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/*
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* Copyright (C) 2023 Christopher J. Howard
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*
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* This file is part of Antkeeper source code.
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*
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* Antkeeper source code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper source code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "game/game.hpp"
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#include "game/commands/commands.hpp"
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#include "game/control-profile.hpp"
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#include "game/controls.hpp"
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#include "game/fonts.hpp"
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#include "game/graphics.hpp"
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#include "game/menu.hpp"
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#include "game/settings.hpp"
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#include "game/states/main-menu-state.hpp"
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#include "game/states/splash-state.hpp"
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#include "game/strings.hpp"
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#include "game/systems/astronomy-system.hpp"
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#include "game/systems/atmosphere-system.hpp"
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#include "game/systems/behavior-system.hpp"
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#include "game/systems/blackbody-system.hpp"
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#include "game/systems/camera-system.hpp"
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#include "game/systems/collision-system.hpp"
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#include "game/systems/constraint-system.hpp"
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#include "game/systems/locomotion-system.hpp"
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#include "game/systems/ik-system.hpp"
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#include "game/systems/animation-system.hpp"
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#include "game/systems/orbit-system.hpp"
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#include "game/systems/render-system.hpp"
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#include "game/systems/spatial-system.hpp"
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#include "game/systems/steering-system.hpp"
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#include "game/systems/physics-system.hpp"
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#include "game/systems/subterrain-system.hpp"
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#include "game/systems/terrain-system.hpp"
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#include "game/systems/reproductive-system.hpp"
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#include "game/systems/metabolic-system.hpp"
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#include "game/systems/metamorphosis-system.hpp"
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#include <algorithm>
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#include <cctype>
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#include <engine/animation/animation.hpp>
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#include <engine/animation/animator.hpp>
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#include <engine/animation/ease.hpp>
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#include <engine/animation/screen-transition.hpp>
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#include <engine/animation/timeline.hpp>
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#include <engine/color/color.hpp>
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#include <engine/config.hpp>
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#include <engine/debug/cli.hpp>
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#include <engine/debug/log.hpp>
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#include <engine/gl/framebuffer.hpp>
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#include <engine/gl/pixel-format.hpp>
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#include <engine/gl/pixel-type.hpp>
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#include <engine/gl/texture.hpp>
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#include <engine/gl/vertex-array.hpp>
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#include <engine/gl/vertex-buffer.hpp>
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#include <engine/input/application-events.hpp>
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#include <engine/input/gamepad.hpp>
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#include <engine/input/keyboard.hpp>
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#include <engine/input/mapper.hpp>
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#include <engine/input/mouse.hpp>
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#include <engine/input/scancode.hpp>
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#include <engine/render/compositor.hpp>
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#include <engine/render/material-flags.hpp>
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#include <engine/render/material-variable.hpp>
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#include <engine/render/passes/bloom-pass.hpp>
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#include <engine/render/passes/final-pass.hpp>
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#include <engine/render/passes/material-pass.hpp>
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#include <engine/render/passes/resample-pass.hpp>
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#include <engine/render/passes/sky-pass.hpp>
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#include <engine/render/renderer.hpp>
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#include <engine/render/vertex-attribute-location.hpp>
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#include <engine/resources/resource-manager.hpp>
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#include <engine/scene/scene.hpp>
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#include <engine/utility/dict.hpp>
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#include <engine/utility/hash/fnv1a.hpp>
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#include <engine/utility/paths.hpp>
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#include <entt/entt.hpp>
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#include <execution>
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#include <filesystem>
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#include <functional>
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#include <string>
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#include <vector>
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#include <chrono>
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// Prevent cxxopts from using RTTI
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#define CXXOPTS_NO_RTTI
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#include <cxxopts.hpp>
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using namespace hash::literals;
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game::game(int argc, const char* const* argv)
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{
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// Boot process
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debug::log_trace("Booting up...");
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// Profile boot duration
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#if !defined(NDEBUG)
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auto boot_t0 = std::chrono::high_resolution_clock::now();
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#endif
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parse_options(argc, argv);
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setup_resources();
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load_settings();
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setup_window();
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setup_audio();
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setup_input();
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load_strings();
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setup_rendering();
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setup_scenes();
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setup_animation();
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setup_ui();
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setup_rng();
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setup_entities();
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setup_systems();
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setup_controls();
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setup_debugging();
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setup_timing();
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active_ecoregion = nullptr;
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closed = false;
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// Profile boot duration
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#if !defined(NDEBUG)
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auto boot_t1 = std::chrono::high_resolution_clock::now();
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#endif
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debug::log_trace("Boot up complete");
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// Print boot duration
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#if !defined(NDEBUG)
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debug::log_info("Boot duration: {}", std::chrono::duration_cast<std::chrono::duration<double>>(boot_t1 - boot_t0));
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#endif
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}
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game::~game()
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{
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debug::log_trace("Booting down...");
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// Exit all active game states
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while (!state_machine.empty())
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{
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state_machine.pop();
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}
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// Update window settings
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const auto& windowed_position = window->get_windowed_position();
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const auto& windowed_size = window->get_windowed_size();
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const bool maximized = window->is_maximized();
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const bool fullscreen = window->is_fullscreen();
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(*settings)["window_x"] = windowed_position.x();
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(*settings)["window_y"] = windowed_position.y();
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(*settings)["window_w"] = windowed_size.x();
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(*settings)["window_h"] = windowed_size.y();
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(*settings)["maximized"] = maximized;
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(*settings)["fullscreen"] = fullscreen;
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// Destruct window
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window.reset();
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// Save settings
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resource_manager->set_write_path(shared_config_path);
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resource_manager->save(*settings, "settings.cfg");
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// Destruct input and window managers
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input_manager.reset();
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window_manager.reset();
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// Shut down audio
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shutdown_audio();
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debug::log_trace("Boot down complete");
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}
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void game::parse_options(int argc, const char* const* argv)
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{
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if (argc <= 1)
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{
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// No command-line options specified
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return;
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}
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debug::log_trace("Parsing command-line options...");
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// Parse command-line options with cxxopts
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try
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{
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cxxopts::Options options(config::application_name, config::application_name);
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options.add_options()
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("c,continue", "Continues from the last save")
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("d,data", "Sets the data package path", cxxopts::value<std::string>())
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("f,fullscreen", "Starts in fullscreen mode")
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("n,new-game", "Starts a new game")
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("q,quick-start", "Skips to the main menu")
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("r,reset", "Resets all settings to default")
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("v,v-sync", "Enables or disables v-sync", cxxopts::value<int>())
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("w,windowed", "Starts in windowed mode");
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auto result = options.parse(argc, argv);
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// --continue
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if (result.count("continue"))
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{
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option_continue = true;
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}
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// --data
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if (result.count("data"))
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{
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option_data = result["data"].as<std::string>();
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}
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// --fullscreen
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if (result.count("fullscreen"))
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{
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option_fullscreen = true;
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}
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// --new-game
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if (result.count("new-game"))
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{
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option_new_game = true;
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}
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// --quick-start
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if (result.count("quick-start"))
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{
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option_quick_start = true;
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}
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// --reset
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if (result.count("reset"))
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{
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option_reset = true;
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}
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// --v-sync
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if (result.count("v-sync"))
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{
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option_v_sync = result["v-sync"].as<int>();
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}
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// --windowed
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if (result.count("windowed"))
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{
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option_windowed = true;
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}
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debug::log_info("Parsed {} command-line options", argc);
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}
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catch (const std::exception& e)
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{
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debug::log_error("An error occurred while parsing command-line options: {}", e.what());
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}
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}
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void game::setup_resources()
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{
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// Allocate resource manager
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resource_manager = std::make_unique<::resource_manager>();
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// Get executable data path
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const auto data_path = get_executable_data_path();
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// Determine data package path
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if (option_data)
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{
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// Handle command-line data path option
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data_package_path = option_data.value();
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if (data_package_path.is_relative())
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{
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data_package_path = data_path / data_package_path;
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}
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}
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else
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{
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data_package_path = data_path / (config::application_slug + std::string("-data.zip"));
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}
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// Determine mods path
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mods_path = data_path / "mods";
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// Determine config paths
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local_config_path = get_local_config_path() / config::application_name;
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shared_config_path = get_shared_config_path() / config::application_name;
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saves_path = shared_config_path / "saves";
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screenshots_path = shared_config_path / "gallery";
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controls_path = shared_config_path / "controls";
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// Log paths
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debug::log_info("Data package path: \"{}\"", data_package_path.string());
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debug::log_info("Local config path: \"{}\"", local_config_path.string());
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debug::log_info("Shared config path: \"{}\"", shared_config_path.string());
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debug::log_info("Mods path: \"{}\"", mods_path.string());
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// Create nonexistent config directories
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std::vector<std::filesystem::path> config_paths;
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config_paths.push_back(local_config_path);
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config_paths.push_back(shared_config_path);
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config_paths.push_back(saves_path);
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config_paths.push_back(screenshots_path);
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config_paths.push_back(controls_path);
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for (const auto& path: config_paths)
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{
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try
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{
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if (std::filesystem::create_directories(path))
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{
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debug::log_info("Created directory \"{}\"", path.string());
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}
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}
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catch (const std::filesystem::filesystem_error& e)
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{
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debug::log_error("Failed to create directory \"{}\": {}", path.string(), e.what());
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}
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}
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// Scan for mods
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std::vector<std::filesystem::path> mod_paths;
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if (std::filesystem::is_directory(mods_path))
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{
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for (const auto& entry: std::filesystem::directory_iterator{mods_path})
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{
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if (entry.is_directory() || (entry.is_regular_file() && entry.path().extension() == ".zip"))
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{
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mod_paths.push_back(entry.path());
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debug::log_info("Found mod \"{}\"", entry.path().filename().string());
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}
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}
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}
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// Mount mod paths
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for (const std::filesystem::path& mod_path: mod_paths)
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{
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resource_manager->mount(mods_path / mod_path);
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}
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// Mount config path
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resource_manager->mount(local_config_path);
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resource_manager->mount(shared_config_path);
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// Mount data package path
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resource_manager->mount(data_package_path);
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// Mount controls path
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resource_manager->mount(shared_config_path / "controls");
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}
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void game::load_settings()
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{
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if (option_reset)
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{
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// Command-line reset option found, reset settings
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settings = std::make_shared<dict<hash::fnv1a32_t>>();
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resource_manager->set_write_path(shared_config_path);
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resource_manager->save(*settings, "settings.cfg");
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debug::log_info("Settings reset");
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}
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else
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{
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settings = resource_manager->load<dict<hash::fnv1a32_t>>("settings.cfg");
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if (!settings)
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{
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debug::log_info("Settings not found");
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settings = std::make_shared<dict<hash::fnv1a32_t>>();
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}
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}
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}
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void game::setup_window()
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{
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// Construct window manager
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window_manager = app::window_manager::instance();
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// Default window settings
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std::string window_title = config::application_name;
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int window_x = -1;
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int window_y = -1;
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int window_w = -1;
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int window_h = -1;
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bool maximized = true;
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bool fullscreen = true;
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bool v_sync = true;
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// Read window settings
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bool resize = false;
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read_or_write_setting(*this, "window_title", window_title);
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read_or_write_setting(*this, "window_x", window_x);
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read_or_write_setting(*this, "window_y", window_y);
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if (!read_or_write_setting(*this, "window_w", window_w) ||
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!read_or_write_setting(*this, "window_h", window_h))
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{
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resize = true;
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}
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read_or_write_setting(*this, "maximized", maximized);
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read_or_write_setting(*this, "fullscreen", fullscreen);
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read_or_write_setting(*this, "v_sync", v_sync);
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// If window size not set, resize and reposition relative to default display
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if (resize)
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{
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const app::display& display = window_manager->get_display(0);
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const auto& usable_bounds = display.get_usable_bounds();
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const auto usable_bounds_center = usable_bounds.center();
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const float default_windowed_scale = 1.0f / 1.2f;
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window_w = static_cast<int>((usable_bounds.max.x() - usable_bounds.min.x()) * default_windowed_scale);
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window_h = static_cast<int>((usable_bounds.max.y() - usable_bounds.min.y()) * default_windowed_scale);
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window_x = usable_bounds_center.x() - window_w / 2;
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window_y = usable_bounds_center.y() - window_h / 2;
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}
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// Handle window-related command-line options
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if (option_windowed)
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{
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// Start in windowed mode
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maximized = false;
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fullscreen = false;
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}
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if (option_fullscreen)
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{
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// Start in fullscreen mode
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fullscreen = true;
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}
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if (option_v_sync)
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{
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v_sync = option_v_sync.value();
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}
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// Construct window
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window = window_manager->create_window
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(
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window_title,
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{window_x, window_y},
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{window_w, window_h},
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maximized,
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fullscreen,
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v_sync
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);
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// Restrict window size
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window->set_minimum_size({160, 144});
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// Setup window closed callback
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window_closed_subscription = window->get_closed_channel().subscribe
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(
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[&](const auto& event)
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{
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closed = true;
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}
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);
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}
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void game::setup_audio()
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{
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debug::log_trace("Setting up audio...");
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// Default audio settings
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master_volume = 1.0f;
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ambience_volume = 1.0f;
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effects_volume = 1.0f;
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mono_audio = false;
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captions = false;
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captions_size = 1.0f;
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// Read audio settings
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read_or_write_setting(*this, "master_volume", master_volume);
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read_or_write_setting(*this, "ambience_volume", ambience_volume);
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read_or_write_setting(*this, "effects_volume", effects_volume);
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read_or_write_setting(*this, "mono_audio", mono_audio);
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read_or_write_setting(*this, "captions", captions);
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read_or_write_setting(*this, "captions_size", captions_size);
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// Open audio device
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debug::log_trace("Opening audio device...");
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alc_device = alcOpenDevice(nullptr);
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if (!alc_device)
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{
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debug::log_error("Failed to open audio device: AL error code {}", alGetError());
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return;
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}
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else
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{
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// Get audio device name
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const ALCchar* alc_device_name = nullptr;
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if (alcIsExtensionPresent(alc_device, "ALC_ENUMERATE_ALL_EXT"))
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{
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alc_device_name = alcGetString(alc_device, ALC_ALL_DEVICES_SPECIFIER);
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}
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if (alcGetError(alc_device) != AL_NO_ERROR || !alc_device_name)
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{
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alc_device_name = alcGetString(alc_device, ALC_DEVICE_SPECIFIER);
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}
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|
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// Log audio device name
|
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debug::log_info("Opened audio device \"{}\"", alc_device_name);
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}
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|
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// Create audio context
|
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debug::log_trace("Creating audio context...");
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alc_context = alcCreateContext(alc_device, nullptr);
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if (!alc_context)
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{
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debug::log_error("Failed to create audio context: ALC error code {}", alcGetError(alc_device));
|
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alcCloseDevice(alc_device);
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return;
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}
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else
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{
|
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debug::log_trace("Created audio context");
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}
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|
|
// Make audio context current
|
|
debug::log_trace("Making audio context current...");
|
|
if (alcMakeContextCurrent(alc_context) == ALC_FALSE)
|
|
{
|
|
debug::log_error("Failed to make audio context current: ALC error code {}", alcGetError(alc_device));
|
|
if (alc_context != nullptr)
|
|
{
|
|
alcDestroyContext(alc_context);
|
|
}
|
|
alcCloseDevice(alc_device);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
debug::log_trace("Made audio context current");
|
|
}
|
|
|
|
debug::log_trace("Set up audio");
|
|
}
|
|
|
|
void game::setup_input()
|
|
{
|
|
// Construct input manager
|
|
input_manager = app::input_manager::instance();
|
|
|
|
// Process initial input events, such as connecting gamepads
|
|
input_manager->update();
|
|
|
|
// Setup application quit callback
|
|
application_quit_subscription = input_manager->get_event_dispatcher().subscribe<input::application_quit_event>
|
|
(
|
|
[&](const auto& event)
|
|
{
|
|
closed = true;
|
|
}
|
|
);
|
|
|
|
/*
|
|
// Gamepad deactivation function
|
|
auto deactivate_gamepad = [&](const auto& event)
|
|
{
|
|
if (gamepad_active)
|
|
{
|
|
gamepad_active = false;
|
|
|
|
// WARNING: huge source of lag
|
|
input_manager->set_cursor_visible(true);
|
|
}
|
|
};
|
|
|
|
// Setup gamepad activation callbacks
|
|
gamepad_axis_moved_subscription = input_manager->get_event_dispatcher().subscribe<input::gamepad_axis_moved_event>
|
|
(
|
|
[&](const auto& event)
|
|
{
|
|
if (!gamepad_active && std::abs(event.position) > 0.5f)
|
|
{
|
|
gamepad_active = true;
|
|
input_manager->set_cursor_visible(false);
|
|
}
|
|
}
|
|
);
|
|
gamepad_button_pressed_subscription = input_manager->get_event_dispatcher().subscribe<input::gamepad_button_pressed_event>
|
|
(
|
|
[&](const auto& event)
|
|
{
|
|
if (!gamepad_active)
|
|
{
|
|
gamepad_active = true;
|
|
input_manager->set_cursor_visible(false);
|
|
}
|
|
}
|
|
);
|
|
|
|
// Setup gamepad deactivation callbacks
|
|
mouse_button_pressed_subscription = input_manager->get_event_dispatcher().subscribe<input::mouse_button_pressed_event>
|
|
(
|
|
deactivate_gamepad
|
|
);
|
|
mouse_moved_subscription = input_manager->get_event_dispatcher().subscribe<input::mouse_moved_event>
|
|
(
|
|
deactivate_gamepad
|
|
);
|
|
mouse_scrolled_subscription = input_manager->get_event_dispatcher().subscribe<input::mouse_scrolled_event>
|
|
(
|
|
deactivate_gamepad
|
|
);
|
|
|
|
// Activate gamepad if one is connected
|
|
if (!input_manager->get_gamepads().empty())
|
|
{
|
|
gamepad_active = true;
|
|
input_manager->set_cursor_visible(false);
|
|
}
|
|
else
|
|
{
|
|
gamepad_active = false;
|
|
}
|
|
*/
|
|
}
|
|
|
|
void game::load_strings()
|
|
{
|
|
debug::log_trace("Loading strings...");
|
|
|
|
// Default strings settings
|
|
language_tag = "en";
|
|
|
|
// Read strings settings
|
|
read_or_write_setting(*this, "language_tag", language_tag);
|
|
|
|
// Slugify language tag
|
|
std::string language_slug = language_tag;
|
|
std::transform
|
|
(
|
|
language_slug.begin(),
|
|
language_slug.end(),
|
|
language_slug.begin(),
|
|
[](unsigned char c)
|
|
{
|
|
return std::tolower(c);
|
|
}
|
|
);
|
|
|
|
// Load string map
|
|
string_map = resource_manager->load<i18n::string_map>(language_slug + ".str");
|
|
|
|
// Log language info
|
|
debug::log_info("Language tag: {}", language_tag);
|
|
|
|
// Change window title
|
|
const std::string window_title = get_string(*this, "window_title");
|
|
window->set_title(window_title);
|
|
|
|
// Update window title setting
|
|
(*settings)["window_title"] = window_title;
|
|
|
|
debug::log_trace("Loaded strings");
|
|
}
|
|
|
|
void game::setup_rendering()
|
|
{
|
|
debug::log_trace("Setting up rendering...");
|
|
|
|
// Default rendering settings
|
|
render_scale = 1.0f;
|
|
anti_aliasing_method = render::anti_aliasing_method::none;
|
|
shadow_map_resolution = 4096;
|
|
|
|
// Read rendering settings
|
|
read_or_write_setting(*this, "render_scale", render_scale);
|
|
read_or_write_setting(*this, "anti_aliasing_method", *reinterpret_cast<std::underlying_type_t<render::anti_aliasing_method>*>(&anti_aliasing_method));
|
|
read_or_write_setting(*this, "shadow_map_resolution", shadow_map_resolution);
|
|
|
|
// Create framebuffers
|
|
::graphics::create_framebuffers(*this);
|
|
|
|
// Load fallback material
|
|
auto fallback_material = resource_manager->load<render::material>("fallback.mtl");
|
|
|
|
// Setup common render passes
|
|
{
|
|
// Construct bloom pass
|
|
bloom_pass = std::make_unique<render::bloom_pass>(&window->get_graphics_pipeline(), resource_manager.get());
|
|
bloom_pass->set_source_texture(hdr_color_texture);
|
|
bloom_pass->set_mip_chain_length(5);
|
|
bloom_pass->set_filter_radius(0.005f);
|
|
|
|
common_final_pass = std::make_unique<render::final_pass>(&window->get_graphics_pipeline(), nullptr, resource_manager.get());
|
|
common_final_pass->set_color_texture(hdr_color_texture);
|
|
common_final_pass->set_bloom_texture(bloom_pass->get_bloom_texture());
|
|
common_final_pass->set_bloom_weight(0.04f);
|
|
//common_final_pass->set_bloom_weight(0.0f);
|
|
common_final_pass->set_blue_noise_texture(resource_manager->load<gl::texture_2d>("blue-noise.tex"));
|
|
|
|
resample_pass = std::make_unique<render::resample_pass>(&window->get_graphics_pipeline(), nullptr, resource_manager.get());
|
|
resample_pass->set_source_texture(ldr_color_texture_a);
|
|
resample_pass->set_enabled(false);
|
|
}
|
|
|
|
// Setup UI compositor
|
|
{
|
|
ui_material_pass = std::make_unique<render::material_pass>(&window->get_graphics_pipeline(), nullptr, resource_manager.get());
|
|
ui_material_pass->set_fallback_material(fallback_material);
|
|
|
|
ui_material_pass->set_clear_mask(gl::depth_clear_bit);
|
|
ui_material_pass->set_clear_value({{0.0f, 0.0f, 0.0f, 0.0f}, 0.0f, 0});
|
|
|
|
ui_compositor = std::make_unique<render::compositor>();
|
|
ui_compositor->add_pass(ui_material_pass.get());
|
|
}
|
|
|
|
// Setup surface compositor
|
|
{
|
|
sky_pass = std::make_unique<render::sky_pass>(&window->get_graphics_pipeline(), hdr_framebuffer.get(), resource_manager.get());
|
|
sky_pass->set_clear_mask(gl::color_clear_bit | gl::depth_clear_bit | gl::stencil_clear_bit);
|
|
sky_pass->set_clear_value({{0.0f, 0.0f, 0.0f, 0.0f}, 0.0f, 0});
|
|
// sky_pass->set_magnification(3.0f);
|
|
|
|
surface_material_pass = std::make_unique<render::material_pass>(&window->get_graphics_pipeline(), hdr_framebuffer.get(), resource_manager.get());
|
|
surface_material_pass->set_fallback_material(fallback_material);
|
|
|
|
surface_compositor = std::make_unique<render::compositor>();
|
|
surface_compositor->add_pass(sky_pass.get());
|
|
surface_compositor->add_pass(surface_material_pass.get());
|
|
surface_compositor->add_pass(bloom_pass.get());
|
|
surface_compositor->add_pass(common_final_pass.get());
|
|
surface_compositor->add_pass(resample_pass.get());
|
|
}
|
|
|
|
// Configure anti-aliasing according to settings
|
|
graphics::select_anti_aliasing_method(*this, anti_aliasing_method);
|
|
|
|
// Configure render scaling according to settings
|
|
graphics::change_render_resolution(*this, render_scale);
|
|
|
|
// Create renderer
|
|
renderer = std::make_unique<render::renderer>(window->get_graphics_pipeline(), *resource_manager);
|
|
|
|
debug::log_trace("Set up rendering");
|
|
}
|
|
|
|
void game::setup_scenes()
|
|
{
|
|
debug::log_trace("Setting up scenes...");
|
|
|
|
// Ratio of meters to scene units.
|
|
constexpr float scene_scale = 1.0f / 100.0f;
|
|
|
|
// Get default framebuffer
|
|
const auto& viewport_size = window->get_viewport_size();
|
|
const float viewport_aspect_ratio = static_cast<float>(viewport_size[0]) / static_cast<float>(viewport_size[1]);
|
|
|
|
// Allocate and init surface scene
|
|
surface_scene = std::make_unique<scene::collection>();
|
|
surface_scene->set_scale(scene_scale);
|
|
|
|
// Allocate and init surface camera
|
|
surface_camera = std::make_shared<scene::camera>();
|
|
surface_camera->set_perspective(math::radians<float>(45.0f), viewport_aspect_ratio, 0.5f);
|
|
surface_camera->set_compositor(surface_compositor.get());
|
|
surface_camera->set_composite_index(0);
|
|
|
|
// Allocate and init underground scene
|
|
underground_scene = std::make_unique<scene::collection>();
|
|
underground_scene->set_scale(scene_scale);
|
|
|
|
// Allocate and init underground camera
|
|
underground_camera = std::make_shared<scene::camera>();
|
|
underground_camera->set_perspective(math::radians<float>(45.0f), viewport_aspect_ratio, 0.5f);
|
|
|
|
// Clear active scene
|
|
active_scene = nullptr;
|
|
|
|
debug::log_trace("Set up scenes");
|
|
}
|
|
|
|
void game::setup_animation()
|
|
{
|
|
// Setup timeline system
|
|
timeline = std::make_unique<::timeline>();
|
|
timeline->set_autoremove(true);
|
|
|
|
// Setup animator
|
|
animator = std::make_unique<::animator>();
|
|
}
|
|
|
|
void game::setup_ui()
|
|
{
|
|
// Default UI settings
|
|
font_scale = 1.0f;
|
|
debug_font_size_pt = 10.0f;
|
|
menu_font_size_pt = 22.0f;
|
|
title_font_size_pt = 80.0f;
|
|
dyslexia_font = false;
|
|
|
|
// Read UI settings
|
|
read_or_write_setting(*this, "font_scale", font_scale);
|
|
read_or_write_setting(*this, "debug_font_size_pt", debug_font_size_pt);
|
|
read_or_write_setting(*this, "menu_font_size_pt", menu_font_size_pt);
|
|
read_or_write_setting(*this, "title_font_size_pt", title_font_size_pt);
|
|
read_or_write_setting(*this, "dyslexia_font", dyslexia_font);
|
|
|
|
// Allocate font materials
|
|
debug_font_material = std::make_shared<render::material>();
|
|
menu_font_material = std::make_shared<render::material>();
|
|
title_font_material = std::make_shared<render::material>();
|
|
|
|
// Load fonts
|
|
debug::log_trace("Loading fonts...");
|
|
try
|
|
{
|
|
::load_fonts(*this);
|
|
debug::log_trace("Loaded fonts");
|
|
}
|
|
catch (const std::exception& e)
|
|
{
|
|
debug::log_error("Failed to load fonts: {}", e.what());
|
|
}
|
|
|
|
// Get default framebuffer
|
|
const auto& viewport_size = window->get_viewport_size();
|
|
const float viewport_aspect_ratio = static_cast<float>(viewport_size[0]) / static_cast<float>(viewport_size[1]);
|
|
|
|
// Setup UI scene
|
|
ui_scene = std::make_unique<scene::collection>();
|
|
|
|
// Setup UI camera
|
|
ui_camera = std::make_unique<scene::camera>();
|
|
ui_camera->set_compositor(ui_compositor.get());
|
|
const float clip_left = 0.0f;
|
|
const float clip_right = static_cast<float>(viewport_size.x());
|
|
const float clip_top = 0.0f;
|
|
const float clip_bottom = static_cast<float>(viewport_size.y());
|
|
const float clip_near = -100.0f;
|
|
const float clip_far = 100.0f;
|
|
ui_camera->set_orthographic(clip_left, clip_right, clip_top, clip_bottom, clip_near, clip_far);
|
|
ui_camera->look_at({0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, {0.0f, 1.0f, 0.0f});
|
|
|
|
// Menu BG material
|
|
menu_bg_material = std::make_shared<render::material>();
|
|
menu_bg_material->set_shader_template(resource_manager->load<gl::shader_template>("ui-element-untextured.glsl"));
|
|
std::shared_ptr<render::matvar_fvec4> menu_bg_tint = std::make_shared<render::matvar_fvec4>(1, math::fvec4{0.0f, 0.0f, 0.0f, 0.5f});
|
|
menu_bg_material->set_variable("tint", menu_bg_tint);
|
|
menu_bg_material->set_blend_mode(render::material_blend_mode::translucent);
|
|
|
|
// Menu BG billboard
|
|
menu_bg_billboard = std::make_unique<scene::billboard>();
|
|
menu_bg_billboard->set_material(menu_bg_material);
|
|
menu_bg_billboard->set_scale({std::ceil(viewport_size.x() * 0.5f), std::ceil(viewport_size.y() * 0.5f), 1.0f});
|
|
menu_bg_billboard->set_translation({std::floor(viewport_size.x() * 0.5f), std::floor(viewport_size.y() * 0.5f), -100.0f});
|
|
|
|
// Create fade transition
|
|
fade_transition = std::make_unique<screen_transition>();
|
|
fade_transition->get_material()->set_shader_template(resource_manager->load<gl::shader_template>("fade-transition.glsl"));
|
|
fade_transition_color = std::make_shared<render::matvar_fvec3>(1, math::fvec3{0, 0, 0});
|
|
fade_transition->get_material()->set_variable("color", fade_transition_color);
|
|
fade_transition->get_billboard()->set_translation({0, 0, 98});
|
|
|
|
// Create inner radial transition
|
|
radial_transition_inner = std::make_unique<screen_transition>();
|
|
radial_transition_inner->get_material()->set_shader_template(resource_manager->load<gl::shader_template>("radial-transition-inner.glsl"));
|
|
|
|
// Create outer radial transition
|
|
radial_transition_outer = std::make_unique<screen_transition>();
|
|
radial_transition_outer->get_material()->set_shader_template(resource_manager->load<gl::shader_template>("radial-transition-outer.glsl"));
|
|
|
|
// Menu BG animations
|
|
{
|
|
auto menu_bg_frame_callback = [menu_bg_tint](int channel, const float& opacity)
|
|
{
|
|
menu_bg_tint->set(math::fvec4{0.0f, 0.0f, 0.0f, opacity});
|
|
};
|
|
|
|
// Menu BG fade in animation
|
|
menu_bg_fade_in_animation = std::make_unique<animation<float>>();
|
|
{
|
|
menu_bg_fade_in_animation->set_interpolator(ease<float>::out_cubic);
|
|
animation_channel<float>* channel = 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});
|
|
menu_bg_fade_in_animation->set_frame_callback(menu_bg_frame_callback);
|
|
menu_bg_fade_in_animation->set_start_callback
|
|
(
|
|
[&, menu_bg_tint]()
|
|
{
|
|
ui_scene->add_object(*menu_bg_billboard);
|
|
|
|
menu_bg_tint->set(math::fvec4{0.0f, 0.0f, 0.0f, 0.0f});
|
|
//menu_bg_billboard->set_active(true);
|
|
}
|
|
);
|
|
}
|
|
|
|
// Menu BG fade out animation
|
|
menu_bg_fade_out_animation = std::make_unique<animation<float>>();
|
|
{
|
|
menu_bg_fade_out_animation->set_interpolator(ease<float>::out_cubic);
|
|
animation_channel<float>* channel = 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});
|
|
menu_bg_fade_out_animation->set_frame_callback(menu_bg_frame_callback);
|
|
menu_bg_fade_out_animation->set_end_callback
|
|
(
|
|
[&]()
|
|
{
|
|
ui_scene->remove_object(*menu_bg_billboard);
|
|
//menu_bg_billboard->set_active(false);
|
|
}
|
|
);
|
|
}
|
|
}
|
|
|
|
// Add UI scene objects to UI scene
|
|
ui_scene->add_object(*ui_camera);
|
|
ui_scene->add_object(*fade_transition->get_billboard());
|
|
|
|
// Add UI animations to animator
|
|
animator->add_animation(fade_transition->get_animation());
|
|
animator->add_animation(menu_bg_fade_in_animation.get());
|
|
animator->add_animation(menu_bg_fade_out_animation.get());
|
|
|
|
// Setup window resized callback
|
|
window_resized_subscription = window->get_resized_channel().subscribe
|
|
(
|
|
[&](const auto& event)
|
|
{
|
|
const auto& viewport_size = event.window->get_viewport_size();
|
|
const float viewport_aspect_ratio = static_cast<float>(viewport_size.x()) / static_cast<float>(viewport_size.y());
|
|
|
|
// Resize framebuffers
|
|
::graphics::change_render_resolution(*this, render_scale);
|
|
|
|
// Update camera projection matrix
|
|
surface_camera->set_aspect_ratio(viewport_aspect_ratio);
|
|
|
|
// Update UI camera projection matrix
|
|
ui_camera->set_orthographic
|
|
(
|
|
0.0f,
|
|
static_cast<float>(viewport_size.x()),
|
|
0.0f,
|
|
static_cast<float>(viewport_size.y()),
|
|
ui_camera->get_clip_near(),
|
|
ui_camera->get_clip_far()
|
|
);
|
|
|
|
// Resize menu BG billboard
|
|
menu_bg_billboard->set_scale({std::ceil(viewport_size.x() * 0.5f), std::ceil(viewport_size.y() * 0.5f), 1.0f});
|
|
menu_bg_billboard->set_translation({std::floor(viewport_size.x() * 0.5f), std::floor(viewport_size.y() * 0.5f), -100.0f});
|
|
|
|
// Re-align debug text
|
|
frame_time_text->set_translation({std::round(0.0f), std::round(viewport_size.y() - debug_font.get_font_metrics().size), 99.0f});
|
|
|
|
// Re-align menu text
|
|
::menu::align_text(*this);
|
|
}
|
|
);
|
|
}
|
|
|
|
void game::setup_rng()
|
|
{
|
|
std::random_device rd;
|
|
rng.seed(rd());
|
|
}
|
|
|
|
void game::setup_entities()
|
|
{
|
|
// Create entity registry
|
|
entity_registry = std::make_unique<entt::registry>();
|
|
}
|
|
|
|
void game::setup_systems()
|
|
{
|
|
const auto& viewport_size = window->get_viewport_size();
|
|
math::fvec4 viewport = {0.0f, 0.0f, static_cast<float>(viewport_size[0]), static_cast<float>(viewport_size[1])};
|
|
|
|
// Setup terrain system
|
|
terrain_system = std::make_unique<::terrain_system>(*entity_registry);
|
|
|
|
// Setup camera system
|
|
camera_system = std::make_unique<::camera_system>(*entity_registry);
|
|
camera_system->set_viewport(viewport);
|
|
|
|
// Setup subterrain system
|
|
subterrain_system = std::make_unique<::subterrain_system>(*entity_registry, resource_manager.get());
|
|
|
|
// Setup collision system
|
|
collision_system = std::make_unique<::collision_system>(*entity_registry);
|
|
|
|
// Setup behavior system
|
|
behavior_system = std::make_unique<::behavior_system>(*entity_registry);
|
|
|
|
// Setup steering system
|
|
steering_system = std::make_unique<::steering_system>(*entity_registry);
|
|
|
|
// Setup locomotion system
|
|
locomotion_system = std::make_unique<::locomotion_system>(*entity_registry);
|
|
|
|
// Setup IK system
|
|
ik_system = std::make_unique<::ik_system>(*entity_registry);
|
|
|
|
// Setup metabolic system
|
|
metabolic_system = std::make_unique<::metabolic_system>(*entity_registry);
|
|
|
|
// Setup metamorphosis system
|
|
metamorphosis_system = std::make_unique<::metamorphosis_system>(*entity_registry);
|
|
|
|
// Setup animation system
|
|
animation_system = std::make_unique<::animation_system>(*entity_registry);
|
|
|
|
// Setup physics system
|
|
physics_system = std::make_unique<::physics_system>(*entity_registry);
|
|
physics_system->set_gravity({0.0f, -9.80665f * 100.0f, 0.0f});
|
|
|
|
// Setup reproductive system
|
|
reproductive_system = std::make_unique<::reproductive_system>(*entity_registry);
|
|
reproductive_system->set_physics_system(physics_system.get());
|
|
|
|
// Setup spatial system
|
|
spatial_system = std::make_unique<::spatial_system>(*entity_registry);
|
|
|
|
// Setup constraint system
|
|
constraint_system = std::make_unique<::constraint_system>(*entity_registry);
|
|
|
|
// Setup orbit system
|
|
orbit_system = std::make_unique<::orbit_system>(*entity_registry);
|
|
|
|
// Setup blackbody system
|
|
blackbody_system = std::make_unique<::blackbody_system>(*entity_registry);
|
|
|
|
// Setup atmosphere system
|
|
atmosphere_system = std::make_unique<::atmosphere_system>(*entity_registry);
|
|
atmosphere_system->set_sky_pass(sky_pass.get());
|
|
|
|
// Setup astronomy system
|
|
astronomy_system = std::make_unique<::astronomy_system>(*entity_registry);
|
|
astronomy_system->set_transmittance_samples(16);
|
|
astronomy_system->set_sky_pass(sky_pass.get());
|
|
|
|
// Setup render system
|
|
render_system = std::make_unique<::render_system>(*entity_registry);
|
|
render_system->set_renderer(renderer.get());
|
|
render_system->add_layer(surface_scene.get());
|
|
render_system->add_layer(underground_scene.get());
|
|
render_system->add_layer(ui_scene.get());
|
|
}
|
|
|
|
void game::setup_controls()
|
|
{
|
|
debug::log_trace("Setting up controls...");
|
|
|
|
// Load SDL game controller mappings database
|
|
// debug::log_trace("Loading SDL game controller mappings...");
|
|
// file_buffer* game_controller_db = resource_manager->load<file_buffer>("gamecontrollerdb.txt");
|
|
// if (!game_controller_db)
|
|
// {
|
|
// debug::log_error("Failed to load SDL game controller mappings");
|
|
// }
|
|
// else
|
|
// {
|
|
// app->add_game_controller_mappings(game_controller_db->data(), game_controller_db->size());
|
|
// debug::log_trace("Loaded SDL game controller mappings");
|
|
|
|
// resource_manager->unload("gamecontrollerdb.txt");
|
|
// }
|
|
|
|
// Pass input event queue to action maps
|
|
event::dispatcher* input_event_dispatcher = &input_manager->get_event_dispatcher();
|
|
window_action_map.set_event_dispatcher(input_event_dispatcher);
|
|
menu_action_map.set_event_dispatcher(input_event_dispatcher);
|
|
movement_action_map.set_event_dispatcher(input_event_dispatcher);
|
|
camera_action_map.set_event_dispatcher(input_event_dispatcher);
|
|
ant_action_map.set_event_dispatcher(input_event_dispatcher);
|
|
debug_action_map.set_event_dispatcher(input_event_dispatcher);
|
|
|
|
// Default control profile settings
|
|
control_profile_filename = "controls.cfg";
|
|
|
|
// Read control profile settings
|
|
if (read_or_write_setting(*this, "control_profile", control_profile_filename))
|
|
{
|
|
control_profile = resource_manager->load<::control_profile>(control_profile_filename);
|
|
}
|
|
|
|
if (!control_profile)
|
|
{
|
|
// Allocate control profile
|
|
control_profile = std::make_shared<::control_profile>();
|
|
|
|
// Reset control profile to default settings.
|
|
::reset_control_profile(*control_profile);
|
|
|
|
// Save control profile
|
|
resource_manager->set_write_path(controls_path);
|
|
resource_manager->save(*control_profile, control_profile_filename);
|
|
}
|
|
|
|
// Apply control profile
|
|
::apply_control_profile(*this, *control_profile);
|
|
|
|
// Setup mouse sensitivity
|
|
mouse_pan_factor = mouse_radians_per_pixel * mouse_pan_sensitivity * (mouse_invert_pan ? -1.0 : 1.0);
|
|
mouse_tilt_factor = mouse_radians_per_pixel * mouse_tilt_sensitivity * (mouse_invert_tilt ? -1.0 : 1.0);
|
|
|
|
// Setup gamepad sensitivity
|
|
gamepad_pan_factor = gamepad_radians_per_second * gamepad_pan_sensitivity * (gamepad_invert_pan ? -1.0 : 1.0);
|
|
gamepad_tilt_factor = gamepad_radians_per_second * gamepad_tilt_sensitivity * (gamepad_invert_tilt ? -1.0 : 1.0);
|
|
|
|
// Setup action callbacks
|
|
setup_window_controls(*this);
|
|
setup_menu_controls(*this);
|
|
setup_camera_controls(*this);
|
|
setup_game_controls(*this);
|
|
setup_ant_controls(*this);
|
|
|
|
// Enable window controls
|
|
enable_window_controls(*this);
|
|
|
|
#if defined(DEBUG)
|
|
// Setup and enable debug controls
|
|
setup_debug_controls(*this);
|
|
enable_debug_controls(*this);
|
|
#endif
|
|
|
|
debug::log_trace("Set up controls");
|
|
}
|
|
|
|
void game::setup_debugging()
|
|
{
|
|
cli = std::make_unique<debug::cli>();
|
|
|
|
const auto& viewport_size = window->get_viewport_size();
|
|
|
|
frame_time_text = std::make_unique<scene::text>();
|
|
frame_time_text->set_material(debug_font_material);
|
|
frame_time_text->set_color({1.0f, 1.0f, 0.0f, 1.0f});
|
|
frame_time_text->set_font(&debug_font);
|
|
frame_time_text->set_translation({std::round(0.0f), std::round(viewport_size.y() - debug_font.get_font_metrics().size), 99.0f});
|
|
|
|
#if defined(DEBUG)
|
|
ui_scene->add_object(*frame_time_text);
|
|
debug_ui_visible = true;
|
|
#endif
|
|
}
|
|
|
|
void game::setup_timing()
|
|
{
|
|
// Init default settings
|
|
max_frame_rate = static_cast<float>(window_manager->get_display(0).get_refresh_rate() * 2);
|
|
|
|
// Read settings
|
|
read_or_write_setting(*this, "fixed_update_rate", fixed_update_rate);
|
|
read_or_write_setting(*this, "max_frame_rate", max_frame_rate);
|
|
read_or_write_setting(*this, "limit_frame_rate", limit_frame_rate);
|
|
|
|
const auto fixed_update_interval = std::chrono::duration_cast<::frame_scheduler::duration_type>(std::chrono::duration<double>(1.0 / fixed_update_rate));
|
|
const auto min_frame_duration = (limit_frame_rate) ? std::chrono::duration_cast<::frame_scheduler::duration_type>(std::chrono::duration<double>(1.0 / max_frame_rate)) : frame_scheduler::duration_type::zero();
|
|
const auto max_frame_duration = fixed_update_interval * 15;
|
|
|
|
// Configure frame scheduler
|
|
frame_scheduler.set_fixed_update_interval(fixed_update_interval);
|
|
frame_scheduler.set_min_frame_duration(min_frame_duration);
|
|
frame_scheduler.set_max_frame_duration(max_frame_duration);
|
|
frame_scheduler.set_fixed_update_callback(std::bind_front(&game::fixed_update, this));
|
|
frame_scheduler.set_variable_update_callback(std::bind_front(&game::variable_update, this));
|
|
|
|
// Init frame duration average
|
|
average_frame_duration.reserve(15);
|
|
}
|
|
|
|
void game::shutdown_audio()
|
|
{
|
|
debug::log_trace("Shutting down audio...");
|
|
|
|
if (alc_context)
|
|
{
|
|
alcMakeContextCurrent(nullptr);
|
|
alcDestroyContext(alc_context);
|
|
}
|
|
|
|
if (alc_device)
|
|
{
|
|
alcCloseDevice(alc_device);
|
|
}
|
|
|
|
debug::log_trace("Shut down audio");
|
|
}
|
|
|
|
void game::fixed_update(::frame_scheduler::duration_type fixed_update_time, ::frame_scheduler::duration_type fixed_update_interval)
|
|
{
|
|
const float t = std::chrono::duration<float>(fixed_update_time).count();
|
|
const float dt = std::chrono::duration<float>(fixed_update_interval).count();
|
|
|
|
// Update tweens
|
|
sky_pass->update_tweens();
|
|
|
|
// Process window events
|
|
window_manager->update();
|
|
|
|
// Process function queue
|
|
while (!function_queue.empty())
|
|
{
|
|
function_queue.front()();
|
|
function_queue.pop();
|
|
}
|
|
|
|
// Advance tline
|
|
//timeline->advance(dt);
|
|
|
|
// Update entity systems
|
|
animation_system->update(t, dt);
|
|
|
|
physics_system->update(t, dt);
|
|
|
|
//terrain_system->update(t, dt);
|
|
//subterrain_system->update(t, dt);
|
|
collision_system->update(t, dt);
|
|
behavior_system->update(t, dt);
|
|
steering_system->update(t, dt);
|
|
locomotion_system->update(t, dt);
|
|
ik_system->update(t, dt);
|
|
reproductive_system->update(t, dt);
|
|
metabolic_system->update(t, dt);
|
|
metamorphosis_system->update(t, dt);
|
|
// physics_system->update(t, dt);
|
|
orbit_system->update(t, dt);
|
|
blackbody_system->update(t, dt);
|
|
atmosphere_system->update(t, dt);
|
|
astronomy_system->update(t, dt);
|
|
spatial_system->update(t, dt);
|
|
constraint_system->update(t, dt);
|
|
animator->animate(dt);
|
|
camera_system->update(t, dt);
|
|
render_system->update(t, dt);
|
|
}
|
|
|
|
void game::variable_update(::frame_scheduler::duration_type fixed_update_time, ::frame_scheduler::duration_type fixed_update_interval, ::frame_scheduler::duration_type accumulated_time)
|
|
{
|
|
// Calculate subframe interpolation factor (`alpha`)
|
|
const float alpha = static_cast<float>(std::chrono::duration<double, ::frame_scheduler::duration_type::period>{accumulated_time} / fixed_update_interval);
|
|
|
|
// Sample average frame duration
|
|
const float average_frame_ms = average_frame_duration(std::chrono::duration<float, std::milli>(frame_scheduler.get_frame_duration()).count());
|
|
const float average_frame_fps = 1000.0f / average_frame_ms;
|
|
|
|
// Update frame rate display
|
|
frame_time_text->set_content(std::format("{:5.02f}ms / {:5.02f} FPS", average_frame_ms, average_frame_fps));
|
|
|
|
// Process input events
|
|
input_manager->update();
|
|
|
|
// Interpolate physics
|
|
physics_system->interpolate(alpha);
|
|
|
|
// Interpolate animation
|
|
animation_system->interpolate(alpha);
|
|
|
|
// Render
|
|
camera_system->interpolate(alpha);
|
|
render_system->draw(alpha);
|
|
window->swap_buffers();
|
|
}
|
|
|
|
void game::execute()
|
|
{
|
|
// Change to initial state
|
|
state_machine.emplace(std::make_unique<main_menu_state>(*this, true));
|
|
|
|
debug::log_trace("Entered main loop");
|
|
|
|
frame_scheduler.refresh();
|
|
|
|
while (!closed)
|
|
{
|
|
frame_scheduler.tick();
|
|
}
|
|
|
|
debug::log_trace("Exited main loop");
|
|
|
|
// Exit all active game states
|
|
while (!state_machine.empty())
|
|
{
|
|
state_machine.pop();
|
|
}
|
|
}
|