Module: Engine
- Defined in:
- lib/engine/font.rb,
lib/engine/mesh.rb,
lib/engine/path.rb,
lib/engine/input.rb,
lib/engine/camera.rb,
lib/engine/cursor.rb,
lib/engine/engine.rb,
lib/engine/shader.rb,
lib/engine/window.rb,
lib/engine/texture.rb,
lib/engine/material.rb,
lib/engine/component.rb,
lib/engine/quaternion.rb,
lib/engine/video_mode.rb,
lib/engine/game_object.rb,
lib/engine/polygon_mesh.rb,
lib/engine/screenshoter.rb,
lib/engine/importers/obj_file.rb,
lib/engine/tangent_calculator.rb,
lib/engine/importers/obj_importer.rb,
lib/engine/importers/font_importer.rb
Defined Under Namespace
Modules: Components, Physics
Classes: Camera, Component, Cursor, Font, FontImporter, GameObject, Input, Material, Mesh, NoEarsException, ObjFile, ObjImporter, Path, PolygonMesh, Quaternion, Screenshoter, Shader, TangentCalculator, Texture, VideoMode, Window
Class Method Summary
collapse
Class Method Details
.breakpoint(&block) ⇒ Object
Hit a breakpoint within the context of where the breakpoint is defined, assuming a block is passed with a ‘binding.pry` (or an alternative debugger), otherwise hit a breakpoint within this method.
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# File 'lib/engine/engine.rb', line 165
def self.breakpoint(&block)
orig_fullscreen = Window.full_screen?
if orig_fullscreen
Window.set_to_windowed
GLFW.PollEvents
end
orig_cursor_mode = Cursor.get_input_mode
Cursor.enable
block_given? ? yield : binding.pry
Cursor.restore_input_mode(orig_cursor_mode)
Window.set_to_full_screen if orig_fullscreen
Window.focus_window
@time = Time.now
end
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.close ⇒ Object
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# File 'lib/engine/engine.rb', line 152
def self.close
GameObject.destroy_all
GLFW.SetWindowShouldClose(Window.window, 1)
end
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.engine_started? ⇒ Boolean
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# File 'lib/engine/engine.rb', line 60
def self.engine_started?
@engine_started
end
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.fps ⇒ Object
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# File 'lib/engine/engine.rb', line 143
def self.fps
@fps
end
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.load(base_dir) ⇒ Object
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# File 'lib/engine/engine.rb', line 64
def self.load(base_dir)
base_dir = File.expand_path(base_dir)
Dir[File.join(base_dir, "components", "**/*.rb")].each { |file| require file }
Dir[File.join(base_dir, "game_objects", "**/*.rb")].each { |file| require file }
end
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.main_game_loop(&first_frame_block) ⇒ Object
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# File 'lib/engine/engine.rb', line 92
def self.main_game_loop(&first_frame_block)
@game_stopped = false
@old_time = Time.now
@time = Time.now
@fps = 0
Window.get_framebuffer_size
GL.Clear(GL::COLOR_BUFFER_BIT | GL::DEPTH_BUFFER_BIT)
until GLFW.WindowShouldClose(Window.window) == GLFW::TRUE || @game_stopped
if first_frame_block
first_frame_block.call
first_frame_block = nil
end
@old_time = @time || Time.now
@time = Time.now
delta_time = @time - @old_time
print_fps(delta_time)
Physics::PhysicsResolver.resolve
GameObject.update_all(delta_time)
@swap_buffers_promise.wait! if @swap_buffers_promise
GL.Clear(GL::COLOR_BUFFER_BIT | GL::DEPTH_BUFFER_BIT)
GL.Enable(GL::DEPTH_TEST)
GL.DepthFunc(GL::LESS)
Rendering::RenderPipeline.draw unless @game_stopped
GL.Disable(GL::DEPTH_TEST)
GameObject.render_ui(delta_time)
if Screenshoter.scheduled_screenshot
Screenshoter.take_screenshot
end
Window.get_framebuffer_size
if OS.windows?
GLFW.SwapBuffers(Window.window)
else
@swap_buffers_promise = Concurrent::Promise.new do
GLFW.SwapBuffers(Window.window)
end
@swap_buffers_promise.execute
end
Engine::Input.update_key_states
GLFW.PollEvents
end
end
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.open_window ⇒ Object
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# File 'lib/engine/engine.rb', line 70
def self.open_window
@old_time = Time.now
@time = Time.now
@key_callback = create_key_callbacks
Window.create_window
GLFW.MakeContextCurrent(Window.window)
GLFW.SetKeyCallback(Window.window, @key_callback)
GL.load_lib
set_opengl_blend_mode
@engine_started = true
GL.ClearColor(0.0, 0.0, 0.0, 1.0)
GL.Enable(GL::CULL_FACE)
GL.CullFace(GL::BACK)
GLFW.SwapInterval(0)
Cursor.hide
end
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.start(base_dir:, &first_frame_block) ⇒ Object
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# File 'lib/engine/engine.rb', line 51
def self.start(base_dir:, &first_frame_block)
load(base_dir)
return if ENV["BUILDING"] == "true"
open_window
main_game_loop(&first_frame_block)
terminate
end
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.stop_game ⇒ Object
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# File 'lib/engine/engine.rb', line 157
def self.stop_game
@game_stopped = true
@swap_buffers_promise.wait! if @swap_buffers_promise && !@swap_buffers_promise.complete?
GameObject.destroy_all
end
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.terminate ⇒ Object
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# File 'lib/engine/engine.rb', line 147
def self.terminate
GLFW.DestroyWindow(Window.window)
GLFW.Terminate
end
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