Added pause menu, new F3 debug panel, fogCurve setting
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#include "engine.h"
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#include <memory>
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#include <iostream>
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#include <glm/glm.hpp>
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#include "audio/Audio.h"
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#include "assets/Assets.h"
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#include "assets/AssetsLoader.h"
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#include "window/Window.h"
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#include "window/Events.h"
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#include "window/Camera.h"
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#include "window/input.h"
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#include "graphics/Batch2D.h"
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#include "world/World.h"
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#include "world/Level.h"
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#include "voxels/Chunk.h"
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#include "voxels/Chunks.h"
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#include "voxels/ChunksController.h"
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#include "voxels/ChunksStorage.h"
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#include "objects/Player.h"
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#include "frontend/world_render.h"
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#include "frontend/hud.h"
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#include "frontend/gui/GUI.h"
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#include "coders/json.h"
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#include "files/files.h"
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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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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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assets = new Assets();
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std::cout << "-- loading assets" << std::endl;
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AssetsLoader loader(assets);
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AssetsLoader::createDefaults(loader);
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AssetsLoader::addDefaults(loader);
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while (loader.hasNext()) {
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if (!loader.loadNext()) {
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delete assets;
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Window::terminate();
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throw initialize_error("could not to initialize assets");
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}
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}
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std::cout << "-- loading world" << std::endl;
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vec3 playerPosition = vec3(0, 64, 0);
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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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std::cout << "-- initializing finished" << std::endl;
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Audio::initialize();
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gui = new GUI();
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}
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void Engine::updateTimers() {
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frame++;
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double currentTime = Window::time();
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delta = currentTime - lastTime;
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lastTime = currentTime;
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}
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void Engine::updateHotkeys() {
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if (Events::jpressed(keycode::O)) {
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occlusion = !occlusion;
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}
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if (Events::jpressed(keycode::F3)) {
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level->player->debug = !level->player->debug;
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}
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if (Events::jpressed(keycode::F5)) {
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for (uint i = 0; i < level->chunks->volume; i++) {
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shared_ptr<Chunk> chunk = level->chunks->chunks[i];
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if (chunk != nullptr && chunk->isReady()) {
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chunk->setModified(true);
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}
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}
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}
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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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WorldRenderer worldRenderer(level, assets);
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HudRenderer hud(gui, level, assets);
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Batch2D batch(1024);
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lastTime = Window::time();
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while (!Window::isShouldClose()){
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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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worldRenderer.draw(camera, occlusion, 1.6f / (float)settings.chunksLoadDistance, 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->draw(&batch, assets);
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Window::swapBuffers();
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Events::pullEvents();
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}
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}
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Engine::~Engine() {
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Audio::finalize();
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World* world = level->world;
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std::cout << "-- saving world" << std::endl;
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world->write(level);
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delete level;
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delete world;
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std::cout << "-- shutting down" << std::endl;
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delete assets;
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Window::terminate();
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}
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