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@ -76,6 +76,8 @@ |
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#include "game/systems/ui-system.hpp"
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#include "game/systems/ui-system.hpp"
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#include "game/systems/vegetation-system.hpp"
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#include "game/systems/vegetation-system.hpp"
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#include "game/systems/spatial-system.hpp"
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#include "game/systems/spatial-system.hpp"
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#include "game/systems/tracking-system.hpp"
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#include "game/components/marker-component.hpp"
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#include "game/entity-commands.hpp"
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#include "game/entity-commands.hpp"
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#include "utility/paths.hpp"
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#include "utility/paths.hpp"
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#include "event/event-dispatcher.hpp"
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#include "event/event-dispatcher.hpp"
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@ -555,6 +557,24 @@ void setup_rendering(game_context* ctx) |
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ctx->billboard_vao->bind_attribute(VERTEX_BARYCENTRIC_LOCATION, *ctx->billboard_vbo, 3, vertex_attribute_type::float_32, billboard_vertex_stride, sizeof(float) * 5); |
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ctx->billboard_vao->bind_attribute(VERTEX_BARYCENTRIC_LOCATION, *ctx->billboard_vbo, 3, vertex_attribute_type::float_32, billboard_vertex_stride, sizeof(float) * 5); |
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} |
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} |
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// Load marker albedo textures
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ctx->marker_albedo_textures = new texture_2d*[8]; |
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ctx->marker_albedo_textures[0] = ctx->resource_manager->load<texture_2d>("marker-clear-albedo.png"); |
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ctx->marker_albedo_textures[1] = ctx->resource_manager->load<texture_2d>("marker-yellow-albedo.png"); |
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ctx->marker_albedo_textures[2] = ctx->resource_manager->load<texture_2d>("marker-green-albedo.png"); |
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ctx->marker_albedo_textures[3] = ctx->resource_manager->load<texture_2d>("marker-blue-albedo.png"); |
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ctx->marker_albedo_textures[4] = ctx->resource_manager->load<texture_2d>("marker-purple-albedo.png"); |
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ctx->marker_albedo_textures[5] = ctx->resource_manager->load<texture_2d>("marker-pink-albedo.png"); |
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ctx->marker_albedo_textures[6] = ctx->resource_manager->load<texture_2d>("marker-red-albedo.png"); |
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ctx->marker_albedo_textures[7] = ctx->resource_manager->load<texture_2d>("marker-orange-albedo.png"); |
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for (int i = 0; i < 8; ++i) |
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{ |
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texture_2d* texture = ctx->marker_albedo_textures[i]; |
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texture->set_wrapping(texture_wrapping::clamp, texture_wrapping::clamp); |
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texture->set_filters(texture_min_filter::nearest, texture_mag_filter::nearest); |
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texture->set_max_anisotropy(0.0f); |
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} |
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// Create renderer
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// Create renderer
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ctx->renderer = new renderer(); |
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ctx->renderer = new renderer(); |
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ctx->renderer->set_billboard_vao(ctx->billboard_vao); |
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ctx->renderer->set_billboard_vao(ctx->billboard_vao); |
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@ -642,31 +662,6 @@ void setup_scenes(game_context* ctx) |
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ctx->splash_billboard->set_translation({0.0f, 0.0f, 0.0f}); |
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ctx->splash_billboard->set_translation({0.0f, 0.0f, 0.0f}); |
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ctx->splash_billboard->update_tweens(); |
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ctx->splash_billboard->update_tweens(); |
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material* billboard_material = new material(); |
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billboard_material->set_shader_program(ctx->resource_manager->load<shader_program>("ui-element-textured.glsl")); |
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billboard_material->add_property<const texture_2d*>("background")->set_value(ctx->resource_manager->load<texture_2d>("arrow.png")); |
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billboard_material->add_property<float4>("tint")->set_value(float4{1, 1, 1, 1}); |
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billboard_material->set_flags(MATERIAL_FLAG_TRANSLUCENT | MATERIAL_FLAG_NOT_SHADOW_CASTER); |
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billboard* arrow_billboard = new billboard(); |
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arrow_billboard->set_material(billboard_material); |
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arrow_billboard->set_scale(float3{1, 1, 1} * 2.0f); |
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arrow_billboard->set_translation({0, 10, 0}); |
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arrow_billboard->set_billboard_type(billboard_type::cylindrical); |
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arrow_billboard->set_alignment_axis({0, 1, 0}); |
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arrow_billboard->update_tweens(); |
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billboard_material = new material(); |
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billboard_material->set_shader_program(ctx->resource_manager->load<shader_program>("portal-card.glsl")); |
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billboard_material->add_property<float4>("color")->set_value(float4{1, 1, 1, 1}); |
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billboard_material->add_property<float2>("range")->set_value(float2{50.0f, 500.0f}); |
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billboard_material->set_flags(MATERIAL_FLAG_TRANSLUCENT | MATERIAL_FLAG_NOT_SHADOW_CASTER); |
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billboard* portal_billboard = new billboard(); |
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portal_billboard->set_material(billboard_material); |
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portal_billboard->set_scale(float3{1, 1, 1} * 10.0f); |
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portal_billboard->set_translation({0.0f, 0, 0}); |
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portal_billboard->set_billboard_type(billboard_type::spherical); |
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portal_billboard->set_alignment_axis({0, 1, 0}); |
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portal_billboard->update_tweens(); |
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// Create depth debug billboard
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// Create depth debug billboard
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/*
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/*
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@ -688,7 +683,6 @@ void setup_scenes(game_context* ctx) |
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ctx->overworld_scene->add_object(ctx->sun_indirect); |
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ctx->overworld_scene->add_object(ctx->sun_indirect); |
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ctx->overworld_scene->add_object(ctx->sun_direct); |
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ctx->overworld_scene->add_object(ctx->sun_direct); |
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//ctx->overworld_scene->add_object(ctx->spotlight);
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//ctx->overworld_scene->add_object(ctx->spotlight);
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ctx->overworld_scene->add_object(arrow_billboard); |
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// Setup underworld scene
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// Setup underworld scene
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ctx->underworld_scene = new scene(); |
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ctx->underworld_scene = new scene(); |
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@ -776,6 +770,8 @@ void setup_entities(game_context* ctx) |
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void setup_systems(game_context* ctx) |
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void setup_systems(game_context* ctx) |
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{ |
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{ |
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event_dispatcher* event_dispatcher = ctx->app->get_event_dispatcher(); |
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const auto& viewport_dimensions = ctx->app->get_viewport_dimensions(); |
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const auto& viewport_dimensions = ctx->app->get_viewport_dimensions(); |
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float4 viewport = {0.0f, 0.0f, static_cast<float>(viewport_dimensions[0]), static_cast<float>(viewport_dimensions[1])}; |
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float4 viewport = {0.0f, 0.0f, static_cast<float>(viewport_dimensions[0]), static_cast<float>(viewport_dimensions[1])}; |
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@ -794,9 +790,11 @@ void setup_systems(game_context* ctx) |
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// Setup camera system
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// Setup camera system
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ctx->camera_system = new camera_system(*ctx->ecs_registry); |
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ctx->camera_system = new camera_system(*ctx->ecs_registry); |
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ctx->camera_system->set_viewport(viewport); |
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ctx->camera_system->set_viewport(viewport); |
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event_dispatcher->subscribe<mouse_moved_event>(ctx->camera_system); |
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event_dispatcher->subscribe<window_resized_event>(ctx->camera_system); |
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// Setup tool system
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// Setup tool system
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ctx->tool_system = new tool_system(*ctx->ecs_registry); |
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ctx->tool_system = new tool_system(*ctx->ecs_registry, event_dispatcher); |
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ctx->tool_system->set_camera(ctx->overworld_camera); |
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ctx->tool_system->set_camera(ctx->overworld_camera); |
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ctx->tool_system->set_orbit_cam(ctx->camera_system->get_orbit_cam()); |
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ctx->tool_system->set_orbit_cam(ctx->camera_system->get_orbit_cam()); |
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ctx->tool_system->set_viewport(viewport); |
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ctx->tool_system->set_viewport(viewport); |
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@ -839,6 +837,10 @@ void setup_systems(game_context* ctx) |
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// Setup constraint system
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// Setup constraint system
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ctx->constraint_system = new constraint_system(*ctx->ecs_registry); |
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ctx->constraint_system = new constraint_system(*ctx->ecs_registry); |
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// Setup tracking system
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ctx->tracking_system = new tracking_system(*ctx->ecs_registry, event_dispatcher, ctx->resource_manager); |
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ctx->tracking_system->set_scene(ctx->overworld_scene); |
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// Setup render system
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// Setup render system
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ctx->render_system = new ::render_system(*ctx->ecs_registry); |
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ctx->render_system = new ::render_system(*ctx->ecs_registry); |
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ctx->render_system->add_layer(ctx->overworld_scene); |
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ctx->render_system->add_layer(ctx->overworld_scene); |
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@ -857,6 +859,8 @@ void setup_systems(game_context* ctx) |
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ctx->control_system->set_flashlight(ctx->flashlight_entity); |
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ctx->control_system->set_flashlight(ctx->flashlight_entity); |
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ctx->control_system->set_camera_subject(ctx->focal_point_entity); |
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ctx->control_system->set_camera_subject(ctx->focal_point_entity); |
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ctx->control_system->set_camera_system(ctx->camera_system); |
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ctx->control_system->set_camera_system(ctx->camera_system); |
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event_dispatcher->subscribe<mouse_moved_event>(ctx->control_system); |
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event_dispatcher->subscribe<window_resized_event>(ctx->control_system); |
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// Setup UI system
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// Setup UI system
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ctx->ui_system = new ui_system(ctx->resource_manager); |
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ctx->ui_system = new ui_system(ctx->resource_manager); |
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@ -864,6 +868,10 @@ void setup_systems(game_context* ctx) |
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ctx->ui_system->set_scene(ctx->ui_scene); |
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ctx->ui_system->set_scene(ctx->ui_scene); |
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ctx->ui_system->set_viewport(viewport); |
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ctx->ui_system->set_viewport(viewport); |
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ctx->ui_system->set_tool_menu_control(ctx->control_system->get_tool_menu_control()); |
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ctx->ui_system->set_tool_menu_control(ctx->control_system->get_tool_menu_control()); |
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event_dispatcher->subscribe<mouse_moved_event>(ctx->ui_system); |
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event_dispatcher->subscribe<window_resized_event>(ctx->ui_system); |
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} |
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} |
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void setup_controls(game_context* ctx) |
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void setup_controls(game_context* ctx) |
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@ -1011,12 +1019,16 @@ void setup_controls(game_context* ctx) |
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ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_rotate_ccw_control(), nullptr, scancode::q)); |
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ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_rotate_ccw_control(), nullptr, scancode::q)); |
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ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_rotate_cw_control(), nullptr, scancode::e)); |
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ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_rotate_cw_control(), nullptr, scancode::e)); |
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ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_equip_forceps_control(), nullptr, scancode::one)); |
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ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_equip_brush_control(), nullptr, scancode::two)); |
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ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_equip_lens_control(), nullptr, scancode::three)); |
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ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_equip_marker_control(), nullptr, scancode::four)); |
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ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_equip_container_control(), nullptr, scancode::five)); |
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ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_equip_twig_control(), nullptr, scancode::six)); |
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ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_equip_brush_control(), nullptr, scancode::one)); |
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ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_equip_twig_control(), nullptr, scancode::two)); |
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ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_equip_forceps_control(), nullptr, scancode::three)); |
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ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_equip_container_control(), nullptr, scancode::four)); |
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ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_equip_lens_control(), nullptr, scancode::five)); |
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ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_equip_marker_control(), nullptr, scancode::six)); |
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ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_next_marker_control(), nullptr, scancode::right_brace)); |
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ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_previous_marker_control(), nullptr, scancode::left_brace)); |
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ctx->input_event_router->add_mapping(mouse_button_mapping(ctx->control_system->get_use_tool_control(), nullptr, 1)); |
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ctx->input_event_router->add_mapping(mouse_button_mapping(ctx->control_system->get_use_tool_control(), nullptr, 1)); |
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ctx->control_system->get_use_tool_control()->set_activated_callback |
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ctx->control_system->get_use_tool_control()->set_activated_callback |
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@ -1077,15 +1089,58 @@ void setup_controls(game_context* ctx) |
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} |
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} |
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); |
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); |
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event_dispatcher->subscribe<mouse_moved_event>(ctx->control_system); |
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event_dispatcher->subscribe<mouse_moved_event>(ctx->camera_system); |
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event_dispatcher->subscribe<mouse_moved_event>(ctx->tool_system); |
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event_dispatcher->subscribe<mouse_moved_event>(ctx->ui_system); |
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event_dispatcher->subscribe<window_resized_event>(ctx->control_system); |
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event_dispatcher->subscribe<window_resized_event>(ctx->camera_system); |
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event_dispatcher->subscribe<window_resized_event>(ctx->tool_system); |
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event_dispatcher->subscribe<window_resized_event>(ctx->ui_system); |
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ctx->control_system->get_next_marker_control()->set_activated_callback |
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( |
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[ctx]() |
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{ |
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auto& marker_component = ctx->ecs_registry->get<ecs::marker_component>(ctx->marker_entity); |
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marker_component.color = (marker_component.color + 1) % 8; |
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const texture_2d* marker_albedo_texture = ctx->marker_albedo_textures[marker_component.color]; |
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model* marker_model = ctx->render_system->get_model_instance(ctx->marker_entity)->get_model(); |
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for (::model_group* group: *marker_model->get_groups()) |
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{ |
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material_property_base* albedo_property = group->get_material()->get_property("albedo_texture"); |
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if (albedo_property) |
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{ |
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static_cast<material_property<const texture_2d*>*>(albedo_property)->set_value(marker_albedo_texture); |
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} |
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} |
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} |
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); |
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ctx->control_system->get_previous_marker_control()->set_activated_callback |
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( |
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[ctx]() |
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{ |
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auto& marker_component = ctx->ecs_registry->get<ecs::marker_component>(ctx->marker_entity); |
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marker_component.color = (marker_component.color + 7) % 8; |
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const texture_2d* marker_albedo_texture = ctx->marker_albedo_textures[marker_component.color]; |
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model* marker_model = ctx->render_system->get_model_instance(ctx->marker_entity)->get_model(); |
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for (::model_group* group: *marker_model->get_groups()) |
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{ |
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material_property_base* albedo_property = group->get_material()->get_property("albedo_texture"); |
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if (albedo_property) |
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{ |
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static_cast<material_property<const texture_2d*>*>(albedo_property)->set_value(marker_albedo_texture); |
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} |
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} |
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} |
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); |
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// Make lens tool's model instance unculled, so its shadow is always visible.
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model_instance* lens_model_instance = ctx->render_system->get_model_instance(ctx->lens_entity); |
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if (lens_model_instance) |
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{ |
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lens_model_instance->set_culling_mask(&ctx->no_cull); |
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} |
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} |
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} |
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void setup_cli(game_context* ctx) |
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void setup_cli(game_context* ctx) |
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@ -1133,6 +1188,7 @@ void setup_callbacks(game_context* ctx) |
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ctx->spatial_system->update(t, dt); |
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ctx->spatial_system->update(t, dt); |
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ctx->constraint_system->update(t, dt); |
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ctx->constraint_system->update(t, dt); |
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ctx->tracking_system->update(t, dt); |
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//(*ctx->focal_point_tween)[1] = ctx->orbit_cam->get_focal_point();
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//(*ctx->focal_point_tween)[1] = ctx->orbit_cam->get_focal_point();
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