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/*
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* Copyright (C) 2023 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 "animation/animation.hpp"
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#include "animation/animator.hpp"
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#include "animation/ease.hpp"
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#include "animation/screen-transition.hpp"
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#include "animation/timeline.hpp"
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#include "color/color.hpp"
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#include "config.hpp"
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#include "debug/cli.hpp"
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#include "debug/log.hpp"
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#include "entity/commands.hpp"
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#include "game/context.hpp"
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#include "game/controls.hpp"
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#include "game/fonts.hpp"
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#include "game/graphics.hpp"
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#include "game/menu.hpp"
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#include "game/strings.hpp"
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#include "game/state/boot.hpp"
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#include "game/state/splash.hpp"
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#include "game/system/astronomy.hpp"
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#include "game/system/atmosphere.hpp"
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#include "game/system/behavior.hpp"
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#include "game/system/blackbody.hpp"
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#include "game/system/camera.hpp"
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#include "game/system/collision.hpp"
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#include "game/system/constraint.hpp"
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#include "game/system/locomotion.hpp"
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#include "game/system/orbit.hpp"
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#include "game/system/render.hpp"
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#include "game/system/spatial.hpp"
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#include "game/system/spring.hpp"
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#include "game/system/steering.hpp"
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#include "game/system/subterrain.hpp"
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#include "game/system/terrain.hpp"
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#include "game/system/vegetation.hpp"
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#include "game/settings.hpp"
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#include "gl/framebuffer.hpp"
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#include "gl/pixel-format.hpp"
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#include "gl/pixel-type.hpp"
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#include "gl/rasterizer.hpp"
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#include "gl/texture-2d.hpp"
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#include "gl/texture-filter.hpp"
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#include "gl/texture-wrapping.hpp"
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#include "gl/vertex-array.hpp"
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#include "gl/vertex-attribute.hpp"
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#include "gl/vertex-buffer.hpp"
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#include "input/gamepad.hpp"
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#include "input/keyboard.hpp"
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#include "input/mapper.hpp"
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#include "input/mouse.hpp"
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#include "input/scancode.hpp"
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#include "render/compositor.hpp"
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#include "render/material-flags.hpp"
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#include "render/material-property.hpp"
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#include "render/passes/bloom-pass.hpp"
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#include "render/passes/clear-pass.hpp"
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#include "render/passes/final-pass.hpp"
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#include "render/passes/fxaa-pass.hpp"
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#include "render/passes/ground-pass.hpp"
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#include "render/passes/material-pass.hpp"
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#include "render/passes/outline-pass.hpp"
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#include "render/passes/resample-pass.hpp"
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#include "render/passes/shadow-map-pass.hpp"
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#include "render/passes/sky-pass.hpp"
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#include "render/renderer.hpp"
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#include "render/vertex-attribute.hpp"
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#include "resources/file-buffer.hpp"
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#include "resources/resource-manager.hpp"
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#include "scene/scene.hpp"
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#include "utility/paths.hpp"
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#include "utility/dict.hpp"
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#include "utility/hash/fnv1a.hpp"
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#include <algorithm>
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#include <entt/entt.hpp>
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#include <execution>
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#include <filesystem>
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#include <functional>
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#include <string>
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#include <vector>
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// Prevent cxxopts from using RTTI
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#define CXXOPTS_NO_RTTI
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#include <cxxopts.hpp>
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using namespace hash::literals;
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namespace game {
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namespace state {
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boot::boot(game::context& ctx, int argc, char** argv):
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game::state::base(ctx)
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{
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// Boot process
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debug::log::trace("Booting up...");
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parse_options(argc, argv);
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setup_resources();
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load_settings();
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setup_window();
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setup_input();
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load_strings();
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setup_rendering();
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setup_audio();
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setup_scenes();
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setup_animation();
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setup_entities();
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setup_systems();
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setup_controls();
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setup_ui();
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setup_debugging();
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setup_loop();
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ctx.active_ecoregion = nullptr;
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debug::log::trace("Boot up complete");
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// Push splash state
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ctx.state_machine.emplace(new game::state::splash(ctx));
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// Enter main loop
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debug::log::trace("Entered main loop");
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loop();
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}
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boot::~boot()
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{
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debug::log::trace("Booting down...");
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// Update window settings
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const auto& windowed_position = ctx.window->get_windowed_position();
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const auto& windowed_size = ctx.window->get_windowed_size();
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const bool maximized = ctx.window->is_maximized();
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const bool fullscreen = ctx.window->is_fullscreen();
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(*ctx.settings)["window_x"_fnv1a32] = windowed_position.x();
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(*ctx.settings)["window_y"_fnv1a32] = windowed_position.y();
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(*ctx.settings)["window_w"_fnv1a32] = windowed_size.x();
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(*ctx.settings)["window_h"_fnv1a32] = windowed_size.y();
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(*ctx.settings)["maximized"_fnv1a32] = maximized;
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(*ctx.settings)["fullscreen"_fnv1a32] = fullscreen;
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// Destruct window
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delete ctx.window;
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// Save settings
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ctx.resource_manager->save(ctx.settings, "settings.cfg");
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// Destruct input and window managers
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delete ctx.input_manager;
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delete ctx.window_manager;
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// Shut down audio
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shutdown_audio();
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debug::log::trace("Boot down complete");
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}
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void boot::parse_options(int argc, char** argv)
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{
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debug::log::trace("Parsing command-line options...");
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// Parse command-line options with cxxopts
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try
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{
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cxxopts::Options options(config::application_name, "Ant colony simulation game");
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options.add_options()
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("c,continue", "Continues from the last save")
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("d,data", "Sets the data package path", cxxopts::value<std::string>())
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("f,fullscreen", "Starts in fullscreen mode")
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("n,new-game", "Starts a new game")
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("q,quick-start", "Skips to the main menu")
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("r,reset", "Resets all settings to default")
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("v,v-sync", "Enables or disables v-sync", cxxopts::value<int>())
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("w,windowed", "Starts in windowed mode");
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auto result = options.parse(argc, argv);
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// --continue
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if (result.count("continue"))
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{
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ctx.option_continue = true;
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}
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// --data
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if (result.count("data"))
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{
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ctx.option_data = result["data"].as<std::string>();
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}
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// --fullscreen
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if (result.count("fullscreen"))
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{
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ctx.option_fullscreen = true;
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}
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// --new-game
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if (result.count("new-game"))
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{
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ctx.option_new_game = true;
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}
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// --quick-start
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if (result.count("quick-start"))
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{
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ctx.option_quick_start = true;
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}
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// --reset
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if (result.count("reset"))
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{
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ctx.option_reset = true;
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}
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// --v-sync
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if (result.count("v-sync"))
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{
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ctx.option_v_sync = result["v-sync"].as<int>();
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}
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// --window
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if (result.count("windowed"))
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{
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ctx.option_windowed = true;
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}
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debug::log::info("Parsed {} command-line options", argc);
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}
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catch (const std::exception& e)
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{
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debug::log::error("An error occurred while parsing command-line options: {}", e.what());
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}
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}
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void boot::setup_resources()
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{
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// Allocate resource manager
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ctx.resource_manager = new resource_manager();
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// Detect paths
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ctx.data_path = get_executable_data_path();
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ctx.local_config_path = get_local_config_path() / config::application_name;
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ctx.shared_config_path = get_shared_config_path() / config::application_name;
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ctx.mods_path = ctx.data_path / "mods";
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ctx.saves_path = ctx.shared_config_path / "saves";
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ctx.screenshots_path = ctx.shared_config_path / "gallery";
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ctx.controls_path = ctx.shared_config_path / "controls";
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// Log resource paths
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debug::log::info("Data path: \"{}\"", ctx.data_path.string());
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debug::log::info("Local config path: \"{}\"", ctx.local_config_path.string());
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debug::log::info("Shared config path: \"{}\"", ctx.shared_config_path.string());
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// Set write dir
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ctx.resource_manager->set_write_dir(ctx.shared_config_path);
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// Create nonexistent config directories
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std::vector<std::filesystem::path> config_paths;
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config_paths.push_back(ctx.local_config_path);
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config_paths.push_back(ctx.shared_config_path);
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//config_paths.push_back(ctx.mods_path);
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config_paths.push_back(ctx.saves_path);
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config_paths.push_back(ctx.screenshots_path);
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config_paths.push_back(ctx.controls_path);
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for (const std::filesystem::path& path: config_paths)
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{
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if (!std::filesystem::exists(path))
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{
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const std::string path_string = path.string();
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debug::log::trace("Creating directory \"{}\"...", path_string);
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if (std::filesystem::create_directories(path))
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{
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debug::log::trace("Created directory \"{}\"", path_string);
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}
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else
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{
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debug::log::error("Failed to create directory \"{}\"", path_string);
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}
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}
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}
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// Scan for mods
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std::vector<std::filesystem::path> mod_paths;
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if (std::filesystem::is_directory(ctx.mods_path))
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{
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for (const auto& entry: std::filesystem::directory_iterator{ctx.mods_path})
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{
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if (entry.is_directory() || (entry.is_regular_file() && entry.path().extension() == ".zip"))
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{
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mod_paths.push_back(entry.path());
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debug::log::info("Found mod \"{}\"", entry.path().filename().string());
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}
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}
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}
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// Determine data package path
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if (ctx.option_data)
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{
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// Handle command-line data package path option
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ctx.data_package_path = ctx.option_data.value();
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if (ctx.data_package_path.is_relative())
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{
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ctx.data_package_path = ctx.data_path / ctx.data_package_path;
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}
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}
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else
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{
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ctx.data_package_path = ctx.data_path / "antkeeper.dat";
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}
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// Mount mods
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for (const std::filesystem::path& mod_path: mod_paths)
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{
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ctx.resource_manager->mount(ctx.mods_path / mod_path);
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}
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// Mount config path
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ctx.resource_manager->mount(ctx.local_config_path);
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ctx.resource_manager->mount(ctx.shared_config_path);
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// Mount data package
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ctx.resource_manager->mount(ctx.data_package_path);
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// Include resource search paths in order of priority
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ctx.resource_manager->include("/controls/");
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ctx.resource_manager->include("/");
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}
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void boot::load_settings()
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{
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if (ctx.option_reset)
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{
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// Command-line reset option found, reset settings
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ctx.settings = new dict<std::uint32_t>();
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ctx.resource_manager->save(ctx.settings, "settings.cfg");
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debug::log::info("Settings reset");
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}
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else
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{
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ctx.settings = ctx.resource_manager->load<dict<std::uint32_t>>("settings.cfg");
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if (!ctx.settings)
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{
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debug::log::info("Settings not found");
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ctx.settings = new dict<std::uint32_t>();
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}
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}
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}
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void boot::setup_window()
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{
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// Construct window manager
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ctx.window_manager = app::window_manager::instance();
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// Default window settings
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std::string window_title = config::application_name;
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int window_x = -1;
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int window_y = -1;
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int window_w = -1;
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int window_h = -1;
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bool maximized = true;
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bool fullscreen = true;
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bool v_sync = true;
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// Read window settings
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bool resize = false;
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read_or_write_setting(ctx, "window_title"_fnv1a32, window_title);
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read_or_write_setting(ctx, "window_x"_fnv1a32, window_x);
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read_or_write_setting(ctx, "window_y"_fnv1a32, window_y);
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if (!read_or_write_setting(ctx, "window_w"_fnv1a32, window_w) ||
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!read_or_write_setting(ctx, "window_h"_fnv1a32, window_h))
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{
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resize = true;
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}
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read_or_write_setting(ctx, "maximized"_fnv1a32, maximized);
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read_or_write_setting(ctx, "fullscreen"_fnv1a32, fullscreen);
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read_or_write_setting(ctx, "v_sync"_fnv1a32, v_sync);
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// If window size not set, resize and reposition relative to default display
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if (resize)
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{
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const app::display& display = ctx.window_manager->get_display(0);
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const auto& usable_bounds = display.get_usable_bounds();
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const auto usable_bounds_center = usable_bounds.center();
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const float default_windowed_scale = 1.0f / 1.2f;
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window_w = static_cast<int>((usable_bounds.max.x() - usable_bounds.min.x()) * default_windowed_scale);
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window_h = static_cast<int>((usable_bounds.max.y() - usable_bounds.min.y()) * default_windowed_scale);
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window_x = usable_bounds_center.x() - window_w / 2;
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window_y = usable_bounds_center.y() - window_h / 2;
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}
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// Handle window-related command-line options
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if (ctx.option_windowed)
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{
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// Start in windowed mode
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maximized = false;
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fullscreen = false;
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}
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if (ctx.option_fullscreen)
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{
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// Start in fullscreen mode
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fullscreen = true;
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}
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if (ctx.option_v_sync)
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{
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v_sync = ctx.option_v_sync.value();
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}
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// Construct window
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ctx.window = ctx.window_manager->create_window
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(
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window_title,
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{window_x, window_y},
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{window_w, window_h},
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maximized,
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fullscreen,
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v_sync
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);
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// Restrict window size
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ctx.window->set_minimum_size({160, 144});
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// Setup window closed callback
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ctx.window_closed_subscription = ctx.window->get_closed_channel().subscribe
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(
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[&](const auto& event)
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{
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ctx.closed = true;
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}
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);
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}
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void boot::setup_input()
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{
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// Construct input manager
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ctx.input_manager = app::input_manager::instance();
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// Setup application quit callback
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ctx.application_quit_subscription = ctx.input_manager->get_event_queue().subscribe<input::application_quit_event>
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(
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[&](const auto& event)
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{
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ctx.closed = true;
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}
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);
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}
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void boot::load_strings()
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{
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debug::log::trace("Loading strings...");
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// Default strings settings
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ctx.language_index = 0;
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// Read strings settings
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read_or_write_setting(ctx, "language_index"_fnv1a32, ctx.language_index);
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// Load string table
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ctx.string_table = ctx.resource_manager->load<i18n::string_table>("strings.tsv");
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// Count languages
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ctx.language_count = static_cast<std::uint16_t>((*ctx.string_table)[0].size() - 2);
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if (ctx.language_index >= ctx.language_count)
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{
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debug::log::error("Language index ({}) exceeds language count ({}). Language index reset to 0", ctx.language_index, ctx.language_count);
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ctx.language_index = 0;
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(*ctx.settings)["language_index"_fnv1a32] = ctx.language_index;
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}
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// Build string map
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ctx.string_maps.resize(ctx.language_count);
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i18n::build_string_map(*ctx.string_table, 0, ctx.language_index + 2, ctx.string_maps[ctx.language_index]);
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// Log language info
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debug::log::info("Language index: {}; code: {}", ctx.language_index, get_string(ctx, "language_code"_fnv1a32));
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// Change window title
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const std::string window_title = get_string(ctx, "application_title"_fnv1a32);
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ctx.window->set_title(window_title);
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// Update window title setting
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(*ctx.settings)["window_title"_fnv1a32] = window_title;
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debug::log::trace("Loaded strings");
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}
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void boot::setup_rendering()
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{
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debug::log::trace("Setting up rendering...");
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// Default rendering settings
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ctx.render_scale = 1.0f;
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ctx.anti_aliasing_method = render::anti_aliasing_method::fxaa;
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ctx.shadow_map_resolution = 4096;
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// Read rendering settings
|
|
read_or_write_setting(ctx, "render_scale"_fnv1a32, ctx.render_scale);
|
|
read_or_write_setting(ctx, "anti_aliasing_method"_fnv1a32, *reinterpret_cast<std::underlying_type_t<render::anti_aliasing_method>*>(&ctx.anti_aliasing_method));
|
|
read_or_write_setting(ctx, "shadow_map_resolution"_fnv1a32, ctx.shadow_map_resolution);
|
|
|
|
// 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.window->get_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.window->get_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.window->get_rasterizer(), &ctx.window->get_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.window->get_rasterizer(), &ctx.window->get_rasterizer()->get_default_framebuffer(), ctx.resource_manager);
|
|
ctx.resample_pass->set_source_texture(ctx.ldr_color_texture_b);
|
|
ctx.resample_pass->set_enabled(false);
|
|
|
|
// Configure anti-aliasing according to settings
|
|
graphics::select_anti_aliasing_method(ctx, ctx.anti_aliasing_method);
|
|
|
|
// Configure render scaling according to settings
|
|
graphics::change_render_resolution(ctx, ctx.render_scale);
|
|
}
|
|
|
|
// Setup UI compositor
|
|
{
|
|
ctx.ui_clear_pass = new render::clear_pass(ctx.window->get_rasterizer(), &ctx.window->get_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.window->get_rasterizer(), &ctx.window->get_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.window->get_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.window->get_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.window->get_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.window->get_rasterizer(), ctx.resource_manager);
|
|
|
|
ctx.surface_clear_pass = new render::clear_pass(ctx.window->get_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.window->get_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.window->get_rasterizer(), ctx.hdr_framebuffer, ctx.resource_manager);
|
|
ctx.ground_pass->set_enabled(false);
|
|
|
|
ctx.surface_material_pass = new render::material_pass(ctx.window->get_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.window->get_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...");
|
|
|
|
// Default audio settings
|
|
ctx.master_volume = 1.0f;
|
|
ctx.ambience_volume = 1.0f;
|
|
ctx.effects_volume = 1.0f;
|
|
ctx.mono_audio = false;
|
|
ctx.captions = false;
|
|
ctx.captions_size = 1.0f;
|
|
|
|
// Read audio settings
|
|
read_or_write_setting(ctx, "master_volume"_fnv1a32, ctx.master_volume);
|
|
read_or_write_setting(ctx, "ambience_volume"_fnv1a32, ctx.ambience_volume);
|
|
read_or_write_setting(ctx, "effects_volume"_fnv1a32, ctx.effects_volume);
|
|
read_or_write_setting(ctx, "mono_audio"_fnv1a32, ctx.mono_audio);
|
|
read_or_write_setting(ctx, "captions"_fnv1a32, ctx.captions);
|
|
read_or_write_setting(ctx, "captions_size"_fnv1a32, ctx.captions_size);
|
|
|
|
// 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_size = ctx.window->get_viewport_size();
|
|
const float viewport_aspect_ratio = static_cast<float>(viewport_size[0]) / static_cast<float>(viewport_size[1]);
|
|
|
|
// Setup UI camera
|
|
ctx.ui_camera = new scene::camera();
|
|
ctx.ui_camera->set_compositor(ctx.ui_compositor);
|
|
float clip_left = -viewport_size[0] * 0.5f;
|
|
float clip_right = viewport_size[0] * 0.5f;
|
|
float clip_top = -viewport_size[1] * 0.5f;
|
|
float clip_bottom = viewport_size[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_size[0] * 0.5f, (float)viewport_size[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_size[0] * 0.5f, (float)viewport_size[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_size = ctx.window->get_viewport_size();
|
|
float4 viewport = {0.0f, 0.0f, static_cast<float>(viewport_size[0]), static_cast<float>(viewport_size[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
|
|
{
|
|
// Load control profile
|
|
// if (ctx.config->contains("control_profile"))
|
|
// {
|
|
// json* profile = ctx.resource_manager->load<json>((*ctx.config)["control_profile"].get<std::string>());
|
|
|
|
// 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.window->is_fullscreen();
|
|
|
|
// Toggle fullscreen
|
|
ctx.window->set_fullscreen(fullscreen);
|
|
|
|
// Update fullscreen setting
|
|
(*ctx.settings)["fullscreen"_fnv1a32] = fullscreen;
|
|
|
|
if (!fullscreen)
|
|
{
|
|
// Restore window size and position
|
|
//ctx.app->resize_window(resolution.x(), resolution.y());
|
|
}
|
|
}
|
|
)
|
|
);
|
|
|
|
// 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.input_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()
|
|
{
|
|
// Default UI settings
|
|
ctx.font_scale = 1.0f;
|
|
ctx.debug_font_size_pt = 12.0f;
|
|
ctx.menu_font_size_pt = 22.0f;
|
|
ctx.title_font_size_pt = 80.0f;
|
|
ctx.dyslexia_font = false;
|
|
|
|
// Read UI settings
|
|
read_or_write_setting(ctx, "font_scale"_fnv1a32, ctx.font_scale);
|
|
read_or_write_setting(ctx, "debug_font_size_pt"_fnv1a32, ctx.debug_font_size_pt);
|
|
read_or_write_setting(ctx, "menu_font_size_pt"_fnv1a32, ctx.menu_font_size_pt);
|
|
read_or_write_setting(ctx, "title_font_size_pt"_fnv1a32, ctx.title_font_size_pt);
|
|
read_or_write_setting(ctx, "dyslexia_font"_fnv1a32, ctx.dyslexia_font);
|
|
|
|
// 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.window_manager->get_event_queue().subscribe<app::window_resized_event>
|
|
// (
|
|
// [&](const auto& event)
|
|
// {
|
|
// const auto& viewport_size = event.window->get_viewport_size();
|
|
|
|
// const float clip_left = static_cast<float>(viewport_size.x()) * -0.5f;
|
|
// const float clip_right = static_cast<float>(viewport_size.x()) * 0.5f;
|
|
// const float clip_top = static_cast<float>(viewport_size.y()) * -0.5f;
|
|
// const float clip_bottom = static_cast<float>(viewport_size.y()) * 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()
|
|
{
|
|
// Default loop settings
|
|
double update_frequency = 60.0;
|
|
|
|
// Read loop settings
|
|
read_or_write_setting(ctx, "update_frequency"_fnv1a32, update_frequency);
|
|
|
|
// Set update frequency
|
|
ctx.loop.set_update_frequency(update_frequency);
|
|
|
|
// 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.window_manager->update();
|
|
ctx.input_manager->update();
|
|
|
|
// 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.window->swap_buffers();
|
|
}
|
|
);
|
|
}
|
|
|
|
void boot::loop()
|
|
{
|
|
ctx.closed = false;
|
|
|
|
while (!ctx.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
|