mirror of
https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-15 15:42:35 +00:00
Moved OpenGL renderering code into its own class for future optimizations
This commit is contained in:
@@ -44,6 +44,7 @@ $debug = ARGV.join.include?("--debug") ? true : false
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require_relative "lib/common_methods"
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require_relative "lib/managers/object_manager"
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require_relative "lib/managers/light_manager"
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require_relative "lib/renderer/renderer"
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require_relative "lib/states/game_state"
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require_relative "lib/states/game_states/loading_state"
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@@ -60,26 +60,8 @@ class IMICFPS
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def setup
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end
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# Not advisable to put OpenGL code here, instead put it in Renderer.
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def draw
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handleGlError
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glEnable(GL_NORMALIZE)
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glPushMatrix
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# Render bounding boxes before transformation is applied
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render_bounding_box(model.bounding_box) if $debug
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model.objects.each {|o| render_bounding_box(o.bounding_box, o.debug_color)} if $debug
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glTranslatef(@x, @y, @z)
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glRotatef(@x_rotation,1.0, 0, 0)
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glRotatef(@y_rotation,0, 1.0, 0)
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glRotatef(@z_rotation,0, 0, 1.0)
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handleGlError
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model.draw(@x, @y, @z, @scale, @backface_culling)
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handleGlError
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glPopMatrix
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handleGlError
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end
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def update
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@@ -117,162 +99,6 @@ class IMICFPS
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return temp
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end
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def render_bounding_box(box, color = @debug_color)
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box = normalize_bounding_box(box)
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glEnableClientState(GL_VERTEX_ARRAY)
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glEnableClientState(GL_COLOR_ARRAY)
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glEnableClientState(GL_NORMAL_ARRAY)
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_normals = [
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0,1,0,
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0,1,0,
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0,1,0,
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0,1,0,
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0,1,0,
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0,1,0,
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0,-1,0,
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0,-1,0,
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0,-1,0,
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0,-1,0,
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0,-1,0,
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0,-1,0,
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0,0,1,
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0,0,1,
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0,0,1,
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0,0,1,
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0,0,1,
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0,0,1,
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1,0,0,
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1,0,0,
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1,0,0,
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1,0,0,
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1,0,0,
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1,0,0,
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-1,0,0,
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-1,0,0,
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-1,0,0,
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-1,0,0,
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-1,0,0,
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-1,0,0,
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-1,0,0,
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-1,0,0,
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-1,0,0,
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-1,0,0,
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-1,0,0,
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-1,0,0
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].pack("f*")
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_colors = [
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue
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].pack("f*")
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_vertices = [
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box.min_x, box.max_y, box.max_z,
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box.min_x, box.max_y, box.min_z,
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box.max_x, box.max_y, box.min_z,
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box.min_x, box.max_y, box.max_z,
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box.max_x, box.max_y, box.max_z,
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box.max_x, box.max_y, box.min_z,
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box.max_x, box.min_y, box.min_z,
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box.max_x, box.min_y, box.max_z,
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box.min_x, box.min_y, box.max_z,
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box.max_x, box.min_y, box.min_z,
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box.min_x, box.min_y, box.min_z,
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box.min_x, box.min_y, box.max_z,
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box.min_x, box.max_y, box.max_z,
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box.min_x, box.max_y, box.min_z,
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box.min_x, box.min_y, box.min_z,
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box.min_x, box.min_y, box.max_z,
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box.min_x, box.min_y, box.min_z,
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box.min_x, box.max_y, box.max_z,
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box.max_x, box.max_y, box.max_z,
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box.max_x, box.max_y, box.min_z,
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box.max_x, box.min_y, box.min_z,
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box.max_x, box.min_y, box.max_z,
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box.max_x, box.min_y, box.min_z,
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box.max_x, box.max_y, box.max_z,
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box.min_x, box.max_y, box.max_z,
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box.max_x, box.max_y, box.max_z,
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box.max_x, box.min_y, box.max_z,
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box.min_x, box.max_y, box.max_z,
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box.max_x, box.min_y, box.max_z,
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box.min_x, box.min_y, box.max_z,
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box.max_x, box.min_y, box.min_z,
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box.min_x, box.min_y, box.min_z,
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box.min_x, box.max_y, box.min_z,
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box.max_x, box.min_y, box.min_z,
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box.min_x, box.max_y, box.min_z,
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box.max_x, box.max_y, box.min_z
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]
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_vertices_size = _vertices.size
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_vertices = _vertices.pack("f*")
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glVertexPointer(3, GL_FLOAT, 0, _vertices)
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glColorPointer(3, GL_FLOAT, 0, _colors)
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glNormalPointer(GL_FLOAT, 0, _normals)
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
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glDisable(GL_LIGHTING)
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glDrawArrays(GL_TRIANGLES, 0, _vertices_size/3)
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glEnable(GL_LIGHTING)
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
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glDisableClientState(GL_VERTEX_ARRAY)
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glDisableClientState(GL_COLOR_ARRAY)
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glDisableClientState(GL_NORMAL_ARRAY)
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end
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def handleGlError
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e = glGetError()
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if e != GL_NO_ERROR
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@@ -38,8 +38,7 @@ class IMICFPS
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def draw_nameplate
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_height = (@name_image.height/@devisor)
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_width = (@name_image.width/@devisor)/2
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_x = @x
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_y = normalize_bounding_box(model.bounding_box).max_y+0.05
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_y = 2#normalize_bounding_box(model.bounding_box).max_y+0.05
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glPushMatrix
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glDisable(GL_LIGHTING)
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glEnable(GL_COLOR_MATERIAL)
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@@ -51,27 +50,27 @@ class IMICFPS
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glColor3f(1.0,1.0,1.0)
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# TOP LEFT
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glTexCoord2f(0, 0)
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glVertex3f(_x-_width,_y+_height,@z)
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glVertex3f(0-_width,_y+_height,0)
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# TOP RIGHT
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glTexCoord2f(1, 0)
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glVertex3f(_x+_width, _y+_height,@z)
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glVertex3f(0+_width, _y+_height,0)
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# BOTTOM LEFT
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glTexCoord2f(0, 1)
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glVertex3f(_x-_width,_y,@z)
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glVertex3f(0-_width,_y,0)
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# BOTTOM LEFT
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glTexCoord2f(0, 1)
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glVertex3f(_x-_width,_y,@z)
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glVertex3f(0-_width,_y,0)
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# BOTTOM RIGHT
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glTexCoord2f(1, 1)
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glVertex3f(_x+_width, _y,@z)
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glVertex3f(0+_width, _y,0)
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# TOP RIGHT
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glTexCoord2f(1, 0)
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glVertex3f(_x+_width,_y+_height,@z)
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glVertex3f(0+_width,_y+_height,0)
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glEnd
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# glDisable(GL_BLEND)
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glDisable(GL_TEXTURE_2D)
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@@ -2,6 +2,7 @@ class IMICFPS
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class Terrain < GameObject
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def setup
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bind_model(ModelLoader.new(type: :obj, file_path: "objects/randomish_terrain.obj", game_object: self))
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# bind_model(ModelLoader.new(type: :obj, file_path: "/home/cyberarm/Documents/blends/untitled.obj", game_object: self))
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self.scale = 1
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@nearest_vertex_lookup = {}
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@@ -3,9 +3,11 @@ class IMICFPS
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def setup
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bind_model(ModelLoader.new(type: :obj, file_path: "objects/tree.obj", game_object: self))
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vert = @terrain.find_nearest_vertex(self, 4.5)
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self.x = vert.x
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self.y = vert.y
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self.z = vert.z
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if vert
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self.x = vert.x
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self.y = vert.y
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self.z = vert.z
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end
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end
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# def update
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274
lib/renderer/renderer.rb
Normal file
274
lib/renderer/renderer.rb
Normal file
@@ -0,0 +1,274 @@
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class IMICFPS
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class Renderer
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include OpenGL
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include GLU
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def initialize
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@bounding_boxes = {normals: [], colors: [], vertices: []}
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end
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def draw
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i = 0
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draw_bounding_boxes if $debug
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$window.number_of_faces+=@bounding_boxes[:vertices].size/3 if $debug
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@bounding_boxes.clear
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ObjectManager.objects.each do |object|
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if object.visible && object.renderable
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draw_object(object)
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i+=1
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end
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end
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end
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def draw_object(object)
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handleGlError
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glEnable(GL_NORMALIZE)
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glPushMatrix
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# Render bounding boxes before transformation is applied
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create_bounding_box(object, object.model.bounding_box) if $debug
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object.model.objects.each {|o| create_bounding_box(object, o.bounding_box, o.debug_color)} if $debug
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glTranslatef(object.x, object.y, object.z)
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glRotatef(object.x_rotation,1.0, 0, 0)
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glRotatef(object.y_rotation,0, 1.0, 0)
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glRotatef(object.z_rotation,0, 0, 1.0)
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handleGlError
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draw_mesh(object.model)
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object.draw
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# object.model.draw(object.x, object.y, object.z, object.scale, object.backface_culling)
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handleGlError
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glPopMatrix
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handleGlError
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end
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def draw_mesh(model)
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# x,y,z, scale, back_face_culling
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model.objects.each_with_index do |o, i|
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glEnable(GL_CULL_FACE) if model.game_object.backface_culling
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glEnable(GL_COLOR_MATERIAL)
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glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE)
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glShadeModel(GL_FLAT) unless o.faces.first[4]
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glShadeModel(GL_SMOOTH) if o.faces.first[4]
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glEnableClientState(GL_VERTEX_ARRAY)
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glEnableClientState(GL_COLOR_ARRAY)
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glEnableClientState(GL_NORMAL_ARRAY)
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if model.model_has_texture
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glEnable(GL_TEXTURE_2D)
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glBindTexture(GL_TEXTURE_2D, model.materials[model.textured_material].texture_id)
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glEnableClientState(GL_TEXTURE_COORD_ARRAY)
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glTexCoordPointer(3, GL_FLOAT, 0, o.flattened_textures)
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end
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glVertexPointer(4, GL_FLOAT, 0, o.flattened_vertices)
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glColorPointer(3, GL_FLOAT, 0, o.flattened_materials)
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glNormalPointer(GL_FLOAT, 0, o.flattened_normals)
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glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size/4)
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if $debug
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glDisable(GL_LIGHTING)
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
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glPolygonOffset(2, 0.5)
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glLineWidth(3)
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glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size/4)
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glLineWidth(1)
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glPolygonOffset(0, 0)
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
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glEnable(GL_LIGHTING)
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end
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glDisableClientState(GL_VERTEX_ARRAY)
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glDisableClientState(GL_COLOR_ARRAY)
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glDisableClientState(GL_NORMAL_ARRAY)
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if model.model_has_texture
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glDisableClientState(GL_TEXTURE_COORD_ARRAY)
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# glBindTexture(GL_TEXTURE_2D, 0)
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glDisable(GL_TEXTURE_2D)
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end
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glDisable(GL_CULL_FACE) if model.game_object.backface_culling
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glDisable(GL_COLOR_MATERIAL)
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end
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$window.number_of_faces+=model.faces.size
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end
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def create_bounding_box(object, box, color = nil)
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color ||= object.debug_color
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box = object.normalize_bounding_box(box)
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@bounding_boxes[:normals] ||= []
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@bounding_boxes[:colors] ||= []
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@bounding_boxes[:vertices] ||= []
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@bounding_boxes[:normals] << [
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0,1,0,
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0,1,0,
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0,1,0,
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0,1,0,
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0,1,0,
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0,1,0,
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0,-1,0,
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0,-1,0,
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0,-1,0,
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0,-1,0,
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0,-1,0,
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0,-1,0,
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0,0,1,
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0,0,1,
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0,0,1,
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0,0,1,
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0,0,1,
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0,0,1,
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1,0,0,
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1,0,0,
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1,0,0,
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1,0,0,
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1,0,0,
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1,0,0,
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-1,0,0,
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-1,0,0,
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-1,0,0,
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-1,0,0,
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-1,0,0,
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-1,0,0,
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-1,0,0,
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-1,0,0,
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-1,0,0,
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-1,0,0,
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-1,0,0,
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-1,0,0
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]
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@bounding_boxes[:colors] << [
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
|
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
|
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color.red, color.green, color.blue,
|
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color.red, color.green, color.blue,
|
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color.red, color.green, color.blue,
|
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color.red, color.green, color.blue,
|
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color.red, color.green, color.blue,
|
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color.red, color.green, color.blue,
|
||||
color.red, color.green, color.blue,
|
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color.red, color.green, color.blue,
|
||||
color.red, color.green, color.blue,
|
||||
color.red, color.green, color.blue,
|
||||
color.red, color.green, color.blue,
|
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color.red, color.green, color.blue,
|
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color.red, color.green, color.blue,
|
||||
color.red, color.green, color.blue,
|
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
|
||||
color.red, color.green, color.blue,
|
||||
color.red, color.green, color.blue,
|
||||
color.red, color.green, color.blue,
|
||||
color.red, color.green, color.blue,
|
||||
color.red, color.green, color.blue,
|
||||
color.red, color.green, color.blue,
|
||||
color.red, color.green, color.blue,
|
||||
color.red, color.green, color.blue,
|
||||
color.red, color.green, color.blue,
|
||||
color.red, color.green, color.blue
|
||||
]
|
||||
@bounding_boxes[:vertices] << [
|
||||
box.min_x, box.max_y, box.max_z,
|
||||
box.min_x, box.max_y, box.min_z,
|
||||
box.max_x, box.max_y, box.min_z,
|
||||
|
||||
box.min_x, box.max_y, box.max_z,
|
||||
box.max_x, box.max_y, box.max_z,
|
||||
box.max_x, box.max_y, box.min_z,
|
||||
|
||||
box.max_x, box.min_y, box.min_z,
|
||||
box.max_x, box.min_y, box.max_z,
|
||||
box.min_x, box.min_y, box.max_z,
|
||||
|
||||
box.max_x, box.min_y, box.min_z,
|
||||
box.min_x, box.min_y, box.min_z,
|
||||
box.min_x, box.min_y, box.max_z,
|
||||
|
||||
box.min_x, box.max_y, box.max_z,
|
||||
box.min_x, box.max_y, box.min_z,
|
||||
box.min_x, box.min_y, box.min_z,
|
||||
|
||||
box.min_x, box.min_y, box.max_z,
|
||||
box.min_x, box.min_y, box.min_z,
|
||||
box.min_x, box.max_y, box.max_z,
|
||||
|
||||
box.max_x, box.max_y, box.max_z,
|
||||
box.max_x, box.max_y, box.min_z,
|
||||
box.max_x, box.min_y, box.min_z,
|
||||
|
||||
box.max_x, box.min_y, box.max_z,
|
||||
box.max_x, box.min_y, box.min_z,
|
||||
box.max_x, box.max_y, box.max_z,
|
||||
|
||||
box.min_x, box.max_y, box.max_z,
|
||||
box.max_x, box.max_y, box.max_z,
|
||||
box.max_x, box.min_y, box.max_z,
|
||||
|
||||
box.min_x, box.max_y, box.max_z,
|
||||
box.max_x, box.min_y, box.max_z,
|
||||
box.min_x, box.min_y, box.max_z,
|
||||
|
||||
box.max_x, box.min_y, box.min_z,
|
||||
box.min_x, box.min_y, box.min_z,
|
||||
box.min_x, box.max_y, box.min_z,
|
||||
|
||||
box.max_x, box.min_y, box.min_z,
|
||||
box.min_x, box.max_y, box.min_z,
|
||||
box.max_x, box.max_y, box.min_z
|
||||
]
|
||||
end
|
||||
|
||||
def draw_bounding_boxes
|
||||
glEnableClientState(GL_VERTEX_ARRAY)
|
||||
glEnableClientState(GL_COLOR_ARRAY)
|
||||
glEnableClientState(GL_NORMAL_ARRAY)
|
||||
|
||||
_normals = @bounding_boxes[:normals].flatten.pack("f*")
|
||||
_colors = @bounding_boxes[:colors].flatten.pack("f*")
|
||||
_vertices_size = @bounding_boxes[:vertices].size
|
||||
_vertices = @bounding_boxes[:vertices].flatten.pack("f*")
|
||||
|
||||
glVertexPointer(3, GL_FLOAT, 0, _vertices)
|
||||
glColorPointer(3, GL_FLOAT, 0, _colors)
|
||||
glNormalPointer(GL_FLOAT, 0, _normals)
|
||||
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
|
||||
glDisable(GL_LIGHTING)
|
||||
glDrawArrays(GL_TRIANGLES, 0, _vertices_size/3)
|
||||
glEnable(GL_LIGHTING)
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
|
||||
|
||||
glDisableClientState(GL_VERTEX_ARRAY)
|
||||
glDisableClientState(GL_COLOR_ARRAY)
|
||||
glDisableClientState(GL_NORMAL_ARRAY)
|
||||
end
|
||||
|
||||
def handleGlError
|
||||
e = glGetError()
|
||||
if e != GL_NO_ERROR
|
||||
$stderr.puts "OpenGL error in: #{gluErrorString(e)} (#{e})\n"
|
||||
exit
|
||||
end
|
||||
end
|
||||
|
||||
def finalize # cleanup
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -4,6 +4,7 @@ class IMICFPS
|
||||
include GLU
|
||||
|
||||
def setup
|
||||
@renderer = Renderer.new
|
||||
@terrain = Terrain.new#(size: 170, height: 0)
|
||||
@draw_skydome = true
|
||||
@skydome = Skydome.new(scale: 0.08, backface_culling: false, auto_manage: false)
|
||||
@@ -48,12 +49,10 @@ class IMICFPS
|
||||
LightManager.lights.each(&:draw)
|
||||
|
||||
@camera.draw
|
||||
@skydome.draw if @skydome.renderable
|
||||
@renderer.draw_object(@skydome) if @skydome.renderable
|
||||
glEnable(GL_DEPTH_TEST)
|
||||
|
||||
ObjectManager.objects.each do |object|
|
||||
object.draw if object.visible && object.renderable
|
||||
end
|
||||
@renderer.draw
|
||||
end
|
||||
|
||||
# Draw crosshair
|
||||
|
||||
@@ -80,7 +80,7 @@ class IMICFPS
|
||||
end
|
||||
|
||||
def button_up(id)
|
||||
close if id == Gosu::KbEscape
|
||||
$window.close if id == Gosu::KbEscape
|
||||
if Gosu::MsLeft
|
||||
@elements.each do |e|
|
||||
next unless e.is_a?(Link)
|
||||
|
||||
@@ -12,7 +12,7 @@ class IMICFPS
|
||||
|
||||
attr_accessor :objects, :materials, :vertices, :texures, :normals, :faces
|
||||
attr_accessor :x, :y, :z, :scale, :game_object
|
||||
attr_reader :bounding_box
|
||||
attr_reader :bounding_box, :model_has_texture, :textured_material
|
||||
|
||||
def initialize(file_path:, game_object: nil)
|
||||
@game_object = game_object
|
||||
@@ -51,55 +51,6 @@ class IMICFPS
|
||||
end
|
||||
end
|
||||
|
||||
def draw(x,y,z, scale, back_face_culling)
|
||||
@x,@y,@z,@scale,@back_face_culling = x,y,z, scale, back_face_culling
|
||||
@objects.each_with_index do |o, i|
|
||||
glEnable(GL_CULL_FACE) if back_face_culling
|
||||
glEnable(GL_COLOR_MATERIAL)
|
||||
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE)
|
||||
glShadeModel(GL_FLAT) unless o.faces.first[4]
|
||||
glShadeModel(GL_SMOOTH) if o.faces.first[4]
|
||||
glEnableClientState(GL_VERTEX_ARRAY)
|
||||
glEnableClientState(GL_COLOR_ARRAY)
|
||||
glEnableClientState(GL_NORMAL_ARRAY)
|
||||
if @model_has_texture
|
||||
glEnable(GL_TEXTURE_2D)
|
||||
glBindTexture(GL_TEXTURE_2D, @materials[@textured_material].texture_id)
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY)
|
||||
glTexCoordPointer(3, GL_FLOAT, 0, o.flattened_textures)
|
||||
end
|
||||
glVertexPointer(4, GL_FLOAT, 0, o.flattened_vertices)
|
||||
glColorPointer(3, GL_FLOAT, 0, o.flattened_materials)
|
||||
glNormalPointer(GL_FLOAT, 0, o.flattened_normals)
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size/4)
|
||||
|
||||
if $debug
|
||||
glDisable(GL_LIGHTING)
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
|
||||
glPolygonOffset(2, 0.5)
|
||||
glLineWidth(3)
|
||||
glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size/4)
|
||||
glLineWidth(1)
|
||||
glPolygonOffset(0, 0)
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
|
||||
glEnable(GL_LIGHTING)
|
||||
end
|
||||
|
||||
glDisableClientState(GL_VERTEX_ARRAY)
|
||||
glDisableClientState(GL_COLOR_ARRAY)
|
||||
glDisableClientState(GL_NORMAL_ARRAY)
|
||||
if @model_has_texture
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY)
|
||||
# glBindTexture(GL_TEXTURE_2D, 0)
|
||||
glDisable(GL_TEXTURE_2D)
|
||||
end
|
||||
glDisable(GL_CULL_FACE) if back_face_culling
|
||||
glDisable(GL_COLOR_MATERIAL)
|
||||
end
|
||||
$window.number_of_faces+=self.faces.size
|
||||
end
|
||||
|
||||
def update
|
||||
@x, @y, @z = @game_object.x, @game_object.y, @game_object.z
|
||||
@scale = @game_object.scale
|
||||
|
||||
Reference in New Issue
Block a user