#include "Assets.hpp"
#include "FrameCounter.hpp"
+#include "../audio/Sound.hpp"
#include "../graphics/Font.hpp"
#include "../world/BlockType.hpp"
#include "../world/Entity.hpp"
namespace blank {
Application::Application(const Config &config)
-: init_sdl()
-, init_img()
-, init_ttf()
-, init_gl(config.doublebuf, config.multisampling)
-, window()
-, ctx(window.CreateContext())
-, init_glew()
+: init(config.doublebuf, config.multisampling)
+, viewport()
, assets(get_asset_path())
+, audio()
, counter()
-, chunk_prog()
-, entity_prog()
-, sprite_prog()
-, cam()
, world(config.world)
-, interface(config.interface, assets, counter, world)
+, interface(config.interface, assets, audio, counter, world)
, test_controller(MakeTestEntity(world))
, running(false) {
- if (config.vsync) {
- GLContext::EnableVSync();
- }
+ viewport.VSync(config.vsync);
+}
- glClearColor(0.0, 0.0, 0.0, 1.0);
+Application::~Application() {
+ audio.StopAll();
}
Entity &Application::MakeTestEntity(World &world) {
void Application::Run() {
running = true;
Uint32 last = SDL_GetTicks();
- window.GrabMouse();
+ init.window.GrabMouse();
while (running) {
Uint32 now = SDL_GetTicks();
int delta = now - last;
void Application::Handle(const SDL_WindowEvent &event) {
switch (event.event) {
case SDL_WINDOWEVENT_FOCUS_GAINED:
- window.GrabMouse();
+ init.window.GrabMouse();
break;
case SDL_WINDOWEVENT_FOCUS_LOST:
- window.ReleaseMouse();
+ init.window.ReleaseMouse();
break;
case SDL_WINDOWEVENT_RESIZED:
- cam.Viewport(event.data1, event.data2);
- interface.Handle(event);
+ viewport.Resize(event.data1, event.data2);
break;
default:
- interface.Handle(event);
break;
}
}
interface.Update(dt);
test_controller.Update(dt);
world.Update(dt);
+
+ glm::mat4 trans = world.Player().Transform(Chunk::Pos(0, 0, 0));
+ glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
+ glm::vec3 up(trans * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
+ audio.Position(world.Player().Position());
+ audio.Velocity(world.Player().Velocity());
+ audio.Orientation(dir, up);
+
counter.ExitUpdate();
}
void Application::Render() {
// gl implementation may (and will probably) delay vsync blocking until
// the first write after flipping, which is this clear call
- GLContext::Clear();
+ viewport.Clear();
counter.EnterRender();
- chunk_prog.SetProjection(cam.Projection());
- entity_prog.SetProjection(cam.Projection());
-
- world.Render(chunk_prog, entity_prog);
-
- interface.Render(entity_prog, sprite_prog);
+ world.Render(viewport);
+ interface.Render(viewport);
counter.ExitRender();
- window.Flip();
+ init.window.Flip();
}
Assets::Assets(const string &base)
-: fonts(base + "fonts/") {
+: fonts(base + "fonts/")
+, sounds(base + "sounds/") {
}
return Font(full.c_str(), size);
}
+Sound Assets::LoadSound(const string &name) const {
+ string full = sounds + name + ".wav";
+ return Sound(full.c_str());
+}
+
void FrameCounter::EnterFrame() noexcept {
last_enter = SDL_GetTicks();
}
void FrameCounter::ExitHandle() noexcept {
- running.handle += Tick();
+ current.handle = Tick();
}
void FrameCounter::EnterUpdate() noexcept {
}
void FrameCounter::ExitUpdate() noexcept {
- running.update += Tick();
+ current.update = Tick();
}
void FrameCounter::EnterRender() noexcept {
}
void FrameCounter::ExitRender() noexcept {
- running.render += Tick();
+ current.render = Tick();
}
void FrameCounter::ExitFrame() noexcept {
Uint32 now = SDL_GetTicks();
- running.total += now - last_enter;
+ current.total = now - last_enter;
+ current.running = current.handle + current.update + current.render;
+ current.waiting = current.total - current.running;
+ Accumulate();
+
++cur_frame;
if (cur_frame >= NUM_FRAMES) {
- avg.handle = running.handle * factor;
- avg.update = running.update * factor;
- avg.render = running.render * factor;
- avg.total = running.total * factor;
- running = Frame<int>{};
+ Push();
cur_frame = 0;
changed = true;
} else {
return delta;
}
-void FrameCounter::Print(std::ostream &out) const {
- out << "frame: " << AvgFrame() << std::endl;
- out << " handle: " << AvgHandle() << std::endl;
- out << " update: " << AvgUpdate() << std::endl;
- out << " render: " << AvgRender() << std::endl;
- out << " running: " << AvgRunning() << std::endl;
- out << " waiting: " << AvgWaiting() << std::endl;
- out << std::endl;
+void FrameCounter::Accumulate() noexcept {
+ sum.handle += current.handle;
+ sum.update += current.update;
+ sum.render += current.render;
+ sum.running += current.running;
+ sum.waiting += current.waiting;
+ sum.total += current.total;
+
+ max.handle = std::max(current.handle, max.handle);
+ max.update = std::max(current.update, max.update);
+ max.render = std::max(current.render, max.render);
+ max.running = std::max(current.running, max.running);
+ max.waiting = std::max(current.waiting, max.waiting);
+ max.total = std::max(current.total, max.total);
+
+ current = Frame<int>();
+}
+
+void FrameCounter::Push() noexcept {
+ peak = max;
+ avg.handle = sum.handle * factor;
+ avg.update = sum.update * factor;
+ avg.render = sum.render * factor;
+ avg.running = sum.running * factor;
+ avg.waiting = sum.waiting * factor;
+ avg.total = sum.total * factor;
+
+ sum = Frame<int>();
+ max = Frame<int>();
}
}