💿🐜 Antkeeper source code https://antkeeper.com
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 

487 lines
15 KiB

/*
* Copyright (C) 2017 Christopher J. Howard
*
* This file is part of Antkeeper Source Code.
*
* Antkeeper Source Code is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Antkeeper Source Code is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Antkeeper Source Code. If not, see <http://www.gnu.org/licenses/>.
*/
#include "title-state.hpp"
#include "experiment-state.hpp"
#include "../application.hpp"
#include "../camera-controller.hpp"
#include <iostream>
#include <SDL.h>
const float blankDuration = 0.0f;
const float fadeInDuration = 0.5f;
const float hangDuration = 1.0f;
const float fadeOutDuration = 0.5f;
const float titleDelay = 2.0f;
const float copyrightDelay = 3.0f;
const float pressAnyKeyDelay = 5.0f;
TitleState::TitleState(Application* application):
ApplicationState(application)
{}
TitleState::~TitleState()
{}
void TitleState::enter()
{
std::cout << "Entering TitleState..." << std::endl;
// Setup screen fade-in transition
fadeIn = false;
fadeOut = false;
application->displayModelInstance->setModel(application->displayModel);
application->displayModelInstance->setTransform(Transform::getIdentity());
application->antModelInstance->setModel(application->antModel);
application->antModelInstance->setTransform(Transform::getIdentity());
// BG
application->bgBatch.resize(1);
BillboardBatch::Range* bgRange = application->bgBatch.addRange();
bgRange->start = 0;
bgRange->length = 1;
Billboard* bgBillboard = application->bgBatch.getBillboard(0);
bgBillboard->setDimensions(Vector2(1.0f, 1.0f));
bgBillboard->setTranslation(Vector3(0.5f, 0.5f, 0.0f));
bgBillboard->setTintColor(Vector4(1, 0, 0, 1));
application->bgBatch.update();
application->vignettePass.setRenderTarget(&application->defaultRenderTarget);
application->bgCompositor.addPass(&application->vignettePass);
application->bgCompositor.load(nullptr);
application->bgCamera.setOrthographic(0, 1.0f, 1.0f, 0, -1.0f, 1.0f);
application->bgCamera.lookAt(glm::vec3(0), glm::vec3(0, 0, -1), glm::vec3(0, 1, 0));
application->bgCamera.setCompositor(&application->bgCompositor);
application->bgCamera.setCompositeIndex(0);
application->bgScene.addLayer();
application->bgScene.getLayer(0)->addObject(&application->bgCamera);
application->bgScene.getLayer(0)->addObject(&application->bgBatch);
// Setup lighting
application->sunlight.setColor(glm::vec3(1.0f));
application->sunlight.setDirection(glm::normalize(glm::vec3(0.5, -1, -0.5)));
// Setup lighting pass
application->lightingPass.setRenderTarget(&application->defaultRenderTarget);
application->lightingPass.setShadowMap(0);
application->lightingPass.setShadowCamera(&application->camera);
application->lightingPass.setModelLoader(application->modelLoader);
application->defaultCompositor.addPass(&application->lightingPass);
application->camera.lookAt(
glm::vec3(0.0f, 0.0f, 10.0f),
glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(0.0f, 1.0f, 0.0f));
application->camera.setCompositor(&application->defaultCompositor);
application->camera.setCompositeIndex(0);
// Setup scene
DirectionalLight* lightA = new DirectionalLight();
DirectionalLight* lightB = new DirectionalLight();
DirectionalLight* lightC = new DirectionalLight();
lightA->setColor(glm::vec3(1.0f));
lightB->setColor(glm::vec3(0.25f));
lightC->setColor(glm::vec3(1.0f, 1.0f, 1.0f));
lightA->setDirection(glm::normalize(glm::vec3(0.0, -0.8, -0.2)));
lightB->setDirection(glm::normalize(glm::vec3(1.0, -.2, 0.0f)));
lightC->setDirection(glm::normalize(glm::vec3(0.0, 1.0, 0.0)));
//application->scene.addObject(&application->sunlight);
application->scene.getLayer(0)->addObject(lightA);
application->scene.getLayer(0)->addObject(lightB);
application->scene.getLayer(0)->addObject(lightC);
application->scene.getLayer(0)->addObject(application->displayModelInstance);
application->scene.getLayer(0)->addObject(&application->camera);
// Load compositor
RenderQueue renderQueue;
const std::list<SceneObject*>* objects = application->scene.getLayer(0)->getObjects();
for (const SceneObject* object: *objects)
renderQueue.queue(object);
RenderContext renderContext;
renderContext.camera = nullptr;
renderContext.layer = application->scene.getLayer(0);
renderContext.queue = &renderQueue;
application->defaultCompositor.load(&renderContext);
// Setup fade-in
application->blackoutImage->setVisible(true);
application->fadeInTween->start();
application->inputManager->addWindowObserver(this);
application->mouse->addMouseButtonObserver(this);
windowResized(application->width, application->height);
// Setup camera controller
application->surfaceCam->setCamera(&application->camera);
application->surfaceCam->setFocalPoint(Vector3(0.0f));
application->surfaceCam->setFocalDistance(10.0f);
application->surfaceCam->setElevation(0.0f);
application->surfaceCam->setAzimuth(0.0f);
application->surfaceCam->setTargetFocalPoint(application->surfaceCam->getFocalPoint());
application->surfaceCam->setTargetFocalDistance(application->surfaceCam->getFocalDistance());
application->surfaceCam->setTargetElevation(application->surfaceCam->getElevation());
application->surfaceCam->setTargetAzimuth(application->surfaceCam->getAzimuth());
application->surfaceCam->update(0.0f);
// Setup arcball
dragging = false;
wasDragging = dragging;
application->arcball.setCenter(Vector2(application->width * 0.5f, application->height * 0.5f));
application->arcball.setRadius(application->height * 0.5f);
// Load navmesh
navmesh.loadOBJ("data/textures/icosphere.obj");
// Setup colony
colony.setAntModel(application->antModel);
for (int i = 0; i < 10; ++i)
{
Navmesh::Triangle* triangle = (*navmesh.getTriangles())[0];
ant = colony.spawn(&navmesh, triangle, normalize_barycentric(Vector3(0.5f)));
Vector3 forward = glm::normalize(triangle->edge->vertex->position - triangle->edge->next->vertex->position);
Vector3 up = triangle->normal;
ant->setOrientation(forward, up);
application->scene.getLayer(0)->addObject(ant->getModelInstance());
ant->setState(Ant::State::WANDER);
}
ant->setState(Ant::State::IDLE);
// Start timer
stateTime = 0.0f;
application->frameTimer.reset();
application->frameTimer.start();
substate = 0;
}
void TitleState::execute()
{
// Calculate delta time (in seconds)
float dt = static_cast<float>(application->frameTimer.microseconds().count()) / 1000000.0f;
application->frameTimer.reset();
// Add dt to state time
stateTime += dt;
if (substate == 0 || substate == 1)
{
if (stateTime >= titleDelay && !application->titleImage->isVisible())
{
application->titleImage->setVisible(true);
application->titleFadeInTween->start();
}
if (stateTime >= copyrightDelay && !application->copyrightImage->isVisible())
{
//application->copyrightImage->setVisible(true);
//application->copyrightFadeInTween->start();
}
if (stateTime >= pressAnyKeyDelay && !application->anyKeyLabel->isVisible())
{
application->anyKeyLabel->setVisible(true);
application->anyKeyFadeInTween->start();
}
}
if (substate == 0 && stateTime >= titleDelay && application->titleFadeInTween->isStopped())
{
substate = 1;
}
// Listen for fade-in skip and "press any key"
if (substate < 2)
{
InputEvent event;
application->inputManager->listen(&event);
if (event.type != InputEvent::Type::NONE)
{
application->menuControlProfile->update();
application->inputManager->update();
// Check if application was closed
if (application->escape.isTriggered())
{
application->close(EXIT_SUCCESS);
return;
}
// Check if fullscreen was toggled
else if (application->toggleFullscreen.isTriggered() && !application->toggleFullscreen.wasTriggered())
{
application->changeFullscreen();
}
else if (!application->menuCancel.isTriggered())
{
if (substate == 0)
{
// Remove fade-in
substate = 1;
application->fadeInTween->stop();
application->blackoutImage->setTintColor(Vector4(0.0f));
application->blackoutImage->setVisible(false);
application->titleFadeInTween->stop();
application->titleImage->setVisible(true);
application->titleImage->setTintColor(Vector4(1.0f));
application->anyKeyFadeInTween->start();
application->anyKeyLabel->setVisible(true);
}
else if (substate == 1)
{
substate = 2;
application->titleFadeInTween->stop();
application->titleFadeOutTween->start();
//application->copyrightFadeInTween->stop();
//application->copyrightFadeOutTween->start();
application->anyKeyFadeInTween->stop();
application->anyKeyFadeOutTween->stop();
application->anyKeyLabel->setVisible(false);
application->enterMenu(0);
application->menuSelectorLabel->setVisible(true);
//enterMenu(application, &mainMenu);
}
}
}
}
// Update menu controls
application->menuControlProfile->update();
application->gameControlProfile->update();
// Update input
application->inputManager->update();
// Check state time
if (!fadeIn && stateTime >= blankDuration)
{
// Begin fade-in
fadeIn = true;
}
glm::ivec2 mousePosition = application->mouse->getCurrentPosition();
mousePosition.y = application->height - mousePosition.y;
if (dragging && !wasDragging)
{
dragStart = application->arcball.project(Vector2(mousePosition.x, mousePosition.y));
dragStartRotation = application->displayModelInstance->getTransform().rotation;
}
else if (dragging && wasDragging)
{
Vector3 dragEnd = application->arcball.project(Vector2(mousePosition.x, mousePosition.y));
Quaternion rotation = glm::normalize(glm::rotation(dragStart, dragEnd));
// Update display model
Transform transform = application->displayModelInstance->getTransform();
transform.rotation = glm::normalize(rotation * dragStartRotation);
application->displayModelInstance->setTransform(transform);
}
wasDragging = dragging;
// Check if application was closed
if (application->inputManager->wasClosed() || application->escape.isTriggered())
{
application->close(EXIT_SUCCESS);
return;
}
// Check if fullscreen was toggled
if (application->toggleFullscreen.isTriggered() && !application->toggleFullscreen.wasTriggered())
{
application->changeFullscreen();
}
float rotationSpeed = glm::radians(3.0f) * dt / (1.0f / 60.0f);
if (application->cameraRotateCW.isTriggered())
application->surfaceCam->rotate(-rotationSpeed);
if (application->cameraRotateCCW.isTriggered())
application->surfaceCam->rotate(rotationSpeed);
// Zoom camera
float zoomFactor = application->surfaceCam->getFocalDistance() / 20.0f * dt / (1.0f / 60.0f);
if (application->cameraZoomIn.isTriggered())
application->surfaceCam->zoom(zoomFactor * application->cameraZoomIn.getCurrentValue());
if (application->cameraZoomOut.isTriggered())
application->surfaceCam->zoom(-zoomFactor * application->cameraZoomOut.getCurrentValue());
application->surfaceCam->update(dt);
// Navigate menu
if (application->menuDown.isTriggered() && !application->menuDown.wasTriggered())
{
if (application->selectedMenuItemIndex < application->currentMenu->getItemCount() - 1)
{
application->selectMenuItem(application->selectedMenuItemIndex + 1);
}
else
{
application->selectMenuItem(0);
}
}
else if (application->menuUp.isTriggered() && !application->menuUp.wasTriggered())
{
if (application->selectedMenuItemIndex > 0)
{
application->selectMenuItem(application->selectedMenuItemIndex - 1);
}
else
{
application->selectMenuItem(application->currentMenu->getItemCount() - 1);
}
}
if (application->menuSelect.isTriggered() && !application->menuSelect.wasTriggered())
{
application->activateMenuItem(application->selectedMenuItemIndex);
}
else if (application->menuCancel.isTriggered() && !application->menuCancel.wasTriggered())
{
}
float lineHeight = application->menuFont->getMetrics().getHeight();
const UIContainer* container = application->menuContainers[application->currentMenuIndex];
application->menuSelectorLabel->setTranslation(
Vector2(container->getPosition().x - application->menuSelectorLabel->getDimensions().x * 1.5f,
container->getPosition().y + lineHeight * 0.5f - application->menuSelectorLabel->getDimensions().y * 0.5f + lineHeight * application->selectedMenuItemIndex));
float walkSpeed = 3.0f * dt;
float turnSpeed = 4.0f * dt;
Vector3 antVelocity = ant->getForward() * walkSpeed;
if (application->walkForward.isTriggered())
{
ant->move(antVelocity);
}
if (application->walkBack.isTriggered())
{
ant->move(-antVelocity);
}
if (application->turnLeft.isTriggered())
{
ant->turn(turnSpeed);
}
if (application->turnRight.isTriggered())
{
ant->turn(-turnSpeed);
}
colony.update(dt);
// Perform tweening
application->tweener->update(dt);
// Update UI
application->uiRootElement->update();
// Clear to black
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// Render BG
application->renderer.render(application->bgScene);
// Render scene
application->renderer.render(application->scene);
// Form billboard batch for UI then render UI scene
application->uiBatcher->batch(application->uiBatch, application->uiRootElement);
application->renderer.render(application->uiScene);
// Swap buffers
SDL_GL_SwapWindow(application->window);
}
void TitleState::exit()
{
std::cout << "Exiting TitleState..." << std::endl;
application->inputManager->removeWindowObserver(this);
application->exitMenu(application->currentMenuIndex);
application->menuSelectorLabel->setVisible(false);
application->scene.removeLayers();
}
void TitleState::windowClosed()
{
application->close(EXIT_SUCCESS);
}
void TitleState::windowResized(int width, int height)
{
// Update application dimensions
application->width = width;
application->height = height;
if (application->fullscreen)
{
application->fullscreenWidth = width;
application->fullscreenHeight = height;
}
else
{
application->windowedWidth = width;
application->windowedHeight = height;
}
// Setup default render target
application->defaultRenderTarget.width = application->width;
application->defaultRenderTarget.height = application->height;
// Resize UI
application->resizeUI();
// 3D camera
application->camera.setPerspective(
glm::radians(25.0f),
(float)application->width / (float)application->height,
0.1f,
1000.0f);
}
void TitleState::mouseButtonPressed(int button, int x, int y)
{
dragging = true;
}
void TitleState::mouseButtonReleased(int button, int x, int y)
{
dragging = false;
}