/*
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* Copyright (C) 2021 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/states/loading.hpp"
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#include "application.hpp"
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#include "astro/illuminance.hpp"
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#include "color/color.hpp"
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#include "entity/components/atmosphere.hpp"
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#include "entity/components/blackbody.hpp"
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#include "entity/components/celestial-body.hpp"
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#include "entity/components/orbit.hpp"
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#include "entity/components/terrain.hpp"
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#include "entity/components/transform.hpp"
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#include "entity/systems/astronomy.hpp"
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#include "entity/systems/orbit.hpp"
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#include "entity/commands.hpp"
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#include "entity/archetype.hpp"
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#include "game/states/nuptial-flight.hpp"
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#include "game/states/splash.hpp"
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#include "game/states/forage.hpp"
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#include "game/controls.hpp"
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#include "geom/spherical.hpp"
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#include "gl/drawing-mode.hpp"
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#include "gl/vertex-array.hpp"
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#include "gl/vertex-attribute-type.hpp"
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#include "gl/vertex-buffer.hpp"
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#include "physics/light/photometry.hpp"
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#include "physics/orbit/orbit.hpp"
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#include "renderer/material.hpp"
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#include "renderer/model.hpp"
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#include "renderer/passes/shadow-map-pass.hpp"
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#include "renderer/vertex-attributes.hpp"
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#include "resources/resource-manager.hpp"
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#include "scene/ambient-light.hpp"
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#include "scene/directional-light.hpp"
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#include "utility/timestamp.hpp"
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namespace game {
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namespace state {
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namespace loading {
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/// Loads control profile and calibrates gamepads
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static void load_controls(game::context* ctx);
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/// Creates the universe and solar system.
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static void cosmogenesis(game::context* ctx);
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/// Creates a sun.
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static void heliogenesis(game::context* ctx);
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/// Creates a planet.
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static void planetogenesis(game::context* ctx);
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/// Creates a moon.
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static void selenogenesis(game::context* ctx);
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/// Creates fixed stars.
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static void extrasolar_heliogenesis(game::context* ctx);
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/// Creates an ant colony
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static void colonigenesis(game::context* ctx);
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void enter(game::context* ctx)
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{
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// Load controls
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ctx->logger->push_task("Loading controls");
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try
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{
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load_controls(ctx);
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}
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catch (...)
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{
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ctx->logger->pop_task(EXIT_FAILURE);
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}
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ctx->logger->pop_task(EXIT_SUCCESS);
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// Create universe
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ctx->logger->push_task("Creating the universe");
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try
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{
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cosmogenesis(ctx);
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}
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catch (...)
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{
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ctx->logger->pop_task(EXIT_FAILURE);
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throw;
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}
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ctx->logger->pop_task(EXIT_SUCCESS);
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// Determine next game state
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application::state next_state;
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if (ctx->option_quick_start.has_value())
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{
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next_state.name = "forage";
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next_state.enter = std::bind(game::state::forage::enter, ctx);
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next_state.exit = std::bind(game::state::forage::exit, ctx);
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}
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else
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{
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next_state.name = "splash";
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next_state.enter = std::bind(game::state::splash::enter, ctx);
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next_state.exit = std::bind(game::state::splash::exit, ctx);
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}
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// Queue next game state
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ctx->app->queue_state(next_state);
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}
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void exit(game::context* ctx)
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{}
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void load_controls(game::context* ctx)
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{
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// If a control profile is set in the config file
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if (ctx->config->contains("control_profile"))
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{
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// Load control profile
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json* profile = ctx->resource_manager->load<json>((*ctx->config)["control_profile"].get<std::string>());
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// Apply control profile
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if (profile)
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{
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game::apply_control_profile(ctx, *profile);
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}
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}
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// Calibrate gamepads
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for (input::gamepad* gamepad: ctx->app->get_gamepads())
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{
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ctx->logger->push_task("Loading calibration for gamepad " + gamepad->get_guid());
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json* calibration = game::load_gamepad_calibration(ctx, gamepad);
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if (!calibration)
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{
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ctx->logger->pop_task(EXIT_FAILURE);
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ctx->logger->push_task("Generating default calibration for gamepad " + gamepad->get_guid());
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json default_calibration = game::default_gamepad_calibration();
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apply_gamepad_calibration(gamepad, default_calibration);
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if (!save_gamepad_calibration(ctx, gamepad, default_calibration))
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ctx->logger->pop_task(EXIT_FAILURE);
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else
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ctx->logger->pop_task(EXIT_SUCCESS);
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}
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else
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{
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ctx->logger->pop_task(EXIT_SUCCESS);
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apply_gamepad_calibration(gamepad, *calibration);
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}
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}
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// Toggle fullscreen
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ctx->controls["toggle_fullscreen"]->set_activated_callback
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(
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[ctx]()
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{
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bool fullscreen = !ctx->app->is_fullscreen();
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ctx->app->set_fullscreen(fullscreen);
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if (!fullscreen)
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{
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int2 resolution;
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resolution.x = (*ctx->config)["windowed_resolution"][0].get<int>();
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resolution.y = (*ctx->config)["windowed_resolution"][1].get<int>();
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ctx->app->resize_window(resolution.x, resolution.y);
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}
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(*ctx->config)["fullscreen"] = fullscreen;
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}
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);
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// Screenshot
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ctx->controls["screenshot"]->set_activated_callback
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(
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[ctx]()
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{
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std::string path = ctx->screenshots_path + "antkeeper-" + timestamp() + ".png";
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ctx->app->save_frame(path);
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}
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);
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// Menu back
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ctx->controls["menu_back"]->set_activated_callback
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(
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std::bind(&application::close, ctx->app, 0)
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);
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// Set activation threshold for menu navigation controls to mitigate drifting gamepad axes
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const float menu_activation_threshold = 0.1f;
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ctx->controls["menu_up"]->set_activation_threshold(menu_activation_threshold);
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ctx->controls["menu_down"]->set_activation_threshold(menu_activation_threshold);
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ctx->controls["menu_left"]->set_activation_threshold(menu_activation_threshold);
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ctx->controls["menu_right"]->set_activation_threshold(menu_activation_threshold);
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}
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void cosmogenesis(game::context* ctx)
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{
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// Init time
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const double time = 0.0;
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ctx->astronomy_system->set_universal_time(time);
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ctx->orbit_system->set_universal_time(time);
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// Create sun
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ctx->logger->push_task("Creating the sun");
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try
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{
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heliogenesis(ctx);
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}
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catch (...)
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{
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ctx->logger->pop_task(EXIT_FAILURE);
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throw;
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}
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ctx->logger->pop_task(EXIT_SUCCESS);
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// Create planet
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ctx->logger->push_task("Creating the planet");
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try
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{
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planetogenesis(ctx);
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}
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catch (...)
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{
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ctx->logger->pop_task(EXIT_FAILURE);
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throw;
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}
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ctx->logger->pop_task(EXIT_SUCCESS);
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// Create moon
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ctx->logger->push_task("Creating the moon");
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try
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{
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selenogenesis(ctx);
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}
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catch (...)
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{
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ctx->logger->pop_task(EXIT_FAILURE);
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throw;
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}
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ctx->logger->pop_task(EXIT_SUCCESS);
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// Create fixed stars
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ctx->logger->push_task("Creating fixed stars");
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try
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{
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extrasolar_heliogenesis(ctx);
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}
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catch (...)
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{
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ctx->logger->pop_task(EXIT_FAILURE);
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throw;
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}
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ctx->logger->pop_task(EXIT_SUCCESS);
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// Create ant colony
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ctx->logger->push_task("Creating ant colony");
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try
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{
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colonigenesis(ctx);
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}
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catch (...)
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{
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ctx->logger->pop_task(EXIT_FAILURE);
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throw;
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}
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ctx->logger->pop_task(EXIT_SUCCESS);
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}
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void heliogenesis(game::context* ctx)
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{
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// Create solar entity
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entity::archetype* sun_archetype = ctx->resource_manager->load<entity::archetype>("sun.ent");
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entity::id sun_eid = sun_archetype->create(*ctx->entity_registry);
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ctx->entities["sun"] = sun_eid;
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// Create direct sun light scene object
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scene::directional_light* sun_direct = new scene::directional_light();
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// Create ambient sun light scene object
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scene::ambient_light* sun_ambient = new scene::ambient_light();
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sun_ambient->set_color({1, 1, 1});
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sun_ambient->set_intensity(0.0f);
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sun_ambient->update_tweens();
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// Add sun light scene objects to surface scene
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ctx->surface_scene->add_object(sun_direct);
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ctx->surface_scene->add_object(sun_ambient);
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// Pass direct sun light scene object to shadow map pass and astronomy system
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ctx->surface_shadow_map_pass->set_light(sun_direct);
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ctx->astronomy_system->set_sun_light(sun_direct);
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}
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void planetogenesis(game::context* ctx)
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{
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// Create planetary entity
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entity::archetype* planet_archetype = ctx->resource_manager->load<entity::archetype>("planet.ent");
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entity::id planet_eid = planet_archetype->create(*ctx->entity_registry);
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ctx->entities["planet"] = planet_eid;
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// Assign planetary terrain component
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entity::component::terrain terrain;
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terrain.elevation = [](double, double) -> double
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{
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//return math::random<double>(0.0, 1.0);
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return 0.0;
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};
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terrain.max_lod = 0;
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terrain.patch_material = nullptr;
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ctx->entity_registry->assign<entity::component::terrain>(planet_eid, terrain);
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// Pass planet to astronomy system as reference body
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ctx->astronomy_system->set_reference_body(planet_eid);
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// Load sky model
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ctx->surface_sky_pass->set_sky_model(ctx->resource_manager->load<model>("sky-dome.mdl"));
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}
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void selenogenesis(game::context* ctx)
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{
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// Create lunar entity
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entity::id moon_eid = ctx->entity_registry->create();
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ctx->entities["moon"] = moon_eid;
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// Pass moon model to sky pass
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ctx->surface_sky_pass->set_moon_model(ctx->resource_manager->load<model>("moon.mdl"));
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}
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void extrasolar_heliogenesis(game::context* ctx)
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{
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// Load star catalog
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string_table* star_catalog = ctx->resource_manager->load<string_table>("stars.csv");
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// Allocate star catalog vertex data
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std::size_t star_count = 0;
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if (star_catalog->size() > 0)
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star_count = star_catalog->size() - 1;
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std::size_t star_vertex_size = 7;
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std::size_t star_vertex_stride = star_vertex_size * sizeof(float);
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float* star_vertex_data = new float[star_count * star_vertex_size];
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float* star_vertex = star_vertex_data;
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// Build star catalog vertex data
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for (std::size_t i = 1; i < star_catalog->size(); ++i)
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{
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const string_table_row& catalog_row = (*star_catalog)[i];
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double ra = 0.0;
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double dec = 0.0;
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double vmag = 0.0;
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double bv_color = 0.0;
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// Parse star catalog entry
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try
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{
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ra = std::stod(catalog_row[1]);
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dec = std::stod(catalog_row[2]);
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vmag = std::stod(catalog_row[3]);
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bv_color = std::stod(catalog_row[4]);
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}
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catch (const std::exception& e)
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{
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continue;
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}
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// Convert right ascension and declination from degrees to radians
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ra = math::wrap_radians(math::radians(ra));
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dec = math::wrap_radians(math::radians(dec));
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// Transform spherical equatorial coordinates to rectangular equatorial coordinates
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double3 position_bci = geom::spherical::to_cartesian(double3{1.0, dec, ra});
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// Transform coordinates from equatorial space to inertial space
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physics::frame<double> bci_to_inertial = physics::orbit::inertial::to_bci({0, 0, 0}, 0.0, math::radians(23.4393)).inverse();
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double3 position_inertial = bci_to_inertial * position_bci;
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// Convert color index to color temperature
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double cct = color::index::bv_to_cct(bv_color);
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// Calculate XYZ color from color temperature
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double3 color_xyz = color::cct::to_xyz(cct);
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// Transform XYZ color to ACEScg colorspace
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double3 color_acescg = color::xyz::to_acescg(color_xyz);
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// Convert apparent magnitude to irradiance (W/m^2)
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double vmag_irradiance = std::pow(10.0, 0.4 * (-vmag - 19.0 + 0.4));
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// Convert irradiance to illuminance
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double vmag_illuminance = vmag_irradiance * (683.0 * 0.14);
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// Scale color by illuminance
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double3 scaled_color = color_acescg * vmag_illuminance;
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// Build vertex
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*(star_vertex++) = static_cast<float>(position_inertial.x);
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*(star_vertex++) = static_cast<float>(position_inertial.y);
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*(star_vertex++) = static_cast<float>(position_inertial.z);
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*(star_vertex++) = static_cast<float>(scaled_color.x);
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*(star_vertex++) = static_cast<float>(scaled_color.y);
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*(star_vertex++) = static_cast<float>(scaled_color.z);
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*(star_vertex++) = static_cast<float>(vmag);
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}
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// Unload star catalog
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ctx->resource_manager->unload("stars.csv");
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// Allocate stars model
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model* stars_model = new model();
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// Resize model VBO and upload vertex data
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gl::vertex_buffer* vbo = stars_model->get_vertex_buffer();
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vbo->resize(star_count * star_vertex_stride, star_vertex_data);
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// Free star catalog vertex data
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delete[] star_vertex_data;
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// Bind vertex attributes to model VAO
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gl::vertex_array* vao = stars_model->get_vertex_array();
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std::size_t vao_offset = 0;
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vao->bind_attribute(VERTEX_POSITION_LOCATION, *vbo, 3, gl::vertex_attribute_type::float_32, star_vertex_stride, 0);
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vao_offset += 3;
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vao->bind_attribute(VERTEX_COLOR_LOCATION, *vbo, 4, gl::vertex_attribute_type::float_32, star_vertex_stride, sizeof(float) * vao_offset);
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// Load star material
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material* star_material = ctx->resource_manager->load<material>("fixed-star.mtl");
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// Create model group
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model_group* stars_model_group = stars_model->add_group("stars");
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stars_model_group->set_material(star_material);
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stars_model_group->set_drawing_mode(gl::drawing_mode::points);
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stars_model_group->set_start_index(0);
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stars_model_group->set_index_count(star_count);
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// Pass stars model to sky pass
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ctx->surface_sky_pass->set_stars_model(stars_model);
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}
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void colonigenesis(game::context* ctx)
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{}
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} // namespace loading
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} // namespace state
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} // namespace game
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