VoxelEngine/src/engine.cpp
2024-02-23 19:42:50 +06:00

264 lines
7.1 KiB
C++

#include "engine.h"
#include <memory>
#include <iostream>
#include <assert.h>
#include <vector>
#include <glm/glm.hpp>
#include <filesystem>
#include <unordered_set>
#include <functional>
#define GLEW_STATIC
#include "audio/Audio.h"
#include "assets/Assets.h"
#include "assets/AssetsLoader.h"
#include "world/WorldGenerators.h"
#include "voxels/DefaultWorldGenerator.h"
#include "voxels/FlatWorldGenerator.h"
#include "window/Window.h"
#include "window/Events.h"
#include "window/Camera.h"
#include "window/input.h"
#include "graphics/Batch2D.h"
#include "graphics/GfxContext.h"
#include "graphics/Shader.h"
#include "graphics/ImageData.h"
#include "frontend/gui/GUI.h"
#include "frontend/screens.h"
#include "frontend/menu.h"
#include "util/platform.h"
#include "coders/json.h"
#include "coders/png.h"
#include "coders/GLSLExtension.h"
#include "files/files.h"
#include "files/engine_paths.h"
#include "content/Content.h"
#include "content/ContentPack.h"
#include "content/ContentLoader.h"
#include "frontend/locale/langs.h"
#include "logic/scripting/scripting.h"
#include "core_defs.h"
namespace fs = std::filesystem;
void addWorldGenerators() {
WorldGenerators::addGenerator<DefaultWorldGenerator>("core:default");
WorldGenerators::addGenerator<FlatWorldGenerator>("core:flat");
}
Engine::Engine(EngineSettings& settings, EnginePaths* paths)
: settings(settings), paths(paths)
{
if (Window::initialize(settings.display)){
throw initialize_error("could not initialize window");
}
auto resdir = paths->getResources();
scripting::initialize(this);
std::cout << "-- loading assets" << std::endl;
std::vector<fs::path> roots {resdir};
resPaths = std::make_unique<ResPaths>(resdir, roots);
assets = std::make_unique<Assets>();
AssetsLoader loader(assets.get(), resPaths.get());
AssetsLoader::addDefaults(loader, nullptr);
Shader::preprocessor->setPaths(resPaths.get());
while (loader.hasNext()) {
if (!loader.loadNext()) {
assets.reset();
scripting::close();
Window::terminate();
throw initialize_error("could not to load assets");
}
}
Audio::initialize();
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();
}
void Engine::updateTimers() {
frame++;
double currentTime = Window::time();
delta = currentTime - lastTime;
lastTime = currentTime;
}
void Engine::updateHotkeys() {
if (Events::jpressed(keycode::F2)) {
std::unique_ptr<ImageData> image(Window::takeScreenshot());
image->flipY();
fs::path filename = paths->getScreenshotFile("png");
png::write_image(filename.string(), image.get());
std::cout << "saved screenshot as " << filename << std::endl;
}
if (Events::jpressed(keycode::F11)) {
Window::toggleFullscreen();
}
}
void Engine::mainloop() {
setScreen(std::make_shared<MenuScreen>(this));
Batch2D batch(1024);
lastTime = Window::time();
std::cout << "-- initialized" << std::endl;
while (!Window::isShouldClose()){
assert(screen != nullptr);
updateTimers();
updateHotkeys();
gui->act(delta);
screen->update(delta);
if (!Window::isIconified()) {
screen->draw(delta);
Viewport viewport(Window::width, Window::height);
GfxContext ctx(nullptr, viewport, &batch);
gui->draw(&ctx, assets.get());
Window::swapInterval(settings.display.swapInterval);
} else {
Window::swapInterval(1);
}
Window::swapBuffers();
Events::pollEvents();
}
}
Engine::~Engine() {
std::cout << "-- shutting down" << std::endl;
screen.reset();
content.reset();
Audio::finalize();
assets.reset();
scripting::close();
Window::terminate();
std::cout << "-- engine finished" << std::endl;
}
inline const std::string checkPacks(const std::unordered_set<std::string>& packs, const std::vector<std::string>& dependencies) {
for (const std::string& str : dependencies) if (packs.find(str) == packs.end()) return str;
return "";
}
void Engine::loadContent() {
auto resdir = paths->getResources();
ContentBuilder contentBuilder;
corecontent::setup(&contentBuilder);
paths->setContentPacks(&contentPacks);
std::vector<fs::path> resRoots;
std::vector<ContentPack> srcPacks = contentPacks;
contentPacks.clear();
std::string missingDependency;
std::unordered_set<std::string> loadedPacks, existingPacks;
for (const auto& item : srcPacks) { existingPacks.insert(item.id); }
while(existingPacks.size() > loadedPacks.size()) {
for (auto& pack : srcPacks) {
if(loadedPacks.find(pack.id) != loadedPacks.end()) continue;
missingDependency = checkPacks(existingPacks, pack.dependencies);
if(!missingDependency.empty())
throw contentpack_error(pack.id, pack.folder, "missing dependency '"+missingDependency+"'");
if(pack.dependencies.empty() || checkPacks(loadedPacks, pack.dependencies).empty()) {
loadedPacks.insert(pack.id);
resRoots.push_back(pack.folder);
contentPacks.push_back(pack);
ContentLoader loader(&pack);
loader.load(contentBuilder);
}
}
}
content.reset(contentBuilder.build());
resPaths.reset(new ResPaths(resdir, resRoots));
Shader::preprocessor->setPaths(resPaths.get());
std::unique_ptr<Assets> new_assets(new Assets());
std::cout << "-- loading assets" << std::endl;
AssetsLoader loader(new_assets.get(), resPaths.get());
AssetsLoader::addDefaults(loader, content.get());
while (loader.hasNext()) {
if (!loader.loadNext()) {
new_assets.reset();
throw std::runtime_error("could not to load assets");
}
}
assets->extend(*new_assets.get());
}
void Engine::loadWorldContent(const fs::path& folder) {
contentPacks.clear();
auto packNames = ContentPack::worldPacksList(folder);
ContentPack::readPacks(paths, contentPacks, packNames, folder);
loadContent();
}
void Engine::loadAllPacks() {
auto resdir = paths->getResources();
contentPacks.clear();
ContentPack::scan(paths, contentPacks);
}
double Engine::getDelta() const {
return delta;
}
void Engine::setScreen(std::shared_ptr<Screen> screen) {
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;
}
std::shared_ptr<Screen> Engine::getScreen() {
return screen;
}