/* * 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/state/boot.hpp" #include "animation/animation.hpp" #include "animation/animator.hpp" #include "animation/ease.hpp" #include "animation/screen-transition.hpp" #include "animation/timeline.hpp" #include "application.hpp" #include "debug/cli.hpp" #include "debug/console-commands.hpp" #include "debug/logger.hpp" #include "game/context.hpp" #include "gl/framebuffer.hpp" #include "gl/pixel-format.hpp" #include "gl/pixel-type.hpp" #include "gl/rasterizer.hpp" #include "gl/texture-2d.hpp" #include "gl/texture-filter.hpp" #include "gl/texture-wrapping.hpp" #include "gl/vertex-array.hpp" #include "gl/vertex-attribute.hpp" #include "gl/vertex-buffer.hpp" #include "render/material-flags.hpp" #include "render/material-property.hpp" #include "render/passes/bloom-pass.hpp" #include "render/passes/clear-pass.hpp" #include "render/passes/final-pass.hpp" #include "render/passes/material-pass.hpp" #include "render/passes/outline-pass.hpp" #include "render/passes/shadow-map-pass.hpp" #include "render/passes/sky-pass.hpp" #include "render/passes/simple-pass.hpp" #include "render/vertex-attribute.hpp" #include "render/compositor.hpp" #include "render/renderer.hpp" #include "resources/resource-manager.hpp" #include "resources/file-buffer.hpp" #include "scene/scene.hpp" #include "game/state/splash.hpp" #include "entity/systems/behavior.hpp" #include "entity/systems/camera.hpp" #include "entity/systems/collision.hpp" #include "entity/systems/constraint.hpp" #include "entity/systems/locomotion.hpp" #include "entity/systems/snapping.hpp" #include "entity/systems/render.hpp" #include "entity/systems/samara.hpp" #include "entity/systems/subterrain.hpp" #include "entity/systems/terrain.hpp" #include "entity/systems/vegetation.hpp" #include "entity/systems/spatial.hpp" #include "entity/systems/painting.hpp" #include "entity/systems/astronomy.hpp" #include "entity/systems/blackbody.hpp" #include "entity/systems/atmosphere.hpp" #include "entity/systems/orbit.hpp" #include "entity/systems/proteome.hpp" #include "entity/commands.hpp" #include "utility/paths.hpp" #include "event/event-dispatcher.hpp" #include "input/event-router.hpp" #include "input/mapper.hpp" #include "input/listener.hpp" #include "input/gamepad.hpp" #include "input/mouse.hpp" #include "input/keyboard.hpp" #include "configuration.hpp" #include "input/scancode.hpp" #include "game/fonts.hpp" #include "game/controls.hpp" #include "game/save.hpp" #include "game/menu.hpp" #include "game/graphics.hpp" #include "utility/timestamp.hpp" #include #include #include #include #include #include #include #include namespace game { namespace state { boot::boot(game::context& ctx, int argc, char** argv): game::state::base(ctx) { // Allocate application ctx.app = new application(); // Get application logger ctx.logger = ctx.app->get_logger(); // Boot process ctx.logger->push_task("Entering boot state"); try { // Parse command line options parse_options(argc, argv); setup_resources(); load_config(); load_strings(); setup_window(); setup_rendering(); setup_sound(); setup_scenes(); setup_animation(); setup_entities(); setup_systems(); setup_controls(); setup_ui(); setup_debugging(); setup_loop(); } catch (const std::exception& e) { ctx.logger->error("Caught exception: \"" + std::string(e.what()) + "\""); ctx.logger->pop_task(EXIT_FAILURE); return; } ctx.logger->pop_task(EXIT_SUCCESS); // Push splash state ctx.state_machine.emplace(new game::state::splash(ctx)); // Enter main loop loop(); } boot::~boot() { ctx.logger->push_task("Exiting boot state"); // Close application delete ctx.app; ctx.app = nullptr; ctx.logger->pop_task(EXIT_SUCCESS); } void boot::parse_options(int argc, char** argv) { debug::logger* logger = ctx.logger; logger->push_task("Parsing command line options"); try { cxxopts::Options options("Antkeeper", "Ant colony simulation game"); options.add_options() ("c,continue", "Continues from the last save") ("d,data", "Sets the data package path", cxxopts::value()) ("f,fullscreen", "Starts in fullscreen mode") ("n,new-game", "Starts a new game") ("q,quick-start", "Skips to the main menu") ("r,reset", "Restores all settings to default") ("v,vsync", "Enables or disables v-sync", cxxopts::value()) ("w,windowed", "Starts in windowed mode"); auto result = options.parse(argc, argv); // --continue if (result.count("continue")) option_continue = true; // --data if (result.count("data")) option_data = result["data"].as(); // --fullscreen if (result.count("fullscreen")) option_fullscreen = true; // --new-game if (result.count("new-game")) option_new_game = true; // --quick-start if (result.count("quick-start")) option_quick_start = true; // --reset if (result.count("reset")) option_reset = true; // --vsync if (result.count("vsync")) option_v_sync = (result["vsync"].as()) ? true : false; // --windowed if (result.count("windowed")) option_windowed = true; } catch (const std::exception& e) { logger->error("Exception caught: \"" + std::string(e.what()) + "\""); logger->pop_task(EXIT_FAILURE); return; } logger->pop_task(EXIT_SUCCESS); } void boot::setup_resources() { debug::logger* logger = ctx.logger; // Setup resource manager ctx.resource_manager = new resource_manager(logger); // Determine application name std::string application_name; #if defined(_WIN32) || defined(__APPLE__) application_name = "Antkeeper"; #else application_name = "antkeeper"; #endif // Detect paths ctx.data_path = get_data_path(application_name); ctx.config_path = get_config_path(application_name); ctx.mods_path = ctx.config_path / "mods"; ctx.saves_path = ctx.config_path / "saves"; ctx.screenshots_path = ctx.config_path / "gallery"; ctx.controls_path = ctx.config_path / "controls"; // Log resource paths logger->log("Detected data path as \"" + ctx.data_path.string()); logger->log("Detected config path as \"" + ctx.config_path.string()); // Create nonexistent config directories std::vector config_paths; config_paths.push_back(ctx.config_path); config_paths.push_back(ctx.mods_path); config_paths.push_back(ctx.saves_path); config_paths.push_back(ctx.screenshots_path); config_paths.push_back(ctx.controls_path); for (const std::filesystem::path& path: config_paths) { if (!std::filesystem::exists(path)) { logger->push_task("Creating directory \"" + path.string()); if (std::filesystem::create_directories(path)) { logger->pop_task(EXIT_SUCCESS); } else { logger->pop_task(EXIT_FAILURE); } } } // Redirect logger output to log file on non-debug builds #if defined(NDEBUG) std::filesystem::path log_path = ctx.config_path / "log.txt"; ctx.log_filestream.open(log_path); ctx.log_filestream << logger->get_history(); logger->redirect(&ctx.log_filestream); #endif // Scan for mods std::vector mod_paths; for (const auto& directory_entry: std::filesystem::directory_iterator(ctx.mods_path)) { if (directory_entry.is_directory()) mod_paths.push_back(directory_entry.path()); } // Determine data package path if (option_data.has_value()) { ctx.data_package_path = std::filesystem::path(option_data.value()); if (ctx.data_package_path.is_relative()) ctx.data_package_path = ctx.data_path / ctx.data_package_path; } else { ctx.data_package_path = ctx.data_path / "data.zip"; } // Mount mods for (const std::filesystem::path& mod_path: mod_paths) ctx.resource_manager->mount((ctx.mods_path / mod_path).string()); // Mount config path ctx.resource_manager->mount(ctx.config_path.string()); // Mount data package ctx.resource_manager->mount(ctx.data_package_path.string()); // Include resource search paths in order of priority ctx.resource_manager->include("/shaders/"); ctx.resource_manager->include("/models/"); ctx.resource_manager->include("/images/"); ctx.resource_manager->include("/textures/"); ctx.resource_manager->include("/materials/"); ctx.resource_manager->include("/entities/"); ctx.resource_manager->include("/behaviors/"); ctx.resource_manager->include("/controls/"); ctx.resource_manager->include("/localization/"); ctx.resource_manager->include("/localization/fonts/"); ctx.resource_manager->include("/biomes/"); ctx.resource_manager->include("/traits/"); ctx.resource_manager->include("/"); } void boot::load_config() { debug::logger* logger = ctx.logger; logger->push_task("Loading config"); // Load config file ctx.config = ctx.resource_manager->load("config.json"); if (!ctx.config) { logger->pop_task(EXIT_FAILURE); return; } logger->pop_task(EXIT_SUCCESS); } void boot::load_strings() { debug::logger* logger = ctx.logger; logger->push_task("Loading strings"); ctx.string_table = ctx.resource_manager->load("strings.csv"); build_string_table_map(&ctx.string_table_map, *ctx.string_table); ctx.language_code = (*ctx.config)["language"].get(); ctx.language_index = -1; for (int i = 2; i < (*ctx.string_table)[0].size(); ++i) { if ((*ctx.string_table)[0][i] == ctx.language_code) ctx.language_index = i - 2; } ctx.language_count = (*ctx.string_table)[0].size() - 2; logger->log("language count: " + std::to_string(ctx.language_count)); logger->log("language index: " + std::to_string(ctx.language_index)); logger->log("language code: " + ctx.language_code); ctx.strings = &ctx.string_table_map[ctx.language_code]; logger->pop_task(EXIT_SUCCESS); } void boot::setup_window() { debug::logger* logger = ctx.logger; logger->push_task("Setting up window"); application* app = ctx.app; json* config = ctx.config; // Set fullscreen or windowed mode bool fullscreen = true; if (option_fullscreen.has_value()) fullscreen = true; else if (option_windowed.has_value()) fullscreen = false; else if (config->contains("fullscreen")) fullscreen = (*config)["fullscreen"].get(); app->set_fullscreen(fullscreen); // Set resolution const auto& display_dimensions = ctx.app->get_display_dimensions(); int2 resolution = {display_dimensions[0], display_dimensions[1]}; if (fullscreen) { if (config->contains("fullscreen_resolution")) { resolution.x = (*config)["fullscreen_resolution"][0].get(); resolution.y = (*config)["fullscreen_resolution"][1].get(); } } else { if (config->contains("windowed_resolution")) { resolution.x = (*config)["windowed_resolution"][0].get(); resolution.y = (*config)["windowed_resolution"][1].get(); } } app->resize_window(resolution.x, resolution.y); // Set v-sync bool v_sync = true; if (option_v_sync.has_value()) v_sync = (option_v_sync.value() != 0); else if (config->contains("v_sync")) v_sync = (*config)["v_sync"].get(); app->set_v_sync(v_sync); // Set title app->set_title((*ctx.strings)["application_title"]); // Show window ctx.app->get_rasterizer()->set_clear_color(0.0f, 0.0f, 0.0f, 1.0f); ctx.app->get_rasterizer()->clear_framebuffer(true, false, false); app->show_window(); ctx.app->swap_buffers(); logger->pop_task(EXIT_SUCCESS); } void boot::setup_rendering() { debug::logger* logger = ctx.logger; logger->push_task("Setting up rendering"); // Get rasterizer from application ctx.rasterizer = ctx.app->get_rasterizer(); // Create framebuffers game::graphics::create_framebuffers(ctx); // Load blue noise texture gl::texture_2d* blue_noise_map = ctx.resource_manager->load("blue-noise.tex"); // Load fallback material ctx.fallback_material = ctx.resource_manager->load("fallback.mtl"); // Setup common render passes { ctx.common_bloom_pass = new render::bloom_pass(ctx.rasterizer, ctx.bloom_framebuffer, ctx.resource_manager); ctx.common_bloom_pass->set_source_texture(ctx.hdr_color_texture); ctx.common_bloom_pass->set_brightness_threshold(1.0f); ctx.common_bloom_pass->set_blur_iterations(5); ctx.common_final_pass = new render::final_pass(ctx.rasterizer, &ctx.rasterizer->get_default_framebuffer(), ctx.resource_manager); ctx.common_final_pass->set_color_texture(ctx.hdr_color_texture); ctx.common_final_pass->set_bloom_texture(ctx.bloom_color_texture); ctx.common_final_pass->set_blue_noise_texture(blue_noise_map); } // Setup UI compositor { ctx.ui_clear_pass = new render::clear_pass(ctx.rasterizer, &ctx.rasterizer->get_default_framebuffer()); ctx.ui_clear_pass->set_cleared_buffers(false, true, false); ctx.ui_clear_pass->set_clear_depth(0.0f); ctx.ui_material_pass = new render::material_pass(ctx.rasterizer, &ctx.rasterizer->get_default_framebuffer(), ctx.resource_manager); ctx.ui_material_pass->set_fallback_material(ctx.fallback_material); ctx.ui_compositor = new render::compositor(); ctx.ui_compositor->add_pass(ctx.ui_clear_pass); ctx.ui_compositor->add_pass(ctx.ui_material_pass); } // Setup underground compositor { ctx.underground_clear_pass = new render::clear_pass(ctx.rasterizer, ctx.hdr_framebuffer); ctx.underground_clear_pass->set_cleared_buffers(true, true, false); ctx.underground_clear_pass->set_clear_color({1, 0, 1, 0}); ctx.underground_clear_pass->set_clear_depth(0.0f); ctx.underground_material_pass = new render::material_pass(ctx.rasterizer, ctx.hdr_framebuffer, ctx.resource_manager); ctx.underground_material_pass->set_fallback_material(ctx.fallback_material); ctx.app->get_event_dispatcher()->subscribe(ctx.underground_material_pass); ctx.underground_compositor = new render::compositor(); ctx.underground_compositor->add_pass(ctx.underground_clear_pass); ctx.underground_compositor->add_pass(ctx.underground_material_pass); ctx.underground_compositor->add_pass(ctx.common_bloom_pass); ctx.underground_compositor->add_pass(ctx.common_final_pass); } // Setup surface compositor { ctx.surface_shadow_map_clear_pass = new render::clear_pass(ctx.rasterizer, ctx.shadow_map_framebuffer); ctx.surface_shadow_map_clear_pass->set_cleared_buffers(false, true, false); ctx.surface_shadow_map_clear_pass->set_clear_depth(1.0f); ctx.surface_shadow_map_pass = new render::shadow_map_pass(ctx.rasterizer, ctx.shadow_map_framebuffer, ctx.resource_manager); ctx.surface_shadow_map_pass->set_split_scheme_weight(0.75f); ctx.surface_clear_pass = new render::clear_pass(ctx.rasterizer, ctx.hdr_framebuffer); ctx.surface_clear_pass->set_cleared_buffers(true, true, true); ctx.surface_clear_pass->set_clear_depth(0.0f); ctx.surface_sky_pass = new render::sky_pass(ctx.rasterizer, ctx.hdr_framebuffer, ctx.resource_manager); ctx.app->get_event_dispatcher()->subscribe(ctx.surface_sky_pass); ctx.surface_material_pass = new render::material_pass(ctx.rasterizer, ctx.hdr_framebuffer, ctx.resource_manager); ctx.surface_material_pass->set_fallback_material(ctx.fallback_material); ctx.surface_material_pass->shadow_map_pass = ctx.surface_shadow_map_pass; ctx.surface_material_pass->shadow_map = ctx.shadow_map_depth_texture; ctx.app->get_event_dispatcher()->subscribe(ctx.surface_material_pass); ctx.surface_outline_pass = new render::outline_pass(ctx.rasterizer, ctx.hdr_framebuffer, ctx.resource_manager); ctx.surface_outline_pass->set_outline_width(0.25f); ctx.surface_outline_pass->set_outline_color(float4{1.0f, 1.0f, 1.0f, 1.0f}); ctx.surface_compositor = new render::compositor(); ctx.surface_compositor->add_pass(ctx.surface_shadow_map_clear_pass); ctx.surface_compositor->add_pass(ctx.surface_shadow_map_pass); ctx.surface_compositor->add_pass(ctx.surface_clear_pass); ctx.surface_compositor->add_pass(ctx.surface_sky_pass); ctx.surface_compositor->add_pass(ctx.surface_material_pass); //ctx.surface_compositor->add_pass(ctx.surface_outline_pass); ctx.surface_compositor->add_pass(ctx.common_bloom_pass); ctx.surface_compositor->add_pass(ctx.common_final_pass); } // Create billboard VAO { const float billboard_vertex_data[] = { -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f }; std::size_t billboard_vertex_size = 8; std::size_t billboard_vertex_stride = sizeof(float) * billboard_vertex_size; std::size_t billboard_vertex_count = 6; ctx.billboard_vbo = new gl::vertex_buffer(sizeof(float) * billboard_vertex_size * billboard_vertex_count, billboard_vertex_data); ctx.billboard_vao = new gl::vertex_array(); std::size_t attribute_offset = 0; // Define position vertex attribute gl::vertex_attribute position_attribute; position_attribute.buffer = ctx.billboard_vbo; position_attribute.offset = attribute_offset; position_attribute.stride = billboard_vertex_stride; position_attribute.type = gl::vertex_attribute_type::float_32; position_attribute.components = 3; attribute_offset += position_attribute.components * sizeof(float); // Define UV vertex attribute gl::vertex_attribute uv_attribute; uv_attribute.buffer = ctx.billboard_vbo; uv_attribute.offset = attribute_offset; uv_attribute.stride = billboard_vertex_stride; uv_attribute.type = gl::vertex_attribute_type::float_32; uv_attribute.components = 2; attribute_offset += uv_attribute.components * sizeof(float); // Define barycentric vertex attribute gl::vertex_attribute barycentric_attribute; barycentric_attribute.buffer = ctx.billboard_vbo; barycentric_attribute.offset = attribute_offset; barycentric_attribute.stride = billboard_vertex_stride; barycentric_attribute.type = gl::vertex_attribute_type::float_32; barycentric_attribute.components = 3; attribute_offset += barycentric_attribute.components * sizeof(float); // Bind vertex attributes to VAO ctx.billboard_vao->bind(render::vertex_attribute::position, position_attribute); ctx.billboard_vao->bind(render::vertex_attribute::uv, uv_attribute); ctx.billboard_vao->bind(render::vertex_attribute::barycentric, barycentric_attribute); } // Create renderer ctx.renderer = new render::renderer(); ctx.renderer->set_billboard_vao(ctx.billboard_vao); logger->pop_task(EXIT_SUCCESS); } void boot::setup_sound() { debug::logger* logger = ctx.logger; logger->push_task("Setting up sound"); // Load master volume config ctx.master_volume = 1.0f; if (ctx.config->contains("master_volume")) ctx.master_volume = (*ctx.config)["master_volume"].get(); // Load ambience volume config ctx.ambience_volume = 1.0f; if (ctx.config->contains("ambience_volume")) ctx.ambience_volume = (*ctx.config)["ambience_volume"].get(); // Load effects volume config ctx.effects_volume = 1.0f; if (ctx.config->contains("effects_volume")) ctx.effects_volume = (*ctx.config)["effects_volume"].get(); // Load mono audio config ctx.mono_audio = false; if (ctx.config->contains("mono_audio")) ctx.mono_audio = (*ctx.config)["mono_audio"].get(); // Load captions config ctx.captions = false; if (ctx.config->contains("captions")) ctx.captions = (*ctx.config)["captions"].get(); // Load captions size config ctx.captions_size = 1.0f; if (ctx.config->contains("captions_size")) ctx.captions_size = (*ctx.config)["captions_size"].get(); logger->pop_task(EXIT_SUCCESS); } void boot::setup_scenes() { debug::logger* logger = ctx.logger; logger->push_task("Setting up scenes"); // Get default framebuffer const auto& viewport_dimensions = ctx.rasterizer->get_default_framebuffer().get_dimensions(); const float viewport_aspect_ratio = static_cast(viewport_dimensions[0]) / static_cast(viewport_dimensions[1]); // Setup UI camera ctx.ui_camera = new scene::camera(); ctx.ui_camera->set_compositor(ctx.ui_compositor); auto viewport = ctx.app->get_viewport_dimensions(); float clip_left = -viewport[0] * 0.5f; float clip_right = viewport[0] * 0.5f; float clip_top = -viewport[1] * 0.5f; float clip_bottom = viewport[1] * 0.5f; float clip_near = 0.0f; float clip_far = 1000.0f; ctx.ui_camera->set_orthographic(clip_left, clip_right, clip_top, clip_bottom, clip_near, clip_far); ctx.ui_camera->look_at({0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, {0.0f, 1.0f, 0.0f}); ctx.ui_camera->update_tweens(); // Setup underground camera ctx.underground_camera = new scene::camera(); ctx.underground_camera->set_perspective(math::radians(45.0f), viewport_aspect_ratio, 0.1f, 1000.0f); ctx.underground_camera->set_compositor(ctx.underground_compositor); ctx.underground_camera->set_composite_index(0); ctx.underground_camera->set_active(false); // Setup surface camera ctx.surface_camera = new scene::camera(); ctx.surface_camera->set_perspective(math::radians(45.0f), viewport_aspect_ratio, 0.1f, 1000.0f); ctx.surface_camera->set_compositor(ctx.surface_compositor); ctx.surface_camera->set_composite_index(0); ctx.surface_camera->set_active(false); // Setup UI scene { ctx.ui_scene = new scene::collection(); // Menu BG billboard render::material* menu_bg_material = new render::material(); menu_bg_material->set_shader_program(ctx.resource_manager->load("ui-element-untextured.glsl")); auto menu_bg_tint = menu_bg_material->add_property("tint"); menu_bg_tint->set_value(float4{0.0f, 0.0f, 0.0f, 0.5f}); menu_bg_material->set_flags(MATERIAL_FLAG_TRANSLUCENT); menu_bg_material->update_tweens(); ctx.menu_bg_billboard = new scene::billboard(); ctx.menu_bg_billboard->set_active(false); ctx.menu_bg_billboard->set_material(menu_bg_material); ctx.menu_bg_billboard->set_scale({(float)viewport_dimensions[0] * 0.5f, (float)viewport_dimensions[1] * 0.5f, 1.0f}); ctx.menu_bg_billboard->set_translation({0.0f, 0.0f, -100.0f}); ctx.menu_bg_billboard->update_tweens(); // Create camera flash billboard render::material* flash_material = new render::material(); flash_material->set_shader_program(ctx.resource_manager->load("ui-element-untextured.glsl")); auto flash_tint = flash_material->add_property("tint"); flash_tint->set_value(float4{1, 1, 1, 1}); //flash_tint->set_tween_interpolator(ease::out_quad); flash_material->set_flags(MATERIAL_FLAG_TRANSLUCENT); flash_material->update_tweens(); ctx.camera_flash_billboard = new scene::billboard(); ctx.camera_flash_billboard->set_material(flash_material); ctx.camera_flash_billboard->set_scale({(float)viewport_dimensions[0] * 0.5f, (float)viewport_dimensions[1] * 0.5f, 1.0f}); ctx.camera_flash_billboard->set_translation({0.0f, 0.0f, 0.0f}); ctx.camera_flash_billboard->update_tweens(); // Create depth debug billboard /* material* depth_debug_material = new material(); depth_debug_material->set_shader_program(ctx.resource_manager->load("ui-element-textured.glsl")); depth_debug_material->add_property("background")->set_value(shadow_map_depth_texture); depth_debug_material->add_property("tint")->set_value(float4{1, 1, 1, 1}); billboard* depth_debug_billboard = new billboard(); depth_debug_billboard->set_material(depth_debug_material); depth_debug_billboard->set_scale({128, 128, 1}); depth_debug_billboard->set_translation({-960 + 128, 1080 * 0.5f - 128, 0}); depth_debug_billboard->update_tweens(); ui_system->get_scene()->add_object(depth_debug_billboard); */ ctx.ui_scene->add_object(ctx.ui_camera); } // Setup underground scene { ctx.underground_scene = new scene::collection(); ctx.underground_ambient_light = new scene::ambient_light(); ctx.underground_ambient_light->set_color({1, 1, 1}); ctx.underground_ambient_light->set_intensity(0.1f); ctx.underground_ambient_light->update_tweens(); ctx.flashlight_spot_light = new scene::spot_light(); ctx.flashlight_spot_light->set_color({1, 1, 1}); ctx.flashlight_spot_light->set_intensity(1.0f); ctx.flashlight_spot_light->set_attenuation({1.0f, 0.0f, 0.0f}); ctx.flashlight_spot_light->set_cutoff({math::radians(10.0f), math::radians(19.0f)}); ctx.underground_scene->add_object(ctx.underground_camera); ctx.underground_scene->add_object(ctx.underground_ambient_light); //ctx.underground_scene->add_object(ctx.flashlight_spot_light); } // Setup surface scene { ctx.surface_scene = new scene::collection(); ctx.surface_scene->add_object(ctx.surface_camera); } // Clear active scene ctx.active_scene = nullptr; logger->pop_task(EXIT_SUCCESS); } void boot::setup_animation() { // Setup timeline system ctx.timeline = new timeline(); ctx.timeline->set_autoremove(true); // Setup animator ctx.animator = new animator(); // Create fade transition ctx.fade_transition = new screen_transition(); ctx.fade_transition->get_material()->set_shader_program(ctx.resource_manager->load("fade-transition.glsl")); ctx.fade_transition_color = ctx.fade_transition->get_material()->add_property("color"); ctx.fade_transition_color->set_value({0, 0, 0}); ctx.ui_scene->add_object(ctx.fade_transition->get_billboard()); ctx.animator->add_animation(ctx.fade_transition->get_animation()); // Create inner radial transition ctx.radial_transition_inner = new screen_transition(); ctx.radial_transition_inner->get_material()->set_shader_program(ctx.resource_manager->load("radial-transition-inner.glsl")); //ctx.ui_scene->add_object(ctx.radial_transition_inner->get_billboard()); //ctx.animator->add_animation(ctx.radial_transition_inner->get_animation()); // Create outer radial transition ctx.radial_transition_outer = new screen_transition(); ctx.radial_transition_outer->get_material()->set_shader_program(ctx.resource_manager->load("radial-transition-outer.glsl")); //ctx.ui_scene->add_object(ctx.radial_transition_outer->get_billboard()); //ctx.animator->add_animation(ctx.radial_transition_outer->get_animation()); // Menu BG animations { render::material_property* menu_bg_tint = static_cast*>(ctx.menu_bg_billboard->get_material()->get_property("tint")); auto menu_bg_frame_callback = [menu_bg_tint](int channel, const float& opacity) { menu_bg_tint->set_value(float4{0.0f, 0.0f, 0.0f, opacity}); }; // Create menu BG fade in animation ctx.menu_bg_fade_in_animation = new animation(); { ctx.menu_bg_fade_in_animation->set_interpolator(ease::out_cubic); animation_channel* channel = ctx.menu_bg_fade_in_animation->add_channel(0); channel->insert_keyframe({0.0f, 0.0f}); channel->insert_keyframe({game::menu::fade_in_duration, game::menu::bg_opacity}); ctx.menu_bg_fade_in_animation->set_frame_callback(menu_bg_frame_callback); ctx.menu_bg_fade_in_animation->set_start_callback ( [&ctx = this->ctx]() { ctx.ui_scene->add_object(ctx.menu_bg_billboard); ctx.menu_bg_billboard->set_active(true); } ); } // Create menu BG fade out animation ctx.menu_bg_fade_out_animation = new animation(); { ctx.menu_bg_fade_out_animation->set_interpolator(ease::out_cubic); animation_channel* channel = ctx.menu_bg_fade_out_animation->add_channel(0); channel->insert_keyframe({0.0f, game::menu::bg_opacity}); channel->insert_keyframe({game::menu::fade_out_duration, 0.0f}); ctx.menu_bg_fade_out_animation->set_frame_callback(menu_bg_frame_callback); ctx.menu_bg_fade_out_animation->set_end_callback ( [&ctx = this->ctx]() { ctx.ui_scene->remove_object(ctx.menu_bg_billboard); ctx.menu_bg_billboard->set_active(false); } ); } ctx.animator->add_animation(ctx.menu_bg_fade_in_animation); ctx.animator->add_animation(ctx.menu_bg_fade_out_animation); } // Create camera flash animation ctx.camera_flash_animation = new animation(); { ctx.camera_flash_animation->set_interpolator(ease::out_sine); const float duration = 0.5f; animation_channel* channel = ctx.camera_flash_animation->add_channel(0); channel->insert_keyframe({0.0f, 1.0f}); channel->insert_keyframe({duration, 0.0f}); } } void boot::setup_entities() { // Create entity registry ctx.entity_registry = new entt::registry(); } void boot::setup_systems() { event_dispatcher* event_dispatcher = ctx.app->get_event_dispatcher(); const auto& viewport_dimensions = ctx.app->get_viewport_dimensions(); float4 viewport = {0.0f, 0.0f, static_cast(viewport_dimensions[0]), static_cast(viewport_dimensions[1])}; // RGB wavelengths determined by matching wavelengths to XYZ, transforming XYZ to ACEScg, then selecting the max wavelengths for R, G, and B. const double3 rgb_wavelengths_nm = {602.224, 541.069, 448.143}; // Setup terrain system ctx.terrain_system = new entity::system::terrain(*ctx.entity_registry); ctx.terrain_system->set_patch_subdivisions(30); ctx.terrain_system->set_patch_scene_collection(ctx.surface_scene); ctx.terrain_system->set_max_error(200.0); // Setup vegetation system //ctx.vegetation_system = new entity::system::vegetation(*ctx.entity_registry); //ctx.vegetation_system->set_terrain_patch_size(TERRAIN_PATCH_SIZE); //ctx.vegetation_system->set_vegetation_patch_resolution(VEGETATION_PATCH_RESOLUTION); //ctx.vegetation_system->set_vegetation_density(1.0f); //ctx.vegetation_system->set_vegetation_model(ctx.resource_manager->load("grass-tuft.mdl")); //ctx.vegetation_system->set_scene(ctx.surface_scene); // Setup camera system ctx.camera_system = new entity::system::camera(*ctx.entity_registry); ctx.camera_system->set_viewport(viewport); event_dispatcher->subscribe(ctx.camera_system); // Setup subterrain system ctx.subterrain_system = new entity::system::subterrain(*ctx.entity_registry, ctx.resource_manager); ctx.subterrain_system->set_scene(ctx.underground_scene); // Setup collision system ctx.collision_system = new entity::system::collision(*ctx.entity_registry); // Setup samara system ctx.samara_system = new entity::system::samara(*ctx.entity_registry); // Setup snapping system ctx.snapping_system = new entity::system::snapping(*ctx.entity_registry); // Setup behavior system ctx.behavior_system = new entity::system::behavior(*ctx.entity_registry); // Setup locomotion system ctx.locomotion_system = new entity::system::locomotion(*ctx.entity_registry); // Setup spatial system ctx.spatial_system = new entity::system::spatial(*ctx.entity_registry); // Setup constraint system ctx.constraint_system = new entity::system::constraint(*ctx.entity_registry); // Setup painting system ctx.painting_system = new entity::system::painting(*ctx.entity_registry, event_dispatcher, ctx.resource_manager); ctx.painting_system->set_scene(ctx.surface_scene); // Setup orbit system ctx.orbit_system = new entity::system::orbit(*ctx.entity_registry); // Setup blackbody system ctx.blackbody_system = new entity::system::blackbody(*ctx.entity_registry); ctx.blackbody_system->set_rgb_wavelengths(rgb_wavelengths_nm); // Setup atmosphere system ctx.atmosphere_system = new entity::system::atmosphere(*ctx.entity_registry); ctx.atmosphere_system->set_rgb_wavelengths(rgb_wavelengths_nm); // Setup astronomy system ctx.astronomy_system = new entity::system::astronomy(*ctx.entity_registry); ctx.astronomy_system->set_sky_pass(ctx.surface_sky_pass); // Setup proteome system ctx.proteome_system = new entity::system::proteome(*ctx.entity_registry); // Setup render system ctx.render_system = new entity::system::render(*ctx.entity_registry); ctx.render_system->add_layer(ctx.underground_scene); ctx.render_system->add_layer(ctx.surface_scene); ctx.render_system->add_layer(ctx.ui_scene); ctx.render_system->set_renderer(ctx.renderer); } void boot::setup_controls() { event_dispatcher* event_dispatcher = ctx.app->get_event_dispatcher(); // Setup input event routing ctx.input_event_router = new input::event_router(); ctx.input_event_router->set_event_dispatcher(event_dispatcher); // Setup input mapper ctx.input_mapper = new input::mapper(); ctx.input_mapper->set_event_dispatcher(event_dispatcher); // Setup input listener ctx.input_listener = new input::listener(); ctx.input_listener->set_event_dispatcher(event_dispatcher); // Load SDL game controller mappings database ctx.logger->push_task("Loading SDL game controller mappings from database"); file_buffer* game_controller_db = ctx.resource_manager->load("gamecontrollerdb.txt"); if (!game_controller_db) { ctx.logger->pop_task(EXIT_FAILURE); } else { ctx.app->add_game_controller_mappings(game_controller_db->data(), game_controller_db->size()); ctx.resource_manager->unload("gamecontrollerdb.txt"); ctx.logger->pop_task(EXIT_SUCCESS); } // Load controls ctx.logger->push_task("Loading controls"); try { // If a control profile is set in the config file if (ctx.config->contains("control_profile")) { // Load control profile json* profile = ctx.resource_manager->load((*ctx.config)["control_profile"].get()); // Apply control profile if (profile) { game::apply_control_profile(ctx, *profile); } } // Calibrate gamepads for (input::gamepad* gamepad: ctx.app->get_gamepads()) { ctx.logger->push_task("Loading calibration for gamepad " + gamepad->get_guid()); json* calibration = game::load_gamepad_calibration(ctx, *gamepad); if (!calibration) { ctx.logger->pop_task(EXIT_FAILURE); ctx.logger->push_task("Generating default calibration for gamepad " + gamepad->get_guid()); json default_calibration = game::default_gamepad_calibration(); apply_gamepad_calibration(*gamepad, default_calibration); if (!save_gamepad_calibration(ctx, *gamepad, default_calibration)) ctx.logger->pop_task(EXIT_FAILURE); else ctx.logger->pop_task(EXIT_SUCCESS); } else { ctx.logger->pop_task(EXIT_SUCCESS); apply_gamepad_calibration(*gamepad, *calibration); } } // Toggle fullscreen ctx.controls["toggle_fullscreen"]->set_activated_callback ( [&ctx = this->ctx]() { bool fullscreen = !ctx.app->is_fullscreen(); ctx.app->set_fullscreen(fullscreen); if (!fullscreen) { int2 resolution; resolution.x = (*ctx.config)["windowed_resolution"][0].get(); resolution.y = (*ctx.config)["windowed_resolution"][1].get(); ctx.app->resize_window(resolution.x, resolution.y); } // Save display mode config (*ctx.config)["fullscreen"] = fullscreen; game::save_config(ctx); } ); // Screenshot ctx.controls["screenshot"]->set_activated_callback(std::bind(game::graphics::save_screenshot, std::ref(ctx))); // Set activation threshold for menu navigation controls to mitigate drifting gamepad axes const float menu_activation_threshold = 0.1f; ctx.controls["menu_up"]->set_activation_threshold(menu_activation_threshold); ctx.controls["menu_down"]->set_activation_threshold(menu_activation_threshold); ctx.controls["menu_left"]->set_activation_threshold(menu_activation_threshold); ctx.controls["menu_right"]->set_activation_threshold(menu_activation_threshold); } catch (...) { ctx.logger->pop_task(EXIT_FAILURE); } ctx.logger->pop_task(EXIT_SUCCESS); } void boot::setup_ui() { // Load font size config ctx.font_size = 1.0f; if (ctx.config->contains("font_size")) ctx.font_size = (*ctx.config)["font_size"].get(); // Load dyslexia font config ctx.dyslexia_font = false; if (ctx.config->contains("dyslexia_font")) ctx.dyslexia_font = (*ctx.config)["dyslexia_font"].get(); // Load fonts ctx.logger->push_task("Loading fonts"); try { game::load_fonts(ctx); } catch (...) { ctx.logger->pop_task(EXIT_FAILURE); } ctx.logger->pop_task(EXIT_SUCCESS); // Construct mouse tracker ctx.menu_mouse_tracker = new ui::mouse_tracker(); ctx.app->get_event_dispatcher()->subscribe(ctx.menu_mouse_tracker); ctx.app->get_event_dispatcher()->subscribe(ctx.menu_mouse_tracker); ctx.app->get_event_dispatcher()->subscribe(ctx.menu_mouse_tracker); ctx.app->get_event_dispatcher()->subscribe(ctx.menu_mouse_tracker); } void boot::setup_debugging() { // Setup performance sampling ctx.performance_sampler.set_sample_size(15); ctx.cli = new debug::cli(); ctx.cli->register_command("echo", debug::cc::echo); ctx.cli->register_command("exit", std::function(std::bind(&debug::cc::exit, &ctx))); ctx.cli->register_command("scrot", std::function(std::bind(&debug::cc::scrot, &ctx))); ctx.cli->register_command("cue", std::function(std::bind(&debug::cc::cue, &ctx, std::placeholders::_1, std::placeholders::_2))); //std::string cmd = "cue 20 exit"; //logger->log(cmd); //logger->log(cli.interpret(cmd)); } void boot::setup_loop() { // Set update rate if (ctx.config->contains("update_rate")) { ctx.loop.set_update_rate((*ctx.config)["update_rate"].get()); } // Set update callback ctx.loop.set_update_callback ( [&ctx = this->ctx](double t, double dt) { // Update tweens ctx.surface_sky_pass->update_tweens(); ctx.surface_scene->update_tweens(); ctx.underground_scene->update_tweens(); ctx.ui_scene->update_tweens(); // Process events ctx.app->process_events(); ctx.app->get_event_dispatcher()->update(t); // Update controls for (const auto& control: ctx.controls) control.second->update(); // Process function queue while (!ctx.function_queue.empty()) { ctx.function_queue.front()(); ctx.function_queue.pop(); } // Update processes std::for_each ( std::execution::par, ctx.processes.begin(), ctx.processes.end(), [t, dt](const auto& process) { process.second(t, dt); } ); // Advance timeline ctx.timeline->advance(dt); // Update entity systems ctx.terrain_system->update(t, dt); //ctx.vegetation_system->update(t, dt); ctx.snapping_system->update(t, dt); ctx.subterrain_system->update(t, dt); ctx.collision_system->update(t, dt); ctx.samara_system->update(t, dt); ctx.behavior_system->update(t, dt); ctx.locomotion_system->update(t, dt); ctx.camera_system->update(t, dt); ctx.orbit_system->update(t, dt); ctx.blackbody_system->update(t, dt); ctx.atmosphere_system->update(t, dt); ctx.astronomy_system->update(t, dt); ctx.spatial_system->update(t, dt); ctx.constraint_system->update(t, dt); ctx.painting_system->update(t, dt); ctx.proteome_system->update(t, dt); ctx.animator->animate(dt); ctx.render_system->update(t, dt); } ); // Set render callback ctx.loop.set_render_callback ( [&ctx = this->ctx](double alpha) { ctx.render_system->draw(alpha); ctx.app->swap_buffers(); } ); } void boot::loop() { while (!ctx.app->was_closed()) { // Execute main loop ctx.loop.tick(); // Sample frame duration ctx.performance_sampler.sample(ctx.loop.get_frame_duration()); } // Exit all active game states while (!ctx.state_machine.empty()) ctx.state_machine.pop(); } } // namespace state } // namespace game