Engine core and assets loading refactor

This commit is contained in:
MihailRis
2023-10-30 15:19:58 +03:00
committed by GitHub
parent 972db16a0c
commit 0576316282
10 changed files with 325 additions and 181 deletions
+104 -121
View File
@@ -10,6 +10,7 @@
#include <vector>
#include <ctime>
#include <exception>
// GLM
#include <glm/glm.hpp>
@@ -18,140 +19,124 @@
using namespace glm;
#include "graphics/Shader.h"
#include "graphics/Texture.h"
#include "graphics/Mesh.h"
#include "graphics/VoxelRenderer.h"
#include "graphics/LineBatch.h"
#include "graphics/Batch2D.h"
#include "graphics/Framebuffer.h"
#include "window/Window.h"
#include "window/Events.h"
#include "window/Camera.h"
#include "loaders/png_loading.h"
#include "voxels/voxel.h"
#include "audio/Audio.h"
#include "voxels/Chunk.h"
#include "voxels/Chunks.h"
#include "voxels/Block.h"
#include "voxels/WorldGenerator.h"
#include "voxels/ChunksController.h"
#include "files/files.h"
#include "files/WorldFiles.h"
#include "lighting/LightSolver.h"
#include "lighting/Lightmap.h"
#include "lighting/Lighting.h"
#include "physics/Hitbox.h"
#include "physics/PhysicsSolver.h"
#include "world/World.h"
#include "world/Level.h"
#include "audio/Audio.h"
#include "audio/audioutil.h"
#include "Assets.h"
#include "voxels/ChunksLoader.h"
#include "objects/Player.h"
#include "world/Level.h"
#include "world/World.h"
#include "declarations.h"
#include "Assets.h"
#include "AssetsLoader.h"
#include "world_render.h"
#include "hud_render.h"
#include "player_control.h"
int WIDTH = 1280;
int HEIGHT = 720;
// Save all world data to files
void write_world(World* world, Level* level){
WorldFiles* wfile = world->wfile;
Chunks* chunks = level->chunks;
class initialize_error : public std::runtime_error {
initialize_error(const std::string& message) : std::runtime_error(message) {}
};
for (unsigned int i = 0; i < chunks->volume; i++){
Chunk* chunk = chunks->chunks[i];
if (chunk == nullptr || !chunk->isUnsaved())
continue;
wfile->put((const char*)chunk->voxels, chunk->x, chunk->z);
}
struct EngineSettings {
int displayWidth;
int displayHeight;
const char* title;
};
wfile->write();
world->wfile->writePlayer(level->player);
}
class Engine {
Assets* assets;
Level* level;
void update_level(World* world, Level* level, float delta) {
level->playerController->update_controls(delta);
if (Events::_cursor_locked){
level->playerController->update_interaction();
} else
{
level->playerController->selectedBlockId = -1;
}
vec3 position = level->player->hitbox->position;
level->chunks->setCenter(world->wfile, position.x, position.z);
}
uint64_t frame = 0;
float lastTime = 0.0f;
float delta = 0.0f;
bool occlusion = true;
public:
Engine(const EngineSettings& settings);
~Engine();
Level* load_level(World* world, Player* player) {
Level* level = new Level(world, player, new Chunks(56, 56, 0, 0), new PhysicsSolver(vec3(0, -19.6f, 0)));
world->wfile->readPlayer(player);
void updateTimers();
void updateHotkeys();
void mainloop();
};
Camera* camera = player->camera;
camera->rotation = mat4(1.0f);
camera->rotate(player->camY, player->camX, 0);
return level;
}
int initialize(Assets*& assets) {
Window::initialize(WIDTH, HEIGHT, "VoxelEngine-Cpp v12");
Engine::Engine(const EngineSettings& settings) {
Window::initialize(settings.displayWidth, settings.displayHeight, settings.title);
Events::initialize();
assets = new Assets();
std::cout << "-- loading assets" << std::endl;
int result = initialize_assets(assets);
if (result){
delete assets;
Window::terminate();
return result;
AssetsLoader loader(assets);
AssetsLoader::createDefaults(loader);
initialize_assets(&loader);
while (loader.hasNext()) {
if (!loader.loadNext()) {
delete assets;
Window::terminate();
throw std::runtime_error("could not to initialize assets");
}
}
return 0;
std::cout << "-- loading world" << std::endl;
vec3 playerPosition = vec3(0, 64, 0);
Camera* camera = new Camera(playerPosition, radians(90.0f));
World* world = new World("world-1", "world/", 42);
Player* player = new Player(playerPosition, 4.0f, camera);
level = world->loadLevel(player);
std::cout << "-- initializing finished" << std::endl;
Audio::initialize();
}
void mainloop(Level* level, Assets* assets) {
void Engine::updateTimers() {
frame++;
float currentTime = glfwGetTime();
delta = currentTime - lastTime;
lastTime = currentTime;
}
void Engine::updateHotkeys() {
if (Events::jpressed(GLFW_KEY_ESCAPE)) {
Window::setShouldClose(true);
}
if (Events::jpressed(GLFW_KEY_TAB) || Events::jpressed(GLFW_KEY_E)) {
Events::toggleCursor();
}
if (Events::jpressed(GLFW_KEY_O)) {
occlusion = !occlusion;
}
if (Events::jpressed(GLFW_KEY_F3)) {
level->player->debug = !level->player->debug;
}
if (Events::jpressed(GLFW_KEY_F5)) {
for (unsigned i = 0; i < level->chunks->volume; i++) {
Chunk* chunk = level->chunks->chunks[i];
if (chunk != nullptr && chunk->isReady()) {
chunk->setModified(true);
}
}
}
}
void Engine::mainloop() {
Camera* camera = level->player->camera;
std::cout << "-- preparing systems" << std::endl;
World* world = level->world;
WorldRenderer worldRenderer(level, assets);
HudRenderer hud;
long frame = 0;
float lastTime = glfwGetTime();
float delta = 0.0f;
bool occlusion = true;
lastTime = glfwGetTime();
Window::swapInterval(1);
while (!Window::isShouldClose()){
frame++;
float currentTime = glfwGetTime();
delta = currentTime - lastTime;
lastTime = currentTime;
int fps = 1 / delta;
if (Events::jpressed(GLFW_KEY_ESCAPE)){
Window::setShouldClose(true);
}
if (Events::jpressed(GLFW_KEY_TAB) || Events::jpressed(GLFW_KEY_E)){
Events::toggleCursor();
}
if (Events::jpressed(GLFW_KEY_O)){
occlusion = !occlusion;
}
if (Events::jpressed(GLFW_KEY_F3)){
level->player->debug = !level->player->debug;
}
if (Events::jpressed(GLFW_KEY_F5)){
for (unsigned i = 0; i < level->chunks->volume; i++) {
Chunk* chunk = level->chunks->chunks[i];
if (chunk != nullptr && chunk->isReady()){
chunk->setModified(true);
}
}
}
updateTimers();
updateHotkeys();
update_level(world, level, delta);
level->update(delta, Events::_cursor_locked);
int freeLoaders = level->chunksController->countFreeLoaders();
for (int i = 0; i < freeLoaders; i++)
level->chunksController->_buildMeshes();
@@ -165,7 +150,7 @@ void mainloop(Level* level, Assets* assets) {
worldRenderer.draw(camera, occlusion);
hud.draw(level, assets);
if (level->player->debug) {
hud.drawDebug(level, assets, fps, occlusion);
hud.drawDebug(level, assets, 1 / delta, occlusion);
}
Window::swapBuffers();
@@ -173,28 +158,12 @@ void mainloop(Level* level, Assets* assets) {
}
}
int main() {
setup_definitions();
Assets* assets;
int status = initialize(assets);
if (status) return status;
std::cout << "-- loading world" << std::endl;
vec3 playerPosition = vec3(0,64,0);
Camera* camera = new Camera(playerPosition, radians(90.0f));
World* world = new World("world-1", "world/", 42);
Player* player = new Player(playerPosition, 4.0f, camera);
Level* level = load_level(world, player);
std::cout << "-- initializing finished" << std::endl;
Audio::initialize();
mainloop(level, assets);
Engine::~Engine() {
Audio::finalize();
World* world = level->world;
std::cout << "-- saving world" << std::endl;
write_world(world, level);
world->write(level);
delete level;
delete world;
@@ -203,5 +172,19 @@ int main() {
delete assets;
Events::finalize();
Window::terminate();
}
int main() {
setup_definitions();
try {
Engine engine(EngineSettings{ 1280, 720, "VoxelEngine-Cpp v13" });
engine.mainloop();
}
catch (const initialize_error& err) {
std::cerr << "could not to initialize engine" << std::endl;
std::cerr << err.what() << std::endl;
}
return 0;
}