Reworked frame timing again; Reworked input
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commit
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<ProjectReference Include="..\NothinFancy\NothinFancy.vcxproj">
|
<ProjectReference Include="..\NothinFancy\NothinFancy.vcxproj">
|
||||||
<Project>{1b9c5361-e301-41bf-97e7-56d65f11e2bb}</Project>
|
<Project>{1b9c5361-e301-41bf-97e7-56d65f11e2bb}</Project>
|
||||||
</ProjectReference>
|
</ProjectReference>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClCompile Include="src\Game.cpp" />
|
<ClCompile Include="src\Game.cpp" />
|
||||||
<ClCompile Include="src\MainState.cpp" />
|
<ClCompile Include="src\MainState.cpp" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClInclude Include="src\include\MainState.h" />
|
<ClInclude Include="src\include\MainState.h" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||||
<ImportGroup Label="ExtensionTargets">
|
<ImportGroup Label="ExtensionTargets">
|
||||||
</ImportGroup>
|
</ImportGroup>
|
||||||
<Target Name="AfterClean">
|
<Target Name="AfterClean">
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<_delete Include="$(OutDir)**\*" />
|
<_delete Include="$(OutDir)**\*" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<Delete Files="@(_delete)" />
|
<Delete Files="@(_delete)" />
|
||||||
</Target>
|
</Target>
|
||||||
</Project>
|
</Project>
|
@ -1,24 +1,24 @@
|
|||||||
#include "MainState.h"
|
#include "MainState.h"
|
||||||
|
|
||||||
MainState::MainState(nf::Application* app) :
|
MainState::MainState(nf::Application* app) :
|
||||||
Gamestate(app)
|
Gamestate(app)
|
||||||
{
|
{
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void MainState::onEnter() {
|
void MainState::onEnter() {
|
||||||
Log("MainState onEnter!");
|
Log("MainState onEnter!");
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void MainState::update(double deltaTime) {
|
void MainState::update(double deltaTime) {
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void MainState::render(nf::Renderer& renderer) {
|
void MainState::render(nf::Renderer& renderer) {
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void MainState::onExit() {
|
void MainState::onExit() {
|
||||||
Log("MainState onExit!");
|
Log("MainState onExit!");
|
||||||
}
|
}
|
@ -1,16 +1,16 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
#include "NothinFancy.h"
|
#include "NothinFancy.h"
|
||||||
|
|
||||||
class MainState : public nf::Gamestate {
|
class MainState : public nf::Gamestate {
|
||||||
public:
|
public:
|
||||||
MainState(nf::Application* app);
|
MainState(nf::Application* app);
|
||||||
|
|
||||||
void onEnter() override;
|
void onEnter() override;
|
||||||
|
|
||||||
void update(double deltaTime) override;
|
void update(double deltaTime) override;
|
||||||
void render(nf::Renderer& renderer) override;
|
void render(nf::Renderer& renderer) override;
|
||||||
|
|
||||||
void onExit() override;
|
void onExit() override;
|
||||||
private:
|
private:
|
||||||
|
|
||||||
};
|
};
|
40
NFPackCreator/AssetBuild/CubeTest/models/cube.obj
Normal file
40
NFPackCreator/AssetBuild/CubeTest/models/cube.obj
Normal file
@ -0,0 +1,40 @@
|
|||||||
|
# Blender v2.93.3 OBJ File: ''
|
||||||
|
# www.blender.org
|
||||||
|
o Cube_Cube.001
|
||||||
|
v -1.000000 -1.000000 -1.000000
|
||||||
|
v -1.000000 1.000000 -1.000000
|
||||||
|
v 1.000000 -1.000000 -1.000000
|
||||||
|
v 1.000000 1.000000 -1.000000
|
||||||
|
v -1.000000 -1.000000 1.000000
|
||||||
|
v -1.000000 1.000000 1.000000
|
||||||
|
v 1.000000 -1.000000 1.000000
|
||||||
|
v 1.000000 1.000000 1.000000
|
||||||
|
vt 0.375000 0.003906
|
||||||
|
vt 0.625000 0.253906
|
||||||
|
vt 0.375000 0.253906
|
||||||
|
vt 0.875000 0.750000
|
||||||
|
vt 0.625000 0.500000
|
||||||
|
vt 0.875000 0.500000
|
||||||
|
vt 0.625000 0.750000
|
||||||
|
vt 0.375000 0.500000
|
||||||
|
vt 0.375000 0.750000
|
||||||
|
vt 0.125000 0.500000
|
||||||
|
vt 0.375000 0.250000
|
||||||
|
vt 0.625000 0.250000
|
||||||
|
vt 0.625000 1.000000
|
||||||
|
vt 0.625000 0.003906
|
||||||
|
vt 0.125000 0.750000
|
||||||
|
vt 0.375000 1.000000
|
||||||
|
s off
|
||||||
|
f 2/1 3/2 1/3
|
||||||
|
f 4/4 7/5 3/6
|
||||||
|
f 8/7 5/8 7/5
|
||||||
|
f 6/9 1/10 5/8
|
||||||
|
f 7/5 1/11 3/12
|
||||||
|
f 4/13 6/9 8/7
|
||||||
|
f 2/1 4/14 3/2
|
||||||
|
f 4/4 8/7 7/5
|
||||||
|
f 8/7 6/9 5/8
|
||||||
|
f 6/9 2/15 1/10
|
||||||
|
f 7/5 5/8 1/11
|
||||||
|
f 4/13 2/16 6/9
|
BIN
NFPackCreator/AssetBuild/CubeTest/textures/cube.png
Normal file
BIN
NFPackCreator/AssetBuild/CubeTest/textures/cube.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 36 KiB |
@ -78,6 +78,7 @@ namespace nf {
|
|||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
updateInput();
|
||||||
std::this_thread::sleep_for(std::chrono::milliseconds(5));
|
std::this_thread::sleep_for(std::chrono::milliseconds(5));
|
||||||
}
|
}
|
||||||
mainThread.join();
|
mainThread.join();
|
||||||
@ -185,33 +186,40 @@ namespace nf {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Application::updateInput() {
|
||||||
|
for (unsigned int i = 0; i < 164; i++) {
|
||||||
|
if (GetFocus() == m_window)
|
||||||
|
m_input[i] = GetKeyState(i) & 0x8000;
|
||||||
|
else
|
||||||
|
m_input[i] = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void Application::runMainGameThread() {
|
void Application::runMainGameThread() {
|
||||||
m_renderer = new Renderer(this);
|
m_renderer = new Renderer(this);
|
||||||
startIntroState();
|
startIntroState();
|
||||||
std::chrono::steady_clock::time_point start_time = std::chrono::steady_clock::now();
|
std::chrono::steady_clock::time_point currentTime = std::chrono::steady_clock::now();
|
||||||
const std::chrono::duration<double> wait_time = std::chrono::nanoseconds(1000000000 / 60);
|
std::chrono::steady_clock::time_point lastFrame = std::chrono::steady_clock::now();
|
||||||
auto next_time = start_time + wait_time;
|
|
||||||
m_deltaTime = 0.0167;
|
|
||||||
while (m_running) {
|
while (m_running) {
|
||||||
start_time = std::chrono::steady_clock::now();
|
currentTime = std::chrono::steady_clock::now();
|
||||||
m_currentState->update(m_deltaTime);
|
m_deltaTime = std::chrono::duration<double>(currentTime - lastFrame).count();
|
||||||
m_currentState->render(*m_renderer);
|
if (m_deltaTime >= m_minFrametime) {
|
||||||
m_renderer->doFrame();
|
lastFrame = std::chrono::steady_clock::now();
|
||||||
m_frames++;
|
m_currentState->update(m_deltaTime);
|
||||||
if (m_stateChange)
|
m_currentState->render(*m_renderer);
|
||||||
doStateChange();
|
m_renderer->doFrame();
|
||||||
|
m_frames++;
|
||||||
|
if (m_stateChange)
|
||||||
|
doStateChange();
|
||||||
|
}
|
||||||
m_fpsClock2 = std::chrono::steady_clock::now();
|
m_fpsClock2 = std::chrono::steady_clock::now();
|
||||||
m_fpsDuration = m_fpsClock2 - m_fpsClock1;
|
m_fpsDuration = m_fpsClock2 - m_fpsClock1;
|
||||||
if (m_fpsDuration.count() >= 1.0) {
|
if (m_fpsDuration.count() >= 1.0) {
|
||||||
m_FPS = m_frames - 1;
|
m_FPS = m_frames;
|
||||||
m_frames = 0;
|
m_frames = 0;
|
||||||
Log("FPS: " + std::to_string(m_FPS));
|
Log("FPS: " + std::to_string(m_FPS));
|
||||||
m_fpsClock1 = std::chrono::steady_clock::now();
|
m_fpsClock1 = std::chrono::steady_clock::now();
|
||||||
}
|
}
|
||||||
std::this_thread::sleep_until(next_time);
|
|
||||||
m_deltaTime = (double)(std::chrono::steady_clock::now() - start_time).count();
|
|
||||||
next_time += wait_time;
|
|
||||||
//TODO: Redo FPS AGAIN like how I did it in PongClone
|
|
||||||
}
|
}
|
||||||
m_currentState->onExit();
|
m_currentState->onExit();
|
||||||
delete m_renderer;
|
delete m_renderer;
|
||||||
@ -255,42 +263,6 @@ namespace nf {
|
|||||||
case WM_MENUCHAR: {
|
case WM_MENUCHAR: {
|
||||||
return MNC_CLOSE << 16;
|
return MNC_CLOSE << 16;
|
||||||
}
|
}
|
||||||
case WM_LBUTTONDOWN: {
|
|
||||||
app->m_input[1] = true;
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
case WM_LBUTTONUP: {
|
|
||||||
app->m_input[1] = false;
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
case WM_RBUTTONDOWN: {
|
|
||||||
app->m_input[2] = true;
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
case WM_RBUTTONUP: {
|
|
||||||
app->m_input[2] = false;
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
case WM_MBUTTONDOWN: {
|
|
||||||
app->m_input[4] = true;
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
case WM_MBUTTONUP: {
|
|
||||||
app->m_input[4] = false;
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
case WM_KEYDOWN: {
|
|
||||||
if (wParam < 164 && !(lParam & (1 << 30))) {
|
|
||||||
app->m_input[wParam] = true;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
case WM_KEYUP: {
|
|
||||||
if (wParam < 164) {
|
|
||||||
app->m_input[wParam] = false;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
case WM_CLOSE: {
|
case WM_CLOSE: {
|
||||||
DestroyWindow(hWnd);
|
DestroyWindow(hWnd);
|
||||||
return 0;
|
return 0;
|
||||||
|
@ -70,7 +70,7 @@ namespace nf {
|
|||||||
|
|
||||||
void Renderer::doFrame() {
|
void Renderer::doFrame() {
|
||||||
glViewport(0, 0, m_app->getConfig().width, m_app->getConfig().height);
|
glViewport(0, 0, m_app->getConfig().width, m_app->getConfig().height);
|
||||||
proj = glm::perspective(glm::radians(45.0f), (float)m_app->getConfig().width / (float)m_app->getConfig().height, 0.1f, 100.0f);
|
proj = glm::perspective(glm::radians(45.0f), (float)m_app->getConfig().width / (float)m_app->getConfig().height, 0.1f, 100000.0f);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
for (Entity* draw : m_lGame) {
|
for (Entity* draw : m_lGame) {
|
||||||
|
@ -35,6 +35,7 @@ namespace nf {
|
|||||||
RECT getWindowRect() const;
|
RECT getWindowRect() const;
|
||||||
void calculateNewWindowPos(int& x, int& y);
|
void calculateNewWindowPos(int& x, int& y);
|
||||||
void toggleFullscreen();
|
void toggleFullscreen();
|
||||||
|
void updateInput();
|
||||||
void runMainGameThread();
|
void runMainGameThread();
|
||||||
void startIntroState();
|
void startIntroState();
|
||||||
void doStateChange();
|
void doStateChange();
|
||||||
|
Reference in New Issue
Block a user