VoxelEngine/src/engine.cpp
2024-04-22 19:10:36 +03:00

344 lines
9.4 KiB
C++

#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 <iostream>
#include <assert.h>
#include <glm/glm.hpp>
#include <unordered_set>
#include <functional>
#include "debug/Logger.h"
static debug::Logger logger("engine");
namespace fs = std::filesystem;
void addWorldGenerators() {
WorldGenerators::addGenerator<DefaultWorldGenerator>("core:default");
WorldGenerators::addGenerator<FlatWorldGenerator>("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<EngineController>(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<std::pair<std::string, fs::path>> roots {};
resPaths = std::make_unique<ResPaths>(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<gui::GUI>();
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<ImageData> 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<MenuScreen>(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<std::recursive_mutex> 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<Assets>();
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<std::string> 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<std::pair<std::string, fs::path>> 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<ResPaths>(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> 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<ContentPack>& Engine::getContentPacks() {
return contentPacks;
}
EnginePaths* Engine::getPaths() {
return paths;
}
ResPaths* Engine::getResPaths() {
return resPaths.get();
}
std::shared_ptr<Screen> Engine::getScreen() {
return screen;
}
void Engine::postRunnable(runnable callback) {
std::lock_guard<std::recursive_mutex> lock(postRunnablesMutex);
postRunnables.push(callback);
}
SettingsHandler& Engine::getSettingsHandler() {
return settingsHandler;
}