Added dependance on cyberarm_engine, removed duplicate code which is in cyberarm_engine

This commit is contained in:
2019-08-07 12:00:39 -05:00
parent 1b6f8cf880
commit 12a588304b
12 changed files with 23 additions and 581 deletions

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@@ -1,3 +1,3 @@
source "https://rubygems.org"
gem "opengl-bindings"
gem "gosu"
gem "cyberarm_engine"

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@@ -3,7 +3,12 @@ require "yaml"
require "opengl"
require "glu"
require "gosu"
begin
require_relative "../cyberarm_engine/lib/cyberarm_engine"
rescue LoadError
require "cyberarm_engine"
end
Dir.chdir(File.dirname(__FILE__))
@@ -58,11 +63,9 @@ end
$debug = ARGV.join.include?("--debug") ? true : false
include CyberarmEngine
require_relative "lib/common_methods"
require_relative "lib/math/vector"
require_relative "lib/math/bounding_box"
require_relative "lib/trees/aabb_tree_debug"
require_relative "lib/trees/aabb_tree"
require_relative "lib/trees/aabb_node"
@@ -76,7 +79,6 @@ require_relative "lib/managers/collision_manager"
require_relative "lib/managers/physics_manager"
require_relative "lib/renderer/renderer"
require_relative "lib/renderer/shader"
require_relative "lib/renderer/opengl_renderer"
require_relative "lib/renderer/bounding_box_renderer"
@@ -86,8 +88,6 @@ require_relative "lib/states/game_states/game"
require_relative "lib/states/game_states/loading_state"
require_relative "lib/states/menus/main_menu"
require_relative "lib/objects/text"
require_relative "lib/objects/multi_line_text"
require_relative "lib/objects/entity"
require_relative "lib/objects/model_loader"
require_relative "lib/objects/light"

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@@ -1,124 +0,0 @@
class IMICFPS
class BoundingBox
attr_accessor :min, :max
def initialize(minx = 0, miny = 0, minz = 0, maxx = 0, maxy = 0, maxz = 0)
@min = Vector.new(minx, miny, minz)
@max = Vector.new(maxx, maxy, maxz)
end
def ==(other)
@min == other.min &&
@max == other.max
end
# returns a new bounding box that includes both bounding boxes
def union(other)
temp = BoundingBox.new
temp.min.x = [@min.x, other.min.x].min
temp.min.y = [@min.y, other.min.y].min
temp.min.z = [@min.z, other.min.z].min
temp.max.x = [@max.x, other.max.x].max
temp.max.y = [@max.y, other.max.y].max
temp.max.z = [@max.z, other.max.z].max
return temp
end
# returns the difference between both bounding boxes
def difference(other)
temp = BoundingBox.new
temp.min = @min - other.min
temp.max = @max - other.max
return temp
end
# returns whether both bounding boxes intersect
def intersect?(other)
(@min.x <= other.max.x && @max.x >= other.min.x) &&
(@min.y <= other.max.y && @max.y >= other.min.y) &&
(@min.z <= other.max.z && @max.z >= other.min.z)
end
# does this bounding box envelop other bounding box? (inclusive of border)
def contains?(other)
other.min.x >= min.x && other.min.y >= min.y && other.min.z >= min.z &&
other.max.x <= max.x && other.max.y <= max.y && other.max.z <= max.z
end
# returns whether the vector is inside of the bounding box
def point?(vector)
vector.x.between?(@min.x, @max.x) &&
vector.y.between?(@min.y, @max.y) &&
vector.z.between?(@min.z, @max.z)
end
def volume
width * height * depth
end
def width
@max.x - @min.x
end
def height
@max.y - @min.y
end
def depth
@max.z - @min.z
end
def normalize(entity)
temp = BoundingBox.new
temp.min.x = @min.x.to_f * entity.scale
temp.min.y = @min.y.to_f * entity.scale
temp.min.z = @min.z.to_f * entity.scale
temp.max.x = @max.x.to_f * entity.scale
temp.max.y = @max.y.to_f * entity.scale
temp.max.z = @max.z.to_f * entity.scale
return temp
end
def normalize_with_offset(entity)
temp = BoundingBox.new
temp.min.x = @min.x.to_f * entity.scale + entity.position.x
temp.min.y = @min.y.to_f * entity.scale + entity.position.y
temp.min.z = @min.z.to_f * entity.scale + entity.position.z
temp.max.x = @max.x.to_f * entity.scale + entity.position.x
temp.max.y = @max.y.to_f * entity.scale + entity.position.y
temp.max.z = @max.z.to_f * entity.scale + entity.position.z
return temp
end
def +(other)
box = BoundingBox.new
box.min = self.min + other.min
box.min = self.max + other.max
return box
end
def -(other)
box = BoundingBox.new
box.min = self.min - other.min
box.min = self.max - other.max
return box
end
def sum
@min.sum + @max.sum
end
def clone
BoundingBox.new(@min.x, @min.y, @min.z, @max.x, @max.y, @max.z)
end
end
end

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@@ -1,98 +0,0 @@
class IMICFPS
class Vector
def initialize(x = 0, y = 0, z = 0, weight = 0)
@x, @y, @z, @weight = x, y, z, weight
end
def x; @x; end
def x=(n); @x = n; end
def y; @y; end
def y=(n); @y = n; end
def z; @z; end
def z=(n); @z = n; end
def weight; @weight; end
def weight=(n); @weight = n; end
# def xy=(nx, ny); @x = nx; @y = ny; end
# def xyz=(nx, ny, nz); @x = nx; @y = ny; @z = nz; end
# def xyzw=(nx, ny, nz, nw); @x = nx; @y = ny; @z = nz; @weight = nw; end
def ==(other)
if other.is_a?(Numeric)
@x == other &&
@y == other &&
@z == other &&
@weight == other
else
@x == other.x &&
@y == other.y &&
@z == other.z &&
@weight == other.weight
end
end
def +(other)
Vector.new(
@x + other.x,
@y + other.y,
@z + other.z,
@weight + other.weight
)
end
def -(other)
Vector.new(
@x - other.x,
@y - other.y,
@z - other.z,
@weight - other.weight
)
end
def *(other)
Vector.new(
@x * other.x,
@y * other.y,
@z * other.z,
@weight * other.weight
)
end
def /(other)
# Endeavors to prevent division by zero
Vector.new(
@x == 0 || other.x == 0 ? 0 : @x / other.x,
@y == 0 || other.y == 0 ? 0 : @y / other.y,
@z == 0 || other.z == 0 ? 0 : @z / other.z,
@weight == 0 || other.weight == 0 ? 0 : @weight / other.weight
)
end
# returns magnitude of Vector, ignoring #weight
def magnitude
Math.sqrt((@x * @x) + (@y * @y) + (@z * @z))
end
def normalized
mag = magnitude
p mag
self / Vector.new(mag, mag, mag)
end
def sum
@x + @y + @z + @weight
end
def to_a
[@x, @y, @z, @weight]
end
def to_s
"X: #{@x}, Y: #{@y}, Z: #{@z}, Weight: #{@weight}"
end
end
end

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@@ -1,63 +0,0 @@
class MultiLineText
attr_accessor :options, :x, :y, :width, :height
def initialize(text, options={})
@texts = []
text.split("\n").each_with_index do |line, i|
_options = options
@texts << Text.new(line, _options)
end
@options = options
@x = @texts.first ? @texts.first.x : 0
@y = @texts.first ? @texts.first.y : 0
@width = 0
@height = 0
calculate_boundry
end
def draw
@texts.each(&:draw)
end
def text
string = ""
@texts.each {|t| string << t.text}
return string
end
def text=(text)
text.split("\n").each_with_index do |line, i|
if @texts[i]
@texts[i].text = line
else
@texts << Text.new(line, @options)
end
end
calculate_stack
calculate_boundry
end
def x=(int)
@x = int
@texts.each {|t| t.x = int}
end
def y=(int)
@y = int
@texts.each_with_index {|t, i| t.y=int+(i*t.size)}
end
def calculate_stack
@texts.each_with_index do |text, index|
text.y = (text.size*index)+@options[:y]
end
end
def calculate_boundry
@width = 0
@height= 0
@texts.each {|t| @width = t.width if t.width > @width}
@texts.each {|t| @height+=t.height}
end
end

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@@ -1,96 +0,0 @@
class Text
include IMICFPS::CommonMethods
CACHE = {}
attr_accessor :text, :x, :y, :z, :size, :factor_x, :factor_y, :color, :shadow, :shadow_size, :options
attr_reader :textobject
def initialize(text, options={})
@text = text || ""
@options = options
@size = options[:size] || 18
@font = options[:font] || "Consolas"
@x = options[:x] || 0
@y = options[:y] || 0
@z = options[:z] || 1025
@factor_x = options[:factor_x] || 1
@factor_y = options[:factor_y] || 1
@color = options[:color] || Gosu::Color::WHITE
@alignment= options[:alignment] || nil
@shadow = true if options[:shadow] == true
@shadow = false if options[:shadow] == false
@shadow = true if options[:shadow] == nil
@shadow_size = options[:shadow_size] ? options[:shadow_size] : 1
@shadow_alpha= options[:shadow_alpha] ? options[:shadow_alpha] : 30
@textobject = check_cache(@size, @font)
if @alignment
case @alignment
when :left
@x = 0+BUTTON_PADDING
when :center
@x = (window.width/2)-(@textobject.text_width(@text)/2)
when :right
@x = window.width-BUTTON_PADDING-@textobject.text_width(@text)
end
end
return self
end
def check_cache(size, font_name)
available = false
font = nil
if CACHE[size]
if CACHE[size][font_name]
font = CACHE[size][font_name]
available = true
else
available = false
end
else
available = false
end
unless available
font = Gosu::Font.new(@size, name: @font, bold: true)
CACHE[@size] = {} unless CACHE[@size].is_a?(Hash)
CACHE[@size][@font] = font
end
return font
end
def width
textobject.text_width(@text)
end
def height
textobject.height
end
def draw
if @shadow && !ARGV.join.include?("--no-shadow")
# _color = Gosu::Color.rgba(@color.red, @color.green, @color.blue, @shadow_alpha) if @shadow_alpha <= @color.alpha
# _color = Gosu::Color.rgba(@color.red, @color.green, @color.blue, @color.alpha) unless @shadow_alpha <= @color.alpha
_color = Gosu::Color::BLACK
@textobject.draw_text(@text, @x-@shadow_size, @y, @z, @factor_x, @factor_y, _color)
@textobject.draw_text(@text, @x-@shadow_size, @y-@shadow_size, @z, @factor_x, @factor_y, _color)
@textobject.draw_text(@text, @x, @y-@shadow_size, @z, @factor_x, @factor_y, _color)
@textobject.draw_text(@text, @x+@shadow_size, @y-@shadow_size, @z, @factor_x, @factor_y, _color)
@textobject.draw_text(@text, @x, @y+@shadow_size, @z, @factor_x, @factor_y, _color)
@textobject.draw_text(@text, @x-@shadow_size, @y+@shadow_size, @z, @factor_x, @factor_y, _color)
@textobject.draw_text(@text, @x+@shadow_size, @y, @z, @factor_x, @factor_y, _color)
@textobject.draw_text(@text, @x+@shadow_size, @y+@shadow_size, @z, @factor_x, @factor_y, _color)
end
@textobject.draw_markup(@text, @x, @y, @z, @factor_x, @factor_y, @color)
end
def update; end
end

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@@ -1,127 +0,0 @@
class IMICFPS
# Ref: https://github.com/vaiorabbit/ruby-opengl/blob/master/sample/OrangeBook/brick.rb
class Shader
include OpenGL
def initialize(name:, vertex_file:, fragment_file:)
@name = name
@vertex_file = vertex_file
@fragment_file = fragment_file
@compiled = false
@error_buffer_size = 1024
@variable_missing = {}
create_shaders
compile_shaders
# Only add shader to ShaderManager if it successfully compiles
if @compiled
ShaderManager.add_shader(@name, self)
else
puts "FAILED to compile shader: #{@name}", ""
end
end
def shader_files_exist?
File.exists?(@vertex_file) && File.exists?(@fragment_file)
end
def create_shaders
return unless shader_files_exist?
@vertex = glCreateShader(GL_VERTEX_SHADER)
@fragment = glCreateShader(GL_FRAGMENT_SHADER)
source = [File.read(@vertex_file)].pack('p')
size = [File.size(@vertex_file)].pack('I')
glShaderSource(@vertex, 1, source, size)
source = [File.read(@fragment_file)].pack('p')
size = [File.size(@fragment_file)].pack('I')
glShaderSource(@fragment, 1, source, size)
end
def compile_shaders
return unless shader_files_exist?
glCompileShader(@vertex)
buffer = ' '
glGetShaderiv(@vertex, GL_COMPILE_STATUS, buffer)
compiled = buffer.unpack('L')[0]
if compiled == 0
log = ' ' * @error_buffer_size
glGetShaderInfoLog(@vertex, @error_buffer_size, nil, log)
puts "Shader Error: Program \"#{@name}\""
puts " Vector Shader InfoLog:", " #{log.strip.split("\n").join("\n ")}\n\n"
puts " Shader Compiled status: #{compiled}"
puts " NOTE: assignment of uniforms in shaders is illegal!"
puts
return
end
glCompileShader(@fragment)
buffer = ' '
glGetShaderiv(@fragment, GL_COMPILE_STATUS, buffer)
compiled = buffer.unpack('L')[0]
if compiled == 0
log = ' ' * @error_buffer_size
glGetShaderInfoLog(@fragment, @error_buffer_size, nil, log)
puts "Shader Error: Program \"#{@name}\""
puts " Fragment Shader InfoLog:", " #{log.strip.split("\n").join("\n ")}\n\n"
puts " Shader Compiled status: #{compiled}"
puts " NOTE: assignment of uniforms in shader is illegal!"
puts
return
end
@program = glCreateProgram
glAttachShader(@program, @vertex)
glAttachShader(@program, @fragment)
glLinkProgram(@program)
buffer = ' '
glGetProgramiv(@program, GL_LINK_STATUS, buffer)
linked = buffer.unpack('L')[0]
if linked == 0
log = ' ' * @error_buffer_size
glGetProgramInfoLog(@program, @error_buffer_size, nil, log)
puts "Shader Error: Program \"#{@name}\""
puts " Program InfoLog:", " #{log.strip.split("\n").join("\n ")}\n\n"
end
@compiled = linked == 0 ? false : true
end
# Returns the location of a uniform variable
def variable(variable)
loc = glGetUniformLocation(@program, variable)
if (loc == -1)
puts "Shader Error: Program \"#{@name}\" has no such uniform named \"#{variable}\"", " Is it used in the shader? GLSL may have optimized it out.", " Is it miss spelled?" unless @variable_missing[variable]
@variable_missing[variable] = true
end
return loc
end
def use(&block)
return unless compiled?
glUseProgram(@program)
if block
block.call(self)
stop
end
end
def stop
glUseProgram(0)
end
def compiled?
@compiled
end
end
end

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@@ -1,36 +1,16 @@
class IMICFPS
class GameState
class GameState < CyberarmEngine::GameState
include CommonMethods
include EntityManager
include LightManager
attr_reader :options
def initialize(options = {})
@options = options
@delta_time = Gosu.milliseconds
@entities = []
@lights = []
setup
end
def push_game_state(klass_or_instance)
window.push_game_state(klass_or_instance)
end
def setup
end
def draw
end
def update
end
def button_down(id)
end
def button_up(id)
super
end
end
end

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@@ -16,7 +16,7 @@ class IMICFPS
add_asset(:model, "base", "biped")
# Currently broken
# Shader.new(name: "lighting", vertex_file: "shaders/vertex/lighting.glsl", fragment_file: "shaders/fragment/lighting.glsl")
Shader.new(name: "lighting", vertex: "shaders/vertex/lighting.glsl", fragment: "shaders/fragment/lighting.glsl")
@act = false
@cycled = false
@@ -59,7 +59,7 @@ class IMICFPS
unless @asset_index < @assets.count
if @act && Gosu.milliseconds-@completed_for_ms > 250
push_game_state(@options[:forward])
push_state(@options[:forward])
else
@act = true
@completed_for_ms = Gosu.milliseconds unless @lock

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@@ -92,11 +92,8 @@ class IMICFPS
end
def mouse_over?(object)
if mouse_x.between?(object.x, object.x+object.width)
if mouse_y.between?(object.y, object.y+object.height)
true
end
end
mouse_x.between?(object.x, object.x+object.width) &&
mouse_y.between?(object.y, object.y+object.height)
end
class Link
@@ -105,14 +102,17 @@ class IMICFPS
@text, @host, @block = text, host, block
@color = @text.color
@hover_color = Gosu::Color.rgb(64, 127, 255)
@text.shadow_alpha = 100
end
def update
if @host.mouse_over?(self)
@text.color = @hover_color
@text.shadow_size = 2
@text.shadow_color= Gosu::Color::BLACK
@text.shadow_size = 3
else
@text.color = @color
@text.shadow_color = nil
@text.shadow_size = 1
end
end

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@@ -3,7 +3,7 @@ class IMICFPS
def setup
title "I-MIC FPS"
link "Single Player" do
push_game_state(LoadingState.new(forward: Game))
push_state(LoadingState.new(forward: Game))
end
link "Settings" do
# push_game_state(SettingsMenu)

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@@ -1,51 +1,21 @@
class IMICFPS
GRAVITY = 9.8 # m/s
class Window < Gosu::Window
class Window < CyberarmEngine::Engine
attr_accessor :number_of_vertices, :needs_cursor
attr_reader :camera
def initialize(window_width = 1280, window_height = 800, fullscreen = false)
fps_target = (ARGV.first.to_i != 0) ? ARGV.first.to_i : 60
if ARGV.join.include?("--native")
super(Gosu.screen_width, Gosu.screen_height, fullscreen: true, resizable: true, update_interval: 1000.0/fps_target)
super(width: Gosu.screen_width, height: Gosu.screen_height, fullscreen: true, resizable: true, update_interval: 1000.0/fps_target)
else
super(window_width, window_height, fullscreen: fullscreen, resizable: true, update_interval: 1000.0/fps_target)
super(width: window_width, height: window_height, fullscreen: fullscreen, resizable: true, update_interval: 1000.0/fps_target)
end
$window = self
@needs_cursor = false
@number_of_vertices = 0
@active_state = nil
push_game_state(MainMenu)
end
def push_game_state(klass_or_instance)
if klass_or_instance.respond_to?(:draw)
@active_state = klass_or_instance
else
@active_state = klass_or_instance.new
end
end
def needs_cursor?
@needs_cursor
end
def draw
@active_state.draw if @active_state
end
def update
@active_state.update if @active_state
end
def button_down(id)
@active_state.button_down(id) if @active_state
end
def button_up(id)
@active_state.button_up(id) if @active_state
push_state(MainMenu)
end
end
end