Files
VoxelEngine/src/engine.cpp
T
2023-11-12 05:25:32 +03:00

136 lines
3.4 KiB
C++

#include "engine.h"
#include <memory>
#include <iostream>
#include <glm/glm.hpp>
#define GLEW_STATIC
#include "audio/Audio.h"
#include "assets/Assets.h"
#include "assets/AssetsLoader.h"
#include "window/Window.h"
#include "window/Events.h"
#include "window/Camera.h"
#include "window/input.h"
#include "graphics/Batch2D.h"
#include "world/World.h"
#include "world/Level.h"
#include "voxels/Chunk.h"
#include "voxels/Chunks.h"
#include "voxels/ChunksController.h"
#include "voxels/ChunksStorage.h"
#include "objects/Player.h"
#include "frontend/world_render.h"
#include "frontend/hud.h"
#include "frontend/gui/GUI.h"
#include "coders/json.h"
#include "files/files.h"
using std::shared_ptr;
using glm::vec3;
using gui::GUI;
Engine::Engine(const EngineSettings& settings_) {
this->settings = settings_;
Window::initialize(settings.display);
assets = new Assets();
std::cout << "-- loading assets" << std::endl;
AssetsLoader loader(assets);
AssetsLoader::createDefaults(loader);
AssetsLoader::addDefaults(loader);
while (loader.hasNext()) {
if (!loader.loadNext()) {
delete assets;
Window::terminate();
throw initialize_error("could not to initialize assets");
}
}
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, settings);
std::cout << "-- initializing finished" << std::endl;
Audio::initialize();
gui = new GUI();
}
void Engine::updateTimers() {
frame++;
double currentTime = Window::time();
delta = currentTime - lastTime;
lastTime = currentTime;
}
void Engine::updateHotkeys() {
if (Events::jpressed(keycode::O)) {
occlusion = !occlusion;
}
if (Events::jpressed(keycode::F3)) {
level->player->debug = !level->player->debug;
}
if (Events::jpressed(keycode::F5)) {
for (uint i = 0; i < level->chunks->volume; i++) {
shared_ptr<Chunk> chunk = level->chunks->chunks[i];
if (chunk != nullptr && chunk->isReady()) {
chunk->setModified(true);
}
}
}
}
void Engine::mainloop() {
std::cout << "-- preparing systems" << std::endl;
Camera* camera = level->player->camera;
WorldRenderer worldRenderer(level, assets);
HudRenderer hud(gui, level, assets);
Batch2D batch(1024);
lastTime = Window::time();
while (!Window::isShouldClose()){
updateTimers();
updateHotkeys();
bool inputLocked = hud.isPause() || hud.isInventoryOpen() || gui->isFocusCaught();
level->updatePlayer(delta, !inputLocked, hud.isPause(), !inputLocked);
level->update();
level->chunksController->update(settings.chunks.loadSpeed);
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(delta);
gui->draw(&batch, assets);
Window::swapBuffers();
Events::pullEvents();
}
}
Engine::~Engine() {
Audio::finalize();
World* world = level->world;
std::cout << "-- saving world" << std::endl;
world->write(level);
delete level;
delete world;
std::cout << "-- shutting down" << std::endl;
delete assets;
Window::terminate();
std::cout << "-- engine finished" << std::endl;
}