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https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-15 15:42:35 +00:00
Added Texture object for handling creating and caching textures, stubbed ParticleEmitter
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assets/base/shared/particles/smoke/smoke.png
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assets/base/shared/particles/smoke/smoke.png
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@@ -5,4 +5,7 @@ on.create do |event|
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map.insert_entity("base", "information_panel", event.entity.position + Vector.new(0.5, 0, 3), Vector.new(0, 90, 0))
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map.insert_entity("base", "door", event.entity.position + Vector.new(3.3, 0, 6), Vector.new(0, 0, 0))
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map.insert_entity("base", "door", event.entity.position + Vector.new(3.3, 0, 6), Vector.new(0, 180, 0))
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map.insert_particle_emitter(Vector.new(3.0, 15.379, 0.029), Texture.new("base", "shared", "particles", "smoke", "smoke.png"))
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map.insert_particle_emitter(Vector.new(5.0, 15.379, 0.029), Texture.new("base", "shared", "particles", "smoke", "smoke.png"))
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end
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@@ -79,12 +79,14 @@ require_relative "lib/components/building"
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require_relative "lib/game_objects/entity"
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require_relative "lib/game_objects/light"
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require_relative "lib/game_objects/particle_emitter"
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require_relative "lib/game_objects/camera"
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require_relative "lib/game_objects/entities/player"
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require_relative "lib/game_objects/entities/skydome"
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require_relative "lib/game_objects/entities/terrain"
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require_relative "lib/texture"
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require_relative "lib/model"
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require_relative "lib/model_cache"
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require_relative "lib/model/parser"
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@@ -19,21 +19,7 @@ class IMICFPS
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@devisor = 500.0
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@name_image = Gosu::Image.from_text("#{Etc.getlogin}", 100, font: "Consolas", align: :center)
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# @name_image.save("temp.png")
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# @name_tex = @name_image.gl_tex_info
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array_of_pixels = @name_image.to_blob
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tex_names_buf = ' ' * 8
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glGenTextures(1, tex_names_buf)
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@name_texture_id = tex_names_buf.unpack('L2').first
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glBindTexture(GL_TEXTURE_2D, @name_texture_id)
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, @name_image.width, @name_image.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, array_of_pixels)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR)
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glGenerateMipmap(GL_TEXTURE_2D)
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@name_texture_id = Texture.new(@name_image).id
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end
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def draw_nameplate
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10
lib/game_objects/particle_emitter.rb
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10
lib/game_objects/particle_emitter.rb
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@@ -0,0 +1,10 @@
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class IMICFPS
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def initialize(position:, image:, interval: 1_500, time_to_live: 3_000, max_particles: 500)
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end
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def draw
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end
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def update
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end
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end
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@@ -31,5 +31,8 @@ class IMICFPS
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def entities
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@entities
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end
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def insert_particle_emitter(position, texture)
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end
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end
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end
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@@ -13,23 +13,7 @@ class IMICFPS
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end
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def set_texture(texture_path)
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# puts "#{name} texture #{texture_path}"
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@texture = Gosu::Image.new(texture_path, retro: false)
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array_of_pixels = @texture.to_blob
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tex_names_buf = ' ' * 8
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glGenTextures(1, tex_names_buf)
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@texture_id = tex_names_buf.unpack('L2').first
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glBindTexture(GL_TEXTURE_2D, @texture_id)
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, @texture.width, @texture.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, array_of_pixels)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR)
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glGenerateMipmap(GL_TEXTURE_2D)
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@texture = nil
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@texture_id = Texture.new(texture_path).id
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end
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end
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end
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62
lib/texture.rb
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62
lib/texture.rb
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@@ -0,0 +1,62 @@
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class IMICFPS
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class Texture
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include CommonMethods
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CACHE = {}
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def self.release_textures
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CACHE.values.each do |id|
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glDeleteTextures(id)
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end
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end
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attr_reader :id
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def initialize(*path)
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if path.size > 1
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path = "#{GAME_ROOT_PATH}/assets/#{path.join("/")}"
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else
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path = path.first
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end
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unless path.is_a?(String)
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@id = create_from_image(path)
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else
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@id = from_cache(path)
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end
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end
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def from_cache(path)
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CACHE[path] = create_from_image(path) unless CACHE[path]
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return CACHE[path]
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end
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def create_from_image(path_or_image)
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puts "Allocating texture for: #{path_or_image}" if window.config.get(:debug_options, :stats)
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texture = nil
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if path_or_image.is_a?(Gosu::Image)
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texture = path_or_image
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else
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texture = Gosu::Image.new(path_or_image, retro: false)
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end
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array_of_pixels = texture.to_blob
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tex_names_buf = ' ' * 8
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glGenTextures(1, tex_names_buf)
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texture_id = tex_names_buf.unpack('L2').first
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glBindTexture(GL_TEXTURE_2D, texture_id)
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture.width, texture.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, array_of_pixels)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR)
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glGenerateMipmap(GL_TEXTURE_2D)
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gl_error?
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return texture_id
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end
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end
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end
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