Added a 'background color', light now has ambient emission, drawing more trees, fixed moving along the x-axis was limited.

This commit is contained in:
2018-03-18 13:14:46 -05:00
parent fa912d412d
commit 323aa05342

View File

@@ -10,7 +10,7 @@ class IMICFPS
# super(Gosu.screen_width, Gosu.screen_height, true)
$window = self
@model = Wavefront::Model.new("objects/biped.obj")
@model2 = Wavefront::Model.new("objects/tree.obj")
@tree = Wavefront::Model.new("objects/tree.obj")
# @model = Wavefront::Model.new("objects/sponza.obj")
@camera = Wavefront::Model::Vertex.new(0,-1,0)
@camera_target = Wavefront::Model::Vertex.new(0,-1,0)
@@ -26,7 +26,7 @@ class IMICFPS
@tick = 0
@c1, @c2, @c3 = rand(0.0..1.0), rand(0.0..1.0), rand(0.0..1.0)
@ambient_light = [0, 0, 0, 1]
@ambient_light = [0.5, 0.5, 0.5, 1]
@diffuse_light = [1, 1, 1, 1]
@specular_light = [0.2, 0.2, 0.2, 1]
@light_postion = [1, 1, 1, 0]
@@ -42,6 +42,7 @@ class IMICFPS
def render
gl do
glClearColor(0,0.2,0.5,1) # skyish blue
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # clear the screen and the depth buffer
#glMatrixMode(matrix) indicates that following [matrix] is going to get used
@@ -49,7 +50,7 @@ class IMICFPS
glLoadIdentity # Resets current modelview matrix
# Calculates aspect ratio of the window. Gets perspective view. 45 is degree viewing angle, (0.1, 100) are ranges how deep can we draw into the screen
gluPerspective(90.0, width / height, 0.1, 100.0)
gluPerspective(90.0, width / height, 0.1, 1000.0)
glMatrixMode(GL_MODELVIEW) # The modelview matrix is where object information is stored.
glLoadIdentity
# Think 3-d coordinate system (x,y,z). +- on each movies on that axis
@@ -69,8 +70,10 @@ class IMICFPS
# gluLookAt(@camera.x,@camera.y,@camera.z, @angle_x,@angle_y,0, 0,1,0)
color = [@c1, @c2, @c3]
@model.draw(0, 0, 0, 0.0009)
@model2.draw(5, 0, 0, 0.0009)
@model.draw(1, 0, 0, 0.0009)
@tree.draw(5, 0, 0, 0.0009)
@tree.draw(5, 0, 1, 0.0009)
@tree.draw(3, 0, 10, 0.0009)
end
@@ -94,7 +97,8 @@ class IMICFPS
# $window.caption = "Gosu OBJ object - FPS:#{Gosu.fps}"
@angle_x-=Integer(@mouse.x-self.mouse_x)
@angle_y-=Integer(@mouse.y-self.mouse_y)
@angle_x = @angle_x.clamp(-360, 360)
# @angle_x = @angle_x.clamp(-361, 361)
@angle_x %= 360
@angle_y = @angle_y.clamp(-90, 90)
self.mouse_x, self.mouse_y = Gosu.screen_width/2, Gosu.screen_height/2