/* * 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/world.hpp" #include "scene/text.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 "entity/commands.hpp" #include "entity/archetype.hpp" #include "geom/spherical.hpp" #include "gl/drawing-mode.hpp" #include "gl/vertex-array.hpp" #include "gl/vertex-attribute.hpp" #include "gl/vertex-buffer.hpp" #include "physics/light/photometry.hpp" #include "physics/orbit/orbit.hpp" #include "astro/illuminance.hpp" #include "render/material.hpp" #include "render/model.hpp" #include "render/passes/shadow-map-pass.hpp" #include "render/vertex-attribute.hpp" #include "resources/resource-manager.hpp" #include "scene/ambient-light.hpp" #include "scene/directional-light.hpp" #include "gl/texture-wrapping.hpp" #include "gl/texture-filter.hpp" #include "render/material-flags.hpp" #include "config.hpp" #include namespace game { namespace world { void create_stars(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 = 7; 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; double starlight_illuminance = 0.0; // 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; } starlight_illuminance += astro::vmag_to_lux(vmag); // 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 double3 position = physics::orbit::frame::bci::cartesian(double3{1.0, dec, ra}); // 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 brightness factor relative to a 0th magnitude star double brightness = astro::vmag_to_brightness(vmag); // Scale color by relative brightness double3 scaled_color = color_acescg * brightness; // Build vertex *(star_vertex++) = static_cast(position.x); *(star_vertex++) = static_cast(position.y); *(star_vertex++) = static_cast(position.z); *(star_vertex++) = static_cast(scaled_color.x); *(star_vertex++) = static_cast(scaled_color.y); *(star_vertex++) = static_cast(scaled_color.z); *(star_vertex++) = static_cast(brightness); } std::cout << "TOTAL STARLIGHT: " << starlight_illuminance << std::endl; // Unload star catalog ctx.resource_manager->unload("stars.csv"); // Allocate stars model render::model* stars_model = new render::model(); // Get model VBO and VAO gl::vertex_buffer* vbo = stars_model->get_vertex_buffer(); gl::vertex_array* vao = stars_model->get_vertex_array(); // Resize model VBO and upload vertex data vbo->resize(star_count * star_vertex_stride, star_vertex_data); // Free star catalog vertex data delete[] star_vertex_data; std::size_t attribute_offset = 0; // Define position vertex attribute gl::vertex_attribute position_attribute; position_attribute.buffer = vbo; position_attribute.offset = attribute_offset; position_attribute.stride = star_vertex_stride; position_attribute.type = gl::vertex_attribute_type::float_32; position_attribute.components = 3; attribute_offset += position_attribute.components * sizeof(float); // Define color vertex attribute gl::vertex_attribute color_attribute; color_attribute.buffer = vbo; color_attribute.offset = attribute_offset; color_attribute.stride = star_vertex_stride; color_attribute.type = gl::vertex_attribute_type::float_32; color_attribute.components = 4; attribute_offset += color_attribute.components * sizeof(float); // Bind vertex attributes to VAO vao->bind(render::vertex_attribute::position, position_attribute); vao->bind(render::vertex_attribute::color, color_attribute); // Load star material render::material* star_material = ctx.resource_manager->load("fixed-star.mtl"); // Create model group render::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.sky_pass->set_stars_model(stars_model); } void create_sun(game::context& ctx) { // Create sun entity entity::archetype* 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 scene::directional_light* sun_light = new scene::directional_light(); // Create sky ambient light scene object scene::ambient_light* sky_light = new scene::ambient_light(); sky_light->set_color({1, 1, 1}); sky_light->set_intensity(0.0f); sky_light->update_tweens(); // Add sun light scene objects to surface scene ctx.surface_scene->add_object(sun_light); ctx.surface_scene->add_object(sky_light); // Pass direct sun light scene object to shadow map pass and astronomy system ctx.surface_shadow_map_pass->set_light(sun_light); ctx.astronomy_system->set_sun_light(sun_light); ctx.astronomy_system->set_sky_light(sky_light); } void create_em_bary(game::context& ctx) { // Create earth-moon barycenter entity entity::archetype* 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; // Assign orbital parent ctx.entity_registry->get(em_bary_eid).parent = ctx.entities["sun"]; } void create_earth(game::context& ctx) { // Create earth entity entity::archetype* 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(earth_eid).parent = ctx.entities["em_bary"]; // Assign earth 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(earth_eid, terrain); // Pass earth to astronomy system as reference body ctx.astronomy_system->set_reference_body(earth_eid); } void create_moon(game::context& ctx) { // Create lunar entity entity::archetype* 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(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 scene::directional_light* moon_light = new scene::directional_light(); moon_light->set_color({1, 1, 1}); moon_light->set_intensity(1.0f); moon_light->update_tweens(); // Add moon light scene objects to surface scene ctx.surface_scene->add_object(moon_light); // Pass moon light scene object to astronomy system ctx.astronomy_system->set_moon_light(moon_light); } void set_time(game::context& ctx, double t) { ctx.astronomy_system->set_universal_time(t); ctx.orbit_system->set_universal_time(t); } void set_time_scale(game::context& ctx, double scale) { static constexpr double seconds_per_day = 24.0 * 60.0 * 60.0; scale /= seconds_per_day; ctx.orbit_system->set_time_scale(scale); ctx.astronomy_system->set_time_scale(scale); } } // namespace world } // namespace game