/*
* 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