/*
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* Copyright (C) 2021 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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#ifndef ANTKEEPER_GAME_CONTEXT_HPP
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#define ANTKEEPER_GAME_CONTEXT_HPP
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#include "utility/fundamental-types.hpp"
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#include "resources/string-table.hpp"
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#include "ecs/entity.hpp"
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#include "ecs/registry.hpp"
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#include "geom/aabb.hpp"
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#include "gl/vertex-array.hpp"
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#include "gl/vertex-buffer.hpp"
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#include "gl/texture-2d.hpp"
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#include "gl/rasterizer.hpp"
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#include "gl/framebuffer.hpp"
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#include "input/control.hpp"
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#include "input/control-set.hpp"
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#include "input/listener.hpp"
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#include "input/mapper.hpp"
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#include "input/event-router.hpp"
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#include <optional>
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#include <entt/entt.hpp>
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#include <fstream>
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#include <string>
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// Forward declarations
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class animator;
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class application;
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class bloom_pass;
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class clear_pass;
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class compositor;
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class config_file;
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class final_pass;
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class material;
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class material_pass;
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class orbit_cam;
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class pheromone_matrix;
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class resource_manager;
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class screen_transition;
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class shadow_map_pass;
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class simple_render_pass;
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class sky_pass;
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class timeline;
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class renderer;
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class outline_pass;
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struct biome;
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template <typename T> class animation;
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template <typename T> class material_property;
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template <typename T> class tween;
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namespace debug
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{
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class cli;
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class logger;
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}
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namespace ecs
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{
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class subterrain_system;
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class terrain_system;
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class vegetation_system;
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class tool_system;
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class ui_system;
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class spatial_system;
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class tracking_system;
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class painting_system;
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class weather_system;
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class astronomy_system;
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class solar_system;
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class behavior_system;
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class collision_system;
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class constraint_system;
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class locomotion_system;
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class control_system;
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class snapping_system;
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class camera_system;
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class nest_system;
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class render_system;
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class samara_system;
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}
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#include "scene/scene.hpp"
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/**
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*
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*/
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struct game_context
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{
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application* app;
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debug::logger* logger;
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std::ofstream log_filestream;
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// Command-line options
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std::optional<std::string> option_biome;
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std::optional<bool> option_continue;
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std::optional<std::string> option_data;
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std::optional<bool> option_fullscreen;
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std::optional<bool> option_new_game;
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std::optional<bool> option_quick_start;
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std::optional<bool> option_reset;
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std::optional<int> option_vsync;
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std::optional<bool> option_windowed;
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// Paths
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std::string data_path;
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std::string config_path;
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std::string mods_path;
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std::string saves_path;
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std::string screenshots_path;
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std::string data_package_path;
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// Config
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config_file* config;
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// Resources
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resource_manager* resource_manager;
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// Localization
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std::string language_code;
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int language_index;
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string_table* string_table;
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string_table_map string_table_map;
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std::unordered_map<std::string, std::string>* strings;
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// Framebuffers
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gl::framebuffer* shadow_map_framebuffer;
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gl::texture_2d* shadow_map_depth_texture;
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gl::framebuffer* framebuffer_hdr;
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gl::texture_2d* framebuffer_hdr_color;
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gl::texture_2d* framebuffer_hdr_depth;
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gl::framebuffer* framebuffer_bloom; // General purpose framebuffer A
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gl::texture_2d* bloom_texture;
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// Rendering
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gl::rasterizer* rasterizer;
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renderer* renderer;
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gl::vertex_buffer* billboard_vbo;
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gl::vertex_array* billboard_vao;
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material* fallback_material;
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material* splash_billboard_material;
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gl::texture_2d** marker_albedo_textures;
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// Compositing
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bloom_pass* overworld_bloom_pass;
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clear_pass* overworld_clear_pass;
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clear_pass* overworld_shadow_map_clear_pass;
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clear_pass* ui_clear_pass;
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clear_pass* underworld_clear_pass;
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final_pass* overworld_final_pass;
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material_pass* overworld_material_pass;
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material_pass* ui_material_pass;
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material_pass* underworld_material_pass;
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outline_pass* overworld_outline_pass;
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shadow_map_pass* overworld_shadow_map_pass;
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simple_render_pass* underworld_final_pass;
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sky_pass* overworld_sky_pass;
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material_property<const gl::texture_2d*>* underground_color_texture_property;
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compositor* overworld_compositor;
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compositor* underworld_compositor;
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compositor* ui_compositor;
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// Scene
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scene::collection* active_scene;
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scene::collection* overworld_scene;
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scene::collection* underworld_scene;
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scene::collection* ui_scene;
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scene::camera* overworld_camera;
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scene::camera* underworld_camera;
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scene::camera* ui_camera;
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scene::directional_light* moon_light;
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scene::point_light* subterrain_light;
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scene::ambient_light* underworld_ambient_light;
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scene::billboard* splash_billboard;
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scene::spotlight* lens_spotlight;
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scene::spotlight* flashlight_spotlight;
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geom::aabb<float> no_cull;
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// Animation
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timeline* timeline;
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animator* animator;
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tween<double>* time_tween;
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tween<float3>* focal_point_tween;
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animation<float>* radial_transition_in;
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animation<float>* radial_transition_out;
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screen_transition* fade_transition;
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screen_transition* radial_transition_inner;
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screen_transition* radial_transition_outer;
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animation<float>* equip_tool_animation;
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animation<float>* unequip_tool_animation;
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// Controls
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input::event_router* input_event_router;
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input::mapper* input_mapper;
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input::listener* input_listener;
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input::control_set* application_controls;
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input::control_set* camera_controls;
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input::control_set* menu_controls;
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input::control* menu_back_control;
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input::control* menu_select_control;
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input::control* screenshot_control;
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input::control* toggle_fullscreen_control;
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// Entities
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ecs::registry* ecs_registry;
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ecs::entity brush_entity;
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ecs::entity flashlight_entity;
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ecs::entity forceps_entity;
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ecs::entity lens_entity;
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ecs::entity marker_entity;
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ecs::entity container_entity;
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ecs::entity twig_entity;
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ecs::entity focal_point_entity;
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// Systems
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ecs::behavior_system* behavior_system;
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ecs::camera_system* camera_system;
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ecs::collision_system* collision_system;
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ecs::constraint_system* constraint_system;
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ecs::control_system* control_system;
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ecs::locomotion_system* locomotion_system;
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ecs::nest_system* nest_system;
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ecs::snapping_system* snapping_system;
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ecs::render_system* render_system;
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ecs::samara_system* samara_system;
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ecs::subterrain_system* subterrain_system;
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ecs::terrain_system* terrain_system;
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ecs::tool_system* tool_system;
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ecs::ui_system* ui_system;
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ecs::vegetation_system* vegetation_system;
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ecs::spatial_system* spatial_system;
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ecs::tracking_system* tracking_system;
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ecs::painting_system* painting_system;
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ecs::weather_system* weather_system;
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ecs::astronomy_system* astronomy_system;
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ecs::solar_system* solar_system;
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// Game
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biome* biome;
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// Debug
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debug::cli* cli;
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// Misc
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pheromone_matrix* pheromones;
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};
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#endif // ANTKEEPER_GAME_CONTEXT_HPP
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