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