Files

185 lines
4.9 KiB
Ruby

require 'opengl'
require 'glu'
require 'gosu'
require 'json'
require_relative 'settings/configuration'
require_relative 'utils/utils'
require_relative 'utils/scene'
require_relative 'settings/scene'
require_relative 'credits/scene'
require_relative 'menu/scene'
require_relative 'game_over/scene'
require_relative 'game/scene'
class Window < Gosu::Window
def initialize
super *SCREEN_SIZE, resizable: true
GL.load_lib()
GLU.load_lib()
@shader = create_shader
self.caption = "Mist"
@scene = Menu.new
@last_time = Gosu.milliseconds
$bus.on(:quit_game, :master) { close! }
$bus.on(:mouse_pos, :master) do
next mouse_relative(mouse_x, mouse_y)
end
$bus.on(:change_scene, :master) do |new_scene|
$bus.reset
@scene = new_scene.new
end
$bus.on(:shade, :master) do
shade!
end
end
def create_shader
vertex_src = File.read("assets/shaders/fog.vert")
fragment_src = File.read("assets/shaders/fog.frag")
vs = GL.CreateShader(GL::VERTEX_SHADER)
GL.ShaderSource(vs, 1, [vertex_src].pack("p"), [vertex_src.size].pack("L"))
GL.CompileShader(vs)
fs = GL.CreateShader(GL::FRAGMENT_SHADER)
GL.ShaderSource(fs, 1, [fragment_src].pack("p"), [fragment_src.size].pack("L"))
GL.CompileShader(fs)
program = GL.CreateProgram()
GL.AttachShader(program, vs)
GL.AttachShader(program, fs)
GL.LinkProgram(program)
program
end
def shade!
scale, offset_x, offset_y = compute_transform
# As the gl object only works in the Window class we need to use the bus to bring all the data here.
# This should otherwise be a shader object on (and controlled by) the game scene.
cam_x, cam_y = $bus.get(:camera_pos) || [0, 0]
torch_lights = []
torches = $bus.get(:nearby_torches,
[cam_x - SCREEN_SIZE[0], cam_y - SCREEN_SIZE[1], SCREEN_SIZE[0] * 4, SCREEN_SIZE[1] * 4]
) || []
torch_lights = torches.map { |t| [t[0] - cam_x, SCREEN_SIZE[1] - (t[1] - cam_y)] }.flatten
lorentz_field = $bus.get(:lorentz_field) || 0.0
torch_lights = torch_lights.first(32)
torch_count = torch_lights.size / 2
torch_lights += [0.0] * (32 - torch_lights.size)
gl do
GL.UseProgram(@shader)
GL.Enable(GL::BLEND)
GL.BlendFunc(GL::SRC_ALPHA, GL::ONE_MINUS_SRC_ALPHA)
# Pass virtual resolution
res_loc = GL.GetUniformLocation(@shader, "resolution")
GL.Uniform2f(res_loc, SCREEN_SIZE[0], SCREEN_SIZE[1])
# Pass padding offset and scale
offset_loc = GL.GetUniformLocation(@shader, "offset")
GL.Uniform2f(offset_loc, offset_x, offset_y)
scale_loc = GL.GetUniformLocation(@shader, "scale")
GL.Uniform1f(scale_loc, scale)
torches_loc = GL.GetUniformLocation(@shader, "torch_lights")
GL.Uniform2fv(torches_loc, torch_lights.size / 2, torch_lights.pack("f*"))
num_torches_loc = GL.GetUniformLocation(@shader, "num_torches")
GL.Uniform1i(num_torches_loc, torch_count)
time_loc = GL.GetUniformLocation(@shader, "time_sec")
GL.Uniform1f(time_loc, Gosu.milliseconds / 1000.0)
lorentz_loc = GL.GetUniformLocation(@shader, "lorentz_field")
GL.Uniform1f(lorentz_loc, lorentz_field)
GL.Begin(GL::QUADS)
GL.Vertex2f(-1, -1)
GL.Vertex2f( 1, -1)
GL.Vertex2f( 1, 1)
GL.Vertex2f(-1, 1)
GL.End
GL.UseProgram(0)
end
end
def button_down(id)
@scene.button_down(id, mouse_relative(mouse_x, mouse_y))
end
def update
now = Gosu.milliseconds
dt = (now - @last_time) / 1000.0
@last_time = now
@scene.update(dt)
end
def compute_transform
scale_x = width.to_f / SCREEN_SIZE[0]
scale_y = height.to_f / SCREEN_SIZE[1]
scale = [scale_x, scale_y].min
if scale_x < scale_y
offset_x = 0
offset_y = (height - SCREEN_SIZE[1] * scale) / 2
else
offset_x = (width - SCREEN_SIZE[0] * scale) / 2
offset_y = 0
end
[scale, offset_x, offset_y]
end
def mouse_relative(sx, sy)
scale, offset_x, offset_y = compute_transform
virtual_x = (sx - offset_x) / scale
virtual_y = (sy - offset_y) / scale
return nil if virtual_x < 0 || virtual_x > SCREEN_SIZE[0] ||
virtual_y < 0 || virtual_y > SCREEN_SIZE[1]
return [virtual_x, virtual_y]
end
def draw
scale, offset_x, offset_y = compute_transform
Gosu.translate(offset_x, offset_y) do
Gosu.scale(scale) do
@scene.draw
end
end
padding_color = Gosu::Color::BLACK
if offset_y > 0
# Letterbox: top and bottom
Gosu.draw_rect(0, 0, width, offset_y, padding_color, Float::INFINITY)
Gosu.draw_rect(0, height - offset_y, width, offset_y, padding_color, Float::INFINITY)
else
# Pillarbox: left and right
Gosu.draw_rect(0, 0, offset_x, height, padding_color, Float::INFINITY)
Gosu.draw_rect(width - offset_x, 0, offset_x, height, padding_color, Float::INFINITY)
end
end
end