506 lines
19 KiB
Java
506 lines
19 KiB
Java
package electrosphere.engine;
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import electrosphere.audio.AudioEngine;
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import electrosphere.auth.AuthenticationManager;
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import electrosphere.client.ClientState;
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import electrosphere.client.block.cells.BlockTextureAtlas;
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import electrosphere.client.entity.particle.ParticleService;
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import electrosphere.client.terrain.cells.VoxelTextureAtlas;
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import electrosphere.client.ui.menu.WindowUtils;
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import electrosphere.controls.CameraHandler;
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import electrosphere.controls.ControlCallback;
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import electrosphere.controls.ControlHandler;
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import electrosphere.controls.MouseCallback;
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import electrosphere.controls.ScrollCallback;
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import electrosphere.controls.cursor.CursorState;
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import electrosphere.data.voxel.VoxelType;
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import electrosphere.engine.assetmanager.AssetDataStrings;
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import electrosphere.engine.assetmanager.AssetManager;
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import electrosphere.engine.os.fs.FileWatcherService;
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import electrosphere.engine.profiler.Profiler;
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import electrosphere.engine.signal.sync.MainThreadSignalService;
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import electrosphere.logger.LoggerInterface;
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import electrosphere.net.config.NetConfig;
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import electrosphere.net.monitor.NetMonitor;
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import electrosphere.renderer.RenderUtils;
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import electrosphere.renderer.RenderingEngine;
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import electrosphere.renderer.actor.instance.InstanceManager;
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import electrosphere.renderer.loading.ModelPretransforms;
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import electrosphere.renderer.meshgen.FluidChunkModelGeneration;
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import electrosphere.renderer.shader.ShaderOptionMap;
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import electrosphere.renderer.shader.VisualShader;
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import electrosphere.renderer.texture.TextureMap;
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import electrosphere.renderer.ui.ElementService;
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import electrosphere.renderer.ui.elements.ImagePanel;
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import electrosphere.renderer.ui.font.FontManager;
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import electrosphere.script.ScriptEngine;
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import electrosphere.server.ServerState;
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import electrosphere.server.db.DatabaseController;
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import electrosphere.server.entity.poseactor.PoseModel;
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import electrosphere.server.service.CharacterService;
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import electrosphere.server.service.StructureScanningService;
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import electrosphere.util.FileUtils;
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/**
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* Global values
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*/
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public class Globals {
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/**
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* State for the engine
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*/
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public static EngineState engineState;
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/**
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* The engine and game configuration
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*/
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public static electrosphere.data.Config gameConfigCurrent;
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/**
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* State for the client
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*/
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public static ClientState clientState;
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/**
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* State for the server
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*/
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public static ServerState serverState;
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//
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//Rendering Engine
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//
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public static RenderingEngine renderingEngine;
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//
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//Audio Engine
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//
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public static AudioEngine audioEngine;
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//
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//Core Engine signals
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//
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public static boolean ENGINE_SHUTDOWN_FLAG = false;
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//main debug flag
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//current enables imgui debug menu or not
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public static boolean ENGINE_DEBUG = true;
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//
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//Profiler
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//
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public static Profiler profiler;
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//
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//Garbage Collection
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//
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//set to true to trigger full GC every frame
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//a full GC includes collecting old generations as well -- likely very laggy!!
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public static boolean EXPLICIT_GC = false;
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/**
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* Number of frames to wait before triggering gc again
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*/
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public static final int GC_FRAME_FREQUENCY = 15;
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//
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//Engine timing
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//
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public static boolean EXPLICIT_SLEEP = true;
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//
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//Signals for running various parts of the engine
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//
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public static boolean RUN_DEMO = false;
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public static boolean RUN_CLIENT = true;
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public static boolean RUN_HIDDEN = false; //glfw session will be created with hidden window
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public static boolean RUN_AUDIO = true;
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public static boolean RUN_SCRIPTS = true;
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public static boolean RUN_PHYSICS = true; //toggles whether physics is run or not
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public static boolean RUN_FLUIDS = false; //toggles whether fluid physics is run or not
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public static int clientCharacterID;
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public static NetConfig netConfig = null;
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//
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//Server manager thing
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//
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public static boolean RUN_SERVER = true;
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//
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//Authentication manager
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//
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public static AuthenticationManager authenticationManager;
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//
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//Controls Handler
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//
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public static ControlHandler controlHandler;
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public static boolean updateCamera = true;
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public static ControlCallback controlCallback = new ControlCallback();
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public static MouseCallback mouseCallback = new MouseCallback();
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public static ScrollCallback scrollCallback = new ScrollCallback();
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public static CursorState cursorState = new CursorState();
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//
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// Database stuff
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//
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public static DatabaseController dbController = new DatabaseController();
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//
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//OpenGL - Other
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//
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public static int WINDOW_WIDTH;
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public static int WINDOW_HEIGHT;
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public static boolean WINDOW_DECORATED = true; //used to control whether the window is created with decorations or not (ie for testing)
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public static boolean WINDOW_FULLSCREEN = false; //used to control whether the window is created fullscreen or not (ie for testing)
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//title bar dimensions
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public static int WINDOW_TITLE_BAR_HEIGHT = 0;
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//
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//Renderer-adjacent data I need to move into config at some point
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//
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public static TextureMap textureMapDefault;
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public static ModelPretransforms modelPretransforms;
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public static ShaderOptionMap shaderOptionMap;
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public static FontManager fontManager;
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public static CameraHandler cameraHandler = new CameraHandler();
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//
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//OpenGL - Abstracted engine objects
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//
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public static VisualShader defaultMeshShader;
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public static VisualShader terrainShaderProgram;
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public static VisualShader blockShader;
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//
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// Particle stuff
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//
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public static ParticleService particleService;
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//
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//Engine - Main managers/variables
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//
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//manages all models loaded into memory
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public static AssetManager assetManager;
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//script engine
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public static ScriptEngine scriptEngine;
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//services
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public static MainThreadSignalService mainThreadSignalService;
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//instanced actor manager
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public static InstanceManager clientInstanceManager = new InstanceManager();
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//chunk stuff
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public static VoxelTextureAtlas voxelTextureAtlas = new VoxelTextureAtlas();
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public static BlockTextureAtlas blockTextureAtlas = new BlockTextureAtlas();
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//manager for all widgets currently being drawn to screen
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public static ElementService elementService;
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public static int openInventoriesCount = 0;
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//services
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public static FileWatcherService fileWatcherService;
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public static StructureScanningService structureScanningService;
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//
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//Base engine creation flags
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//
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public static boolean HEADLESS = false;
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//
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//
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// Renderer flags
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//
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//
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public static boolean RENDER_FLAG_RENDER_SHADOW_MAP = false;
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public static boolean RENDER_FLAG_RENDER_SCREEN_FRAMEBUFFER_CONTENT = false;
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public static boolean RENDER_FLAG_RENDER_SCREEN_FRAMEBUFFER = false;
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public static boolean RENDER_FLAG_RENDER_BLACK_BACKGROUND = true;
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public static boolean RENDER_FLAG_RENDER_WHITE_BACKGROUND = false;
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public static boolean RENDER_FLAG_RENDER_UI = true;
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public static boolean RENDER_FLAG_RENDER_UI_BOUNDS = false;
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//
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// Debugging tools
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//
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public static NetMonitor netMonitor;
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/**
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* Inits globals
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*/
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public static void initGlobals(){
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//load user settings
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Globals.WINDOW_WIDTH = 1920;
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Globals.WINDOW_HEIGHT = 1080;
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//spin up engine state
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Globals.engineState = new EngineState();
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//game config
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gameConfigCurrent = electrosphere.data.Config.loadDefaultConfig();
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NetConfig.readNetConfig();
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//render flags
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RENDER_FLAG_RENDER_SHADOW_MAP = false;
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RENDER_FLAG_RENDER_SCREEN_FRAMEBUFFER_CONTENT = false;
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RENDER_FLAG_RENDER_SCREEN_FRAMEBUFFER = false;
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RENDER_FLAG_RENDER_BLACK_BACKGROUND = true;
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RENDER_FLAG_RENDER_WHITE_BACKGROUND = false;
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RENDER_FLAG_RENDER_UI = true;
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RENDER_FLAG_RENDER_UI_BOUNDS = false;
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//client state
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Globals.clientState = new ClientState();
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//server state
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Globals.serverState = new ServerState();
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Globals.serverState.characterService = (CharacterService)Globals.engineState.serviceManager.registerService(new CharacterService());
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//load in default texture map
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textureMapDefault = TextureMap.construct("Textures/default_texture_map.json");
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//load model pretransforms
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modelPretransforms = FileUtils.loadObjectFromAssetPath("Models/modelPretransforms.json", ModelPretransforms.class);
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modelPretransforms.init();
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//load in shader options map
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shaderOptionMap = FileUtils.loadObjectFromAssetPath("Shaders/shaderoptions.json", ShaderOptionMap.class);
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shaderOptionMap.debug();
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//load asset manager
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assetManager = new AssetManager();
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//
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//Values that depend on the loaded config
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Globals.clientState.clientSelectedVoxelType = (VoxelType)gameConfigCurrent.getVoxelData().getTypes().toArray()[1];
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//net monitor
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if(Globals.gameConfigCurrent.getSettings().getNetRunNetMonitor()){
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netMonitor = new NetMonitor();
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}
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//profiler
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profiler = new Profiler();
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//add services here
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Globals.elementService = (ElementService)Globals.engineState.serviceManager.registerService(new ElementService());
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Globals.particleService = (ParticleService)Globals.engineState.serviceManager.registerService(new ParticleService());
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Globals.scriptEngine = (ScriptEngine)Globals.engineState.serviceManager.registerService(new ScriptEngine());
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Globals.mainThreadSignalService = (MainThreadSignalService)Globals.engineState.serviceManager.registerService(new MainThreadSignalService());
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Globals.fileWatcherService = (FileWatcherService)Globals.engineState.serviceManager.registerService(new FileWatcherService());
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Globals.structureScanningService = (StructureScanningService)Globals.engineState.serviceManager.registerService(new StructureScanningService());
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Globals.engineState.serviceManager.instantiate();
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//
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//End service manager
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}
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/**
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* Inits default audio resources
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*/
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public static void initDefaultAudioResources(){
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String[] audioToInit = new String[]{
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"/Audio/ambienceWind1SeamlessMono.ogg",
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"/Audio/weapons/swordUnsheath1.ogg",
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"/Audio/weapons/swoosh-03.ogg",
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"/Audio/movement/Equip A.wav",
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"/Audio/weapons/collisions/FleshWeaponHit1.wav",
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"/Audio/weapons/collisions/Massive Punch A.wav",
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"/Audio/weapons/collisions/Massive Punch B.wav",
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"/Audio/weapons/collisions/Massive Punch C.wav",
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"Audio/weapons/collisions/Sword Hit A.wav",
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"Audio/weapons/collisions/Sword Hit B.wav",
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"Audio/weapons/collisions/Sword Hit C.wav",
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"Audio/weapons/collisions/Sword Hit D.wav",
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"Audio/weapons/collisions/Sword Hit E.wav",
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AssetDataStrings.UI_TONE_CONFIRM_PRIMARY,
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AssetDataStrings.UI_TONE_CONFIRM_SECONDARY,
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AssetDataStrings.UI_TONE_CURSOR_PRIMARY,
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AssetDataStrings.UI_TONE_CURSOR_SECONDARY,
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AssetDataStrings.UI_TONE_BACK_PRIMARY,
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AssetDataStrings.UI_TONE_BACK_SECONDARY,
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AssetDataStrings.UI_TONE_ERROR_PRIMARY,
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AssetDataStrings.UI_TONE_ERROR_SECONDARY,
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AssetDataStrings.UI_TONE_BUTTON_TITLE,
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AssetDataStrings.UI_SFX_ITEM_GRAB,
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AssetDataStrings.UI_SFX_ITEM_RELEASE,
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AssetDataStrings.UI_SFX_INVENTORY_OPEN,
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AssetDataStrings.UI_SFX_INVENTORY_CLOSE,
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AssetDataStrings.INTERACT_SFX_BLOCK_PICKUP,
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AssetDataStrings.INTERACT_SFX_BLOCK_PLACE,
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AssetDataStrings.INTERACT_SFX_DIG,
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};
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LoggerInterface.loggerStartup.INFO("Loading default audio resources");
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for(String path : audioToInit){
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Globals.assetManager.addAudioPathToQueue(path);
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}
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Globals.audioEngine.movementAudioService.init();
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}
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/**
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* Texture paths to be loaded when renderer inits
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*/
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private static String[] defaultTexturePaths = new String[]{
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AssetDataStrings.TEXTURE_DEFAULT,
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"Textures/default_diffuse.png",
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"Textures/default_specular.png",
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"Textures/b1.png",
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"Textures/w1.png",
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"Textures/ow1.png",
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"Textures/ui/WindowBorder.png",
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"Textures/ui/uiOutline1.png",
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AssetDataStrings.UI_ENGINE_LOGO_1,
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AssetDataStrings.UI_FRAME_TEXTURE_DEFAULT_1,
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AssetDataStrings.UI_FRAME_TEXTURE_DEFAULT_2,
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AssetDataStrings.UI_FRAME_TEXTURE_DEFAULT_3,
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"Textures/ui/circle.png",
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"Textures/ui/square.png",
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"Textures/color/transparent_green.png",
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"Textures/color/transparent_magenta.png",
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"Textures/color/transparent_orange.png",
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"Textures/color/transparent_teal.png",
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"Textures/color/transparent_yellow.png",
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"Textures/bloodsplat1.png",
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};
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/**
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* The set of models who should correspond to no pose model
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*/
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private static String[] defaultModelsWithNoPose = new String[]{
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AssetDataStrings.POSE_EMPTY,
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AssetDataStrings.UNITSPHERE,
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AssetDataStrings.UNITCYLINDER,
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AssetDataStrings.UNITCUBE,
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AssetDataStrings.MODEL_BLOCK_SINGLE,
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};
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/**
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* Inits default graphical resources
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*/
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public static void initDefaultGraphicalResources(){
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LoggerInterface.loggerStartup.INFO("Loading default graphical resources");
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//load default textures
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for(String defaultTexturePath: defaultTexturePaths){
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Globals.assetManager.addTexturePathtoQueue(defaultTexturePath);
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}
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//create font manager
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fontManager = new FontManager();
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fontManager.loadFonts();
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assetManager.registerModelWithPath(RenderUtils.createBitmapCharacter(), AssetDataStrings.BITMAP_CHARACTER_MODEL);
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//particle billboard model
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assetManager.registerModelWithPath(RenderUtils.createParticleModel(), AssetDataStrings.MODEL_PARTICLE);
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//initialize required windows
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WindowUtils.initBaseWindows();
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//init default shaderProgram
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defaultMeshShader = VisualShader.smartAssembleShader(false,true);
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//init terrain shader program
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terrainShaderProgram = VisualShader.loadSpecificShader("/Shaders/entities/terrain2/terrain2.vs", "/Shaders/entities/terrain2/terrain2.fs");
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blockShader = VisualShader.loadSpecificShader("/Shaders/entities/block/block.vs", "/Shaders/entities/block/block.fs");
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//init fluid shader program
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FluidChunkModelGeneration.fluidChunkShaderProgram = VisualShader.loadSpecificShader("/Shaders/entities/fluid2/fluid2.vs", "/Shaders/entities/fluid2/fluid2.fs");
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//init models
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assetManager.registerModelWithPath(RenderUtils.createUnitsphere(), AssetDataStrings.UNITSPHERE);
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assetManager.registerModelWithPath(RenderUtils.createUnitCylinder(), AssetDataStrings.UNITCYLINDER);
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assetManager.registerModelWithPath(RenderUtils.createUnitCube(), AssetDataStrings.UNITCUBE);
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assetManager.registerModelWithPath(RenderUtils.createBlockSingleModel(), AssetDataStrings.MODEL_BLOCK_SINGLE);
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assetManager.addModelPathToQueue("Models/basic/geometry/SmallCube.fbx");
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assetManager.addModelPathToQueue("Models/basic/geometry/unitcapsule.glb");
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assetManager.addModelPathToQueue("Models/basic/geometry/unitplane.fbx");
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assetManager.addModelPathToQueue("Models/basic/geometry/unitcube.fbx");
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assetManager.registerModelWithPath(RenderUtils.createPlaneModel("Shaders/core/plane/plane.vs", "Shaders/core/plane/plane.fs"), AssetDataStrings.MODEL_IMAGE_PLANE);
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assetManager.addShaderToQueue("Shaders/core/plane/plane.vs", "Shaders/core/plane/plane.fs");
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//init pose models for basic shapes
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PoseModel emptyPoseModel = PoseModel.createEmpty();
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for(String modelPath : defaultModelsWithNoPose){
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assetManager.registerPoseModelWithPath(emptyPoseModel, modelPath);
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}
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//image panel
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ImagePanel.imagePanelModelPath = assetManager.registerModel(RenderUtils.createPlaneModel("Shaders/core/imagepanel/imagepanel.vs", "Shaders/core/imagepanel/imagepanel.fs"));
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Globals.assetManager.addShaderToQueue("Shaders/ui/plainBox/plainBox.vs", "Shaders/ui/plainBox/plainBox.fs");
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//window content shader
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assetManager.addShaderToQueue("Shaders/ui/windowContent/windowContent.vs", "Shaders/ui/windowContent/windowContent.fs");
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//debug shaders
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assetManager.addShaderToQueue("Shaders/ui/debug/windowBorder/windowBound.vs", "Shaders/ui/debug/windowBorder/windowBound.fs");
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assetManager.addShaderToQueue("Shaders/ui/debug/windowContentBorder/windowContentBound.vs", "Shaders/ui/debug/windowContentBorder/windowContentBound.fs");
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//compute shaders
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assetManager.addComputeShaderToQueue(AssetDataStrings.COMPUTE_LIGHT_CLUSTER);
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assetManager.addComputeShaderToQueue(AssetDataStrings.COMPUTE_LIGHT_CULL);
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//as these assets are required for the renderer to work, we go ahead and
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//load them into memory now. The loading time penalty is worth it I think.
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Globals.assetManager.loadAssetsInQueue();
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}
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/**
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* Unloads scene
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*/
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public static void unloadScene(){
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if(Globals.serverState != null){
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Globals.serverState.aiManager.shutdown();
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Globals.serverState.realmManager.reset();
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}
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Globals.dbController.disconnect();
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Globals.engineState.serviceManager.unloadScene();
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Globals.clientState = new ClientState();
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Globals.serverState = new ServerState();
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Globals.serverState.characterService = (CharacterService)Globals.engineState.serviceManager.registerService(new CharacterService());
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}
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/**
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* Resets global values
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*/
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public static void resetGlobals(){
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if(Globals.serverState != null){
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Globals.serverState.aiManager.shutdown();
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Globals.serverState.realmManager.reset();
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}
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Globals.dbController.disconnect();
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//
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//Actual globals to destroy
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Globals.assetManager = null;
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Globals.elementService = null;
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Globals.clientState = null;
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Globals.serverState = null;
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Globals.audioEngine = null;
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Globals.engineState = null;
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Globals.renderingEngine = null;
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Globals.fileWatcherService = null;
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Globals.RENDER_FLAG_RENDER_SHADOW_MAP = true;
|
|
Globals.RENDER_FLAG_RENDER_SCREEN_FRAMEBUFFER_CONTENT = false;
|
|
Globals.RENDER_FLAG_RENDER_SCREEN_FRAMEBUFFER = false;
|
|
Globals.RENDER_FLAG_RENDER_UI = false;
|
|
Globals.RENDER_FLAG_RENDER_BLACK_BACKGROUND = false;
|
|
Globals.RENDER_FLAG_RENDER_WHITE_BACKGROUND = false;
|
|
LoggerInterface.destroyLoggers();
|
|
}
|
|
|
|
|
|
|
|
}
|