/*
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* Copyright (C) 2017 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 "title-state.hpp"
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#include "experiment-state.hpp"
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#include "../application.hpp"
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#include <iostream>
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#include <SDL.h>
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const float blankDuration = 0.0f;
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const float fadeInDuration = 0.5f;
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const float hangDuration = 1.0f;
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const float fadeOutDuration = 0.5f;
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const float titleDelay = 2.0f;
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const float copyrightDelay = 3.0f;
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const float pressAnyKeyDelay = 5.0f;
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TitleState::TitleState(Application* application):
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ApplicationState(application)
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{}
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TitleState::~TitleState()
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{}
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void TitleState::enter()
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{
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std::cout << "Entering TitleState..." << std::endl;
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// Setup screen fade-in transition
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fadeIn = false;
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fadeOut = false;
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/*
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// Load tunnel texture
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GLuint tunnelTexture;
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loadTexture("data/textures/soil-01.png", &tunnelTexture);
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// Setup triplanar texturing
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Material* material = (Material*)application->displayModel->getMaterial(0);
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material->setRoughness(0.75f);
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material->setDiffuseColor(glm::vec3(1.0f));
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material->setSpecularColor(glm::vec3(0.001f));
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material->setOpacity(0.999f);
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Texture* texture = material->createTexture();
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texture->setTextureID(tunnelTexture);
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texture->setCoordinateSource(TextureCoordinateSource::TRIPLANAR_PROJECTION);
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texture->setCoordinateScale(glm::vec3(1.0f / 2.0f));
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texture->setDiffuseInfluence(1.0f);
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*/
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application->displayModelInstance->setModel(application->displayModel);
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application->displayModelInstance->setTransform(Transform::getIdentity());
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application->antModelInstance->setModel(application->antModel);
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application->antModelInstance->setTransform(Transform::getIdentity());
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// Setup lighting
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application->sunlight.setColor(glm::vec3(1.0f));
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application->sunlight.setDirection(glm::normalize(glm::vec3(0.5, -1, -0.5)));
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// Setup lighting pass
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application->lightingPass.setRenderTarget(&application->defaultRenderTarget);
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application->lightingPass.setShadowMap(0);
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application->lightingPass.setShadowCamera(&application->camera);
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application->defaultCompositor.addPass(&application->lightingPass);
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application->camera.lookAt(
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glm::vec3(0.0f, 0.0f, 10.0f),
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glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3(0.0f, 1.0f, 0.0f));
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application->camera.setCompositor(&application->defaultCompositor);
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application->camera.setCompositeIndex(0);
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// Setup scene
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DirectionalLight* lightA = new DirectionalLight();
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DirectionalLight* lightB = new DirectionalLight();
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DirectionalLight* lightC = new DirectionalLight();
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lightA->setColor(glm::vec3(1.0f));
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lightB->setColor(glm::vec3(0.25f));
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lightC->setColor(glm::vec3(1.0f, 1.0f, 1.0f));
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lightA->setDirection(glm::normalize(glm::vec3(0.0, -0.8, -0.2)));
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lightB->setDirection(glm::normalize(glm::vec3(1.0, -.2, 0.0f)));
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lightC->setDirection(glm::normalize(glm::vec3(0.0, 1.0, 0.0)));
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//application->scene.addObject(&application->sunlight);
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application->scene.getLayer(0)->addObject(lightA);
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application->scene.getLayer(0)->addObject(lightB);
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application->scene.getLayer(0)->addObject(lightC);
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application->scene.getLayer(0)->addObject(application->displayModelInstance);
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application->scene.getLayer(0)->addObject(application->antModelInstance);
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application->scene.getLayer(0)->addObject(&application->camera);
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// Load compositor
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RenderQueue renderQueue;
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const std::list<SceneObject*>* objects = application->scene.getLayer(0)->getObjects();
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for (const SceneObject* object: *objects)
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renderQueue.queue(object);
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RenderContext renderContext;
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renderContext.camera = nullptr;
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renderContext.layer = application->scene.getLayer(0);
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renderContext.queue = &renderQueue;
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application->defaultCompositor.load(&renderContext);
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// Setup fade-in
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application->blackoutImage->setVisible(true);
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application->fadeInTween->start();
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application->inputManager->addWindowObserver(this);
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windowResized(application->width, application->height);
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// Start timer
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stateTime = 0.0f;
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application->frameTimer.reset();
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application->frameTimer.start();
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substate = 0;
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}
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void TitleState::execute()
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{
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// Calculate delta time (in seconds)
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float dt = static_cast<float>(application->frameTimer.microseconds().count()) / 1000000.0f;
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application->frameTimer.reset();
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// Add dt to state time
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stateTime += dt;
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if (substate == 0 || substate == 1)
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{
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if (stateTime >= titleDelay && !application->titleImage->isVisible())
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{
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application->titleImage->setVisible(true);
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application->titleFadeInTween->start();
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}
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if (stateTime >= copyrightDelay && !application->copyrightImage->isVisible())
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{
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//application->copyrightImage->setVisible(true);
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//application->copyrightFadeInTween->start();
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}
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if (stateTime >= pressAnyKeyDelay && !application->anyKeyLabel->isVisible())
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{
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application->anyKeyLabel->setVisible(true);
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application->anyKeyFadeInTween->start();
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}
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}
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if (substate == 0 && stateTime >= titleDelay && application->titleFadeInTween->isStopped())
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{
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substate = 1;
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}
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// Listen for fade-in skip and "press any key"
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if (substate < 2)
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{
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InputEvent event;
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application->inputManager->listen(&event);
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if (event.type != InputEvent::Type::NONE)
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{
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application->menuControlProfile->update();
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application->inputManager->update();
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// Check if application was closed
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if (application->escape.isTriggered())
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{
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application->close(EXIT_SUCCESS);
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return;
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}
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// Check if fullscreen was toggled
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else if (application->toggleFullscreen.isTriggered() && !application->toggleFullscreen.wasTriggered())
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{
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application->changeFullscreen();
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}
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else if (!application->menuCancel.isTriggered())
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{
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if (substate == 0)
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{
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// Remove fade-in
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substate = 1;
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application->fadeInTween->stop();
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application->blackoutImage->setTintColor(Vector4(0.0f));
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application->blackoutImage->setVisible(false);
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application->titleFadeInTween->stop();
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application->titleImage->setVisible(true);
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application->titleImage->setTintColor(Vector4(1.0f));
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application->anyKeyFadeInTween->start();
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application->anyKeyLabel->setVisible(true);
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}
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else if (substate == 1)
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{
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substate = 2;
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application->titleFadeInTween->stop();
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application->titleFadeOutTween->start();
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//application->copyrightFadeInTween->stop();
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//application->copyrightFadeOutTween->start();
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application->anyKeyFadeInTween->stop();
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application->anyKeyFadeOutTween->stop();
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application->anyKeyLabel->setVisible(false);
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application->enterMenu(0);
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application->menuSelectorLabel->setVisible(true);
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//enterMenu(application, &mainMenu);
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}
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}
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}
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}
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// Check state time
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if (!fadeIn && stateTime >= blankDuration)
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{
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// Begin fade-in
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fadeIn = true;
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}
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// Update display model
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Transform transform = application->displayModelInstance->getTransform();
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transform.translation = Vector3(0, 0.0f, 0);
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transform.scale = Vector3(0.75f);
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transform.rotation = glm::angleAxis(stateTime * glm::radians(360.0f) / 60.0f, glm::vec3(0, 1, 0));
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application->displayModelInstance->setTransform(transform);
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transform.scale = Vector3(0.25f);
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transform.translation.y = 0.0f;
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//application->antModelInstance->setTransform(transform);
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// Update menu controls
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application->menuControlProfile->update();
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// Update input
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application->inputManager->update();
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// Check if application was closed
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if (application->inputManager->wasClosed() || application->escape.isTriggered())
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{
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application->close(EXIT_SUCCESS);
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return;
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}
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// Check if fullscreen was toggled
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if (application->toggleFullscreen.isTriggered() && !application->toggleFullscreen.wasTriggered())
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{
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application->changeFullscreen();
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}
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// Navigate menu
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if (application->menuDown.isTriggered() && !application->menuDown.wasTriggered())
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{
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if (application->selectedMenuItemIndex < application->currentMenu->getItemCount() - 1)
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{
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application->selectMenuItem(application->selectedMenuItemIndex + 1);
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}
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else
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{
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application->selectMenuItem(0);
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}
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}
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else if (application->menuUp.isTriggered() && !application->menuUp.wasTriggered())
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{
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if (application->selectedMenuItemIndex > 0)
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{
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application->selectMenuItem(application->selectedMenuItemIndex - 1);
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}
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else
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{
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application->selectMenuItem(application->currentMenu->getItemCount() - 1);
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}
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}
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if (application->menuSelect.isTriggered() && !application->menuSelect.wasTriggered())
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{
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application->activateMenuItem(application->selectedMenuItemIndex);
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}
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else if (application->menuCancel.isTriggered() && !application->menuCancel.wasTriggered())
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{
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}
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float lineHeight = application->menuFont->getMetrics().getHeight();
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const UIContainer* container = application->menuContainers[application->currentMenuIndex];
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application->menuSelectorLabel->setTranslation(
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Vector2(container->getPosition().x - application->menuSelectorLabel->getDimensions().x * 1.5f,
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container->getPosition().y + lineHeight * 0.5f - application->menuSelectorLabel->getDimensions().y * 0.5f + lineHeight * application->selectedMenuItemIndex));
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// Perform tweening
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application->tweener->update(dt);
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// Update UI
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application->uiRootElement->update();
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// Clear to black
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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// Render scene
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application->renderer.render(application->scene);
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// Form billboard batch for UI then render UI scene
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application->uiBatcher->batch(application->uiBatch, application->uiRootElement);
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application->renderer.render(application->uiScene);
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// Swap buffers
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SDL_GL_SwapWindow(application->window);
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}
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void TitleState::exit()
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{
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std::cout << "Exiting TitleState..." << std::endl;
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application->inputManager->removeWindowObserver(this);
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application->exitMenu(application->currentMenuIndex);
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application->menuSelectorLabel->setVisible(false);
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application->scene.removeLayers();
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}
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void TitleState::windowClosed()
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{
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application->close(EXIT_SUCCESS);
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}
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void TitleState::windowResized(int width, int height)
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{
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// Update application dimensions
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application->width = width;
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application->height = height;
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if (application->fullscreen)
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{
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application->fullscreenWidth = width;
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application->fullscreenHeight = height;
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}
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else
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{
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application->windowedWidth = width;
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application->windowedHeight = height;
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}
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// Setup default render target
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application->defaultRenderTarget.width = application->width;
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application->defaultRenderTarget.height = application->height;
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// Resize UI
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application->resizeUI();
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// 3D camera
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application->camera.setPerspective(
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glm::radians(25.0f),
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(float)application->width / (float)application->height,
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0.1f,
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1000.0f);
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}
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