/* * Copyright (C) 2023 Christopher J. Howard * * This file is part of Antkeeper source code. * * Antkeeper source code is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Antkeeper source code is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with Antkeeper source code. If not, see . */ #include "game/world.hpp" #include #include #include #include #include "game/commands/commands.hpp" #include "game/components/atmosphere-component.hpp" #include "game/components/blackbody-component.hpp" #include "game/components/celestial-body-component.hpp" #include "game/components/observer-component.hpp" #include "game/components/orbit-component.hpp" #include "game/components/terrain-component.hpp" #include "game/components/transform-component.hpp" #include "game/systems/astronomy-system.hpp" #include "game/systems/atmosphere-system.hpp" #include "game/systems/orbit-system.hpp" #include "game/systems/terrain-system.hpp" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include namespace world { /// Loads an ephemeris. static void load_ephemeris(::game& ctx); /// Creates the fixed stars. static void create_stars(::game& ctx); /// Creates the Sun. static void create_sun(::game& ctx); /// Creates the Earth-Moon system. static void create_earth_moon_system(::game& ctx); /// Creates the Earth. static void create_earth(::game& ctx); /// Creates the Moon. static void create_moon(::game& ctx); void cosmogenesis(::game& ctx) { debug::log_trace("Generating cosmos..."); load_ephemeris(ctx); create_stars(ctx); create_sun(ctx); create_earth_moon_system(ctx); debug::log_trace("Generated cosmos"); } void create_observer(::game& ctx) { debug::log_trace("Creating observer..."); { // Create observer entity entity::id observer_eid = ctx.entity_registry->create(); ctx.entities["observer"] = observer_eid; // Construct observer component ::observer_component observer; // Set observer reference body if (auto it = ctx.entities.find("earth"); it != ctx.entities.end()) observer.reference_body_eid = it->second; else observer.reference_body_eid = entt::null; // Set observer location observer.elevation = 0.0; observer.latitude = 0.0; observer.longitude = 0.0; // Assign observer component to observer entity ctx.entity_registry->emplace<::observer_component>(observer_eid, observer); // Set atmosphere system active atmosphere ctx.atmosphere_system->set_active_atmosphere(observer.reference_body_eid); // Set astronomy system observer ctx.astronomy_system->set_observer(observer_eid); } debug::log_trace("Created observer"); } void set_location(::game& ctx, double elevation, double latitude, double longitude) { if (auto it = ctx.entities.find("observer"); it != ctx.entities.end()) { entity::id observer_eid = it->second; if (ctx.entity_registry->valid(observer_eid) && ctx.entity_registry->all_of<::observer_component>(observer_eid)) { // Update observer location ctx.entity_registry->patch<::observer_component> ( observer_eid, [&](auto& component) { component.elevation = elevation; component.latitude = latitude; component.longitude = longitude; } ); } } } void set_time(::game& ctx, double t) { try { ctx.astronomy_system->set_time(t); ctx.orbit_system->set_time(t); // debug::log_info("Set time to UT1 {}", t); } catch (const std::exception& e) { debug::log_error("Failed to set time to UT1 {}: {}", t, e.what()); } } void set_time(::game& ctx, int year, int month, int day, int hour, int minute, double second) { double longitude = 0.0; // Get longitude of observer if (auto it = ctx.entities.find("observer"); it != ctx.entities.end()) { entity::id observer_eid = it->second; if (ctx.entity_registry->valid(observer_eid)) { const auto observer = ctx.entity_registry->try_get<::observer_component>(observer_eid); if (observer) longitude = observer->longitude; } } // Calculate UTC offset at longitude const double utc_offset = physics::time::utc::offset(longitude); // Convert time from Gregorian to UT1 const double t = physics::time::gregorian::to_ut1(year, month, day, hour, minute, second, utc_offset); set_time(ctx, t); } void set_time_scale(::game& ctx, double scale) { // Convert time scale from seconds to days const double astronomical_scale = scale / physics::time::seconds_per_day; ctx.orbit_system->set_time_scale(astronomical_scale); ctx.astronomy_system->set_time_scale(astronomical_scale); } void load_ephemeris(::game& ctx) { ctx.orbit_system->set_ephemeris(ctx.resource_manager->load>("de421.eph")); } void create_stars(::game& ctx) { debug::log_trace("Generating fixed stars..."); // Load star catalog auto star_catalog = ctx.resource_manager->load("hipparcos-7.tsv"); // Allocate star catalog vertex data std::size_t star_count = 0; if (star_catalog->rows.size() > 0) star_count = star_catalog->rows.size() - 1; constexpr std::size_t star_vertex_stride = 7 * sizeof(float); std::vector star_vertex_data(star_count * star_vertex_stride / sizeof(float)); float* star_vertex = star_vertex_data.data(); // Init starlight illuminance math::dvec3 starlight_illuminance = {0, 0, 0}; // Build star catalog vertex data for (std::size_t i = 1; i < star_catalog->rows.size(); ++i) { const auto& row = star_catalog->rows[i]; // Parse star catalog item float ra = 0.0; float dec = 0.0; float vmag = 0.0; float bv = 0.0; try { ra = std::stof(row[1]); dec = std::stof(row[2]); vmag = std::stof(row[3]); bv = std::stof(row[4]); } catch (const std::exception&) { debug::log_warning("Invalid star catalog item on row {}", i); continue; } // Convert right ascension and declination from degrees to radians ra = math::wrap_radians(math::radians(ra)); dec = math::wrap_radians(math::radians(dec)); // Convert ICRF coordinates from spherical to Cartesian math::fvec3 position = physics::orbit::frame::bci::cartesian(math::fvec3{1.0f, dec, ra}); // Convert color index to color temperature float cct = color::bv_to_cct(bv); // Calculate XYZ color from color temperature math::fvec3 color_xyz = color::cct_to_xyz(cct); // Transform XYZ color to RGB math::fvec3 color_rgb = config::scene_linear_color_space.from_xyz * color_xyz; // Convert apparent magnitude to brightness factor relative to a 0th magnitude star float brightness = physics::light::vmag::to_brightness(vmag); // Build vertex *(star_vertex++) = position.x(); *(star_vertex++) = position.y(); *(star_vertex++) = position.z(); *(star_vertex++) = color_rgb.x(); *(star_vertex++) = color_rgb.y(); *(star_vertex++) = color_rgb.z(); *(star_vertex++) = brightness; // Calculate spectral illuminance math::dvec3 illuminance = math::dvec3(color_rgb * physics::light::vmag::to_illuminance(vmag)); // Add spectral illuminance to total starlight illuminance starlight_illuminance += illuminance; } // Allocate stars model std::shared_ptr stars_model = std::make_shared(); // Construct stars VAO constexpr gl::vertex_input_attribute star_vertex_attributes[] = { { render::vertex_attribute_location::position, 0, gl::format::r32g32b32_sfloat, 0 }, { render::vertex_attribute_location::color, 0, gl::format::r32g32b32a32_sfloat, 3 * sizeof(float) } }; auto& vao = stars_model->get_vertex_array(); vao = std::make_unique(star_vertex_attributes); // Construct stars VBO auto& vbo = stars_model->get_vertex_buffer(); vbo = std::make_unique(gl::buffer_usage::static_draw, std::as_bytes(std::span{star_vertex_data})); stars_model->set_vertex_offset(0); stars_model->set_vertex_stride(star_vertex_stride); // Construct star model group stars_model->get_groups().resize(1); render::model_group& stars_model_group = stars_model->get_groups().front(); stars_model_group.id = "stars"; stars_model_group.material = ctx.resource_manager->load("fixed-star.mtl"); stars_model_group.primitive_topology = gl::primitive_topology::point_list; stars_model_group.first_vertex = 0; stars_model_group.vertex_count = static_cast(star_count); // Pass stars model to sky pass ctx.sky_pass->set_stars_model(stars_model); // Pass starlight illuminance to astronomy system ctx.astronomy_system->set_starlight_illuminance(starlight_illuminance); debug::log_trace("Generated fixed stars"); } void create_sun(::game& ctx) { debug::log_trace("Generating Sun..."); { // Create sun entity auto sun_archetype = ctx.resource_manager->load("sun.ent"); entity::id sun_eid = sun_archetype->create(*ctx.entity_registry); ctx.entities["sun"] = sun_eid; // Create sun directional light scene object ctx.sun_light = std::make_unique(); ctx.sun_light->set_shadow_caster(true); ctx.sun_light->set_shadow_framebuffer(ctx.shadow_map_framebuffer); ctx.sun_light->set_shadow_bias(0.005f); ctx.sun_light->set_shadow_max_distance(20.0f); ctx.sun_light->set_shadow_fade_range(5.0f); ctx.sun_light->set_shadow_cascade_count(4); ctx.sun_light->set_shadow_cascade_distribution(0.8f); // Add sun light scene objects to surface scene ctx.surface_scene->add_object(*ctx.sun_light); // Pass direct sun light scene object to shadow map pass and astronomy system ctx.astronomy_system->set_sun_light(ctx.sun_light.get()); } debug::log_trace("Generated Sun"); } void create_earth_moon_system(::game& ctx) { debug::log_trace("Generating Earth-Moon system..."); { // Create Earth-Moon barycenter entity auto em_bary_archetype = ctx.resource_manager->load("em-bary.ent"); entity::id em_bary_eid = em_bary_archetype->create(*ctx.entity_registry); ctx.entities["em_bary"] = em_bary_eid; // Create Earth create_earth(ctx); // Create Moon create_moon(ctx); } debug::log_trace("Generated Earth-Moon system"); } void create_earth(::game& ctx) { debug::log_trace("Generating Earth..."); { // Create earth entity auto earth_archetype = ctx.resource_manager->load("earth.ent"); entity::id earth_eid = earth_archetype->create(*ctx.entity_registry); ctx.entities["earth"] = earth_eid; // Assign orbital parent ctx.entity_registry->get<::orbit_component>(earth_eid).parent = ctx.entities["em_bary"]; } debug::log_trace("Generated Earth"); } void create_moon(::game& ctx) { debug::log_trace("Generating Moon..."); { // Create lunar entity auto moon_archetype = ctx.resource_manager->load("moon.ent"); entity::id moon_eid = moon_archetype->create(*ctx.entity_registry); ctx.entities["moon"] = moon_eid; // Assign orbital parent ctx.entity_registry->get<::orbit_component>(moon_eid).parent = ctx.entities["em_bary"]; // Pass moon model to sky pass ctx.sky_pass->set_moon_model(ctx.resource_manager->load("moon.mdl")); // Create moon directional light scene object ctx.moon_light = std::make_unique(); // Add moon light scene objects to surface scene ctx.surface_scene->add_object(*ctx.moon_light); // Pass moon light scene object to astronomy system ctx.astronomy_system->set_moon_light(ctx.moon_light.get()); } debug::log_trace("Generated Moon"); } void enter_ecoregion(::game& ctx, const ecoregion& ecoregion) { debug::log_trace("Entering ecoregion {}...", ecoregion.name); { // Set active ecoregion //ctx.active_ecoregion = &ecoregion; // Set location ::world::set_location(ctx, ecoregion.elevation, ecoregion.latitude, ecoregion.longitude); // Setup sky ctx.sky_pass->set_sky_model(ctx.resource_manager->load("celestial-hemisphere.mdl")); ctx.sky_pass->set_ground_albedo(ecoregion.terrain_albedo); // Setup terrain // ctx.terrain_system->set_patch_material(ecoregion.terrain_material); // ctx.terrain_system->set_elevation_function // ( // [](float x, float z) -> float // { // const math::fvec2 position = math::fvec2{x, z}; // const std::size_t octaves = 3; // const float lacunarity = 1.5f; // const float gain = 0.5f; // const float fbm = math::noise::fbm // ( // position * 0.005f, // octaves, // lacunarity, // gain // ); // float y = fbm * 4.0f; // return y; // } // ); } debug::log_trace("Entered ecoregion {}", ecoregion.name); } void switch_scene(::game& ctx) { ctx.fade_transition_color->set({0, 0, 0}); ctx.fade_transition->transition(1.0f, false, ease::out_cubic, false, [](){}); } } // namespace world