|
/*
|
|
* Copyright (C) 2021 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 "game/states/loading.hpp"
|
|
#include "game/states/play.hpp"
|
|
#include "game/states/splash.hpp"
|
|
#include "entity/components/celestial-body.hpp"
|
|
#include "entity/components/orbit.hpp"
|
|
#include "entity/components/blackbody.hpp"
|
|
#include "entity/components/terrain.hpp"
|
|
#include "entity/components/atmosphere.hpp"
|
|
#include "entity/components/transform.hpp"
|
|
#include "entity/systems/astronomy.hpp"
|
|
#include "entity/systems/orbit.hpp"
|
|
#include "scene/directional-light.hpp"
|
|
#include "scene/ambient-light.hpp"
|
|
#include "resources/resource-manager.hpp"
|
|
#include "application.hpp"
|
|
#include "renderer/passes/shadow-map-pass.hpp"
|
|
|
|
namespace game {
|
|
namespace state {
|
|
namespace loading {
|
|
|
|
/// Creates the universe and solar system.
|
|
static void cosmogenesis(game::context* ctx);
|
|
|
|
/// Creates a sun.
|
|
static void heliogenesis(game::context* ctx);
|
|
|
|
/// Creates a planet.
|
|
static void planetogenesis(game::context* ctx);
|
|
|
|
/// Creates a moon.
|
|
static void selenogenesis(game::context* ctx);
|
|
|
|
void enter(game::context* ctx)
|
|
{
|
|
// Create universe
|
|
ctx->logger->push_task("Creating the universe");
|
|
try
|
|
{
|
|
cosmogenesis(ctx);
|
|
}
|
|
catch (...)
|
|
{
|
|
ctx->logger->pop_task(EXIT_FAILURE);
|
|
throw;
|
|
}
|
|
ctx->logger->pop_task(EXIT_SUCCESS);
|
|
|
|
// Determine next game state
|
|
application::state next_state;
|
|
if (ctx->option_quick_start.has_value())
|
|
{
|
|
next_state.name = "play";
|
|
next_state.enter = std::bind(game::state::play::enter, ctx);
|
|
next_state.exit = std::bind(game::state::play::exit, ctx);
|
|
}
|
|
else
|
|
{
|
|
next_state.name = "splash";
|
|
next_state.enter = std::bind(game::state::splash::enter, ctx);
|
|
next_state.exit = std::bind(game::state::splash::exit, ctx);
|
|
}
|
|
|
|
// Queue next game state
|
|
ctx->app->queue_state(next_state);
|
|
}
|
|
|
|
void exit(game::context* ctx)
|
|
{}
|
|
|
|
void cosmogenesis(game::context* ctx)
|
|
{
|
|
// Init time
|
|
const double time = 0.0;
|
|
ctx->astronomy_system->set_universal_time(time);
|
|
ctx->orbit_system->set_universal_time(time);
|
|
|
|
// Create sun
|
|
ctx->logger->push_task("Creating the sun");
|
|
try
|
|
{
|
|
heliogenesis(ctx);
|
|
}
|
|
catch (...)
|
|
{
|
|
ctx->logger->pop_task(EXIT_FAILURE);
|
|
throw;
|
|
}
|
|
ctx->logger->pop_task(EXIT_SUCCESS);
|
|
|
|
// Create planet
|
|
ctx->logger->push_task("Creating the planet");
|
|
try
|
|
{
|
|
planetogenesis(ctx);
|
|
}
|
|
catch (...)
|
|
{
|
|
ctx->logger->pop_task(EXIT_FAILURE);
|
|
throw;
|
|
}
|
|
ctx->logger->pop_task(EXIT_SUCCESS);
|
|
|
|
// Create moon
|
|
ctx->logger->push_task("Creating the moon");
|
|
try
|
|
{
|
|
selenogenesis(ctx);
|
|
}
|
|
catch (...)
|
|
{
|
|
ctx->logger->pop_task(EXIT_FAILURE);
|
|
throw;
|
|
}
|
|
ctx->logger->pop_task(EXIT_SUCCESS);
|
|
}
|
|
|
|
void heliogenesis(game::context* ctx)
|
|
{
|
|
// Create solar entity
|
|
auto sun_eid = ctx->entity_registry->create();
|
|
|
|
// Name solar entity
|
|
ctx->named_entities["sun"] = sun_eid;
|
|
|
|
// Assign solar celestial body component
|
|
entity::component::celestial_body body;
|
|
body.radius = 6.957e+8;
|
|
body.axial_tilt = math::radians(0.0);
|
|
body.axial_rotation = math::radians(0.0);
|
|
body.angular_frequency = math::radians(0.0);
|
|
ctx->entity_registry->assign<entity::component::celestial_body>(sun_eid, body);
|
|
|
|
// Assign solar orbit component
|
|
entity::component::orbit orbit;
|
|
orbit.elements.a = 0.0;
|
|
orbit.elements.e = 0.0;
|
|
orbit.elements.i = math::radians(0.0);
|
|
orbit.elements.raan = math::radians(0.0);
|
|
orbit.elements.w = math::radians(0.0);
|
|
orbit.elements.ta = math::radians(0.0);
|
|
ctx->entity_registry->assign<entity::component::orbit>(sun_eid, orbit);
|
|
|
|
// Assign solar blackbody component
|
|
entity::component::blackbody blackbody;
|
|
blackbody.temperature = 5778.0;
|
|
ctx->entity_registry->assign<entity::component::blackbody>(sun_eid, blackbody);
|
|
|
|
// Assign solar transform component
|
|
entity::component::transform transform;
|
|
transform.local = math::identity_transform<float>;
|
|
transform.warp = true;
|
|
ctx->entity_registry->assign<entity::component::transform>(sun_eid, transform);
|
|
|
|
// Create direct sun light scene object
|
|
scene::directional_light* sun_direct = new scene::directional_light();
|
|
|
|
// Create ambient sun light scene object
|
|
scene::ambient_light* sun_ambient = new scene::ambient_light();
|
|
sun_ambient->set_color({1, 1, 1});
|
|
sun_ambient->set_intensity(0.0f);
|
|
sun_ambient->update_tweens();
|
|
|
|
// Add sun light scene objects to overworld scene
|
|
ctx->overworld_scene->add_object(sun_direct);
|
|
ctx->overworld_scene->add_object(sun_ambient);
|
|
|
|
// Pass direct sun light scene object to shadow map pass and astronomy system
|
|
ctx->overworld_shadow_map_pass->set_light(sun_direct);
|
|
ctx->astronomy_system->set_sun_light(sun_direct);
|
|
}
|
|
|
|
void planetogenesis(game::context* ctx)
|
|
{
|
|
// Create planetary entity
|
|
auto planet_eid = ctx->entity_registry->create();
|
|
|
|
// Name planetary entity
|
|
ctx->named_entities["planet"] = planet_eid;
|
|
|
|
// Assign planetary celestial body component
|
|
entity::component::celestial_body body;
|
|
body.radius = 6.3781e6;
|
|
body.axial_tilt = math::radians(23.4393);
|
|
body.axial_rotation = math::radians(280.46061837504);
|
|
body.angular_frequency = math::radians(360.9856122880876128);
|
|
ctx->entity_registry->assign<entity::component::celestial_body>(planet_eid, body);
|
|
|
|
// Assign planetary orbit component
|
|
entity::component::orbit orbit;
|
|
orbit.elements.a = 1.496e+11;
|
|
orbit.elements.e = 0.01671123;
|
|
orbit.elements.i = math::radians(-0.00001531);
|
|
orbit.elements.raan = math::radians(0.0);
|
|
const double longitude_periapsis = math::radians(102.93768193);
|
|
orbit.elements.w = longitude_periapsis - orbit.elements.raan;
|
|
orbit.elements.ta = math::radians(100.46457166) - longitude_periapsis;
|
|
ctx->entity_registry->assign<entity::component::orbit>(planet_eid, orbit);
|
|
|
|
// Assign planetary terrain component
|
|
entity::component::terrain terrain;
|
|
terrain.elevation = [](double, double) -> double
|
|
{
|
|
//return math::random<double>(0.0, 1.0);
|
|
return 0.0;
|
|
};
|
|
terrain.max_lod = 18;
|
|
terrain.patch_material = ctx->resource_manager->load<material>("desert-terrain.mtl");
|
|
ctx->entity_registry->assign<entity::component::terrain>(planet_eid, terrain);
|
|
|
|
// Assign planetary atmosphere component
|
|
entity::component::atmosphere atmosphere;
|
|
atmosphere.exosphere_altitude = 65e3;
|
|
atmosphere.index_of_refraction = 1.000293;
|
|
atmosphere.rayleigh_density = 2.545e25;
|
|
atmosphere.rayleigh_scale_height = 8000.0;
|
|
atmosphere.mie_density = 14.8875;
|
|
atmosphere.mie_scale_height = 1200.0;
|
|
atmosphere.mie_anisotropy = 0.8;
|
|
ctx->entity_registry->assign<entity::component::atmosphere>(planet_eid, atmosphere);
|
|
|
|
// Assign planetary transform component
|
|
entity::component::transform transform;
|
|
transform.local = math::identity_transform<float>;
|
|
transform.warp = true;
|
|
ctx->entity_registry->assign<entity::component::transform>(planet_eid, transform);
|
|
|
|
// Pass planet to astronomy system as reference body
|
|
ctx->astronomy_system->set_reference_body(planet_eid);
|
|
|
|
// Load sky model
|
|
ctx->overworld_sky_pass->set_sky_model(ctx->resource_manager->load<model>("sky-dome.mdl"));
|
|
}
|
|
|
|
void selenogenesis(game::context* ctx)
|
|
{
|
|
// Create lunar entity
|
|
auto moon_eid = ctx->entity_registry->create();
|
|
|
|
// Name lunar entity
|
|
ctx->named_entities["moon"] = moon_eid;
|
|
|
|
// Pass moon model to sky pass
|
|
ctx->overworld_sky_pass->set_moon_model(ctx->resource_manager->load<model>("moon.mdl"));
|
|
}
|
|
|
|
} // namespace loading
|
|
} // namespace state
|
|
} // namespace game
|