Engine core and assets loading refactor
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972db16a0c
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0576316282
79
src/AssetsLoader.cpp
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79
src/AssetsLoader.cpp
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@ -0,0 +1,79 @@
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#include "AssetsLoader.h"
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#include "Assets.h"
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#include <iostream>
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AssetsLoader::AssetsLoader(Assets* assets) : assets(assets) {
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}
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void AssetsLoader::addLoader(int tag, aloader_func func) {
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loaders[tag] = func;
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}
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void AssetsLoader::add(int tag, const std::string filename, const std::string alias) {
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entries.push(aloader_entry{ tag, filename, alias });
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}
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bool AssetsLoader::hasNext() const {
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return !entries.empty();
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}
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bool AssetsLoader::loadNext() {
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const aloader_entry& entry = entries.front();
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std::cout << " loading " << entry.filename << " as " << entry.alias << std::endl;
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std::cout.flush();
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auto found = loaders.find(entry.tag);
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if (found == loaders.end()) {
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std::cerr << "unknown asset tag " << entry.tag << std::endl;
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return false;
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}
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aloader_func loader = found->second;
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bool status = loader(assets, entry.filename, entry.alias);
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entries.pop();
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return status;
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}
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#include "graphics/Shader.h"
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#include "graphics/Texture.h"
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#include "graphics/Font.h"
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bool _load_shader(Assets* assets, const std::string& filename, const std::string& name) {
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Shader* shader = load_shader(filename + ".glslv", filename + ".glslf");
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if (shader == nullptr) {
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std::cerr << "failed to load shader '" << name << "'" << std::endl;
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return false;
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}
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assets->store(shader, name);
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return true;
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}
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bool _load_texture(Assets* assets, const std::string& filename, const std::string& name) {
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Texture* texture = load_texture(filename);
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if (texture == nullptr) {
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std::cerr << "failed to load texture '" << name << "'" << std::endl;
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return false;
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}
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assets->store(texture, name);
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return true;
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}
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bool _load_font(Assets* assets, const std::string& filename, const std::string& name) {
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std::vector<Texture*> pages;
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for (size_t i = 0; i <= 4; i++) {
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Texture* texture = load_texture(filename + "_" + std::to_string(i) + ".png");
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if (texture == nullptr) {
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std::cerr << "failed to load bitmap font '" << name << "' (missing page " << std::to_string(i) << ")" << std::endl;
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return false;
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}
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pages.push_back(texture);
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}
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Font* font = new Font(pages);
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assets->store(font, name);
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return true;
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}
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void AssetsLoader::createDefaults(AssetsLoader& loader) {
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loader.addLoader(ASSET_SHADER, _load_shader);
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loader.addLoader(ASSET_TEXTURE, _load_texture);
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loader.addLoader(ASSET_FONT, _load_font);
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}
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38
src/AssetsLoader.h
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38
src/AssetsLoader.h
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@ -0,0 +1,38 @@
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#ifndef SRC_ASSETS_LOADER_H
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#define SRC_ASSETS_LOADER_H
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#include <string>
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#include <functional>
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#include <map>
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#include <queue>
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#define ASSET_TEXTURE 1
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#define ASSET_SHADER 2
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#define ASSET_FONT 3
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class Assets;
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typedef std::function<bool(Assets*, const std::string&, const std::string&)> aloader_func;
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struct aloader_entry {
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int tag;
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const std::string filename;
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const std::string alias;
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};
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class AssetsLoader {
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Assets* assets;
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std::map<int, aloader_func> loaders;
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std::queue<aloader_entry> entries;
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public:
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AssetsLoader(Assets* assets);
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void addLoader(int tag, aloader_func func);
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void add(int tag, const std::string filename, const std::string alias);
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bool hasNext() const;
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bool loadNext();
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static void createDefaults(AssetsLoader& loader);
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};
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#endif // SRC_ASSETS_LOADER_H
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@ -1,70 +1,21 @@
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#include "declarations.h"
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#include "Assets.h"
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#include "graphics/Shader.h"
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#include "graphics/Texture.h"
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#include "graphics/Font.h"
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#include "AssetsLoader.h"
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#include "window/Window.h"
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#include "voxels/Block.h"
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// Shaders, textures
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bool _load_shader(Assets* assets, std::string vertex_file, std::string fragment_file, std::string name){
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Shader* shader = load_shader(vertex_file, fragment_file);
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if (shader == nullptr){
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std::cerr << "failed to load shader '" << name << "'" << std::endl;
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return false;
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}
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assets->store(shader, name);
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return true;
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}
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bool _load_texture(Assets* assets, std::string filename, std::string name){
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Texture* texture = load_texture(filename);
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if (texture == nullptr){
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std::cerr << "failed to load texture '" << name << "'" << std::endl;
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return false;
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}
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assets->store(texture, name);
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return true;
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}
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void initialize_assets(AssetsLoader* loader) {
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loader->add(ASSET_SHADER, "res/main", "main");
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loader->add(ASSET_SHADER, "res/crosshair", "crosshair");
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loader->add(ASSET_SHADER, "res/lines", "lines");
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loader->add(ASSET_SHADER, "res/ui", "ui");
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bool _load_font(Assets* assets, std::string filename, std::string name){
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std::vector<Texture*> pages;
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for (size_t i = 0; i <= 4; i++){
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Texture* texture = load_texture(filename+"_"+std::to_string(i)+".png");
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if (texture == nullptr){
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std::cerr << "failed to load bitmap font '" << name << "' (missing page " << std::to_string(i) << ")" << std::endl;
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return false;
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}
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pages.push_back(texture);
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}
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Font* font = new Font(pages);
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assets->store(font, name);
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return true;
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}
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loader->add(ASSET_TEXTURE, "res/block.png", "block");
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loader->add(ASSET_TEXTURE, "res/slot.png", "slot");
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int initialize_assets(Assets* assets) {
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#define LOAD_SHADER(VERTEX, FRAGMENT, NAME) \
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if (!_load_shader(assets, VERTEX, FRAGMENT, NAME))\
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return 1;
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#define LOAD_TEXTURE(FILENAME, NAME) \
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if (!_load_texture(assets, FILENAME, NAME))\
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return 1;
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#define LOAD_FONT(FILENAME, NAME) \
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if (!_load_font(assets, FILENAME, NAME))\
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return 1;
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LOAD_SHADER("res/main.glslv", "res/main.glslf", "main");
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LOAD_SHADER("res/crosshair.glslv", "res/crosshair.glslf", "crosshair");
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LOAD_SHADER("res/lines.glslv", "res/lines.glslf", "lines");
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LOAD_SHADER("res/ui.glslv", "res/ui.glslf", "ui");
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LOAD_TEXTURE("res/block.png", "block");
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LOAD_TEXTURE("res/slot.png", "slot");
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LOAD_FONT("res/font", "normal");
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return 0;
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loader->add(ASSET_FONT, "res/font", "normal");
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}
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// All in-game definitions (blocks, items, etc..)
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@ -21,9 +21,9 @@
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#define BLOCK_METAL 15
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#define BLOCK_RUST 16
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class Assets;
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class AssetsLoader;
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int initialize_assets(Assets* assets);
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void initialize_assets(AssetsLoader* loader);
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void setup_definitions();
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#endif // DECLARATIONS_H
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@ -20,6 +20,19 @@
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HudRenderer::HudRenderer() {
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// float vertices[] = {
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// // x y
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// -0.01f,-0.01f,
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// 0.01f, 0.01f,
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// -0.01f, 0.01f,
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// 0.01f,-0.01f,
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// };
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// int attrs[] = {
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// 2, 0 //null terminator
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// };
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// crosshair = new Mesh(vertices, 4, attrs);
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batch = new Batch2D(1024);
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uicamera = new Camera(glm::vec3(), Window::height / 1.0f);
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uicamera->perspective = false;
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@ -66,6 +79,7 @@ void HudRenderer::draw(Level* level, Assets* assets){
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// Chosen block preview
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Texture* blocks = assets->getTexture("block");
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Texture* sprite = assets->getTexture("slot");
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batch->texture(nullptr);
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batch->color = vec4(1.0f);
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@ -76,6 +90,13 @@ void HudRenderer::draw(Level* level, Assets* assets){
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batch->line(Window::width/2-5, Window::height/2-5, Window::width/2+5, Window::height/2+5, 0.9f, 0.9f, 0.9f, 1.0f);
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batch->line(Window::width/2+5, Window::height/2-5, Window::width/2-5, Window::height/2+5, 0.9f, 0.9f, 0.9f, 1.0f);
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}
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// batch->texture(sprite);
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// batch->sprite(Window::width/2-32, uicamera->fov - 80, 64, 64, 16, 0, vec4(1.0f));
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// batch->rect(Window::width/2-128-4, Window::height-80-4, 256+8, 64+8,
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// 0.85f, 0.85f, 0.85f, 0.95f, 0.95f, 0.95f,
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// 0.55f, 0.55f, 0.55f,
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// 0.45f, 0.45f, 0.45f, 0.7f, 0.7f, 0.7f, 2);
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batch->rect(Window::width/2-128-4, Window::height-80-4, 256+8, 64+8,
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0.95f, 0.95f, 0.95f, 0.85f, 0.85f, 0.85f,
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0.7f, 0.7f, 0.7f,
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@ -146,6 +167,7 @@ void HudRenderer::draw(Level* level, Assets* assets){
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for (uint i = 1; i < count; i++) {
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x = xs + step * ((i-1) % (inv_w / step));
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y = ys + step * ((i-1) / (inv_w / step));
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// batch->rect(x-2, y-2, size+4, size+4);
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batch->rect(x-2, y-2, size+4, size+4,
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0.45f, 0.45f, 0.45f, 0.55f, 0.55f, 0.55f,
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0.7f, 0.7f, 0.7f,
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@ -156,6 +178,13 @@ void HudRenderer::draw(Level* level, Assets* assets){
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0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 2);
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}
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// batch->color = vec4(0.5f, 0.5f, 0.5f, 1.0f);
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// for (unsigned i = 1; i < count; i++) {
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// x = xs + step * ((i-1) % (inv_w / step));
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// y = ys + step * ((i-1) / (inv_w / step));
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// batch->rect(x, y, size, size);
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// }
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//front
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batch->texture(blocks);
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for (uint i = 1; i < count; i++) {
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@ -171,8 +200,10 @@ void HudRenderer::draw(Level* level, Assets* assets){
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if (Events::jclicked(GLFW_MOUSE_BUTTON_LEFT)) {
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player->choosenBlock = i;
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}
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// size = 50;
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} else
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{
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// size = 48;
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tint = vec4(1.0f);
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}
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@ -183,4 +214,15 @@ void HudRenderer::draw(Level* level, Assets* assets){
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}
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}
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}
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// batch->render();
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if (Events::_cursor_locked && !level->player->debug){
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// Shader* crosshairShader = assets->getShader("crosshair");
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// crosshairShader->use();
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// crosshairShader->uniform1f("u_ar", (float)Window::height / (float)Window::width);
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// crosshairShader->uniform1f("u_scale", 1.0f / ((float)Window::height / 1000.0f));
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// glLineWidth(2.0f);
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// crosshair->draw(GL_LINES);
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}
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}
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@ -10,6 +10,7 @@
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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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@ -18,140 +19,124 @@
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using namespace glm;
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#include "graphics/Shader.h"
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#include "graphics/Texture.h"
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#include "graphics/Mesh.h"
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#include "graphics/VoxelRenderer.h"
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#include "graphics/LineBatch.h"
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#include "graphics/Batch2D.h"
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#include "graphics/Framebuffer.h"
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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 "loaders/png_loading.h"
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#include "voxels/voxel.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/Block.h"
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#include "voxels/WorldGenerator.h"
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#include "voxels/ChunksController.h"
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#include "files/files.h"
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#include "files/WorldFiles.h"
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#include "lighting/LightSolver.h"
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#include "lighting/Lightmap.h"
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#include "lighting/Lighting.h"
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#include "physics/Hitbox.h"
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#include "physics/PhysicsSolver.h"
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#include "world/World.h"
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#include "world/Level.h"
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#include "audio/Audio.h"
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#include "audio/audioutil.h"
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#include "Assets.h"
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#include "voxels/ChunksLoader.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 "declarations.h"
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#include "Assets.h"
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#include "AssetsLoader.h"
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#include "world_render.h"
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#include "hud_render.h"
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#include "player_control.h"
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int WIDTH = 1280;
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int HEIGHT = 720;
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// Save all world data to files
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void write_world(World* world, Level* level){
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WorldFiles* wfile = world->wfile;
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Chunks* chunks = level->chunks;
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class initialize_error : public std::runtime_error {
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initialize_error(const std::string& message) : std::runtime_error(message) {}
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};
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for (unsigned int i = 0; i < chunks->volume; i++){
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Chunk* chunk = chunks->chunks[i];
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if (chunk == nullptr || !chunk->isUnsaved())
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continue;
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wfile->put((const char*)chunk->voxels, chunk->x, chunk->z);
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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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const char* title;
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};
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wfile->write();
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world->wfile->writePlayer(level->player);
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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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void update_level(World* world, Level* level, float delta) {
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level->playerController->update_controls(delta);
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if (Events::_cursor_locked){
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level->playerController->update_interaction();
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} else
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{
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level->playerController->selectedBlockId = -1;
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}
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vec3 position = level->player->hitbox->position;
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level->chunks->setCenter(world->wfile, position.x, position.z);
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}
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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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Level* load_level(World* world, Player* player) {
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Level* level = new Level(world, player, new Chunks(56, 56, 0, 0), new PhysicsSolver(vec3(0, -19.6f, 0)));
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world->wfile->readPlayer(player);
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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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Camera* camera = player->camera;
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camera->rotation = mat4(1.0f);
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camera->rotate(player->camY, player->camX, 0);
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return level;
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}
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int initialize(Assets*& assets) {
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Window::initialize(WIDTH, HEIGHT, "VoxelEngine-Cpp v12");
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Engine::Engine(const EngineSettings& settings) {
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Window::initialize(settings.displayWidth, settings.displayHeight, settings.title);
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Events::initialize();
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assets = new Assets();
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std::cout << "-- loading assets" << std::endl;
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int result = initialize_assets(assets);
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if (result){
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delete assets;
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Window::terminate();
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return result;
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AssetsLoader loader(assets);
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AssetsLoader::createDefaults(loader);
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initialize_assets(&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 std::runtime_error("could not to initialize assets");
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}
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}
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return 0;
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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));
|
||||
World* world = new World("world-1", "world/", 42);
|
||||
Player* player = new Player(playerPosition, 4.0f, camera);
|
||||
level = world->loadLevel(player);
|
||||
|
||||
std::cout << "-- initializing finished" << std::endl;
|
||||
|
||||
Audio::initialize();
|
||||
}
|
||||
|
||||
void mainloop(Level* level, Assets* assets) {
|
||||
void Engine::updateTimers() {
|
||||
frame++;
|
||||
float currentTime = glfwGetTime();
|
||||
delta = currentTime - lastTime;
|
||||
lastTime = currentTime;
|
||||
}
|
||||
|
||||
void Engine::updateHotkeys() {
|
||||
if (Events::jpressed(GLFW_KEY_ESCAPE)) {
|
||||
Window::setShouldClose(true);
|
||||
}
|
||||
if (Events::jpressed(GLFW_KEY_TAB) || Events::jpressed(GLFW_KEY_E)) {
|
||||
Events::toggleCursor();
|
||||
}
|
||||
if (Events::jpressed(GLFW_KEY_O)) {
|
||||
occlusion = !occlusion;
|
||||
}
|
||||
if (Events::jpressed(GLFW_KEY_F3)) {
|
||||
level->player->debug = !level->player->debug;
|
||||
}
|
||||
if (Events::jpressed(GLFW_KEY_F5)) {
|
||||
for (unsigned i = 0; i < level->chunks->volume; i++) {
|
||||
Chunk* chunk = level->chunks->chunks[i];
|
||||
if (chunk != nullptr && chunk->isReady()) {
|
||||
chunk->setModified(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Engine::mainloop() {
|
||||
Camera* camera = level->player->camera;
|
||||
std::cout << "-- preparing systems" << std::endl;
|
||||
World* world = level->world;
|
||||
WorldRenderer worldRenderer(level, assets);
|
||||
HudRenderer hud;
|
||||
long frame = 0;
|
||||
float lastTime = glfwGetTime();
|
||||
float delta = 0.0f;
|
||||
bool occlusion = true;
|
||||
lastTime = glfwGetTime();
|
||||
|
||||
Window::swapInterval(1);
|
||||
while (!Window::isShouldClose()){
|
||||
frame++;
|
||||
float currentTime = glfwGetTime();
|
||||
delta = currentTime - lastTime;
|
||||
lastTime = currentTime;
|
||||
int fps = 1 / delta;
|
||||
if (Events::jpressed(GLFW_KEY_ESCAPE)){
|
||||
Window::setShouldClose(true);
|
||||
}
|
||||
if (Events::jpressed(GLFW_KEY_TAB) || Events::jpressed(GLFW_KEY_E)){
|
||||
Events::toggleCursor();
|
||||
}
|
||||
if (Events::jpressed(GLFW_KEY_O)){
|
||||
occlusion = !occlusion;
|
||||
}
|
||||
if (Events::jpressed(GLFW_KEY_F3)){
|
||||
level->player->debug = !level->player->debug;
|
||||
}
|
||||
if (Events::jpressed(GLFW_KEY_F5)){
|
||||
for (unsigned i = 0; i < level->chunks->volume; i++) {
|
||||
Chunk* chunk = level->chunks->chunks[i];
|
||||
if (chunk != nullptr && chunk->isReady()){
|
||||
chunk->setModified(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
updateTimers();
|
||||
updateHotkeys();
|
||||
|
||||
update_level(world, level, delta);
|
||||
level->update(delta, Events::_cursor_locked);
|
||||
int freeLoaders = level->chunksController->countFreeLoaders();
|
||||
for (int i = 0; i < freeLoaders; i++)
|
||||
level->chunksController->_buildMeshes();
|
||||
@ -165,7 +150,7 @@ void mainloop(Level* level, Assets* assets) {
|
||||
worldRenderer.draw(camera, occlusion);
|
||||
hud.draw(level, assets);
|
||||
if (level->player->debug) {
|
||||
hud.drawDebug(level, assets, fps, occlusion);
|
||||
hud.drawDebug(level, assets, 1 / delta, occlusion);
|
||||
}
|
||||
|
||||
Window::swapBuffers();
|
||||
@ -173,28 +158,12 @@ void mainloop(Level* level, Assets* assets) {
|
||||
}
|
||||
}
|
||||
|
||||
int main() {
|
||||
setup_definitions();
|
||||
|
||||
Assets* assets;
|
||||
int status = initialize(assets);
|
||||
if (status) return status;
|
||||
|
||||
std::cout << "-- loading world" << std::endl;
|
||||
vec3 playerPosition = vec3(0,64,0);
|
||||
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 << "-- initializing finished" << std::endl;
|
||||
|
||||
Audio::initialize();
|
||||
mainloop(level, assets);
|
||||
Engine::~Engine() {
|
||||
Audio::finalize();
|
||||
|
||||
World* world = level->world;
|
||||
std::cout << "-- saving world" << std::endl;
|
||||
write_world(world, level);
|
||||
world->write(level);
|
||||
|
||||
delete level;
|
||||
delete world;
|
||||
@ -203,5 +172,19 @@ int main() {
|
||||
delete assets;
|
||||
Events::finalize();
|
||||
Window::terminate();
|
||||
}
|
||||
|
||||
int main() {
|
||||
setup_definitions();
|
||||
|
||||
try {
|
||||
Engine engine(EngineSettings{ 1280, 720, "VoxelEngine-Cpp v13" });
|
||||
engine.mainloop();
|
||||
}
|
||||
catch (const initialize_error& err) {
|
||||
std::cerr << "could not to initialize engine" << std::endl;
|
||||
std::cerr << err.what() << std::endl;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
@ -1,8 +1,10 @@
|
||||
#include "Level.h"
|
||||
#include "World.h"
|
||||
#include "../lighting/Lighting.h"
|
||||
#include "../voxels/Chunks.h"
|
||||
#include "../voxels/ChunksController.h"
|
||||
#include "../player_control.h"
|
||||
#include "../physics/Hitbox.h"
|
||||
#include "../physics/PhysicsSolver.h"
|
||||
#include "../objects/Player.h"
|
||||
|
||||
@ -24,3 +26,16 @@ Level::~Level(){
|
||||
delete chunksController;
|
||||
delete playerController;
|
||||
}
|
||||
|
||||
void Level::update(float delta, bool interactions) {
|
||||
playerController->update_controls(delta);
|
||||
if (interactions) {
|
||||
playerController->update_interaction();
|
||||
}
|
||||
else
|
||||
{
|
||||
playerController->selectedBlockId = -1;
|
||||
}
|
||||
vec3 position = player->hitbox->position;
|
||||
chunks->setCenter(world->wfile, position.x, position.z);
|
||||
}
|
||||
|
||||
@ -20,6 +20,9 @@ public:
|
||||
PlayerController* playerController;
|
||||
Level(World* world, Player* player, Chunks* chunks, PhysicsSolver* physics);
|
||||
~Level();
|
||||
|
||||
void update(float delta, bool interactions);
|
||||
|
||||
};
|
||||
|
||||
#endif /* WORLD_LEVEL_H_ */
|
||||
|
||||
@ -3,6 +3,10 @@
|
||||
#include "../files/WorldFiles.h"
|
||||
#include "../voxels/Chunk.h"
|
||||
#include "../voxels/Chunks.h"
|
||||
#include "Level.h"
|
||||
#include "../objects/Player.h"
|
||||
#include "../physics/PhysicsSolver.h"
|
||||
#include "../window/Camera.h"
|
||||
|
||||
World::World(std::string name, std::string directory, int seed) : name(name), seed(seed) {
|
||||
wfile = new WorldFiles(directory, REGION_VOL * (CHUNK_VOL * 2 + 8));
|
||||
@ -11,3 +15,27 @@ World::World(std::string name, std::string directory, int seed) : name(name), se
|
||||
World::~World(){
|
||||
delete wfile;
|
||||
}
|
||||
|
||||
void World::write(Level* level) {
|
||||
Chunks* chunks = level->chunks;
|
||||
|
||||
for (unsigned int i = 0; i < chunks->volume; i++) {
|
||||
Chunk* chunk = chunks->chunks[i];
|
||||
if (chunk == nullptr || !chunk->isUnsaved())
|
||||
continue;
|
||||
wfile->put((const char*)chunk->voxels, chunk->x, chunk->z);
|
||||
}
|
||||
|
||||
wfile->write();
|
||||
wfile->writePlayer(level->player);
|
||||
}
|
||||
|
||||
Level* World::loadLevel(Player* player) {
|
||||
Level* level = new Level(this, player, new Chunks(56, 56, 0, 0), new PhysicsSolver(vec3(0, -19.6f, 0)));
|
||||
wfile->readPlayer(player);
|
||||
|
||||
Camera* camera = player->camera;
|
||||
camera->rotation = mat4(1.0f);
|
||||
camera->rotate(player->camY, player->camX, 0);
|
||||
return level;
|
||||
}
|
||||
@ -5,6 +5,8 @@
|
||||
|
||||
class WorldFiles;
|
||||
class Chunks;
|
||||
class Level;
|
||||
class Player;
|
||||
|
||||
class World {
|
||||
public:
|
||||
@ -14,6 +16,9 @@ public:
|
||||
|
||||
World(std::string name, std::string directory, int seed);
|
||||
~World();
|
||||
|
||||
void write(Level* level);
|
||||
Level* loadLevel(Player* player);
|
||||
};
|
||||
|
||||
#endif /* WORLD_WORLD_H_ */
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user