Browse Source

Initial commit

master
C. J. Howard 7 years ago
commit
429d7b642b
51 changed files with 12430 additions and 0 deletions
  1. +7
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      .gitignore
  2. +6
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      .gitmodules
  3. +181
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      CMakeLists.txt
  4. +674
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      COPYING
  5. +47
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      README.md
  6. +35
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      cmake/modules/FindFreetype2.cmake
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      cmake/modules/FindSDL2.cmake
  8. +1
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      data
  9. +1
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      lib/emergent
  10. +21
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      src/ant.cpp
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      src/ant.hpp
  12. +27
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      src/application.cpp
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      src/application.hpp
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      src/camera-controller.cpp
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      src/camera-controller.hpp
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      src/configuration.hpp.in
  19. +532
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      src/controls.cpp
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      src/debug.cpp
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      src/material-loader.cpp
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      src/materials.hpp
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      src/mesh.cpp
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      src/mesh.hpp
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      src/model-loader.cpp
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      src/nest.cpp
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      src/nest.hpp
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      src/settings.cpp
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      src/states/experiment-state.cpp
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      src/states/splash-state.cpp
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CMakeFiles
CMakeCache.txt
cmake_install.cmake
Makefile
build
src/configuration.hpp
.DS_Store

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[submodule "emergent"]
path = lib/emergent
url = https://github.com/cjhoward/emergent.git
[submodule "data"]
path = data
url = https://gitlab.com/cjhoward/antkeeper-data.git

+ 181
- 0
CMakeLists.txt View File

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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 "<CMAKE_RC_COMPILER> <FLAGS> -O coff <DEFINES> -i <SOURCE> -o <OBJECT>")
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()

+ 674
- 0
COPYING View File

@ -0,0 +1,674 @@
GNU GENERAL PUBLIC LICENSE
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All other non-permissive additional terms are considered "further
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Moreover, your license from a particular copyright holder is
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Termination of your rights under this section does not terminate the
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Nothing in this License shall be construed as excluding or limiting
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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.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
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 <http://www.gnu.org/licenses/>.
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:
<program> Copyright (C) <year> <name of author>
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
<http://www.gnu.org/licenses/>.
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
<http://www.gnu.org/philosophy/why-not-lgpl.html>.

+ 47
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README.md View File

@ -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.

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cmake/modules/FindFreetype2.cmake View File

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# - 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 <http://www.gnu.org/licenses/>.
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)

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- 0
cmake/modules/FindSDL2.cmake View File

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# - 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 <http://www.gnu.org/licenses/>.
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)

+ 1
- 0
data

@ -0,0 +1 @@
Subproject commit 016ee5650956773f93b9350f7ff2d78c3041e865

+ 1
- 0
lib/emergent

@ -0,0 +1 @@
Subproject commit 94f7940aa2ab6375c7672354f3a731a86542f51c

+ 21
- 0
src/ant.cpp View File

@ -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 <http://www.gnu.org/licenses/>.
*/
#include "ant.hpp"

+ 84
- 0
src/ant.hpp View File

@ -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 <http://www.gnu.org/licenses/>.
*/
#ifndef ANT_HPP
#define ANT_HPP
#include <vector>
#include <emergent/emergent.hpp>
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<Ant*> ants;
};
#endif // ANT_HPP

+ 27
- 0
src/application-state.cpp View File

@ -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 <http://www.gnu.org/licenses/>.
*/
#include "application-state.hpp"
ApplicationState::ApplicationState(Application* application):
application(application)
{}
ApplicationState::~ApplicationState()
{}

+ 48
- 0
src/application-state.hpp View File

@ -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 <http://www.gnu.org/licenses/>.
*/
#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

+ 593
- 0
src/application.cpp View File

@ -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 <http://www.gnu.org/licenses/>.
*/
#include "application.hpp"
#include "application-state.hpp"
#include "states/splash-state.hpp"
#include "states/title-state.hpp"
#include "states/experiment-state.hpp"
#include <cstdlib>
#include <iostream>
#include <SDL.h>
#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();
}

+ 268
- 0
src/application.hpp View File

@ -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 <http://www.gnu.org/licenses/>.
*/
#ifndef APPLICATION_HPP
#define APPLICATION_HPP
#include <emergent/emergent.hpp>
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<Vector4>* fadeInTween;
Tween<Vector4>* fadeOutTween;
Tween<Vector4>* splashFadeInTween;
Tween<Vector4>* splashFadeOutTween;
Tween<Vector4>* titleFadeInTween;
Tween<Vector4>* titleFadeOutTween;
Tween<Vector4>* copyrightFadeInTween;
Tween<Vector4>* copyrightFadeOutTween;
Tween<Vector4>* anyKeyFadeInTween;
Tween<Vector4>* anyKeyFadeOutTween;
Tween<Vector4>* menuFadeInTween;
Tween<Vector4>* menuFadeOutTween;
Tween<Vector2>* 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

+ 157
- 0
src/camera-controller.cpp View File

@ -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 <http://www.gnu.org/licenses/>.
*/
#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)
{
}

+ 193
- 0
src/camera-controller.hpp View File

@ -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 <http://www.gnu.org/licenses/>.
*/
#ifndef CAMERA_CONTROLLER_HPP
#define CAMERA_CONTROLLER_HPP
#include <emergent/emergent.hpp>
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

+ 29
- 0
src/configuration.hpp.in View File

@ -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 <http://www.gnu.org/licenses/>.
*/
#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

+ 532
- 0
src/controls.cpp View File

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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#include "controls.hpp"
#include <sstream>
#include <fstream>
#include <vector>
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<KeyObserver*>(this));
boundKeys.push_back(std::pair<Keyboard*, int>(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<MouseButtonObserver*>(this));
boundMouseButtons.push_back(std::pair<Mouse*, int>(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<GamepadButtonObserver*>(this));
boundGamepadButtons.push_back(std::pair<Gamepad*, int>(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<GamepadAxisObserver*>(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<KeyObserver*>(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<MouseButtonObserver*>(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<GamepadButtonObserver*>(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<GamepadAxisObserver*>(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<std::pair<Keyboard*, int>>* Control::getBoundKeys() const
{
return &boundKeys;
}
const std::list<std::pair<Mouse*, int>>* Control::getBoundMouseButtons() const
{
return &boundMouseButtons;
}
const std::list<std::pair<Gamepad*, int>>* Control::getBoundGamepadButtons() const
{
return &boundGamepadButtons;
}
const std::list<std::tuple<Gamepad*, int, bool>>* 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<std::pair<Keyboard*, int>>* boundKeys = control->getBoundKeys();
const std::list<std::pair<Mouse*, int>>* boundMouseButtons = control->getBoundMouseButtons();
const std::list<std::pair<Gamepad*, int>>* boundGamepadButtons = control->getBoundGamepadButtons();
const std::list<std::tuple<Gamepad*, int, bool>>* 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<std::string> 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();
}
}

+ 121
- 0
src/controls.hpp View File

@ -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 <http://www.gnu.org/licenses/>.
*/
#ifndef CONTROLS_HPP
#define CONTROLS_HPP
#include "input.hpp"
#include <list>
#include <utility>
#include <tuple>
#include <map>
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<std::pair<Keyboard*, int>>* getBoundKeys() const;
const std::list<std::pair<Mouse*, int>>* getBoundMouseButtons() const;
const std::list<std::pair<Gamepad*, int>>* getBoundGamepadButtons() const;
const std::list<std::tuple<Gamepad*, int, bool>>* getBoundGamepadAxes() const;
private:
float deadzone;
float currentValue;
float previousValue;
std::list<std::pair<Keyboard*, int>> boundKeys;
std::list<std::pair<Mouse*, int>> boundMouseButtons;
std::list<std::pair<Gamepad*, int>> boundGamepadButtons;
std::list<std::tuple<Gamepad*, int, bool>> 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<std::string, Control*>* getControlMap() const;
private:
InputManager* inputManager;
std::map<std::string, Control*> controls;
};
inline const std::map<std::string, Control*>* ControlProfile::getControlMap() const
{
return &controls;
}
#endif

+ 80
- 0
src/debug.cpp View File

@ -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 <http://www.gnu.org/licenses/>.
*/
#include "debug.hpp"
#include <iostream>
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;
}

+ 65
- 0
src/debug.hpp View File

@ -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 <http://www.gnu.org/licenses/>.
*/
#ifndef DEBUG_HPP
#define DEBUG_HPP
#include <emergent/emergent.hpp>
#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

+ 704
- 0
src/input.cpp View File

@ -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 <http://www.gnu.org/licenses/>.
*/
#include "input.hpp"
#include <iostream>
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<Gamepad*>* 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;
}
}

+ 316
- 0
src/input.hpp View File

@ -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 <http://www.gnu.org/licenses/>.
*/
#ifndef INPUT_HPP
#define INPUT_HPP
#include <emergent/emergent.hpp>
using namespace Emergent;
#include <string>
#include <iostream>
#include <map>
#include <list>
#include <SDL.h>
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<KeyObserver*> 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<MouseMotionObserver*> motionObservers;
std::list<MouseButtonObserver*> buttonObservers;
bool notifyingMotionObservers;
bool notifyingButtonObservers;
std::list<MouseMotionObserver*> additionFlaggedMotionObservers;
std::list<MouseButtonObserver*> additionFlaggedButtonObservers;
std::list<MouseMotionObserver*> removalFlaggedMotionObservers;
std::list<MouseButtonObserver*> 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<GamepadButtonObserver*> buttonObservers;
std::list<GamepadAxisObserver*> 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<Keyboard*, int> key;
std::pair<Mouse*, int> mouseButton;
std::pair<Gamepad*, int> gamepadButton;
std::tuple<Gamepad*, int, int> 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<Keyboard*>* getKeyboards() const;
const std::list<Mouse*>* getMice() const;
const std::list<Gamepad*>* getGamepads() const;
protected:
bool closed;
std::list<WindowObserver*> windowObservers;
private:
std::list<Keyboard*> keyboards;
std::list<Mouse*> mice;
std::list<Gamepad*> gamepads;
};
inline bool InputManager::wasClosed() const
{
return closed;
}
inline const std::list<Keyboard*>* InputManager::getKeyboards() const
{
return &keyboards;
}
inline const std::list<Mouse*>* InputManager::getMice() const
{
return &mice;
}
inline const std::list<Gamepad*>* 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<int, Gamepad*> gamepadMap;
SDL_Event event;
std::list<Gamepad*> allocatedGamepads;
};
#endif

+ 25
- 0
src/main.cpp View File

@ -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 <http://www.gnu.org/licenses/>.
*/
#include "application.hpp"
int main(int argc, char* argv[])
{
return Application(argc, argv).execute();
}

+ 199
- 0
src/material-loader.cpp View File

@ -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 <http://www.gnu.org/licenses/>.
*/
#include "material-loader.hpp"
#include <fstream>
#include <sstream>
#include <vector>
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<std::string> 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;
}

+ 41
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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef MATERIAL_LOADER_HPP
#define MATERIAL_LOADER_HPP
#include <string>
#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<std::string, Texture*> textureCache;
std::map<std::string, PhysicalMaterial*> materialCache;
};
#endif // MATERIAL_LOADER_HPP

+ 85
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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef MATERIALS
#define MATERIALS
#include <emergent/emergent.hpp>
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<unsigned int>(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<unsigned int>(MaterialFormat::PHYSICAL);
}
#endif // MATERIALS

+ 401
- 0
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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#include "mesh.hpp"
#include <iostream>
#include <fstream>
#include <map>
#include <string>
#include <sstream>
#include <vector>
#include <limits>
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<glm::vec3> vertices(vertexCount);
std::vector<std::size_t> 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<glm::vec3> vertices(vertexCount);
std::vector<std::size_t> 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<WingedEdge::Triangle*>* 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<bool, float, float, float> 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<float>::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<float>::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<float>::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<float>::infinity(), 0.0f, 0.0f);
}
std::tuple<bool, float, float, std::size_t, std::size_t> intersects(const glm::vec3& origin, const glm::vec3& direction, const WingedEdge& mesh)
{
const std::vector<WingedEdge::Triangle*>* triangles = mesh.getTriangles();
bool intersection = false;
float t0 = std::numeric_limits<float>::infinity();
float t1 = -std::numeric_limits<float>::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);
}

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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef MESH_HPP
#define MESH_HPP
#include <emergent/emergent.hpp>
#include <string>
#include <vector>
#include <tuple>
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<WingedEdge::Triangle*>* 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<bool, float, float, float> 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<bool, float, float, std::size_t, std::size_t> intersects(const glm::vec3& origin, const glm::vec3& direction, const WingedEdge& mesh);
#endif // MESH_HPP

+ 305
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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#include "model-loader.hpp"
#include "material-loader.hpp"
#include <fstream>
template <typename T>
inline static void read8(T* result, unsigned char** data)
{
std::uint8_t temp = (*data)[0];
*result = *reinterpret_cast<T*>(&temp);
*data += 1;
}
template <typename T>
inline static void read16(T* result, unsigned char** data)
{
std::uint16_t temp = ((*data)[0] << 0) | ((*data)[1] << 8);
*result = *reinterpret_cast<T*>(&temp);
*data += 2;
}
template <typename T>
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<T*>(&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<char*>(&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;
}

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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef MODEL_LOADER_HPP
#define MODEL_LOADER_HPP
#include <string>
#include <emergent/emergent.hpp>
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

+ 213
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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#include "nest.hpp"
#include <cmath>
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<float> distribution(min, std::nextafter(max, std::numeric_limits<float>::max()));
return distribution(rng);
}
inline int Nest::random(int min, int max) const
{
std::uniform_int_distribution<int> distribution(min, std::nextafter(max, std::numeric_limits<int>::max()));
return distribution(rng);
}
void Nest::setParameters(const NestParameters& parameters)
{
this->parameters = parameters;
}
const NestParameters& Nest::getParameters() const
{
return parameters;
}

+ 182
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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef NEST_HPP
#define NEST_HPP
#include <random>
#include <vector>
#include <emergent/emergent.hpp>
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<Chamber*> 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

+ 1091
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src/render-passes.cpp
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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef RENDER_PASSES_HPP
#define RENDER_PASSES_HPP
#include <emergent/emergent.hpp>
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<std::size_t, Shader*> 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

+ 79
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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#include "settings.hpp"
#include <fstream>
#include <sstream>
#include <vector>
#include <iostream>
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<std::string> 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;
}

+ 80
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src/settings.hpp View File

@ -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 <http://www.gnu.org/licenses/>.
*/
#ifndef SETTINGS_HPP
#define SETTINGS_HPP
#include <map>
#include <string>
#include <sstream>
class ParameterDict
{
public:
template <typename T>
bool get(const std::string& name, T* value) const;
template <typename T>
void set(const std::string& name, const T& value);
bool load(const std::string& filename);
bool save(const std::string& filename);
private:
std::map<std::string, std::string> parameters;
};
template <typename T>
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<std::string>(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 <typename T>
void ParameterDict::set(const std::string& name, const T& value)
{
std::stringstream stream;
stream << value;
parameters[name] = stream.str();
}
#endif

+ 562
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src/states/experiment-state.cpp View File

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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#include "experiment-state.hpp"
#include "../application.hpp"
#include "../camera-controller.hpp"
#include "../ui/ui.hpp"
#include <iostream>
#include <SDL.h>
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<SceneObject*>* 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<float>(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;
}

+ 59
- 0
src/states/experiment-state.hpp View File

@ -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 <http://www.gnu.org/licenses/>.
*/
#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 <emergent/emergent.hpp>
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

+ 654
- 0
src/states/splash-state.cpp View File

@ -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 <http://www.gnu.org/licenses/>.
*/
#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 <iostream>
#include <cstdio>
#include <SDL.h>
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<Vector4>(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<Vector4>(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<Vector4>(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<Vector4>(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<Vector4>(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<Vector4>(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<Vector4>(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<Vector4>(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<Vector4>(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<Vector4>(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<Vector4>(EaseFunction::OUT_QUINT, 0.0f, menuFadeInDuration, menuFadeInStartColor, menuFadeInDeltaColor);
application->tweener->addTween(application->menuFadeInTween);
application->menuFadeOutTween = new Tween<Vector4>(EaseFunction::OUT_QUINT, 0.0f, menuFadeOutDuration, menuFadeOutStartColor, menuFadeOutDeltaColor);
application->tweener->addTween(application->menuFadeOutTween);
application->menuSlideInTween = new Tween<Vector2>(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<float>(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();
}

+ 52
- 0
src/states/splash-state.hpp View File

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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef SPLASH_STATE_HPP
#define SPLASH_STATE_HPP
#include "../application-state.hpp"
#include "../input.hpp"
#include <emergent/emergent.hpp>
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

+ 381
- 0
src/states/title-state.cpp View File

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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#include "title-state.hpp"
#include "experiment-state.hpp"
#include "../application.hpp"
#include <iostream>
#include <SDL.h>
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<SceneObject*>* 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<float>(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);
}

+ 52
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src/states/title-state.hpp View File

@ -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 <http://www.gnu.org/licenses/>.
*/
#ifndef TITLE_STATE_HPP
#define TITLE_STATE_HPP
#include "../application-state.hpp"
#include "../ui/ui.hpp"
#include <emergent/emergent.hpp>
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

+ 621
- 0
src/terrain.cpp View File

@ -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;
}

+ 88
- 0
src/terrain.hpp View File

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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef TERRAIN_HPP
#define TERRAIN_HPP
#include <emergent/emergent.hpp>
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<Vector3> surfaceVertices;
std::vector<Vector3> subsurfaceVertices;
std::vector<std::size_t> surfaceIndices;
std::vector<std::size_t> 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

+ 390
- 0
src/ui/tween.cpp View File

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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#include "tween.hpp"
#include <cmath>
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<std::size_t>(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<float>()) + c + b;
}
float TweenBase::easeOutSine(float t, float b, float c, float d)
{
return c * std::sin(t / d * glm::half_pi<float>()) + b;
}
float TweenBase::easeInOutSine(float t, float b, float c, float d)
{
return -c * 0.5f * (std::cos(glm::pi<float>() * 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();
}

+ 378
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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef TWEEN_HPP
#define TWEEN_HPP
#include <functional>
#include <list>
#include <iostream>
#include <emergent/emergent.hpp>
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 <typename T>
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<void(const T&)> callback);
void setUpdateCallback(std::function<void(const T&)> callback);
void setEndCallback(std::function<void(const T&)> callback);
const T& getStartValue() const;
const T& getDeltaValue() const;
const T& getTweenValue() const;
std::function<void(const T&)> getStartCallback() const;
std::function<void(const T&)> getUpdateCallback() const;
std::function<void(const T&)> getEndCallback() const;
private:
virtual void update(float dt);
void calculateTweenValue();
T startValue;
T deltaValue;
T tweenValue;
std::function<void(const T&)> startCallback;
std::function<void(const T&)> updateCallback;
std::function<void(const T&)> endCallback;
};
template <typename T>
Tween<T>::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 <typename T>
Tween<T>::Tween():
startCallback(nullptr),
updateCallback(nullptr),
endCallback(nullptr)
{}
template <typename T>
Tween<T>::~Tween()
{}
template <typename T>
void Tween<T>::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 <typename T>
inline void Tween<T>::setStartValue(const T& startValue)
{
this->startValue = startValue;
}
template <typename T>
inline void Tween<T>::setDeltaValue(const T& deltaValue)
{
this->deltaValue = deltaValue;
}
template <typename T>
inline void Tween<T>::setStartCallback(std::function<void(const T&)> callback)
{
this->startCallback = callback;
}
template <typename T>
inline void Tween<T>::setUpdateCallback(std::function<void(const T&)> callback)
{
this->updateCallback = callback;
}
template <typename T>
inline void Tween<T>::setEndCallback(std::function<void(const T&)> callback)
{
this->endCallback = callback;
}
template <typename T>
inline const T& Tween<T>::getStartValue() const
{
return startValue;
}
template <typename T>
inline const T& Tween<T>::getDeltaValue() const
{
return deltaValue;
}
template <typename T>
inline const T& Tween<T>::getTweenValue() const
{
return tweenValue;
}
template <typename T>
inline std::function<void(const T&)> Tween<T>::getStartCallback() const
{
return startCallback;
}
template <typename T>
inline std::function<void(const T&)> Tween<T>::getUpdateCallback() const
{
return updateCallback;
}
template <typename T>
inline std::function<void(const T&)> Tween<T>::getEndCallback() const
{
return endCallback;
}
template <typename T>
inline void Tween<T>::calculateTweenValue()
{
tweenValue = easeFunctionPointer(time, startValue, deltaValue, duration);
}
template <>
inline void Tween<Vector2>::calculateTweenValue()
{
tweenValue.x = easeFunctionPointer(time, startValue.x, deltaValue.x, duration);
tweenValue.y = easeFunctionPointer(time, startValue.y, deltaValue.y, duration);
}
template <>
inline void Tween<Vector3>::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<Vector4>::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<TweenBase*> tweens;
};
#endif // TWEEN_HPP

+ 500
- 0
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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#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<void()> callback)
{
mouseOverCallback = callback;
}
void UIElement::setMouseOutCallback(std::function<void()> callback)
{
mouseOutCallback = callback;
}
void UIElement::setMouseMovedCallback(std::function<void()> callback)
{
mouseMovedCallback = callback;
}
void UIElement::setMousePressedCallback(std::function<void(int)> callback)
{
mousePressedCallback = callback;
}
void UIElement::setMouseReleasedCallback(std::function<void(int)> 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<const UIElement*> 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<const UIElement*>* 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<UIMaterial*>(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<const UILabel*>(element));
break;
case UIElement::Type::IMAGE:
batchImage(result, static_cast<const UIImage*>(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<void()> callback)
{
this->selectedCallback = callback = callback;
}
void MenuItem::setDeselectedCallback(std::function<void()> callback)
{
this->deselectedCallback = callback;
}
void MenuItem::setActivatedCallback(std::function<void()> 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<void()> callback)
{
this->enteredCallback = callback;
}
void Menu::setExitedCallback(std::function<void()> callback)
{
this->exitedCallback = callback;
}

+ 506
- 0
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@ -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 <http://www.gnu.org/licenses/>.
*/
#ifndef UI_HPP
#define UI_HPP
#include "../input.hpp"
#include "../materials.hpp"
#include <vector>
#include <functional>
#include <emergent/emergent.hpp>
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<void()> callback);
void setMouseOutCallback(std::function<void()> callback);
void setMouseMovedCallback(std::function<void()> callback);
void setMousePressedCallback(std::function<void(int)> callback);
void setMouseReleasedCallback(std::function<void(int)> 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<UIElement*> 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<void()> mouseOverCallback;
std::function<void()> mouseOutCallback;
std::function<void()> mouseMovedCallback;
std::function<void(int)> mousePressedCallback;
std::function<void(int)> 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<const UIElement*>* 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<void()> callback);
void setDeselectedCallback(std::function<void()> callback);
void setActivatedCallback(std::function<void()> 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<void()> selectedCallback;
std::function<void()> deselectedCallback;
std::function<void()> 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<void()> callback);
void setExitedCallback(std::function<void()> callback);
std::size_t getItemCount();
const MenuItem* getItem(std::size_t index) const;
MenuItem* getItem(std::size_t index);
private:
std::vector<MenuItem*> items;
std::function<void()> enteredCallback;
std::function<void()> 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

+ 929
- 0
src/windows-dirent.h View File

@ -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 <windows.h>
#include <stdio.h>
#include <stdarg.h>
#include <wchar.h>
#include <string.h>
#include <stdlib.h>
#include <malloc.h>
#include <sys/types.h>
#include <sys/stat.h>
#include <errno.h>
/* 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*/

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