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https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-15 23:52:35 +00:00
Added a 'background color', light now has ambient emission, drawing more trees, fixed moving along the x-axis was limited.
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@@ -10,7 +10,7 @@ class IMICFPS
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# super(Gosu.screen_width, Gosu.screen_height, true)
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# super(Gosu.screen_width, Gosu.screen_height, true)
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$window = self
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$window = self
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@model = Wavefront::Model.new("objects/biped.obj")
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@model = Wavefront::Model.new("objects/biped.obj")
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@model2 = Wavefront::Model.new("objects/tree.obj")
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@tree = Wavefront::Model.new("objects/tree.obj")
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# @model = Wavefront::Model.new("objects/sponza.obj")
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# @model = Wavefront::Model.new("objects/sponza.obj")
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@camera = Wavefront::Model::Vertex.new(0,-1,0)
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@camera = Wavefront::Model::Vertex.new(0,-1,0)
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@camera_target = Wavefront::Model::Vertex.new(0,-1,0)
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@camera_target = Wavefront::Model::Vertex.new(0,-1,0)
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@@ -26,7 +26,7 @@ class IMICFPS
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@tick = 0
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@tick = 0
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@c1, @c2, @c3 = rand(0.0..1.0), rand(0.0..1.0), rand(0.0..1.0)
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@c1, @c2, @c3 = rand(0.0..1.0), rand(0.0..1.0), rand(0.0..1.0)
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@ambient_light = [0, 0, 0, 1]
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@ambient_light = [0.5, 0.5, 0.5, 1]
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@diffuse_light = [1, 1, 1, 1]
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@diffuse_light = [1, 1, 1, 1]
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@specular_light = [0.2, 0.2, 0.2, 1]
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@specular_light = [0.2, 0.2, 0.2, 1]
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@light_postion = [1, 1, 1, 0]
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@light_postion = [1, 1, 1, 0]
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@@ -42,6 +42,7 @@ class IMICFPS
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def render
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def render
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gl do
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gl do
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glClearColor(0,0.2,0.5,1) # skyish blue
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # clear the screen and the depth buffer
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # clear the screen and the depth buffer
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#glMatrixMode(matrix) indicates that following [matrix] is going to get used
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#glMatrixMode(matrix) indicates that following [matrix] is going to get used
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@@ -49,7 +50,7 @@ class IMICFPS
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glLoadIdentity # Resets current modelview matrix
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glLoadIdentity # Resets current modelview matrix
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# 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
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# 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
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gluPerspective(90.0, width / height, 0.1, 100.0)
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gluPerspective(90.0, width / height, 0.1, 1000.0)
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glMatrixMode(GL_MODELVIEW) # The modelview matrix is where object information is stored.
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glMatrixMode(GL_MODELVIEW) # The modelview matrix is where object information is stored.
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glLoadIdentity
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glLoadIdentity
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# Think 3-d coordinate system (x,y,z). +- on each movies on that axis
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# Think 3-d coordinate system (x,y,z). +- on each movies on that axis
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@@ -69,8 +70,10 @@ class IMICFPS
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# gluLookAt(@camera.x,@camera.y,@camera.z, @angle_x,@angle_y,0, 0,1,0)
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# gluLookAt(@camera.x,@camera.y,@camera.z, @angle_x,@angle_y,0, 0,1,0)
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color = [@c1, @c2, @c3]
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color = [@c1, @c2, @c3]
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@model.draw(0, 0, 0, 0.0009)
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@model.draw(1, 0, 0, 0.0009)
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@model2.draw(5, 0, 0, 0.0009)
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@tree.draw(5, 0, 0, 0.0009)
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@tree.draw(5, 0, 1, 0.0009)
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@tree.draw(3, 0, 10, 0.0009)
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end
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end
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@@ -94,7 +97,8 @@ class IMICFPS
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# $window.caption = "Gosu OBJ object - FPS:#{Gosu.fps}"
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# $window.caption = "Gosu OBJ object - FPS:#{Gosu.fps}"
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@angle_x-=Integer(@mouse.x-self.mouse_x)
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@angle_x-=Integer(@mouse.x-self.mouse_x)
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@angle_y-=Integer(@mouse.y-self.mouse_y)
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@angle_y-=Integer(@mouse.y-self.mouse_y)
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@angle_x = @angle_x.clamp(-360, 360)
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# @angle_x = @angle_x.clamp(-361, 361)
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@angle_x %= 360
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@angle_y = @angle_y.clamp(-90, 90)
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@angle_y = @angle_y.clamp(-90, 90)
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self.mouse_x, self.mouse_y = Gosu.screen_width/2, Gosu.screen_height/2
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self.mouse_x, self.mouse_y = Gosu.screen_width/2, Gosu.screen_height/2
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