fixed frustum culling, static game class

This commit is contained in:
Sandro Sobczyński
2020-11-04 13:20:58 +01:00
parent 5399b1744f
commit 02560f2d6f
19 changed files with 73 additions and 70 deletions
+16 -15
View File
@@ -16,8 +16,8 @@
const u8 FLOORS_COUNT = 64; // Temp change it also in floor_manager.hpp
Floors::Floors(const Engine &t_engine)
: engine(t_engine), floorManager(FLOORS_COUNT), camera(&engine.screen) {}
Floors::Floors(Engine *t_engine)
: engine(t_engine), floorManager(FLOORS_COUNT), camera(&t_engine->screen) {}
Floors::~Floors() {}
@@ -27,13 +27,14 @@ Floors::~Floors() {}
void Floors::onInit()
{
engine.renderer->setCameraDefinitions(&camera.worldView, &camera.unitCirclePosition, camera.planes);
engine.audio.init(2);
engine.audio.addListener(&floorManager);
engine.audio.addListener(&lightManager);
engine.audio.loadSong("NF-CHILL.WAV");
engine.audio.play();
texRepo = engine.renderer->getTextureRepository();
engine->renderer->setCameraDefinitions(&camera.worldView, &camera.unitCirclePosition, camera.planes);
engine->audio.init(2);
engine->audio.addListener(&floorManager);
engine->audio.addListener(&lightManager);
engine->audio.loadSong("NF-CHILL.WAV");
engine->audio.setVolume(1);
engine->audio.play();
texRepo = engine->renderer->getTextureRepository();
texRepo->addByMesh("warrior/", player.mesh);
texRepo->addByMesh("floor/", floorManager.floors[0].mesh);
for (u32 i = 1; i < floorManager.floorAmount; i++)
@@ -43,13 +44,13 @@ void Floors::onInit()
void Floors::onUpdate()
{
if (engine.pad.isCrossClicked)
printf("FPS:%f\n", engine.fps);
if (engine->pad.isCrossClicked)
printf("FPS:%f\n", engine->fps);
lightManager.update();
camera.update(engine.pad, player.mesh);
camera.update(engine->pad, player.mesh);
floorManager.update(player);
player.update(engine.pad, camera, floorManager);
engine.renderer->draw(player.mesh);
player.update(engine->pad, camera, floorManager);
engine->renderer->draw(player.mesh);
for (u8 i = 0; i < FLOORS_COUNT; i++)
engine.renderer->drawByPath3(floorManager.floors[i].mesh, lightManager.bulbs, lightManager.bulbsCount);
engine->renderer->drawByPath3(floorManager.floors[i].mesh, lightManager.bulbs, lightManager.bulbsCount);
}