364 lines
7.9 KiB
C++
364 lines
7.9 KiB
C++
#include "Engine.h"
|
|
|
|
#include "src/Scene/Scene.h"
|
|
#include "src/Resource/Project.h"
|
|
#include "src/Physics/PhysicsManager.h"
|
|
|
|
#include "src/AI/NavManager.h"
|
|
#include "src/Audio/AudioManager.h"
|
|
#include "src/FileSystem/FileSystem.h"
|
|
#include "src/Core/Input.h"
|
|
#include "src/Rendering/Renderer.h"
|
|
#include "src/Rendering/Renderer2D.h"
|
|
#include "src/Scripting/ScriptingEngineNet.h"
|
|
#include "src/Threading/JobSystem.h"
|
|
#include "src/Core/RegisterCoreTypes.h"
|
|
#include "src/Modules/Modules.h"
|
|
#include "src/Subsystems/EngineSubsystemScriptable.h"
|
|
|
|
#include <GLFW/glfw3.h>
|
|
#include <imgui/imgui_impl_glfw.h>
|
|
#include <imgui/imgui_impl_opengl3.h>
|
|
#include <Tracy.hpp>
|
|
|
|
|
|
|
|
namespace Nuake
|
|
{
|
|
Ref<Project> Engine::currentProject;
|
|
Ref<Window> Engine::currentWindow;
|
|
std::string Engine::queuedScene = "";
|
|
|
|
GameState Engine::gameState = GameState::Stopped;
|
|
|
|
float Engine::lastFrameTime = 0.0f;
|
|
float Engine::fixedUpdateRate = 1.0f / 90.0f;
|
|
float Engine::fixedUpdateDifference = 0.f;
|
|
float Engine::time = 0.f;
|
|
Timestep Engine::timeStep = 0.f;
|
|
float Engine::timeScale = 1.0f;
|
|
|
|
void Engine::Init()
|
|
{
|
|
//Window::Get()->OnWindowSetScene().AddStatic(&Engine::OnWindowSetScene);
|
|
|
|
ScriptingEngineNet::Get().OnGameAssemblyLoaded().AddStatic(&Engine::OnScriptingEngineGameAssemblyLoaded);
|
|
|
|
AudioManager::Get().Initialize();
|
|
PhysicsManager::Get().Init();
|
|
NavManager::Get().Initialize();
|
|
|
|
// Creates the window
|
|
currentWindow = Window::Get();
|
|
|
|
Input::Init();
|
|
Renderer2D::Init();
|
|
Logger::Log("Engine initialized");
|
|
|
|
RegisterCoreTypes::RegisterCoreComponents();
|
|
|
|
Modules::StartupModules();
|
|
|
|
InitializeCoreSubsystems();
|
|
}
|
|
|
|
void Engine::Tick()
|
|
{
|
|
ZoneScoped;
|
|
|
|
JobSystem::Get().Update();
|
|
|
|
time = static_cast<float>(glfwGetTime());
|
|
timeStep = time - lastFrameTime;
|
|
lastFrameTime = time;
|
|
|
|
if (Engine::IsPlayMode())
|
|
{
|
|
if (!queuedScene.empty())
|
|
{
|
|
Ref<Scene> nextScene = Scene::New();
|
|
if (FileSystem::FileExists(queuedScene))
|
|
{
|
|
const std::string& fileContent = FileSystem::ReadFile(queuedScene);
|
|
nextScene->Path = queuedScene;
|
|
nextScene->Deserialize(json::parse(fileContent));
|
|
|
|
// Uninit current scene
|
|
GetCurrentScene()->OnExit();
|
|
|
|
// Set new scene
|
|
SetCurrentScene(nextScene);
|
|
|
|
// Init new scene
|
|
PhysicsManager::Get().ReInit();
|
|
GetCurrentScene()->OnInit();
|
|
|
|
queuedScene = "";
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
float scaledTimeStep = timeStep * timeScale;
|
|
|
|
// Tick all subsystems
|
|
if (Engine::IsPlayMode())
|
|
{
|
|
for (auto subsystem : subsystems)
|
|
{
|
|
if (subsystem == nullptr)
|
|
continue;
|
|
|
|
if (subsystem->CanEverTick())
|
|
{
|
|
subsystem->Tick(scaledTimeStep);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Dont update if no scene is loaded.
|
|
if (currentWindow->GetScene())
|
|
{
|
|
currentWindow->Update(scaledTimeStep);
|
|
|
|
// Play mode update all the entities, Editor does not.
|
|
if (!Engine::IsPlayMode())
|
|
{
|
|
GetCurrentScene()->EditorUpdate(scaledTimeStep);
|
|
}
|
|
|
|
fixedUpdateDifference += timeStep;
|
|
|
|
// Fixed update
|
|
while (fixedUpdateDifference >= fixedUpdateRate)
|
|
{
|
|
currentWindow->FixedUpdate(fixedUpdateRate * timeScale);
|
|
|
|
fixedUpdateDifference -= fixedUpdateRate;
|
|
}
|
|
|
|
Input::Update();
|
|
AudioManager::Get().AudioUpdate();
|
|
}
|
|
}
|
|
|
|
void Engine::EnterPlayMode()
|
|
{
|
|
lastFrameTime = (float)glfwGetTime(); // Reset timestep timer.
|
|
|
|
// Dont trigger init if already in player mode.
|
|
if (GetGameState() == GameState::Playing || GetGameState() == GameState::Loading)
|
|
{
|
|
Logger::Log("Cannot enter play mode if is already in play mode or is loading.", "engine", WARNING);
|
|
return;
|
|
}
|
|
|
|
SetGameState(GameState::Loading);
|
|
|
|
PhysicsManager::Get().ReInit();
|
|
|
|
if (GetCurrentScene()->OnInit())
|
|
{
|
|
SetGameState(GameState::Playing);
|
|
}
|
|
else
|
|
{
|
|
Logger::Log("Cannot enter play mode. Scene OnInit failed", "engine", CRITICAL);
|
|
GetCurrentScene()->OnExit();
|
|
}
|
|
}
|
|
|
|
void Engine::ExitPlayMode()
|
|
{
|
|
// Dont trigger exit if already not in play mode.
|
|
if (gameState != GameState::Stopped)
|
|
{
|
|
GetCurrentScene()->OnExit();
|
|
Input::ShowMouse();
|
|
gameState = GameState::Stopped;
|
|
}
|
|
}
|
|
|
|
void Engine::Draw()
|
|
{
|
|
ZoneScoped;
|
|
|
|
RenderCommand::Clear();
|
|
|
|
// Start imgui frame
|
|
{
|
|
ZoneScopedN("ImGui New Frame");
|
|
|
|
ImGui_ImplOpenGL3_NewFrame();
|
|
ImGui_ImplGlfw_NewFrame();
|
|
ImGui::NewFrame();
|
|
}
|
|
|
|
// Draw scene
|
|
Window::Get()->Draw();
|
|
}
|
|
|
|
void Engine::EndDraw()
|
|
{
|
|
ZoneScoped;
|
|
Window::Get()->EndDraw();
|
|
}
|
|
|
|
void Engine::Close()
|
|
{
|
|
glfwTerminate();
|
|
}
|
|
|
|
Ref<Scene> Engine::GetCurrentScene()
|
|
{
|
|
if (currentWindow)
|
|
{
|
|
return currentWindow->GetScene();
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
bool Engine::SetCurrentScene(Ref<Scene> scene)
|
|
{
|
|
return currentWindow->SetScene(scene);
|
|
}
|
|
|
|
bool Engine::QueueSceneSwitch(const std::string& scenePath)
|
|
{
|
|
if (!IsPlayMode())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
queuedScene = scenePath;
|
|
|
|
return true;
|
|
}
|
|
|
|
Ref<Project> Engine::GetProject()
|
|
{
|
|
return currentProject;
|
|
}
|
|
|
|
Ref<EngineSubsystemScriptable> Engine::GetScriptedSubsystem(const std::string& subsystemName)
|
|
{
|
|
if (scriptedSubsystemMap.contains(subsystemName))
|
|
{
|
|
return scriptedSubsystemMap[subsystemName];
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
Ref<EngineSubsystemScriptable> Engine::GetScriptedSubsystem(const int subsystemId)
|
|
{
|
|
if (subsystemId >= subsystems.size())
|
|
{
|
|
return nullptr;
|
|
}
|
|
return std::reinterpret_pointer_cast<EngineSubsystemScriptable>(subsystems[subsystemId]);
|
|
}
|
|
|
|
void Engine::OnWindowSetScene(Ref<Scene> oldScene, Ref<Scene> newScene)
|
|
{
|
|
// Inform the subsystems that we are going to destroy/swap out the old scene
|
|
for (auto subsystem : subsystems)
|
|
{
|
|
if (subsystem == nullptr)
|
|
continue;
|
|
|
|
subsystem->OnScenePreDestroy(oldScene);
|
|
}
|
|
|
|
// Hook into when the internal pieces of the scene are just about to be ready and when the scene is finally
|
|
// ready to present (ie, all initialized and loaded).
|
|
if (newScene != nullptr)
|
|
{
|
|
newScene->OnPreInitialize().AddStatic(&Engine::OnScenePreInitialize, newScene);
|
|
newScene->OnPostInitialize().AddStatic(&Engine::OnScenePostInitialize, newScene);
|
|
}
|
|
}
|
|
|
|
void Engine::InitializeCoreSubsystems()
|
|
{
|
|
}
|
|
|
|
void Engine::OnScriptingEngineGameAssemblyLoaded()
|
|
{
|
|
if (!Engine::IsPlayMode() && Engine::GetGameState() != GameState::Loading)
|
|
{
|
|
return;
|
|
}
|
|
|
|
subsystems.clear();
|
|
scriptedSubsystemMap.clear();
|
|
|
|
const Coral::ManagedAssembly& gameAssembly = ScriptingEngineNet::Get().GetGameAssembly();
|
|
|
|
const auto scriptTypeEngineSubsystem = gameAssembly.GetType("Nuake.Net.EngineSubsystem");
|
|
|
|
const auto& types = gameAssembly.GetTypes();
|
|
for (const auto& type : types)
|
|
{
|
|
// Initialize all subsystems
|
|
if (type->IsSubclassOf(scriptTypeEngineSubsystem))
|
|
{
|
|
const std::string typeName = std::string(type->GetFullName());
|
|
Logger::Log("Creating Scripted Subsystem " + typeName);
|
|
|
|
Coral::ManagedObject scriptedSubsystem = type->CreateInstance();
|
|
scriptedSubsystem.SetPropertyValue("EngineSubsystemID", subsystems.size());
|
|
Ref<EngineSubsystemScriptable> subsystemScript = CreateRef<EngineSubsystemScriptable>(scriptedSubsystem);
|
|
subsystems.push_back(subsystemScript);
|
|
|
|
scriptedSubsystemMap[typeName] = subsystemScript;
|
|
|
|
subsystemScript->Initialize();
|
|
}
|
|
}
|
|
}
|
|
|
|
void Engine::OnScenePreInitialize(Ref<Scene> scene)
|
|
{
|
|
for (auto subsystem : subsystems)
|
|
{
|
|
if (subsystem == nullptr)
|
|
continue;
|
|
|
|
subsystem->OnScenePreInitialize(scene);
|
|
}
|
|
}
|
|
|
|
void Engine::OnScenePostInitialize(Ref<Scene> scene)
|
|
{
|
|
for (auto subsystem : subsystems)
|
|
{
|
|
if (subsystem == nullptr)
|
|
continue;
|
|
|
|
subsystem->OnScenePostInitialize(scene);
|
|
}
|
|
}
|
|
|
|
bool Engine::LoadProject(Ref<Project> project)
|
|
{
|
|
currentProject = project;
|
|
|
|
if (!Engine::SetCurrentScene(currentProject->DefaultScene))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
FileSystem::SetRootDirectory(FileSystem::GetParentPath(project->FullPath));
|
|
ScriptingEngineNet::Get().Initialize();
|
|
ScriptingEngineNet::Get().LoadProjectAssembly(project);
|
|
|
|
return true;
|
|
}
|
|
|
|
Ref<Window> Engine::GetCurrentWindow()
|
|
{
|
|
return currentWindow;
|
|
}
|
|
}
|