💿🐜 Antkeeper source code https://antkeeper.com
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/*
* Copyright (C) 2017 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 <http://www.gnu.org/licenses/>.
*/
#include "game-state.hpp"
#include "title-state.hpp"
#include "../application.hpp"
#include "../camera-rig.hpp"
#include "../game/colony.hpp"
#include "../game/ant.hpp"
#include "../game/tool.hpp"
#include "../game/pheromone-matrix.hpp"
#include "../ui/toolbar.hpp"
#include "../ui/menu.hpp"
#include "../ui/pie-menu.hpp"
#include <cmath>
inline void cmykToRGB(const float* cmyk, float* rgb)
{
rgb[0] = -((cmyk[0] * (1.0f - cmyk[3])) + cmyk[3] - 1.0f);
rgb[1] = -((cmyk[1] * (1.0f - cmyk[3])) + cmyk[3] - 1.0f);
rgb[2] = -((cmyk[2] * (1.0f - cmyk[3])) + cmyk[3] - 1.0f);
}
GameState::GameState(Application* application):
ApplicationState(application)
{}
GameState::~GameState()
{}
void GameState::enter()
{
int continueWorld = -1;
int continueLevel = -1;
application->settings.get("continue_world", &continueWorld);
application->settings.get("continue_level", &continueLevel);
if (continueWorld != application->currentWorldIndex || continueLevel != application->currentLevelIndex)
{
// Save continue world and level indices
application->settings.set("continue_world", application->currentWorldIndex);
application->settings.set("continue_level", application->currentLevelIndex);
application->saveUserSettings();
}
// Setup HUD
//application->rectangularPaletteImage->setVisible(true);
//application->rectangularPaletteImage->setActive(true);
application->toolbar->getContainer()->setVisible(true);
application->toolbar->getContainer()->setActive(true);
Navmesh* navmesh = application->currentLevel->terrain.getSurfaceNavmesh();
// Setup tools
application->forceps->setColony(application->colony);
application->forceps->setNavmesh(navmesh);
// Add tools to scene
application->defaultLayer->addObject(application->forceps->getModelInstance());
application->defaultLayer->addObject(application->lens->getModelInstance());
application->defaultLayer->addObject(application->lens->getSpotlight());
application->defaultLayer->addObject(application->brush->getModelInstance());
// Add terrain to scene
application->defaultLayer->addObject(&application->currentLevel->terrainSurface);
application->currentLevel->terrainSurface.setTranslation(Vector3(0.0f, 0.01f, 0.0f));
//application->defaultLayer->addObject(&application->currentLevel->terrainSubsurface);
application->defaultLayer->addObject(&application->sidewalkPanelInstance);
application->defaultLayer->addObject(&application->sidewalkPanelInstance1);
application->defaultLayer->addObject(&application->sidewalkPanelInstance2);
application->defaultLayer->addObject(&application->sidewalkPanelInstance3);
application->defaultLayer->addObject(&application->sidewalkPanelInstance4);
application->defaultLayer->addObject(&application->soilInstance);
// Spawn ants
for (int i = 0; i < 200; ++i)
{
Navmesh::Triangle* triangle = (*navmesh->getTriangles())[0];
Ant* ant = application->colony->spawn(navmesh, triangle, normalize_barycentric(Vector3(0.5f)));
Vector3 forward = glm::normalize(triangle->edge->vertex->position - triangle->edge->next->vertex->position);
Vector3 up = triangle->normal;
ant->setOrientation(forward, up);
application->defaultLayer->addObject(ant->getModelInstance());
ant->setState(Ant::State::WANDER);
}
// Setup camera controller
application->orbitCam->attachCamera(&application->camera);
//application->orbitCam->setFocalPoint(Vector3(0.0f));
//application->orbitCam->setFocalDistance(250.0f);
//application->orbitCam->setElevation(glm::radians(35.0f));
//application->orbitCam->setAzimuth(glm::radians(-45.0f));
application->orbitCam->setTargetFocalPoint(Vector3(0.0f));
application->orbitCam->setTargetFocalDistance(250.0f);
application->orbitCam->setTargetElevation(glm::radians(35.0f));
//application->orbitCam->setTargetAzimuth(glm::radians(-45.0f));
application->orbitCam->update(0.0f);
application->simulationPaused = false;
// Select forceps tool
//application->deselectTool(application->currentTool);
//application->selectTool(application->forceps);
application->pieMenu->select(1);
// Position options menu
application->optionsMenu->getUIContainer()->setAnchor(Vector2(0.5f, 0.5f));
application->controlsMenu->getUIContainer()->setAnchor(Vector2(0.5f, 0.5f));
application->levelsMenu->getUIContainer()->setAnchor(Vector2(0.5f, 0.5f));
// Show level name
application->levelNameLabel->setText(application->getLevelName(application->currentWorldIndex, application->currentLevelIndex));
//application->levelNameLabel->setVisible(true);
// Begin fade-in
application->fadeInTween->start();
application->mouse->addMouseButtonObserver(this);
application->mouse->addMouseMotionObserver(this);
}
void GameState::execute()
{
// Pause simulation
if (application->togglePause.isTriggered() && !application->togglePause.wasTriggered())
{
if (application->simulationPaused)
{
application->unpauseSimulation();
}
else
{
application->pauseSimulation();
}
}
// Open pause menu
else if (application->togglePauseMenu.isTriggered() && !application->togglePauseMenu.wasTriggered())
{
if (application->activeMenu == application->pauseMenu)
{
application->closePauseMenu();
}
else
{
application->openPauseMenu();
}
}
// Navigate menu
if (application->activeMenu != nullptr)
{
MenuItem* selectedItem = application->activeMenu->getSelectedItem();
if (application->menuDown.isTriggered() && !application->menuDown.wasTriggered())
{
if (selectedItem != nullptr)
{
if (selectedItem->getItemIndex() < application->activeMenu->getItemCount() - 1)
{
application->selectMenuItem(selectedItem->getItemIndex() + 1);
}
else
{
application->selectMenuItem(0);
}
}
else
{
application->selectMenuItem(0);
}
}
else if (application->menuUp.isTriggered() && !application->menuUp.wasTriggered())
{
if (selectedItem != nullptr)
{
if (selectedItem->getItemIndex() > 0)
{
application->selectMenuItem(selectedItem->getItemIndex() - 1);
}
else
{
application->selectMenuItem(application->activeMenu->getItemCount() - 1);
}
}
else
{
application->selectMenuItem(application->activeMenu->getItemCount() - 1);
}
}
if (application->menuLeft.isTriggered() && !application->menuLeft.wasTriggered())
{
application->decrementMenuItem();
}
else if (application->menuRight.isTriggered() && !application->menuRight.wasTriggered())
{
application->incrementMenuItem();
}
if (application->menuSelect.isTriggered() && !application->menuSelect.wasTriggered())
{
application->activateMenuItem();
}
}
else
{
// Select rig
if (application->switchRig.isTriggered() && !application->switchRig.wasTriggered())
{
if (application->activeRig == application->orbitCam)
{
application->freeCam->setTranslation(application->orbitCam->getTranslation());
//application->freeCam->setRotation(application->orbitCam->getRotation());
application->orbitCam->detachCamera();
application->freeCam->attachCamera(&application->camera);
application->activeRig = application->freeCam;
}
else if (application->activeRig == application->freeCam)
{
application->freeCam->detachCamera();
application->orbitCam->attachCamera(&application->camera);
application->activeRig = application->orbitCam;
}
}
// Move camera
if (application->activeRig == application->orbitCam)
{
Vector2 movementVector(0.0f);
if (application->cameraMoveLeft.isTriggered())
movementVector.x -= application->cameraMoveLeft.getCurrentValue();
if (application->cameraMoveRight.isTriggered())
movementVector.x += application->cameraMoveRight.getCurrentValue();
if (application->cameraMoveForward.isTriggered())
movementVector.y -= application->cameraMoveForward.getCurrentValue();
if (application->cameraMoveBack.isTriggered())
movementVector.y += application->cameraMoveBack.getCurrentValue();
if (movementVector.x != 0.0f || movementVector.y != 0.0f)
{
movementVector *= 0.005f * application->orbitCam->getFocalDistance() * application->dt / (1.0f / 60.0f);
application->orbitCam->move(movementVector);
}
// Zoom camera
float zoomFactor = application->orbitCam->getFocalDistance() / 10.0f * application->dt / (1.0f / 60.0f);
if (application->cameraZoomIn.isTriggered())
application->orbitCam->zoom(zoomFactor * application->cameraZoomIn.getCurrentValue());
if (application->cameraZoomOut.isTriggered())
application->orbitCam->zoom(-zoomFactor * application->cameraZoomOut.getCurrentValue());
// Rotate camera
if (application->cameraRotateCW.isTriggered() && !application->cameraRotateCW.wasTriggered())
{
application->orbitCam->rotate(glm::radians(-45.0f));
}
if (application->cameraRotateCCW.isTriggered() && !application->cameraRotateCCW.wasTriggered())
{
application->orbitCam->rotate(glm::radians(45.0f));
}
}
else if (application->activeRig == application->freeCam)
{
Vector2 movementVector(0.0f);
if (application->cameraMoveForward.isTriggered())
movementVector.x += application->cameraMoveForward.getCurrentValue();
if (application->cameraMoveBack.isTriggered())
movementVector.x -= application->cameraMoveBack.getCurrentValue();
if (application->cameraMoveLeft.isTriggered())
movementVector.y -= application->cameraMoveLeft.getCurrentValue();
if (application->cameraMoveRight.isTriggered())
movementVector.y += application->cameraMoveRight.getCurrentValue();
if (movementVector.x != 0.0f || movementVector.y != 0.0f)
{
movementVector = glm::normalize(movementVector) * 0.15f;
application->freeCam->move(movementVector);
}
}
}
// Update camera rig
application->activeRig->update(application->dt);
// Picking
if (!application->simulationPaused)
{
glm::ivec2 mousePosition = application->mouse->getCurrentPosition();
mousePosition.y = application->resolution.y - mousePosition.y;
Vector4 viewport(0.0f, 0.0f, application->resolution.x, application->resolution.y);
Vector3 mouseNear = application->camera.unproject(Vector3(mousePosition.x, mousePosition.y, 0.0f), viewport);
Vector3 mouseFar = application->camera.unproject(Vector3(mousePosition.x, mousePosition.y, 1.0f), viewport);
pickingRay.origin = mouseNear;
pickingRay.direction = glm::normalize(mouseFar - mouseNear);
std::list<Navmesh::Triangle*> triangles;
application->currentLevel->terrain.getSurfaceOctree()->query(pickingRay, &triangles);
auto result = intersects(pickingRay, triangles);
if (std::get<0>(result))
{
pick = pickingRay.extrapolate(std::get<1>(result));
std::size_t triangleIndex = std::get<3>(result);
pickTriangle = (*application->currentLevel->terrain.getSurfaceNavmesh()->getTriangles())[triangleIndex];
/*
float forcepsDistance = application->forcepsSwoopTween->getTweenValue();
//Quaternion rotation = glm::rotation(Vector3(0, 1, 0), triangle->normal);
Quaternion rotation = glm::angleAxis(application->orbitCam->getAzimuth(), Vector3(0, 1, 0)) *
glm::angleAxis(glm::radians(15.0f), Vector3(0, 0, -1));
Vector3 translation = pick + rotation * Vector3(0, forcepsDistance, 0);
// Set tool position
application->forcepsModelInstance.setTranslation(translation);
application->forcepsModelInstance.setRotation(rotation);
*/
}
// Update tools
if (application->currentTool != nullptr)
{
application->currentTool->setPick(pick);
application->currentTool->update(application->dt);
}
int iterations = application->fastForward.isTriggered() ? 10 : 1;
for (int iteration = 0; iteration < iterations; ++iteration)
{
application->colony->getHomingMatrix()->evaporate();
application->colony->getRecruitmentMatrix()->evaporate();
static int frame = 0;
if (frame++ % DIFFUSION_FRAME == 0)
{
application->colony->getHomingMatrix()->diffuse();
application->colony->getRecruitmentMatrix()->diffuse();
}
application->colony->update(application->dt);
}
static bool bla = false;
bla = !bla;
// Update pheromone texture
if (bla)
{
float cmyk[4];
float rgb[3];
const float* bufferH = application->colony->getHomingMatrix()->getActiveBuffer();
const float* bufferR = application->colony->getRecruitmentMatrix()->getActiveBuffer();
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, application->pheromonePBO);
GLubyte* data = (GLubyte*)glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY);
GLubyte* channel = data;
std::size_t index = 0;
for (int y = 0; y < application->pheromoneTexture.getHeight(); ++y)
{
for (int x = 0; x < application->pheromoneTexture.getWidth(); ++x)
{
float concentrationH = std::min<float>(1.0f, bufferH[index]);
float concentrationR = std::min<float>(1.0f, bufferR[index]);
cmyk[0] = std::min<float>(1.0f, concentrationH * HOMING_PHEROMONE_COLOR[0] + concentrationR * RECRUITMENT_PHEROMONE_COLOR[0]);
cmyk[1] = std::min<float>(1.0f, concentrationH * HOMING_PHEROMONE_COLOR[1] + concentrationR * RECRUITMENT_PHEROMONE_COLOR[1]);
cmyk[2] = std::min<float>(1.0f, concentrationH * HOMING_PHEROMONE_COLOR[2] + concentrationR * RECRUITMENT_PHEROMONE_COLOR[2]);
cmyk[3] = 0.35f;
cmykToRGB(cmyk, rgb);
GLubyte b = static_cast<GLubyte>(std::min<float>(255.0f, rgb[2] * 255.0f));
GLubyte g = static_cast<GLubyte>(std::min<float>(255.0f, rgb[1] * 255.0f));
GLubyte r = static_cast<GLubyte>(std::min<float>(255.0f, rgb[0] * 255.0f));
GLubyte a = static_cast<GLubyte>(std::min<float>(255.0f, std::max<float>(concentrationH, concentrationR) * 64.0f));
*(channel++) = b;
*(channel++) = g;
*(channel++) = r;
*(channel++) = a;
++index;
}
}
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
glBindTexture(GL_TEXTURE_2D, application->pheromoneTextureID);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, application->pheromoneTexture.getWidth(), application->pheromoneTexture.getHeight(), GL_BGRA, GL_UNSIGNED_BYTE, nullptr);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
//glGenerateMipmap(GL_TEXTURE_2D);
}
}
}
void GameState::exit()
{
// Remove input observers
application->mouse->removeMouseButtonObserver(this);
application->mouse->removeMouseMotionObserver(this);
// Clear scene
//application->defaultLayer->removeObject(&application->currentLevel->terrainSurface);
//application->defaultLayer->removeObject(&application->currentLevel->terrainSubsurface);
application->defaultLayer->removeObject(&application->sidewalkPanelInstance);
application->defaultLayer->removeObject(application->forceps->getModelInstance());
application->defaultLayer->removeObject(application->lens->getModelInstance());
application->defaultLayer->removeObject(application->lens->getSpotlight());
application->defaultLayer->removeObject(application->brush->getModelInstance());
for (std::size_t i = 0; i < application->colony->getAntCount(); ++i)
{
Ant* ant = application->colony->getAnt(i);
application->defaultLayer->removeObject(ant->getModelInstance());
}
// Kill all ants
application->colony->killAll();
// Hide HUD
application->rectangularPaletteImage->setVisible(false);
application->rectangularPaletteImage->setActive(false);
application->toolbar->getContainer()->setVisible(false);
application->toolbar->getContainer()->setActive(false);
}
void GameState::mouseButtonPressed(int button, int x, int y)
{
if (button == 1)
{
if (application->forceps->isActive())
{
application->forceps->pinch();
}
else if (application->brush->isActive())
{
application->brush->press();
}
else if (application->lens->isActive())
{
application->lens->focus();
}
dragging = true;
}
}
void GameState::mouseButtonReleased(int button, int x, int y)
{
if (button == 1)
{
if (application->forceps->isActive())
{
application->forceps->release();
}
else if (application->brush->isActive())
{
application->brush->release();
}
else if (application->lens->isActive())
{
application->lens->unfocus();
}
dragging = false;
}
}
void GameState::mouseMoved(int x, int y)
{
oldMousePosition = mousePosition;
mousePosition = Vector2(x, y);
if (application->activeRig == application->freeCam && dragging)
{
float rotationScale = glm::radians(180.0f) / application->resolution.y;
Vector2 difference = mousePosition - oldMousePosition;
float pan = -difference.x * rotationScale;
float tilt = -difference.y * rotationScale;
application->freeCam->rotate(pan, tilt);
}
}