💿🐜 Antkeeper source code https://antkeeper.com
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/*
* Copyright (C) 2017 Christopher J. Howard
*
* This file is part of Antkeeper Source Code.
*
* Antkeeper Source Code is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Antkeeper Source Code is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Antkeeper Source Code. If not, see <http://www.gnu.org/licenses/>.
*/
#include "title-state.hpp"
#include "experiment-state.hpp"
#include "../application.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;
/*
// Load tunnel texture
GLuint tunnelTexture;
loadTexture("data/textures/soil-01.png", &tunnelTexture);
// Setup triplanar texturing
Material* material = (Material*)application->displayModel->getMaterial(0);
material->setRoughness(0.75f);
material->setDiffuseColor(glm::vec3(1.0f));
material->setSpecularColor(glm::vec3(0.001f));
material->setOpacity(0.999f);
Texture* texture = material->createTexture();
texture->setTextureID(tunnelTexture);
texture->setCoordinateSource(TextureCoordinateSource::TRIPLANAR_PROJECTION);
texture->setCoordinateScale(glm::vec3(1.0f / 2.0f));
texture->setDiffuseInfluence(1.0f);
*/
application->displayModelInstance->setModel(application->displayModel);
application->displayModelInstance->setTransform(Transform::getIdentity());
application->antModelInstance->setModel(application->antModel);
application->antModelInstance->setTransform(Transform::getIdentity());
// 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->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->antModelInstance);
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);
windowResized(application->width, application->height);
// 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);
}
}
}
}
// Check state time
if (!fadeIn && stateTime >= blankDuration)
{
// Begin fade-in
fadeIn = true;
}
// Update display model
Transform transform = application->displayModelInstance->getTransform();
transform.translation = Vector3(0, 0.0f, 0);
transform.scale = Vector3(0.75f);
transform.rotation = glm::angleAxis(stateTime * glm::radians(360.0f) / 60.0f, glm::vec3(0, 1, 0));
application->displayModelInstance->setTransform(transform);
transform.scale = Vector3(0.25f);
transform.translation.y = 0.0f;
//application->antModelInstance->setTransform(transform);
// Update menu controls
application->menuControlProfile->update();
// Update input
application->inputManager->update();
// 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();
}
// 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));
// 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 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);
}