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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/world.hpp"
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#include "scene/text.hpp"
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#include "physics/light/vmag.hpp"
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#include "color/color.hpp"
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#include "entity/components/atmosphere.hpp"
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#include "entity/components/blackbody.hpp"
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#include "entity/components/celestial-body.hpp"
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#include "entity/components/orbit.hpp"
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#include "entity/components/terrain.hpp"
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#include "entity/components/transform.hpp"
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#include "entity/systems/astronomy.hpp"
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#include "entity/systems/orbit.hpp"
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#include "entity/commands.hpp"
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#include "entity/archetype.hpp"
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#include "geom/spherical.hpp"
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#include "gl/drawing-mode.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 "physics/light/photometry.hpp"
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#include "physics/orbit/orbit.hpp"
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#include "physics/orbit/ephemeris.hpp"
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#include "render/material.hpp"
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#include "render/model.hpp"
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#include "render/passes/shadow-map-pass.hpp"
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#include "render/vertex-attribute.hpp"
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#include "resources/resource-manager.hpp"
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#include "scene/ambient-light.hpp"
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#include "scene/directional-light.hpp"
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#include "gl/texture-wrapping.hpp"
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#include "gl/texture-filter.hpp"
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#include "render/material-flags.hpp"
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#include "config.hpp"
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#include <iostream>
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namespace game {
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namespace world {
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void load_ephemeris(game::context& ctx)
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{
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// Load ephemeris
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ctx.orbit_system->set_ephemeris(ctx.resource_manager->load<physics::orbit::ephemeris<double>>("de421.eph"));
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}
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void create_stars(game::context& ctx)
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{
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// Load star catalog
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string_table* star_catalog = ctx.resource_manager->load<string_table>("stars.csv");
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// Allocate star catalog vertex data
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std::size_t star_count = 0;
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if (star_catalog->size() > 0)
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star_count = star_catalog->size() - 1;
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std::size_t star_vertex_size = 7;
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std::size_t star_vertex_stride = star_vertex_size * sizeof(float);
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float* star_vertex_data = new float[star_count * star_vertex_size];
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float* star_vertex = star_vertex_data;
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double starlight_illuminance = 0.0;
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// Build star catalog vertex data
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for (std::size_t i = 1; i < star_catalog->size(); ++i)
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{
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const string_table_row& catalog_row = (*star_catalog)[i];
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double ra = 0.0;
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double dec = 0.0;
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double vmag = 0.0;
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double bv_color = 0.0;
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// Parse star catalog entry
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try
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{
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ra = std::stod(catalog_row[1]);
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dec = std::stod(catalog_row[2]);
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vmag = std::stod(catalog_row[3]);
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bv_color = std::stod(catalog_row[4]);
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}
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catch (const std::exception&)
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{
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continue;
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}
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starlight_illuminance += physics::light::vmag::to_illuminance(vmag);
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// Convert right ascension and declination from degrees to radians
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ra = math::wrap_radians(math::radians(ra));
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dec = math::wrap_radians(math::radians(dec));
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// Convert ICRF coordinates from spherical to Cartesian
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double3 position = physics::orbit::frame::bci::cartesian(double3{1.0, dec, ra});
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// Convert color index to color temperature
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double cct = color::index::bv_to_cct(bv_color);
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// Calculate XYZ color from color temperature
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double3 color_xyz = color::cct::to_xyz(cct);
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// Transform XYZ color to ACEScg colorspace
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double3 color_acescg = color::xyz::to_acescg(color_xyz);
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// Convert apparent magnitude to brightness factor relative to a 0th magnitude star
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double brightness = physics::light::vmag::to_brightness(vmag);
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// Scale color by relative brightness
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double3 scaled_color = color_acescg * brightness;
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// Build vertex
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*(star_vertex++) = static_cast<float>(position.x);
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*(star_vertex++) = static_cast<float>(position.y);
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*(star_vertex++) = static_cast<float>(position.z);
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*(star_vertex++) = static_cast<float>(scaled_color.x);
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*(star_vertex++) = static_cast<float>(scaled_color.y);
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*(star_vertex++) = static_cast<float>(scaled_color.z);
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*(star_vertex++) = static_cast<float>(brightness);
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}
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std::cout << "TOTAL STARLIGHT: " << starlight_illuminance << std::endl;
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// Unload star catalog
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ctx.resource_manager->unload("stars.csv");
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// Allocate stars model
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render::model* stars_model = new render::model();
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// Get model VBO and VAO
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gl::vertex_buffer* vbo = stars_model->get_vertex_buffer();
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gl::vertex_array* vao = stars_model->get_vertex_array();
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// Resize model VBO and upload vertex data
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vbo->resize(star_count * star_vertex_stride, star_vertex_data);
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// Free star catalog vertex data
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delete[] star_vertex_data;
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std::size_t attribute_offset = 0;
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// Define position vertex attribute
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gl::vertex_attribute position_attribute;
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position_attribute.buffer = vbo;
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position_attribute.offset = attribute_offset;
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position_attribute.stride = star_vertex_stride;
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position_attribute.type = gl::vertex_attribute_type::float_32;
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position_attribute.components = 3;
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attribute_offset += position_attribute.components * sizeof(float);
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// Define color vertex attribute
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gl::vertex_attribute color_attribute;
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color_attribute.buffer = vbo;
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color_attribute.offset = attribute_offset;
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color_attribute.stride = star_vertex_stride;
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color_attribute.type = gl::vertex_attribute_type::float_32;
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color_attribute.components = 4;
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attribute_offset += color_attribute.components * sizeof(float);
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// Bind vertex attributes to VAO
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vao->bind(render::vertex_attribute::position, position_attribute);
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vao->bind(render::vertex_attribute::color, color_attribute);
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// Load star material
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render::material* star_material = ctx.resource_manager->load<render::material>("fixed-star.mtl");
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// Create model group
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render::model_group* stars_model_group = stars_model->add_group("stars");
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stars_model_group->set_material(star_material);
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stars_model_group->set_drawing_mode(gl::drawing_mode::points);
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stars_model_group->set_start_index(0);
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stars_model_group->set_index_count(star_count);
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// Pass stars model to sky pass
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ctx.sky_pass->set_stars_model(stars_model);
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}
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void create_sun(game::context& ctx)
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{
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// Create sun entity
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entity::archetype* sun_archetype = ctx.resource_manager->load<entity::archetype>("sun.ent");
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entity::id sun_eid = sun_archetype->create(*ctx.entity_registry);
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ctx.entities["sun"] = sun_eid;
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// Create sun directional light scene object
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scene::directional_light* sun_light = new scene::directional_light();
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sun_light->set_color({0, 0, 0});
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sun_light->update_tweens();
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// Create sky ambient light scene object
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scene::ambient_light* sky_light = new scene::ambient_light();
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sky_light->set_color({0, 0, 0});
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sky_light->update_tweens();
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// Add sun light scene objects to surface scene
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ctx.surface_scene->add_object(sun_light);
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ctx.surface_scene->add_object(sky_light);
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// Pass direct sun light scene object to shadow map pass and astronomy system
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ctx.surface_shadow_map_pass->set_light(sun_light);
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ctx.astronomy_system->set_sun_light(sun_light);
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ctx.astronomy_system->set_sky_light(sky_light);
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}
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void create_em_bary(game::context& ctx)
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{
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// Create earth-moon barycenter entity
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entity::archetype* em_bary_archetype = ctx.resource_manager->load<entity::archetype>("em-bary.ent");
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entity::id em_bary_eid = em_bary_archetype->create(*ctx.entity_registry);
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ctx.entities["em_bary"] = em_bary_eid;
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}
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void create_earth(game::context& ctx)
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{
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// Create earth entity
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entity::archetype* earth_archetype = ctx.resource_manager->load<entity::archetype>("earth.ent");
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entity::id earth_eid = earth_archetype->create(*ctx.entity_registry);
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ctx.entities["earth"] = earth_eid;
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// Assign orbital parent
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ctx.entity_registry->get<entity::component::orbit>(earth_eid).parent = ctx.entities["em_bary"];
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// Assign earth terrain component
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entity::component::terrain terrain;
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terrain.elevation = [](double, double) -> double
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{
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//return math::random<double>(0.0, 1.0);
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return 0.0;
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};
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terrain.max_lod = 0;
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terrain.patch_material = nullptr;
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//ctx.entity_registry->assign<entity::component::terrain>(earth_eid, terrain);
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// Pass earth to astronomy system as reference body
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ctx.astronomy_system->set_reference_body(earth_eid);
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}
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void create_moon(game::context& ctx)
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{
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// Create lunar entity
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entity::archetype* moon_archetype = ctx.resource_manager->load<entity::archetype>("moon.ent");
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entity::id moon_eid = moon_archetype->create(*ctx.entity_registry);
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ctx.entities["moon"] = moon_eid;
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// Assign orbital parent
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ctx.entity_registry->get<entity::component::orbit>(moon_eid).parent = ctx.entities["em_bary"];
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// Pass moon model to sky pass
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ctx.sky_pass->set_moon_model(ctx.resource_manager->load<render::model>("moon.mdl"));
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// Create moon directional light scene object
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scene::directional_light* moon_light = new scene::directional_light();
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moon_light->set_color({0, 0, 0});
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moon_light->update_tweens();
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// Add moon light scene objects to surface scene
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ctx.surface_scene->add_object(moon_light);
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// Pass moon light scene object to astronomy system
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ctx.astronomy_system->set_moon_light(moon_light);
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}
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void set_time(game::context& ctx, double t)
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{
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ctx.astronomy_system->set_time(t);
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ctx.orbit_system->set_time(t);
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}
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void set_time_scale(game::context& ctx, double scale)
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{
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static constexpr double seconds_per_day = 24.0 * 60.0 * 60.0;
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scale /= seconds_per_day;
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ctx.orbit_system->set_time_scale(scale);
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ctx.astronomy_system->set_time_scale(scale);
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}
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} // namespace world
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} // namespace game
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