#include "engine.h" #define GLEW_STATIC #include "assets/AssetsLoader.h" #include "audio/audio.h" #include "coders/GLSLExtension.h" #include "coders/imageio.h" #include "coders/json.h" #include "content/ContentLoader.h" #include "core_defs.h" #include "files/files.h" #include "frontend/locale/langs.h" #include "frontend/menu.hpp" #include "frontend/screens.h" #include "graphics/core/Batch2D.h" #include "graphics/core/GfxContext.h" #include "graphics/core/ImageData.h" #include "graphics/core/Shader.h" #include "graphics/ui/GUI.h" #include "logic/EngineController.hpp" #include "logic/scripting/scripting.h" #include "util/listutil.h" #include "util/platform.h" #include "voxels/DefaultWorldGenerator.h" #include "voxels/FlatWorldGenerator.h" #include "window/Camera.h" #include "window/Events.h" #include "window/input.h" #include "window/Window.h" #include "world/WorldGenerators.h" #include #include #include #include #include #include "debug/Logger.h" static debug::Logger logger("engine"); namespace fs = std::filesystem; void addWorldGenerators() { WorldGenerators::addGenerator("core:default"); WorldGenerators::addGenerator("core:flat"); } inline void create_channel(Engine* engine, std::string name, NumberSetting& setting) { if (name != "master") { audio::create_channel(name); } engine->keepAlive(setting.observe([=](auto value) { audio::get_channel(name)->setVolume(value*value); })); } Engine::Engine(EngineSettings& settings, EnginePaths* paths) : settings(settings), settingsHandler(settings), paths(paths) { controller = std::make_unique(this); if (Window::initialize(settings.display)){ throw initialize_error("could not initialize window"); } audio::initialize(settings.audio.enabled); create_channel(this, "master", settings.audio.volumeMaster); create_channel(this, "regular", settings.audio.volumeRegular); create_channel(this, "music", settings.audio.volumeMusic); create_channel(this, "ambient", settings.audio.volumeAmbient); create_channel(this, "ui", settings.audio.volumeUI); auto resdir = paths->getResources(); std::vector> roots {}; resPaths = std::make_unique(resdir, roots); try { loadAssets(); } catch (std::runtime_error& err) { logger.error() << "fatal error occurred while loading assets"; assets.reset(); scripting::close(); audio::close(); Window::terminate(); throw initialize_error(err.what()); } gui = std::make_unique(); if (settings.ui.language == "auto") { settings.ui.language = langs::locale_by_envlocale( platform::detect_locale(), paths->getResources() ); } if (ENGINE_VERSION_INDEV) { menus::create_version_label(this); } setLanguage(settings.ui.language); addWorldGenerators(); onAssetsLoaded(); scripting::initialize(this); } void Engine::onAssetsLoaded() { gui->onAssetsLoad(assets.get()); } void Engine::updateTimers() { frame++; double currentTime = Window::time(); delta = currentTime - lastTime; lastTime = currentTime; } void Engine::updateHotkeys() { if (Events::jpressed(keycode::F2)) { saveScreenshot(); } if (Events::jpressed(keycode::F11)) { Window::toggleFullscreen(); } } void Engine::saveScreenshot() { std::unique_ptr image(Window::takeScreenshot()); image->flipY(); fs::path filename = paths->getScreenshotFile("png"); imageio::write(filename.string(), image.get()); logger.info() << "saved screenshot as "+filename.u8string(); } void Engine::mainloop() { logger.info() << "starting menu screen"; setScreen(std::make_shared(this)); Batch2D batch(1024); lastTime = Window::time(); logger.info() << "engine started"; while (!Window::isShouldClose()){ assert(screen != nullptr); updateTimers(); updateHotkeys(); audio::update(delta); gui->act(delta); screen->update(delta); if (!Window::isIconified()) { renderFrame(batch); } Window::swapInterval(Window::isIconified() ? 1 : settings.display.vsync.get()); processPostRunnables(); Window::swapBuffers(); Events::pollEvents(); } } void Engine::renderFrame(Batch2D& batch) { screen->draw(delta); Viewport viewport(Window::width, Window::height); GfxContext ctx(nullptr, viewport, &batch); gui->draw(&ctx, assets.get()); } void Engine::processPostRunnables() { std::lock_guard lock(postRunnablesMutex); while (!postRunnables.empty()) { postRunnables.front()(); postRunnables.pop(); } scripting::process_post_runnables(); } Engine::~Engine() { logger.info() << "shutting down"; if (screen) { screen->onEngineShutdown(); screen.reset(); } content.reset(); assets.reset(); gui.reset(); audio::close(); scripting::close(); Window::terminate(); logger.info() << "engine finished"; } EngineController* Engine::getController() { return controller.get(); } PacksManager Engine::createPacksManager(const fs::path& worldFolder) { PacksManager manager; manager.setSources({ worldFolder/fs::path("content"), paths->getUserfiles()/fs::path("content"), paths->getResources()/fs::path("content") }); return manager; } void Engine::loadAssets() { logger.info() << "loading assets"; Shader::preprocessor->setPaths(resPaths.get()); auto new_assets = std::make_unique(); AssetsLoader loader(new_assets.get(), resPaths.get()); AssetsLoader::addDefaults(loader, content.get()); bool threading = false; if (threading) { auto task = loader.startTask([=](){}); task->waitForEnd(); } else { while (loader.hasNext()) { if (!loader.loadNext()) { new_assets.reset(); throw std::runtime_error("could not to load assets"); } } } if (assets) { assets->extend(*new_assets); } else { assets.reset(new_assets.release()); } } void Engine::loadContent() { auto resdir = paths->getResources(); ContentBuilder contentBuilder; corecontent::setup(&contentBuilder); paths->setContentPacks(&contentPacks); std::vector names; for (auto& pack : contentPacks) { names.push_back(pack.id); } PacksManager manager = createPacksManager(paths->getWorldFolder()); manager.scan(); names = manager.assembly(names); contentPacks = manager.getAll(names); std::vector> resRoots; for (auto& pack : contentPacks) { resRoots.push_back({pack.id, pack.folder}); ContentLoader loader(&pack); loader.load(contentBuilder); } content.reset(contentBuilder.build()); resPaths = std::make_unique(resdir, resRoots); langs::setup(resdir, langs::current->getId(), contentPacks); loadAssets(); onAssetsLoaded(); } void Engine::loadWorldContent(const fs::path& folder) { contentPacks.clear(); auto packNames = ContentPack::worldPacksList(folder); PacksManager manager; manager.setSources({ folder/fs::path("content"), paths->getUserfiles()/fs::path("content"), paths->getResources()/fs::path("content") }); manager.scan(); contentPacks = manager.getAll(manager.assembly(packNames)); paths->setWorldFolder(folder); loadContent(); } void Engine::loadAllPacks() { PacksManager manager = createPacksManager(paths->getWorldFolder()); manager.scan(); auto allnames = manager.getAllNames(); contentPacks = manager.getAll(manager.assembly(allnames)); } double Engine::getDelta() const { return delta; } void Engine::setScreen(std::shared_ptr screen) { audio::reset_channel(audio::get_channel_index("regular")); audio::reset_channel(audio::get_channel_index("ambient")); this->screen = screen; } void Engine::setLanguage(std::string locale) { settings.ui.language = locale; langs::setup(paths->getResources(), locale, contentPacks); menus::create_menus(this); } gui::GUI* Engine::getGUI() { return gui.get(); } EngineSettings& Engine::getSettings() { return settings; } Assets* Engine::getAssets() { return assets.get(); } const Content* Engine::getContent() const { return content.get(); } std::vector& Engine::getContentPacks() { return contentPacks; } EnginePaths* Engine::getPaths() { return paths; } ResPaths* Engine::getResPaths() { return resPaths.get(); } std::shared_ptr Engine::getScreen() { return screen; } void Engine::postRunnable(runnable callback) { std::lock_guard lock(postRunnablesMutex); postRunnables.push(callback); } SettingsHandler& Engine::getSettingsHandler() { return settingsHandler; }