Refactor and fixes
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+13
-37
@@ -30,40 +30,12 @@ using std::shared_ptr;
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using glm::vec3;
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using gui::GUI;
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void load_settings(EngineSettings& settings, std::string filename) {
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std::string source = files::read_string(filename);
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std::unique_ptr<json::JObject> obj(json::parse(filename, source));
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obj->num("display-width", settings.displayWidth);
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obj->num("display-height", settings.displayHeight);
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obj->num("display-samples", settings.displaySamples);
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obj->num("display-swap-interval", settings.displaySwapInterval);
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obj->num("chunks-load-distance", settings.chunksLoadDistance);
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obj->num("chunks-load-speed", settings.chunksLoadSpeed);
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obj->num("chunks-padding", settings.chunksPadding);
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obj->num("fog-curve", settings.fogCurve);
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}
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void save_settings(EngineSettings& settings, std::string filename) {
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json::JObject obj;
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obj.put("display-width", settings.displayWidth);
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obj.put("display-height", settings.displayHeight);
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obj.put("display-samples", settings.displaySamples);
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obj.put("display-swap-interval", settings.displaySwapInterval);
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obj.put("chunks-load-distance", settings.chunksLoadDistance);
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obj.put("chunks-load-speed", settings.chunksLoadSpeed);
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obj.put("chunks-padding", settings.chunksPadding);
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obj.put("fog-curve", settings.fogCurve);
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files::write_string(filename, json::stringify(&obj, true, " "));
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}
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Engine::Engine(const EngineSettings& settings) {
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this->settings = settings;
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Engine::Engine(const EngineSettings& settings_) {
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this->settings = settings_;
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Window::initialize(settings.displayWidth,
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settings.displayHeight,
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settings.displayTitle,
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settings.displaySamples);
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Window::swapInterval(settings.displaySwapInterval);
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Window::initialize(settings.display);
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assets = new Assets();
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std::cout << "-- loading assets" << std::endl;
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@@ -82,7 +54,7 @@ Engine::Engine(const EngineSettings& settings) {
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Camera* camera = new Camera(playerPosition, radians(90.0f));
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World* world = new World("world-1", "world/", 42);
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Player* player = new Player(playerPosition, 4.0f, camera);
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level = world->loadLevel(player, settings.chunksLoadDistance, settings.chunksPadding);
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level = world->loadLevel(player, settings);
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std::cout << "-- initializing finished" << std::endl;
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@@ -116,8 +88,9 @@ void Engine::updateHotkeys() {
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}
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void Engine::mainloop() {
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Camera* camera = level->player->camera;
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std::cout << "-- preparing systems" << std::endl;
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Camera* camera = level->player->camera;
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WorldRenderer worldRenderer(level, assets);
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HudRenderer hud(gui, level, assets);
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Batch2D batch(1024);
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@@ -127,15 +100,18 @@ void Engine::mainloop() {
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updateTimers();
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updateHotkeys();
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level->update(delta, Events::_cursor_locked, Events::_cursor_locked);
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level->chunksController->update(settings.chunksLoadSpeed);
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bool inputLocked = hud.isPause() || hud.isInventoryOpen() || gui->isFocusCaught();
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level->updatePlayer(delta, !inputLocked, hud.isPause(), !inputLocked);
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level->update();
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level->chunksController->update(settings.chunks.loadSpeed);
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worldRenderer.draw(camera, occlusion, 1.6f / (float)settings.chunksLoadDistance, settings.fogCurve);
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float fovFactor = 1.6f / (float)settings.chunks.loadDistance;
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worldRenderer.draw(camera, occlusion, fovFactor, settings.fogCurve);
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hud.draw();
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if (level->player->debug) {
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hud.drawDebug( 1 / delta, occlusion);
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}
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gui->act();
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gui->act(delta);
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gui->draw(&batch, assets);
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Window::swapBuffers();
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