VoxelEngine/src/frontend/screens.cpp
2024-01-21 15:23:03 +02:00

165 lines
4.6 KiB
C++

#include "screens.h"
#include <iomanip>
#include <iostream>
#include <memory>
#include <sstream>
#include <glm/glm.hpp>
#include <filesystem>
#include <stdexcept>
#include "../window/Camera.h"
#include "../window/Events.h"
#include "../window/input.h"
#include "../graphics/Shader.h"
#include "../graphics/Batch2D.h"
#include "../graphics/GfxContext.h"
#include "../graphics/TextureAnimation.h"
#include "../assets/Assets.h"
#include "../world/Level.h"
#include "../world/World.h"
#include "../objects/Player.h"
#include "../logic/ChunksController.h"
#include "../logic/LevelController.h"
#include "../voxels/Chunks.h"
#include "../voxels/Chunk.h"
#include "../engine.h"
#include "../util/stringutil.h"
#include "../core_defs.h"
#include "WorldRenderer.h"
#include "hud.h"
#include "ContentGfxCache.h"
#include "LevelFrontend.h"
#include "gui/GUI.h"
#include "gui/panels.h"
#include "menu.h"
#include "../content/Content.h"
#include "../voxels/Block.h"
Screen::Screen(Engine* engine) : engine(engine), batch(new Batch2D(1024)) {
}
Screen::~Screen() {
}
MenuScreen::MenuScreen(Engine* engine_) : Screen(engine_) {
auto menu = engine->getGUI()->getMenu();
menus::refresh_menus(engine, menu);
menu->reset();
menu->set("main");
uicamera.reset(new Camera(glm::vec3(), Window::height));
uicamera->perspective = false;
uicamera->flipped = true;
}
MenuScreen::~MenuScreen() {
}
void MenuScreen::update(float delta) {
}
void MenuScreen::draw(float delta) {
Window::clear();
Window::setBgColor(glm::vec3(0.2f));
uicamera->setFov(Window::height);
Shader* uishader = engine->getAssets()->getShader("ui");
uishader->use();
uishader->uniformMatrix("u_projview", uicamera->getProjView());
uint width = Window::width;
uint height = Window::height;
batch->begin();
batch->texture(engine->getAssets()->getTexture("menubg"));
batch->rect(0, 0,
width, height, 0, 0, 0,
UVRegion(0, 0, width/64, height/64),
false, false, glm::vec4(1.0f));
batch->render();
}
static bool backlight;
LevelScreen::LevelScreen(Engine* engine, Level* level)
: Screen(engine),
level(level),
frontend(std::make_unique<LevelFrontend>(level, engine->getAssets())),
hud(std::make_unique<HudRenderer>(engine, frontend.get())),
worldRenderer(std::make_unique<WorldRenderer>(engine, frontend.get())),
controller(std::make_unique<LevelController>(engine->getSettings(), level)) {
auto& settings = engine->getSettings();
backlight = settings.graphics.backlight;
animator.reset(new TextureAnimator());
animator->addAnimations(engine->getAssets()->getAnimations());
}
LevelScreen::~LevelScreen() {
std::cout << "-- writing world" << std::endl;
auto world = level->getWorld();
world->write(level.get());
}
void LevelScreen::updateHotkeys() {
auto& settings = engine->getSettings();
if (Events::jpressed(keycode::O)) {
settings.graphics.frustumCulling = !settings.graphics.frustumCulling;
}
if (Events::jpressed(keycode::F1)) {
hudVisible = !hudVisible;
}
if (Events::jpressed(keycode::F3)) {
level->player->debug = !level->player->debug;
}
if (Events::jpressed(keycode::F5)) {
level->chunks->saveAndClear();
}
}
void LevelScreen::update(float delta) {
gui::GUI* gui = engine->getGUI();
bool inputLocked = hud->isPause() ||
hud->isInventoryOpen() ||
gui->isFocusCaught();
if (!gui->isFocusCaught()) {
updateHotkeys();
}
// TODO: subscribe for setting change
EngineSettings& settings = engine->getSettings();
level->player->camera->setFov(glm::radians(settings.camera.fov));
if (settings.graphics.backlight != backlight) {
level->chunks->saveAndClear();
backlight = settings.graphics.backlight;
}
if (!hud->isPause()) {
level->world->updateTimers(delta);
animator->update(delta);
}
controller->update(delta, !inputLocked, hud->isPause());
hud->update(hudVisible);
}
void LevelScreen::draw(float delta) {
auto camera = level->player->currentCamera;
Viewport viewport(Window::width, Window::height);
GfxContext ctx(nullptr, viewport, batch.get());
worldRenderer->draw(ctx, camera.get(), hudVisible);
hud->drawOverlay(ctx);
if (hudVisible) {
hud->draw(ctx);
if (level->player->debug) {
hud->drawDebug(1 / delta);
}
}
}