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/*
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* Copyright (C) 2020 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 "animation/animation.hpp"
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#include "animation/animator.hpp"
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#include "animation/ease.hpp"
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#include "animation/screen-transition.hpp"
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#include "animation/timeline.hpp"
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#include "application.hpp"
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#include "debug/cli.hpp"
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#include "game/console-commands.hpp"
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#include "debug/logger.hpp"
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#include "game/game-context.hpp"
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#include "rasterizer/framebuffer.hpp"
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#include "rasterizer/pixel-format.hpp"
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#include "rasterizer/pixel-type.hpp"
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#include "rasterizer/rasterizer.hpp"
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#include "rasterizer/texture-2d.hpp"
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#include "rasterizer/texture-filter.hpp"
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#include "rasterizer/texture-wrapping.hpp"
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#include "rasterizer/vertex-array.hpp"
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#include "rasterizer/vertex-attribute-type.hpp"
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#include "rasterizer/vertex-buffer.hpp"
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#include "renderer/material-flags.hpp"
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#include "renderer/material-property.hpp"
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#include "renderer/passes/bloom-pass.hpp"
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#include "renderer/passes/clear-pass.hpp"
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#include "renderer/passes/final-pass.hpp"
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#include "renderer/passes/material-pass.hpp"
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#include "renderer/passes/outline-pass.hpp"
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#include "renderer/passes/shadow-map-pass.hpp"
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#include "renderer/passes/sky-pass.hpp"
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#include "renderer/simple-render-pass.hpp"
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#include "renderer/vertex-attributes.hpp"
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#include "renderer/compositor.hpp"
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#include "renderer/renderer.hpp"
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#include "resources/config-file.hpp"
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#include "resources/resource-manager.hpp"
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#include "resources/resource-manager.hpp"
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#include "scene/billboard.hpp"
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#include "scene/model-instance.hpp"
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#include "scene/point-light.hpp"
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#include "scene/directional-light.hpp"
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#include "scene/ambient-light.hpp"
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#include "scene/spotlight.hpp"
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#include "game/states/game-states.hpp"
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#include "game/systems/behavior-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/control-system.hpp"
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#include "game/systems/locomotion-system.hpp"
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#include "game/systems/nest-system.hpp"
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#include "game/systems/snapping-system.hpp"
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#include "game/systems/render-system.hpp"
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#include "game/systems/samara-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/tool-system.hpp"
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#include "game/systems/ui-system.hpp"
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#include "game/systems/vegetation-system.hpp"
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#include "game/systems/spatial-system.hpp"
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#include "game/entity-commands.hpp"
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#include "utility/paths.hpp"
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#include "event/event-dispatcher.hpp"
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#include "input/input-event-router.hpp"
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#include "input/input-mapper.hpp"
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#include "input/input-listener.hpp"
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#include "input/game-controller.hpp"
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#include "input/mouse.hpp"
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#include "input/keyboard.hpp"
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#include "pheromone-matrix.hpp"
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#include "configuration.hpp"
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#include "input/scancode.hpp"
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#include <cxxopts.hpp>
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#include <dirent.h>
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#include <entt/entt.hpp>
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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 "utility/timestamp.hpp"
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static void parse_options(game_context* ctx, int argc, char** argv);
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static void setup_resources(game_context* ctx);
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static void load_config(game_context* ctx);
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static void load_strings(game_context* ctx);
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static void setup_window(game_context* ctx);
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static void setup_rendering(game_context* ctx);
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static void setup_scenes(game_context* ctx);
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static void setup_animation(game_context* ctx);
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static void setup_entities(game_context* ctx);
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static void setup_systems(game_context* ctx);
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static void setup_controls(game_context* ctx);
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static void setup_cli(game_context* ctx);
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static void setup_callbacks(game_context* ctx);
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int bootloader(application* app, int argc, char** argv)
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{
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// Get application logger
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logger* logger = app->get_logger();
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logger->push_task("Running application bootloader");
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// Allocate game context
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game_context* ctx = new game_context();
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ctx->app = app;
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ctx->logger = logger;
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// Init game context
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try
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{
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parse_options(ctx, argc, argv);
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setup_resources(ctx);
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load_config(ctx);
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load_strings(ctx);
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setup_window(ctx);
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setup_rendering(ctx);
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setup_scenes(ctx);
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setup_animation(ctx);
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setup_entities(ctx);
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setup_systems(ctx);
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setup_controls(ctx);
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setup_cli(ctx);
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setup_callbacks(ctx);
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}
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catch (const std::exception& e)
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{
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logger->error("Caught exception: \"" + std::string(e.what()) + "\"");
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logger->pop_task(EXIT_FAILURE);
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return EXIT_FAILURE;
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}
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logger->pop_task(EXIT_SUCCESS);
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// Change state
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if (ctx->option_quick_start.has_value())
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app->change_state({std::bind(play_state_enter, ctx), std::bind(play_state_exit, ctx)});
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else
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app->change_state({std::bind(splash_state_enter, ctx), std::bind(splash_state_exit, ctx)});
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return EXIT_SUCCESS;
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}
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void parse_options(game_context* ctx, int argc, char** argv)
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{
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logger* logger = ctx->logger;
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logger->push_task("Parsing command line options");
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try
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{
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cxxopts::Options options("Antkeeper", "Ant colony simulation game");
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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", "Restores all settings to default")
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("v,vsync", "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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ctx->option_continue = true;
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// --data
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if (result.count("data"))
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ctx->option_data = result["data"].as<std::string>();
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// --fullscreen
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if (result.count("fullscreen"))
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ctx->option_fullscreen = true;
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// --new-game
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if (result.count("new-game"))
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ctx->option_new_game = true;
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// --quick-start
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if (result.count("quick-start"))
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ctx->option_quick_start = true;
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// --reset
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if (result.count("reset"))
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ctx->option_reset = true;
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// --vsync
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if (result.count("vsync"))
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ctx->option_vsync = (result["vsync"].as<int>()) ? true : false;
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// --windowed
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if (result.count("windowed"))
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ctx->option_windowed = true;
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}
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catch (const std::exception& e)
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{
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logger->error("Exception caught: \"" + std::string(e.what()) + "\"");
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logger->pop_task(EXIT_FAILURE);
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return;
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}
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logger->pop_task(EXIT_SUCCESS);
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}
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void setup_resources(game_context* ctx)
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{
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logger* logger = ctx->logger;
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// Setup resource manager
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ctx->resource_manager = new resource_manager(logger);
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// Determine application name
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std::string application_name;
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#if defined(_WIN32) || defined(__APPLE__)
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application_name = "Antkeeper";
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#else
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application_name = "antkeeper";
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#endif
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// Detect paths
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ctx->data_path = get_data_path(application_name);
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ctx->config_path = get_config_path(application_name);
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ctx->mods_path = ctx->config_path + "mods/";
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ctx->saves_path = ctx->config_path + "saves/";
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ctx->screenshots_path = ctx->config_path + "screenshots/";
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// Log resource paths
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logger->log("Detected data path as \"" + ctx->data_path + "\"");
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logger->log("Detected config path as \"" + ctx->config_path + "\"");
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// Create nonexistent config directories
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std::vector<std::string> config_paths;
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config_paths.push_back(ctx->config_path);
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config_paths.push_back(ctx->mods_path);
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config_paths.push_back(ctx->saves_path);
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config_paths.push_back(ctx->screenshots_path);
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for (const std::string& path: config_paths)
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{
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if (!path_exists(path))
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{
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logger->push_task("Creating directory \"" + path + "\"");
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if (create_directory(path))
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{
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logger->pop_task(EXIT_SUCCESS);
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}
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else
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{
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logger->pop_task(EXIT_FAILURE);
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}
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}
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}
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// Redirect logger output to log file on non-debug builds
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#if defined(NDEBUG)
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std::string log_filename = config_path + "log.txt";
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ctx->log_filestream.open(log_filename.c_str());
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ctx->log_filestream << logger->get_history();
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logger->redirect(&log_filestream);
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#endif
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// Scan for mods
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std::vector<std::string> mods;
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struct dirent** files = nullptr;
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if (int n = scandir(ctx->mods_path.c_str(), &files, NULL, alphasort); n >= 0)
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{
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for (int i = 0; i < n; ++i)
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{
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struct dirent* file = files[i];
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switch (file->d_type)
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{
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case DT_REG:
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case DT_DIR:
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{
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std::string mod_name = file->d_name;
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// Skip hidden files and directories
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if (mod_name.front() == '.')
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break;
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mods.push_back(mod_name);
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}
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default:
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break;
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}
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}
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}
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// Determine data package path
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if (ctx->option_data.has_value())
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{
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ctx->data_package_path = ctx->option_data.value();
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if (std::filesystem::path(ctx->data_package_path).is_relative())
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ctx->data_package_path = ctx->data_path + ctx->data_package_path;
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}
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else
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{
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ctx->data_package_path = ctx->data_path + "data.zip";
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}
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// Mount mods
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for (const std::string& mod_name: mods)
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ctx->resource_manager->mount(ctx->mods_path + mod_name);
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// Mount config path
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ctx->resource_manager->mount(ctx->config_path);
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// Mount data package
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ctx->resource_manager->mount(ctx->data_package_path);
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// Include resource search paths in order of priority
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ctx->resource_manager->include("/shaders/");
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ctx->resource_manager->include("/models/");
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ctx->resource_manager->include("/textures/");
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ctx->resource_manager->include("/materials/");
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ctx->resource_manager->include("/entities/");
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ctx->resource_manager->include("/behaviors/");
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ctx->resource_manager->include("/controls/");
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ctx->resource_manager->include("/localization/");
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ctx->resource_manager->include("/");
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}
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void load_config(game_context* ctx)
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{
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logger* logger = ctx->logger;
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logger->push_task("Loading config");
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// Load config file
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ctx->config = ctx->resource_manager->load<config_file>("config.txt");
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if (!ctx->config)
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{
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logger->pop_task(EXIT_FAILURE);
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return;
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}
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logger->pop_task(EXIT_SUCCESS);
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}
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void load_strings(game_context* ctx)
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{
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logger* logger = ctx->logger;
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logger->push_task("Loading strings");
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ctx->string_table = ctx->resource_manager->load<string_table>("strings.csv");
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build_string_table_map(&ctx->string_table_map, *ctx->string_table);
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ctx->language_code = ctx->config->get<std::string>("language");
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ctx->language_index = -1;
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for (int i = 2; i < (*ctx->string_table)[0].size(); ++i)
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{
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if ((*ctx->string_table)[0][i] == ctx->language_code)
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ctx->language_index = i;
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}
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logger->log("lang index: " + std::to_string(ctx->language_index));
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ctx->strings = &ctx->string_table_map[ctx->language_code];
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logger->pop_task(EXIT_SUCCESS);
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}
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void setup_window(game_context* ctx)
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{
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logger* logger = ctx->logger;
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logger->push_task("Setting up window");
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application* app = ctx->app;
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config_file* config = ctx->config;
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// Set fullscreen or windowed mode
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bool fullscreen = true;
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if (ctx->option_fullscreen.has_value())
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fullscreen = true;
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else if (ctx->option_windowed.has_value())
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fullscreen = false;
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else if (config->has("fullscreen"))
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fullscreen = (config->get<int>("fullscreen") != 0);
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app->set_fullscreen(fullscreen);
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// Set resolution
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const auto& display_dimensions = ctx->app->get_display_dimensions();
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int2 resolution = {display_dimensions[0], display_dimensions[1]};
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if (fullscreen)
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{
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if (config->has("fullscreen_resolution"))
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resolution = config->get<int2>("fullscreen_resolution");
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}
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else
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{
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if (config->has("windowed_resolution"))
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resolution = config->get<int2>("windowed_resolution");
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}
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app->resize_window(resolution.x, resolution.y);
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// Set v-sync
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bool vsync = true;
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if (ctx->option_vsync.has_value())
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vsync = (ctx->option_vsync.value() != 0);
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else if (config->has("vsync"))
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vsync = (config->get<int>("vsync") != 0);
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app->set_vsync(vsync);
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// Set title
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app->set_title((*ctx->strings)["title"]);
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logger->pop_task(EXIT_SUCCESS);
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}
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void setup_rendering(game_context* ctx)
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{
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logger* logger = ctx->logger;
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logger->push_task("Setting up rendering");
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// Get rasterizer from application
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ctx->rasterizer = ctx->app->get_rasterizer();
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// Get default framebuffer
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const framebuffer& default_framebuffer = ctx->rasterizer->get_default_framebuffer();
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const auto& viewport_dimensions = default_framebuffer.get_dimensions();
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// Create HDR framebuffer (32F color, 32F depth)
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ctx->framebuffer_hdr_color = new texture_2d(viewport_dimensions[0], viewport_dimensions[1], pixel_type::float_32, pixel_format::rgb);
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ctx->framebuffer_hdr_color->set_wrapping(texture_wrapping::clamp, texture_wrapping::clamp);
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ctx->framebuffer_hdr_color->set_filters(texture_min_filter::linear, texture_mag_filter::linear);
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ctx->framebuffer_hdr_color->set_max_anisotropy(0.0f);
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ctx->framebuffer_hdr_depth = new texture_2d(viewport_dimensions[0], viewport_dimensions[1], pixel_type::uint_32, pixel_format::ds);
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ctx->framebuffer_hdr_depth->set_wrapping(texture_wrapping::clamp, texture_wrapping::clamp);
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ctx->framebuffer_hdr_depth->set_filters(texture_min_filter::linear, texture_mag_filter::linear);
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ctx->framebuffer_hdr_depth->set_max_anisotropy(0.0f);
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ctx->framebuffer_hdr = new framebuffer(viewport_dimensions[0], viewport_dimensions[1]);
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ctx->framebuffer_hdr->attach(framebuffer_attachment_type::color, ctx->framebuffer_hdr_color);
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ctx->framebuffer_hdr->attach(framebuffer_attachment_type::depth, ctx->framebuffer_hdr_depth);
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ctx->framebuffer_hdr->attach(framebuffer_attachment_type::stencil, ctx->framebuffer_hdr_depth);
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// Create shadow map framebuffer
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int shadow_map_resolution = ctx->config->get<int>("shadow_map_resolution");
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ctx->shadow_map_depth_texture = new texture_2d(shadow_map_resolution, shadow_map_resolution, pixel_type::float_32, pixel_format::d);
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ctx->shadow_map_depth_texture->set_wrapping(texture_wrapping::clamp, texture_wrapping::clamp);
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ctx->shadow_map_depth_texture->set_filters(texture_min_filter::linear, texture_mag_filter::linear);
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ctx->shadow_map_depth_texture->set_max_anisotropy(0.0f);
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ctx->shadow_map_framebuffer = new framebuffer(shadow_map_resolution, shadow_map_resolution);
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ctx->shadow_map_framebuffer->attach(framebuffer_attachment_type::depth, ctx->shadow_map_depth_texture);
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// Create bloom pingpong framebuffers (16F color, no depth)
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int bloom_width = viewport_dimensions[0] >> 1;
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int bloom_height = viewport_dimensions[1] >> 1;
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ctx->bloom_texture = new texture_2d(bloom_width, bloom_height, pixel_type::float_16, pixel_format::rgb);
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ctx->bloom_texture->set_wrapping(texture_wrapping::clamp, texture_wrapping::clamp);
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ctx->bloom_texture->set_filters(texture_min_filter::linear, texture_mag_filter::linear);
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ctx->bloom_texture->set_max_anisotropy(0.0f);
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ctx->framebuffer_bloom = new framebuffer(bloom_width, bloom_height);
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ctx->framebuffer_bloom->attach(framebuffer_attachment_type::color, ctx->bloom_texture);
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// Load fallback material
|
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ctx->fallback_material = ctx->resource_manager->load<material>("fallback.mtl");
|
|
|
|
// Setup overworld compositor
|
|
ctx->overworld_shadow_map_clear_pass = new clear_pass(ctx->rasterizer, ctx->shadow_map_framebuffer);
|
|
ctx->overworld_shadow_map_clear_pass->set_cleared_buffers(false, true, false);
|
|
ctx->overworld_shadow_map_pass = new shadow_map_pass(ctx->rasterizer, ctx->shadow_map_framebuffer, ctx->resource_manager);
|
|
ctx->overworld_shadow_map_pass->set_split_scheme_weight(0.75f);
|
|
ctx->overworld_clear_pass = new clear_pass(ctx->rasterizer, ctx->framebuffer_hdr);
|
|
ctx->overworld_clear_pass->set_cleared_buffers(false, true, true);
|
|
ctx->overworld_sky_pass = new sky_pass(ctx->rasterizer, ctx->framebuffer_hdr, ctx->resource_manager);
|
|
ctx->overworld_sky_pass->set_enabled(false);
|
|
ctx->overworld_material_pass = new material_pass(ctx->rasterizer, ctx->framebuffer_hdr, ctx->resource_manager);
|
|
ctx->overworld_material_pass->set_fallback_material(ctx->fallback_material);
|
|
ctx->overworld_material_pass->shadow_map_pass = ctx->overworld_shadow_map_pass;
|
|
ctx->overworld_material_pass->shadow_map = ctx->shadow_map_depth_texture;
|
|
ctx->overworld_outline_pass = new outline_pass(ctx->rasterizer, ctx->framebuffer_hdr, ctx->resource_manager);
|
|
ctx->overworld_outline_pass->set_outline_width(0.25f);
|
|
ctx->overworld_outline_pass->set_outline_color(float4{1.0f, 1.0f, 1.0f, 1.0f});
|
|
ctx->overworld_bloom_pass = new bloom_pass(ctx->rasterizer, ctx->framebuffer_bloom, ctx->resource_manager);
|
|
ctx->overworld_bloom_pass->set_source_texture(ctx->framebuffer_hdr_color);
|
|
ctx->overworld_bloom_pass->set_brightness_threshold(1.0f);
|
|
ctx->overworld_bloom_pass->set_blur_iterations(5);
|
|
ctx->overworld_bloom_pass->set_enabled(true);
|
|
ctx->overworld_final_pass = new ::final_pass(ctx->rasterizer, &ctx->rasterizer->get_default_framebuffer(), ctx->resource_manager);
|
|
ctx->overworld_final_pass->set_color_texture(ctx->framebuffer_hdr_color);
|
|
ctx->overworld_final_pass->set_bloom_texture(ctx->bloom_texture);
|
|
ctx->overworld_compositor = new compositor();
|
|
ctx->overworld_compositor->add_pass(ctx->overworld_shadow_map_clear_pass);
|
|
ctx->overworld_compositor->add_pass(ctx->overworld_shadow_map_pass);
|
|
ctx->overworld_compositor->add_pass(ctx->overworld_clear_pass);
|
|
ctx->overworld_compositor->add_pass(ctx->overworld_sky_pass);
|
|
ctx->overworld_compositor->add_pass(ctx->overworld_material_pass);
|
|
ctx->overworld_compositor->add_pass(ctx->overworld_outline_pass);
|
|
ctx->overworld_compositor->add_pass(ctx->overworld_bloom_pass);
|
|
ctx->overworld_compositor->add_pass(ctx->overworld_final_pass);
|
|
|
|
// Setup underworld compositor
|
|
ctx->underworld_clear_pass = new clear_pass(ctx->rasterizer, ctx->framebuffer_hdr);
|
|
ctx->underworld_clear_pass->set_cleared_buffers(true, true, false);
|
|
ctx->underworld_material_pass = new material_pass(ctx->rasterizer, ctx->framebuffer_hdr, ctx->resource_manager);
|
|
ctx->underworld_material_pass->set_fallback_material(ctx->fallback_material);
|
|
shader_program* underworld_final_shader = ctx->resource_manager->load<shader_program>("underground-final.glsl");
|
|
ctx->underworld_final_pass = new simple_render_pass(ctx->rasterizer, &ctx->rasterizer->get_default_framebuffer(), underworld_final_shader);
|
|
ctx->underground_color_texture_property = ctx->underworld_final_pass->get_material()->add_property<const texture_2d*>("color_texture");
|
|
ctx->underground_color_texture_property->set_value(ctx->framebuffer_hdr_color);
|
|
ctx->underworld_final_pass->get_material()->update_tweens();
|
|
ctx->underworld_compositor = new compositor();
|
|
ctx->underworld_compositor->add_pass(ctx->underworld_clear_pass);
|
|
ctx->underworld_compositor->add_pass(ctx->underworld_material_pass);
|
|
ctx->underworld_compositor->add_pass(ctx->underworld_final_pass);
|
|
|
|
// Setup UI camera compositor
|
|
ctx->ui_clear_pass = new clear_pass(ctx->rasterizer, &ctx->rasterizer->get_default_framebuffer());
|
|
ctx->ui_clear_pass->set_cleared_buffers(false, true, false);
|
|
ctx->ui_material_pass = new material_pass(ctx->rasterizer, &ctx->rasterizer->get_default_framebuffer(), ctx->resource_manager);
|
|
ctx->ui_material_pass->set_fallback_material(ctx->fallback_material);
|
|
ctx->ui_compositor = new compositor();
|
|
ctx->ui_compositor->add_pass(ctx->ui_clear_pass);
|
|
ctx->ui_compositor->add_pass(ctx->ui_material_pass);
|
|
|
|
// Create billboard VAO
|
|
{
|
|
const float billboard_vertex_data[] =
|
|
{
|
|
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f,
|
|
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
|
1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
|
1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
|
|
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
|
1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f
|
|
};
|
|
|
|
std::size_t billboard_vertex_size = 8;
|
|
std::size_t billboard_vertex_stride = sizeof(float) * billboard_vertex_size;
|
|
std::size_t billboard_vertex_count = 6;
|
|
|
|
ctx->billboard_vbo = new vertex_buffer(sizeof(float) * billboard_vertex_size * billboard_vertex_count, billboard_vertex_data);
|
|
ctx->billboard_vao = new vertex_array();
|
|
ctx->billboard_vao->bind_attribute(VERTEX_POSITION_LOCATION, *ctx->billboard_vbo, 3, vertex_attribute_type::float_32, billboard_vertex_stride, 0);
|
|
ctx->billboard_vao->bind_attribute(VERTEX_TEXCOORD_LOCATION, *ctx->billboard_vbo, 2, vertex_attribute_type::float_32, billboard_vertex_stride, sizeof(float) * 3);
|
|
ctx->billboard_vao->bind_attribute(VERTEX_BARYCENTRIC_LOCATION, *ctx->billboard_vbo, 3, vertex_attribute_type::float_32, billboard_vertex_stride, sizeof(float) * 5);
|
|
}
|
|
|
|
// Create renderer
|
|
ctx->renderer = new renderer();
|
|
ctx->renderer->set_billboard_vao(ctx->billboard_vao);
|
|
|
|
logger->pop_task(EXIT_SUCCESS);
|
|
}
|
|
|
|
void setup_scenes(game_context* ctx)
|
|
{
|
|
logger* logger = ctx->logger;
|
|
logger->push_task("Setting up rendering");
|
|
|
|
// Get default framebuffer
|
|
const auto& viewport_dimensions = ctx->rasterizer->get_default_framebuffer().get_dimensions();
|
|
float viewport_aspect_ratio = static_cast<float>(viewport_dimensions[0]) / static_cast<float>(viewport_dimensions[1]);
|
|
|
|
// Create infinite culling mask
|
|
float inf = std::numeric_limits<float>::infinity();
|
|
ctx->no_cull = {{-inf, -inf, -inf}, {inf, inf, inf}};
|
|
|
|
// Setup overworld camera
|
|
ctx->overworld_camera = new camera();
|
|
ctx->overworld_camera->set_perspective(math::radians<float>(45.0f), viewport_aspect_ratio, 0.1f, 1000.0f);
|
|
ctx->overworld_camera->set_compositor(ctx->overworld_compositor);
|
|
ctx->overworld_camera->set_composite_index(0);
|
|
ctx->overworld_camera->set_active(true);
|
|
|
|
// Setup underworld camera
|
|
ctx->underworld_camera = new camera();
|
|
ctx->underworld_camera->set_perspective(math::radians<float>(45.0f), viewport_aspect_ratio, 0.1f, 1000.0f);
|
|
ctx->underworld_camera->look_at({0, 50, 0}, {0, 0, 0}, {0, 0, -1});
|
|
ctx->underworld_camera->set_compositor(ctx->underworld_compositor);
|
|
ctx->underworld_camera->set_composite_index(0);
|
|
ctx->underworld_camera->set_active(false);
|
|
|
|
// Setup UI camera
|
|
ctx->ui_camera = new camera();
|
|
ctx->ui_camera->set_compositor(ctx->ui_compositor);
|
|
|
|
// Setup lights
|
|
ctx->sun_indirect = new ambient_light();
|
|
ctx->sun_indirect->set_intensity(0.25f);
|
|
ctx->sun_indirect->update_tweens();
|
|
|
|
ctx->sun_direct = new directional_light();
|
|
ctx->sun_direct->look_at({-1.0f, 5.0f, 1.0f}, {0.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 0.0f});
|
|
ctx->sun_direct->set_intensity(1.0f);
|
|
ctx->sun_direct->update_tweens();
|
|
|
|
ctx->subterrain_light = new point_light();
|
|
ctx->subterrain_light->set_color({1, 1, 1});
|
|
ctx->subterrain_light->set_intensity(1.0f);
|
|
ctx->subterrain_light->set_attenuation({1.0f, 0.09f, 0.032f});
|
|
ctx->subterrain_light->update_tweens();
|
|
|
|
ctx->underworld_ambient_light = new ambient_light();
|
|
ctx->underworld_ambient_light->set_color({1, 1, 1});
|
|
ctx->underworld_ambient_light->set_intensity(0.1f);
|
|
ctx->underworld_ambient_light->update_tweens();
|
|
|
|
ctx->lens_spotlight = new spotlight();
|
|
ctx->lens_spotlight->set_color({1, 1, 1});
|
|
ctx->lens_spotlight->set_intensity(20.0f);
|
|
ctx->lens_spotlight->set_attenuation({1.0f, 0.0f, 0.0f});
|
|
ctx->lens_spotlight->set_cutoff({math::radians(1.25f), math::radians(1.8f)});
|
|
|
|
ctx->flashlight_spotlight = new spotlight();
|
|
ctx->flashlight_spotlight->set_color({1, 1, 1});
|
|
ctx->flashlight_spotlight->set_intensity(1.0f);
|
|
ctx->flashlight_spotlight->set_attenuation({1.0f, 0.0f, 0.0f});
|
|
ctx->flashlight_spotlight->set_cutoff({math::radians(10.0f), math::radians(19.0f)});
|
|
|
|
|
|
|
|
const texture_2d* splash_texture = ctx->resource_manager->load<texture_2d>("splash.png");
|
|
auto splash_dimensions = splash_texture->get_dimensions();
|
|
ctx->splash_billboard_material = new material();
|
|
ctx->splash_billboard_material->set_shader_program(ctx->resource_manager->load<shader_program>("ui-element-textured.glsl"));
|
|
ctx->splash_billboard_material->add_property<const texture_2d*>("background")->set_value(splash_texture);
|
|
ctx->splash_billboard_material->add_property<float4>("tint")->set_value(float4{1, 1, 1, 1});
|
|
ctx->splash_billboard_material->update_tweens();
|
|
ctx->splash_billboard = new billboard();
|
|
ctx->splash_billboard->set_material(ctx->splash_billboard_material);
|
|
ctx->splash_billboard->set_scale({(float)std::get<0>(splash_dimensions) * 0.5f, (float)std::get<1>(splash_dimensions) * 0.5f, 1.0f});
|
|
ctx->splash_billboard->set_translation({0.0f, 0.0f, 0.0f});
|
|
ctx->splash_billboard->update_tweens();
|
|
|
|
material* billboard_material = new material();
|
|
billboard_material->set_shader_program(ctx->resource_manager->load<shader_program>("ui-element-textured.glsl"));
|
|
billboard_material->add_property<const texture_2d*>("background")->set_value(ctx->resource_manager->load<texture_2d>("arrow.png"));
|
|
billboard_material->add_property<float4>("tint")->set_value(float4{1, 1, 1, 1});
|
|
billboard_material->set_flags(MATERIAL_FLAG_TRANSLUCENT | MATERIAL_FLAG_NOT_SHADOW_CASTER);
|
|
billboard* arrow_billboard = new billboard();
|
|
arrow_billboard->set_material(billboard_material);
|
|
arrow_billboard->set_scale(float3{1, 1, 1} * 2.0f);
|
|
arrow_billboard->set_translation({0, 10, 0});
|
|
arrow_billboard->set_billboard_type(billboard_type::cylindrical);
|
|
arrow_billboard->set_alignment_axis({0, 1, 0});
|
|
arrow_billboard->update_tweens();
|
|
|
|
billboard_material = new material();
|
|
billboard_material->set_shader_program(ctx->resource_manager->load<shader_program>("portal-card.glsl"));
|
|
billboard_material->add_property<float4>("color")->set_value(float4{1, 1, 1, 1});
|
|
billboard_material->add_property<float2>("range")->set_value(float2{50.0f, 500.0f});
|
|
billboard_material->set_flags(MATERIAL_FLAG_TRANSLUCENT | MATERIAL_FLAG_NOT_SHADOW_CASTER);
|
|
billboard* portal_billboard = new billboard();
|
|
portal_billboard->set_material(billboard_material);
|
|
portal_billboard->set_scale(float3{1, 1, 1} * 10.0f);
|
|
portal_billboard->set_translation({0.0f, 0, 0});
|
|
portal_billboard->set_billboard_type(billboard_type::spherical);
|
|
portal_billboard->set_alignment_axis({0, 1, 0});
|
|
portal_billboard->update_tweens();
|
|
|
|
// Create depth debug billboard
|
|
/*
|
|
material* depth_debug_material = new material();
|
|
depth_debug_material->set_shader_program(ctx->resource_manager->load<shader_program>("ui-element-textured.glsl"));
|
|
depth_debug_material->add_property<const texture_2d*>("background")->set_value(shadow_map_depth_texture);
|
|
depth_debug_material->add_property<float4>("tint")->set_value(float4{1, 1, 1, 1});
|
|
billboard* depth_debug_billboard = new billboard();
|
|
depth_debug_billboard->set_material(depth_debug_material);
|
|
depth_debug_billboard->set_scale({128, 128, 1});
|
|
depth_debug_billboard->set_translation({-960 + 128, 1080 * 0.5f - 128, 0});
|
|
depth_debug_billboard->update_tweens();
|
|
ui_system->get_scene()->add_object(depth_debug_billboard);
|
|
*/
|
|
|
|
// Setup overworld scene
|
|
ctx->overworld_scene = new scene();
|
|
ctx->overworld_scene->add_object(ctx->overworld_camera);
|
|
ctx->overworld_scene->add_object(ctx->sun_indirect);
|
|
ctx->overworld_scene->add_object(ctx->sun_direct);
|
|
//ctx->overworld_scene->add_object(ctx->spotlight);
|
|
ctx->overworld_scene->add_object(arrow_billboard);
|
|
|
|
// Setup underworld scene
|
|
ctx->underworld_scene = new scene();
|
|
ctx->underworld_scene->add_object(ctx->underworld_camera);
|
|
ctx->underworld_scene->add_object(ctx->underworld_ambient_light);
|
|
//ctx->underworld_scene->add_object(ctx->lantern);
|
|
//ctx->underworld_scene->add_object(ctx->subterrain_light);
|
|
//ctx->underworld_scene->add_object(ctx->portal_billboard);
|
|
//model_instance* larva = new model_instance(ctx->resource_manager->load<model>("larva.obj"));
|
|
//ctx->underworld_scene->add_object(larva);
|
|
|
|
// Setup UI scene
|
|
ctx->ui_scene = new scene();
|
|
ctx->ui_scene->add_object(ctx->ui_camera);
|
|
|
|
ctx->overworld_scene->add_object(ctx->lens_spotlight);
|
|
ctx->underworld_scene->add_object(ctx->flashlight_spotlight);
|
|
|
|
// Set overworld as active scene
|
|
ctx->active_scene = ctx->overworld_scene;
|
|
|
|
logger->pop_task(EXIT_SUCCESS);
|
|
}
|
|
|
|
void setup_animation(game_context* ctx)
|
|
{
|
|
// Setup timeline system
|
|
ctx->timeline = new timeline();
|
|
ctx->timeline->set_autoremove(true);
|
|
|
|
// Setup animator
|
|
ctx->animator = new animator();
|
|
|
|
// Initialize time tween
|
|
ctx->time_tween = new tween<double>(0.0);
|
|
ctx->time_tween->set_interpolator(math::lerp<double, double>);
|
|
|
|
// Create fade transition
|
|
ctx->fade_transition = new screen_transition();
|
|
ctx->fade_transition->get_material()->set_shader_program(ctx->resource_manager->load<shader_program>("fade-transition.glsl"));
|
|
ctx->ui_scene->add_object(ctx->fade_transition->get_billboard());
|
|
ctx->animator->add_animation(ctx->fade_transition->get_animation());
|
|
|
|
// Create inner radial transition
|
|
ctx->radial_transition_inner = new screen_transition();
|
|
ctx->radial_transition_inner->get_material()->set_shader_program(ctx->resource_manager->load<shader_program>("radial-transition-inner.glsl"));
|
|
ctx->ui_scene->add_object(ctx->radial_transition_inner->get_billboard());
|
|
ctx->animator->add_animation(ctx->radial_transition_inner->get_animation());
|
|
|
|
// Create outer radial transition
|
|
ctx->radial_transition_outer = new screen_transition();
|
|
ctx->radial_transition_outer->get_material()->set_shader_program(ctx->resource_manager->load<shader_program>("radial-transition-outer.glsl"));
|
|
ctx->ui_scene->add_object(ctx->radial_transition_outer->get_billboard());
|
|
ctx->animator->add_animation(ctx->radial_transition_outer->get_animation());
|
|
|
|
// Setup tweens
|
|
ctx->focal_point_tween = new tween<float3>();
|
|
ctx->focal_point_tween->set_interpolator(math::lerp<float3, float>);
|
|
|
|
// Set material pass tweens
|
|
ctx->overworld_material_pass->set_time_tween(ctx->time_tween);
|
|
ctx->overworld_material_pass->set_focal_point_tween(ctx->focal_point_tween);
|
|
ctx->underworld_material_pass->set_time_tween(ctx->time_tween);
|
|
ctx->underworld_material_pass->set_focal_point_tween(ctx->focal_point_tween);
|
|
ctx->underworld_final_pass->set_time_tween(ctx->time_tween);
|
|
ctx->underworld_material_pass->set_focal_point_tween(ctx->focal_point_tween);
|
|
ctx->ui_material_pass->set_time_tween(ctx->time_tween);
|
|
}
|
|
|
|
void setup_entities(game_context* ctx)
|
|
{
|
|
// Create ECS registry
|
|
ctx->ecs_registry = new entt::registry();
|
|
|
|
// Reserve named entities
|
|
ctx->brush_entity = ctx->ecs_registry->create();
|
|
ctx->flashlight_entity = ctx->ecs_registry->create();
|
|
ctx->forceps_entity = ctx->ecs_registry->create();
|
|
ctx->lens_entity = ctx->ecs_registry->create();
|
|
ctx->focal_point_entity = ctx->ecs_registry->create();
|
|
}
|
|
|
|
void setup_systems(game_context* ctx)
|
|
{
|
|
const auto& viewport_dimensions = ctx->app->get_viewport_dimensions();
|
|
float4 viewport = {0.0f, 0.0f, static_cast<float>(viewport_dimensions[0]), static_cast<float>(viewport_dimensions[1])};
|
|
|
|
// Setup terrain system
|
|
ctx->terrain_system = new ::terrain_system(*ctx->ecs_registry, ctx->resource_manager);
|
|
ctx->terrain_system->set_patch_size(TERRAIN_PATCH_SIZE);
|
|
|
|
// Setup vegetation system
|
|
ctx->vegetation_system = new ::vegetation_system(*ctx->ecs_registry);
|
|
ctx->vegetation_system->set_terrain_patch_size(TERRAIN_PATCH_SIZE);
|
|
ctx->vegetation_system->set_vegetation_patch_resolution(VEGETATION_PATCH_RESOLUTION);
|
|
ctx->vegetation_system->set_vegetation_density(1.0f);
|
|
ctx->vegetation_system->set_vegetation_model(ctx->resource_manager->load<model>("grass-tuft.obj"));
|
|
ctx->vegetation_system->set_scene(ctx->overworld_scene);
|
|
|
|
// Setup camera system
|
|
ctx->camera_system = new camera_system(*ctx->ecs_registry);
|
|
ctx->camera_system->set_viewport(viewport);
|
|
|
|
// Setup tool system
|
|
ctx->tool_system = new tool_system(*ctx->ecs_registry);
|
|
ctx->tool_system->set_camera(ctx->overworld_camera);
|
|
ctx->tool_system->set_orbit_cam(ctx->camera_system->get_orbit_cam());
|
|
ctx->tool_system->set_viewport(viewport);
|
|
|
|
// Setup subterrain system
|
|
ctx->subterrain_system = new ::subterrain_system(*ctx->ecs_registry, ctx->resource_manager);
|
|
ctx->subterrain_system->set_scene(ctx->underworld_scene);
|
|
|
|
// Setup nest system
|
|
ctx->nest_system = new nest_system(*ctx->ecs_registry, ctx->resource_manager);
|
|
|
|
// Setup collision system
|
|
ctx->collision_system = new collision_system(*ctx->ecs_registry);
|
|
|
|
// Setup samara system
|
|
ctx->samara_system = new samara_system(*ctx->ecs_registry);
|
|
|
|
// Setup snapping system
|
|
ctx->snapping_system = new snapping_system(*ctx->ecs_registry);
|
|
|
|
// Setup behavior system
|
|
ctx->behavior_system = new behavior_system(*ctx->ecs_registry);
|
|
|
|
// Setup locomotion system
|
|
ctx->locomotion_system = new locomotion_system(*ctx->ecs_registry);
|
|
|
|
// Setup pheromone system
|
|
ctx->pheromones = new pheromone_matrix();
|
|
ctx->pheromones->rows = 256;
|
|
ctx->pheromones->columns = 256;
|
|
ctx->pheromones->buffers = new float*[2];
|
|
ctx->pheromones->buffers[0] = new float[ctx->pheromones->rows * ctx->pheromones->columns];
|
|
ctx->pheromones->buffers[1] = new float[ctx->pheromones->rows * ctx->pheromones->columns];
|
|
ctx->pheromones->current = 0;
|
|
//diffuse(ctx->pheromones);
|
|
|
|
// Setup spatial system
|
|
ctx->spatial_system = new spatial_system(*ctx->ecs_registry);
|
|
|
|
// Setup constraint system
|
|
ctx->constraint_system = new constraint_system(*ctx->ecs_registry);
|
|
|
|
// Setup render system
|
|
ctx->render_system = new ::render_system(*ctx->ecs_registry);
|
|
ctx->render_system->add_layer(ctx->overworld_scene);
|
|
ctx->render_system->add_layer(ctx->underworld_scene);
|
|
ctx->render_system->add_layer(ctx->ui_scene);
|
|
ctx->render_system->set_renderer(ctx->renderer);
|
|
|
|
// Setup control system
|
|
ctx->control_system = new ::control_system(*ctx->ecs_registry);
|
|
ctx->control_system->set_viewport(viewport);
|
|
ctx->control_system->set_underworld_camera(ctx->underworld_camera);
|
|
ctx->control_system->set_tool(nullptr);
|
|
//ctx->control_system->set_flashlight(flashlight, flashlight_light_cone);
|
|
ctx->control_system->get_adjust_camera_control()->set_activated_callback([ctx](){ ctx->app->set_relative_mouse_mode(true); ctx->tool_system->set_pick(false); });
|
|
ctx->control_system->get_adjust_camera_control()->set_deactivated_callback([ctx](){ ctx->app->set_relative_mouse_mode(false); ctx->tool_system->set_pick(true); });
|
|
ctx->control_system->set_flashlight(ctx->flashlight_entity);
|
|
ctx->control_system->set_camera_subject(ctx->focal_point_entity);
|
|
ctx->control_system->set_camera_system(ctx->camera_system);
|
|
|
|
// Setup UI system
|
|
ctx->ui_system = new ui_system(ctx->resource_manager);
|
|
ctx->ui_system->set_camera(ctx->ui_camera);
|
|
ctx->ui_system->set_scene(ctx->ui_scene);
|
|
ctx->ui_system->set_viewport(viewport);
|
|
ctx->ui_system->set_tool_menu_control(ctx->control_system->get_tool_menu_control());
|
|
}
|
|
|
|
void setup_controls(game_context* ctx)
|
|
{
|
|
event_dispatcher* event_dispatcher = ctx->app->get_event_dispatcher();
|
|
|
|
// Setup input event routing
|
|
ctx->input_event_router = new input_event_router();
|
|
ctx->input_event_router->set_event_dispatcher(event_dispatcher);
|
|
|
|
// Setup input mapper
|
|
ctx->input_mapper = new input_mapper();
|
|
ctx->input_mapper->set_event_dispatcher(event_dispatcher);
|
|
|
|
// Setup input listener
|
|
ctx->input_listener = new input_listener();
|
|
ctx->input_listener->set_event_dispatcher(event_dispatcher);
|
|
|
|
// Create toggle fullscreen control
|
|
ctx->toggle_fullscreen_control = new control();
|
|
ctx->toggle_fullscreen_control->set_activated_callback
|
|
(
|
|
[ctx]()
|
|
{
|
|
bool fullscreen = !ctx->app->is_fullscreen();
|
|
|
|
ctx->app->set_fullscreen(fullscreen);
|
|
|
|
if (!fullscreen)
|
|
{
|
|
int2 resolution = ctx->config->get<int2>("windowed_resolution");
|
|
ctx->app->resize_window(resolution.x, resolution.y);
|
|
}
|
|
|
|
ctx->config->set<int>("fullscreen", (fullscreen) ? 1 : 0);
|
|
}
|
|
);
|
|
|
|
// Create screenshot control
|
|
ctx->screenshot_control = new control();
|
|
ctx->screenshot_control->set_activated_callback
|
|
(
|
|
[ctx]()
|
|
{
|
|
std::string path = ctx->screenshots_path + "antkeeper-" + timestamp() + ".png";
|
|
ctx->app->save_frame(path);
|
|
}
|
|
);
|
|
|
|
// Create menu back control
|
|
ctx->menu_back_control = new control();
|
|
ctx->menu_back_control->set_activated_callback
|
|
(
|
|
std::bind(&application::close, ctx->app, 0)
|
|
);
|
|
|
|
// Create menu select control
|
|
ctx->menu_select_control = new control();
|
|
|
|
// Create application control set
|
|
ctx->application_controls = new control_set();
|
|
ctx->application_controls->add_control(ctx->toggle_fullscreen_control);
|
|
ctx->application_controls->add_control(ctx->screenshot_control);
|
|
|
|
// Create menu control set
|
|
ctx->menu_controls = new control_set();
|
|
ctx->menu_controls->add_control(ctx->menu_back_control);
|
|
ctx->menu_controls->add_control(ctx->menu_select_control);
|
|
|
|
|
|
|
|
|
|
ctx->camera_controls = ctx->control_system->get_control_set();
|
|
|
|
// Application control mappings
|
|
ctx->input_event_router->add_mapping(key_mapping(ctx->toggle_fullscreen_control, nullptr, scancode::f11));
|
|
ctx->input_event_router->add_mapping(key_mapping(ctx->screenshot_control, nullptr, scancode::f12));
|
|
|
|
// Add menu control mappings
|
|
ctx->input_event_router->add_mapping(key_mapping(ctx->menu_back_control, nullptr, scancode::escape));
|
|
ctx->input_event_router->add_mapping(key_mapping(ctx->menu_back_control, nullptr, scancode::backspace));
|
|
ctx->input_event_router->add_mapping(game_controller_button_mapping(ctx->menu_back_control, nullptr, game_controller_button::b));
|
|
ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_tool_menu_control(), nullptr, scancode::left_shift));
|
|
ctx->input_event_router->add_mapping(game_controller_button_mapping(ctx->control_system->get_tool_menu_control(), nullptr, game_controller_button::x));
|
|
ctx->input_event_router->add_mapping(key_mapping(ctx->menu_select_control, nullptr, scancode::enter));
|
|
ctx->input_event_router->add_mapping(key_mapping(ctx->menu_select_control, nullptr, scancode::space));
|
|
|
|
|
|
|
|
ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_toggle_view_control(), nullptr, scancode::tab));
|
|
ctx->control_system->get_toggle_view_control()->set_activated_callback(
|
|
[ctx]()
|
|
{
|
|
if (ctx->active_scene == ctx->overworld_scene)
|
|
{
|
|
ctx->active_scene = ctx->underworld_scene;
|
|
ctx->radial_transition_inner->transition(0.5f, false, ease<float, double>::in_quad);
|
|
|
|
auto switch_cameras = [ctx]()
|
|
{
|
|
ctx->overworld_camera->set_active(false);
|
|
ctx->underworld_camera->set_active(true);
|
|
ctx->fade_transition->transition(0.25f, true, ease<float, double>::out_quad);
|
|
};
|
|
|
|
float t = ctx->timeline->get_position();
|
|
ctx->timeline->add_cue({t + 0.5f, switch_cameras});
|
|
}
|
|
else
|
|
{
|
|
ctx->active_scene = ctx->overworld_scene;
|
|
ctx->fade_transition->transition(0.25f, false, ease<float, double>::out_quad);
|
|
|
|
auto switch_cameras = [ctx]()
|
|
{
|
|
ctx->overworld_camera->set_active(true);
|
|
ctx->underworld_camera->set_active(false);
|
|
ctx->radial_transition_inner->transition(0.5f, true, ease<float, double>::out_quad);
|
|
};
|
|
|
|
float t = ctx->timeline->get_position();
|
|
ctx->timeline->add_cue({t + 0.25f, switch_cameras});
|
|
}
|
|
});
|
|
|
|
ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_move_forward_control(), nullptr, scancode::w));
|
|
ctx->input_event_router->add_mapping(game_controller_axis_mapping(ctx->control_system->get_move_forward_control(), nullptr, game_controller_axis::left_y, true));
|
|
ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_move_back_control(), nullptr, scancode::s));
|
|
ctx->input_event_router->add_mapping(game_controller_axis_mapping(ctx->control_system->get_move_back_control(), nullptr, game_controller_axis::left_y, false));
|
|
ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_move_left_control(), nullptr, scancode::a));
|
|
ctx->input_event_router->add_mapping(game_controller_axis_mapping(ctx->control_system->get_move_left_control(), nullptr, game_controller_axis::left_x, true));
|
|
ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_move_right_control(), nullptr, scancode::d));
|
|
ctx->input_event_router->add_mapping(game_controller_axis_mapping(ctx->control_system->get_move_right_control(), nullptr, game_controller_axis::left_x, false));
|
|
ctx->input_event_router->add_mapping(game_controller_axis_mapping(ctx->control_system->get_rotate_ccw_control(), nullptr, game_controller_axis::right_x, false));
|
|
ctx->input_event_router->add_mapping(game_controller_axis_mapping(ctx->control_system->get_rotate_cw_control(), nullptr, game_controller_axis::right_x, true));
|
|
ctx->input_event_router->add_mapping(game_controller_axis_mapping(ctx->control_system->get_tilt_up_control(), nullptr, game_controller_axis::right_y, false));
|
|
ctx->input_event_router->add_mapping(game_controller_axis_mapping(ctx->control_system->get_tilt_down_control(), nullptr, game_controller_axis::right_y, true));
|
|
ctx->input_event_router->add_mapping(mouse_wheel_mapping(ctx->control_system->get_zoom_in_control(), nullptr, mouse_wheel_axis::positive_y));
|
|
ctx->input_event_router->add_mapping(mouse_wheel_mapping(ctx->control_system->get_zoom_out_control(), nullptr, mouse_wheel_axis::negative_y));
|
|
ctx->input_event_router->add_mapping(mouse_button_mapping(ctx->control_system->get_adjust_camera_control(), nullptr, 3));
|
|
ctx->input_event_router->add_mapping(game_controller_button_mapping(ctx->control_system->get_ascend_control(), nullptr, game_controller_button::y));
|
|
ctx->input_event_router->add_mapping(game_controller_button_mapping(ctx->control_system->get_descend_control(), nullptr, game_controller_button::a));
|
|
ctx->input_event_router->add_mapping(game_controller_axis_mapping(ctx->control_system->get_zoom_out_control(), nullptr, game_controller_axis::trigger_left, false));
|
|
ctx->input_event_router->add_mapping(game_controller_axis_mapping(ctx->control_system->get_zoom_in_control(), nullptr, game_controller_axis::trigger_right, false));
|
|
ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_rotate_ccw_control(), nullptr, scancode::q));
|
|
ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_rotate_cw_control(), nullptr, scancode::e));
|
|
|
|
ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_equip_forceps_control(), nullptr, scancode::one));
|
|
ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_equip_brush_control(), nullptr, scancode::two));
|
|
ctx->input_event_router->add_mapping(key_mapping(ctx->control_system->get_equip_lens_control(), nullptr, scancode::three));
|
|
|
|
ctx->input_event_router->add_mapping(mouse_button_mapping(ctx->control_system->get_use_tool_control(), nullptr, 1));
|
|
ctx->control_system->get_use_tool_control()->set_activated_callback
|
|
(
|
|
[ctx]()
|
|
{
|
|
ctx->tool_system->set_tool_active(true);
|
|
}
|
|
);
|
|
ctx->control_system->get_use_tool_control()->set_deactivated_callback
|
|
(
|
|
[ctx]()
|
|
{
|
|
ctx->tool_system->set_tool_active(false);
|
|
}
|
|
);
|
|
|
|
ctx->control_system->get_equip_forceps_control()->set_activated_callback
|
|
(
|
|
[ctx]()
|
|
{
|
|
ctx->tool_system->set_active_tool(ctx->forceps_entity);
|
|
}
|
|
);
|
|
ctx->control_system->get_equip_brush_control()->set_activated_callback
|
|
(
|
|
[ctx]()
|
|
{
|
|
ctx->tool_system->set_active_tool(ctx->brush_entity);
|
|
}
|
|
);
|
|
ctx->control_system->get_equip_lens_control()->set_activated_callback
|
|
(
|
|
[ctx]()
|
|
{
|
|
ctx->tool_system->set_active_tool(ctx->lens_entity);
|
|
}
|
|
);
|
|
|
|
event_dispatcher->subscribe<mouse_moved_event>(ctx->control_system);
|
|
event_dispatcher->subscribe<mouse_moved_event>(ctx->camera_system);
|
|
event_dispatcher->subscribe<mouse_moved_event>(ctx->tool_system);
|
|
event_dispatcher->subscribe<mouse_moved_event>(ctx->ui_system);
|
|
|
|
event_dispatcher->subscribe<window_resized_event>(ctx->control_system);
|
|
event_dispatcher->subscribe<window_resized_event>(ctx->camera_system);
|
|
event_dispatcher->subscribe<window_resized_event>(ctx->tool_system);
|
|
event_dispatcher->subscribe<window_resized_event>(ctx->ui_system);
|
|
}
|
|
|
|
void setup_cli(game_context* ctx)
|
|
{
|
|
ctx->cli = new cli();
|
|
ctx->cli->register_command("echo", cc::echo);
|
|
ctx->cli->register_command("exit", std::function<std::string()>(std::bind(&cc::exit, ctx)));
|
|
ctx->cli->register_command("scrot", std::function<std::string()>(std::bind(&cc::scrot, ctx)));
|
|
ctx->cli->register_command("cue", std::function<std::string(float, std::string)>(std::bind(&cc::cue, ctx, std::placeholders::_1, std::placeholders::_2)));
|
|
//std::string cmd = "cue 20 exit";
|
|
//logger->log(cmd);
|
|
//logger->log(cli.interpret(cmd));
|
|
}
|
|
|
|
void setup_callbacks(game_context* ctx)
|
|
{
|
|
// Set update callback
|
|
ctx->app->set_update_callback
|
|
(
|
|
[ctx](double t, double dt)
|
|
{
|
|
// Update tweens
|
|
ctx->time_tween->update();
|
|
(*ctx->time_tween)[1] = t;
|
|
ctx->overworld_scene->update_tweens();
|
|
ctx->underworld_scene->update_tweens();
|
|
ctx->ui_scene->update_tweens();
|
|
ctx->focal_point_tween->update();
|
|
ctx->underworld_final_pass->get_material()->update_tweens();
|
|
|
|
ctx->timeline->advance(dt);
|
|
|
|
ctx->control_system->update(t, dt);
|
|
ctx->terrain_system->update(t, dt);
|
|
ctx->vegetation_system->update(t, dt);
|
|
ctx->snapping_system->update(t, dt);
|
|
ctx->nest_system->update(t, dt);
|
|
ctx->subterrain_system->update(t, dt);
|
|
ctx->collision_system->update(t, dt);
|
|
ctx->samara_system->update(t, dt);
|
|
ctx->behavior_system->update(t, dt);
|
|
ctx->locomotion_system->update(t, dt);
|
|
ctx->camera_system->update(t, dt);
|
|
ctx->tool_system->update(t, dt);
|
|
|
|
ctx->spatial_system->update(t, dt);
|
|
ctx->constraint_system->update(t, dt);
|
|
|
|
//(*ctx->focal_point_tween)[1] = ctx->orbit_cam->get_focal_point();
|
|
|
|
auto xf = ec::get_world_transform(*ctx->ecs_registry, ctx->lens_entity);
|
|
ctx->lens_spotlight->look_at(xf.translation, xf.translation + ctx->sun_direct->get_direction(), {0, 1, 0});
|
|
|
|
xf = ec::get_world_transform(*ctx->ecs_registry, ctx->flashlight_entity);
|
|
//ctx->flashlight_spotlight->set_transform(xf);
|
|
ctx->flashlight_spotlight->look_at(xf.translation, xf.translation + xf.rotation * float3{0, 0, 1}, {0, 0, -1});
|
|
|
|
ctx->ui_system->update(dt);
|
|
ctx->render_system->update(t, dt);
|
|
ctx->animator->animate(dt);
|
|
|
|
ctx->application_controls->update();
|
|
ctx->menu_controls->update();
|
|
ctx->camera_controls->update();
|
|
}
|
|
);
|
|
|
|
// Set render callback
|
|
ctx->app->set_render_callback
|
|
(
|
|
[ctx](double alpha)
|
|
{
|
|
ctx->render_system->render(alpha);
|
|
}
|
|
);
|
|
}
|