Refactor and fixes

This commit is contained in:
MihailRis
2023-11-12 02:44:02 +03:00
parent b4a3608302
commit 63b5f4bc6b
25 changed files with 394 additions and 278 deletions
+13 -37
View File
@@ -30,40 +30,12 @@ using std::shared_ptr;
using glm::vec3;
using gui::GUI;
void load_settings(EngineSettings& settings, std::string filename) {
std::string source = files::read_string(filename);
std::unique_ptr<json::JObject> obj(json::parse(filename, source));
obj->num("display-width", settings.displayWidth);
obj->num("display-height", settings.displayHeight);
obj->num("display-samples", settings.displaySamples);
obj->num("display-swap-interval", settings.displaySwapInterval);
obj->num("chunks-load-distance", settings.chunksLoadDistance);
obj->num("chunks-load-speed", settings.chunksLoadSpeed);
obj->num("chunks-padding", settings.chunksPadding);
obj->num("fog-curve", settings.fogCurve);
}
void save_settings(EngineSettings& settings, std::string filename) {
json::JObject obj;
obj.put("display-width", settings.displayWidth);
obj.put("display-height", settings.displayHeight);
obj.put("display-samples", settings.displaySamples);
obj.put("display-swap-interval", settings.displaySwapInterval);
obj.put("chunks-load-distance", settings.chunksLoadDistance);
obj.put("chunks-load-speed", settings.chunksLoadSpeed);
obj.put("chunks-padding", settings.chunksPadding);
obj.put("fog-curve", settings.fogCurve);
files::write_string(filename, json::stringify(&obj, true, " "));
}
Engine::Engine(const EngineSettings& settings) {
this->settings = settings;
Engine::Engine(const EngineSettings& settings_) {
this->settings = settings_;
Window::initialize(settings.displayWidth,
settings.displayHeight,
settings.displayTitle,
settings.displaySamples);
Window::swapInterval(settings.displaySwapInterval);
Window::initialize(settings.display);
assets = new Assets();
std::cout << "-- loading assets" << std::endl;
@@ -82,7 +54,7 @@ Engine::Engine(const EngineSettings& settings) {
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, settings.chunksLoadDistance, settings.chunksPadding);
level = world->loadLevel(player, settings);
std::cout << "-- initializing finished" << std::endl;
@@ -116,8 +88,9 @@ void Engine::updateHotkeys() {
}
void Engine::mainloop() {
Camera* camera = level->player->camera;
std::cout << "-- preparing systems" << std::endl;
Camera* camera = level->player->camera;
WorldRenderer worldRenderer(level, assets);
HudRenderer hud(gui, level, assets);
Batch2D batch(1024);
@@ -127,15 +100,18 @@ void Engine::mainloop() {
updateTimers();
updateHotkeys();
level->update(delta, Events::_cursor_locked, Events::_cursor_locked);
level->chunksController->update(settings.chunksLoadSpeed);
bool inputLocked = hud.isPause() || hud.isInventoryOpen() || gui->isFocusCaught();
level->updatePlayer(delta, !inputLocked, hud.isPause(), !inputLocked);
level->update();
level->chunksController->update(settings.chunks.loadSpeed);
worldRenderer.draw(camera, occlusion, 1.6f / (float)settings.chunksLoadDistance, settings.fogCurve);
float fovFactor = 1.6f / (float)settings.chunks.loadDistance;
worldRenderer.draw(camera, occlusion, fovFactor, settings.fogCurve);
hud.draw();
if (level->player->debug) {
hud.drawDebug( 1 / delta, occlusion);
}
gui->act();
gui->act(delta);
gui->draw(&batch, assets);
Window::swapBuffers();