189 lines
4.3 KiB
C++
189 lines
4.3 KiB
C++
// Install dependencies:
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// sudo apt install libgl-dev libglew-dev libglfw3-dev libpng-dev libglm-dev
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#include <iostream>
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#include <cmath>
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#include <stdint.h>
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#define GLEW_STATIC
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include <memory>
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#include <vector>
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#include <ctime>
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#include <exception>
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// GLM
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#include <glm/glm.hpp>
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#include <glm/ext.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include "window/Window.h"
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#include "window/Events.h"
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#include "window/Camera.h"
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#include "audio/Audio.h"
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#include "voxels/Chunk.h"
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#include "voxels/Chunks.h"
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#include "voxels/ChunksController.h"
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#include "voxels/ChunksStorage.h"
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#include "objects/Player.h"
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#include "world/Level.h"
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#include "world/World.h"
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#include "definitions.h"
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#include "assets/Assets.h"
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#include "assets/AssetsLoader.h"
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#include "world_render.h"
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#include "hud_render.h"
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using std::shared_ptr;
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class initialize_error : public std::runtime_error {
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public:
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initialize_error(const std::string& message) : std::runtime_error(message) {}
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};
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struct EngineSettings {
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int displayWidth;
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int displayHeight;
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int displaySamples;
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const char* title;
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/* Max milliseconds that engine uses for chunks loading only */
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uint chunksLoadSpeed;
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};
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class Engine {
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Assets* assets;
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Level* level;
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EngineSettings settings;
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uint64_t frame = 0;
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float lastTime = 0.0f;
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float delta = 0.0f;
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bool occlusion = true;
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public:
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Engine(const EngineSettings& settings);
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~Engine();
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void updateTimers();
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void updateHotkeys();
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void mainloop();
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};
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Engine::Engine(const EngineSettings& settings) {
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this->settings = settings;
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Window::initialize(settings.displayWidth, settings.displayHeight, settings.title, settings.displaySamples);
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assets = new Assets();
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std::cout << "-- loading assets" << std::endl;
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AssetsLoader loader(assets);
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AssetsLoader::createDefaults(loader);
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AssetsLoader::addDefaults(loader);
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while (loader.hasNext()) {
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if (!loader.loadNext()) {
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delete assets;
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Window::terminate();
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throw initialize_error("could not to initialize assets");
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}
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}
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std::cout << "-- loading world" << std::endl;
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vec3 playerPosition = vec3(0, 64, 0);
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Camera* camera = new Camera(playerPosition, radians(90.0f));
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World* world = new World("world-1", "world/", 42);
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Player* player = new Player(playerPosition, 4.0f, camera);
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level = world->loadLevel(player);
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std::cout << "-- initializing finished" << std::endl;
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Audio::initialize();
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}
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void Engine::updateTimers() {
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frame++;
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float currentTime = glfwGetTime();
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delta = currentTime - lastTime;
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lastTime = currentTime;
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}
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void Engine::updateHotkeys() {
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if (Events::jpressed(GLFW_KEY_ESCAPE)) {
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Window::setShouldClose(true);
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}
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if (Events::jpressed(GLFW_KEY_TAB) || Events::jpressed(GLFW_KEY_E)) {
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Events::toggleCursor();
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}
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if (Events::jpressed(GLFW_KEY_O)) {
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occlusion = !occlusion;
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}
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if (Events::jpressed(GLFW_KEY_F3)) {
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level->player->debug = !level->player->debug;
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}
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if (Events::jpressed(GLFW_KEY_F5)) {
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for (uint i = 0; i < level->chunks->volume; i++) {
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shared_ptr<Chunk> chunk = level->chunks->chunks[i];
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if (chunk != nullptr && chunk->isReady()) {
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chunk->setModified(true);
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}
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}
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}
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}
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void Engine::mainloop() {
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Camera* camera = level->player->camera;
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std::cout << "-- preparing systems" << std::endl;
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World* world = level->world;
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WorldRenderer worldRenderer(level, assets);
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HudRenderer hud;
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lastTime = glfwGetTime();
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Window::swapInterval(1);
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while (!Window::isShouldClose()){
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updateTimers();
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updateHotkeys();
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level->update(delta, Events::_cursor_locked);
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level->chunksController->update(settings.chunksLoadSpeed);
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worldRenderer.draw(camera, occlusion);
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hud.draw(level, assets);
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if (level->player->debug) {
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hud.drawDebug(level, assets, 1 / delta, occlusion);
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}
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Window::swapBuffers();
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Events::pullEvents();
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}
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}
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Engine::~Engine() {
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Audio::finalize();
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World* world = level->world;
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std::cout << "-- saving world" << std::endl;
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world->write(level);
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delete level;
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delete world;
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std::cout << "-- shutting down" << std::endl;
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delete assets;
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Events::finalize();
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Window::terminate();
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}
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int main() {
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setup_definitions();
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try {
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Engine engine(EngineSettings{ 1280, 720, 1, "VoxelEngine-Cpp v13", 10 });
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engine.mainloop();
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}
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catch (const initialize_error& err) {
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std::cerr << "could not to initialize engine" << std::endl;
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std::cerr << err.what() << std::endl;
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}
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return 0;
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}
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