💿🐜 Antkeeper source code https://antkeeper.com
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/*
* 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