VoxelEngine/src/voxel_engine.cpp
2022-10-01 17:11:43 +03:00

195 lines
5.0 KiB
C++

// Install dependencies:
// sudo apt install libgl-dev libglew-dev libglfw3-dev libpng-dev libglm-dev
#include <iostream>
#include <cmath>
#include <stdint.h>
#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <vector>
#include <ctime>
// GLM
#include <glm/glm.hpp>
#include <glm/ext.hpp>
#include <glm/gtc/matrix_transform.hpp>
using namespace glm;
#include "graphics/Shader.h"
#include "graphics/Texture.h"
#include "graphics/Mesh.h"
#include "graphics/VoxelRenderer.h"
#include "graphics/LineBatch.h"
#include "graphics/Batch2D.h"
#include "window/Window.h"
#include "window/Events.h"
#include "window/Camera.h"
#include "loaders/png_loading.h"
#include "voxels/voxel.h"
#include "voxels/Chunk.h"
#include "voxels/Chunks.h"
#include "voxels/Block.h"
#include "voxels/WorldGenerator.h"
#include "voxels/ChunksController.h"
#include "files/files.h"
#include "files/WorldFiles.h"
#include "lighting/LightSolver.h"
#include "lighting/Lightmap.h"
#include "lighting/Lighting.h"
#include "physics/Hitbox.h"
#include "physics/PhysicsSolver.h"
#include "world/World.h"
#include "world/Level.h"
#include "audio/Audio.h"
#include "audio/audioutil.h"
#include "Assets.h"
#include "objects/Player.h"
#include "declarations.h"
#include "world_render.h"
#include "hud_render.h"
#include "player_control.h"
float gravity = 19.6f;
int WIDTH = 1280;
int HEIGHT = 720;
// Save all world data to files
void write_world(World* world, Level* level){
WorldFiles* wfile = world->wfile;
Chunks* chunks = level->chunks;
for (unsigned int i = 0; i < chunks->volume; i++){
Chunk* chunk = chunks->chunks[i];
if (chunk == nullptr)
continue;
wfile->put((const char*)chunk->voxels, chunk->x, chunk->z);
}
wfile->write();
world->wfile->writePlayer(level->player);
}
void update_level(World* world, Level* level, vec3 position, float delta, long frame, VoxelRenderer* renderer, PlayerController* playerController){
playerController->update_controls(delta);
playerController->update_interaction();
level->chunks->setCenter(world->wfile, position.x, 0, position.z);
int freeLoaders = level->chunksController->countFreeLoaders();
for (int i = 0; i < freeLoaders; i++)
level->chunksController->_buildMeshes(renderer, frame);
freeLoaders = level->chunksController->countFreeLoaders();
for (int i = 0; i < freeLoaders; i++)
level->chunksController->loadVisible(world->wfile);
}
Level* load_level(World* world, Player* player) {
Level* level = new Level(world, player, new Chunks(34,1,34, 0,0,0), new PhysicsSolver(vec3(0, -gravity, 0)));
world->wfile->readPlayer(player);
Camera* camera = player->camera;
camera->rotation = mat4(1.0f);
camera->rotate(player->camY, player->camX, 0);
return level;
}
int initialize(Assets*& assets){
Audio::initialize();
Window::initialize(WIDTH, HEIGHT, "VoxelEngine-Cpp v.12");
Events::initialize();
assets = new Assets();
std::cout << "-- loading assets" << std::endl;
int result = initialize_assets(assets);
if (result){
delete assets;
Window::terminate();
return result;
}
return 0;
}
int main() {
setup_definitions();
Assets* assets;
int status = initialize(assets);
if (status) return status;
std::cout << "-- loading world" << std::endl;
vec3 playerPosition = vec3(0,150,-10);
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* level = load_level(world, player);
std::cout << "-- preparing systems" << std::endl;
HudRenderer hud;
WorldRenderer worldRenderer(level);
PlayerController playerController(level);
float lastTime = glfwGetTime();
float delta = 0.0f;
long frame = 0;
bool occlusion = false;
bool devdata = false;
Window::swapInterval(1);
std::cout << "-- initializing finished" << std::endl;
while (!Window::isShouldClose()){
frame++;
float currentTime = glfwGetTime();
delta = currentTime - lastTime;
lastTime = currentTime;
int fps = 1 / delta;
if (Events::jpressed(GLFW_KEY_O)){
occlusion = !occlusion;
}
if (Events::jpressed(GLFW_KEY_F3)){
devdata = !devdata;
}
update_level(world, level, camera->position, delta, frame, worldRenderer.renderer, &playerController);
worldRenderer.draw(world, camera, assets, occlusion);
if (playerController.selectedBlockId != -1){
Block* selectedBlock = Block::blocks[playerController.selectedBlockId];
LineBatch* lineBatch = worldRenderer.lineBatch;
vec3 pos = playerController.selectedBlockPosition;
if (selectedBlock->model == 1){
lineBatch->box(pos.x+0.5f, pos.y+0.5f, pos.z+0.5f, 1.005f,1.005f,1.005f, 0,0,0,0.5f);
} else if (selectedBlock->model == 2){
lineBatch->box(pos.x+0.4f, pos.y+0.3f, pos.z+0.4f, 0.805f,0.805f,0.805f, 0,0,0,0.5f);
}
}
hud.draw(world, level, assets, devdata, fps);
Window::swapBuffers();
Events::pullEvents();
}
std::cout << "-- saving world" << std::endl;
write_world(world, level);
delete level;
delete world;
std::cout << "-- shutting down" << std::endl;
delete assets;
Audio::finalize();
Events::finalize();
Window::terminate();
return 0;
}