Removed global state for LightManager and ObjectManager, they're now inside GameState. Simplified terrain mesh.

This commit is contained in:
2019-02-07 10:05:43 -06:00
parent 2f0cb47ed8
commit f4a81f1e36
16 changed files with 28104 additions and 144520 deletions

View File

@@ -10,7 +10,7 @@ class IMICFPS
attr_accessor :visible, :renderable, :backface_culling
attr_accessor :x_rotation, :y_rotation, :z_rotation
attr_reader :model, :name, :debug_color, :terrain, :width, :height, :depth, :last_x, :last_y, :last_z, :normalized_bounding_box
def initialize(x: 0, y: 0, z: 0, bound_model: nil, scale: MODEL_METER_SCALE, backface_culling: true, auto_manage: true, terrain: nil)
def initialize(x: 0, y: 0, z: 0, bound_model: nil, scale: MODEL_METER_SCALE, backface_culling: true, auto_manage: true, terrain: nil, game_state: nil)
@x,@y,@z,@scale = x,y,z,scale
@bound_model = bound_model
@backface_culling = backface_culling
@@ -20,11 +20,13 @@ class IMICFPS
@debug_color = Color.new(0.0, 1.0, 0.0)
@terrain = terrain
@game_state = game_state
@width, @height, @depth = 0,0,0
@delta_time = Gosu.milliseconds
@last_x, @last_y, @last_z = @x, @y, @z
ObjectManager.add_object(self) if auto_manage
game_state.add_object(self) if auto_manage && game_state
setup
if @bound_model

View File

@@ -3,10 +3,12 @@ class IMICFPS
include OpenGL
attr_reader :ambient, :diffuse, :specular, :position, :light_id
attr_accessor :x, :y, :z, :intensity
def initialize(x:,y:,z:, ambient: Vertex.new(0.5, 0.5, 0.5, 1),
def initialize(x:,y:,z:, game_state:,
ambient: Vertex.new(0.5, 0.5, 0.5, 1),
diffuse: Vertex.new(1, 0.5, 0, 1), specular: Vertex.new(0.2, 0.2, 0.2, 1),
position: Vertex.new(x, y, z, 0), intensity: 1)
@x,@y,@z = x,y,z
@game_state = game_state
@intensity = intensity
self.ambient = ambient
@@ -15,13 +17,13 @@ class IMICFPS
self.position = position
@light_id = available_light
LightManager.add_light(self)
@game_state.add_light(self)
end
def available_light
raise "Using to many lights, #{LightManager.light_count}/#{LightManager::MAX_LIGHTS}" if LightManager.light_count > LightManager::MAX_LIGHTS
puts "OpenGL::GL_LIGHT#{LightManager.light_count}" if $debug
@light_id = Object.const_get "OpenGL::GL_LIGHT#{LightManager.light_count}"
raise "Using to many lights, #{@game_state.light_count}/#{LightManager::MAX_LIGHTS}" if @game_state.light_count > LightManager::MAX_LIGHTS
puts "OpenGL::GL_LIGHT#{@game_state.light_count}" if $debug
@light_id = Object.const_get "OpenGL::GL_LIGHT#{@game_state.light_count}"
end
def ambient=(color)