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

@@ -3,8 +3,8 @@ GEM
specs: specs:
glu (8.2.2) glu (8.2.2)
glu (8.2.2-x86-mingw32) glu (8.2.2-x86-mingw32)
gosu (0.14.4) gosu (0.14.5)
gosu (0.14.4-x86-mingw32) gosu (0.14.5-x86-mingw32)
opengl-bindings (1.6.7) opengl-bindings (1.6.7)
PLATFORMS PLATFORMS
@@ -17,4 +17,4 @@ DEPENDENCIES
opengl-bindings opengl-bindings
BUNDLED WITH BUNDLED WITH
1.17.2 1.17.3

File diff suppressed because it is too large Load Diff

View File

@@ -1,6 +1,8 @@
class IMICFPS class IMICFPS
module CommonMethods module CommonMethods
def window; $window; end
def delta_time def delta_time
(Gosu.milliseconds-@delta_time)/1000.0 (Gosu.milliseconds-@delta_time)/1000.0
end end

View File

@@ -1,25 +1,24 @@
class IMICFPS class IMICFPS
class LightManager module LightManager
MAX_LIGHTS = OpenGL::GL_MAX_LIGHTS MAX_LIGHTS = OpenGL::GL_MAX_LIGHTS
LIGHTS = []
def self.add_light(model) def add_light(model)
LIGHTS << model @lights << model
end end
def self.find_light() def find_light()
end end
def self.lights def lights
LIGHTS @lights
end end
def self.light_count def light_count
LIGHTS.count+1 @lights.count+1
end end
def self.clear_lights def clear_lights
LIGHTS.clear @lights.clear
end end
end end
end end

View File

@@ -4,17 +4,19 @@ class IMICFPS
Point = Struct.new(:x, :y) Point = Struct.new(:x, :y)
Color = Struct.new(:red, :green, :blue, :alpha) Color = Struct.new(:red, :green, :blue, :alpha)
class ObjectManager module ObjectManager # Get included into GameState context
OBJECTS = [] def add_object(model)
def self.add_object(model) @game_objects << model
OBJECTS << model
end end
def self.find_object() def find_object()
end end
def self.objects def remove_object()
OBJECTS end
def game_objects
@game_objects
end end
end end
end end

View File

@@ -10,7 +10,7 @@ class IMICFPS
attr_accessor :visible, :renderable, :backface_culling attr_accessor :visible, :renderable, :backface_culling
attr_accessor :x_rotation, :y_rotation, :z_rotation 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 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 @x,@y,@z,@scale = x,y,z,scale
@bound_model = bound_model @bound_model = bound_model
@backface_culling = backface_culling @backface_culling = backface_culling
@@ -20,11 +20,13 @@ class IMICFPS
@debug_color = Color.new(0.0, 1.0, 0.0) @debug_color = Color.new(0.0, 1.0, 0.0)
@terrain = terrain @terrain = terrain
@game_state = game_state
@width, @height, @depth = 0,0,0 @width, @height, @depth = 0,0,0
@delta_time = Gosu.milliseconds @delta_time = Gosu.milliseconds
@last_x, @last_y, @last_z = @x, @y, @z @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 setup
if @bound_model if @bound_model

View File

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

View File

@@ -4,7 +4,9 @@ class IMICFPS
include GLU include GLU
attr_reader :bounding_boxes, :vertex_count attr_reader :bounding_boxes, :vertex_count
def initialize def initialize(game_state:)
@game_state = game_state
@bounding_boxes = {} @bounding_boxes = {}
@vertex_count = 0 @vertex_count = 0
end end
@@ -215,7 +217,7 @@ class IMICFPS
glPopMatrix glPopMatrix
found = ObjectManager.objects.detect { |o| o == bounding_box[:object] } found = @game_state.game_objects.detect { |o| o == bounding_box[:object] }
unless found unless found
@vertex_count -= @bounding_boxes[key][:vertices_size] @vertex_count -= @bounding_boxes[key][:vertices_size]

View File

@@ -5,13 +5,15 @@ class IMICFPS
attr_reader :opengl_renderer, :bounding_box_renderer attr_reader :opengl_renderer, :bounding_box_renderer
def initialize def initialize(game_state:)
@bounding_box_renderer = BoundingBoxRenderer.new @game_state = game_state
@bounding_box_renderer = BoundingBoxRenderer.new(game_state: game_state)
@opengl_renderer = OpenGLRenderer.new @opengl_renderer = OpenGLRenderer.new
end end
def draw def draw
ObjectManager.objects.each do |object| @game_state.game_objects.each do |object|
if object.visible && object.renderable if object.visible && object.renderable
# Render bounding boxes before transformation is applied # Render bounding boxes before transformation is applied
@bounding_box_renderer.create_bounding_box(object, object.model.bounding_box, object.debug_color, object.object_id) if $debug @bounding_box_renderer.create_bounding_box(object, object.model.bounding_box, object.debug_color, object.object_id) if $debug

View File

@@ -1,15 +1,21 @@
class IMICFPS class IMICFPS
class GameState class GameState
include CommonMethods include CommonMethods
include ObjectManager
include LightManager
attr_reader :options attr_reader :options
def initialize(options = {}) def initialize(options = {})
@options = options @options = options
@delta_time = Gosu.milliseconds @delta_time = Gosu.milliseconds
@game_objects = []
@lights = []
setup setup
end end
def push_game_state(klass_or_instance) def push_game_state(klass_or_instance)
$window.push_game_state(klass_or_instance) window.push_game_state(klass_or_instance)
end end
def setup def setup
@@ -21,6 +27,9 @@ class IMICFPS
def update def update
end end
def button_down(id)
end
def button_up(id) def button_up(id)
end end
end end

View File

@@ -4,16 +4,16 @@ class IMICFPS
include GLU include GLU
def setup def setup
@renderer = Renderer.new @renderer = Renderer.new(game_state: self)
@terrain = Terrain.new#(size: 170, height: 0) @terrain = Terrain.new(game_state: self)#(size: 170, height: 0)
@draw_skydome = true @draw_skydome = true
@skydome = Skydome.new(scale: 0.08, backface_culling: false, auto_manage: false) @skydome = Skydome.new(scale: 0.08, backface_culling: false, auto_manage: false)
25.times do 25.times do
Tree.new(x: rand(@terrain.width)-(@terrain.width/2.0), z: rand(@terrain.depth)-(@terrain.depth/2.0), terrain: @terrain) Tree.new(x: rand(@terrain.width)-(@terrain.width/2.0), z: rand(@terrain.depth)-(@terrain.depth/2.0), terrain: @terrain, game_state: self)
end end
@player = Player.new(x: 1, y: 0, z: -1, terrain: @terrain) @player = Player.new(x: 1, y: 0, z: -1, terrain: @terrain, game_state: self)
@camera = Camera.new(x: 0, y: -2, z: 1) @camera = Camera.new(x: 0, y: -2, z: 1)
@camera.attach_to(@player) @camera.attach_to(@player)
@@ -24,8 +24,8 @@ class IMICFPS
# @font = Gosu::Font.new(18, name: "DejaVu Sans") # @font = Gosu::Font.new(18, name: "DejaVu Sans")
@text = MultiLineText.new("Pending...", x: 10, y: 10, z: 1, size: 18, font: "DejaVu Sans") @text = MultiLineText.new("Pending...", x: 10, y: 10, z: 1, size: 18, font: "DejaVu Sans")
Light.new(x: 3, y: -6, z: 6) Light.new(x: 3, y: -6, z: 6, game_state: self)
Light.new(x: 0, y: 100, z: 0, diffuse: Color.new(1.0, 0.5, 0.1)) Light.new(x: 0, y: 100, z: 0, diffuse: Color.new(1.0, 0.5, 0.1), game_state: self)
end end
def glError? def glError?
@@ -46,7 +46,7 @@ class IMICFPS
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # clear the screen and the depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # clear the screen and the depth buffer
glError? glError?
LightManager.lights.each(&:draw) @lights.each(&:draw)
@camera.draw @camera.draw
@renderer.opengl_renderer.draw_object(@skydome) if @skydome.renderable @renderer.opengl_renderer.draw_object(@skydome) if @skydome.renderable
@@ -106,8 +106,8 @@ eos
@text.text = string @text.text = string
# Expensive AABB collision detection # Expensive AABB collision detection
ObjectManager.objects.each do |object| @game_objects.each do |object|
ObjectManager.objects.each do |b| @game_objects.each do |b|
next if object == b next if object == b
next if object.is_a?(Terrain) || b.is_a?(Terrain) next if object.is_a?(Terrain) || b.is_a?(Terrain)
@@ -124,7 +124,7 @@ eos
end end
end end
ObjectManager.objects.each(&:update) @game_objects.each(&:update)
@skydome.update if @skydome.renderable @skydome.update if @skydome.renderable
@@ -136,7 +136,7 @@ eos
end end
def button_up(id) def button_up(id)
ObjectManager.objects.each do |object| @game_objects.each do |object|
object.button_up(id) if defined?(object.button_up) object.button_up(id) if defined?(object.button_up)
end end

View File

@@ -3,8 +3,8 @@ class IMICFPS
def setup def setup
@header = Text.new("I-MIC FPS", y: 10, size: 100, alignment: :center) @header = Text.new("I-MIC FPS", y: 10, size: 100, alignment: :center)
@subheading = Text.new("Loading Assets", y: 100, size: 50, alignment: :center) @subheading = Text.new("Loading Assets", y: 100, size: 50, alignment: :center)
@state = Text.new("Preparing...", y: $window.height/2-40, size: 40, alignment: :center) @state = Text.new("Preparing...", y: window.height/2-40, size: 40, alignment: :center)
@percentage = Text.new("0%", y: $window.height-50-25, size: 50, alignment: :center) @percentage = Text.new("0%", y: window.height-50-25, size: 50, alignment: :center)
@dummy_game_object = nil @dummy_game_object = nil
@assets = [] @assets = []
@@ -15,7 +15,7 @@ class IMICFPS
add_asset(:obj, "objects/biped.obj") add_asset(:obj, "objects/biped.obj")
# Currently broken # Currently broken
Shader.new(name: "lighting", vertex_file: "shaders/vertex/lighting.glsl", fragment_file: "shaders/fragment/lighting.glsl") # Shader.new(name: "lighting", vertex_file: "shaders/vertex/lighting.glsl", fragment_file: "shaders/fragment/lighting.glsl")
@act = false @act = false
@cycled = false @cycled = false
@@ -29,7 +29,15 @@ class IMICFPS
@subheading.draw @subheading.draw
@state.draw @state.draw
fill(Gosu::Color.rgba(127, 64, 0, 150)) # fill()
color = Gosu::Color.rgb(255, 127, 0)
color_two = Gosu::Color.rgb(200, 100, 0)
Gosu.draw_quad(
0, 0, color,
window.width, 0, color_two,
0, window.height, color,
window.width, window.height, color_two
)
progressbar progressbar
end end
@@ -58,7 +66,7 @@ class IMICFPS
end end
else else
@state.text = "Loading #{@assets[@asset_index][:path].split('/').last}..." @state.text = "Loading #{@assets[@asset_index][:path].split('/').last}..."
@state.x = ($window.width/2)-(@state.width/2) @state.x = (window.width/2)-(@state.width/2)
@cycled = true @cycled = true
end end
end end
@@ -69,8 +77,8 @@ class IMICFPS
def progressbar def progressbar
@percentage.draw @percentage.draw
progress = (@asset_index.to_f/@assets.count)*$window.width progress = (@asset_index.to_f/@assets.count)*window.width
draw_rect(0, $window.height-100, progress, 100, Gosu::Color.rgb(255,127,0)) draw_rect(0, window.height-100, progress, 100, Gosu::Color.rgb(255,127,0))
end end
end end
end end

View File

@@ -6,7 +6,7 @@ class IMICFPS
push_game_state(LoadingState.new(forward: Game)) push_game_state(LoadingState.new(forward: Game))
end end
link "Exit" do link "Exit" do
$window.close window.close
end end
end end
end end

View File

@@ -7,9 +7,9 @@ class IMICFPS
def initialize(window_width = 1280, window_height = 800, fullscreen = false) def initialize(window_width = 1280, window_height = 800, fullscreen = false)
fps_target = (ARGV.first.to_i != 0) ? ARGV.first.to_i : 60 fps_target = (ARGV.first.to_i != 0) ? ARGV.first.to_i : 60
if ARGV.join.include?("--native") if ARGV.join.include?("--native")
super(Gosu.screen_width, Gosu.screen_height, fullscreen: true, resizable: false, update_interval: 1000.0/fps_target) super(Gosu.screen_width, Gosu.screen_height, fullscreen: true, resizable: true, update_interval: 1000.0/fps_target)
else else
super(window_width, window_height, fullscreen: fullscreen, resizable: false, update_interval: 1000.0/fps_target) super(window_width, window_height, fullscreen: fullscreen, resizable: true, update_interval: 1000.0/fps_target)
end end
$window = self $window = self
@needs_cursor = false @needs_cursor = false

View File

@@ -10,4 +10,4 @@ Ke 0.000000 0.000000 0.000000
Ni 1.000000 Ni 1.000000
d 1.000000 d 1.000000
illum 2 illum 2
map_Kd objects/randomish_terrain.png map_Kd /home/cyberarm/Code/i-mic-fps/blends/randomish_terrain.png

File diff suppressed because it is too large Load Diff