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/*
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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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#include "game/state/boot.hpp"
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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 "application.hpp"
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#include "debug/cli.hpp"
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#include "debug/console-commands.hpp"
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#include "debug/logger.hpp"
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#include "game/context.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 "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/material-pass.hpp"
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#include "render/passes/outline-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/passes/simple-pass.hpp"
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#include "render/vertex-attribute.hpp"
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#include "render/compositor.hpp"
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#include "render/renderer.hpp"
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#include "resources/resource-manager.hpp"
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#include "resources/file-buffer.hpp"
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#include "scene/scene.hpp"
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#include "game/state/splash.hpp"
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#include "entity/systems/behavior.hpp"
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#include "entity/systems/camera.hpp"
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#include "entity/systems/collision.hpp"
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#include "entity/systems/constraint.hpp"
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#include "entity/systems/locomotion.hpp"
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#include "entity/systems/snapping.hpp"
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#include "entity/systems/render.hpp"
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#include "entity/systems/samara.hpp"
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#include "entity/systems/subterrain.hpp"
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#include "entity/systems/terrain.hpp"
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#include "entity/systems/vegetation.hpp"
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#include "entity/systems/spatial.hpp"
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#include "entity/systems/painting.hpp"
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#include "entity/systems/astronomy.hpp"
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#include "entity/systems/blackbody.hpp"
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#include "entity/systems/atmosphere.hpp"
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#include "entity/systems/orbit.hpp"
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#include "entity/systems/proteome.hpp"
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#include "entity/commands.hpp"
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#include "utility/paths.hpp"
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#include "event/event-dispatcher.hpp"
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#include "input/event-router.hpp"
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#include "input/mapper.hpp"
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#include "input/listener.hpp"
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#include "input/gamepad.hpp"
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#include "input/mouse.hpp"
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#include "input/keyboard.hpp"
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#include "configuration.hpp"
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#include "input/scancode.hpp"
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#include "game/fonts.hpp"
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#include "game/controls.hpp"
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#include "game/save.hpp"
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#include "game/menu.hpp"
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#include "game/graphics.hpp"
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#include "utility/timestamp.hpp"
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#include <cxxopts.hpp>
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#include <entt/entt.hpp>
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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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#include <execution>
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#include <algorithm>
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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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// Allocate application
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ctx.app = new application();
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// Get application logger
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ctx.logger = ctx.app->get_logger();
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// Boot process
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ctx.logger->push_task("Entering boot state");
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try
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{
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// Parse command line options
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parse_options(argc, argv);
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setup_resources();
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load_config();
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load_strings();
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setup_window();
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setup_rendering();
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setup_sound();
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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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}
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catch (const std::exception& e)
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{
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ctx.logger->error("Caught exception: \"" + std::string(e.what()) + "\"");
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ctx.logger->pop_task(EXIT_FAILURE);
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return;
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}
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ctx.logger->pop_task(EXIT_SUCCESS);
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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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loop();
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}
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boot::~boot()
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{
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ctx.logger->push_task("Exiting boot state");
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// Close application
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delete ctx.app;
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ctx.app = nullptr;
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ctx.logger->pop_task(EXIT_SUCCESS);
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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::logger* logger = ctx.logger;
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logger->push_task("Parsing command line options");
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try
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{
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cxxopts::Options options("Antkeeper", "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", "Restores all settings to default")
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("v,vsync", "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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option_continue = true;
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// --data
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if (result.count("data"))
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option_data = result["data"].as<std::string>();
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// --fullscreen
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if (result.count("fullscreen"))
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option_fullscreen = true;
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// --new-game
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if (result.count("new-game"))
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option_new_game = true;
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// --quick-start
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if (result.count("quick-start"))
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option_quick_start = true;
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// --reset
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if (result.count("reset"))
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option_reset = true;
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// --vsync
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if (result.count("vsync"))
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option_v_sync = (result["vsync"].as<int>()) ? true : false;
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// --windowed
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if (result.count("windowed"))
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option_windowed = true;
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}
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catch (const std::exception& e)
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{
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logger->error("Exception caught: \"" + std::string(e.what()) + "\"");
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logger->pop_task(EXIT_FAILURE);
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return;
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}
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logger->pop_task(EXIT_SUCCESS);
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}
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void boot::setup_resources()
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{
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debug::logger* logger = ctx.logger;
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// Setup resource manager
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ctx.resource_manager = new resource_manager(logger);
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// Determine application name
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std::string application_name;
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#if defined(_WIN32) || defined(__APPLE__)
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application_name = "Antkeeper";
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#else
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application_name = "antkeeper";
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#endif
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// Detect paths
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ctx.data_path = get_data_path(application_name);
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ctx.config_path = get_config_path(application_name);
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ctx.mods_path = ctx.config_path / "mods";
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ctx.saves_path = ctx.config_path / "saves";
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ctx.screenshots_path = ctx.config_path / "gallery";
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ctx.controls_path = ctx.config_path / "controls";
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// Log resource paths
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logger->log("Detected data path as \"" + ctx.data_path.string());
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logger->log("Detected config path as \"" + ctx.config_path.string());
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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.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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logger->push_task("Creating directory \"" + path.string());
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if (std::filesystem::create_directories(path))
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{
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logger->pop_task(EXIT_SUCCESS);
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}
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else
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{
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logger->pop_task(EXIT_FAILURE);
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}
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}
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}
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// Redirect logger output to log file on non-debug builds
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#if defined(NDEBUG)
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std::filesystem::path log_path = ctx.config_path / "log.txt";
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ctx.log_filestream.open(log_path);
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ctx.log_filestream << logger->get_history();
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logger->redirect(&ctx.log_filestream);
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#endif
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// Scan for mods
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std::vector<std::filesystem::path> mod_paths;
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for (const auto& directory_entry: std::filesystem::directory_iterator(ctx.mods_path))
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{
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if (directory_entry.is_directory())
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mod_paths.push_back(directory_entry.path());
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}
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// Determine data package path
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if (option_data.has_value())
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{
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ctx.data_package_path = std::filesystem::path(option_data.value());
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if (ctx.data_package_path.is_relative())
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ctx.data_package_path = ctx.data_path / ctx.data_package_path;
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}
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else
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{
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ctx.data_package_path = ctx.data_path / "data.zip";
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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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ctx.resource_manager->mount((ctx.mods_path / mod_path).string());
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// Mount config path
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ctx.resource_manager->mount(ctx.config_path.string());
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// Mount data package
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ctx.resource_manager->mount(ctx.data_package_path.string());
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// Include resource search paths in order of priority
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ctx.resource_manager->include("/shaders/");
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ctx.resource_manager->include("/models/");
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ctx.resource_manager->include("/images/");
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ctx.resource_manager->include("/textures/");
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ctx.resource_manager->include("/materials/");
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ctx.resource_manager->include("/entities/");
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ctx.resource_manager->include("/behaviors/");
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ctx.resource_manager->include("/controls/");
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ctx.resource_manager->include("/localization/");
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ctx.resource_manager->include("/localization/fonts/");
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ctx.resource_manager->include("/biomes/");
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ctx.resource_manager->include("/traits/");
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ctx.resource_manager->include("/");
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}
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void boot::load_config()
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{
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debug::logger* logger = ctx.logger;
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logger->push_task("Loading config");
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// Load config file
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ctx.config = ctx.resource_manager->load<json>("config.json");
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if (!ctx.config)
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{
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logger->pop_task(EXIT_FAILURE);
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return;
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}
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logger->pop_task(EXIT_SUCCESS);
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}
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void boot::load_strings()
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{
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debug::logger* logger = ctx.logger;
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logger->push_task("Loading strings");
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ctx.string_table = ctx.resource_manager->load<string_table>("strings.csv");
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build_string_table_map(&ctx.string_table_map, *ctx.string_table);
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ctx.language_code = (*ctx.config)["language"].get<std::string>();
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ctx.language_index = -1;
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for (int i = 2; i < (*ctx.string_table)[0].size(); ++i)
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{
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if ((*ctx.string_table)[0][i] == ctx.language_code)
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ctx.language_index = i - 2;
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}
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ctx.language_count = (*ctx.string_table)[0].size() - 2;
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logger->log("language count: " + std::to_string(ctx.language_count));
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logger->log("language index: " + std::to_string(ctx.language_index));
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logger->log("language code: " + ctx.language_code);
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ctx.strings = &ctx.string_table_map[ctx.language_code];
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logger->pop_task(EXIT_SUCCESS);
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}
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void boot::setup_window()
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{
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debug::logger* logger = ctx.logger;
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logger->push_task("Setting up window");
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application* app = ctx.app;
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json* config = ctx.config;
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// Set fullscreen or windowed mode
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bool fullscreen = true;
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if (option_fullscreen.has_value())
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fullscreen = true;
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else if (option_windowed.has_value())
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fullscreen = false;
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else if (config->contains("fullscreen"))
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fullscreen = (*config)["fullscreen"].get<bool>();
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app->set_fullscreen(fullscreen);
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// Set resolution
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const auto& display_dimensions = ctx.app->get_display_dimensions();
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int2 resolution = {display_dimensions[0], display_dimensions[1]};
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if (fullscreen)
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{
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if (config->contains("fullscreen_resolution"))
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{
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resolution.x = (*config)["fullscreen_resolution"][0].get<int>();
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resolution.y = (*config)["fullscreen_resolution"][1].get<int>();
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}
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}
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else
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{
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if (config->contains("windowed_resolution"))
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{
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resolution.x = (*config)["windowed_resolution"][0].get<int>();
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resolution.y = (*config)["windowed_resolution"][1].get<int>();
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}
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}
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app->resize_window(resolution.x, resolution.y);
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// Set v-sync
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bool v_sync = true;
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if (option_v_sync.has_value())
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v_sync = (option_v_sync.value() != 0);
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else if (config->contains("v_sync"))
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v_sync = (*config)["v_sync"].get<bool>();
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app->set_v_sync(v_sync);
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// Set title
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app->set_title((*ctx.strings)["application_title"]);
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// Show window
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ctx.app->get_rasterizer()->set_clear_color(0.0f, 0.0f, 0.0f, 1.0f);
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ctx.app->get_rasterizer()->clear_framebuffer(true, false, false);
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app->show_window();
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ctx.app->swap_buffers();
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logger->pop_task(EXIT_SUCCESS);
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}
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void boot::setup_rendering()
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{
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debug::logger* logger = ctx.logger;
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logger->push_task("Setting up rendering");
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// Get rasterizer from application
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ctx.rasterizer = ctx.app->get_rasterizer();
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// Create framebuffers
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game::graphics::create_framebuffers(ctx);
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// Load blue noise texture
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gl::texture_2d* blue_noise_map = ctx.resource_manager->load<gl::texture_2d>("blue-noise.tex");
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// Load fallback material
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ctx.fallback_material = ctx.resource_manager->load<render::material>("fallback.mtl");
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// Setup common render passes
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{
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ctx.common_bloom_pass = new render::bloom_pass(ctx.rasterizer, ctx.bloom_framebuffer, ctx.resource_manager);
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ctx.common_bloom_pass->set_source_texture(ctx.hdr_color_texture);
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ctx.common_bloom_pass->set_brightness_threshold(1.0f);
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ctx.common_bloom_pass->set_blur_iterations(5);
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ctx.common_final_pass = new render::final_pass(ctx.rasterizer, &ctx.rasterizer->get_default_framebuffer(), ctx.resource_manager);
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ctx.common_final_pass->set_color_texture(ctx.hdr_color_texture);
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ctx.common_final_pass->set_bloom_texture(ctx.bloom_color_texture);
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ctx.common_final_pass->set_blue_noise_texture(blue_noise_map);
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}
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// Setup UI compositor
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{
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ctx.ui_clear_pass = new render::clear_pass(ctx.rasterizer, &ctx.rasterizer->get_default_framebuffer());
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ctx.ui_clear_pass->set_cleared_buffers(false, true, false);
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ctx.ui_clear_pass->set_clear_depth(0.0f);
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ctx.ui_material_pass = new render::material_pass(ctx.rasterizer, &ctx.rasterizer->get_default_framebuffer(), ctx.resource_manager);
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ctx.ui_material_pass->set_fallback_material(ctx.fallback_material);
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ctx.ui_compositor = new render::compositor();
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ctx.ui_compositor->add_pass(ctx.ui_clear_pass);
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ctx.ui_compositor->add_pass(ctx.ui_material_pass);
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}
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// Setup underground compositor
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{
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ctx.underground_clear_pass = new render::clear_pass(ctx.rasterizer, ctx.hdr_framebuffer);
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ctx.underground_clear_pass->set_cleared_buffers(true, true, false);
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ctx.underground_clear_pass->set_clear_color({1, 0, 1, 0});
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ctx.underground_clear_pass->set_clear_depth(0.0f);
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ctx.underground_material_pass = new render::material_pass(ctx.rasterizer, ctx.hdr_framebuffer, ctx.resource_manager);
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ctx.underground_material_pass->set_fallback_material(ctx.fallback_material);
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ctx.app->get_event_dispatcher()->subscribe<mouse_moved_event>(ctx.underground_material_pass);
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ctx.underground_compositor = new render::compositor();
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ctx.underground_compositor->add_pass(ctx.underground_clear_pass);
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ctx.underground_compositor->add_pass(ctx.underground_material_pass);
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ctx.underground_compositor->add_pass(ctx.common_bloom_pass);
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ctx.underground_compositor->add_pass(ctx.common_final_pass);
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}
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// Setup surface compositor
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{
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|
ctx.surface_shadow_map_clear_pass = new render::clear_pass(ctx.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.rasterizer, ctx.shadow_map_framebuffer, ctx.resource_manager);
|
|
ctx.surface_shadow_map_pass->set_split_scheme_weight(0.75f);
|
|
|
|
ctx.surface_clear_pass = new render::clear_pass(ctx.rasterizer, ctx.hdr_framebuffer);
|
|
ctx.surface_clear_pass->set_cleared_buffers(true, true, true);
|
|
ctx.surface_clear_pass->set_clear_depth(0.0f);
|
|
|
|
ctx.surface_sky_pass = new render::sky_pass(ctx.rasterizer, ctx.hdr_framebuffer, ctx.resource_manager);
|
|
ctx.app->get_event_dispatcher()->subscribe<mouse_moved_event>(ctx.surface_sky_pass);
|
|
|
|
ctx.surface_material_pass = new render::material_pass(ctx.rasterizer, ctx.hdr_framebuffer, ctx.resource_manager);
|
|
ctx.surface_material_pass->set_fallback_material(ctx.fallback_material);
|
|
ctx.surface_material_pass->shadow_map_pass = ctx.surface_shadow_map_pass;
|
|
ctx.surface_material_pass->shadow_map = ctx.shadow_map_depth_texture;
|
|
ctx.app->get_event_dispatcher()->subscribe<mouse_moved_event>(ctx.surface_material_pass);
|
|
|
|
ctx.surface_outline_pass = new render::outline_pass(ctx.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.surface_sky_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.common_bloom_pass);
|
|
ctx.surface_compositor->add_pass(ctx.common_final_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);
|
|
|
|
logger->pop_task(EXIT_SUCCESS);
|
|
}
|
|
|
|
void boot::setup_sound()
|
|
{
|
|
debug::logger* logger = ctx.logger;
|
|
logger->push_task("Setting up sound");
|
|
|
|
// Load master volume config
|
|
ctx.master_volume = 1.0f;
|
|
if (ctx.config->contains("master_volume"))
|
|
ctx.master_volume = (*ctx.config)["master_volume"].get<float>();
|
|
|
|
// Load ambience volume config
|
|
ctx.ambience_volume = 1.0f;
|
|
if (ctx.config->contains("ambience_volume"))
|
|
ctx.ambience_volume = (*ctx.config)["ambience_volume"].get<float>();
|
|
|
|
// Load effects volume config
|
|
ctx.effects_volume = 1.0f;
|
|
if (ctx.config->contains("effects_volume"))
|
|
ctx.effects_volume = (*ctx.config)["effects_volume"].get<float>();
|
|
|
|
// Load mono audio config
|
|
ctx.mono_audio = false;
|
|
if (ctx.config->contains("mono_audio"))
|
|
ctx.mono_audio = (*ctx.config)["mono_audio"].get<bool>();
|
|
|
|
// Load captions config
|
|
ctx.captions = false;
|
|
if (ctx.config->contains("captions"))
|
|
ctx.captions = (*ctx.config)["captions"].get<bool>();
|
|
|
|
// Load captions size config
|
|
ctx.captions_size = 1.0f;
|
|
if (ctx.config->contains("captions_size"))
|
|
ctx.captions_size = (*ctx.config)["captions_size"].get<float>();
|
|
|
|
logger->pop_task(EXIT_SUCCESS);
|
|
}
|
|
|
|
void boot::setup_scenes()
|
|
{
|
|
debug::logger* logger = ctx.logger;
|
|
logger->push_task("Setting up scenes");
|
|
|
|
// Get default framebuffer
|
|
const auto& viewport_dimensions = ctx.rasterizer->get_default_framebuffer().get_dimensions();
|
|
const float viewport_aspect_ratio = static_cast<float>(viewport_dimensions[0]) / static_cast<float>(viewport_dimensions[1]);
|
|
|
|
// Setup UI camera
|
|
ctx.ui_camera = new scene::camera();
|
|
ctx.ui_camera->set_compositor(ctx.ui_compositor);
|
|
auto viewport = ctx.app->get_viewport_dimensions();
|
|
float clip_left = -viewport[0] * 0.5f;
|
|
float clip_right = viewport[0] * 0.5f;
|
|
float clip_top = -viewport[1] * 0.5f;
|
|
float clip_bottom = viewport[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, 1000.0f);
|
|
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_flags(MATERIAL_FLAG_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_dimensions[0] * 0.5f, (float)viewport_dimensions[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_flags(MATERIAL_FLAG_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_dimensions[0] * 0.5f, (float)viewport_dimensions[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_ambient_light = new scene::ambient_light();
|
|
ctx.underground_ambient_light->set_color({1, 1, 1});
|
|
ctx.underground_ambient_light->set_intensity(0.1f);
|
|
ctx.underground_ambient_light->update_tweens();
|
|
|
|
ctx.flashlight_spot_light = new scene::spot_light();
|
|
ctx.flashlight_spot_light->set_color({1, 1, 1});
|
|
ctx.flashlight_spot_light->set_intensity(1.0f);
|
|
ctx.flashlight_spot_light->set_attenuation({1.0f, 0.0f, 0.0f});
|
|
ctx.flashlight_spot_light->set_cutoff({math::radians(10.0f), math::radians(19.0f)});
|
|
|
|
ctx.underground_scene->add_object(ctx.underground_camera);
|
|
ctx.underground_scene->add_object(ctx.underground_ambient_light);
|
|
//ctx.underground_scene->add_object(ctx.flashlight_spot_light);
|
|
}
|
|
|
|
// Setup surface scene
|
|
{
|
|
ctx.surface_scene = new scene::collection();
|
|
ctx.surface_scene->add_object(ctx.surface_camera);
|
|
}
|
|
|
|
// Clear active scene
|
|
ctx.active_scene = nullptr;
|
|
|
|
logger->pop_task(EXIT_SUCCESS);
|
|
}
|
|
|
|
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({game::menu::fade_in_duration, game::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, game::menu::bg_opacity});
|
|
channel->insert_keyframe({game::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()
|
|
{
|
|
event_dispatcher* event_dispatcher = ctx.app->get_event_dispatcher();
|
|
|
|
const auto& viewport_dimensions = ctx.app->get_viewport_dimensions();
|
|
float4 viewport = {0.0f, 0.0f, static_cast<float>(viewport_dimensions[0]), static_cast<float>(viewport_dimensions[1])};
|
|
|
|
// RGB wavelengths determined by matching wavelengths to XYZ, transforming XYZ to ACEScg, then selecting the max wavelengths for R, G, and B.
|
|
const double3 rgb_wavelengths_nm = {602.224, 541.069, 448.143};
|
|
|
|
// Setup terrain system
|
|
ctx.terrain_system = new entity::system::terrain(*ctx.entity_registry);
|
|
ctx.terrain_system->set_patch_subdivisions(30);
|
|
ctx.terrain_system->set_patch_scene_collection(ctx.surface_scene);
|
|
ctx.terrain_system->set_max_error(200.0);
|
|
|
|
// Setup vegetation system
|
|
//ctx.vegetation_system = new entity::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 entity::system::camera(*ctx.entity_registry);
|
|
ctx.camera_system->set_viewport(viewport);
|
|
event_dispatcher->subscribe<window_resized_event>(ctx.camera_system);
|
|
|
|
// Setup subterrain system
|
|
ctx.subterrain_system = new entity::system::subterrain(*ctx.entity_registry, ctx.resource_manager);
|
|
ctx.subterrain_system->set_scene(ctx.underground_scene);
|
|
|
|
// Setup collision system
|
|
ctx.collision_system = new entity::system::collision(*ctx.entity_registry);
|
|
|
|
// Setup samara system
|
|
ctx.samara_system = new entity::system::samara(*ctx.entity_registry);
|
|
|
|
// Setup snapping system
|
|
ctx.snapping_system = new entity::system::snapping(*ctx.entity_registry);
|
|
|
|
// Setup behavior system
|
|
ctx.behavior_system = new entity::system::behavior(*ctx.entity_registry);
|
|
|
|
// Setup locomotion system
|
|
ctx.locomotion_system = new entity::system::locomotion(*ctx.entity_registry);
|
|
|
|
// Setup spatial system
|
|
ctx.spatial_system = new entity::system::spatial(*ctx.entity_registry);
|
|
|
|
// Setup constraint system
|
|
ctx.constraint_system = new entity::system::constraint(*ctx.entity_registry);
|
|
|
|
// Setup painting system
|
|
ctx.painting_system = new entity::system::painting(*ctx.entity_registry, event_dispatcher, ctx.resource_manager);
|
|
ctx.painting_system->set_scene(ctx.surface_scene);
|
|
|
|
// Setup orbit system
|
|
ctx.orbit_system = new entity::system::orbit(*ctx.entity_registry);
|
|
|
|
// Setup blackbody system
|
|
ctx.blackbody_system = new entity::system::blackbody(*ctx.entity_registry);
|
|
ctx.blackbody_system->set_rgb_wavelengths(rgb_wavelengths_nm);
|
|
|
|
// Setup atmosphere system
|
|
ctx.atmosphere_system = new entity::system::atmosphere(*ctx.entity_registry);
|
|
ctx.atmosphere_system->set_rgb_wavelengths(rgb_wavelengths_nm);
|
|
|
|
// Setup astronomy system
|
|
ctx.astronomy_system = new entity::system::astronomy(*ctx.entity_registry);
|
|
ctx.astronomy_system->set_sky_pass(ctx.surface_sky_pass);
|
|
|
|
// Setup proteome system
|
|
ctx.proteome_system = new entity::system::proteome(*ctx.entity_registry);
|
|
|
|
// Setup render system
|
|
ctx.render_system = new entity::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()
|
|
{
|
|
event_dispatcher* event_dispatcher = ctx.app->get_event_dispatcher();
|
|
|
|
// Setup input event routing
|
|
ctx.input_event_router = new input::event_router();
|
|
ctx.input_event_router->set_event_dispatcher(event_dispatcher);
|
|
|
|
// Setup input mapper
|
|
ctx.input_mapper = new input::mapper();
|
|
ctx.input_mapper->set_event_dispatcher(event_dispatcher);
|
|
|
|
// Setup input listener
|
|
ctx.input_listener = new input::listener();
|
|
ctx.input_listener->set_event_dispatcher(event_dispatcher);
|
|
|
|
// Load SDL game controller mappings database
|
|
ctx.logger->push_task("Loading SDL game controller mappings from database");
|
|
file_buffer* game_controller_db = ctx.resource_manager->load<file_buffer>("gamecontrollerdb.txt");
|
|
if (!game_controller_db)
|
|
{
|
|
ctx.logger->pop_task(EXIT_FAILURE);
|
|
}
|
|
else
|
|
{
|
|
ctx.app->add_game_controller_mappings(game_controller_db->data(), game_controller_db->size());
|
|
ctx.resource_manager->unload("gamecontrollerdb.txt");
|
|
ctx.logger->pop_task(EXIT_SUCCESS);
|
|
}
|
|
|
|
// Load controls
|
|
ctx.logger->push_task("Loading controls");
|
|
try
|
|
{
|
|
// If a control profile is set in the config file
|
|
if (ctx.config->contains("control_profile"))
|
|
{
|
|
// Load control profile
|
|
json* profile = ctx.resource_manager->load<json>((*ctx.config)["control_profile"].get<std::string>());
|
|
|
|
// Apply control profile
|
|
if (profile)
|
|
{
|
|
game::apply_control_profile(ctx, *profile);
|
|
}
|
|
}
|
|
|
|
// Calibrate gamepads
|
|
for (input::gamepad* gamepad: ctx.app->get_gamepads())
|
|
{
|
|
ctx.logger->push_task("Loading calibration for gamepad " + gamepad->get_guid());
|
|
json* calibration = game::load_gamepad_calibration(ctx, *gamepad);
|
|
if (!calibration)
|
|
{
|
|
ctx.logger->pop_task(EXIT_FAILURE);
|
|
|
|
ctx.logger->push_task("Generating default calibration for gamepad " + gamepad->get_guid());
|
|
json default_calibration = game::default_gamepad_calibration();
|
|
apply_gamepad_calibration(*gamepad, default_calibration);
|
|
|
|
if (!save_gamepad_calibration(ctx, *gamepad, default_calibration))
|
|
ctx.logger->pop_task(EXIT_FAILURE);
|
|
else
|
|
ctx.logger->pop_task(EXIT_SUCCESS);
|
|
}
|
|
else
|
|
{
|
|
ctx.logger->pop_task(EXIT_SUCCESS);
|
|
apply_gamepad_calibration(*gamepad, *calibration);
|
|
}
|
|
}
|
|
|
|
// Toggle fullscreen
|
|
ctx.controls["toggle_fullscreen"]->set_activated_callback
|
|
(
|
|
[&ctx = this->ctx]()
|
|
{
|
|
bool fullscreen = !ctx.app->is_fullscreen();
|
|
|
|
ctx.app->set_fullscreen(fullscreen);
|
|
|
|
if (!fullscreen)
|
|
{
|
|
int2 resolution;
|
|
resolution.x = (*ctx.config)["windowed_resolution"][0].get<int>();
|
|
resolution.y = (*ctx.config)["windowed_resolution"][1].get<int>();
|
|
|
|
ctx.app->resize_window(resolution.x, resolution.y);
|
|
}
|
|
|
|
// Save display mode config
|
|
(*ctx.config)["fullscreen"] = fullscreen;
|
|
game::save_config(ctx);
|
|
}
|
|
);
|
|
|
|
// Screenshot
|
|
ctx.controls["screenshot"]->set_activated_callback(std::bind(game::graphics::save_screenshot, std::ref(ctx)));
|
|
|
|
// Set activation threshold for menu navigation controls to mitigate drifting gamepad axes
|
|
const float menu_activation_threshold = 0.1f;
|
|
ctx.controls["menu_up"]->set_activation_threshold(menu_activation_threshold);
|
|
ctx.controls["menu_down"]->set_activation_threshold(menu_activation_threshold);
|
|
ctx.controls["menu_left"]->set_activation_threshold(menu_activation_threshold);
|
|
ctx.controls["menu_right"]->set_activation_threshold(menu_activation_threshold);
|
|
}
|
|
catch (...)
|
|
{
|
|
ctx.logger->pop_task(EXIT_FAILURE);
|
|
}
|
|
ctx.logger->pop_task(EXIT_SUCCESS);
|
|
}
|
|
|
|
void boot::setup_ui()
|
|
{
|
|
// Load font size config
|
|
ctx.font_size = 1.0f;
|
|
if (ctx.config->contains("font_size"))
|
|
ctx.font_size = (*ctx.config)["font_size"].get<float>();
|
|
|
|
// Load dyslexia font config
|
|
ctx.dyslexia_font = false;
|
|
if (ctx.config->contains("dyslexia_font"))
|
|
ctx.dyslexia_font = (*ctx.config)["dyslexia_font"].get<bool>();
|
|
|
|
// Load fonts
|
|
ctx.logger->push_task("Loading fonts");
|
|
try
|
|
{
|
|
game::load_fonts(ctx);
|
|
}
|
|
catch (...)
|
|
{
|
|
ctx.logger->pop_task(EXIT_FAILURE);
|
|
}
|
|
ctx.logger->pop_task(EXIT_SUCCESS);
|
|
|
|
// Construct mouse tracker
|
|
ctx.menu_mouse_tracker = new ui::mouse_tracker();
|
|
ctx.app->get_event_dispatcher()->subscribe<mouse_moved_event>(ctx.menu_mouse_tracker);
|
|
ctx.app->get_event_dispatcher()->subscribe<mouse_button_pressed_event>(ctx.menu_mouse_tracker);
|
|
ctx.app->get_event_dispatcher()->subscribe<mouse_button_released_event>(ctx.menu_mouse_tracker);
|
|
ctx.app->get_event_dispatcher()->subscribe<mouse_wheel_scrolled_event>(ctx.menu_mouse_tracker);
|
|
}
|
|
|
|
void boot::setup_debugging()
|
|
{
|
|
// Setup performance sampling
|
|
ctx.performance_sampler.set_sample_size(15);
|
|
|
|
ctx.cli = new debug::cli();
|
|
ctx.cli->register_command("echo", debug::cc::echo);
|
|
ctx.cli->register_command("exit", std::function<std::string()>(std::bind(&debug::cc::exit, &ctx)));
|
|
ctx.cli->register_command("scrot", std::function<std::string()>(std::bind(&debug::cc::scrot, &ctx)));
|
|
ctx.cli->register_command("cue", std::function<std::string(float, std::string)>(std::bind(&debug::cc::cue, &ctx, std::placeholders::_1, std::placeholders::_2)));
|
|
//std::string cmd = "cue 20 exit";
|
|
//logger->log(cmd);
|
|
//logger->log(cli.interpret(cmd));
|
|
}
|
|
|
|
void boot::setup_loop()
|
|
{
|
|
// Set update rate
|
|
if (ctx.config->contains("update_rate"))
|
|
{
|
|
ctx.loop.set_update_rate((*ctx.config)["update_rate"].get<double>());
|
|
}
|
|
|
|
// Set update callback
|
|
ctx.loop.set_update_callback
|
|
(
|
|
[&ctx = this->ctx](double t, double dt)
|
|
{
|
|
// Update tweens
|
|
ctx.surface_sky_pass->update_tweens();
|
|
ctx.surface_scene->update_tweens();
|
|
ctx.underground_scene->update_tweens();
|
|
ctx.ui_scene->update_tweens();
|
|
|
|
// Process events
|
|
ctx.app->process_events();
|
|
ctx.app->get_event_dispatcher()->update(t);
|
|
|
|
// Update controls
|
|
for (const auto& control: ctx.controls)
|
|
control.second->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.snapping_system->update(t, dt);
|
|
ctx.subterrain_system->update(t, dt);
|
|
ctx.collision_system->update(t, dt);
|
|
ctx.samara_system->update(t, dt);
|
|
ctx.behavior_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.spatial_system->update(t, dt);
|
|
ctx.constraint_system->update(t, dt);
|
|
ctx.painting_system->update(t, dt);
|
|
ctx.proteome_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.app->swap_buffers();
|
|
}
|
|
);
|
|
}
|
|
|
|
void boot::loop()
|
|
{
|
|
while (!ctx.app->was_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();
|
|
}
|
|
|
|
} // namespace state
|
|
} // namespace game
|