/* * Copyright (C) 2021 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/states/loading.hpp" #include "application.hpp" #include "astro/illuminance.hpp" #include "color/color.hpp" #include "entity/components/atmosphere.hpp" #include "entity/components/blackbody.hpp" #include "entity/components/celestial-body.hpp" #include "entity/components/orbit.hpp" #include "entity/components/terrain.hpp" #include "entity/components/transform.hpp" #include "entity/systems/astronomy.hpp" #include "entity/systems/orbit.hpp" #include "game/states/nuptial-flight.hpp" #include "game/states/splash.hpp" #include "geom/spherical.hpp" #include "gl/drawing-mode.hpp" #include "gl/vertex-array.hpp" #include "gl/vertex-attribute-type.hpp" #include "gl/vertex-buffer.hpp" #include "physics/light/photometry.hpp" #include "physics/orbit/orbit.hpp" #include "renderer/material.hpp" #include "renderer/model.hpp" #include "renderer/passes/shadow-map-pass.hpp" #include "renderer/vertex-attributes.hpp" #include "resources/resource-manager.hpp" #include "scene/ambient-light.hpp" #include "scene/directional-light.hpp" namespace game { namespace state { namespace loading { /// Creates the universe and solar system. static void cosmogenesis(game::context* ctx); /// Creates a sun. static void heliogenesis(game::context* ctx); /// Creates a planet. static void planetogenesis(game::context* ctx); /// Creates a moon. static void selenogenesis(game::context* ctx); /// Creates fixed stars. static void extrasolar_heliogenesis(game::context* ctx); /// Creates an ant colony static void colonigenesis(game::context* ctx); void enter(game::context* ctx) { // Create universe ctx->logger->push_task("Creating the universe"); try { cosmogenesis(ctx); } catch (...) { ctx->logger->pop_task(EXIT_FAILURE); throw; } ctx->logger->pop_task(EXIT_SUCCESS); // Determine next game state application::state next_state; if (ctx->option_quick_start.has_value()) { next_state.name = "nuptial flight"; next_state.enter = std::bind(game::state::nuptial_flight::enter, ctx); next_state.exit = std::bind(game::state::nuptial_flight::exit, ctx); } else { next_state.name = "splash"; next_state.enter = std::bind(game::state::splash::enter, ctx); next_state.exit = std::bind(game::state::splash::exit, ctx); } // Queue next game state ctx->app->queue_state(next_state); } void exit(game::context* ctx) {} void cosmogenesis(game::context* ctx) { // Init time const double time = 0.0; ctx->astronomy_system->set_universal_time(time); ctx->orbit_system->set_universal_time(time); // Create sun ctx->logger->push_task("Creating the sun"); try { heliogenesis(ctx); } catch (...) { ctx->logger->pop_task(EXIT_FAILURE); throw; } ctx->logger->pop_task(EXIT_SUCCESS); // Create planet ctx->logger->push_task("Creating the planet"); try { planetogenesis(ctx); } catch (...) { ctx->logger->pop_task(EXIT_FAILURE); throw; } ctx->logger->pop_task(EXIT_SUCCESS); // Create moon ctx->logger->push_task("Creating the moon"); try { selenogenesis(ctx); } catch (...) { ctx->logger->pop_task(EXIT_FAILURE); throw; } ctx->logger->pop_task(EXIT_SUCCESS); // Create fixed stars ctx->logger->push_task("Creating fixed stars"); try { extrasolar_heliogenesis(ctx); } catch (...) { ctx->logger->pop_task(EXIT_FAILURE); throw; } ctx->logger->pop_task(EXIT_SUCCESS); // Create ant colony ctx->logger->push_task("Creating ant colony"); try { colonigenesis(ctx); } catch (...) { ctx->logger->pop_task(EXIT_FAILURE); throw; } ctx->logger->pop_task(EXIT_SUCCESS); } void heliogenesis(game::context* ctx) { // Create solar entity auto sun_eid = ctx->entity_registry->create(); // Name solar entity ctx->named_entities["sun"] = sun_eid; // Assign solar celestial body component entity::component::celestial_body body; body.radius = 6.957e+8; body.axial_tilt = math::radians(0.0); body.axial_rotation = math::radians(0.0); body.angular_frequency = math::radians(0.0); ctx->entity_registry->assign(sun_eid, body); // Assign solar orbit component entity::component::orbit orbit; orbit.elements.a = 0.0; orbit.elements.e = 0.0; orbit.elements.i = math::radians(0.0); orbit.elements.raan = math::radians(0.0); orbit.elements.w = math::radians(0.0); orbit.elements.ta = math::radians(0.0); ctx->entity_registry->assign(sun_eid, orbit); // Assign solar blackbody component entity::component::blackbody blackbody; blackbody.temperature = 5778.0; ctx->entity_registry->assign(sun_eid, blackbody); // Assign solar transform component entity::component::transform transform; transform.local = math::identity_transform; transform.warp = true; ctx->entity_registry->assign(sun_eid, transform); // Create direct sun light scene object scene::directional_light* sun_direct = new scene::directional_light(); // Create ambient sun light scene object scene::ambient_light* sun_ambient = new scene::ambient_light(); sun_ambient->set_color({1, 1, 1}); sun_ambient->set_intensity(0.0f); sun_ambient->update_tweens(); // Add sun light scene objects to surface scene ctx->surface_scene->add_object(sun_direct); ctx->surface_scene->add_object(sun_ambient); // Pass direct sun light scene object to shadow map pass and astronomy system ctx->surface_shadow_map_pass->set_light(sun_direct); ctx->astronomy_system->set_sun_light(sun_direct); } void planetogenesis(game::context* ctx) { // Create planetary entity auto planet_eid = ctx->entity_registry->create(); // Name planetary entity ctx->named_entities["planet"] = planet_eid; // Assign planetary celestial body component entity::component::celestial_body body; body.radius = 6.3781e6; body.axial_tilt = math::radians(23.4393); body.axial_rotation = math::radians(280.46061837504); body.angular_frequency = math::radians(360.9856122880876128); ctx->entity_registry->assign(planet_eid, body); // Assign planetary orbit component entity::component::orbit orbit; orbit.elements.a = 1.496e+11; orbit.elements.e = 0.01671123; orbit.elements.i = math::radians(-0.00001531); orbit.elements.raan = math::radians(0.0); const double longitude_periapsis = math::radians(102.93768193); orbit.elements.w = longitude_periapsis - orbit.elements.raan; orbit.elements.ta = math::radians(100.46457166) - longitude_periapsis; ctx->entity_registry->assign(planet_eid, orbit); // Assign planetary terrain component entity::component::terrain terrain; terrain.elevation = [](double, double) -> double { //return math::random(0.0, 1.0); return 0.0; }; terrain.max_lod = 0; terrain.patch_material = nullptr; ctx->entity_registry->assign(planet_eid, terrain); // Assign planetary atmosphere component entity::component::atmosphere atmosphere; atmosphere.exosphere_altitude = 65e3; atmosphere.index_of_refraction = 1.000293; atmosphere.rayleigh_density = 2.545e25; atmosphere.rayleigh_scale_height = 8000.0; atmosphere.mie_density = 14.8875; atmosphere.mie_scale_height = 1200.0; atmosphere.mie_anisotropy = 0.8; ctx->entity_registry->assign(planet_eid, atmosphere); // Assign planetary transform component entity::component::transform transform; transform.local = math::identity_transform; transform.warp = true; ctx->entity_registry->assign(planet_eid, transform); // Pass planet to astronomy system as reference body ctx->astronomy_system->set_reference_body(planet_eid); // Load sky model ctx->surface_sky_pass->set_sky_model(ctx->resource_manager->load("sky-dome.mdl")); } void selenogenesis(game::context* ctx) { // Create lunar entity auto moon_eid = ctx->entity_registry->create(); // Name lunar entity ctx->named_entities["moon"] = moon_eid; // Pass moon model to sky pass ctx->surface_sky_pass->set_moon_model(ctx->resource_manager->load("moon.mdl")); } void extrasolar_heliogenesis(game::context* ctx) { // Load star catalog string_table* star_catalog = ctx->resource_manager->load("stars.csv"); // Allocate star catalog vertex data std::size_t star_count = 0; if (star_catalog->size() > 0) star_count = star_catalog->size() - 1; std::size_t star_vertex_size = 6; std::size_t star_vertex_stride = star_vertex_size * sizeof(float); float* star_vertex_data = new float[star_count * star_vertex_size]; float* star_vertex = star_vertex_data; // Build star catalog vertex data for (std::size_t i = 1; i < star_catalog->size(); ++i) { const string_table_row& catalog_row = (*star_catalog)[i]; double ra = 0.0; double dec = 0.0; double vmag = 0.0; double bv_color = 0.0; // Parse star catalog entry try { ra = std::stod(catalog_row[1]); dec = std::stod(catalog_row[2]); vmag = std::stod(catalog_row[3]); bv_color = std::stod(catalog_row[4]); } catch (const std::exception& e) { continue; } // Convert right ascension and declination from degrees to radians ra = math::wrap_radians(math::radians(ra)); dec = math::wrap_radians(math::radians(dec)); // Transform spherical equatorial coordinates to rectangular equatorial coordinates double3 position_bci = geom::spherical::to_cartesian(double3{1.0, dec, ra}); // Transform coordinates from equatorial space to inertial space physics::frame bci_to_inertial = physics::orbit::inertial::to_bci({0, 0, 0}, 0.0, math::radians(23.4393)).inverse(); double3 position_inertial = bci_to_inertial * position_bci; // Convert color index to color temperature double cct = color::index::bv_to_cct(bv_color); // Calculate XYZ color from color temperature double3 color_xyz = color::cct::to_xyz(cct); // Transform XYZ color to ACEScg colorspace double3 color_acescg = color::xyz::to_acescg(color_xyz); // Convert apparent magnitude to irradiance (W/m^2) double vmag_irradiance = std::pow(10.0, 0.4 * (-vmag - 19.0 + 0.4)); // Convert irradiance to illuminance double vmag_illuminance = vmag_irradiance * (683.0 * 0.14); // Scale color by illuminance double3 scaled_color = color_acescg * vmag_illuminance; // Build vertex *(star_vertex++) = static_cast(position_inertial.x); *(star_vertex++) = static_cast(position_inertial.y); *(star_vertex++) = static_cast(position_inertial.z); *(star_vertex++) = static_cast(scaled_color.x); *(star_vertex++) = static_cast(scaled_color.y); *(star_vertex++) = static_cast(scaled_color.z); } // Unload star catalog ctx->resource_manager->unload("stars.csv"); // Allocate stars model model* stars_model = new model(); // Resize model VBO and upload vertex data gl::vertex_buffer* vbo = stars_model->get_vertex_buffer(); vbo->resize(star_count * star_vertex_stride, star_vertex_data); // Free star catalog vertex data delete[] star_vertex_data; // Bind vertex attributes to model VAO gl::vertex_array* vao = stars_model->get_vertex_array(); std::size_t vao_offset = 0; vao->bind_attribute(VERTEX_POSITION_LOCATION, *vbo, 3, gl::vertex_attribute_type::float_32, star_vertex_stride, 0); vao_offset += 3; vao->bind_attribute(VERTEX_COLOR_LOCATION, *vbo, 3, gl::vertex_attribute_type::float_32, star_vertex_stride, sizeof(float) * vao_offset); // Load star material material* star_material = ctx->resource_manager->load("fixed-star.mtl"); // Create model group model_group* stars_model_group = stars_model->add_group("stars"); stars_model_group->set_material(star_material); stars_model_group->set_drawing_mode(gl::drawing_mode::points); stars_model_group->set_start_index(0); stars_model_group->set_index_count(star_count); // Pass stars model to sky pass ctx->surface_sky_pass->set_stars_model(stars_model); } void colonigenesis(game::context* ctx) { // Create queen entity auto queen_eid = ctx->entity_registry->create(); ctx->named_entities["queen"] = queen_eid; // Create central shaft entity auto shaft_eid = ctx->entity_registry->create(); ctx->named_entities["shaft"] = queen_eid; // Create entrance "lobby" chamber entity auto lobby_eid = ctx->entity_registry->create(); ctx->named_entities["lobby"] = lobby_eid; } } // namespace loading } // namespace state } // namespace game