💿🐜 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/load.hpp"
#include "game/world.hpp"
#include "application.hpp"
#include "debug/logger.hpp"
#include "resources/json.hpp"
#include "resources/resource-manager.hpp"
#include "render/model.hpp"
#include "render/material.hpp"
#include "render/passes/sky-pass.hpp"
#include "render/passes/ground-pass.hpp"
#include "game/system/astronomy.hpp"
#include "game/system/terrain.hpp"
#include "math/random.hpp"
#include "math/noise/noise.hpp"
#include <fstream>
#include <iostream>
#include <stb/stb_image_write.h>
#include "resources/image.hpp"
#include <algorithm>
#include <execution>
namespace game {
namespace load {
void biome(game::context& ctx, const std::filesystem::path& path)
{
ctx.logger->push_task("Loading biome from \"" + path.string() + "\"");
image img;
img.format(1, 1);
img.resize(2048, 2048);
float frequency = 10.0f;
std::size_t octaves = 4;
float lacunarity = 2.0f;
float gain = 0.5f;
auto hash = static_cast<std::uint32_t(*)(const math::vector<float, 2>&)>(math::noise::hash::pcg3d_1);
auto noise = static_cast<float(*)(const math::vector<float, 2>&, decltype(hash))>(math::noise::simplex);
auto fbm = [&](const float2& x)
{
return math::noise::fbm
(
x,
octaves,
lacunarity,
gain,
noise,
hash
);
};
auto width = img.get_width();
auto height = img.get_height();
unsigned char* pixels = (unsigned char*)img.data();
float scale_x = 1.0f / static_cast<float>(width - 1) * frequency;
float scale_y = 1.0f / static_cast<float>(height - 1) * frequency;
std::for_each
(
std::execution::par_unseq,
img.begin<unsigned char>(),
img.end<unsigned char>(),
[pixels, width, height, scale_x, scale_y, &fbm](auto& pixel)
{
std::size_t i = &pixel - pixels;
std::size_t y = i / width;
std::size_t x = i % width;
float2 position =
{
static_cast<float>(x) * scale_x,
static_cast<float>(y) * scale_y
};
//float n = math::noise::simplex<float, 2>(position, &math::noise::hash::pcg3d_1);
float n = fbm(position);
pixel = static_cast<unsigned char>((n * 0.5f + 0.5f) * 255.0f);
}
);
stbi_flip_vertically_on_write(1);
stbi_write_png((ctx.config_path / "gallery" / "simplex-noise.png").string().c_str(), img.get_width(), img.get_height(), img.get_channel_count(), img.data(), img.get_width() * img.get_channel_count());
try
{
json* data = ctx.resource_manager->load<json>(path);
// Load location
if (auto location = data->find("location"); location != data->end())
{
double elevation = 0.0;
double latitude = 0.0;
double longitude = 0.0;
if (auto location_ele = location->find("elevation"); location_ele != location->end())
elevation = location_ele->get<double>();
else
ctx.logger->warning("Biome elevation undefined");
if (auto location_lat = location->find("latitude"); location_lat != location->end())
latitude = math::radians<double>(location_lat->get<double>());
else
ctx.logger->warning("Biome latitude undefined");
if (auto location_lon = location->find("longitude"); location_lon != location->end())
longitude = math::radians<double>(location_lon->get<double>());
else
ctx.logger->warning("Biome longitude undefined");
// Set location
game::world::set_location(ctx, elevation, latitude, longitude);
}
else
{
ctx.logger->warning("Biome location undefined");
}
// Setup sky
ctx.sky_pass->set_sky_model(ctx.resource_manager->load<render::model>("celestial-hemisphere.mdl"));
// Load terrain
if (auto terrain = data->find("terrain"); terrain != data->end())
{
if (auto material = terrain->find("material"); material != terrain->end())
{
render::material* terrain_material = ctx.resource_manager->load<render::material>(material->get<std::string>());
ctx.terrain_system->set_patch_material(terrain_material);
}
else
{
ctx.logger->warning("Biome terrain material undefined");
}
if (auto material = terrain->find("horizon_material"); material != terrain->end())
{
render::model* terrestrial_hemisphere_model = ctx.resource_manager->load<render::model>("terrestrial-hemisphere.mdl");
(*terrestrial_hemisphere_model->get_groups())[0]->set_material(ctx.resource_manager->load<render::material>(material->get<std::string>()));
ctx.ground_pass->set_ground_model(terrestrial_hemisphere_model);
}
else
{
ctx.logger->warning("Biome terrain horizon material undefined");
}
// Terrain elevation function
ctx.terrain_system->set_elevation_function
(
[](float x, float z) -> float
{
float angle = math::radians(30.0f);
float c = std::cos(angle);
float s = std::sin(angle);
x = x * c - z * s;
z = x * s + z * c;
float frequency = 0.01f;
std::size_t octaves = 4;
float lacunarity = 3.0f;
float gain = 0.5f;
auto noise = static_cast<float(*)(const math::vector<float, 2>&, decltype(hash))>(math::noise::simplex);
auto hash = static_cast<std::uint32_t(*)(const math::vector<float, 2>&)>(math::noise::hash::pcg3d_1);
float2 position = float2{x, z} * frequency;
float n = math::noise::fbm
(
position,
octaves,
lacunarity,
gain,
noise,
hash
);
return 2.0f * n;
}
);
// Setup lighting
double3 terrain_albedo = {0, 0, 0};
if (terrain->contains("albedo"))
{
const auto& albedo_element = (*terrain)["albedo"];
terrain_albedo[0] = albedo_element[0].get<double>();
terrain_albedo[1]= albedo_element[1].get<double>();
terrain_albedo[2] = albedo_element[2].get<double>();
}
ctx.astronomy_system->set_bounce_albedo(terrain_albedo);
}
else
{
ctx.logger->warning("Biome terrain undefined");
}
}
catch (...)
{
ctx.logger->pop_task(EXIT_FAILURE);
}
ctx.logger->pop_task(EXIT_SUCCESS);
}
void colony(game::context& ctx, const std::filesystem::path& path)
{
ctx.logger->push_task("Loading colony from \"" + path.string() + "\"");
try
{
json* data = ctx.resource_manager->load<json>(path);
}
catch (...)
{
ctx.logger->pop_task(EXIT_FAILURE);
}
ctx.logger->pop_task(EXIT_SUCCESS);
}
} // namespace load
} // namespace game