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

@@ -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)