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mirror of https://github.com/rwengine/openrw.git synced 2024-11-22 10:22:52 +01:00

Remove GameRenderer from GameWorld

- Particle rendering is broken, since objects can't access renderer
This commit is contained in:
Daniel Evans 2015-03-05 16:36:14 +00:00 committed by Daniel Evans
parent dfd68abd8e
commit a967e190de
10 changed files with 42 additions and 32 deletions

View File

@ -6,12 +6,12 @@
#include <engine/GameData.hpp>
#include <engine/GameState.hpp>
#include <render/GameRenderer.hpp>
#include <ai/AIGraphNode.hpp>
#include <ai/AIGraph.hpp>
#include <audio/SoundManager.hpp>
class CutsceneObject;
class WorkContext;
class GameObject;
@ -159,11 +159,6 @@ public:
* Game data
*/
GameData gameData;
/**
* Renderer
*/
GameRenderer renderer;
/**
* Gameplay state

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@ -76,7 +76,7 @@ public:
};
GameWorld::GameWorld(const std::string& path)
: gameTime(0.f), gameData(path), renderer(this), randomEngine(rand()),
: gameTime(0.f), gameData(path), randomEngine(rand()),
_work( new WorkContext( this ) ), script(nullptr), cutsceneAudio(nullptr), missionAudio(nullptr),
paused(false)
{

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@ -45,7 +45,8 @@ void WeaponItem::fireHitscan()
float flashtime = 0.015f;
auto shotdir = glm::normalize(farTarget - fireOrigin);
_character->engine->renderer.addParticle({
/// @TODO move this into rendering logic.
/*_character->engine->renderer.addParticle({
fireOrigin + shotdir * tracersize / 2.f,
shotdir,
tracerspeed,
@ -88,6 +89,7 @@ void WeaponItem::fireHitscan()
{0.2f, 0.2f},
flashUp
});
*/
}
void WeaponItem::fireProjectile()

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@ -67,7 +67,8 @@ void PickupObject::tick(float dt)
auto tex = engine->gameData.findTexture("coronacircle")->getName();
engine->renderer.addParticle({
/// @TODO move this into rendering logic.
/*engine->renderer.addParticle({
position,
{0.f, 0.f, 1.f},
0.f,
@ -75,8 +76,8 @@ void PickupObject::tick(float dt)
engine->gameTime, dt,
tex,
{1.f, 1.f},
{}, {0.75f, 0.f, 0.f, 1.f} /** @todo configurable tint colour */
});
{}, {0.75f, 0.f, 0.f, 1.f}
});*/
}
}

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@ -73,8 +73,7 @@ void ProjectileObject::explode()
auto tex = engine->gameData.findTexture("explo02")->getName();
/// @todo add support for image sets and opacity to the particle system.
engine->renderer.addParticle({
/*engine->renderer.addParticle({
position,
{0.f, 0.f, 1.f},
0.f,
@ -82,7 +81,7 @@ void ProjectileObject::explode()
engine->gameTime, 0.5f,
tex,
{exp_size, exp_size}
});
});*/
_exploded = true;
engine->destroyObjectQueued(this);

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@ -37,9 +37,9 @@ void drawHUD(PlayerController* player, GameWorld* world, GameRenderer* render)
drawMap(player, world, render);
}
void drawOnScreenText(GameWorld* world)
void drawOnScreenText(GameWorld* world, GameRenderer* renderer)
{
const glm::ivec2& vp = world->renderer.getRenderer()->getViewport();
const glm::ivec2& vp = renderer->getRenderer()->getViewport();
TextRenderer::TextInfo ti;
ti.font = 2;
@ -127,10 +127,10 @@ void drawOnScreenText(GameWorld* world)
shadow.baseColour = glm::vec3(0.f);
shadow.screenPosition += shadowOffset;
world->renderer.text.renderText(shadow);
renderer->text.renderText(shadow);
}
world->renderer.text.renderText(ti);
renderer->text.renderText(ti);
}
for(auto& t : world->state.texts) {
@ -141,6 +141,6 @@ void drawOnScreenText(GameWorld* world)
ti.size = 20.f;
ti.text = t.text;
world->renderer.text.renderText(ti);
renderer->text.renderText(ti);
}
}

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@ -1,8 +1,9 @@
#pragma once
#include <engine/GameWorld.hpp>
#include <render/GameRenderer.hpp>
class PlayerController;
void drawHUD(PlayerController* player, GameWorld* world, GameRenderer* render);
void drawOnScreenText(GameWorld* world);
void drawOnScreenText(GameWorld* world, GameRenderer* renderer);

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@ -22,7 +22,7 @@ DebugDraw* debug;
StdOutReciever logPrinter;
RWGame::RWGame(const std::string& gamepath, int argc, char* argv[])
: engine(nullptr), inFocus(true), showDebugStats(false),
: engine(nullptr), renderer(nullptr), inFocus(true), showDebugStats(false),
accum(0.f), timescale(1.f)
{
size_t w = GAME_WINDOW_WIDTH, h = GAME_WINDOW_HEIGHT;
@ -67,16 +67,19 @@ RWGame::RWGame(const std::string& gamepath, int argc, char* argv[])
engine = new GameWorld(gamepath);
engine->logger.addReciever(&logPrinter);
// Initalize all the archives.
engine->gameData.loadIMG("/models/gta3");
engine->gameData.loadIMG("/models/txd");
engine->gameData.loadIMG("/anim/cuts");
// Initialize renderer
renderer = new GameRenderer(engine);
// Set up text renderer
engine->renderer.text.setFontTexture(0, "pager");
engine->renderer.text.setFontTexture(1, "font1");
engine->renderer.text.setFontTexture(2, "font2");
renderer->text.setFontTexture(0, "pager");
renderer->text.setFontTexture(1, "font1");
renderer->text.setFontTexture(2, "font2");
/// @TODO expand this here.
engine->load();
@ -114,6 +117,7 @@ RWGame::RWGame(const std::string& gamepath, int argc, char* argv[])
RWGame::~RWGame()
{
delete renderer;
delete engine;
}
@ -173,7 +177,7 @@ int RWGame::run()
render(alpha, timer);
StateManager::get().draw(&engine->renderer);
StateManager::get().draw(renderer);
window.display();
@ -245,7 +249,7 @@ void RWGame::tick(float dt)
void RWGame::render(float alpha, float time)
{
auto size = getWindow().getSize();
engine->renderer.getRenderer()->setViewport({size.x, size.y});
renderer->getRenderer()->setViewport({size.x, size.y});
ViewCamera viewCam;
if( engine->state.currentCutscene != nullptr && engine->state.cutsceneStartTime >= 0.f )
@ -307,7 +311,7 @@ void RWGame::render(float alpha, float time)
glEnable(GL_DEPTH_TEST);
glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
engine->renderer.renderWorld(viewCam, alpha);
renderer->renderWorld(viewCam, alpha);
#if 0
debug->setShaderProgram(engine->renderer.worldProg);
@ -334,14 +338,14 @@ void RWGame::render(float alpha, float time)
renderDebugStats(time);
}
drawOnScreenText(engine);
drawOnScreenText(engine, renderer);
}
void RWGame::renderDebugStats(float time)
{
std::stringstream ss;
ss << "Frametime: " << time << " (FPS " << (1.f/time) << ")\n";
ss << "Draws: " << engine->renderer.rendered << " (" << engine->renderer.culled << " Culled)\n";
ss << "Draws: " << renderer->rendered << " (" << renderer->culled << " Culled)\n";
// Count the number of interesting objects.
int peds = 0, cars = 0;
@ -373,7 +377,7 @@ void RWGame::renderDebugStats(float time)
ti.font = 2;
ti.screenPosition = glm::vec2( 10.f, 10.f );
ti.size = 15.f;
engine->renderer.text.renderText(ti);
renderer->text.renderText(ti);
/*while( engine->log.size() > 0 && engine->log.front().time + 10.f < engine->gameTime ) {
engine->log.pop_front();

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@ -1,6 +1,7 @@
#ifndef _RWGAME_HPP_
#define _RWGAME_HPP_
#include <engine/GameWorld.hpp>
#include <render/GameRenderer.hpp>
#include "game.hpp"
#include <SFML/Graphics.hpp>
@ -8,6 +9,8 @@
class RWGame
{
GameWorld* engine;
// must be allocated after Logger setup.
GameRenderer* renderer;
sf::RenderWindow window;
sf::Clock clock;
bool inFocus;
@ -27,6 +30,11 @@ public:
{
return engine;
}
GameRenderer* getRenderer() const
{
return renderer;
}
sf::RenderWindow& getWindow()
{

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@ -39,7 +39,7 @@ void PauseState::draw(GameRenderer* r)
map.mapScreenTop = glm::vec2(vp.x, vp.y);
map.mapScreenBottom = glm::vec2(0.f, 0.f);
getWorld()->renderer.map.draw(map);
game->getRenderer()->map.draw(map);
State::draw(r);
}