Browse Source

Fix the timestep

master
C. J. Howard 7 years ago
parent
commit
66c7f0335b
8 changed files with 325 additions and 71 deletions
  1. +1
    -1
      data
  2. +106
    -9
      src/application.cpp
  3. +5
    -2
      src/application.hpp
  4. +5
    -0
      src/render-passes.cpp
  5. +196
    -0
      src/states/main-menu-state.cpp
  6. +6
    -0
      src/states/main-menu-state.hpp
  7. +4
    -55
      src/states/title-state.cpp
  8. +2
    -4
      src/states/title-state.hpp

+ 1
- 1
data

@ -1 +1 @@
Subproject commit 1e82819229df7c2113938a1bc0ea35b6f3335493
Subproject commit bca60d7e0fe476dcf32de8ab4f17d08326ed37b9

+ 106
- 9
src/application.cpp View File

@ -31,6 +31,7 @@
#include <cstdlib> #include <cstdlib>
#include <iostream> #include <iostream>
#include <cstdio> #include <cstdio>
#include <sstream>
#include <SDL.h> #include <SDL.h>
#define OPENGL_VERSION_MAJOR 3 #define OPENGL_VERSION_MAJOR 3
@ -343,15 +344,28 @@ Application::~Application()
int Application::execute() int Application::execute()
{ {
// Fixed timestep
// @see http://gafferongames.com/game-physics/fix-your-timestep/
t = 0.0f;
dt = 1.0f / 60.0f;
float accumulator = 0.0f;
int performanceSampleSize = 15; // Number of frames to sample
int performanceSampleFrame = 0; // Current sample frame
float performanceSampleTime = 0.0f; // Current sample time
// Start frame timer // Start frame timer
frameTimer.start(); frameTimer.start();
while (state != nullptr) while (state != nullptr)
{ {
// Calculate delta time (in seconds) then reset frame timer
dt = static_cast<float>(frameTimer.microseconds().count()) / 1000000.0f;
// Calculate frame time (in milliseconds) then reset frame timer
float frameTime = static_cast<float>(frameTimer.microseconds().count()) / 1000.0f;
frameTimer.reset(); frameTimer.reset();
// Add frame time (in seconds) to accumulator
accumulator += frameTime / 1000.0f;
// If the user tried to close the application // If the user tried to close the application
if (inputManager->wasClosed() || escape.isTriggered()) if (inputManager->wasClosed() || escape.isTriggered())
{ {
@ -361,7 +375,16 @@ int Application::execute()
else else
{ {
// Execute current state // Execute current state
state->execute();
while (accumulator >= dt)
{
state->execute();
// Perform tweening
tweener->update(dt);
accumulator -= dt;
t += dt;
}
} }
// Check for state change // Check for state change
@ -375,6 +398,7 @@ int Application::execute()
if (nextState != nullptr) if (nextState != nullptr)
{ {
state->enter(); state->enter();
tweener->update(0.0f);
// Reset frame timer to counteract frames eaten by state exit() and enter() functions // Reset frame timer to counteract frames eaten by state exit() and enter() functions
frameTimer.reset(); frameTimer.reset();
@ -394,8 +418,27 @@ int Application::execute()
changeFullscreen(); changeFullscreen();
} }
// Perform tweening
tweener->update(dt);
// Add frame time to performance sample time and increment the frame count
performanceSampleTime += frameTime;
++performanceSampleFrame;
// If performance sample is complete
if (performanceSampleFrame >= performanceSampleSize)
{
// Calculate mean frame time
float meanFrameTime = performanceSampleTime / static_cast<float>(performanceSampleSize);
// Reset perform sample timers
performanceSampleTime = 0.0f;
performanceSampleFrame = 0;
// Update frame time label
std::string frameTimeString;
std::stringstream stream;
stream << meanFrameTime;
stream >> frameTimeString;
frameTimeLabel->setText(frameTimeString);
}
// Update UI // Update UI
uiRootElement->update(); uiRootElement->update();
@ -530,8 +573,9 @@ bool Application::loadModels()
{ {
antModel = modelLoader->load("data/models/debug-worker.mdl"); antModel = modelLoader->load("data/models/debug-worker.mdl");
antHillModel = modelLoader->load("data/models/ant-hill.mdl"); antHillModel = modelLoader->load("data/models/ant-hill.mdl");
nestModel = modelLoader->load("data/models/nest.mdl");
if (!antModel || !antHillModel)
if (!antModel || !antHillModel || !nestModel)
{ {
return false; return false;
} }
@ -540,6 +584,7 @@ bool Application::loadModels()
antModelInstance.setTransform(Transform::getIdentity()); antModelInstance.setTransform(Transform::getIdentity());
antHillModelInstance.setModel(antHillModel); antHillModelInstance.setModel(antHillModel);
antHillModelInstance.setRotation(glm::angleAxis(glm::radians(90.0f), Vector3(1, 0, 0))); antHillModelInstance.setRotation(glm::angleAxis(glm::radians(90.0f), Vector3(1, 0, 0)));
nestModelInstance.setModel(nestModel);
return true; return true;
} }
@ -551,6 +596,49 @@ bool Application::loadScene()
defaultLayer = scene.addLayer(); defaultLayer = scene.addLayer();
uiLayer = scene.addLayer(); uiLayer = scene.addLayer();
// BG
bgBatch.resize(1);
BillboardBatch::Range* bgRange = bgBatch.addRange();
bgRange->start = 0;
bgRange->length = 1;
Billboard* bgBillboard = bgBatch.getBillboard(0);
bgBillboard->setDimensions(Vector2(1.0f, 1.0f));
bgBillboard->setTranslation(Vector3(0.5f, 0.5f, 0.0f));
bgBillboard->setTintColor(Vector4(1, 1, 1, 1));
bgBatch.update();
vignettePass.setRenderTarget(&defaultRenderTarget);
bgCompositor.addPass(&vignettePass);
bgCompositor.load(nullptr);
bgCamera.setOrthographic(0, 1.0f, 1.0f, 0, -1.0f, 1.0f);
bgCamera.lookAt(glm::vec3(0), glm::vec3(0, 0, -1), glm::vec3(0, 1, 0));
bgCamera.setCompositor(&bgCompositor);
bgCamera.setCompositeIndex(0);
// Setup soil pass
soilPass.setRenderTarget(&defaultRenderTarget);
defaultCompositor.addPass(&soilPass);
// Setup lighting pass
lightingPass.setRenderTarget(&defaultRenderTarget);
lightingPass.setShadowMap(0);
lightingPass.setShadowCamera(&camera);
lightingPass.setModelLoader(modelLoader);
defaultCompositor.addPass(&lightingPass);
// Load compositor
defaultCompositor.load(nullptr);
// Setup camera
camera.lookAt(
glm::vec3(0.0f, 0.0f, 10.0f),
glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(0.0f, 1.0f, 0.0f));
camera.setCompositor(&defaultCompositor);
camera.setCompositeIndex(0);
defaultLayer->addObject(&camera);
// Debug // Debug
lineBatcher = new LineBatcher(4096); lineBatcher = new LineBatcher(4096);
BillboardBatch* lineBatch = lineBatcher->getBatch(); BillboardBatch* lineBatch = lineBatcher->getBatch();
@ -628,8 +716,8 @@ bool Application::loadUI()
strings.get("quit-to-desktop", &quitToDesktopString); strings.get("quit-to-desktop", &quitToDesktopString);
// Set colors // Set colors
selectedColor = Vector4(0.0f, 0.0f, 0.0f, 1.0f);
deselectedColor = Vector4(0.0f, 0.0f, 0.0f, 0.35f);
selectedColor = Vector4(1.0f, 1.0f, 1.0f, 1.0f);
deselectedColor = Vector4(1.0f, 1.0f, 1.0f, 0.35f);
// Setup root UI element // Setup root UI element
uiRootElement = new UIContainer(); uiRootElement = new UIContainer();
@ -640,7 +728,7 @@ bool Application::loadUI()
// Create blackout element (for screen transitions) // Create blackout element (for screen transitions)
blackoutImage = new UIImage(); blackoutImage = new UIImage();
blackoutImage->setDimensions(Vector2(width, height)); blackoutImage->setDimensions(Vector2(width, height));
blackoutImage->setLayerOffset(99);
blackoutImage->setLayerOffset(98);
blackoutImage->setTintColor(Vector4(0.0f, 0.0f, 0.0f, 1.0f)); blackoutImage->setTintColor(Vector4(0.0f, 0.0f, 0.0f, 1.0f));
blackoutImage->setVisible(false); blackoutImage->setVisible(false);
uiRootElement->addChild(blackoutImage); uiRootElement->addChild(blackoutImage);
@ -684,6 +772,15 @@ bool Application::loadUI()
versionLabel->setText(versionString); versionLabel->setText(versionString);
titleScreenInfoContainer->addChild(versionLabel); titleScreenInfoContainer->addChild(versionLabel);
frameTimeLabel = new UILabel();
frameTimeLabel->setAnchor(Vector2(0.0f, 0.0f));
frameTimeLabel->setLayerOffset(99);
frameTimeLabel->setFont(copyrightFont);
frameTimeLabel->setTranslation(Vector2(0.0f));
frameTimeLabel->setTintColor(Vector4(1.0f, 1.0f, 0.0f, 1.0f));
frameTimeLabel->setText("");
uiRootElement->addChild(frameTimeLabel);
// Create "Press any key" element // Create "Press any key" element
anyKeyLabel = new UILabel(); anyKeyLabel = new UILabel();
anyKeyLabel->setAnchor(Vector2(0.5f, 1.0f)); anyKeyLabel->setAnchor(Vector2(0.5f, 1.0f));

+ 5
- 2
src/application.hpp View File

@ -142,8 +142,6 @@ public:
Camera uiCamera; Camera uiCamera;
Camera bgCamera; Camera bgCamera;
DirectionalLight sunlight; DirectionalLight sunlight;
DirectionalLight fillLight;
DirectionalLight backLight;
Spotlight lensHotspot; Spotlight lensHotspot;
Spotlight lensFalloff; Spotlight lensFalloff;
ModelInstance lensToolObject; ModelInstance lensToolObject;
@ -151,6 +149,7 @@ public:
ModelInstance navigatorObject; ModelInstance navigatorObject;
ModelInstance antModelInstance; ModelInstance antModelInstance;
ModelInstance antHillModelInstance; ModelInstance antHillModelInstance;
ModelInstance nestModelInstance;
// Graphics // Graphics
Renderer renderer; Renderer renderer;
@ -207,6 +206,7 @@ public:
// Misc // Misc
Timer frameTimer; Timer frameTimer;
float t;
float dt; float dt;
// UI text // UI text
@ -236,6 +236,8 @@ public:
UILabel* copyrightLabel; UILabel* copyrightLabel;
UILabel* versionLabel; UILabel* versionLabel;
UILabel* frameTimeLabel;
UILabel* anyKeyLabel; UILabel* anyKeyLabel;
UILabel* menuSelectorLabel; UILabel* menuSelectorLabel;
UIContainer* mainMenuContainer; UIContainer* mainMenuContainer;
@ -302,6 +304,7 @@ public:
// Models // Models
Model* antModel; Model* antModel;
Model* antHillModel; Model* antHillModel;
Model* nestModel;
// Game variables // Game variables
Campaign campaign; Campaign campaign;

+ 5
- 0
src/render-passes.cpp View File

@ -237,6 +237,11 @@ void SoilRenderPass::render(const RenderContext* renderContext)
// Bind shader // Bind shader
shader->bind(); shader->bind();
if (!horizonOTexture || !horizonATexture || !horizonBTexture || !horizonCTexture)
{
return;
}
// Bind textures // Bind textures
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, horizonOTexture->getTextureID()); glBindTexture(GL_TEXTURE_2D, horizonOTexture->getTextureID());

+ 196
- 0
src/states/main-menu-state.cpp View File

@ -19,6 +19,150 @@
#include "main-menu-state.hpp" #include "main-menu-state.hpp"
#include "../application.hpp" #include "../application.hpp"
#include "../debug.hpp"
#include "../camera-controller.hpp"
void drawShaft(LineBatcher* lineBatcher, const Shaft* shaft);
void drawChamber(LineBatcher* lineBatcher, const Chamber* chamber)
{
float helixAngle = chamber->parent->getHelixAngle(chamber->relativeDepth);
float minAngle = helixAngle - chamber->centralAngle * 0.5f;
float maxAngle = helixAngle + chamber->centralAngle * 0.5f;
// Find position on helix
Vector3 helixPosition = chamber->parent->getHelixPosition(chamber->relativeDepth);
helixPosition.y = -helixPosition.y;
// Move annulus toward helix by the inner radius
Vector3 helixDirection = glm::normalize(Vector3(std::cos(helixAngle), 0.0f, std::sin(helixAngle)));
Vector3 offset = helixPosition - helixDirection * (chamber->innerRadius - chamber->parent->shaftRadius);
int stepCount = 10;
float angleStep = chamber->centralAngle / (float)stepCount;
for (int i = 0; i < stepCount; ++i)
{
float angle0 = minAngle + angleStep * (float)i;
float angle1 = minAngle + angleStep * (float)(i + 1);
float x0 = std::cos(angle0);
float z0 = std::sin(angle0);
float x1 = std::cos(angle1);
float z1 = std::sin(angle1);
Vector3 innerStart;
innerStart.x = x0 * chamber->innerRadius;
innerStart.y = 0.0f;
innerStart.z = z0 * chamber->innerRadius;
Vector3 outerStart;
outerStart.x = x0 * chamber->outerRadius;
outerStart.y = 0.0f;
outerStart.z = z0 * chamber->outerRadius;
Vector3 innerEnd;
innerEnd.x = x1 * chamber->innerRadius;
innerEnd.y = 0.0f;
innerEnd.z = z1 * chamber->innerRadius;
Vector3 outerEnd;
outerEnd.x = x1 * chamber->outerRadius;
outerEnd.y = 0.0f;
outerEnd.z = z1 * chamber->outerRadius;
lineBatcher->draw(offset + innerStart, offset + innerEnd);
lineBatcher->draw(offset + outerStart, offset + outerEnd);
}
Vector3 leftWallStart;
leftWallStart.x = std::cos(minAngle) * chamber->innerRadius;
leftWallStart.y = 0.0f;
leftWallStart.z = std::sin(minAngle) * chamber->innerRadius;
Vector3 leftWallEnd;
leftWallEnd.x = std::cos(minAngle) * chamber->outerRadius;
leftWallEnd.y = 0.0f;
leftWallEnd.z = std::sin(minAngle) * chamber->outerRadius;
Vector3 rightWallStart;
rightWallStart.x = std::cos(maxAngle) * chamber->innerRadius;
rightWallStart.y = 0.0f;
rightWallStart.z = std::sin(maxAngle) * chamber->innerRadius;
Vector3 rightWallEnd;
rightWallEnd.x = std::cos(maxAngle) * chamber->outerRadius;
rightWallEnd.y = 0.0f;
rightWallEnd.z = std::sin(maxAngle) * chamber->outerRadius;
lineBatcher->draw(offset + leftWallStart, offset + leftWallEnd);
lineBatcher->draw(offset + rightWallStart, offset + rightWallEnd);
if (chamber->child != nullptr)
{
drawShaft(lineBatcher, chamber->child);
}
}
void drawShaft(LineBatcher* lineBatcher, const Shaft* shaft)
{
// Draw helix
int stepCount = 50;
float depthStep = shaft->shaftDepth / (float)stepCount;
for (int i = 0; i < stepCount; ++i)
{
Vector3 start = shaft->getHelixPosition((float)i * depthStep);
Vector3 end = shaft->getHelixPosition((float)(i + 1) * depthStep);
start.y = -start.y;
end.y = -end.y;
lineBatcher->draw(start, end);
}
// Draw children
for (const Chamber* chamber: shaft->children)
{
drawChamber(lineBatcher, chamber);
}
}
void MainMenuState::generateNest()
{
NestParameters params;
params.randomSeed = std::rand();
params.maxShaftGeneration = 2;
params.minShaftRadius = 0.0f;
params.maxShaftRadius = 0.0f;
params.minShaftDepth = 4.0f;
params.maxShaftDepth = 6.0f;
params.minShaftHelixRadius = 0.1f;
params.maxShaftHelixRadius = 1.0f;
params.minShaftHelixPitch = 0.25f;
params.maxShaftHelixPitch = 0.75f;
params.minShaftChamberCount = 1;
params.maxShaftChamberCount = 5;
params.minShaftChamberPitch = 0.5f;
params.maxShaftChamberPitch = 2.0f;
params.minChamberInnerRadius = 0.2f;
params.maxChamberInnerRadius = 0.2f;
params.minChamberOuterRadius = 0.5f;
params.maxChamberOuterRadius = 0.5f;
params.minChamberCentralAngle = glm::radians(240.0f);
params.maxChamberCentralAngle = glm::radians(240.0f);
nest.setParameters(params);
nest.generate();
// Draw nest
application->lineBatcher->setColor(Vector4(1.0f));
application->lineBatcher->setWidth(0.015f);
application->lineBatcher->begin();
drawShaft(application->lineBatcher, nest.getRootShaft());
application->lineBatcher->end();
}
MainMenuState::MainMenuState(Application* application): MainMenuState::MainMenuState(Application* application):
ApplicationState(application) ApplicationState(application)
@ -34,7 +178,29 @@ void MainMenuState::enter()
application->menuSelectorLabel->setVisible(true); application->menuSelectorLabel->setVisible(true);
// Start fade-in // Start fade-in
application->blackoutImage->setVisible(true);
application->fadeInTween->start(); application->fadeInTween->start();
// Add nest
application->defaultLayer->addObject(&application->nestModelInstance);
application->surfaceCam->setCamera(&application->camera);
application->surfaceCam->setFocalPoint(Vector3(-10.0f, -13.3f, 0.0f));
application->surfaceCam->setFocalDistance(89.5f);
application->surfaceCam->setElevation(glm::radians(15.0f));
application->surfaceCam->setAzimuth(glm::radians(0.0f));
application->surfaceCam->setTargetFocalPoint(application->surfaceCam->getFocalPoint());
application->surfaceCam->setTargetFocalDistance(application->surfaceCam->getFocalDistance());
application->surfaceCam->setTargetElevation(application->surfaceCam->getElevation());
application->surfaceCam->setTargetAzimuth(application->surfaceCam->getAzimuth());
application->surfaceCam->update(0.0f);
// 3D camera
application->camera.setPerspective(
glm::radians(25.0f),
(float)application->width / (float)application->height,
0.1f,
1000.0f);
} }
void MainMenuState::execute() void MainMenuState::execute()
@ -77,6 +243,36 @@ void MainMenuState::execute()
application->menuSelectorLabel->setTranslation( application->menuSelectorLabel->setTranslation(
Vector2(container->getPosition().x - application->menuSelectorLabel->getDimensions().x * 1.5f, Vector2(container->getPosition().x - application->menuSelectorLabel->getDimensions().x * 1.5f,
container->getPosition().y + lineHeight * 0.5f - application->menuSelectorLabel->getDimensions().y * 0.5f + lineHeight * application->selectedMenuItemIndex)); container->getPosition().y + lineHeight * 0.5f - application->menuSelectorLabel->getDimensions().y * 0.5f + lineHeight * application->selectedMenuItemIndex));
// Move camera
Vector2 movementVector(0.0f);
if (application->cameraMoveLeft.isTriggered())
movementVector.x -= application->cameraMoveLeft.getCurrentValue();
if (application->cameraMoveRight.isTriggered())
movementVector.x += application->cameraMoveRight.getCurrentValue();
if (application->cameraMoveForward.isTriggered())
movementVector.y -= application->cameraMoveForward.getCurrentValue();
if (application->cameraMoveBack.isTriggered())
movementVector.y += application->cameraMoveBack.getCurrentValue();
if (movementVector.x != 0.0f || movementVector.y != 0.0f)
{
movementVector *= 0.005f * application->surfaceCam->getFocalDistance() * application->dt / (1.0f / 60.0f);
application->surfaceCam->setTargetFocalPoint(application->surfaceCam->getTargetFocalPoint() + Vector3(movementVector.x, -movementVector.y, 0.0f));
Vector3 focal = application->surfaceCam->getFocalPoint();
std::cout << focal.x << ", " << focal.y << ", " << focal.z << "; " << application->surfaceCam->getFocalDistance() << std::endl;
}
// Zoom camera
float zoomFactor = application->surfaceCam->getFocalDistance() / 20.0f * application->dt / (1.0f / 60.0f);
if (application->cameraZoomIn.isTriggered())
application->surfaceCam->zoom(zoomFactor * application->cameraZoomIn.getCurrentValue());
if (application->cameraZoomOut.isTriggered())
application->surfaceCam->zoom(-zoomFactor * application->cameraZoomOut.getCurrentValue());
application->surfaceCam->update(application->dt);
application->surfaceCam->setTargetAzimuth(application->surfaceCam->getTargetAzimuth() + glm::radians(2.0f) * application->dt);
application->surfaceCam->update(application->dt);
} }
void MainMenuState::exit() void MainMenuState::exit()

+ 6
- 0
src/states/main-menu-state.hpp View File

@ -22,6 +22,7 @@
#include "../application-state.hpp" #include "../application-state.hpp"
#include "../input.hpp" #include "../input.hpp"
#include "../game/nest.hpp"
#include <emergent/emergent.hpp> #include <emergent/emergent.hpp>
using namespace Emergent; using namespace Emergent;
@ -38,6 +39,11 @@ public:
virtual void mouseButtonPressed(int button, int x, int y); virtual void mouseButtonPressed(int button, int x, int y);
virtual void mouseButtonReleased(int button, int x, int y); virtual void mouseButtonReleased(int button, int x, int y);
private:
void generateNest();
Nest nest;
}; };
#endif // MAIN_MENU_STATE_HPP #endif // MAIN_MENU_STATE_HPP

+ 4
- 55
src/states/title-state.cpp View File

@ -45,39 +45,13 @@ void TitleState::enter()
fadeIn = false; fadeIn = false;
fadeOut = false; fadeOut = false;
// BG
application->bgBatch.resize(1);
BillboardBatch::Range* bgRange = application->bgBatch.addRange();
bgRange->start = 0;
bgRange->length = 1;
Billboard* bgBillboard = application->bgBatch.getBillboard(0);
bgBillboard->setDimensions(Vector2(1.0f, 1.0f));
bgBillboard->setTranslation(Vector3(0.5f, 0.5f, 0.0f));
bgBillboard->setTintColor(Vector4(1, 1, 1, 1));
application->bgBatch.update();
application->vignettePass.setRenderTarget(&application->defaultRenderTarget);
application->bgCompositor.addPass(&application->vignettePass);
application->bgCompositor.load(nullptr);
application->bgCamera.setOrthographic(0, 1.0f, 1.0f, 0, -1.0f, 1.0f);
application->bgCamera.lookAt(glm::vec3(0), glm::vec3(0, 0, -1), glm::vec3(0, 1, 0));
application->bgCamera.setCompositor(&application->bgCompositor);
application->bgCamera.setCompositeIndex(0);
application->backgroundLayer->addObject(&application->bgCamera); application->backgroundLayer->addObject(&application->bgCamera);
application->backgroundLayer->addObject(&application->bgBatch); application->backgroundLayer->addObject(&application->bgBatch);
// Title ant hill // Title ant hill
application->defaultLayer->addObject(&application->antHillModelInstance); application->defaultLayer->addObject(&application->antHillModelInstance);
// Setup lighting
application->sunlight.setColor(glm::vec3(1.0f));
application->sunlight.setDirection(glm::normalize(glm::vec3(0.5, -1, -0.5)));
// Setup soil pass
application->soilPass.setRenderTarget(&application->defaultRenderTarget);
application->defaultCompositor.addPass(&application->soilPass);
// Create terrain // Create terrain
application->terrain.create(255, 255, Vector3(50, 20, 50)); application->terrain.create(255, 255, Vector3(50, 20, 50));
application->terrain.getSurfaceModel()->getGroup(0)->material = application->materialLoader->load("data/materials/debug-terrain-surface.mtl"); application->terrain.getSurfaceModel()->getGroup(0)->material = application->materialLoader->load("data/materials/debug-terrain-surface.mtl");
@ -92,34 +66,7 @@ void TitleState::enter()
// Load level // Load level
application->loadLevel(); application->loadLevel();
// Setup lighting pass
application->lightingPass.setRenderTarget(&application->defaultRenderTarget);
application->lightingPass.setShadowMap(0);
application->lightingPass.setShadowCamera(&application->camera);
application->lightingPass.setModelLoader(application->modelLoader);
application->defaultCompositor.addPass(&application->lightingPass);
application->camera.lookAt(
glm::vec3(0.0f, 0.0f, 10.0f),
glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(0.0f, 1.0f, 0.0f));
application->camera.setCompositor(&application->defaultCompositor);
application->camera.setCompositeIndex(0);
// Setup scene
application->defaultLayer->addObject(&application->camera);
// Load compositor
RenderQueue renderQueue;
const std::list<SceneObject*>* objects = application->defaultLayer->getObjects();
for (const SceneObject* object: *objects)
renderQueue.queue(object);
RenderContext renderContext;
renderContext.camera = nullptr;
renderContext.layer = application->defaultLayer;
renderContext.queue = &renderQueue;
application->defaultCompositor.load(&renderContext);
application->inputManager->addWindowObserver(this); application->inputManager->addWindowObserver(this);
windowResized(application->width, application->height); windowResized(application->width, application->height);
@ -244,6 +191,8 @@ void TitleState::exit()
// Remove objects from scene // Remove objects from scene
application->defaultLayer->removeObject(&application->antHillModelInstance); application->defaultLayer->removeObject(&application->antHillModelInstance);
application->backgroundLayer->removeObject(&application->bgCamera);
application->backgroundLayer->removeObject(&application->bgBatch);
application->inputManager->removeWindowObserver(this); application->inputManager->removeWindowObserver(this);
} }

+ 2
- 4
src/states/title-state.hpp View File

@ -26,7 +26,6 @@
#include "../game/ant.hpp" #include "../game/ant.hpp"
#include "../game/colony.hpp" #include "../game/colony.hpp"
#include <emergent/emergent.hpp> #include <emergent/emergent.hpp>
using namespace Emergent; using namespace Emergent;
@ -49,10 +48,9 @@ public:
private: private:
float stateTime; float stateTime;
bool fadeIn; bool fadeIn;
bool fadeOut;
bool fadeOut;
int substate; int substate;
Colony colony; Colony colony;
Ant* ant; Ant* ant;
Navmesh* navmesh; Navmesh* navmesh;

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