💿🐜 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/world.hpp"
#include "scene/text.hpp"
#include "physics/light/vmag.hpp"
#include "color/color.hpp"
#include "game/component/atmosphere.hpp"
#include "game/component/blackbody.hpp"
#include "game/component/celestial-body.hpp"
#include "game/component/orbit.hpp"
#include "game/component/terrain.hpp"
#include "game/component/transform.hpp"
#include "game/component/observer.hpp"
#include "game/system/astronomy.hpp"
#include "game/system/orbit.hpp"
#include "game/system/atmosphere.hpp"
#include "entity/commands.hpp"
#include "entity/archetype.hpp"
#include "geom/spherical.hpp"
#include "gl/drawing-mode.hpp"
#include "gl/vertex-array.hpp"
#include "gl/vertex-attribute.hpp"
#include "gl/vertex-buffer.hpp"
#include "physics/light/photometry.hpp"
#include "physics/orbit/orbit.hpp"
#include "physics/orbit/ephemeris.hpp"
#include "physics/time/gregorian.hpp"
#include "physics/time/constants.hpp"
#include "physics/time/utc.hpp"
#include "render/material.hpp"
#include "render/model.hpp"
#include "render/passes/shadow-map-pass.hpp"
#include "render/vertex-attribute.hpp"
#include "resources/resource-manager.hpp"
#include "scene/ambient-light.hpp"
#include "scene/directional-light.hpp"
#include "gl/texture-wrapping.hpp"
#include "gl/texture-filter.hpp"
#include "render/material-flags.hpp"
#include "geom/solid-angle.hpp"
#include "config.hpp"
#include <iostream>
namespace game {
namespace world {
/// Loads an ephemeris.
static void load_ephemeris(game::context& ctx);
/// Creates the fixed stars.
static void create_stars(game::context& ctx);
/// Creates the Sun.
static void create_sun(game::context& ctx);
/// Creates the Earth-Moon system.
static void create_earth_moon_system(game::context& ctx);
/// Creates the Earth.
static void create_earth(game::context& ctx);
/// Creates the Moon.
static void create_moon(game::context& ctx);
void cosmogenesis(game::context& ctx)
{
ctx.logger->push_task("Generating cosmos");
load_ephemeris(ctx);
create_stars(ctx);
create_sun(ctx);
create_earth_moon_system(ctx);
ctx.logger->pop_task(EXIT_SUCCESS);
}
void create_observer(game::context& ctx)
{
ctx.logger->push_task("Creating observer");
try
{
// Create observer entity
entity::id observer_eid = ctx.entity_registry->create();
ctx.entities["observer"] = observer_eid;
// Construct observer component
game::component::observer observer;
// Set observer reference body
if (auto it = ctx.entities.find("earth"); it != ctx.entities.end())
observer.reference_body_eid = it->second;
else
observer.reference_body_eid = entt::null;
// Set observer location
observer.elevation = 0.0;
observer.latitude = 0.0;
observer.longitude = 0.0;
// Assign observer component to observer entity
ctx.entity_registry->emplace<game::component::observer>(observer_eid, observer);
// Set atmosphere system active atmosphere
ctx.atmosphere_system->set_active_atmosphere(observer.reference_body_eid);
// Set astronomy system observer
ctx.astronomy_system->set_observer(observer_eid);
}
catch (const std::exception&)
{
ctx.logger->pop_task(EXIT_FAILURE);
return;
}
ctx.logger->pop_task(EXIT_SUCCESS);
}
void set_location(game::context& ctx, double elevation, double latitude, double longitude)
{
if (auto it = ctx.entities.find("observer"); it != ctx.entities.end())
{
entity::id observer_eid = it->second;
if (ctx.entity_registry->valid(observer_eid) && ctx.entity_registry->all_of<game::component::observer>(observer_eid))
{
// Update observer location
ctx.entity_registry->patch<game::component::observer>
(
observer_eid,
[&](auto& component)
{
component.elevation = elevation;
component.latitude = latitude;
component.longitude = longitude;
}
);
}
}
}
void set_time(game::context& ctx, double t)
{
ctx.logger->push_task("Setting time to UT1 " + std::to_string(t));
try
{
ctx.astronomy_system->set_time(t);
ctx.orbit_system->set_time(t);
}
catch (const std::exception&)
{
ctx.logger->pop_task(EXIT_FAILURE);
return;
}
ctx.logger->pop_task(EXIT_SUCCESS);
}
void set_time(game::context& ctx, int year, int month, int day, int hour, int minute, double second)
{
double longitude = 0.0;
// Get longitude of observer
if (auto it = ctx.entities.find("observer"); it != ctx.entities.end())
{
entity::id observer_eid = it->second;
if (ctx.entity_registry->valid(observer_eid))
{
const auto observer = ctx.entity_registry->try_get<game::component::observer>(observer_eid);
if (observer)
longitude = observer->longitude;
}
}
// Calculate UTC offset at longitude
const double utc_offset = physics::time::utc::offset<double>(longitude);
// Convert time from Gregorian to UT1
const double t = physics::time::gregorian::to_ut1<double>(year, month, day, hour, minute, second, utc_offset);
set_time(ctx, t);
}
void set_time_scale(game::context& ctx, double scale)
{
// Convert time scale from seconds to days
const double astronomical_scale = scale / physics::time::seconds_per_day<double>;
ctx.orbit_system->set_time_scale(astronomical_scale);
ctx.astronomy_system->set_time_scale(astronomical_scale);
}
void load_ephemeris(game::context& ctx)
{
ctx.logger->push_task("Loading ephemeris");
try
{
std::string ephemeris_filename;
if (ctx.config->contains("ephemeris"))
{
ephemeris_filename = (*ctx.config)["ephemeris"].get<std::string>();
}
else
{
ctx.logger->warning("No ephemeris set in config");
ctx.logger->pop_task(EXIT_FAILURE);
return;
}
ctx.orbit_system->set_ephemeris(ctx.resource_manager->load<physics::orbit::ephemeris<double>>(ephemeris_filename));
}
catch (const std::exception&)
{
ctx.logger->pop_task(EXIT_FAILURE);
return;
}
ctx.logger->pop_task(EXIT_SUCCESS);
}
void create_stars(game::context& ctx)
{
ctx.logger->push_task("Generating fixed stars");
// Load star catalog
string_table* star_catalog = nullptr;
try
{
std::string star_catalog_filename;
if (ctx.config->contains("star_catalog"))
{
star_catalog_filename = (*ctx.config)["star_catalog"].get<std::string>();
}
else
{
ctx.logger->warning("No star catalog set in config");
ctx.logger->pop_task(EXIT_FAILURE);
return;
}
star_catalog = ctx.resource_manager->load<string_table>(star_catalog_filename);
}
catch (const std::exception&)
{
ctx.logger->pop_task(EXIT_FAILURE);
return;
}
// Allocate star catalog vertex data
std::size_t star_count = 0;
if (star_catalog->size() > 0)
star_count = star_catalog->size() - 1;
std::size_t star_vertex_size = 7;
std::size_t star_vertex_stride = star_vertex_size * sizeof(float);
float* star_vertex_data = new float[star_count * star_vertex_size];
float* star_vertex = star_vertex_data;
// Init starlight illuminance
double3 starlight_illuminance = {0, 0, 0};
// Build star catalog vertex data
for (std::size_t i = 1; i < star_catalog->size(); ++i)
{
const string_table_row& catalog_row = (*star_catalog)[i];
// Parse star catalog item
double ra = 0.0;
double dec = 0.0;
double vmag = 0.0;
double bv = 0.0;
try
{
ra = std::stod(catalog_row[1]);
dec = std::stod(catalog_row[2]);
vmag = std::stod(catalog_row[3]);
bv = std::stod(catalog_row[4]);
}
catch (const std::exception&)
{
ctx.logger->warning("Invalid star catalog item on row " + std::to_string(i));
}
// Convert right ascension and declination from degrees to radians
ra = math::wrap_radians(math::radians(ra));
dec = math::wrap_radians(math::radians(dec));
// Convert ICRF coordinates from spherical to Cartesian
double3 position = physics::orbit::frame::bci::cartesian(double3{1.0, dec, ra});
// Convert color index to color temperature
double cct = color::index::bv_to_cct(bv);
// Calculate XYZ color from color temperature
double3 color_xyz = color::cct::to_xyz(cct);
// Transform XYZ color to ACEScg colorspace
double3 color_acescg = color::aces::ap1<double>.from_xyz * color_xyz;
// Convert apparent magnitude to brightness factor relative to a 0th magnitude star
double brightness = physics::light::vmag::to_brightness(vmag);
// Build vertex
*(star_vertex++) = static_cast<float>(position.x());
*(star_vertex++) = static_cast<float>(position.y());
*(star_vertex++) = static_cast<float>(position.z());
*(star_vertex++) = static_cast<float>(color_acescg.x());
*(star_vertex++) = static_cast<float>(color_acescg.y());
*(star_vertex++) = static_cast<float>(color_acescg.z());
*(star_vertex++) = static_cast<float>(brightness);
// Calculate spectral illuminance
double3 illuminance = color_acescg * physics::light::vmag::to_illuminance(vmag);
// Add spectral illuminance to total starlight illuminance
starlight_illuminance += illuminance;
}
// Unload star catalog
ctx.resource_manager->unload("stars.csv");
// Allocate stars model
render::model* stars_model = new render::model();
// Get model VBO and VAO
gl::vertex_buffer* vbo = stars_model->get_vertex_buffer();
gl::vertex_array* vao = stars_model->get_vertex_array();
// Resize model VBO and upload vertex data
vbo->resize(star_count * star_vertex_stride, star_vertex_data);
// Free star catalog vertex data
delete[] star_vertex_data;
std::size_t attribute_offset = 0;
// Define position vertex attribute
gl::vertex_attribute position_attribute;
position_attribute.buffer = vbo;
position_attribute.offset = attribute_offset;
position_attribute.stride = star_vertex_stride;
position_attribute.type = gl::vertex_attribute_type::float_32;
position_attribute.components = 3;
attribute_offset += position_attribute.components * sizeof(float);
// Define color vertex attribute
gl::vertex_attribute color_attribute;
color_attribute.buffer = vbo;
color_attribute.offset = attribute_offset;
color_attribute.stride = star_vertex_stride;
color_attribute.type = gl::vertex_attribute_type::float_32;
color_attribute.components = 4;
attribute_offset += color_attribute.components * sizeof(float);
// Bind vertex attributes to VAO
vao->bind(render::vertex_attribute::position, position_attribute);
vao->bind(render::vertex_attribute::color, color_attribute);
// Load star material
render::material* star_material = ctx.resource_manager->load<render::material>("fixed-star.mtl");
// Create model group
render::model_group* stars_model_group = stars_model->add_group("stars");
stars_model_group->set_material(star_material);
stars_model_group->set_drawing_mode(gl::drawing_mode::points);
stars_model_group->set_start_index(0);
stars_model_group->set_index_count(star_count);
// Pass stars model to sky pass
ctx.sky_pass->set_stars_model(stars_model);
// Pass starlight illuminance to astronomy system
ctx.astronomy_system->set_starlight_illuminance(starlight_illuminance);
ctx.logger->pop_task(EXIT_SUCCESS);
}
void create_sun(game::context& ctx)
{
ctx.logger->push_task("Generating Sun");
try
{
// Create sun entity
entity::archetype* sun_archetype = ctx.resource_manager->load<entity::archetype>("sun.ent");
entity::id sun_eid = sun_archetype->create(*ctx.entity_registry);
ctx.entities["sun"] = sun_eid;
// Create sun directional light scene object
scene::directional_light* sun_light = new scene::directional_light();
sun_light->set_color({0, 0, 0});
sun_light->update_tweens();
// Create sky ambient light scene object
scene::ambient_light* sky_light = new scene::ambient_light();
sky_light->set_color({0, 0, 0});
sky_light->update_tweens();
// Create bounce directional light scene object
scene::directional_light* bounce_light = new scene::directional_light();
bounce_light->set_color({0, 0, 0});
bounce_light->look_at({0, 0, 0}, {0, 1, 0}, {1, 0, 0});
bounce_light->update_tweens();
// Add sun light scene objects to surface scene
ctx.surface_scene->add_object(sun_light);
ctx.surface_scene->add_object(sky_light);
//ctx.surface_scene->add_object(bounce_light);
// Pass direct sun light scene object to shadow map pass and astronomy system
ctx.surface_shadow_map_pass->set_light(sun_light);
ctx.astronomy_system->set_sun_light(sun_light);
ctx.astronomy_system->set_sky_light(sky_light);
ctx.astronomy_system->set_bounce_light(bounce_light);
}
catch (const std::exception&)
{
ctx.logger->pop_task(EXIT_FAILURE);
return;
}
ctx.logger->pop_task(EXIT_SUCCESS);
}
void create_earth_moon_system(game::context& ctx)
{
ctx.logger->push_task("Generating Earth-Moon system");
try
{
// Create Earth-Moon barycenter entity
entity::archetype* em_bary_archetype = ctx.resource_manager->load<entity::archetype>("em-bary.ent");
entity::id em_bary_eid = em_bary_archetype->create(*ctx.entity_registry);
ctx.entities["em_bary"] = em_bary_eid;
// Create Earth
create_earth(ctx);
// Create Moon
create_moon(ctx);
}
catch (const std::exception&)
{
ctx.logger->pop_task(EXIT_FAILURE);
return;
}
ctx.logger->pop_task(EXIT_SUCCESS);
}
void create_earth(game::context& ctx)
{
ctx.logger->push_task("Generating Earth");
try
{
// Create earth entity
entity::archetype* earth_archetype = ctx.resource_manager->load<entity::archetype>("earth.ent");
entity::id earth_eid = earth_archetype->create(*ctx.entity_registry);
ctx.entities["earth"] = earth_eid;
// Assign orbital parent
ctx.entity_registry->get<game::component::orbit>(earth_eid).parent = ctx.entities["em_bary"];
}
catch (const std::exception&)
{
ctx.logger->pop_task(EXIT_FAILURE);
return;
}
ctx.logger->pop_task(EXIT_SUCCESS);
}
void create_moon(game::context& ctx)
{
ctx.logger->push_task("Generating Moon");
try
{
// Create lunar entity
entity::archetype* moon_archetype = ctx.resource_manager->load<entity::archetype>("moon.ent");
entity::id moon_eid = moon_archetype->create(*ctx.entity_registry);
ctx.entities["moon"] = moon_eid;
// Assign orbital parent
ctx.entity_registry->get<game::component::orbit>(moon_eid).parent = ctx.entities["em_bary"];
// Pass moon model to sky pass
ctx.sky_pass->set_moon_model(ctx.resource_manager->load<render::model>("moon.mdl"));
// Create moon directional light scene object
scene::directional_light* moon_light = new scene::directional_light();
moon_light->set_color({0, 0, 0});
moon_light->update_tweens();
// Add moon light scene objects to surface scene
ctx.surface_scene->add_object(moon_light);
// Pass moon light scene object to astronomy system
ctx.astronomy_system->set_moon_light(moon_light);
}
catch (const std::exception&)
{
ctx.logger->pop_task(EXIT_FAILURE);
return;
}
ctx.logger->pop_task(EXIT_SUCCESS);
}
} // namespace world
} // namespace game