|
/*
|
|
* Copyright (C) 2023 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 "animation/animation.hpp"
|
|
#include "animation/animator.hpp"
|
|
#include "animation/ease.hpp"
|
|
#include "animation/screen-transition.hpp"
|
|
#include "animation/timeline.hpp"
|
|
#include "application.hpp"
|
|
#include "color/color.hpp"
|
|
#include "config.hpp"
|
|
#include "debug/cli.hpp"
|
|
#include "debug/log.hpp"
|
|
#include "entity/commands.hpp"
|
|
#include "game/context.hpp"
|
|
#include "game/controls.hpp"
|
|
#include "game/fonts.hpp"
|
|
#include "game/graphics.hpp"
|
|
#include "game/menu.hpp"
|
|
#include "game/save.hpp"
|
|
#include "game/state/boot.hpp"
|
|
#include "game/state/splash.hpp"
|
|
#include "game/system/astronomy.hpp"
|
|
#include "game/system/atmosphere.hpp"
|
|
#include "game/system/behavior.hpp"
|
|
#include "game/system/blackbody.hpp"
|
|
#include "game/system/camera.hpp"
|
|
#include "game/system/collision.hpp"
|
|
#include "game/system/constraint.hpp"
|
|
#include "game/system/locomotion.hpp"
|
|
#include "game/system/orbit.hpp"
|
|
#include "game/system/render.hpp"
|
|
#include "game/system/spatial.hpp"
|
|
#include "game/system/spring.hpp"
|
|
#include "game/system/steering.hpp"
|
|
#include "game/system/subterrain.hpp"
|
|
#include "game/system/terrain.hpp"
|
|
#include "game/system/vegetation.hpp"
|
|
#include "gl/framebuffer.hpp"
|
|
#include "gl/pixel-format.hpp"
|
|
#include "gl/pixel-type.hpp"
|
|
#include "gl/rasterizer.hpp"
|
|
#include "gl/texture-2d.hpp"
|
|
#include "gl/texture-filter.hpp"
|
|
#include "gl/texture-wrapping.hpp"
|
|
#include "gl/vertex-array.hpp"
|
|
#include "gl/vertex-attribute.hpp"
|
|
#include "gl/vertex-buffer.hpp"
|
|
#include "input/gamepad.hpp"
|
|
#include "input/keyboard.hpp"
|
|
#include "input/mapper.hpp"
|
|
#include "input/mouse.hpp"
|
|
#include "input/scancode.hpp"
|
|
#include "render/compositor.hpp"
|
|
#include "render/material-flags.hpp"
|
|
#include "render/material-property.hpp"
|
|
#include "render/passes/bloom-pass.hpp"
|
|
#include "render/passes/clear-pass.hpp"
|
|
#include "render/passes/final-pass.hpp"
|
|
#include "render/passes/fxaa-pass.hpp"
|
|
#include "render/passes/ground-pass.hpp"
|
|
#include "render/passes/material-pass.hpp"
|
|
#include "render/passes/outline-pass.hpp"
|
|
#include "render/passes/resample-pass.hpp"
|
|
#include "render/passes/shadow-map-pass.hpp"
|
|
#include "render/passes/sky-pass.hpp"
|
|
#include "render/renderer.hpp"
|
|
#include "render/vertex-attribute.hpp"
|
|
#include "resources/file-buffer.hpp"
|
|
#include "resources/resource-manager.hpp"
|
|
#include "scene/scene.hpp"
|
|
#include "utility/paths.hpp"
|
|
#include <algorithm>
|
|
#include <cxxopts.hpp>
|
|
#include <entt/entt.hpp>
|
|
#include <execution>
|
|
#include <filesystem>
|
|
#include <functional>
|
|
#include <string>
|
|
#include <vector>
|
|
|
|
namespace game {
|
|
namespace state {
|
|
|
|
boot::boot(game::context& ctx, int argc, char** argv):
|
|
game::state::base(ctx)
|
|
{
|
|
// Boot process
|
|
debug::log::trace("Booting up...");
|
|
|
|
// Allocate application
|
|
ctx.app = new application();
|
|
|
|
// Parse command line options
|
|
parse_options(argc, argv);
|
|
|
|
setup_resources();
|
|
load_config();
|
|
load_strings();
|
|
setup_window();
|
|
setup_rendering();
|
|
setup_audio();
|
|
setup_scenes();
|
|
setup_animation();
|
|
setup_entities();
|
|
setup_systems();
|
|
setup_controls();
|
|
setup_ui();
|
|
setup_debugging();
|
|
setup_loop();
|
|
ctx.active_ecoregion = nullptr;
|
|
|
|
debug::log::trace("Boot up complete");
|
|
|
|
// Push splash state
|
|
ctx.state_machine.emplace(new game::state::splash(ctx));
|
|
|
|
// Enter main loop
|
|
debug::log::trace("Entered main loop");
|
|
loop();
|
|
}
|
|
|
|
boot::~boot()
|
|
{
|
|
debug::log::trace("Booting down...");
|
|
|
|
shutdown_audio();
|
|
|
|
// Close application
|
|
delete ctx.app;
|
|
ctx.app = nullptr;
|
|
|
|
debug::log::trace("Boot down complete");
|
|
}
|
|
|
|
void boot::parse_options(int argc, char** argv)
|
|
{
|
|
debug::log::trace("Parsing {} command line arguments...", argc);
|
|
|
|
try
|
|
{
|
|
cxxopts::Options options("Antkeeper", "Ant colony simulation game");
|
|
options.add_options()
|
|
("c,continue", "Continues from the last save")
|
|
("d,data", "Sets the data package path", cxxopts::value<std::string>())
|
|
("f,fullscreen", "Starts in fullscreen mode")
|
|
("n,new-game", "Starts a new game")
|
|
("q,quick-start", "Skips to the main menu")
|
|
("r,reset", "Restores all settings to default")
|
|
("v,vsync", "Enables or disables v-sync", cxxopts::value<int>())
|
|
("w,windowed", "Starts in windowed mode");
|
|
auto result = options.parse(argc, argv);
|
|
|
|
// --continue
|
|
if (result.count("continue"))
|
|
option_continue = true;
|
|
|
|
// --data
|
|
if (result.count("data"))
|
|
option_data = result["data"].as<std::string>();
|
|
|
|
// --fullscreen
|
|
if (result.count("fullscreen"))
|
|
option_fullscreen = true;
|
|
|
|
// --new-game
|
|
if (result.count("new-game"))
|
|
option_new_game = true;
|
|
|
|
// --quick-start
|
|
if (result.count("quick-start"))
|
|
option_quick_start = true;
|
|
|
|
// --reset
|
|
if (result.count("reset"))
|
|
option_reset = true;
|
|
|
|
// --vsync
|
|
if (result.count("vsync"))
|
|
option_v_sync = (result["vsync"].as<int>()) ? true : false;
|
|
|
|
// --windowed
|
|
if (result.count("windowed"))
|
|
option_windowed = true;
|
|
|
|
debug::log::trace("Parsed {} command line arguments", argc);
|
|
}
|
|
catch (const std::exception& e)
|
|
{
|
|
debug::log::warning("Exception caught while parsing command line arguments: {}", e.what());
|
|
}
|
|
}
|
|
|
|
void boot::setup_resources()
|
|
{
|
|
// Setup resource manager
|
|
ctx.resource_manager = new resource_manager();
|
|
|
|
// Detect paths
|
|
ctx.data_path = get_data_path(config::application_name);
|
|
ctx.config_path = get_config_path(config::application_name);
|
|
ctx.mods_path = ctx.config_path / "mods";
|
|
ctx.saves_path = ctx.config_path / "saves";
|
|
ctx.screenshots_path = ctx.config_path / "gallery";
|
|
ctx.controls_path = ctx.config_path / "controls";
|
|
|
|
// Log resource paths
|
|
debug::log::info("Data path: \"{}\"", ctx.data_path.string());
|
|
debug::log::info("Config path: \"{}\"", ctx.config_path.string());
|
|
|
|
// Create nonexistent config directories
|
|
std::vector<std::filesystem::path> config_paths;
|
|
config_paths.push_back(ctx.config_path);
|
|
config_paths.push_back(ctx.mods_path);
|
|
config_paths.push_back(ctx.saves_path);
|
|
config_paths.push_back(ctx.screenshots_path);
|
|
config_paths.push_back(ctx.controls_path);
|
|
for (const std::filesystem::path& path: config_paths)
|
|
{
|
|
if (!std::filesystem::exists(path))
|
|
{
|
|
const std::string path_string = path.string();
|
|
|
|
debug::log::trace("Creating directory \"{}\"...", path_string);
|
|
if (std::filesystem::create_directories(path))
|
|
{
|
|
debug::log::trace("Created directory \"{}\"", path_string);
|
|
}
|
|
else
|
|
{
|
|
debug::log::error("Failed to create directory \"{}\"", path_string);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Scan for mods
|
|
std::vector<std::filesystem::path> mod_paths;
|
|
for (const auto& directory_entry: std::filesystem::directory_iterator(ctx.mods_path))
|
|
{
|
|
if (directory_entry.is_directory())
|
|
mod_paths.push_back(directory_entry.path());
|
|
}
|
|
|
|
// Determine data package path
|
|
if (option_data.has_value())
|
|
{
|
|
ctx.data_package_path = std::filesystem::path(option_data.value());
|
|
if (ctx.data_package_path.is_relative())
|
|
ctx.data_package_path = ctx.data_path / ctx.data_package_path;
|
|
}
|
|
else
|
|
{
|
|
ctx.data_package_path = ctx.data_path / "antkeeper.dat";
|
|
}
|
|
|
|
// Mount mods
|
|
for (const std::filesystem::path& mod_path: mod_paths)
|
|
ctx.resource_manager->mount(ctx.mods_path / mod_path);
|
|
|
|
// Mount config path
|
|
ctx.resource_manager->mount(ctx.config_path);
|
|
|
|
// Mount data package
|
|
ctx.resource_manager->mount(ctx.data_package_path);
|
|
|
|
// Include resource search paths in order of priority
|
|
ctx.resource_manager->include("/controls/");
|
|
ctx.resource_manager->include("/");
|
|
}
|
|
|
|
void boot::load_config()
|
|
{
|
|
debug::log::trace("Loading config...");
|
|
|
|
// Load config file
|
|
ctx.config = ctx.resource_manager->load<json>("config.json");
|
|
if (ctx.config)
|
|
{
|
|
debug::log::trace("Loaded config");
|
|
}
|
|
else
|
|
{
|
|
debug::log::error("Failed to load config");
|
|
}
|
|
}
|
|
|
|
void boot::load_strings()
|
|
{
|
|
debug::log::trace("Loading strings...");
|
|
|
|
ctx.string_table = ctx.resource_manager->load<string_table>("strings.csv");
|
|
|
|
build_string_table_map(&ctx.string_table_map, *ctx.string_table);
|
|
|
|
ctx.language_code = (*ctx.config)["language"].get<std::string>();
|
|
ctx.language_index = -1;
|
|
for (int i = 2; i < (*ctx.string_table)[0].size(); ++i)
|
|
{
|
|
if ((*ctx.string_table)[0][i] == ctx.language_code)
|
|
ctx.language_index = i - 2;
|
|
}
|
|
|
|
ctx.language_count = (*ctx.string_table)[0].size() - 2;
|
|
debug::log::info("Languages available: {}", ctx.language_count);
|
|
debug::log::info("Language index: {}", ctx.language_index);
|
|
debug::log::info("Language code: {}", ctx.language_code);
|
|
|
|
ctx.strings = &ctx.string_table_map[ctx.language_code];
|
|
|
|
debug::log::trace("Loaded strings");
|
|
}
|
|
|
|
void boot::setup_window()
|
|
{
|
|
debug::log::trace("Setting up window...");
|
|
|
|
application* app = ctx.app;
|
|
json* config = ctx.config;
|
|
|
|
// Set fullscreen or windowed mode
|
|
bool fullscreen = true;
|
|
if (option_fullscreen.has_value())
|
|
fullscreen = true;
|
|
else if (option_windowed.has_value())
|
|
fullscreen = false;
|
|
else if (config->contains("fullscreen"))
|
|
fullscreen = (*config)["fullscreen"].get<bool>();
|
|
app->set_fullscreen(fullscreen);
|
|
|
|
// Set resolution
|
|
const auto& display_dimensions = ctx.app->get_display_dimensions();
|
|
int2 resolution = {display_dimensions[0], display_dimensions[1]};
|
|
if (fullscreen)
|
|
{
|
|
if (config->contains("fullscreen_resolution"))
|
|
{
|
|
resolution.x() = (*config)["fullscreen_resolution"][0].get<int>();
|
|
resolution.y() = (*config)["fullscreen_resolution"][1].get<int>();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (config->contains("windowed_resolution"))
|
|
{
|
|
resolution.x() = (*config)["windowed_resolution"][0].get<int>();
|
|
resolution.y() = (*config)["windowed_resolution"][1].get<int>();
|
|
}
|
|
}
|
|
app->resize_window(resolution.x(), resolution.y());
|
|
|
|
// Set v-sync
|
|
bool v_sync = true;
|
|
if (option_v_sync.has_value())
|
|
v_sync = (option_v_sync.value() != 0);
|
|
else if (config->contains("v_sync"))
|
|
v_sync = (*config)["v_sync"].get<bool>();
|
|
app->set_v_sync(v_sync);
|
|
|
|
// Set title
|
|
app->set_title((*ctx.strings)["application_title"]);
|
|
|
|
// Show window
|
|
ctx.app->get_rasterizer()->set_clear_color(0.0f, 0.0f, 0.0f, 1.0f);
|
|
ctx.app->get_rasterizer()->clear_framebuffer(true, false, false);
|
|
app->show_window();
|
|
ctx.app->swap_buffers();
|
|
|
|
debug::log::trace("Set up window");
|
|
}
|
|
|
|
void boot::setup_rendering()
|
|
{
|
|
debug::log::trace("Setting up rendering...");
|
|
|
|
// Get rasterizer from application
|
|
ctx.rasterizer = ctx.app->get_rasterizer();
|
|
|
|
// Create framebuffers
|
|
game::graphics::create_framebuffers(ctx);
|
|
|
|
// Load blue noise texture
|
|
gl::texture_2d* blue_noise_map = ctx.resource_manager->load<gl::texture_2d>("blue-noise.tex");
|
|
|
|
// Load fallback material
|
|
ctx.fallback_material = ctx.resource_manager->load<render::material>("fallback.mtl");
|
|
|
|
// Setup common render passes
|
|
{
|
|
// Construct bloom pass
|
|
ctx.bloom_pass = new render::bloom_pass(ctx.rasterizer, ctx.resource_manager);
|
|
ctx.bloom_pass->set_source_texture(ctx.hdr_color_texture);
|
|
ctx.bloom_pass->set_mip_chain_length(0);
|
|
ctx.bloom_pass->set_filter_radius(0.005f);
|
|
|
|
ctx.common_final_pass = new render::final_pass(ctx.rasterizer, ctx.ldr_framebuffer_a, ctx.resource_manager);
|
|
ctx.common_final_pass->set_color_texture(ctx.hdr_color_texture);
|
|
ctx.common_final_pass->set_bloom_texture(ctx.bloom_pass->get_bloom_texture());
|
|
ctx.common_final_pass->set_bloom_weight(0.04f);
|
|
ctx.common_final_pass->set_blue_noise_texture(blue_noise_map);
|
|
|
|
ctx.fxaa_pass = new render::fxaa_pass(ctx.rasterizer, &ctx.rasterizer->get_default_framebuffer(), ctx.resource_manager);
|
|
ctx.fxaa_pass->set_source_texture(ctx.ldr_color_texture_a);
|
|
|
|
ctx.resample_pass = new render::resample_pass(ctx.rasterizer, &ctx.rasterizer->get_default_framebuffer(), ctx.resource_manager);
|
|
ctx.resample_pass->set_source_texture(ctx.ldr_color_texture_b);
|
|
ctx.resample_pass->set_enabled(false);
|
|
|
|
// Toggle bloom according to settings
|
|
ctx.bloom_enabled = true;
|
|
if (ctx.config->contains("bloom_enabled"))
|
|
ctx.bloom_enabled = (*ctx.config)["bloom_enabled"].get<bool>();
|
|
graphics::toggle_bloom(ctx, ctx.bloom_enabled);
|
|
|
|
// Configure anti-aliasing according to settings
|
|
ctx.anti_aliasing_method = render::anti_aliasing_method::fxaa;
|
|
if (ctx.config->contains("anti_aliasing_method"))
|
|
{
|
|
const std::string aa_method = (*ctx.config)["anti_aliasing_method"].get<std::string>();
|
|
if (aa_method == "fxaa")
|
|
{
|
|
ctx.anti_aliasing_method = render::anti_aliasing_method::fxaa;
|
|
}
|
|
else
|
|
{
|
|
ctx.anti_aliasing_method = render::anti_aliasing_method::none;
|
|
}
|
|
}
|
|
graphics::select_anti_aliasing_method(ctx, ctx.anti_aliasing_method);
|
|
|
|
// Configure render scaling according to settings
|
|
ctx.render_scale = 1.0f;
|
|
if (ctx.config->contains("render_scale"))
|
|
{
|
|
ctx.render_scale = (*ctx.config)["render_scale"].get<float>();
|
|
if (ctx.render_scale != 1.0f)
|
|
{
|
|
graphics::change_render_resolution(ctx, ctx.render_scale);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Setup UI compositor
|
|
{
|
|
ctx.ui_clear_pass = new render::clear_pass(ctx.rasterizer, &ctx.rasterizer->get_default_framebuffer());
|
|
ctx.ui_clear_pass->set_cleared_buffers(false, true, false);
|
|
ctx.ui_clear_pass->set_clear_depth(-1.0f);
|
|
|
|
ctx.ui_material_pass = new render::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 render::compositor();
|
|
ctx.ui_compositor->add_pass(ctx.ui_clear_pass);
|
|
ctx.ui_compositor->add_pass(ctx.ui_material_pass);
|
|
}
|
|
|
|
// Setup underground compositor
|
|
{
|
|
ctx.underground_clear_pass = new render::clear_pass(ctx.rasterizer, ctx.hdr_framebuffer);
|
|
ctx.underground_clear_pass->set_cleared_buffers(true, true, false);
|
|
ctx.underground_clear_pass->set_clear_color({1, 0, 1, 0});
|
|
ctx.underground_clear_pass->set_clear_depth(-1.0f);
|
|
|
|
ctx.underground_material_pass = new render::material_pass(ctx.rasterizer, ctx.hdr_framebuffer, ctx.resource_manager);
|
|
ctx.underground_material_pass->set_fallback_material(ctx.fallback_material);
|
|
|
|
ctx.underground_compositor = new render::compositor();
|
|
ctx.underground_compositor->add_pass(ctx.underground_clear_pass);
|
|
ctx.underground_compositor->add_pass(ctx.underground_material_pass);
|
|
ctx.underground_compositor->add_pass(ctx.bloom_pass);
|
|
ctx.underground_compositor->add_pass(ctx.common_final_pass);
|
|
ctx.underground_compositor->add_pass(ctx.fxaa_pass);
|
|
ctx.underground_compositor->add_pass(ctx.resample_pass);
|
|
}
|
|
|
|
// Setup surface compositor
|
|
{
|
|
ctx.surface_shadow_map_clear_pass = new render::clear_pass(ctx.rasterizer, ctx.shadow_map_framebuffer);
|
|
ctx.surface_shadow_map_clear_pass->set_cleared_buffers(false, true, false);
|
|
ctx.surface_shadow_map_clear_pass->set_clear_depth(1.0f);
|
|
|
|
ctx.surface_shadow_map_pass = new render::shadow_map_pass(ctx.rasterizer, ctx.resource_manager);
|
|
|
|
ctx.surface_clear_pass = new render::clear_pass(ctx.rasterizer, ctx.hdr_framebuffer);
|
|
ctx.surface_clear_pass->set_cleared_buffers(false, true, true);
|
|
ctx.surface_clear_pass->set_clear_depth(-1.0f);
|
|
|
|
ctx.sky_pass = new render::sky_pass(ctx.rasterizer, ctx.hdr_framebuffer, ctx.resource_manager);
|
|
ctx.sky_pass->set_enabled(false);
|
|
ctx.sky_pass->set_magnification(3.0f);
|
|
|
|
ctx.ground_pass = new render::ground_pass(ctx.rasterizer, ctx.hdr_framebuffer, ctx.resource_manager);
|
|
ctx.ground_pass->set_enabled(false);
|
|
|
|
ctx.surface_material_pass = new render::material_pass(ctx.rasterizer, ctx.hdr_framebuffer, ctx.resource_manager);
|
|
ctx.surface_material_pass->set_fallback_material(ctx.fallback_material);
|
|
|
|
ctx.surface_outline_pass = new render::outline_pass(ctx.rasterizer, ctx.hdr_framebuffer, ctx.resource_manager);
|
|
ctx.surface_outline_pass->set_outline_width(0.25f);
|
|
ctx.surface_outline_pass->set_outline_color(float4{1.0f, 1.0f, 1.0f, 1.0f});
|
|
|
|
ctx.surface_compositor = new render::compositor();
|
|
ctx.surface_compositor->add_pass(ctx.surface_shadow_map_clear_pass);
|
|
ctx.surface_compositor->add_pass(ctx.surface_shadow_map_pass);
|
|
ctx.surface_compositor->add_pass(ctx.surface_clear_pass);
|
|
ctx.surface_compositor->add_pass(ctx.sky_pass);
|
|
ctx.surface_compositor->add_pass(ctx.ground_pass);
|
|
ctx.surface_compositor->add_pass(ctx.surface_material_pass);
|
|
//ctx.surface_compositor->add_pass(ctx.surface_outline_pass);
|
|
ctx.surface_compositor->add_pass(ctx.bloom_pass);
|
|
ctx.surface_compositor->add_pass(ctx.common_final_pass);
|
|
ctx.surface_compositor->add_pass(ctx.fxaa_pass);
|
|
ctx.surface_compositor->add_pass(ctx.resample_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 gl::vertex_buffer(sizeof(float) * billboard_vertex_size * billboard_vertex_count, billboard_vertex_data);
|
|
ctx.billboard_vao = new gl::vertex_array();
|
|
|
|
std::size_t attribute_offset = 0;
|
|
|
|
// Define position vertex attribute
|
|
gl::vertex_attribute position_attribute;
|
|
position_attribute.buffer = ctx.billboard_vbo;
|
|
position_attribute.offset = attribute_offset;
|
|
position_attribute.stride = billboard_vertex_stride;
|
|
position_attribute.type = gl::vertex_attribute_type::float_32;
|
|
position_attribute.components = 3;
|
|
attribute_offset += position_attribute.components * sizeof(float);
|
|
|
|
// Define UV vertex attribute
|
|
gl::vertex_attribute uv_attribute;
|
|
uv_attribute.buffer = ctx.billboard_vbo;
|
|
uv_attribute.offset = attribute_offset;
|
|
uv_attribute.stride = billboard_vertex_stride;
|
|
uv_attribute.type = gl::vertex_attribute_type::float_32;
|
|
uv_attribute.components = 2;
|
|
attribute_offset += uv_attribute.components * sizeof(float);
|
|
|
|
// Define barycentric vertex attribute
|
|
gl::vertex_attribute barycentric_attribute;
|
|
barycentric_attribute.buffer = ctx.billboard_vbo;
|
|
barycentric_attribute.offset = attribute_offset;
|
|
barycentric_attribute.stride = billboard_vertex_stride;
|
|
barycentric_attribute.type = gl::vertex_attribute_type::float_32;
|
|
barycentric_attribute.components = 3;
|
|
attribute_offset += barycentric_attribute.components * sizeof(float);
|
|
|
|
// Bind vertex attributes to VAO
|
|
ctx.billboard_vao->bind(render::vertex_attribute::position, position_attribute);
|
|
ctx.billboard_vao->bind(render::vertex_attribute::uv, uv_attribute);
|
|
ctx.billboard_vao->bind(render::vertex_attribute::barycentric, barycentric_attribute);
|
|
}
|
|
|
|
// Create renderer
|
|
ctx.renderer = new render::renderer();
|
|
ctx.renderer->set_billboard_vao(ctx.billboard_vao);
|
|
|
|
debug::log::trace("Set up rendering");
|
|
}
|
|
|
|
void boot::setup_audio()
|
|
{
|
|
debug::log::trace("Setting up audio...");
|
|
|
|
// Load master volume config
|
|
ctx.master_volume = 1.0f;
|
|
if (ctx.config->contains("master_volume"))
|
|
ctx.master_volume = (*ctx.config)["master_volume"].get<float>();
|
|
|
|
// Load ambience volume config
|
|
ctx.ambience_volume = 1.0f;
|
|
if (ctx.config->contains("ambience_volume"))
|
|
ctx.ambience_volume = (*ctx.config)["ambience_volume"].get<float>();
|
|
|
|
// Load effects volume config
|
|
ctx.effects_volume = 1.0f;
|
|
if (ctx.config->contains("effects_volume"))
|
|
ctx.effects_volume = (*ctx.config)["effects_volume"].get<float>();
|
|
|
|
// Load mono audio config
|
|
ctx.mono_audio = false;
|
|
if (ctx.config->contains("mono_audio"))
|
|
ctx.mono_audio = (*ctx.config)["mono_audio"].get<bool>();
|
|
|
|
// Load captions config
|
|
ctx.captions = false;
|
|
if (ctx.config->contains("captions"))
|
|
ctx.captions = (*ctx.config)["captions"].get<bool>();
|
|
|
|
// Load captions size config
|
|
ctx.captions_size = 1.0f;
|
|
if (ctx.config->contains("captions_size"))
|
|
ctx.captions_size = (*ctx.config)["captions_size"].get<float>();
|
|
|
|
// Open audio device
|
|
debug::log::trace("Opening audio device...");
|
|
ctx.alc_device = alcOpenDevice(nullptr);
|
|
if (!ctx.alc_device)
|
|
{
|
|
debug::log::error("Failed to open audio device: AL error code {}", alGetError());
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
// Get audio device name
|
|
const ALCchar* alc_device_name = nullptr;
|
|
if (alcIsExtensionPresent(ctx.alc_device, "ALC_ENUMERATE_ALL_EXT"))
|
|
alc_device_name = alcGetString(ctx.alc_device, ALC_ALL_DEVICES_SPECIFIER);
|
|
if (alcGetError(ctx.alc_device) != AL_NO_ERROR || !alc_device_name)
|
|
alc_device_name = alcGetString(ctx.alc_device, ALC_DEVICE_SPECIFIER);
|
|
|
|
// Log audio device name
|
|
debug::log::info("Opened audio device \"{}\"", alc_device_name);
|
|
}
|
|
|
|
// Create audio context
|
|
debug::log::trace("Creating audio context...");
|
|
ctx.alc_context = alcCreateContext(ctx.alc_device, nullptr);
|
|
if (!ctx.alc_context)
|
|
{
|
|
debug::log::error("Failed to create audio context: ALC error code {}", alcGetError(ctx.alc_device));
|
|
alcCloseDevice(ctx.alc_device);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
debug::log::trace("Created audio context");
|
|
}
|
|
|
|
// Make audio context current
|
|
debug::log::trace("Making audio context current...");
|
|
if (alcMakeContextCurrent(ctx.alc_context) == ALC_FALSE)
|
|
{
|
|
debug::log::error("Failed to make audio context current: ALC error code {}", alcGetError(ctx.alc_device));
|
|
if (ctx.alc_context != nullptr)
|
|
{
|
|
alcDestroyContext(ctx.alc_context);
|
|
}
|
|
alcCloseDevice(ctx.alc_device);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
debug::log::trace("Made audio context current");
|
|
}
|
|
|
|
debug::log::trace("Set up audio");
|
|
}
|
|
|
|
void boot::setup_scenes()
|
|
{
|
|
debug::log::trace("Setting up scenes...");
|
|
|
|
// Get default framebuffer
|
|
const auto& viewport_dimensions = ctx.rasterizer->get_default_framebuffer().get_dimensions();
|
|
const float viewport_aspect_ratio = static_cast<float>(viewport_dimensions[0]) / static_cast<float>(viewport_dimensions[1]);
|
|
|
|
// Setup UI camera
|
|
ctx.ui_camera = new scene::camera();
|
|
ctx.ui_camera->set_compositor(ctx.ui_compositor);
|
|
auto viewport = ctx.app->get_viewport_dimensions();
|
|
float clip_left = -viewport[0] * 0.5f;
|
|
float clip_right = viewport[0] * 0.5f;
|
|
float clip_top = -viewport[1] * 0.5f;
|
|
float clip_bottom = viewport[1] * 0.5f;
|
|
float clip_near = 0.0f;
|
|
float clip_far = 1000.0f;
|
|
ctx.ui_camera->set_orthographic(clip_left, clip_right, clip_top, clip_bottom, clip_near, clip_far);
|
|
ctx.ui_camera->look_at({0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, {0.0f, 1.0f, 0.0f});
|
|
ctx.ui_camera->update_tweens();
|
|
|
|
// Setup underground camera
|
|
ctx.underground_camera = new scene::camera();
|
|
ctx.underground_camera->set_perspective(math::radians<float>(45.0f), viewport_aspect_ratio, 0.1f, 1000.0f);
|
|
ctx.underground_camera->set_compositor(ctx.underground_compositor);
|
|
ctx.underground_camera->set_composite_index(0);
|
|
ctx.underground_camera->set_active(false);
|
|
|
|
// Setup surface camera
|
|
ctx.surface_camera = new scene::camera();
|
|
ctx.surface_camera->set_perspective(math::radians<float>(45.0f), viewport_aspect_ratio, 0.1f, 5000.0f);
|
|
ctx.surface_camera->set_compositor(ctx.surface_compositor);
|
|
ctx.surface_camera->set_composite_index(0);
|
|
ctx.surface_camera->set_active(false);
|
|
|
|
// Setup UI scene
|
|
{
|
|
ctx.ui_scene = new scene::collection();
|
|
|
|
// Menu BG billboard
|
|
render::material* menu_bg_material = new render::material();
|
|
menu_bg_material->set_shader_program(ctx.resource_manager->load<gl::shader_program>("ui-element-untextured.glsl"));
|
|
auto menu_bg_tint = menu_bg_material->add_property<float4>("tint");
|
|
menu_bg_tint->set_value(float4{0.0f, 0.0f, 0.0f, 0.5f});
|
|
menu_bg_material->set_blend_mode(render::blend_mode::translucent);
|
|
menu_bg_material->update_tweens();
|
|
ctx.menu_bg_billboard = new scene::billboard();
|
|
ctx.menu_bg_billboard->set_active(false);
|
|
ctx.menu_bg_billboard->set_material(menu_bg_material);
|
|
ctx.menu_bg_billboard->set_scale({(float)viewport_dimensions[0] * 0.5f, (float)viewport_dimensions[1] * 0.5f, 1.0f});
|
|
ctx.menu_bg_billboard->set_translation({0.0f, 0.0f, -100.0f});
|
|
ctx.menu_bg_billboard->update_tweens();
|
|
|
|
// Create camera flash billboard
|
|
render::material* flash_material = new render::material();
|
|
flash_material->set_shader_program(ctx.resource_manager->load<gl::shader_program>("ui-element-untextured.glsl"));
|
|
auto flash_tint = flash_material->add_property<float4>("tint");
|
|
flash_tint->set_value(float4{1, 1, 1, 1});
|
|
//flash_tint->set_tween_interpolator(ease<float4>::out_quad);
|
|
|
|
flash_material->set_blend_mode(render::blend_mode::translucent);
|
|
flash_material->update_tweens();
|
|
|
|
ctx.camera_flash_billboard = new scene::billboard();
|
|
ctx.camera_flash_billboard->set_material(flash_material);
|
|
ctx.camera_flash_billboard->set_scale({(float)viewport_dimensions[0] * 0.5f, (float)viewport_dimensions[1] * 0.5f, 1.0f});
|
|
ctx.camera_flash_billboard->set_translation({0.0f, 0.0f, 0.0f});
|
|
ctx.camera_flash_billboard->update_tweens();
|
|
|
|
// Create depth debug billboard
|
|
/*
|
|
material* depth_debug_material = new material();
|
|
depth_debug_material->set_shader_program(ctx.resource_manager->load<gl::shader_program>("ui-element-textured.glsl"));
|
|
depth_debug_material->add_property<const gl::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);
|
|
*/
|
|
|
|
ctx.ui_scene->add_object(ctx.ui_camera);
|
|
}
|
|
|
|
// Setup underground scene
|
|
{
|
|
ctx.underground_scene = new scene::collection();
|
|
ctx.underground_scene->add_object(ctx.underground_camera);
|
|
}
|
|
|
|
// Setup surface scene
|
|
{
|
|
ctx.surface_scene = new scene::collection();
|
|
ctx.surface_scene->add_object(ctx.surface_camera);
|
|
}
|
|
|
|
// Clear active scene
|
|
ctx.active_scene = nullptr;
|
|
|
|
debug::log::trace("Set up scenes");
|
|
}
|
|
|
|
void boot::setup_animation()
|
|
{
|
|
// Setup timeline system
|
|
ctx.timeline = new timeline();
|
|
ctx.timeline->set_autoremove(true);
|
|
|
|
// Setup animator
|
|
ctx.animator = new animator();
|
|
|
|
// Create fade transition
|
|
ctx.fade_transition = new screen_transition();
|
|
ctx.fade_transition->get_material()->set_shader_program(ctx.resource_manager->load<gl::shader_program>("fade-transition.glsl"));
|
|
ctx.fade_transition_color = ctx.fade_transition->get_material()->add_property<float3>("color");
|
|
ctx.fade_transition_color->set_value({0, 0, 0});
|
|
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<gl::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<gl::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());
|
|
|
|
// Menu BG animations
|
|
{
|
|
render::material_property<float4>* menu_bg_tint = static_cast<render::material_property<float4>*>(ctx.menu_bg_billboard->get_material()->get_property("tint"));
|
|
auto menu_bg_frame_callback = [menu_bg_tint](int channel, const float& opacity)
|
|
{
|
|
menu_bg_tint->set_value(float4{0.0f, 0.0f, 0.0f, opacity});
|
|
};
|
|
|
|
// Create menu BG fade in animation
|
|
ctx.menu_bg_fade_in_animation = new animation<float>();
|
|
{
|
|
ctx.menu_bg_fade_in_animation->set_interpolator(ease<float>::out_cubic);
|
|
animation_channel<float>* channel = ctx.menu_bg_fade_in_animation->add_channel(0);
|
|
channel->insert_keyframe({0.0f, 0.0f});
|
|
channel->insert_keyframe({config::menu_fade_in_duration, config::menu_bg_opacity});
|
|
ctx.menu_bg_fade_in_animation->set_frame_callback(menu_bg_frame_callback);
|
|
ctx.menu_bg_fade_in_animation->set_start_callback
|
|
(
|
|
[&ctx = this->ctx, menu_bg_tint]()
|
|
{
|
|
ctx.ui_scene->add_object(ctx.menu_bg_billboard);
|
|
|
|
menu_bg_tint->set_value(float4{0.0f, 0.0f, 0.0f, 0.0f});
|
|
menu_bg_tint->update_tweens();
|
|
ctx.menu_bg_billboard->set_active(true);
|
|
}
|
|
);
|
|
}
|
|
|
|
// Create menu BG fade out animation
|
|
ctx.menu_bg_fade_out_animation = new animation<float>();
|
|
{
|
|
ctx.menu_bg_fade_out_animation->set_interpolator(ease<float>::out_cubic);
|
|
animation_channel<float>* channel = ctx.menu_bg_fade_out_animation->add_channel(0);
|
|
channel->insert_keyframe({0.0f, config::menu_bg_opacity});
|
|
channel->insert_keyframe({config::menu_fade_out_duration, 0.0f});
|
|
ctx.menu_bg_fade_out_animation->set_frame_callback(menu_bg_frame_callback);
|
|
ctx.menu_bg_fade_out_animation->set_end_callback
|
|
(
|
|
[&ctx = this->ctx]()
|
|
{
|
|
ctx.ui_scene->remove_object(ctx.menu_bg_billboard);
|
|
ctx.menu_bg_billboard->set_active(false);
|
|
}
|
|
);
|
|
}
|
|
|
|
ctx.animator->add_animation(ctx.menu_bg_fade_in_animation);
|
|
ctx.animator->add_animation(ctx.menu_bg_fade_out_animation);
|
|
}
|
|
|
|
// Create camera flash animation
|
|
ctx.camera_flash_animation = new animation<float>();
|
|
{
|
|
ctx.camera_flash_animation->set_interpolator(ease<float>::out_sine);
|
|
const float duration = 0.5f;
|
|
animation_channel<float>* channel = ctx.camera_flash_animation->add_channel(0);
|
|
channel->insert_keyframe({0.0f, 1.0f});
|
|
channel->insert_keyframe({duration, 0.0f});
|
|
}
|
|
}
|
|
|
|
void boot::setup_entities()
|
|
{
|
|
// Create entity registry
|
|
ctx.entity_registry = new entt::registry();
|
|
}
|
|
|
|
void boot::setup_systems()
|
|
{
|
|
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 game::system::terrain(*ctx.entity_registry);
|
|
ctx.terrain_system->set_patch_side_length(31.0f);
|
|
ctx.terrain_system->set_patch_subdivisions(31);
|
|
ctx.terrain_system->set_scene_collection(ctx.surface_scene);
|
|
|
|
// Setup vegetation system
|
|
//ctx.vegetation_system = new game::system::vegetation(*ctx.entity_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.mdl"));
|
|
//ctx.vegetation_system->set_scene(ctx.surface_scene);
|
|
|
|
// Setup camera system
|
|
ctx.camera_system = new game::system::camera(*ctx.entity_registry);
|
|
ctx.camera_system->set_viewport(viewport);
|
|
|
|
// Setup subterrain system
|
|
ctx.subterrain_system = new game::system::subterrain(*ctx.entity_registry, ctx.resource_manager);
|
|
ctx.subterrain_system->set_scene(ctx.underground_scene);
|
|
|
|
// Setup collision system
|
|
ctx.collision_system = new game::system::collision(*ctx.entity_registry);
|
|
|
|
// Setup behavior system
|
|
ctx.behavior_system = new game::system::behavior(*ctx.entity_registry);
|
|
|
|
// Setup locomotion system
|
|
ctx.locomotion_system = new game::system::locomotion(*ctx.entity_registry);
|
|
|
|
// Setup steering system
|
|
ctx.steering_system = new game::system::steering(*ctx.entity_registry);
|
|
|
|
// Setup spring system
|
|
ctx.spring_system = new game::system::spring(*ctx.entity_registry);
|
|
|
|
// Setup spatial system
|
|
ctx.spatial_system = new game::system::spatial(*ctx.entity_registry);
|
|
|
|
// Setup constraint system
|
|
ctx.constraint_system = new game::system::constraint(*ctx.entity_registry);
|
|
|
|
// Setup orbit system
|
|
ctx.orbit_system = new game::system::orbit(*ctx.entity_registry);
|
|
|
|
// Setup blackbody system
|
|
ctx.blackbody_system = new game::system::blackbody(*ctx.entity_registry);
|
|
ctx.blackbody_system->set_illuminant(color::illuminant::deg2::d55<double>);
|
|
|
|
// RGB wavelengths for atmospheric scatteering
|
|
ctx.rgb_wavelengths = {680, 550, 440};
|
|
|
|
// Setup atmosphere system
|
|
ctx.atmosphere_system = new game::system::atmosphere(*ctx.entity_registry);
|
|
ctx.atmosphere_system->set_rgb_wavelengths(ctx.rgb_wavelengths * 1e-9);
|
|
ctx.atmosphere_system->set_sky_pass(ctx.sky_pass);
|
|
|
|
// Setup astronomy system
|
|
ctx.astronomy_system = new game::system::astronomy(*ctx.entity_registry);
|
|
ctx.astronomy_system->set_transmittance_samples(16);
|
|
ctx.astronomy_system->set_sky_pass(ctx.sky_pass);
|
|
|
|
// Setup render system
|
|
ctx.render_system = new game::system::render(*ctx.entity_registry);
|
|
//ctx.render_system->add_layer(ctx.underground_scene);
|
|
ctx.render_system->add_layer(ctx.surface_scene);
|
|
ctx.render_system->add_layer(ctx.ui_scene);
|
|
ctx.render_system->set_renderer(ctx.renderer);
|
|
}
|
|
|
|
void boot::setup_controls()
|
|
{
|
|
// Load SDL game controller mappings database
|
|
debug::log::trace("Loading SDL game controller mappings...");
|
|
file_buffer* game_controller_db = ctx.resource_manager->load<file_buffer>("gamecontrollerdb.txt");
|
|
if (!game_controller_db)
|
|
{
|
|
debug::log::error("Failed to load SDL game controller mappings");
|
|
}
|
|
else
|
|
{
|
|
ctx.app->add_game_controller_mappings(game_controller_db->data(), game_controller_db->size());
|
|
debug::log::trace("Loaded SDL game controller mappings");
|
|
|
|
ctx.resource_manager->unload("gamecontrollerdb.txt");
|
|
}
|
|
|
|
// Load controls
|
|
debug::log::trace("Loading controls...");
|
|
try
|
|
{
|
|
// If a control profile is set in the config file
|
|
if (ctx.config->contains("control_profile"))
|
|
{
|
|
// Load control profile
|
|
json* profile = ctx.resource_manager->load<json>((*ctx.config)["control_profile"].get<std::string>());
|
|
|
|
// Apply control profile
|
|
if (profile)
|
|
{
|
|
game::apply_control_profile(ctx, *profile);
|
|
}
|
|
}
|
|
|
|
// Calibrate gamepads
|
|
// for (input::gamepad* gamepad: ctx.app->get_gamepads())
|
|
// {
|
|
// const std::string uuid_string = gamepad->get_uuid().to_string();
|
|
|
|
// debug::log::push_task("Loading calibration for gamepad " + uuid_string);
|
|
// json* calibration = game::load_gamepad_calibration(ctx, *gamepad);
|
|
// if (!calibration)
|
|
// {
|
|
// debug::log::pop_task(EXIT_FAILURE);
|
|
|
|
// debug::log::push_task("Generating default calibration for gamepad " + uuid_string);
|
|
// json default_calibration = game::default_gamepad_calibration();
|
|
// apply_gamepad_calibration(*gamepad, default_calibration);
|
|
|
|
// if (!save_gamepad_calibration(ctx, *gamepad, default_calibration))
|
|
// debug::log::pop_task(EXIT_FAILURE);
|
|
// else
|
|
// debug::log::pop_task(EXIT_SUCCESS);
|
|
// }
|
|
// else
|
|
// {
|
|
// debug::log::pop_task(EXIT_SUCCESS);
|
|
// apply_gamepad_calibration(*gamepad, *calibration);
|
|
// }
|
|
// }
|
|
|
|
// Setup fullscreen control
|
|
ctx.control_subscriptions.emplace_front
|
|
(
|
|
ctx.fullscreen_control.get_activated_channel().subscribe
|
|
(
|
|
[&ctx = this->ctx](const auto& event)
|
|
{
|
|
bool fullscreen = !ctx.app->is_fullscreen();
|
|
|
|
ctx.app->set_fullscreen(fullscreen);
|
|
|
|
if (!fullscreen)
|
|
{
|
|
int2 resolution;
|
|
resolution.x() = (*ctx.config)["windowed_resolution"][0].get<int>();
|
|
resolution.y() = (*ctx.config)["windowed_resolution"][1].get<int>();
|
|
|
|
ctx.app->resize_window(resolution.x(), resolution.y());
|
|
}
|
|
|
|
// Save display mode config
|
|
(*ctx.config)["fullscreen"] = fullscreen;
|
|
game::save::config(ctx);
|
|
}
|
|
)
|
|
);
|
|
|
|
// Setup screenshot control
|
|
ctx.control_subscriptions.emplace_front
|
|
(
|
|
ctx.screenshot_control.get_activated_channel().subscribe
|
|
(
|
|
[&ctx = this->ctx](const auto& event)
|
|
{
|
|
game::graphics::save_screenshot(ctx);
|
|
}
|
|
)
|
|
);
|
|
|
|
// Map and enable window controls
|
|
ctx.window_controls.add_mapping(ctx.fullscreen_control, input::key_mapping(nullptr, input::scancode::f11, false));
|
|
ctx.window_controls.add_mapping(ctx.screenshot_control, input::key_mapping(nullptr, input::scancode::f12, false));
|
|
ctx.window_controls.connect(ctx.app->get_device_manager().get_event_queue());
|
|
|
|
// Set activation threshold for menu navigation controls to mitigate drifting gamepad axes
|
|
auto menu_control_threshold = [](float x) -> bool
|
|
{
|
|
return x > 0.1f;
|
|
};
|
|
ctx.menu_up_control.set_threshold_function(menu_control_threshold);
|
|
ctx.menu_down_control.set_threshold_function(menu_control_threshold);
|
|
ctx.menu_left_control.set_threshold_function(menu_control_threshold);
|
|
ctx.menu_right_control.set_threshold_function(menu_control_threshold);
|
|
|
|
debug::log::trace("Loaded controls");
|
|
}
|
|
catch (...)
|
|
{
|
|
debug::log::error("Failed to load controls");
|
|
}
|
|
}
|
|
|
|
void boot::setup_ui()
|
|
{
|
|
// Load font size config
|
|
ctx.font_size = 1.0f;
|
|
if (ctx.config->contains("font_size"))
|
|
ctx.font_size = (*ctx.config)["font_size"].get<float>();
|
|
|
|
// Load dyslexia font config
|
|
ctx.dyslexia_font = false;
|
|
if (ctx.config->contains("dyslexia_font"))
|
|
ctx.dyslexia_font = (*ctx.config)["dyslexia_font"].get<bool>();
|
|
|
|
// Load fonts
|
|
debug::log::trace("Loading fonts...");
|
|
try
|
|
{
|
|
game::load_fonts(ctx);
|
|
debug::log::trace("Loaded fonts");
|
|
}
|
|
catch (...)
|
|
{
|
|
debug::log::error("Failed to load fonts");
|
|
}
|
|
|
|
// Setup UI resize handler
|
|
ctx.ui_resize_subscription = ctx.app->get_window_resized_channel().subscribe
|
|
(
|
|
[&](const auto& event)
|
|
{
|
|
const float clip_left = static_cast<float>(event.viewport_width) * -0.5f;
|
|
const float clip_right = static_cast<float>(event.viewport_width) * 0.5f;
|
|
const float clip_top = static_cast<float>(event.viewport_height) * -0.5f;
|
|
const float clip_bottom = static_cast<float>(event.viewport_height) * 0.5f;
|
|
const float clip_near = ctx.ui_camera->get_clip_near();
|
|
const float clip_far = ctx.ui_camera->get_clip_far();
|
|
|
|
ctx.ui_camera->set_orthographic(clip_left, clip_right, clip_top, clip_bottom, clip_near, clip_far);
|
|
}
|
|
);
|
|
}
|
|
|
|
void boot::setup_debugging()
|
|
{
|
|
// Setup performance sampling
|
|
ctx.performance_sampler.set_sample_size(15);
|
|
|
|
ctx.cli = new debug::cli();
|
|
//debug::log::info(ctx.cli->interpret("echo hi 123"));
|
|
}
|
|
|
|
void boot::setup_loop()
|
|
{
|
|
// Set update frequency
|
|
if (ctx.config->contains("update_frequency"))
|
|
{
|
|
ctx.loop.set_update_frequency((*ctx.config)["update_frequency"].get<double>());
|
|
}
|
|
|
|
// Set update callback
|
|
ctx.loop.set_update_callback
|
|
(
|
|
[&ctx = this->ctx](double t, double dt)
|
|
{
|
|
// Update tweens
|
|
ctx.sky_pass->update_tweens();
|
|
ctx.surface_scene->update_tweens();
|
|
ctx.underground_scene->update_tweens();
|
|
ctx.ui_scene->update_tweens();
|
|
|
|
// Process events
|
|
ctx.app->process_events();
|
|
ctx.app->get_device_manager().get_event_queue().flush();
|
|
|
|
// Process function queue
|
|
while (!ctx.function_queue.empty())
|
|
{
|
|
ctx.function_queue.front()();
|
|
ctx.function_queue.pop();
|
|
}
|
|
|
|
// Update processes
|
|
std::for_each
|
|
(
|
|
std::execution::par,
|
|
ctx.processes.begin(),
|
|
ctx.processes.end(),
|
|
[t, dt](const auto& process)
|
|
{
|
|
process.second(t, dt);
|
|
}
|
|
);
|
|
|
|
// Advance timeline
|
|
ctx.timeline->advance(dt);
|
|
|
|
// Update entity systems
|
|
ctx.terrain_system->update(t, dt);
|
|
//ctx.vegetation_system->update(t, dt);
|
|
ctx.subterrain_system->update(t, dt);
|
|
ctx.collision_system->update(t, dt);
|
|
ctx.behavior_system->update(t, dt);
|
|
ctx.steering_system->update(t, dt);
|
|
ctx.locomotion_system->update(t, dt);
|
|
ctx.camera_system->update(t, dt);
|
|
ctx.orbit_system->update(t, dt);
|
|
ctx.blackbody_system->update(t, dt);
|
|
ctx.atmosphere_system->update(t, dt);
|
|
ctx.astronomy_system->update(t, dt);
|
|
ctx.spring_system->update(t, dt);
|
|
ctx.spatial_system->update(t, dt);
|
|
ctx.constraint_system->update(t, dt);
|
|
ctx.animator->animate(dt);
|
|
ctx.render_system->update(t, dt);
|
|
}
|
|
);
|
|
|
|
// Set render callback
|
|
ctx.loop.set_render_callback
|
|
(
|
|
[&ctx = this->ctx](double alpha)
|
|
{
|
|
ctx.render_system->draw(alpha);
|
|
ctx.app->swap_buffers();
|
|
}
|
|
);
|
|
}
|
|
|
|
void boot::loop()
|
|
{
|
|
while (!ctx.app->was_closed())
|
|
{
|
|
// Execute main loop
|
|
ctx.loop.tick();
|
|
|
|
// Sample frame duration
|
|
ctx.performance_sampler.sample(ctx.loop.get_frame_duration());
|
|
}
|
|
|
|
// Exit all active game states
|
|
while (!ctx.state_machine.empty())
|
|
ctx.state_machine.pop();
|
|
}
|
|
|
|
void boot::shutdown_audio()
|
|
{
|
|
debug::log::trace("Shutting down audio...");
|
|
|
|
if (ctx.alc_context)
|
|
{
|
|
alcMakeContextCurrent(nullptr);
|
|
alcDestroyContext(ctx.alc_context);
|
|
}
|
|
|
|
if (ctx.alc_device)
|
|
{
|
|
alcCloseDevice(ctx.alc_device);
|
|
}
|
|
|
|
debug::log::trace("Shut down audio");
|
|
}
|
|
|
|
} // namespace state
|
|
} // namespace game
|