1, -1}, + {8, 2, 0, 8, 5, 2, 8, 7, 5, 10, 2, 5, -1, -1, -1, -1}, + {9, 0, 1, 5, 10, 3, 5, 3, 7, 3, 10, 2, -1, -1, -1, -1}, + {9, 8, 2, 9, 2, 1, 8, 7, 2, 10, 2, 5, 7, 5, 2, -1}, + {1, 3, 5, 3, 7, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {0, 8, 7, 0, 7, 1, 1, 7, 5, -1, -1, -1, -1, -1, -1, -1}, + {9, 0, 3, 9, 3, 5, 5, 3, 7, -1, -1, -1, -1, -1, -1, -1}, + {9, 8, 7, 5, 9, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {5, 8, 4, 5, 10, 8, 10, 11, 8, -1, -1, -1, -1, -1, -1, -1}, + {5, 0, 4, 5, 11, 0, 5, 10, 11, 11, 3, 0, -1, -1, -1, -1}, + {0, 1, 9, 8, 4, 10, 8, 10, 11, 10, 4, 5, -1, -1, -1, -1}, + {10, 11, 4, 10, 4, 5, 11, 3, 4, 9, 4, 1, 3, 1, 4, -1}, + {2, 5, 1, 2, 8, 5, 2, 11, 8, 4, 5, 8, -1, -1, -1, -1}, + {0, 4, 11, 0, 11, 3, 4, 5, 11, 2, 11, 1, 5, 1, 11, -1}, + {0, 2, 5, 0, 5, 9, 2, 11, 5, 4, 5, 8, 11, 8, 5, -1}, + {9, 4, 5, 2, 11, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {2, 5, 10, 3, 5, 2, 3, 4, 5, 3, 8, 4, -1, -1, -1, -1}, + {5, 10, 2, 5, 2, 4, 4, 2, 0, -1, -1, -1, -1, -1, -1, -1}, + {3, 10, 2, 3, 5, 10, 3, 8, 5, 4, 5, 8, 0, 1, 9, -1}, + {5, 10, 2, 5, 2, 4, 1, 9, 2, 9, 4, 2, -1, -1, -1, -1}, + {8, 4, 5, 8, 5, 3, 3, 5, 1, -1, -1, -1, -1, -1, -1, -1}, + {0, 4, 5, 1, 0, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {8, 4, 5, 8, 5, 3, 9, 0, 5, 0, 3, 5, -1, -1, -1, -1}, + {9, 4, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {4, 11, 7, 4, 9, 11, 9, 10, 11, -1, -1, -1, -1, -1, -1, -1}, + {0, 8, 3, 4, 9, 7, 9, 11, 7, 9, 10, 11, -1, -1, -1, -1}, + {1, 10, 11, 1, 11, 4, 1, 4, 0, 7, 4, 11, -1, -1, -1, -1}, + {3, 1, 4, 3, 4, 8, 1, 10, 4, 7, 4, 11, 10, 11, 4, -1}, + {4, 11, 7, 9, 11, 4, 9, 2, 11, 9, 1, 2, -1, -1, -1, -1}, + {9, 7, 4, 9, 11, 7, 9, 1, 11, 2, 11, 1, 0, 8, 3, -1}, + {11, 7, 4, 11, 4, 2, 2, 4, 0, -1, -1, -1, -1, -1, -1, -1}, + {11, 7, 4, 11, 4, 2, 8, 3, 4, 3, 2, 4, -1, -1, -1, -1}, + {2, 9, 10, 2, 7, 9, 2, 3, 7, 7, 4, 9, -1, -1, -1, -1}, + {9, 10, 7, 9, 7, 4, 10, 2, 7, 8, 7, 0, 2, 0, 7, -1}, + {3, 7, 10, 3, 10, 2, 7, 4, 10, 1, 10, 0, 4, 0, 10, -1}, + {1, 10, 2, 8, 7, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {4, 9, 1, 4, 1, 7, 7, 1, 3, -1, -1, -1, -1, -1, -1, -1}, + {4, 9, 1, 4, 1, 7, 0, 8, 1, 8, 7, 1, -1, -1, -1, -1}, + {4, 0, 3, 7, 4, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {4, 8, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {9, 10, 8, 10, 11, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {3, 0, 9, 3, 9, 11, 11, 9, 10, -1, -1, -1, -1, -1, -1, -1}, + {0, 1, 10, 0, 10, 8, 8, 10, 11, -1, -1, -1, -1, -1, -1, -1}, + {3, 1, 10, 11, 3, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {1, 2, 11, 1, 11, 9, 9, 11, 8, -1, -1, -1, -1, -1, -1, -1}, + {3, 0, 9, 3, 9, 11, 1, 2, 9, 2, 11, 9, -1, -1, -1, -1}, + {0, 2, 11, 8, 0, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {3, 2, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {2, 3, 8, 2, 8, 10, 10, 8, 9, -1, -1, -1, -1, -1, -1, -1}, + {9, 10, 2, 0, 9, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {2, 3, 8, 2, 8, 10, 0, 1, 8, 1, 10, 8, -1, -1, -1, -1}, + {1, 10, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {1, 3, 8, 9, 1, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {0, 9, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {0, 3, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, + {-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1} +}; + +// Lookup table which contains the indices of the vertices which define an edge. +static const int VERTEX_TABLE[12][2] = +{ + {0, 1}, + {1, 2}, + {2, 3}, + {3, 0}, + + {4, 5}, + {5, 6}, + {6, 7}, + {7, 4}, + + {0, 4}, + {1, 5}, + {2, 6}, + {3, 7} +}; + +/* + * The marching cubes algorithm can produce a maximum of 5 triangles per cell. Therefore the maximum triangle count of a grid is `w * h * d * 5`. + */ + +struct triangle +{ + glm::vec3 vertices[3]; +}; + +bool less_than(const glm::vec3& a, const glm::vec3& b) +{ + if (a.x < b.x) + return true; + else if (a.x > b.x) + return false; + if (a.y < b.y) + return true; + else if (a.y > b.y) + return false; + if (a.z < b.z) + return true; + return false; +} + +glm::vec3 interpolate(float isolevel, glm::vec3 p0, glm::vec3 p1, float v0, float v1) +{ + static const float epsilon = 0.00001f; + + if (less_than(p1, p0)) + { + glm::vec3 ptemp = p0; + p0 = p1; + p1 = ptemp; + + float vtemp = v0; + v0 = v1; + v1 = vtemp; + } + + if (std::fabs(v0 - v1) > epsilon) + { + return p0 + ((p1 - p0) / (v1 - v0) * (isolevel - v0)); + } + + return p0; +} + +int polygonize(const voxel& vox, float isolevel, triangle* triangles) +{ + // Set bitflags for each of the cube's 8 vertices, indicating whether or not they are inside the isosurface. + int edge_index = 0; + for (int i = 0; i < 8; ++i) + { + if (vox.values[i] < isolevel) + edge_index |= (1 << i); + } + + // Get edge flags from lookup table + int edge_flags = EDGE_TABLE[edge_index]; + + if (edge_flags == 0) + { + // No intersections, cube is completely in or out of the isosurface. + return 0; + } + + // Calculate vertex positions + glm::vec3 vertices[12]; + + // For each edge + for (int i = 0; i < 12; ++i) + { + // If this edge is intersected + if (edge_flags & (1 << i)) + { + int a = VERTEX_TABLE[i][0]; + int b = VERTEX_TABLE[i][1]; + vertices[i] = interpolate(isolevel, vox.vertices[a], vox.vertices[b], vox.values[a], vox.values[b]); + } + } + + // Form triangles + int triangle_count = 0; + for (int i = 0; TRIANGLE_TABLE[edge_index][i] != -1; i += 3) + { + int a = TRIANGLE_TABLE[edge_index][i]; + int b = TRIANGLE_TABLE[edge_index][i + 1]; + int c = TRIANGLE_TABLE[edge_index][i + 2]; + triangles[triangle_count].vertices[0] = vertices[a]; + triangles[triangle_count].vertices[1] = vertices[b]; + triangles[triangle_count].vertices[2] = vertices[c]; + ++triangle_count; + } + + return triangle_count; +} + + diff --git a/src/terrain.hpp b/src/terrain.hpp new file mode 100644 index 0000000..97ae09f --- /dev/null +++ b/src/terrain.hpp @@ -0,0 +1,88 @@ +/* + * Copyright (C) 2017 Christopher J. Howard + * + * This file is part of Antkeeper Source Code. + * + * Antkeeper Source Code is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * Antkeeper Source Code is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with Antkeeper Source Code. If not, see . + */ + +#ifndef TERRAIN_HPP +#define TERRAIN_HPP + +#include + +using namespace Emergent; + +class Terrain +{ +public: + /** + * Creates a flat terrain surface. + * + * @param columns Specifies the width of the terrain, in cells. + * @param rows Specifies the depth of the terrain, in cells. + * @param dimensions Specifies the dimensions of the terrain. + */ + void create(int columns, int rows, const Vector3& dimensions); + + /// Returns the winged-edge mesh representing the terrain surface. + const WingedEdge* getSurfaceMesh() const; + + /// Returns the winged-edge mesh representing the terrain subsurface. + const WingedEdge* getSubsurfaceMesh() const; + + /// Returns the model representing the terrain surface. + const Model* getSurfaceModel() const; + + /// Returns the model representing the terrain subsurface. + const Model* getSubsurfaceModel() const; + +private: + void createSurface(); + void createSubsurface(); + + int columns; + int rows; + Vector3 dimensions; + std::vector surfaceVertices; + std::vector subsurfaceVertices; + std::vector surfaceIndices; + std::vector subsurfaceIndices; + WingedEdge surfaceMesh; + WingedEdge subsurfaceMesh; + Model surfaceModel; + Model subsurfaceModel; +}; + +inline const WingedEdge* Terrain::getSurfaceMesh() const +{ + return &surfaceMesh; +}; + +inline const WingedEdge* Terrain::getSubsurfaceMesh() const +{ + return &subsurfaceMesh; +}; + +inline const Model* Terrain::getSurfaceModel() const +{ + return &surfaceModel; +} + +inline const Model* Terrain::getSubsurfaceModel() const +{ + return &subsurfaceModel; +} + +#endif // TERRAIN_HPP diff --git a/src/ui/tween.cpp b/src/ui/tween.cpp new file mode 100644 index 0000000..b84b6f5 --- /dev/null +++ b/src/ui/tween.cpp @@ -0,0 +1,390 @@ +/* + * Copyright (C) 2017 Christopher J. Howard + * + * This file is part of Antkeeper Source Code. + * + * Antkeeper Source Code is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * Antkeeper Source Code is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with Antkeeper Source Code. If not, see . + */ + +#include "tween.hpp" +#include + +const TweenBase::EaseFunctionPointer TweenBase::easeFunctionPointers[] = +{ + &TweenBase::easeLinear, + &TweenBase::easeInSine, + &TweenBase::easeOutSine, + &TweenBase::easeInOutSine, + &TweenBase::easeInQuad, + &TweenBase::easeOutQuad, + &TweenBase::easeInOutQuad, + &TweenBase::easeInCubic, + &TweenBase::easeOutCubic, + &TweenBase::easeInOutCubic, + &TweenBase::easeInQuart, + &TweenBase::easeOutQuart, + &TweenBase::easeInOutQuart, + &TweenBase::easeInQuint, + &TweenBase::easeOutQuint, + &TweenBase::easeInOutQuint, + &TweenBase::easeInExpo, + &TweenBase::easeOutExpo, + &TweenBase::easeInOutExpo, + &TweenBase::easeInCirc, + &TweenBase::easeOutCirc, + &TweenBase::easeInOutCirc, + &TweenBase::easeInBack, + &TweenBase::easeOutBack, + &TweenBase::easeInOutBack, + &TweenBase::easeInBounce, + &TweenBase::easeOutBounce, + &TweenBase::easeInOutBounce, +}; + +TweenBase::TweenBase(EaseFunction function, float time, float duration): + time(time), + duration(duration), + stopped(true), + oldStopped(true), + paused(false) +{ + setEaseFunction(function); +} + +TweenBase::TweenBase(): + time(0.0f), + duration(0.0f), + stopped(true), + oldStopped(true), + paused(false) +{ + setEaseFunction(EaseFunction::LINEAR); +} + +TweenBase::~TweenBase() +{} + +void TweenBase::start() +{ + if (stopped) + { + stopped = false; + oldStopped = true; + time = 0.0f; + } + else if (paused) + { + paused = false; + } +} + +void TweenBase::stop() +{ + if (!stopped) + { + stopped = true; + oldStopped = false; + paused = false; + } +} + +void TweenBase::pause() +{ + if (!stopped && !paused) + { + paused = true; + oldStopped = false; + } +} + +void TweenBase::reset() +{ + time = 0.0f; +} + +inline void TweenBase::setEaseFunction(EaseFunction function) +{ + easeFunction = function; + easeFunctionPointer = easeFunctionPointers[static_cast(easeFunction)]; +} + +void TweenBase::setTime(float time) +{ + this->time = time; +} + +void TweenBase::setDuration(float duration) +{ + this->duration = duration; +} + +float TweenBase::easeLinear(float t, float b, float c, float d) +{ + return c * t / d + b; +} + +float TweenBase::easeInSine(float t, float b, float c, float d) +{ + return -c * std::cos(t / d * glm::half_pi()) + c + b; +} + +float TweenBase::easeOutSine(float t, float b, float c, float d) +{ + return c * std::sin(t / d * glm::half_pi()) + b; +} + +float TweenBase::easeInOutSine(float t, float b, float c, float d) +{ + return -c * 0.5f * (std::cos(glm::pi() * t / d) - 1.0f) + b; +} + +float TweenBase::easeInQuad(float t, float b, float c, float d) +{ + t /= d; + return c * t * t + b; +} + +float TweenBase::easeOutQuad(float t, float b, float c, float d) +{ + t /= d; + return -c * t * (t - 2.0f) + b; +} + +float TweenBase::easeInOutQuad(float t, float b, float c, float d) +{ + t /= d; + if ((t * 0.5f) < 1.0f) + { + return c * 0.5f * t * t + b; + } + + t -= 1.0f; + return -c * 0.5f * (t * (t - 2.0f) - 1.0f) + b; +} + +float TweenBase::easeInCubic(float t, float b, float c, float d) +{ + t /= d; + return c * t * t * t + b; +} + +float TweenBase::easeOutCubic(float t, float b, float c, float d) +{ + t = t / d - 1.0f; + return c * (t * t * t + 1.0f) + b; +} + +float TweenBase::easeInOutCubic(float t, float b, float c, float d) +{ + t /= d * 0.5f; + if (t < 1.0f) + { + return c * 0.5f * t * t * t + b; + } + + t -= 2.0f; + return c * 0.5f * (t * t * t + 2.0f) + b; +} + +float TweenBase::easeInQuart(float t, float b, float c, float d) +{ + t /= d; + return c * t * t * t * t + b; +} + +float TweenBase::easeOutQuart(float t, float b, float c, float d) +{ + t = t / d - 1.0f; + return -c * (t * t * t * t - 1.0f) + b; +} + +float TweenBase::easeInOutQuart(float t, float b, float c, float d) +{ + t /= d * 0.5f; + if (t < 1.0f) + { + return c * 0.5f * t * t * t * t + b; + } + + t -= 2.0f; + return -c * 0.5f * (t * t * t * t - 2.0f) + b; +} + +float TweenBase::easeInQuint(float t, float b, float c, float d) +{ + t /= d; + return c * t * t * t * t * t + b; +} + +float TweenBase::easeOutQuint(float t, float b, float c, float d) +{ + t = t / d - 1.0f; + return c * (t * t * t * t * t + 1.0f) + b; +} + +float TweenBase::easeInOutQuint(float t, float b, float c, float d) +{ + t /= d * 0.5f; + if (t < 1.0f) + { + return c * 0.5f * t * t * t * t * t + b; + } + + t -= 2.0f; + return c * 0.5f * (t * t * t * t * t + 2.0f) + b; +} + +float TweenBase::easeInExpo(float t, float b, float c, float d) +{ + return (t == 0.0f) ? b : c * std::pow(2.0f, 10.0f * (t / d - 1.0f)) + b - c * 0.001f; +} + +float TweenBase::easeOutExpo(float t, float b, float c, float d) +{ + return (t == d) ? b + c : c * 1.001f * (-std::pow(2.0f, -10.0f * t / d) + 1.0f) + b; +} + +float TweenBase::easeInOutExpo(float t, float b, float c, float d) +{ + if (t == 0.0f) + { + return b; + } + + if (t == d) + { + return b + c; + } + + t /= d * 0.5f; + if (t < 1.0f) + { + return c * 0.5f * std::pow(2.0f, 10.0f * (t - 1.0f)) + b - c * 0.0005f; + } + + t -= 1.0f; + return c * 0.5f * 1.0005f * (-std::pow(2.0f, -10.0f * t) + 2.0f) + b; +} + +float TweenBase::easeInCirc(float t, float b, float c, float d) +{ + t /= d; + return -c * (std::sqrt(1.0f - t * t) - 1.0f) + b; +} +float TweenBase::easeOutCirc(float t, float b, float c, float d) +{ + t = t / d - 1.0f; + return c * std::sqrt(1.0f - t * t) + b; +} + +float TweenBase::easeInOutCirc(float t, float b, float c, float d) +{ + t /= d * 0.5f; + if (t < 1.0f) + { + return -c * 0.5f * (std::sqrt(1.0f - t * t) - 1.0f) + b; + } + + t -= 2.0f; + return c * 0.5f * (std::sqrt(1.0f - t * t) + 1.0f) + b; +} + +float TweenBase::easeInBack(float t, float b, float c, float d) +{ + float s = 1.70158f; + t /= d; + return c * t * t * ((s + 1.0f) * t - s) + b; +} + +float TweenBase::easeOutBack(float t, float b, float c, float d) +{ + float s = 1.70158f; + t = t / d - 1.0f; + return c * (t * t * ((s + 1.0f) * t + s) + 1.0f) + b; +} + +float TweenBase::easeInOutBack(float t, float b, float c, float d) +{ + float s = 1.70158f; + t /= d * 0.5f; + if (t < 1.0f) + { + s *= 1.525f; + return c * 0.5f * (t * t * ((s + 1.0f) * t - s)) + b; + } + + t -= 2.0f; + s *= 1.525f; + return c * 0.5f * (t * t * ((s + 1.0f) * t + s) + 2.0f) + b; +} + +float TweenBase::easeInBounce(float t, float b, float c, float d) +{ + return c - easeOutBounce(d - t, 0.0f, c, d) + b; +} + +float TweenBase::easeOutBounce(float t, float b, float c, float d) +{ + t /= d; + if (t < (1.0f / 2.75f)) + { + return c * (7.5625f * t * t) + b; + } + else if (t < (2.0f / 2.75f)) + { + t -= (1.5f / 2.75f); + return c * (7.5625f * t * t + 0.75f) + b; + } + else if (t < (2.5f / 2.75f)) + { + t -= (2.25f / 2.75f); + return c * (7.5625f * t * t + 0.9375f) + b; + } + + t -= (2.625f / 2.75f); + return c * (7.5625f * t * t + 0.984375f) + b; +} + +float TweenBase::easeInOutBounce(float t, float b, float c, float d) +{ + if (t < d * 0.5f) + { + return easeInBounce(t * 2.0f, 0.0f, c, d) * 0.5f + b; + } + + return easeOutBounce(t * 2.0f - d, 0.0f, c, d) * 0.5f + c * 0.5f + b; +} + +void Tweener::update(float dt) +{ + for (TweenBase* tween: tweens) + { + tween->update(dt); + } +} + +void Tweener::addTween(TweenBase* tween) +{ + tweens.push_back(tween); +} + +void Tweener::removeTween(TweenBase* tween) +{ + tweens.remove(tween); +} + +void Tweener::removeTweens() +{ + tweens.clear(); +} diff --git a/src/ui/tween.hpp b/src/ui/tween.hpp new file mode 100644 index 0000000..b62582e --- /dev/null +++ b/src/ui/tween.hpp @@ -0,0 +1,378 @@ +/* + * Copyright (C) 2017 Christopher J. Howard + * + * This file is part of Antkeeper Source Code. + * + * Antkeeper Source Code is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * Antkeeper Source Code is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with Antkeeper Source Code. If not, see . + */ + +#ifndef TWEEN_HPP +#define TWEEN_HPP + +#include +#include +#include +#include + +using namespace Emergent; + +/// @see http://easings.net/ +/// @see http://wiki.unity3d.com/index.php?title=Tween +enum class EaseFunction +{ + LINEAR, + IN_SINE, + OUT_SINE, + IN_OUT_SINE, + IN_QUAD, + OUT_QUAD, + IN_OUT_QUAD, + IN_CUBIC, + OUT_CUBIC, + IN_OUT_CUBIC, + IN_QUART, + OUT_QUART, + IN_OUT_QUART, + IN_QUINT, + OUT_QUINT, + IN_OUT_QUINT, + IN_EXPO, + OUT_EXPO, + IN_OUT_EXPO, + IN_CIRC, + OUT_CIRC, + IN_OUT_CIRC, + IN_BACK, + OUT_BACK, + IN_OUT_BACK, + IN_BOUNCE, + OUT_BOUNCE, + IN_OUT_BOUNCE +}; + +class TweenBase +{ +public: + TweenBase(EaseFunction function, float time, float duration); + TweenBase(); + virtual ~TweenBase(); + + void start(); + void stop(); + void pause(); + void reset(); + + void setEaseFunction(EaseFunction function); + void setTime(float time); + void setDuration(float duration); + + EaseFunction getEaseFunction() const; + float getTime() const; + float getDuration() const; + bool isStopped() const; + bool wasStopped() const; + bool isPaused() const; + +protected: + typedef float (*EaseFunctionPointer)(float, float, float, float); + + EaseFunction easeFunction; + EaseFunctionPointer easeFunctionPointer; + float time; + float duration; + bool stopped; + bool oldStopped; + bool paused; + +private: + friend class Tweener; + + static const EaseFunctionPointer easeFunctionPointers[28]; + + virtual void update(float dt) = 0; + + static float easeLinear(float t, float b, float c, float d); + static float easeInSine(float t, float b, float c, float d); + static float easeOutSine(float t, float b, float c, float d); + static float easeInOutSine(float t, float b, float c, float d); + static float easeInQuad(float t, float b, float c, float d); + static float easeOutQuad(float t, float b, float c, float d); + static float easeInOutQuad(float t, float b, float c, float d); + static float easeInCubic(float t, float b, float c, float d); + static float easeOutCubic(float t, float b, float c, float d); + static float easeInOutCubic(float t, float b, float c, float d); + static float easeInQuart(float t, float b, float c, float d); + static float easeOutQuart(float t, float b, float c, float d); + static float easeInOutQuart(float t, float b, float c, float d); + static float easeInQuint(float t, float b, float c, float d); + static float easeOutQuint(float t, float b, float c, float d); + static float easeInOutQuint(float t, float b, float c, float d); + static float easeInExpo(float t, float b, float c, float d); + static float easeOutExpo(float t, float b, float c, float d); + static float easeInOutExpo(float t, float b, float c, float d); + static float easeInCirc(float t, float b, float c, float d); + static float easeOutCirc(float t, float b, float c, float d); + static float easeInOutCirc(float t, float b, float c, float d); + static float easeInBack(float t, float b, float c, float d); + static float easeOutBack(float t, float b, float c, float d); + static float easeInOutBack(float t, float b, float c, float d); + static float easeInBounce(float t, float b, float c, float d); + static float easeOutBounce(float t, float b, float c, float d); + static float easeInOutBounce(float t, float b, float c, float d); +}; + +inline EaseFunction TweenBase::getEaseFunction() const +{ + return easeFunction; +} + +inline float TweenBase::getTime() const +{ + return time; +} + +inline float TweenBase::getDuration() const +{ + return duration; +} + +inline bool TweenBase::isStopped() const +{ + return stopped; +} + +inline bool TweenBase::wasStopped() const +{ + return oldStopped; +} + +inline bool TweenBase::isPaused() const +{ + return paused; +} + +template +class Tween: public TweenBase +{ +public: + Tween(EaseFunction function, float time, float duration, const T& startValue, const T& deltaValue); + Tween(); + virtual ~Tween(); + + void setStartValue(const T& startValue); + void setDeltaValue(const T& deltaValue); + void setStartCallback(std::function callback); + void setUpdateCallback(std::function callback); + void setEndCallback(std::function callback); + + const T& getStartValue() const; + const T& getDeltaValue() const; + const T& getTweenValue() const; + + std::function getStartCallback() const; + std::function getUpdateCallback() const; + std::function getEndCallback() const; + +private: + virtual void update(float dt); + + void calculateTweenValue(); + + T startValue; + T deltaValue; + T tweenValue; + std::function startCallback; + std::function updateCallback; + std::function endCallback; +}; + +template +Tween::Tween(EaseFunction function, float time, float duration, const T& startValue, const T& deltaValue): + TweenBase(function, time, duration), + startValue(startValue), + deltaValue(deltaValue), + tweenValue(startValue), + startCallback(nullptr), + updateCallback(nullptr), + endCallback(nullptr) +{} + +template +Tween::Tween(): + startCallback(nullptr), + updateCallback(nullptr), + endCallback(nullptr) +{} + +template +Tween::~Tween() +{} + +template +void Tween::update(float dt) +{ + if (isStopped() || isPaused()) + { + return; + } + + // Check if tween was just started + if (!isStopped() && wasStopped()) + { + // Execute start callback + if (startCallback != nullptr) + { + startCallback(startValue); + } + } + oldStopped = stopped; + + // Add delta time to time and calculate tween value + time = std::min(duration, time + dt); + calculateTweenValue(); + + // Execute update callback + if (updateCallback != nullptr) + { + updateCallback(tweenValue); + } + + // Check if tween has ended + if (time >= duration) + { + if (!isStopped()) + { + // Stop tween + stop(); + + // Execute end callback + if (endCallback != nullptr) + { + endCallback(tweenValue); + } + } + } +} + +template +inline void Tween::setStartValue(const T& startValue) +{ + this->startValue = startValue; +} + +template +inline void Tween::setDeltaValue(const T& deltaValue) +{ + this->deltaValue = deltaValue; +} + +template +inline void Tween::setStartCallback(std::function callback) +{ + this->startCallback = callback; +} + +template +inline void Tween::setUpdateCallback(std::function callback) +{ + this->updateCallback = callback; +} + +template +inline void Tween::setEndCallback(std::function callback) +{ + this->endCallback = callback; +} + +template +inline const T& Tween::getStartValue() const +{ + return startValue; +} + +template +inline const T& Tween::getDeltaValue() const +{ + return deltaValue; +} + +template +inline const T& Tween::getTweenValue() const +{ + return tweenValue; +} + +template +inline std::function Tween::getStartCallback() const +{ + return startCallback; +} + +template +inline std::function Tween::getUpdateCallback() const +{ + return updateCallback; +} + +template +inline std::function Tween::getEndCallback() const +{ + return endCallback; +} + +template +inline void Tween::calculateTweenValue() +{ + tweenValue = easeFunctionPointer(time, startValue, deltaValue, duration); +} + +template <> +inline void Tween::calculateTweenValue() +{ + tweenValue.x = easeFunctionPointer(time, startValue.x, deltaValue.x, duration); + tweenValue.y = easeFunctionPointer(time, startValue.y, deltaValue.y, duration); +} + +template <> +inline void Tween::calculateTweenValue() +{ + tweenValue.x = easeFunctionPointer(time, startValue.x, deltaValue.x, duration); + tweenValue.y = easeFunctionPointer(time, startValue.y, deltaValue.y, duration); + tweenValue.z = easeFunctionPointer(time, startValue.z, deltaValue.z, duration); + +} + +template <> +inline void Tween::calculateTweenValue() +{ + tweenValue.x = easeFunctionPointer(time, startValue.x, deltaValue.x, duration); + tweenValue.y = easeFunctionPointer(time, startValue.y, deltaValue.y, duration); + tweenValue.z = easeFunctionPointer(time, startValue.z, deltaValue.z, duration); + tweenValue.w = easeFunctionPointer(time, startValue.w, deltaValue.w, duration); +} + +class Tweener +{ +public: + void update(float dt); + + void addTween(TweenBase* tween); + void removeTween(TweenBase* tween); + void removeTweens(); + +private: + std::list tweens; +}; + +#endif // TWEEN_HPP \ No newline at end of file diff --git a/src/ui/ui.cpp b/src/ui/ui.cpp new file mode 100644 index 0000000..310bb28 --- /dev/null +++ b/src/ui/ui.cpp @@ -0,0 +1,500 @@ +/* + * Copyright (C) 2017 Christopher J. Howard + * + * This file is part of Antkeeper Source Code. + * + * Antkeeper Source Code is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * Antkeeper Source Code is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with Antkeeper Source Code. If not, see . + */ + +#include "ui.hpp" +#include "../application.hpp" + +// UI callbacks +void menuPrint(Application* application, const std::string& string) +{ + std::cout << string << std::endl; +} + +UIElement::UIElement(): + parent(nullptr), + anchor(Anchor::TOP_LEFT), + layerOffset(0), + layer(0), + origin(0.0f), + translation(0.0f), + dimensions(0.0f), + position(0.0f), + bounds(position, position), + tintColor(1.0f), + color(tintColor), + visible(true), + active(true), + mouseOver(false), + mouseOverCallback(nullptr), + mouseOutCallback(nullptr), + mouseMovedCallback(nullptr), + mousePressedCallback(nullptr), + mouseReleasedCallback(nullptr) +{} + +UIElement::~UIElement() +{} + +void UIElement::update() +{ + // Calculate position + if (parent != nullptr) + { + // Calculate world-space position + Vector2 anchorPoint = parent->position + parent->dimensions * anchor - dimensions * anchor; + position = anchorPoint + origin + translation; + + // Calculate layer + layer = parent->layer + 1 + layerOffset; + + // Calculate color + color = parent->color * tintColor; + } + else + { + position = origin + translation; + layer = layerOffset; + color = tintColor; + } + + // Calculate bounds + bounds.setMin(position); + bounds.setMax(position + dimensions); + + // Update children + for (UIElement* child: children) + { + child->update(); + } +} + +void UIElement::addChild(UIElement* element) +{ + children.push_back(element); + element->parent = this; +} + +void UIElement::removeChild(UIElement* element) +{ + for (auto it = children.begin(); it != children.end(); ++it) + { + if (*it == element) + { + children.erase(it); + return; + } + } +} + +void UIElement::setMouseOverCallback(std::function callback) +{ + mouseOverCallback = callback; +} + +void UIElement::setMouseOutCallback(std::function callback) +{ + mouseOutCallback = callback; +} + +void UIElement::setMouseMovedCallback(std::function callback) +{ + mouseMovedCallback = callback; +} + +void UIElement::setMousePressedCallback(std::function callback) +{ + mousePressedCallback = callback; +} + +void UIElement::setMouseReleasedCallback(std::function callback) +{ + mouseReleasedCallback = callback; +} + +void UIElement::mouseMoved(int x, int y) +{ + if (!active) + { + return; + } + + if (bounds.contains(Vector2(x, y))) + { + if (!mouseOver) + { + mouseOver = true; + if (mouseOverCallback) + { + mouseOverCallback(); + } + } + + if (mouseMovedCallback) + { + mouseMovedCallback(); + } + } + else if (mouseOver) + { + mouseOver = false; + if (mouseOutCallback) + { + mouseOutCallback(); + } + } + + for (UIElement* child: children) + { + child->mouseMoved(x, y); + } +} + +void UIElement::mouseButtonPressed(int button, int x, int y) +{ + if (!active) + { + return; + } + + if (bounds.contains(Vector2(x, y))) + { + if (mousePressedCallback) + { + mousePressedCallback(button); + } + + for (UIElement* child: children) + { + child->mouseButtonPressed(button, x, y); + } + } +} + +void UIElement::mouseButtonReleased(int button, int x, int y) +{ + if (!active) + { + return; + } + + if (bounds.contains(Vector2(x, y))) + { + if (mouseReleasedCallback) + { + mouseReleasedCallback(button); + } + + for (UIElement* child: children) + { + child->mouseButtonReleased(button, x, y); + } + } +} + +UILabel::UILabel(): + font(nullptr) +{} + +UILabel::~UILabel() +{} + +void UILabel::setFont(Font* font) +{ + this->font = font; + material.texture = font->getTexture(); + calculateDimensions(); +} + +void UILabel::setText(const std::string& text) +{ + this->text = text; + calculateDimensions(); +} + +void UILabel::calculateDimensions() +{ + if (font != nullptr && !text.empty()) + { + float width = font->getWidth(text.c_str()); + float height = font->getMetrics().getHeight(); + setDimensions(Vector2(width, height)); + } + else + { + setDimensions(Vector2(0.0f)); + } +} + +UIImage::UIImage(): + textureBounds(Vector2(0.0f), Vector2(1.0f)) +{} + +UIImage::~UIImage() +{} + +void UIBatcher::batch(BillboardBatch* result, const UIElement* ui) +{ + // Create list of visible UI elements + std::list elements; + queueElements(&elements, ui); + + // Sort UI elements according to layer and texture + elements.sort([](const UIElement* a, const UIElement* b) + { + if (a->getLayer() < b->getLayer()) + { + return true; + } + else if (b->getLayer() < a->getLayer()) + { + return false; + } + + return (a->getMaterial()->texture < b->getMaterial()->texture); + }); + + // Clear previous ranges + + result->removeRanges(); + + // Batch UI elements + for (const UIElement* element: elements) + { + batchElement(result, element); + } + + // Update batch + result->update(); +} + +void UIBatcher::queueElements(std::list* elements, const UIElement* element) const +{ + if (element->isVisible()) + { + elements->push_back(element); + + for (std::size_t i = 0; i < element->getChildCount(); ++i) + { + queueElements(elements, element->getChild(i)); + } + } +} + +BillboardBatch::Range* UIBatcher::getRange(BillboardBatch* result, const UIElement* element) const +{ + BillboardBatch::Range* range = nullptr; + + if (!result->getRangeCount()) + { + // Create initial range + range = result->addRange(); + range->material = (Material*)element->getMaterial(); + range->start = 0; + range->length = 0; + } + else + { + range = result->getRange(result->getRangeCount() - 1); + + const UIMaterial* material = static_cast(range->material); + + if (material->texture != element->getMaterial()->texture) + { + // Create new range for the element + BillboardBatch::Range* precedingRange = range; + range = result->addRange(); + range->material = (Material*)element->getMaterial(); + range->start = precedingRange->start + precedingRange->length; + range->length = 0; + } + } + + return range; +} + +void UIBatcher::batchElement(BillboardBatch* result, const UIElement* element) +{ + switch (element->getElementType()) + { + case UIElement::Type::LABEL: + batchLabel(result, static_cast(element)); + break; + + case UIElement::Type::IMAGE: + batchImage(result, static_cast(element)); + break; + + case UIElement::Type::CONTAINER: + break; + + default: + break; + } +} + +void UIBatcher::batchLabel(BillboardBatch* result, const UILabel* label) +{ + if (label->getFont() != nullptr && !label->getText().empty()) + { + // Get range + BillboardBatch::Range* range = getRange(result, label); + + // Pixel-perfect + Vector3 origin = Vector3((int)label->getPosition().x, (int)label->getPosition().y, label->getLayer() * 0.01f); + + // Print billboards + const Font* font = label->getFont(); + std::size_t index = range->start + range->length; + std::size_t count = 0; + font->puts(result, origin, label->getText().c_str(), label->getColor(), index, &count); + + // Increment range length + range->length += count; + } +} + +void UIBatcher::batchImage(BillboardBatch* result, const UIImage* image) +{ + // Get range + BillboardBatch::Range* range = getRange(result, image); + + // Create billboard + std::size_t index = range->start + range->length; + Billboard* billboard = result->getBillboard(index); + billboard->setDimensions(image->getDimensions()); + billboard->setTranslation(Vector3(image->getPosition() + image->getDimensions() * 0.5f, image->getLayer() * 0.01f)); + billboard->setTextureCoordinates(image->getTextureBounds().getMin(), image->getTextureBounds().getMax()); + billboard->setTintColor(image->getColor()); + + // Increment range length + ++(range->length); +} + +MenuItem::MenuItem(Menu* parent, std::size_t index): + parent(parent), + index(index), + selected(false), + selectedCallback(nullptr), + deselectedCallback(nullptr), + activatedCallback(nullptr) +{} + +void MenuItem::select() +{ + if (!selected) + { + selected = true; + + if (selectedCallback != nullptr) + { + selectedCallback(); + } + } +} + +void MenuItem::deselect() +{ + if (selected) + { + selected = false; + + if (deselectedCallback != nullptr) + { + deselectedCallback(); + } + } +} + +void MenuItem::activate() +{ + if (activatedCallback != nullptr) + { + activatedCallback(); + } +} + +void MenuItem::setSelectedCallback(std::function callback) +{ + this->selectedCallback = callback = callback; +} + +void MenuItem::setDeselectedCallback(std::function callback) +{ + this->deselectedCallback = callback; +} + +void MenuItem::setActivatedCallback(std::function callback) +{ + this->activatedCallback = callback; +} + +Menu::Menu(): + enteredCallback(nullptr), + exitedCallback(nullptr) +{} + +Menu::~Menu() +{ + for (MenuItem* item: items) + { + delete item; + } +} + +void Menu::enter() +{ + if (enteredCallback != nullptr) + { + enteredCallback(); + } +} + +void Menu::exit() +{ + if (exitedCallback != nullptr) + { + exitedCallback(); + } +} + +MenuItem* Menu::addItem() +{ + MenuItem* item = new MenuItem(this, items.size()); + items.push_back(item); + return item; +} + +void Menu::removeItems() +{ + for (MenuItem* item: items) + { + delete item; + } + items.clear(); +} + +void Menu::setEnteredCallback(std::function callback) +{ + this->enteredCallback = callback; +} + +void Menu::setExitedCallback(std::function callback) +{ + this->exitedCallback = callback; +} diff --git a/src/ui/ui.hpp b/src/ui/ui.hpp new file mode 100644 index 0000000..738cec9 --- /dev/null +++ b/src/ui/ui.hpp @@ -0,0 +1,506 @@ +/* + * Copyright (C) 2017 Christopher J. Howard + * + * This file is part of Antkeeper Source Code. + * + * Antkeeper Source Code is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * Antkeeper Source Code is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with Antkeeper Source Code. If not, see . + */ + +#ifndef UI_HPP +#define UI_HPP + +#include "../input.hpp" +#include "../materials.hpp" +#include +#include + +#include +using namespace Emergent; + +namespace Anchor +{ + static const Vector2& TOP_LEFT = Vector2(0.0f, 0.0f); + static const Vector2& TOP_RIGHT = Vector2(1.0f, 0.0f); + static const Vector2& BOTTOM_LEFT = Vector2(0.0f, 1.0f); + static const Vector2& BOTTOM_RIGHT = Vector2(1.0f, 1.0f); + static const Vector2& CENTER = Vector2(0.5f, 0.5f); +} + +class UIElement: public MouseMotionObserver, public MouseButtonObserver +{ +public: + enum class Type + { + CONTAINER, + LABEL, + IMAGE + }; + + UIElement(); + virtual ~UIElement(); + + /// Sets the anchor vector. Possible values are 0, 0.5, and 1, corresponding to the left, center, and right, respectively, and the top, center, and bottom. + void setAnchor(const Vector2& anchor); + + /// Sets the layer offset, relative to its parent layer + 1 + void setLayerOffset(int offset); + + /// Sets the local origin of the element + void setOrigin(const Vector2& origin); + + /// Sets the translation of the element, relative to its position in its parent element + void setTranslation(const Vector2& translation); + + /// Sets the dimensions of the element + void setDimensions(const Vector2& dimensions); + + /// Sets the tint color of the element + void setTintColor(const Vector4& color); + + /// Sets the visibility of the element + void setVisible(bool visible); + + /// Enables or disables callbacks + void setActive(bool active); + + /// Returns the type of this element + virtual UIElement::Type getElementType() const = 0; + + /// Returns the material of this element + const UIMaterial* getMaterial() const; + + /// @copydoc UIElement::getMaterial() const + UIMaterial* getMaterial(); + + /// Returns the parent of this element + const UIElement* getParent() const; + + /// @copydoc UIElement::getParent() const + UIElement* getParent(); + + /// Returns the number of child elements + std::size_t getChildCount() const; + + /// Returns the child element at the specified index + const UIElement* getChild(std::size_t index) const; + + /// @copydoc UIElement::getChild() const + UIElement* getChild(std::size_t index); + + /// Returns the anchor vector + const Vector2& getAnchor() const; + + /// Returns the layer offset + int getLayerOffset() const; + + /// Returns the layer of this element + int getLayer() const; + + /// Returns the origin of this element + const Vector2& getOrigin() const; + + /// Returns the translation of this element, relative to its parent + const Vector2& getTranslation() const; + + /// Returns the dimensions of this element + const Vector2& getDimensions() const; + + /// Returns the world-space position of this element. Only accurate after update() is called + const Vector2& getPosition() const; + + /// Returns the world-space bounds of this element. + const Rect& getBounds() const; + + /// Returns the tint color of this element + const Vector4& getTintColor() const; + + /// Returns the final color of this element, relative to its ancestor's tint colors + const Vector4& getColor() const; + + /// Returns the visibility of this element + bool isVisible() const; + + /// Returns `true` if the element is active (callbacks enabled) + bool isActive() const; + + /// Calculates the world-space position and bounds of this element and its children + virtual void update(); + + /// Adds a child to this element + void addChild(UIElement* element); + + /// Removes a child from this element + void removeChild(UIElement* element); + + void setMouseOverCallback(std::function callback); + void setMouseOutCallback(std::function callback); + void setMouseMovedCallback(std::function callback); + void setMousePressedCallback(std::function callback); + void setMouseReleasedCallback(std::function callback); + + void mouseMoved(int x, int y); + void mouseButtonPressed(int button, int x, int y); + void mouseButtonReleased(int button, int x, int y); + +protected: + UIMaterial material; + +private: + UIElement* parent; + std::vector children; + Vector2 anchor; + int layerOffset; + int layer; + Vector2 origin; + Vector2 translation; + Vector2 dimensions; + Vector2 position; + Rect bounds; + Vector4 tintColor; + Vector4 color; + bool visible; + bool active; + bool mouseOver; + std::function mouseOverCallback; + std::function mouseOutCallback; + std::function mouseMovedCallback; + std::function mousePressedCallback; + std::function mouseReleasedCallback; +}; + +inline void UIElement::setAnchor(const Vector2& anchor) +{ + this->anchor = anchor; +} + +inline void UIElement::setLayerOffset(int offset) +{ + this->layerOffset = offset; +} + +inline void UIElement::setOrigin(const Vector2& origin) +{ + this->origin = origin; +} + +inline void UIElement::setTranslation(const Vector2& translation) +{ + this->translation = translation; +} + +inline void UIElement::setDimensions(const Vector2& dimensions) +{ + this->dimensions = dimensions; +} + +inline void UIElement::setTintColor(const Vector4& color) +{ + this->tintColor = color; +} + +inline void UIElement::setVisible(bool visible) +{ + this->visible = visible; +} + +inline void UIElement::setActive(bool active) +{ + this->active = active; +} + +inline const UIElement* UIElement::getParent() const +{ + return parent; +} + +inline const UIMaterial* UIElement::getMaterial() const +{ + return &material; +} + +inline UIMaterial* UIElement::getMaterial() +{ + return &material; +} + +inline UIElement* UIElement::getParent() +{ + return parent; +} + +inline std::size_t UIElement::getChildCount() const +{ + return children.size(); +} + +inline const UIElement* UIElement::getChild(std::size_t index) const +{ + return children[index]; +} + +inline UIElement* UIElement::getChild(std::size_t index) +{ + return children[index]; +} + +inline const Vector2& UIElement::getAnchor() const +{ + return anchor; +} + +inline int UIElement::getLayerOffset() const +{ + return layerOffset; +} + +inline int UIElement::getLayer() const +{ + return layer; +} + +inline const Vector2& UIElement::getOrigin() const +{ + return origin; +} + +inline const Vector2& UIElement::getTranslation() const +{ + return translation; +} + +inline const Vector2& UIElement::getDimensions() const +{ + return dimensions; +} + +inline const Vector2& UIElement::getPosition() const +{ + return position; +} + +inline const Rect& UIElement::getBounds() const +{ + return bounds; +} + +inline const Vector4& UIElement::getTintColor() const +{ + return tintColor; +} + +inline const Vector4& UIElement::getColor() const +{ + return color; +} + +inline bool UIElement::isVisible() const +{ + return visible; +} + +inline bool UIElement::isActive() const +{ + return active; +} + +class UIContainer: public UIElement +{ +public: + virtual UIElement::Type getElementType() const; +}; + +inline UIElement::Type UIContainer::getElementType() const +{ + return UIElement::Type::CONTAINER; +} + +class UILabel: public UIElement +{ +public: + UILabel(); + virtual ~UILabel(); + + virtual UIElement::Type getElementType() const; + + void setFont(Font* font); + void setText(const std::string& text); + + const Font* getFont() const; + Font* getFont(); + const std::string& getText() const; + +private: + void calculateDimensions(); + + Font* font; + std::string text; +}; + +inline UIElement::Type UILabel::getElementType() const +{ + return UIElement::Type::LABEL; +} + +inline const Font* UILabel::getFont() const +{ + return font; +} + +inline Font* UILabel::getFont() +{ + return font; +} + +inline const std::string& UILabel::getText() const +{ + return text; +} + +class UIImage: public UIElement +{ +public: + UIImage(); + virtual ~UIImage(); + + virtual UIElement::Type getElementType() const; + virtual const Texture* getTexture() const; + + void setTexture(Texture* texture); + void setTextureBounds(const Rect& bounds); + + const Rect& getTextureBounds() const; + +private: + Rect textureBounds; +}; + +inline UIElement::Type UIImage::getElementType() const +{ + return UIElement::Type::IMAGE; +} + +inline const Texture* UIImage::getTexture() const +{ + return material.texture; +} + +inline void UIImage::setTexture(Texture* texture) +{ + material.texture = texture; +} + +inline void UIImage::setTextureBounds(const Rect& bounds) +{ + this->textureBounds = bounds; +} + +inline const Rect& UIImage::getTextureBounds() const +{ + return textureBounds; +} + +// Creates a scene from a root UI element (follows visitor pattern?) +class UIBatcher +{ +public: + void batch(BillboardBatch* result, const UIElement* ui); + +private: + void queueElements(std::list* elements, const UIElement* element) const; + BillboardBatch::Range* getRange(BillboardBatch* result, const UIElement* element) const; + void batchElement(BillboardBatch* result, const UIElement* element); + void batchLabel(BillboardBatch* result, const UILabel* label); + void batchImage(BillboardBatch* result, const UIImage* image); +}; + +class Menu; + +class MenuItem +{ +public: + void select(); + void deselect(); + void activate(); + + void setSelectedCallback(std::function callback); + void setDeselectedCallback(std::function callback); + void setActivatedCallback(std::function callback); + + std::size_t getIndex() const; + bool isSelected() const; + +private: + friend class Menu; + + MenuItem(Menu* parent, std::size_t index); + + Menu* parent; + std::size_t index; + bool selected; + std::function selectedCallback; + std::function deselectedCallback; + std::function activatedCallback; +}; + +inline std::size_t MenuItem::getIndex() const +{ + return index; +} + +inline bool MenuItem::isSelected() const +{ + return selected; +} + +class Menu +{ +public: + Menu(); + ~Menu(); + + void enter(); + void exit(); + + MenuItem* addItem(); + void removeItems(); + + void setEnteredCallback(std::function callback); + void setExitedCallback(std::function callback); + + std::size_t getItemCount(); + const MenuItem* getItem(std::size_t index) const; + MenuItem* getItem(std::size_t index); + +private: + std::vector items; + std::function enteredCallback; + std::function exitedCallback; +}; + +inline std::size_t Menu::getItemCount() +{ + return items.size(); +} + +inline const MenuItem* Menu::getItem(std::size_t index) const +{ + return items[index]; +} + +inline MenuItem* Menu::getItem(std::size_t index) +{ + return items[index]; +} + +#endif // UI_HPP diff --git a/src/windows-dirent.h b/src/windows-dirent.h new file mode 100644 index 0000000..ad9d2b3 --- /dev/null +++ b/src/windows-dirent.h @@ -0,0 +1,929 @@ +/* + * Dirent interface for Microsoft Visual Studio + * Version 1.21 + * + * Copyright (C) 2006-2012 Toni Ronkko + * This file is part of dirent. Dirent may be freely distributed + * under the MIT license. For all details and documentation, see + * https://github.com/tronkko/dirent + */ +#ifndef DIRENT_H +#define DIRENT_H + +/* + * Include windows.h without Windows Sockets 1.1 to prevent conflicts with + * Windows Sockets 2.0. + */ +#ifndef WIN32_LEAN_AND_MEAN +# define WIN32_LEAN_AND_MEAN +#endif +#include + +#include +#include +#include +#include +#include +#include +#include +#include +#include + +/* Indicates that d_type field is available in dirent structure */ +#define _DIRENT_HAVE_D_TYPE + +/* Indicates that d_namlen field is available in dirent structure */ +#define _DIRENT_HAVE_D_NAMLEN + +/* Entries missing from MSVC 6.0 */ +#if !defined(FILE_ATTRIBUTE_DEVICE) +# define FILE_ATTRIBUTE_DEVICE 0x40 +#endif + +/* File type and permission flags for stat(), general mask */ +#if !defined(S_IFMT) +# define S_IFMT _S_IFMT +#endif + +/* Directory bit */ +#if !defined(S_IFDIR) +# define S_IFDIR _S_IFDIR +#endif + +/* Character device bit */ +#if !defined(S_IFCHR) +# define S_IFCHR _S_IFCHR +#endif + +/* Pipe bit */ +#if !defined(S_IFFIFO) +# define S_IFFIFO _S_IFFIFO +#endif + +/* Regular file bit */ +#if !defined(S_IFREG) +# define S_IFREG _S_IFREG +#endif + +/* Read permission */ +#if !defined(S_IREAD) +# define S_IREAD _S_IREAD +#endif + +/* Write permission */ +#if !defined(S_IWRITE) +# define S_IWRITE _S_IWRITE +#endif + +/* Execute permission */ +#if !defined(S_IEXEC) +# define S_IEXEC _S_IEXEC +#endif + +/* Pipe */ +#if !defined(S_IFIFO) +# define S_IFIFO _S_IFIFO +#endif + +/* Block device */ +#if !defined(S_IFBLK) +# define S_IFBLK 0 +#endif + +/* Link */ +#if !defined(S_IFLNK) +# define S_IFLNK 0 +#endif + +/* Socket */ +#if !defined(S_IFSOCK) +# define S_IFSOCK 0 +#endif + +/* Read user permission */ +#if !defined(S_IRUSR) +# define S_IRUSR S_IREAD +#endif + +/* Write user permission */ +#if !defined(S_IWUSR) +# define S_IWUSR S_IWRITE +#endif + +/* Execute user permission */ +#if !defined(S_IXUSR) +# define S_IXUSR 0 +#endif + +/* Read group permission */ +#if !defined(S_IRGRP) +# define S_IRGRP 0 +#endif + +/* Write group permission */ +#if !defined(S_IWGRP) +# define S_IWGRP 0 +#endif + +/* Execute group permission */ +#if !defined(S_IXGRP) +# define S_IXGRP 0 +#endif + +/* Read others permission */ +#if !defined(S_IROTH) +# define S_IROTH 0 +#endif + +/* Write others permission */ +#if !defined(S_IWOTH) +# define S_IWOTH 0 +#endif + +/* Execute others permission */ +#if !defined(S_IXOTH) +# define S_IXOTH 0 +#endif + +/* Maximum length of file name */ +#if !defined(PATH_MAX) +# define PATH_MAX MAX_PATH +#endif +#if !defined(FILENAME_MAX) +# define FILENAME_MAX MAX_PATH +#endif +#if !defined(NAME_MAX) +# define NAME_MAX FILENAME_MAX +#endif + +/* File type flags for d_type */ +#define DT_UNKNOWN 0 +#define DT_REG S_IFREG +#define DT_DIR S_IFDIR +#define DT_FIFO S_IFIFO +#define DT_SOCK S_IFSOCK +#define DT_CHR S_IFCHR +#define DT_BLK S_IFBLK +#define DT_LNK S_IFLNK + +/* Macros for converting between st_mode and d_type */ +#define IFTODT(mode) ((mode) & S_IFMT) +#define DTTOIF(type) (type) + +/* + * File type macros. Note that block devices, sockets and links cannot be + * distinguished on Windows and the macros S_ISBLK, S_ISSOCK and S_ISLNK are + * only defined for compatibility. These macros should always return false + * on Windows. + */ +#if !defined(S_ISFIFO) +# define S_ISFIFO(mode) (((mode) & S_IFMT) == S_IFIFO) +#endif +#if !defined(S_ISDIR) +# define S_ISDIR(mode) (((mode) & S_IFMT) == S_IFDIR) +#endif +#if !defined(S_ISREG) +# define S_ISREG(mode) (((mode) & S_IFMT) == S_IFREG) +#endif +#if !defined(S_ISLNK) +# define S_ISLNK(mode) (((mode) & S_IFMT) == S_IFLNK) +#endif +#if !defined(S_ISSOCK) +# define S_ISSOCK(mode) (((mode) & S_IFMT) == S_IFSOCK) +#endif +#if !defined(S_ISCHR) +# define S_ISCHR(mode) (((mode) & S_IFMT) == S_IFCHR) +#endif +#if !defined(S_ISBLK) +# define S_ISBLK(mode) (((mode) & S_IFMT) == S_IFBLK) +#endif + +/* Return the exact length of d_namlen without zero terminator */ +#define _D_EXACT_NAMLEN(p) ((p)->d_namlen) + +/* Return number of bytes needed to store d_namlen */ +#define _D_ALLOC_NAMLEN(p) (PATH_MAX) + + +#ifdef __cplusplus +extern "C" { +#endif + + +/* Wide-character version */ +struct _wdirent { + /* Always zero */ + long d_ino; + + /* Structure size */ + unsigned short d_reclen; + + /* Length of name without \0 */ + size_t d_namlen; + + /* File type */ + int d_type; + + /* File name */ + wchar_t d_name[PATH_MAX]; +}; +typedef struct _wdirent _wdirent; + +struct _WDIR { + /* Current directory entry */ + struct _wdirent ent; + + /* Private file data */ + WIN32_FIND_DATAW data; + + /* True if data is valid */ + int cached; + + /* Win32 search handle */ + HANDLE handle; + + /* Initial directory name */ + wchar_t *patt; +}; +typedef struct _WDIR _WDIR; + +static _WDIR *_wopendir (const wchar_t *dirname); +static struct _wdirent *_wreaddir (_WDIR *dirp); +static int _wclosedir (_WDIR *dirp); +static void _wrewinddir (_WDIR* dirp); + + +/* For compatibility with Symbian */ +#define wdirent _wdirent +#define WDIR _WDIR +#define wopendir _wopendir +#define wreaddir _wreaddir +#define wclosedir _wclosedir +#define wrewinddir _wrewinddir + + +/* Multi-byte character versions */ +struct dirent { + /* Always zero */ + long d_ino; + + /* Structure size */ + unsigned short d_reclen; + + /* Length of name without \0 */ + size_t d_namlen; + + /* File type */ + int d_type; + + /* File name */ + char d_name[PATH_MAX]; +}; +typedef struct dirent dirent; + +struct DIR { + struct dirent ent; + struct _WDIR *wdirp; +}; +typedef struct DIR DIR; + +static DIR *opendir (const char *dirname); +static struct dirent *readdir (DIR *dirp); +static int closedir (DIR *dirp); +static void rewinddir (DIR* dirp); + + +/* Internal utility functions */ +static WIN32_FIND_DATAW *dirent_first (_WDIR *dirp); +static WIN32_FIND_DATAW *dirent_next (_WDIR *dirp); + +static int dirent_mbstowcs_s( + size_t *pReturnValue, + wchar_t *wcstr, + size_t sizeInWords, + const char *mbstr, + size_t count); + +static int dirent_wcstombs_s( + size_t *pReturnValue, + char *mbstr, + size_t sizeInBytes, + const wchar_t *wcstr, + size_t count); + +static void dirent_set_errno (int error); + +/* + * Open directory stream DIRNAME for read and return a pointer to the + * internal working area that is used to retrieve individual directory + * entries. + */ +static _WDIR* +_wopendir( + const wchar_t *dirname) +{ + _WDIR *dirp = NULL; + int error; + + /* Must have directory name */ + if (dirname == NULL || dirname[0] == '\0') { + dirent_set_errno (ENOENT); + return NULL; + } + + /* Allocate new _WDIR structure */ + dirp = (_WDIR*) malloc (sizeof (struct _WDIR)); + if (dirp != NULL) { + DWORD n; + + /* Reset _WDIR structure */ + dirp->handle = INVALID_HANDLE_VALUE; + dirp->patt = NULL; + dirp->cached = 0; + + /* Compute the length of full path plus zero terminator + * + * Note that on WinRT there's no way to convert relative paths + * into absolute paths, so just assume its an absolute path. + */ +# if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) + n = wcslen(dirname); +# else + n = GetFullPathNameW (dirname, 0, NULL, NULL); +# endif + + /* Allocate room for absolute directory name and search pattern */ + dirp->patt = (wchar_t*) malloc (sizeof (wchar_t) * n + 16); + if (dirp->patt) { + + /* + * Convert relative directory name to an absolute one. This + * allows rewinddir() to function correctly even when current + * working directory is changed between opendir() and rewinddir(). + * + * Note that on WinRT there's no way to convert relative paths + * into absolute paths, so just assume its an absolute path. + */ +# if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) + wcsncpy_s(dirp->patt, n+1, dirname, n); +# else + n = GetFullPathNameW (dirname, n, dirp->patt, NULL); +# endif + if (n > 0) { + wchar_t *p; + + /* Append search pattern \* to the directory name */ + p = dirp->patt + n; + if (dirp->patt < p) { + switch (p[-1]) { + case '\\': + case '/': + case ':': + /* Directory ends in path separator, e.g. c:\temp\ */ + /*NOP*/; + break; + + default: + /* Directory name doesn't end in path separator */ + *p++ = '\\'; + } + } + *p++ = '*'; + *p = '\0'; + + /* Open directory stream and retrieve the first entry */ + if (dirent_first (dirp)) { + /* Directory stream opened successfully */ + error = 0; + } else { + /* Cannot retrieve first entry */ + error = 1; + dirent_set_errno (ENOENT); + } + + } else { + /* Cannot retrieve full path name */ + dirent_set_errno (ENOENT); + error = 1; + } + + } else { + /* Cannot allocate memory for search pattern */ + error = 1; + } + + } else { + /* Cannot allocate _WDIR structure */ + error = 1; + } + + /* Clean up in case of error */ + if (error && dirp) { + _wclosedir (dirp); + dirp = NULL; + } + + return dirp; +} + +/* + * Read next directory entry. The directory entry is returned in dirent + * structure in the d_name field. Individual directory entries returned by + * this function include regular files, sub-directories, pseudo-directories + * "." and ".." as well as volume labels, hidden files and system files. + */ +static struct _wdirent* +_wreaddir( + _WDIR *dirp) +{ + WIN32_FIND_DATAW *datap; + struct _wdirent *entp; + + /* Read next directory entry */ + datap = dirent_next (dirp); + if (datap) { + size_t n; + DWORD attr; + + /* Pointer to directory entry to return */ + entp = &dirp->ent; + + /* + * Copy file name as wide-character string. If the file name is too + * long to fit in to the destination buffer, then truncate file name + * to PATH_MAX characters and zero-terminate the buffer. + */ + n = 0; + while (n + 1 < PATH_MAX && datap->cFileName[n] != 0) { + entp->d_name[n] = datap->cFileName[n]; + n++; + } + dirp->ent.d_name[n] = 0; + + /* Length of file name excluding zero terminator */ + entp->d_namlen = n; + + /* File type */ + attr = datap->dwFileAttributes; + if ((attr & FILE_ATTRIBUTE_DEVICE) != 0) { + entp->d_type = DT_CHR; + } else if ((attr & FILE_ATTRIBUTE_DIRECTORY) != 0) { + entp->d_type = DT_DIR; + } else { + entp->d_type = DT_REG; + } + + /* Reset dummy fields */ + entp->d_ino = 0; + entp->d_reclen = sizeof (struct _wdirent); + + } else { + + /* Last directory entry read */ + entp = NULL; + + } + + return entp; +} + +/* + * Close directory stream opened by opendir() function. This invalidates the + * DIR structure as well as any directory entry read previously by + * _wreaddir(). + */ +static int +_wclosedir( + _WDIR *dirp) +{ + int ok; + if (dirp) { + + /* Release search handle */ + if (dirp->handle != INVALID_HANDLE_VALUE) { + FindClose (dirp->handle); + dirp->handle = INVALID_HANDLE_VALUE; + } + + /* Release search pattern */ + if (dirp->patt) { + free (dirp->patt); + dirp->patt = NULL; + } + + /* Release directory structure */ + free (dirp); + ok = /*success*/0; + + } else { + /* Invalid directory stream */ + dirent_set_errno (EBADF); + ok = /*failure*/-1; + } + return ok; +} + +/* + * Rewind directory stream such that _wreaddir() returns the very first + * file name again. + */ +static void +_wrewinddir( + _WDIR* dirp) +{ + if (dirp) { + /* Release existing search handle */ + if (dirp->handle != INVALID_HANDLE_VALUE) { + FindClose (dirp->handle); + } + + /* Open new search handle */ + dirent_first (dirp); + } +} + +/* Get first directory entry (internal) */ +static WIN32_FIND_DATAW* +dirent_first( + _WDIR *dirp) +{ + WIN32_FIND_DATAW *datap; + + /* Open directory and retrieve the first entry */ + dirp->handle = FindFirstFileExW( + dirp->patt, FindExInfoStandard, &dirp->data, + FindExSearchNameMatch, NULL, 0); + if (dirp->handle != INVALID_HANDLE_VALUE) { + + /* a directory entry is now waiting in memory */ + datap = &dirp->data; + dirp->cached = 1; + + } else { + + /* Failed to re-open directory: no directory entry in memory */ + dirp->cached = 0; + datap = NULL; + + } + return datap; +} + +/* Get next directory entry (internal) */ +static WIN32_FIND_DATAW* +dirent_next( + _WDIR *dirp) +{ + WIN32_FIND_DATAW *p; + + /* Get next directory entry */ + if (dirp->cached != 0) { + + /* A valid directory entry already in memory */ + p = &dirp->data; + dirp->cached = 0; + + } else if (dirp->handle != INVALID_HANDLE_VALUE) { + + /* Get the next directory entry from stream */ + if (FindNextFileW (dirp->handle, &dirp->data) != FALSE) { + /* Got a file */ + p = &dirp->data; + } else { + /* The very last entry has been processed or an error occured */ + FindClose (dirp->handle); + dirp->handle = INVALID_HANDLE_VALUE; + p = NULL; + } + + } else { + + /* End of directory stream reached */ + p = NULL; + + } + + return p; +} + +/* + * Open directory stream using plain old C-string. + */ +static DIR* +opendir( + const char *dirname) +{ + struct DIR *dirp; + int error; + + /* Must have directory name */ + if (dirname == NULL || dirname[0] == '\0') { + dirent_set_errno (ENOENT); + return NULL; + } + + /* Allocate memory for DIR structure */ + dirp = (DIR*) malloc (sizeof (struct DIR)); + if (dirp) { + wchar_t wname[PATH_MAX]; + size_t n; + + /* Convert directory name to wide-character string */ + error = dirent_mbstowcs_s (&n, wname, PATH_MAX, dirname, PATH_MAX); + if (!error) { + + /* Open directory stream using wide-character name */ + dirp->wdirp = _wopendir (wname); + if (dirp->wdirp) { + /* Directory stream opened */ + error = 0; + } else { + /* Failed to open directory stream */ + error = 1; + } + + } else { + /* + * Cannot convert file name to wide-character string. This + * occurs if the string contains invalid multi-byte sequences or + * the output buffer is too small to contain the resulting + * string. + */ + error = 1; + } + + } else { + /* Cannot allocate DIR structure */ + error = 1; + } + + /* Clean up in case of error */ + if (error && dirp) { + free (dirp); + dirp = NULL; + } + + return dirp; +} + +/* + * Read next directory entry. + * + * When working with text consoles, please note that file names returned by + * readdir() are represented in the default ANSI code page while any output to + * console is typically formatted on another code page. Thus, non-ASCII + * characters in file names will not usually display correctly on console. The + * problem can be fixed in two ways: (1) change the character set of console + * to 1252 using chcp utility and use Lucida Console font, or (2) use + * _cprintf function when writing to console. The _cprinf() will re-encode + * ANSI strings to the console code page so many non-ASCII characters will + * display correcly. + */ +static struct dirent* +readdir( + DIR *dirp) +{ + WIN32_FIND_DATAW *datap; + struct dirent *entp; + + /* Read next directory entry */ + datap = dirent_next (dirp->wdirp); + if (datap) { + size_t n; + int error; + + /* Attempt to convert file name to multi-byte string */ + error = dirent_wcstombs_s( + &n, dirp->ent.d_name, PATH_MAX, datap->cFileName, PATH_MAX); + + /* + * If the file name cannot be represented by a multi-byte string, + * then attempt to use old 8+3 file name. This allows traditional + * Unix-code to access some file names despite of unicode + * characters, although file names may seem unfamiliar to the user. + * + * Be ware that the code below cannot come up with a short file + * name unless the file system provides one. At least + * VirtualBox shared folders fail to do this. + */ + if (error && datap->cAlternateFileName[0] != '\0') { + error = dirent_wcstombs_s( + &n, dirp->ent.d_name, PATH_MAX, + datap->cAlternateFileName, PATH_MAX); + } + + if (!error) { + DWORD attr; + + /* Initialize directory entry for return */ + entp = &dirp->ent; + + /* Length of file name excluding zero terminator */ + entp->d_namlen = n - 1; + + /* File attributes */ + attr = datap->dwFileAttributes; + if ((attr & FILE_ATTRIBUTE_DEVICE) != 0) { + entp->d_type = DT_CHR; + } else if ((attr & FILE_ATTRIBUTE_DIRECTORY) != 0) { + entp->d_type = DT_DIR; + } else { + entp->d_type = DT_REG; + } + + /* Reset dummy fields */ + entp->d_ino = 0; + entp->d_reclen = sizeof (struct dirent); + + } else { + /* + * Cannot convert file name to multi-byte string so construct + * an errornous directory entry and return that. Note that + * we cannot return NULL as that would stop the processing + * of directory entries completely. + */ + entp = &dirp->ent; + entp->d_name[0] = '?'; + entp->d_name[1] = '\0'; + entp->d_namlen = 1; + entp->d_type = DT_UNKNOWN; + entp->d_ino = 0; + entp->d_reclen = 0; + } + + } else { + /* No more directory entries */ + entp = NULL; + } + + return entp; +} + +/* + * Close directory stream. + */ +static int +closedir( + DIR *dirp) +{ + int ok; + if (dirp) { + + /* Close wide-character directory stream */ + ok = _wclosedir (dirp->wdirp); + dirp->wdirp = NULL; + + /* Release multi-byte character version */ + free (dirp); + + } else { + + /* Invalid directory stream */ + dirent_set_errno (EBADF); + ok = /*failure*/-1; + + } + return ok; +} + +/* + * Rewind directory stream to beginning. + */ +static void +rewinddir( + DIR* dirp) +{ + /* Rewind wide-character string directory stream */ + _wrewinddir (dirp->wdirp); +} + +/* Convert multi-byte string to wide character string */ +static int +dirent_mbstowcs_s( + size_t *pReturnValue, + wchar_t *wcstr, + size_t sizeInWords, + const char *mbstr, + size_t count) +{ + int error; + +#if defined(_MSC_VER) && _MSC_VER >= 1400 + + /* Microsoft Visual Studio 2005 or later */ + error = mbstowcs_s (pReturnValue, wcstr, sizeInWords, mbstr, count); + +#else + + /* Older Visual Studio or non-Microsoft compiler */ + size_t n; + + /* Convert to wide-character string (or count characters) */ + n = mbstowcs (wcstr, mbstr, sizeInWords); + if (!wcstr || n < count) { + + /* Zero-terminate output buffer */ + if (wcstr && sizeInWords) { + if (n >= sizeInWords) { + n = sizeInWords - 1; + } + wcstr[n] = 0; + } + + /* Length of resuting multi-byte string WITH zero terminator */ + if (pReturnValue) { + *pReturnValue = n + 1; + } + + /* Success */ + error = 0; + + } else { + + /* Could not convert string */ + error = 1; + + } + +#endif + + return error; +} + +/* Convert wide-character string to multi-byte string */ +static int +dirent_wcstombs_s( + size_t *pReturnValue, + char *mbstr, + size_t sizeInBytes, /* max size of mbstr */ + const wchar_t *wcstr, + size_t count) +{ + int error; + +#if defined(_MSC_VER) && _MSC_VER >= 1400 + + /* Microsoft Visual Studio 2005 or later */ + error = wcstombs_s (pReturnValue, mbstr, sizeInBytes, wcstr, count); + +#else + + /* Older Visual Studio or non-Microsoft compiler */ + size_t n; + + /* Convert to multi-byte string (or count the number of bytes needed) */ + n = wcstombs (mbstr, wcstr, sizeInBytes); + if (!mbstr || n < count) { + + /* Zero-terminate output buffer */ + if (mbstr && sizeInBytes) { + if (n >= sizeInBytes) { + n = sizeInBytes - 1; + } + mbstr[n] = '\0'; + } + + /* Length of resulting multi-bytes string WITH zero-terminator */ + if (pReturnValue) { + *pReturnValue = n + 1; + } + + /* Success */ + error = 0; + + } else { + + /* Cannot convert string */ + error = 1; + + } + +#endif + + return error; +} + +/* Set errno variable */ +static void +dirent_set_errno( + int error) +{ +#if defined(_MSC_VER) && _MSC_VER >= 1400 + + /* Microsoft Visual Studio 2005 and later */ + _set_errno (error); + +#else + + /* Non-Microsoft compiler or older Microsoft compiler */ + errno = error; + +#endif +} + + +#ifdef __cplusplus +} +#endif +#endif /*DIRENT_H*/ +