/* * 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 "animation/animation.hpp" #include "animation/animator.hpp" #include "animation/ease.hpp" #include "animation/screen-transition.hpp" #include "animation/timeline.hpp" #include "application.hpp" #include "color/color.hpp" #include "config.hpp" #include "debug/cli.hpp" #include "debug/log.hpp" #include "entity/commands.hpp" #include "game/context.hpp" #include "game/controls.hpp" #include "game/fonts.hpp" #include "game/graphics.hpp" #include "game/menu.hpp" #include "game/strings.hpp" #include "game/state/boot.hpp" #include "game/state/splash.hpp" #include "game/system/astronomy.hpp" #include "game/system/atmosphere.hpp" #include "game/system/behavior.hpp" #include "game/system/blackbody.hpp" #include "game/system/camera.hpp" #include "game/system/collision.hpp" #include "game/system/constraint.hpp" #include "game/system/locomotion.hpp" #include "game/system/orbit.hpp" #include "game/system/render.hpp" #include "game/system/spatial.hpp" #include "game/system/spring.hpp" #include "game/system/steering.hpp" #include "game/system/subterrain.hpp" #include "game/system/terrain.hpp" #include "game/system/vegetation.hpp" #include "game/settings.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 "input/gamepad.hpp" #include "input/keyboard.hpp" #include "input/mapper.hpp" #include "input/mouse.hpp" #include "input/scancode.hpp" #include "render/compositor.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/fxaa-pass.hpp" #include "render/passes/ground-pass.hpp" #include "render/passes/material-pass.hpp" #include "render/passes/outline-pass.hpp" #include "render/passes/resample-pass.hpp" #include "render/passes/shadow-map-pass.hpp" #include "render/passes/sky-pass.hpp" #include "render/renderer.hpp" #include "render/vertex-attribute.hpp" #include "resources/file-buffer.hpp" #include "resources/resource-manager.hpp" #include "scene/scene.hpp" #include "utility/paths.hpp" #include "utility/dict.hpp" #include "utility/hash/fnv1a.hpp" #include #include #include #include #include #include #include #include using namespace hash::literals; namespace game { namespace state { boot::boot(game::context& ctx, int argc, char** argv): game::state::base(ctx) { // Boot process debug::log::trace("Booting up..."); // Parse command line arguments parse_arguments(argc, argv); // Setup resource management setup_resources(); // Load settings load_settings(); // Default window settings std::string window_title = config::application_name; int window_x = -1; int window_y = -1; int window_w = -1; int window_h = -1; bool maximized = true; bool fullscreen = true; bool v_sync = true; // Read window settings read_or_write_setting(ctx, "window_title"_fnv1a32, window_title); read_or_write_setting(ctx, "window_x"_fnv1a32, window_x); read_or_write_setting(ctx, "window_y"_fnv1a32, window_y); read_or_write_setting(ctx, "window_w"_fnv1a32, window_w); read_or_write_setting(ctx, "window_h"_fnv1a32, window_h); read_or_write_setting(ctx, "maximized"_fnv1a32, maximized); read_or_write_setting(ctx, "fullscreen"_fnv1a32, fullscreen); read_or_write_setting(ctx, "v_sync"_fnv1a32, v_sync); // Allocate application ctx.app = new application ( window_title, window_x, window_y, window_w, window_h, maximized, fullscreen, v_sync ); setup_window(); load_strings(); setup_rendering(); setup_audio(); setup_scenes(); setup_animation(); setup_entities(); setup_systems(); setup_controls(); setup_ui(); setup_debugging(); setup_loop(); ctx.active_ecoregion = nullptr; debug::log::trace("Boot up complete"); // Push splash state ctx.state_machine.emplace(new game::state::splash(ctx)); // Enter main loop debug::log::trace("Entered main loop"); loop(); } boot::~boot() { debug::log::trace("Booting down..."); // Update window settings const auto& windowed_position = ctx.app->get_windowed_position(); const auto& windowed_size = ctx.app->get_windowed_size(); const bool maximized = ctx.app->is_maximized(); const bool fullscreen = ctx.app->is_fullscreen(); (*ctx.settings)["window_x"_fnv1a32] = windowed_position.x(); (*ctx.settings)["window_y"_fnv1a32] = windowed_position.y(); (*ctx.settings)["window_w"_fnv1a32] = windowed_size.x(); (*ctx.settings)["window_h"_fnv1a32] = windowed_size.y(); (*ctx.settings)["maximized"_fnv1a32] = maximized; (*ctx.settings)["fullscreen"_fnv1a32] = fullscreen; // Save settings ctx.resource_manager->save>(ctx.settings, "settings.cfg"); shutdown_audio(); // Close application delete ctx.app; ctx.app = nullptr; debug::log::trace("Boot down complete"); } void boot::parse_arguments(int argc, char** argv) { debug::log::trace("Parsing {} command line arguments...", argc); 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,v_sync", "Enables or disables v-sync", cxxopts::value()) ("w,window", "Starts in window 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; // --v_sync if (result.count("v_sync")) option_v_sync = (result["v_sync"].as()) ? true : false; // --window if (result.count("window")) option_windowed = true; debug::log::trace("Parsed {} command line arguments", argc); } catch (const std::exception& e) { debug::log::warning("Exception caught while parsing command line arguments: {}", e.what()); } } void boot::load_settings() { ctx.settings = ctx.resource_manager->load>("settings.cfg"); if (!ctx.settings) { debug::log::info("Settings not found"); ctx.settings = new dict(); } } void boot::setup_resources() { // Setup resource manager ctx.resource_manager = new resource_manager(); // Detect paths ctx.data_path = get_executable_data_path(); ctx.local_config_path = get_local_config_path() / config::application_name; ctx.shared_config_path = get_shared_config_path() / config::application_name; ctx.mods_path = ctx.data_path / "mods"; ctx.saves_path = ctx.shared_config_path / "saves"; ctx.screenshots_path = ctx.shared_config_path / "gallery"; ctx.controls_path = ctx.shared_config_path / "controls"; // Log resource paths debug::log::info("Data path: \"{}\"", ctx.data_path.string()); debug::log::info("Local config path: \"{}\"", ctx.local_config_path.string()); debug::log::info("Shared config path: \"{}\"", ctx.shared_config_path.string()); // Set write dir ctx.resource_manager->set_write_dir(ctx.shared_config_path); // Create nonexistent config directories std::vector config_paths; config_paths.push_back(ctx.local_config_path); config_paths.push_back(ctx.shared_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)) { const std::string path_string = path.string(); debug::log::trace("Creating directory \"{}\"...", path_string); if (std::filesystem::create_directories(path)) { debug::log::trace("Created directory \"{}\"", path_string); } else { debug::log::error("Failed to create directory \"{}\"", path_string); } } } // Scan for mods std::vector mod_paths; if (std::filesystem::is_directory(ctx.mods_path)) { for (const auto& entry: std::filesystem::directory_iterator{ctx.mods_path}) { if (entry.is_directory() || (entry.is_regular_file() && entry.path().extension() == ".zip")) { mod_paths.push_back(entry.path()); debug::log::info("Found mod \"{}\"", entry.path().filename().string()); } } } // 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 / "antkeeper.dat"; } // Mount mods for (const std::filesystem::path& mod_path: mod_paths) { ctx.resource_manager->mount(ctx.mods_path / mod_path); } // Mount config path ctx.resource_manager->mount(ctx.local_config_path); ctx.resource_manager->mount(ctx.shared_config_path); // Mount data package ctx.resource_manager->mount(ctx.data_package_path); // Include resource search paths in order of priority ctx.resource_manager->include("/controls/"); ctx.resource_manager->include("/"); } void boot::setup_window() { // debug::log::trace("Setting up window..."); // application* app = ctx.app; // 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(); // debug::log::trace("Set up window"); } void boot::load_strings() { debug::log::trace("Loading strings..."); // Default strings settings ctx.language_index = 0; // Read strings settings read_or_write_setting(ctx, "language_index"_fnv1a32, ctx.language_index); // Load string table ctx.string_table = ctx.resource_manager->load("strings.tsv"); // Count languages ctx.language_count = static_cast((*ctx.string_table)[0].size() - 2); if (ctx.language_index >= ctx.language_count) { debug::log::error("Language index ({}) exceeds language count ({}). Language index reset to 0", ctx.language_index, ctx.language_count); ctx.language_index = 0; (*ctx.settings)["language_index"_fnv1a32] = ctx.language_index; } // Build string map ctx.string_maps.resize(ctx.language_count); i18n::build_string_map(*ctx.string_table, 0, ctx.language_index + 2, ctx.string_maps[ctx.language_index]); // Log language info debug::log::info("Language index: {}; code: {}", ctx.language_index, get_string(ctx, "language_code"_fnv1a32)); // Change window title const std::string window_title = get_string(ctx, "application_title"_fnv1a32); ctx.app->set_title(window_title); // Update window title setting (*ctx.settings)["window_title"_fnv1a32] = window_title; debug::log::trace("Loaded strings"); } void boot::setup_rendering() { debug::log::trace("Setting up rendering..."); // Default rendering settings ctx.render_scale = 1.0f; ctx.anti_aliasing_method = render::anti_aliasing_method::fxaa; ctx.shadow_map_resolution = 4096; // Read rendering settings read_or_write_setting(ctx, "render_scale"_fnv1a32, ctx.render_scale); read_or_write_setting(ctx, "anti_aliasing_method"_fnv1a32, *reinterpret_cast*>(&ctx.anti_aliasing_method)); read_or_write_setting(ctx, "shadow_map_resolution"_fnv1a32, ctx.shadow_map_resolution); // 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 { // Construct bloom pass ctx.bloom_pass = new render::bloom_pass(ctx.rasterizer, ctx.resource_manager); ctx.bloom_pass->set_source_texture(ctx.hdr_color_texture); ctx.bloom_pass->set_mip_chain_length(0); ctx.bloom_pass->set_filter_radius(0.005f); ctx.common_final_pass = new render::final_pass(ctx.rasterizer, ctx.ldr_framebuffer_a, ctx.resource_manager); ctx.common_final_pass->set_color_texture(ctx.hdr_color_texture); ctx.common_final_pass->set_bloom_texture(ctx.bloom_pass->get_bloom_texture()); ctx.common_final_pass->set_bloom_weight(0.04f); ctx.common_final_pass->set_blue_noise_texture(blue_noise_map); ctx.fxaa_pass = new render::fxaa_pass(ctx.rasterizer, &ctx.rasterizer->get_default_framebuffer(), ctx.resource_manager); ctx.fxaa_pass->set_source_texture(ctx.ldr_color_texture_a); ctx.resample_pass = new render::resample_pass(ctx.rasterizer, &ctx.rasterizer->get_default_framebuffer(), ctx.resource_manager); ctx.resample_pass->set_source_texture(ctx.ldr_color_texture_b); ctx.resample_pass->set_enabled(false); // Configure anti-aliasing according to settings graphics::select_anti_aliasing_method(ctx, ctx.anti_aliasing_method); // Configure render scaling according to settings graphics::change_render_resolution(ctx, ctx.render_scale); } // 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(-1.0f); 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(-1.0f); 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.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.bloom_pass); ctx.underground_compositor->add_pass(ctx.common_final_pass); ctx.underground_compositor->add_pass(ctx.fxaa_pass); ctx.underground_compositor->add_pass(ctx.resample_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.resource_manager); ctx.surface_clear_pass = new render::clear_pass(ctx.rasterizer, ctx.hdr_framebuffer); ctx.surface_clear_pass->set_cleared_buffers(false, true, true); ctx.surface_clear_pass->set_clear_depth(-1.0f); ctx.sky_pass = new render::sky_pass(ctx.rasterizer, ctx.hdr_framebuffer, ctx.resource_manager); ctx.sky_pass->set_enabled(false); ctx.sky_pass->set_magnification(3.0f); ctx.ground_pass = new render::ground_pass(ctx.rasterizer, ctx.hdr_framebuffer, ctx.resource_manager); ctx.ground_pass->set_enabled(false); 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_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.sky_pass); ctx.surface_compositor->add_pass(ctx.ground_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.bloom_pass); ctx.surface_compositor->add_pass(ctx.common_final_pass); ctx.surface_compositor->add_pass(ctx.fxaa_pass); ctx.surface_compositor->add_pass(ctx.resample_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); debug::log::trace("Set up rendering"); } void boot::setup_audio() { debug::log::trace("Setting up audio..."); // Default audio settings ctx.master_volume = 1.0f; ctx.ambience_volume = 1.0f; ctx.effects_volume = 1.0f; ctx.mono_audio = false; ctx.captions = false; ctx.captions_size = 1.0f; // Read audio settings read_or_write_setting(ctx, "master_volume"_fnv1a32, ctx.master_volume); read_or_write_setting(ctx, "ambience_volume"_fnv1a32, ctx.ambience_volume); read_or_write_setting(ctx, "effects_volume"_fnv1a32, ctx.effects_volume); read_or_write_setting(ctx, "mono_audio"_fnv1a32, ctx.mono_audio); read_or_write_setting(ctx, "captions"_fnv1a32, ctx.captions); read_or_write_setting(ctx, "captions_size"_fnv1a32, ctx.captions_size); // Open audio device debug::log::trace("Opening audio device..."); ctx.alc_device = alcOpenDevice(nullptr); if (!ctx.alc_device) { debug::log::error("Failed to open audio device: AL error code {}", alGetError()); return; } else { // Get audio device name const ALCchar* alc_device_name = nullptr; if (alcIsExtensionPresent(ctx.alc_device, "ALC_ENUMERATE_ALL_EXT")) alc_device_name = alcGetString(ctx.alc_device, ALC_ALL_DEVICES_SPECIFIER); if (alcGetError(ctx.alc_device) != AL_NO_ERROR || !alc_device_name) alc_device_name = alcGetString(ctx.alc_device, ALC_DEVICE_SPECIFIER); // Log audio device name debug::log::info("Opened audio device \"{}\"", alc_device_name); } // Create audio context debug::log::trace("Creating audio context..."); ctx.alc_context = alcCreateContext(ctx.alc_device, nullptr); if (!ctx.alc_context) { debug::log::error("Failed to create audio context: ALC error code {}", alcGetError(ctx.alc_device)); alcCloseDevice(ctx.alc_device); return; } else { debug::log::trace("Created audio context"); } // Make audio context current debug::log::trace("Making audio context current..."); if (alcMakeContextCurrent(ctx.alc_context) == ALC_FALSE) { debug::log::error("Failed to make audio context current: ALC error code {}", alcGetError(ctx.alc_device)); if (ctx.alc_context != nullptr) { alcDestroyContext(ctx.alc_context); } alcCloseDevice(ctx.alc_device); return; } else { debug::log::trace("Made audio context current"); } debug::log::trace("Set up audio"); } void boot::setup_scenes() { debug::log::trace("Setting up scenes..."); // Get default framebuffer const auto& viewport_size = ctx.app->get_viewport_size(); const float viewport_aspect_ratio = static_cast(viewport_size[0]) / static_cast(viewport_size[1]); // Setup UI camera ctx.ui_camera = new scene::camera(); ctx.ui_camera->set_compositor(ctx.ui_compositor); float clip_left = -viewport_size[0] * 0.5f; float clip_right = viewport_size[0] * 0.5f; float clip_top = -viewport_size[1] * 0.5f; float clip_bottom = viewport_size[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, 5000.0f); 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_blend_mode(render::blend_mode::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_size[0] * 0.5f, (float)viewport_size[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_blend_mode(render::blend_mode::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_size[0] * 0.5f, (float)viewport_size[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_scene->add_object(ctx.underground_camera); } // Setup surface scene { ctx.surface_scene = new scene::collection(); ctx.surface_scene->add_object(ctx.surface_camera); } // Clear active scene ctx.active_scene = nullptr; debug::log::trace("Set up scenes"); } 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({config::menu_fade_in_duration, config::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, menu_bg_tint]() { ctx.ui_scene->add_object(ctx.menu_bg_billboard); menu_bg_tint->set_value(float4{0.0f, 0.0f, 0.0f, 0.0f}); menu_bg_tint->update_tweens(); 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, config::menu_bg_opacity}); channel->insert_keyframe({config::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() { const auto& viewport_size = ctx.app->get_viewport_size(); float4 viewport = {0.0f, 0.0f, static_cast(viewport_size[0]), static_cast(viewport_size[1])}; // Setup terrain system ctx.terrain_system = new game::system::terrain(*ctx.entity_registry); ctx.terrain_system->set_patch_side_length(31.0f); ctx.terrain_system->set_patch_subdivisions(31); ctx.terrain_system->set_scene_collection(ctx.surface_scene); // Setup vegetation system //ctx.vegetation_system = new game::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 game::system::camera(*ctx.entity_registry); ctx.camera_system->set_viewport(viewport); // Setup subterrain system ctx.subterrain_system = new game::system::subterrain(*ctx.entity_registry, ctx.resource_manager); ctx.subterrain_system->set_scene(ctx.underground_scene); // Setup collision system ctx.collision_system = new game::system::collision(*ctx.entity_registry); // Setup behavior system ctx.behavior_system = new game::system::behavior(*ctx.entity_registry); // Setup locomotion system ctx.locomotion_system = new game::system::locomotion(*ctx.entity_registry); // Setup steering system ctx.steering_system = new game::system::steering(*ctx.entity_registry); // Setup spring system ctx.spring_system = new game::system::spring(*ctx.entity_registry); // Setup spatial system ctx.spatial_system = new game::system::spatial(*ctx.entity_registry); // Setup constraint system ctx.constraint_system = new game::system::constraint(*ctx.entity_registry); // Setup orbit system ctx.orbit_system = new game::system::orbit(*ctx.entity_registry); // Setup blackbody system ctx.blackbody_system = new game::system::blackbody(*ctx.entity_registry); ctx.blackbody_system->set_illuminant(color::illuminant::deg2::d55); // RGB wavelengths for atmospheric scatteering ctx.rgb_wavelengths = {680, 550, 440}; // Setup atmosphere system ctx.atmosphere_system = new game::system::atmosphere(*ctx.entity_registry); ctx.atmosphere_system->set_rgb_wavelengths(ctx.rgb_wavelengths * 1e-9); ctx.atmosphere_system->set_sky_pass(ctx.sky_pass); // Setup astronomy system ctx.astronomy_system = new game::system::astronomy(*ctx.entity_registry); ctx.astronomy_system->set_transmittance_samples(16); ctx.astronomy_system->set_sky_pass(ctx.sky_pass); // Setup render system ctx.render_system = new game::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() { // Load SDL game controller mappings database debug::log::trace("Loading SDL game controller mappings..."); file_buffer* game_controller_db = ctx.resource_manager->load("gamecontrollerdb.txt"); if (!game_controller_db) { debug::log::error("Failed to load SDL game controller mappings"); } else { ctx.app->add_game_controller_mappings(game_controller_db->data(), game_controller_db->size()); debug::log::trace("Loaded SDL game controller mappings"); ctx.resource_manager->unload("gamecontrollerdb.txt"); } // Load controls debug::log::trace("Loading controls..."); try { // Load control profile // if (ctx.config->contains("control_profile")) // { // json* profile = ctx.resource_manager->load((*ctx.config)["control_profile"].get()); // if (profile) // { // game::apply_control_profile(ctx, *profile); // } // } // Calibrate gamepads // for (input::gamepad* gamepad: ctx.app->get_gamepads()) // { // const std::string uuid_string = gamepad->get_uuid().to_string(); // debug::log::push_task("Loading calibration for gamepad " + uuid_string); // json* calibration = game::load_gamepad_calibration(ctx, *gamepad); // if (!calibration) // { // debug::log::pop_task(EXIT_FAILURE); // debug::log::push_task("Generating default calibration for gamepad " + uuid_string); // json default_calibration = game::default_gamepad_calibration(); // apply_gamepad_calibration(*gamepad, default_calibration); // if (!save_gamepad_calibration(ctx, *gamepad, default_calibration)) // debug::log::pop_task(EXIT_FAILURE); // else // debug::log::pop_task(EXIT_SUCCESS); // } // else // { // debug::log::pop_task(EXIT_SUCCESS); // apply_gamepad_calibration(*gamepad, *calibration); // } // } // Setup fullscreen control ctx.control_subscriptions.emplace_front ( ctx.fullscreen_control.get_activated_channel().subscribe ( [&ctx = this->ctx](const auto& event) { bool fullscreen = !ctx.app->is_fullscreen(); // Toggle fullscreen ctx.app->set_fullscreen(fullscreen); // Update fullscreen setting (*ctx.settings)["fullscreen"_fnv1a32] = fullscreen; if (!fullscreen) { // Restore window size and position //ctx.app->resize_window(resolution.x(), resolution.y()); } } ) ); // Setup screenshot control ctx.control_subscriptions.emplace_front ( ctx.screenshot_control.get_activated_channel().subscribe ( [&ctx = this->ctx](const auto& event) { game::graphics::save_screenshot(ctx); } ) ); // Map and enable window controls ctx.window_controls.add_mapping(ctx.fullscreen_control, input::key_mapping(nullptr, input::scancode::f11, false)); ctx.window_controls.add_mapping(ctx.screenshot_control, input::key_mapping(nullptr, input::scancode::f12, false)); ctx.window_controls.connect(ctx.app->get_device_manager().get_event_queue()); // Set activation threshold for menu navigation controls to mitigate drifting gamepad axes auto menu_control_threshold = [](float x) -> bool { return x > 0.1f; }; ctx.menu_up_control.set_threshold_function(menu_control_threshold); ctx.menu_down_control.set_threshold_function(menu_control_threshold); ctx.menu_left_control.set_threshold_function(menu_control_threshold); ctx.menu_right_control.set_threshold_function(menu_control_threshold); debug::log::trace("Loaded controls"); } catch (...) { debug::log::error("Failed to load controls"); } } void boot::setup_ui() { // Default UI settings ctx.font_scale = 1.0f; ctx.debug_font_size_pt = 12.0f; ctx.menu_font_size_pt = 22.0f; ctx.title_font_size_pt = 80.0f; ctx.dyslexia_font = false; // Read UI settings read_or_write_setting(ctx, "font_scale"_fnv1a32, ctx.font_scale); read_or_write_setting(ctx, "debug_font_size_pt"_fnv1a32, ctx.debug_font_size_pt); read_or_write_setting(ctx, "menu_font_size_pt"_fnv1a32, ctx.menu_font_size_pt); read_or_write_setting(ctx, "title_font_size_pt"_fnv1a32, ctx.title_font_size_pt); read_or_write_setting(ctx, "dyslexia_font"_fnv1a32, ctx.dyslexia_font); // Load fonts debug::log::trace("Loading fonts..."); try { game::load_fonts(ctx); debug::log::trace("Loaded fonts"); } catch (...) { debug::log::error("Failed to load fonts"); } // Setup UI resize handler ctx.ui_resize_subscription = ctx.app->get_window_resized_channel().subscribe ( [&](const auto& event) { const float clip_left = static_cast(event.viewport_size.x()) * -0.5f; const float clip_right = static_cast(event.viewport_size.x()) * 0.5f; const float clip_top = static_cast(event.viewport_size.y()) * -0.5f; const float clip_bottom = static_cast(event.viewport_size.y()) * 0.5f; const float clip_near = ctx.ui_camera->get_clip_near(); const float clip_far = ctx.ui_camera->get_clip_far(); ctx.ui_camera->set_orthographic(clip_left, clip_right, clip_top, clip_bottom, clip_near, clip_far); } ); } void boot::setup_debugging() { // Setup performance sampling ctx.performance_sampler.set_sample_size(15); ctx.cli = new debug::cli(); //debug::log::info(ctx.cli->interpret("echo hi 123")); } void boot::setup_loop() { // Default loop settings double update_frequency = 60.0; // Read loop settings read_or_write_setting(ctx, "update_frequency"_fnv1a32, update_frequency); // Set update frequency ctx.loop.set_update_frequency(update_frequency); // Set update callback ctx.loop.set_update_callback ( [&ctx = this->ctx](double t, double dt) { // Update tweens ctx.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_device_manager().get_event_queue().flush(); // 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.subterrain_system->update(t, dt); ctx.collision_system->update(t, dt); ctx.behavior_system->update(t, dt); ctx.steering_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.spring_system->update(t, dt); ctx.spatial_system->update(t, dt); ctx.constraint_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(); } void boot::shutdown_audio() { debug::log::trace("Shutting down audio..."); if (ctx.alc_context) { alcMakeContextCurrent(nullptr); alcDestroyContext(ctx.alc_context); } if (ctx.alc_device) { alcCloseDevice(ctx.alc_device); } debug::log::trace("Shut down audio"); } } // namespace state } // namespace game