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

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

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

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

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

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@@ -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

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@@ -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)

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

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@@ -5,13 +5,15 @@ class IMICFPS
attr_reader :opengl_renderer, :bounding_box_renderer
def initialize
@bounding_box_renderer = BoundingBoxRenderer.new
def initialize(game_state:)
@game_state = game_state
@bounding_box_renderer = BoundingBoxRenderer.new(game_state: game_state)
@opengl_renderer = OpenGLRenderer.new
end
def draw
ObjectManager.objects.each do |object|
@game_state.game_objects.each do |object|
if object.visible && object.renderable
# 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

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

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

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

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

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@@ -7,9 +7,9 @@ class IMICFPS
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: 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
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
$window = self
@needs_cursor = false

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

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