VoxelEngine/src/frontend/screens/LevelScreen.cpp
2025-03-09 23:10:22 +03:00

266 lines
7.7 KiB
C++

#include "LevelScreen.hpp"
#include "audio/audio.hpp"
#include "coders/imageio.hpp"
#include "content/Content.hpp"
#include "core_defs.hpp"
#include "debug/Logger.hpp"
#include "engine/Engine.hpp"
#include "io/io.hpp"
#include "frontend/LevelFrontend.hpp"
#include "frontend/hud.hpp"
#include "graphics/core/DrawContext.hpp"
#include "graphics/core/ImageData.hpp"
#include "graphics/core/PostProcessing.hpp"
#include "graphics/core/Viewport.hpp"
#include "graphics/render/Decorator.hpp"
#include "graphics/render/WorldRenderer.hpp"
#include "graphics/ui/GUI.hpp"
#include "graphics/ui/elements/Menu.hpp"
#include "graphics/ui/GUI.hpp"
#include "frontend/ContentGfxCache.hpp"
#include "logic/LevelController.hpp"
#include "logic/PlayerController.hpp"
#include "logic/scripting/scripting.hpp"
#include "logic/scripting/scripting_hud.hpp"
#include "maths/voxmaths.hpp"
#include "objects/Players.hpp"
#include "physics/Hitbox.hpp"
#include "util/stringutil.hpp"
#include "voxels/Chunks.hpp"
#include "window/Camera.hpp"
#include "window/Events.hpp"
#include "window/Window.hpp"
#include "world/Level.hpp"
#include "world/World.hpp"
static debug::Logger logger("level-screen");
inline const io::path CLIENT_FILE = "world:client/environment.json";
LevelScreen::LevelScreen(
Engine& engine, std::unique_ptr<Level> levelPtr, int64_t localPlayer
)
: Screen(engine),
world(*levelPtr->getWorld()),
postProcessing(std::make_unique<PostProcessing>()) {
Level* level = levelPtr.get();
auto& settings = engine.getSettings();
auto& assets = *engine.getAssets();
auto menu = engine.getGUI()->getMenu();
menu->reset();
auto player = level->players->get(localPlayer);
assert(player != nullptr);
controller =
std::make_unique<LevelController>(&engine, std::move(levelPtr), player);
playerController = std::make_unique<PlayerController>(
settings,
*level,
*player,
*controller->getBlocksController()
);
frontend = std::make_unique<LevelFrontend>(
player, controller.get(), assets, settings
);
renderer = std::make_unique<WorldRenderer>(
engine, *frontend, *player
);
hud = std::make_unique<Hud>(engine, *frontend, *player);
decorator = std::make_unique<Decorator>(
engine, *controller, *renderer, assets, *player
);
keepAlive(settings.graphics.backlight.observe([=](bool) {
player->chunks->saveAndClear();
renderer->clear();
}));
keepAlive(settings.graphics.denseRender.observe([=](bool) {
player->chunks->saveAndClear();
renderer->clear();
frontend->getContentGfxCache().refresh();
}));
keepAlive(settings.camera.fov.observe([=](double value) {
player->fpCamera->setFov(glm::radians(value));
}));
keepAlive(Events::getBinding(BIND_CHUNKS_RELOAD).onactived.add([=](){
player->chunks->saveAndClear();
renderer->clear();
return false;
}));
animator = std::make_unique<TextureAnimator>();
animator->addAnimations(assets.getAnimations());
loadDecorations();
initializeContent();
}
LevelScreen::~LevelScreen() {
if (!controller->getLevel()->getWorld()->isNameless()) {
saveDecorations();
saveWorldPreview();
}
scripting::on_frontend_close();
// unblock all bindings
Events::enableBindings();
controller->onWorldQuit();
engine.getPaths().setCurrentWorldFolder("");
}
void LevelScreen::initializeContent() {
auto& content = controller->getLevel()->content;
for (auto& entry : content.getPacks()) {
initializePack(entry.second.get());
}
scripting::on_frontend_init(hud.get(), renderer.get());
}
void LevelScreen::initializePack(ContentPackRuntime* pack) {
const ContentPack& info = pack->getInfo();
io::path scriptFile = info.folder / "scripts/hud.lua";
if (io::is_regular_file(scriptFile)) {
scripting::load_hud_script(
pack->getEnvironment(),
info.id,
scriptFile,
pack->getId() + ":scripts/hud.lua"
);
}
}
void LevelScreen::loadDecorations() {
if (!io::exists(CLIENT_FILE)) {
return;
}
auto data = io::read_object(CLIENT_FILE);
if (data.has("weather")) {
renderer->getWeather().deserialize(data["weather"]);
}
}
void LevelScreen::saveDecorations() {
io::create_directory("world:client");
auto data = dv::object();
data["weather"] = renderer->getWeather().serialize();
io::write_json(CLIENT_FILE, data, true);
}
void LevelScreen::saveWorldPreview() {
try {
logger.info() << "saving world preview";
const auto& paths = engine.getPaths();
auto player = playerController->getPlayer();
auto& settings = engine.getSettings();
int previewSize = settings.ui.worldPreviewSize.get();
// camera special copy for world preview
Camera camera = *player->fpCamera;
camera.setFov(glm::radians(70.0f));
DrawContext pctx(nullptr, {Window::width, Window::height}, batch.get());
Viewport viewport(previewSize * 1.5, previewSize);
DrawContext ctx(&pctx, viewport, batch.get());
renderer->draw(ctx, camera, false, true, 0.0f, *postProcessing);
auto image = postProcessing->toImage();
image->flipY();
imageio::write("world:preview.png", image.get());
} catch (const std::exception& err) {
logger.error() << err.what();
}
}
void LevelScreen::updateHotkeys() {
auto& settings = engine.getSettings();
if (Events::jpressed(keycode::O)) {
settings.graphics.frustumCulling.toggle();
}
if (Events::jpressed(keycode::F1)) {
hudVisible = !hudVisible;
}
if (Events::jpressed(keycode::F3)) {
debug = !debug;
hud->setDebug(debug);
renderer->setDebug(debug);
}
}
void LevelScreen::updateAudio() {
auto player = playerController->getPlayer();
auto camera = player->currentCamera;
bool paused = hud->isPause();
audio::get_channel("regular")->setPaused(paused);
audio::get_channel("ambient")->setPaused(paused);
glm::vec3 velocity {};
if (auto hitbox = player->getHitbox()) {
velocity = hitbox->velocity;
}
audio::set_listener(
camera->position,
velocity,
camera->dir,
glm::vec3(0, 1, 0)
);
}
void LevelScreen::update(float delta) {
auto& gui = *engine.getGUI();
if (!gui.isFocusCaught()) {
updateHotkeys();
}
updateAudio();
auto menu = gui.getMenu();
bool inputLocked =
menu->hasOpenPage() || hud->isInventoryOpen() || gui.isFocusCaught();
bool paused = hud->isPause();
if (!paused) {
world.updateTimers(delta);
animator->update(delta);
playerController->update(delta, !inputLocked);
}
controller->update(glm::min(delta, 0.2f), paused);
playerController->postUpdate(delta, !inputLocked, paused);
hud->update(hudVisible);
const auto& weather = renderer->getWeather();
const auto& player = *playerController->getPlayer();
const auto& camera = *player.currentCamera;
decorator->update(paused ? 0.0f : delta, camera, weather);
}
void LevelScreen::draw(float delta) {
auto camera = playerController->getPlayer()->currentCamera;
Viewport viewport(Window::width, Window::height);
DrawContext ctx(nullptr, viewport, batch.get());
if (!hud->isPause()) {
scripting::on_entities_render(engine.getTime().getDelta());
}
renderer->draw(
ctx, *camera, hudVisible, hud->isPause(), delta, *postProcessing
);
if (hudVisible) {
hud->draw(ctx);
}
}
void LevelScreen::onEngineShutdown() {
if (hud->isInventoryOpen()) {
hud->closeInventory();
}
controller->saveWorld();
}