Browse Source

Add biome loader

master
C. J. Howard 1 year ago
parent
commit
50f2832db1
6 changed files with 207 additions and 11 deletions
  1. +0
    -1
      CMakeLists.txt
  2. +50
    -0
      src/game/biome.hpp
  3. +9
    -3
      src/game/bootloader.cpp
  4. +5
    -0
      src/game/game-context.hpp
  5. +36
    -7
      src/game/states/play-state.cpp
  6. +107
    -0
      src/resources/biome-loader.cpp

+ 0
- 1
CMakeLists.txt View File

@ -14,7 +14,6 @@ find_package(SDL2 REQUIRED COMPONENTS SDL2::SDL2-static SDL2::SDL2main CONFIG)
find_package(OpenAL REQUIRED CONFIG)
find_library(physfs REQUIRED NAMES physfs-static PATHS "${CMAKE_PREFIX_PATH}/lib")
# Determine dependencies
set(STATIC_LIBS
dr_wav

+ 50
- 0
src/game/biome.hpp View File

@ -0,0 +1,50 @@
/*
* Copyright (C) 2020 Christopher J. Howard
*
* This file is part of Antkeeper source code.
*
* Antkeeper source code is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Antkeeper source code is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef ANTKEEPER_BIOME_HPP
#define ANTKEEPER_BIOME_HPP
#include <string>
#include "utility/fundamental-types.hpp"
class material;
struct biome
{
std::string name;
// Terrain
material* terrain_material;
// Weather
float3 ambient_color;
float ambient_intensity;
float sun_azimuth;
float sun_elevation;
float3 sun_color;
float sun_intensity;
float sun_angular_radius;
float3 horizon_color;
float3 zenith_color;
float wind_speed;
float wind_direction;
// Traits
};
#endif // ANTKEEPER_BIOME_HPP

+ 9
- 3
src/game/bootloader.cpp View File

@ -170,6 +170,7 @@ void parse_options(game_context* ctx, int argc, char** argv)
{
cxxopts::Options options("Antkeeper", "Ant colony simulation game");
options.add_options()
("b,biome", "Selects the biome to load", cxxopts::value<std::string>())
("c,continue", "Continues from the last save")
("d,data", "Sets the data package path", cxxopts::value<std::string>())
("f,fullscreen", "Starts in fullscreen mode")
@ -180,6 +181,10 @@ void parse_options(game_context* ctx, int argc, char** argv)
("w,windowed", "Starts in windowed mode");
auto result = options.parse(argc, argv);
// --biome
if (result.count("biome"))
ctx->option_biome = result["biome"].as<std::string>();
// --continue
if (result.count("continue"))
ctx->option_continue = true;
@ -339,6 +344,8 @@ void setup_resources(game_context* ctx)
ctx->resource_manager->include("/behaviors/");
ctx->resource_manager->include("/controls/");
ctx->resource_manager->include("/localization/");
ctx->resource_manager->include("/biomes/");
ctx->resource_manager->include("/traits/");
ctx->resource_manager->include("/");
}
@ -619,12 +626,11 @@ void setup_scenes(game_context* ctx)
// Setup lights
ctx->sun_indirect = new ambient_light();
ctx->sun_indirect->set_intensity(0.5f);
ctx->sun_indirect->set_intensity(0.0f);
ctx->sun_indirect->update_tweens();
ctx->sun_direct = new directional_light();
ctx->sun_direct->look_at({-1.0f, 5.0f, 1.0f}, {0.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 0.0f});
ctx->sun_direct->set_intensity(1.0f);
ctx->sun_direct->set_intensity(0.0f);
ctx->sun_direct->update_tweens();
ctx->subterrain_light = new point_light();

+ 5
- 0
src/game/game-context.hpp View File

@ -86,6 +86,7 @@ class cli;
class outline_pass;
class tracking_system;
class painting_system;
struct biome;
template <typename T> class animation;
template <typename T> class material_property;
template <typename T> class tween;
@ -100,6 +101,7 @@ struct game_context
std::ofstream log_filestream;
// Command-line options
std::optional<std::string> option_biome;
std::optional<bool> option_continue;
std::optional<std::string> option_data;
std::optional<bool> option_fullscreen;
@ -240,6 +242,9 @@ struct game_context
tracking_system* tracking_system;
painting_system* painting_system;
// Game
biome* biome;
// Debug
cli* cli;

+ 36
- 7
src/game/states/play-state.cpp View File

@ -44,11 +44,14 @@
#include "scene/model-instance.hpp"
#include "scene/scene.hpp"
#include "scene/camera.hpp"
#include "scene/ambient-light.hpp"
#include "scene/directional-light.hpp"
#include "scene/directional-light.hpp"
#include "game/systems/control-system.hpp"
#include "game/systems/camera-system.hpp"
#include "game/systems/render-system.hpp"
#include "game/systems/tool-system.hpp"
#include "game/biome.hpp"
#include "utility/fundamental-types.hpp"
#include "utility/gamma.hpp"
@ -56,16 +59,35 @@ void play_state_enter(game_context* ctx)
{
logger* logger = ctx->logger;
logger->push_task("Entering play state");
// Load biome
if (ctx->option_biome.has_value())
{
ctx->biome = ctx->resource_manager->load<biome>(ctx->option_biome.value() + ".bio");
}
else
{
ctx->biome = ctx->resource_manager->load<biome>("grassland.bio");
}
// Apply biome parameters to scene
ctx->sun_indirect->set_color(ctx->biome->ambient_color);
ctx->sun_indirect->set_intensity(ctx->biome->ambient_intensity);
math::quaternion<float> sun_azimuth_rotation = math::angle_axis(ctx->biome->sun_azimuth, float3{0, 1, 0});
math::quaternion<float> sun_elevation_rotation = math::angle_axis(ctx->biome->sun_elevation, float3{-1, 0, 0});
math::quaternion<float> sun_rotation = math::normalize(sun_azimuth_rotation * sun_elevation_rotation);
ctx->sun_direct->set_rotation(sun_rotation);
ctx->sun_direct->set_color(ctx->biome->sun_color);
ctx->sun_direct->set_intensity(ctx->biome->sun_intensity);
// Set up sky pass
sky_pass* sky_pass = ctx->overworld_sky_pass;
sky_pass->set_enabled(true);
sky_pass->set_sun_angular_radius(math::radians<float>(3.0f));
sky_pass->set_sun_color({2.0f, 2.0f, 2.0f});
sky_pass->set_horizon_color({0.129, 0.451, 0.549});
sky_pass->set_zenith_color({0.0, 0.286, 0.415});
//sky_pass->set_horizon_color(float3{0.002f, 0.158f, 0.250f});
//sky_pass->set_zenith_color(float3{0.002f, 0.158f, 0.250f});
sky_pass->set_sun_angular_radius(ctx->biome->sun_angular_radius);
sky_pass->set_sun_color(ctx->biome->sun_color * ctx->biome->sun_intensity);
sky_pass->set_horizon_color(ctx->biome->horizon_color);
sky_pass->set_zenith_color(ctx->biome->zenith_color);
ctx->tool_system->set_sun_direction(ctx->sun_direct->get_direction());
@ -89,6 +111,7 @@ void play_state_enter(game_context* ctx)
ecs::archetype* flashlight_light_cone_archetype = resource_manager->load<ecs::archetype>("flashlight-light-cone.ent");
ecs::archetype* lens_light_cone_archetype = resource_manager->load<ecs::archetype>("lens-light-cone.ent");
ecs::archetype* ant_head_archetype = resource_manager->load<ecs::archetype>("ant-head.ent");
ecs::archetype* dandelion_plant_archetype = resource_manager->load<ecs::archetype>("dandelion-plant.ent");
// Create tools
forceps_archetype->assign(ecs_registry, ctx->forceps_entity);
@ -280,6 +303,9 @@ void play_state_enter(game_context* ctx)
//transform.transform.translation.y -= 1.0f;
}
auto dandelion_plant = dandelion_plant_archetype->create(ecs_registry);
ec::place(ecs_registry, dandelion_plant, {55, -30});
control_system* control_system = ctx->control_system;
control_system->update(0.0, 0.0);
control_system->set_nest(nest);
@ -288,6 +314,9 @@ void play_state_enter(game_context* ctx)
ctx->fade_transition->transition(1.0f, true, ease<float>::in_quad);
logger->pop_task(EXIT_SUCCESS);
std::string biome_name = (*ctx->strings)[ctx->biome->name];
logger->log("Entered biome \"" + biome_name + "\"");
}
void play_state_exit(game_context* ctx)

+ 107
- 0
src/resources/biome-loader.cpp View File

@ -0,0 +1,107 @@
/*
* Copyright (C) 2020 Christopher J. Howard
*
* This file is part of Antkeeper source code.
*
* Antkeeper source code is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Antkeeper source code is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#include "resource-loader.hpp"
#include "resource-manager.hpp"
#include "game/biome.hpp"
#include "math/angles.hpp"
#include <nlohmann/json.hpp>
#include <physfs.h>
template <typename T>
static bool load_value(T* value, const nlohmann::json& json, const std::string& name)
{
if (auto element = json.find(name); element != json.end())
{
*value = element.value().get<T>();
return true;
}
return false;
}
template <typename T>
static bool load_array(T* value, std::size_t size, const nlohmann::json& json, const std::string& name)
{
if (auto element = json.find(name); element != json.end())
{
std::size_t i = 0;
for (auto it = element.value().cbegin(); (it != element.value().cend()) && (i < size); ++it)
{
*(value++) = it.value().get<float>();
++i;
}
return true;
}
return false;
}
template <>
biome* resource_loader<biome>::load(resource_manager* resource_manager, PHYSFS_File* file)
{
// Read file into buffer
std::size_t size = static_cast<int>(PHYSFS_fileLength(file));
std::string buffer;
buffer.resize(size);
PHYSFS_readBytes(file, &buffer[0], size);
// Parse json from file buffer
nlohmann::json json = nlohmann::json::parse(buffer);
biome* biome = new ::biome();
load_value(&biome->name, json, "name");
if (auto terrain = json.find("terrain"); terrain != json.end())
{
std::string material_filename;
if (load_value(&material_filename, terrain.value(), "material"))
{
biome->terrain_material = resource_manager->load<::material>(material_filename);
}
}
if (auto weather = json.find("weather"); weather != json.end())
{
load_array(&biome->ambient_color.x, 3, weather.value(), "ambient_color");
load_value(&biome->ambient_intensity, weather.value(), "ambient_intensity");
load_value(&biome->sun_azimuth, weather.value(), "sun_azimuth");
biome->sun_azimuth = math::radians(biome->sun_azimuth);
load_value(&biome->sun_elevation, weather.value(), "sun_elevation");
biome->sun_elevation = math::radians(biome->sun_elevation);
load_array(&biome->sun_color.x, 3, weather.value(), "sun_color");
load_value(&biome->sun_intensity, weather.value(), "sun_intensity");
load_value(&biome->sun_angular_radius, weather.value(), "sun_angular_radius");
biome->sun_angular_radius = math::radians(biome->sun_angular_radius);
load_array(&biome->horizon_color.x, 3, weather.value(), "horizon_color");
load_array(&biome->zenith_color.x, 3, weather.value(), "zenith_color");
load_value(&biome->wind_speed, weather.value(), "wind_speed");
load_value(&biome->wind_direction, weather.value(), "wind_direction");
biome->wind_direction = math::radians(biome->wind_direction);
}
return biome;
}

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