Refactor game window and shader management; add fog shader implementation and update configuration settings
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require 'opengl'
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require 'glu'
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require 'gosu'
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require_relative 'settings/configuration'
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require_relative 'utils/utils'
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require_relative 'utils/scene'
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require_relative 'settings/scene'
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require_relative 'menu/scene'
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require_relative 'game/scene'
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class Window < Gosu::Window
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def initialize
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super *SCREEN_SIZE, resizable: true
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GL.load_lib()
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GLU.load_lib()
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@shader = create_shader
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self.caption = "Mist"
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@scene = Menu.new
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@last_time = Gosu.milliseconds
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$bus.on(:quit_game) { close! }
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$bus.on(:mouse_pos) do
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next mouse_relative(mouse_x, mouse_y)
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end
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$bus.on(:change_scene) do |new_scene|
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@scene.close
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@scene = new_scene
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end
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$bus.on(:shade) do
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shade!
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end
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end
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def create_shader
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vertex_src = File.read("assets/shaders/fog.vert")
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fragment_src = File.read("assets/shaders/fog.frag")
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vs = GL.CreateShader(GL::VERTEX_SHADER)
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GL.ShaderSource(vs, 1, [vertex_src].pack("p"), [vertex_src.size].pack("L"))
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GL.CompileShader(vs)
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fs = GL.CreateShader(GL::FRAGMENT_SHADER)
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GL.ShaderSource(fs, 1, [fragment_src].pack("p"), [fragment_src.size].pack("L"))
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GL.CompileShader(fs)
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program = GL.CreateProgram()
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GL.AttachShader(program, vs)
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GL.AttachShader(program, fs)
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GL.LinkProgram(program)
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program
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end
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def shade!
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scale, offset_x, offset_y = compute_transform
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# As the gl object only works in the Window class we need to use the bus to bring all the data here.
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# This should otherwise be a shader object on (and controlled by) the game scene.
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cam_x, cam_y = $bus.get(:camera_pos) || [0, 0]
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torch_lights = []
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# Only calculate torch lights if the setting is enabled, to save performance
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if $bus.get(:settings, :torches_lightup)
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torches = $bus.get(:nearby_torches,
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[cam_x - SCREEN_SIZE[0] / 2, cam_y - SCREEN_SIZE[1] / 2, SCREEN_SIZE[0] * 2, SCREEN_SIZE[1] * 2]
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) || []
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torch_lights = torches.map { |t| [t[0] - cam_x, SCREEN_SIZE[1] - (t[1] - cam_y)] }.flatten
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end
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torch_lights = torch_lights.first(32)
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torch_count = torch_lights.size / 2
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torch_lights += [0.0] * (32 - torch_lights.size)
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gl do
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GL.UseProgram(@shader)
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GL.Enable(GL::BLEND)
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GL.BlendFunc(GL::SRC_ALPHA, GL::ONE_MINUS_SRC_ALPHA)
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# Pass virtual resolution
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res_loc = GL.GetUniformLocation(@shader, "resolution")
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GL.Uniform2f(res_loc, SCREEN_SIZE[0], SCREEN_SIZE[1])
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# Pass padding offset and scale
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offset_loc = GL.GetUniformLocation(@shader, "offset")
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GL.Uniform2f(offset_loc, offset_x, offset_y)
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scale_loc = GL.GetUniformLocation(@shader, "scale")
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GL.Uniform1f(scale_loc, scale)
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player_loc = GL.GetUniformLocation(@shader, "player_pos")
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GL.Uniform2f(player_loc, SCREEN_SIZE[0] / 2, SCREEN_SIZE[1] / 2)
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torches_loc = GL.GetUniformLocation(@shader, "torch_lights")
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GL.Uniform2fv(torches_loc, torch_lights.size / 2, torch_lights.pack("f*"))
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num_torches_loc = GL.GetUniformLocation(@shader, "num_torches")
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GL.Uniform1i(num_torches_loc, torch_count)
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time_loc = GL.GetUniformLocation(@shader, "time_sec")
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GL.Uniform1f(time_loc, Gosu.milliseconds / 1000.0)
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GL.Begin(GL::QUADS)
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GL.Vertex2f(-1, -1)
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GL.Vertex2f( 1, -1)
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GL.Vertex2f( 1, 1)
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GL.Vertex2f(-1, 1)
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GL.End
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GL.UseProgram(0)
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end
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end
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def button_down(id)
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@scene.button_down(id, mouse_relative(mouse_x, mouse_y))
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end
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def update
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now = Gosu.milliseconds
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dt = (now - @last_time) / 1000.0
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@last_time = now
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@scene.update(dt)
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end
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def compute_transform
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scale_x = width.to_f / SCREEN_SIZE[0]
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scale_y = height.to_f / SCREEN_SIZE[1]
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scale = [scale_x, scale_y].min
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if scale_x < scale_y
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offset_x = 0
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offset_y = (height - SCREEN_SIZE[1] * scale) / 2
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else
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offset_x = (width - SCREEN_SIZE[0] * scale) / 2
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offset_y = 0
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end
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[scale, offset_x, offset_y]
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end
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def mouse_relative(sx, sy)
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scale, offset_x, offset_y = compute_transform
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virtual_x = (sx - offset_x) / scale
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virtual_y = (sy - offset_y) / scale
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return nil if virtual_x < 0 || virtual_x > SCREEN_SIZE[0] ||
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virtual_y < 0 || virtual_y > SCREEN_SIZE[1]
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return [virtual_x, virtual_y]
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end
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def draw
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scale, offset_x, offset_y = compute_transform
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Gosu.translate(offset_x, offset_y) do
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Gosu.scale(scale) do
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@scene.draw
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end
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end
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padding_color = Gosu::Color::BLACK
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if offset_y > 0
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# Letterbox: top and bottom
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Gosu.draw_rect(0, 0, width, offset_y, padding_color, Float::INFINITY)
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Gosu.draw_rect(0, height - offset_y, width, offset_y, padding_color, Float::INFINITY)
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else
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# Pillarbox: left and right
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Gosu.draw_rect(0, 0, offset_x, height, padding_color, Float::INFINITY)
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Gosu.draw_rect(width - offset_x, 0, offset_x, height, padding_color, Float::INFINITY)
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end
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end
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end
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