Refactor: added Screen interface class, LevelScreen
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79aa754e66
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@ -2,6 +2,7 @@
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#include <memory>
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#include <iostream>
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#include <assert.h>
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#include <glm/glm.hpp>
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#define GLEW_STATIC
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@ -24,11 +25,13 @@
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#include "frontend/world_render.h"
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#include "frontend/hud.h"
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#include "frontend/gui/GUI.h"
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#include "frontend/screens.h"
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#include "util/platform.h"
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#include "coders/json.h"
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#include "coders/png.h"
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#include "files/files.h"
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#include "files/engine_files.h"
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using std::shared_ptr;
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using glm::vec3;
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@ -51,15 +54,17 @@ Engine::Engine(const EngineSettings& settings_) {
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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, settings);
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Player* player = new Player(playerPosition, 4.0f, camera);
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level = world->loadLevel(player, settings);
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Audio::initialize();
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gui = new GUI();
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std::cout << "-- initializing finished" << std::endl;
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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", enginefs::get_worlds_folder()/"world", 42, settings);
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Player* player = new Player(playerPosition, 4.0f, camera);
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setScreen(new LevelScreen(this, world->loadLevel(player, settings)));
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}
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void Engine::updateTimers() {
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@ -70,54 +75,29 @@ void Engine::updateTimers() {
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}
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void Engine::updateHotkeys() {
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if (Events::jpressed(keycode::O)) {
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occlusion = !occlusion;
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}
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if (Events::jpressed(keycode::F2)) {
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ImageData* image = Window::takeScreenshot();
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image->flipY();
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std::string filename = platform::get_screenshot_file("png");
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std::string filename = enginefs::get_screenshot_file("png");
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png::write_image(filename, image);
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delete image;
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std::cout << "saved screenshot as " << filename << std::endl;
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}
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if (Events::jpressed(keycode::F3)) {
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level->player->debug = !level->player->debug;
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}
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if (Events::jpressed(keycode::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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std::cout << "-- preparing systems" << std::endl;
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Camera* camera = level->player->camera;
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WorldRenderer worldRenderer(level, assets);
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HudRenderer hud(gui, level, assets);
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Batch2D batch(1024);
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lastTime = Window::time();
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while (!Window::isShouldClose()){
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assert(screen != nullptr);
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updateTimers();
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updateHotkeys();
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bool inputLocked = hud.isPause() || hud.isInventoryOpen() || gui->isFocusCaught();
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level->updatePlayer(delta, !inputLocked, hud.isPause(), !inputLocked);
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level->update();
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level->chunksController->update(settings.chunks.loadSpeed);
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float fovFactor = 18.0f / (float)settings.chunks.loadDistance;
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worldRenderer.draw(camera, occlusion, fovFactor, settings.graphics.fogCurve);
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hud.draw();
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if (level->player->debug) {
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hud.drawDebug( 1 / delta, occlusion);
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}
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screen->update(delta);
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screen->draw(delta);
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gui->act(delta);
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gui->draw(&batch, assets);
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@ -127,18 +107,32 @@ void Engine::mainloop() {
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}
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Engine::~Engine() {
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delete screen;
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delete gui;
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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, !settings.debug.generatorTestMode);
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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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Window::terminate();
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std::cout << "-- engine finished" << std::endl;
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}
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GUI* Engine::getGUI() {
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return gui;
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}
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EngineSettings& Engine::getSettings() {
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return settings;
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}
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Assets* Engine::getAssets() {
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return assets;
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}
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void Engine::setScreen(Screen* screen) {
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if (this->screen != nullptr) {
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delete this->screen;
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}
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this->screen = screen;
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}
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@ -9,6 +9,7 @@
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class Assets;
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class Level;
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class Screen;
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namespace gui {
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class GUI;
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@ -21,13 +22,12 @@ public:
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class Engine {
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Assets* assets;
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Level* level;
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Screen* screen = nullptr;
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EngineSettings settings;
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uint64_t frame = 0;
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double lastTime = 0.0;
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double delta = 0.0;
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bool occlusion = true;
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gui::GUI* gui;
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public:
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@ -37,6 +37,11 @@ public:
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void updateTimers();
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void updateHotkeys();
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void mainloop();
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Assets* getAssets();
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gui::GUI* getGUI();
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EngineSettings& getSettings();
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void setScreen(Screen* screen);
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};
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#endif // SRC_ENGINE_H_
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@ -16,7 +16,6 @@
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#include <memory>
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#include <fstream>
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#include <iostream>
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#include <filesystem>
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#define SECTION_POSITION 1
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#define SECTION_ROTATION 2
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@ -28,6 +27,7 @@ using glm::ivec2;
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using glm::vec3;
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using std::ios;
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using std::unique_ptr;
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using std::filesystem::path;
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int bytes2Int(const ubyte* src, size_t offset){
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return (src[offset] << 24) | (src[offset+1] << 16) | (src[offset+2] << 8) | (src[offset+3]);
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@ -56,7 +56,7 @@ float bytes2Float(ubyte* src, uint offset){
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return *(float*)(&value);
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}
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WorldFiles::WorldFiles(std::string directory, size_t mainBufferCapacity, bool generatorTestMode)
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WorldFiles::WorldFiles(path directory, size_t mainBufferCapacity, bool generatorTestMode)
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: directory(directory), generatorTestMode(generatorTestMode) {
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compressionBuffer = new ubyte[CHUNK_DATA_LEN * 2];
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}
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@ -116,11 +116,11 @@ void WorldFiles::put(Chunk* chunk){
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}
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std::string WorldFiles::getRegionFile(int x, int y) {
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return directory + std::to_string(x) + "_" + std::to_string(y) + ".bin";
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return directory/(std::to_string(x) + "_" + std::to_string(y) + ".bin");
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}
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std::string WorldFiles::getPlayerFile() {
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return directory + "/player.bin";
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return directory/"player.bin";
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}
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ubyte* WorldFiles::getChunk(int x, int y){
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@ -201,7 +201,7 @@ ubyte* WorldFiles::readChunkData(int x, int y, uint32_t& length){
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void WorldFiles::write(){
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if (!std::filesystem::is_directory(directory)) {
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std::filesystem::create_directory(directory);
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std::filesystem::create_directories(directory);
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}
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if (generatorTestMode)
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return;
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@ -5,6 +5,7 @@
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#include <string>
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#include <unordered_map>
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#include <string>
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#include <filesystem>
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#include <glm/glm.hpp>
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#define GLM_ENABLE_EXPERIMENTAL
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@ -29,11 +30,11 @@ struct WorldRegion {
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class WorldFiles {
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public:
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std::unordered_map<glm::ivec2, WorldRegion> regions;
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std::string directory;
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std::filesystem::path directory;
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ubyte* compressionBuffer;
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bool generatorTestMode;
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WorldFiles(std::string directory, size_t mainBufferCapacity, bool generatorTestMode);
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WorldFiles(std::filesystem::path directory, size_t mainBufferCapacity, bool generatorTestMode);
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~WorldFiles();
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void put(Chunk* chunk);
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@ -77,6 +77,7 @@ void GUI::act(float delta) {
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}
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void GUI::draw(Batch2D* batch, Assets* assets) {
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batch->begin();
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container->draw(batch, assets);
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}
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@ -127,7 +127,6 @@ HudRenderer::HudRenderer(GUI* gui, Level* level, Assets* assets) : level(level),
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HudRenderer::~HudRenderer() {
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delete batch;
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delete uicamera;
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delete guiController;
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}
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void HudRenderer::drawDebug(int fps, bool occlusion){
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@ -71,10 +71,10 @@ bool WorldRenderer::drawChunk(size_t index, Camera* camera, Shader* shader, bool
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void WorldRenderer::draw(Camera* camera, bool occlusion, float fogFactor, float fogCurve){
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Chunks* chunks = level->chunks;
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vec4 skyColor(0.7f, 0.81f, 1.0f, 1.0f);
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glClearColor(skyColor.r, skyColor.g, skyColor.b, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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vec3 skyColor(0.7f, 0.81f, 1.0f);
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Window::setBgColor(skyColor);
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Window::clear();
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Window::viewport(0, 0, Window::width, Window::height);
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glEnable(GL_DEPTH_TEST);
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@ -8,7 +8,6 @@
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#include "../typedefs.h"
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#define SETTINGS_FILE "settings.toml"
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#define SCREENSHOTS_FOLDER "screenshots"
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using std::string;
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@ -17,30 +16,6 @@ string platform::get_settings_file() {
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return SETTINGS_FILE;
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}
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string platform::get_screenshot_file(string ext) {
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std::string folder = SCREENSHOTS_FOLDER;
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if (!std::filesystem::is_directory(folder)) {
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std::filesystem::create_directory(folder);
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}
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auto t = std::time(nullptr);
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auto tm = *std::localtime(&t);
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const char* format = "%d-%m-%Y_%H-%M-%S";
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std::stringstream ss;
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ss << std::put_time(&tm, format);
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string datetimestr = ss.str();
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string filename = folder+"/screenshot-"+datetimestr+"."+ext;
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uint index = 0;
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while (std::filesystem::exists(filename)) {
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filename = folder+"/screenshot-"+datetimestr+"-"+std::to_string(index)+"."+ext;
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index++;
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}
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return filename;
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}
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#ifdef WIN32
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#include <Windows.h>
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@ -6,7 +6,6 @@
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namespace platform {
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extern void configure_encoding();
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extern std::string get_settings_file();
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extern std::string get_screenshot_file(std::string ext);
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}
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#endif // UTIL_PLATFORM_H_
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@ -110,9 +110,14 @@ int Window::initialize(DisplaySettings& settings){
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}
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void Window::clear() {
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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void Window::setBgColor(glm::vec3 color) {
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glClearColor(color.r, color.g, color.b, 1.0f);
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}
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void Window::viewport(int x, int y, int width, int height){
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glViewport(x, y, width, height);
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}
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@ -34,6 +34,7 @@ public:
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static void resetScissor();
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static void clear();
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static void setBgColor(glm::vec3 color);
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static double time();
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static ImageData* takeScreenshot();
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