Reworked gamestates to reset NF objects when exiting states; Intro state + fading is now based on delta time

This commit is contained in:
grayson committed 2021-09-08 02:09:20 -05:00
1 parent 6e3a576fef
commit 2d3b3653ff
29 files changed
+260 -108

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+1 -1
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@@ -120,6 +120,6 @@ namespace nf {
}
Camera::~Camera() {
m_app->trackMouse(false);
}
}
+12 -2
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@@ -4,6 +4,7 @@
#include "GL/glew.h"
#include "stb_image.h"
#include "Application.h"
#include "Assets.h"
namespace nf {
@@ -108,6 +109,8 @@ namespace nf {
m_vao->addBuffer(vb, sizeof(vb));
m_vao->push<float>(3);
m_vao->finishBufferLayout();
Application::getApp()->getCurrentState()->m_nfObjects.push_back(this);
}
bool Cubemap::isConstructed() {
@@ -122,8 +125,15 @@ namespace nf {
glDepthFunc(GL_LESS);
}
Cubemap::~Cubemap() {
if(m_constructed)
void Cubemap::destroy() {
if (m_constructed)
glDeleteTextures(1, &m_id);
m_constructed = false;
m_id = 0;
delete m_vao;
}
Cubemap::~Cubemap() {
}
}
+37 -15
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@@ -2,6 +2,8 @@
#include<vector>
#include "Application.h"
#include "Model.h"
#include "Shader.h"
namespace nf {
@@ -18,24 +20,28 @@ namespace nf {
void Entity::create(Asset* modelAsset, Asset* textureAsset) {
m_constructed = true;
AModel& model = *(AModel*)modelAsset;
//TODO: Change this when doing materials
if (model.alreadyLoaded && textureAsset == nullptr) {
m_model = model.loadedModel;
return;
}
if (!textureAsset)
Error("No texture given to Entity create function on new model load!");
ATexture& texture = *(ATexture*)textureAsset;
std::string obj = model.data;
m_model = new Model;
std::vector<float> vb;
std::vector<unsigned int> ib;
size_t ibCount = 0;
std::vector<float> tc;
std::vector<float> vn;
parseOBJ(obj, vb, ib, ibCount, tc, vn);
m_model->create(&vb[0], vb.size() * sizeof(float), &ib[0], ibCount, &vn[0], vn.size() * sizeof(float), &tc[0], tc.size() * sizeof(float), &texture);
model.alreadyLoaded = true;
model.loadedModel = m_model;
else {
if (!textureAsset)
Error("No texture given to Entity create function on new model load!");
ATexture& texture = *(ATexture*)textureAsset;
std::string obj = model.data;
m_model = new Model;
std::vector<float> vb;
std::vector<unsigned int> ib;
size_t ibCount = 0;
std::vector<float> tc;
std::vector<float> vn;
parseOBJ(obj, vb, ib, ibCount, tc, vn);
m_model->create(&vb[0], vb.size() * sizeof(float), &ib[0], ibCount, &vn[0], vn.size() * sizeof(float), &tc[0], tc.size() * sizeof(float), &texture);
model.alreadyLoaded = true;
model.loadedModel = m_model;
}
m_model->setBaseAsset(model.isBaseAsset);
Application::getApp()->getCurrentState()->m_nfObjects.push_back(this);
}
bool Entity::isConstructed() {
@@ -90,6 +96,22 @@ namespace nf {
shader->setUniform("model", model);
}
void Entity::destroy() {
m_constructed = false;
if(m_model && !m_model->isBaseAsset())
delete m_model;
m_model = nullptr;
m_position.x = 0.0;
m_position.y = 0.0;
m_position.z = 0.0;
m_rotation.x = 0.0;
m_rotation.y = 0.0;
m_rotation.z = 0.0;
m_scale.x = 1.0;
m_scale.y = 1.0;
m_scale.z = 1.0;
}
Entity::~Entity() {
}
+11 -1
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@@ -1,11 +1,12 @@
#include "Light.h"
#include "Application.h"
#include "Shader.h"
namespace nf {
Light::Light() :
m_type(Type::POINT),
m_constructed(false),
m_type(Type::POINT),
m_strength(1.0f)
{
@@ -18,6 +19,7 @@ namespace nf {
m_type = type;
m_strength = strength;
Application::getApp()->getCurrentState()->m_nfObjects.push_back(this);
}
bool Light::isConstructed() {
@@ -77,6 +79,14 @@ namespace nf {
return m_strength;
}
void Light::destroy() {
m_constructed = false;
m_type = Type::POINT;
m_position = Vec3(0.0);
m_color = Vec3(0.0);
m_strength = 1.0f;
}
Light::~Light() {
}
+10 -1
View File
@@ -8,6 +8,7 @@
namespace nf {
Model::Model() :
m_base(false),
m_texture(nullptr)
{
@@ -29,7 +30,7 @@ namespace nf {
}
else {
m_texture = new Texture;
m_texture->create(texture->data, texture->size);
m_texture->create(texture);
texture->alreadyLoaded = true;
texture->loadedTexture = m_texture;
}
@@ -45,6 +46,14 @@ namespace nf {
m_ib->bind();
}
void Model::setBaseAsset(bool isBase) {
m_base = isBase;
}
bool Model::isBaseAsset() {
return m_base;
}
Model::~Model() {
delete m_texture;
}
@@ -4,6 +4,7 @@
#include "ft2build.h"
#include FT_FREETYPE_H
#include "Application.h"
#include "UIElement.h"
#include "Shader.h"
@@ -53,6 +54,7 @@ namespace nf {
FT_Done_FreeType(ft);
newFont.alreadyLoaded = true;
newFont.loadedFont = m_font;
m_font->isBase = newFont.isBaseAsset;
}
m_vao = new VertexArray;
m_vao->addBuffer(nullptr, 0);
@@ -61,6 +63,13 @@ namespace nf {
m_vao->addBuffer(nullptr, 0);
m_vao->push<float>(2);
m_vao->finishBufferLayout();
if (m_string == "NFLoadingText") {
m_string = "Loading...";
}
else {
Application::getApp()->getCurrentState()->m_nfObjects.push_back(this);
}
}
void Text::setText(const std::string& string) {
@@ -135,6 +144,18 @@ namespace nf {
}
}
void Text::destroy() {
m_constructed = false;
m_position = Vec2(0.0);
m_centeredX = m_centeredY = false;
m_string = std::string();
if (!m_font->isBase)
delete m_font;
m_color = Vec3(0.0);
m_scale = 1.0f;
m_opacity = 1.0f;
}
Text::~Text() {
}
@@ -26,7 +26,7 @@ namespace nf {
}
else {
m_texture = new Texture;
m_texture->create(tex->data, tex->size);
m_texture->create(tex);
}
m_vao = new VertexArray;
@@ -84,6 +84,17 @@ namespace nf {
glDrawArrays(GL_TRIANGLES, 0, 6);
}
void UITexture::destroy() {
m_constructed = false;
m_position = Vec2(0.0);
m_centeredX = m_centeredY = false;
if (!m_texture->isBaseAsset())
delete m_texture;
m_scale = 1.0f;
m_opacity = 1.0f;
delete m_vao;
}
UITexture::~UITexture() {
}
+5 -4
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@@ -8,6 +8,7 @@
#include "Shader.h"
#include "Light.h"
#include "Entity.h"
#include "Model.h"
#include "Cubemap.h"
#include "UIElement.h"
#include "Camera.h"
@@ -107,7 +108,7 @@ namespace nf {
m_fadeVAO->push<float>(2);
m_fadeVAO->finishBufferLayout();
m_fadeIB = new IndexBuffer(fadeIB, 6);
m_loadingText.create("Loading...", Vec2(0.025, 0.044), Vec3(0.7, 0.7, 0.7));
m_loadingText.create("NFLoadingText", Vec2(0.025, 0.044), Vec3(0.7, 0.7, 0.7));
}
void Renderer::setFade(bool in, bool out, bool noText) {
@@ -142,7 +143,7 @@ namespace nf {
m_cubemap = &in;
}
void Renderer::doFrame(Camera* camera) {
void Renderer::doFrame(Camera* camera, double dT) {
//Begin frame
glViewport(0, 0, m_app->getConfig().width, m_app->getConfig().height);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@@ -202,7 +203,7 @@ namespace nf {
m_loadingText.setOpacity(opacity);
m_loadingText.render(m_textShader, m_app->getConfig().width, m_app->getConfig().height);
}
opacity -= 0.03;
opacity -= 0.8 * dT;
if (opacity <= 0.0) {
m_fadeIn = false;
m_fadeOutComplete = false;
@@ -220,7 +221,7 @@ namespace nf {
m_loadingText.setOpacity(opacity);
m_loadingText.render(m_textShader, m_app->getConfig().width, m_app->getConfig().height);
}
opacity += 0.03;
opacity += 1.2 * dT;
if (opacity >= 1.0) {
m_fadeIn = false;
m_fadeOutComplete = true;
+12 -3
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@@ -4,28 +4,33 @@
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include "Assets.h"
#include "Utility.h"
namespace nf {
Texture::Texture() :
m_isBase(false),
m_id(0),
m_x(0),
m_y(0)
{
glGenTextures(1, &m_id);
}
void Texture::create(const char* textureData, size_t textureSize) {
void Texture::create(ATexture* tex) {
int nChannels;
stbi_set_flip_vertically_on_load(true);
unsigned char* texture = stbi_load_from_memory((unsigned char*)textureData, textureSize, &m_x, &m_y, &nChannels, 0);
unsigned char* texture = stbi_load_from_memory((unsigned char*)tex->data, tex->size, &m_x, &m_y, &nChannels, 0);
if (!texture)
Error("Texture failed to load from memory!");
glGenTextures(1, &m_id);
glBindTexture(GL_TEXTURE_2D, m_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_x, m_y, 0, nChannels == 3 ? GL_RGB : GL_RGBA, GL_UNSIGNED_BYTE, texture);
glGenerateMipmap(GL_TEXTURE_2D);
stbi_image_free(texture);
m_isBase = tex->isBaseAsset;
}
void Texture::bind() {
@@ -36,6 +41,10 @@ namespace nf {
return { (float)m_x, (float)m_y };
}
bool Texture::isBaseAsset() {
return m_isBase;
}
Texture::~Texture() {
glDeleteTextures(1, &m_id);
}