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Added pause menu, new F3 debug panel, fogCurve setting
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MihailRis committed Nov 11, 2023
1 parent b9ed7a2 commit e48e41c
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Showing 28 changed files with 1,267 additions and 324 deletions.
3 changes: 2 additions & 1 deletion res/main.glslf
Original file line number Diff line number Diff line change
Expand Up @@ -8,6 +8,7 @@ out vec4 f_color;
uniform sampler2D u_texture0;
uniform vec3 u_fogColor;
uniform float u_fogFactor;
uniform float u_fogCurve;

void main(){
vec4 tex_color = texture(u_texture0, a_texCoord);
Expand All @@ -16,6 +17,6 @@ void main(){
// anyway it's any alpha-test alternative required
if (alpha < 0.1f)
discard;
f_color = mix(a_color * tex_color, vec4(u_fogColor,1.0), min(1.0, depth*u_fogFactor));
f_color = mix(a_color * tex_color, vec4(u_fogColor,1.0), min(1.0, pow(depth*u_fogFactor, u_fogCurve)));
f_color.a = alpha;
}
1 change: 1 addition & 0 deletions src/definitions.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -72,6 +72,7 @@ void setup_definitions() {
block->lightPassing = true;
block->obstacle = false;
block->model = 2;
block->hitboxScale = 0.5f;
Block::blocks[block->id] = block;

block = new Block(BLOCK_FLOWER, 16);
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160 changes: 160 additions & 0 deletions src/engine.cpp
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@@ -0,0 +1,160 @@
#include "engine.h"

#include <memory>
#include <iostream>
#include <glm/glm.hpp>

#include "audio/Audio.h"
#include "assets/Assets.h"
#include "assets/AssetsLoader.h"
#include "window/Window.h"
#include "window/Events.h"
#include "window/Camera.h"
#include "window/input.h"
#include "graphics/Batch2D.h"
#include "world/World.h"
#include "world/Level.h"
#include "voxels/Chunk.h"
#include "voxels/Chunks.h"
#include "voxels/ChunksController.h"
#include "voxels/ChunksStorage.h"
#include "objects/Player.h"
#include "frontend/world_render.h"
#include "frontend/hud.h"
#include "frontend/gui/GUI.h"

#include "coders/json.h"
#include "files/files.h"

using std::shared_ptr;
using glm::vec3;
using gui::GUI;

void load_settings(EngineSettings& settings, std::string filename) {
std::string source = files::read_string(filename);
std::unique_ptr<json::JObject> obj(json::parse(filename, source));
obj->num("display-width", settings.displayWidth);
obj->num("display-height", settings.displayHeight);
obj->num("display-samples", settings.displaySamples);
obj->num("display-swap-interval", settings.displaySwapInterval);
obj->num("chunks-load-distance", settings.chunksLoadDistance);
obj->num("chunks-load-speed", settings.chunksLoadSpeed);
obj->num("chunks-padding", settings.chunksPadding);
obj->num("fog-curve", settings.fogCurve);
}

void save_settings(EngineSettings& settings, std::string filename) {
json::JObject obj;
obj.put("display-width", settings.displayWidth);
obj.put("display-height", settings.displayHeight);
obj.put("display-samples", settings.displaySamples);
obj.put("display-swap-interval", settings.displaySwapInterval);
obj.put("chunks-load-distance", settings.chunksLoadDistance);
obj.put("chunks-load-speed", settings.chunksLoadSpeed);
obj.put("chunks-padding", settings.chunksPadding);
obj.put("fog-curve", settings.fogCurve);
files::write_string(filename, json::stringify(&obj, true, " "));
}

Engine::Engine(const EngineSettings& settings) {
this->settings = settings;

Window::initialize(settings.displayWidth,
settings.displayHeight,
settings.displayTitle,
settings.displaySamples);
Window::swapInterval(settings.displaySwapInterval);

assets = new Assets();
std::cout << "-- loading assets" << std::endl;
AssetsLoader loader(assets);
AssetsLoader::createDefaults(loader);
AssetsLoader::addDefaults(loader);
while (loader.hasNext()) {
if (!loader.loadNext()) {
delete assets;
Window::terminate();
throw initialize_error("could not to initialize assets");
}
}
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 = world->loadLevel(player, settings.chunksLoadDistance, settings.chunksPadding);

std::cout << "-- initializing finished" << std::endl;

Audio::initialize();

gui = new GUI();
}

void Engine::updateTimers() {
frame++;
double currentTime = Window::time();
delta = currentTime - lastTime;
lastTime = currentTime;
}

void Engine::updateHotkeys() {
if (Events::jpressed(keycode::O)) {
occlusion = !occlusion;
}
if (Events::jpressed(keycode::F3)) {
level->player->debug = !level->player->debug;
}
if (Events::jpressed(keycode::F5)) {
for (uint i = 0; i < level->chunks->volume; i++) {
shared_ptr<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;
WorldRenderer worldRenderer(level, assets);
HudRenderer hud(gui, level, assets);
Batch2D batch(1024);
lastTime = Window::time();

while (!Window::isShouldClose()){
updateTimers();
updateHotkeys();

level->update(delta, Events::_cursor_locked, Events::_cursor_locked);
level->chunksController->update(settings.chunksLoadSpeed);

worldRenderer.draw(camera, occlusion, 1.6f / (float)settings.chunksLoadDistance, settings.fogCurve);
hud.draw();
if (level->player->debug) {
hud.drawDebug( 1 / delta, occlusion);
}
gui->act();
gui->draw(&batch, assets);

Window::swapBuffers();
Events::pullEvents();
}
}

Engine::~Engine() {
Audio::finalize();

World* world = level->world;

std::cout << "-- saving world" << std::endl;
world->write(level);

delete level;
delete world;

std::cout << "-- shutting down" << std::endl;
delete assets;
Window::terminate();
}
67 changes: 67 additions & 0 deletions src/engine.h
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@@ -0,0 +1,67 @@
#ifndef SRC_ENGINE_H_
#define SRC_ENGINE_H_

#include <string>
#include <memory>
#include <stdexcept>
#include "typedefs.h"

class Assets;
class Level;

namespace gui {
class GUI;
}

struct EngineSettings {
/* Window width (pixels) */
int displayWidth;
/* Window height (pixels) */
int displayHeight;
/* Anti-aliasing samples */
int displaySamples;
/* GLFW swap interval value, 0 - unlimited fps, 1 - vsync*/
int displaySwapInterval;
/* Window title */
const char* displayTitle;
/* Max milliseconds that engine uses for chunks loading only */
uint chunksLoadSpeed;
/* Radius of chunks loading zone (chunk is unit) */
uint chunksLoadDistance;
/* Buffer zone where chunks are not unloading (chunk is unit)*/
uint chunksPadding;
/* Fog opacity is calculated as `pow(depth*k, fogCurve)` where k depends on chunksLoadDistance.
Use values in range [1.0 - 2.0] where 1.0 is linear, 2.0 is quadratic
*/
float fogCurve;
};

void load_settings(EngineSettings& settings, std::string filename);
void save_settings(EngineSettings& settings, std::string filename);

class initialize_error : public std::runtime_error {
public:
initialize_error(const std::string& message) : std::runtime_error(message) {}
};

class Engine {
Assets* assets;
Level* level;
EngineSettings settings;

uint64_t frame = 0;
double lastTime = 0.0;
double delta = 0.0;
bool occlusion = true;

gui::GUI* gui;
public:
Engine(const EngineSettings& settings);
~Engine();

void updateTimers();
void updateHotkeys();
void mainloop();
};

#endif // SRC_ENGINE_H_
85 changes: 85 additions & 0 deletions src/frontend/gui/GUI.cpp
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@@ -0,0 +1,85 @@
#include "GUI.h"
#include "UINode.h"
#include "panels.h"

#include <iostream>

#include "../../assets/Assets.h"
#include "../../graphics/Batch2D.h"
#include "../../window/Events.h"
#include "../../window/input.h"

using std::shared_ptr;
using namespace gui;

GUI::GUI() {
container = new Container(vec2(0, 0), vec2(Window::width, Window::height));
}

GUI::~GUI() {
delete container;
}

void GUI::act() {
container->size(vec2(Window::width, Window::height));
int mx = Events::x;
int my = Events::y;

auto hover = container->getAt(vec2(mx, my), nullptr);
if (this->hover && this->hover != hover) {
this->hover->hover(false);
}
if (hover) {
hover->hover(true);
}
this->hover = hover;

if (Events::clicked(0)) {
if (pressed == nullptr && this->hover) {
pressed = hover;
pressed->click(this, mx, my);
if (focus) {
focus->defocus();
}
focus = pressed;
}
if (this->hover == nullptr && focus) {
focus->defocus();
focus = nullptr;
}
} else if (pressed) {
pressed->mouseRelease(this, mx, my);
pressed = nullptr;
}
if (focus) {
if (!focus->isfocused()){
focus = nullptr;
} else if (Events::jpressed(keycode::ESCAPE)) {
focus->defocus();
focus = nullptr;
} else {
for (auto codepoint : Events::codepoints) {
focus->typed(codepoint);
}
for (auto key : Events::pressedKeys) {
focus->keyPressed(key);
}
}
}
}

void GUI::draw(Batch2D* batch, Assets* assets) {
container->draw(batch, assets);
}

shared_ptr<UINode> GUI::getFocused() const {
return focus;
}

bool GUI::isFocusCaught() const {
return focus && focus->isfocuskeeper();
}

void GUI::add(shared_ptr<UINode> panel) {
container->add(panel);
}
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