diff --git a/i-mic-fps.rb b/i-mic-fps.rb index 02b1ae5..279534a 100644 --- a/i-mic-fps.rb +++ b/i-mic-fps.rb @@ -16,6 +16,7 @@ else raise RuntimeError, "Unsupported platform." end +require_relative "lib/objects/light" require_relative "lib/wavefront/model" require_relative "lib/wavefront/object" require_relative "lib/wavefront/material" diff --git a/lib/wavefront/model.rb b/lib/wavefront/model.rb index 0725a36..59ab85d 100644 --- a/lib/wavefront/model.rb +++ b/lib/wavefront/model.rb @@ -44,7 +44,7 @@ class IMICFPS def draw(x, y, z, scale = MODEL_METER_SCALE, back_face_culling = true) e = glGetError() if e != GL_NO_ERROR - $stderr.puts "OpenGL error in \"#{desc}\": #{gluErrorString(e)} (#{e})\n" + $stderr.puts "OpenGL error in: #{gluErrorString(e)} (#{e})\n" exit end render(x,y,z, scale, back_face_culling) @@ -64,16 +64,16 @@ class IMICFPS glEnableClientState(GL_VERTEX_ARRAY) glEnableClientState(GL_COLOR_ARRAY) glEnableClientState(GL_NORMAL_ARRAY) - if false#@model_has_texture + 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.pack("i*")) + glTexCoordPointer(3, GL_FLOAT, 0, o.flattened_textures) end - glVertexPointer(4, GL_FLOAT, 0, o.flattened_vertices.pack("i*")) - glColorPointer(3, GL_FLOAT, 0, o.flattened_materials.pack("i*")) - glNormalPointer(GL_FLOAT, 0, o.flattened_normals.pack("i*")) - glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices.count/4) + 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) # glBegin(GL_TRIANGLES) # begin drawing model # o.faces.each do |vert| # vertex = vert[0] @@ -93,9 +93,9 @@ class IMICFPS glDisableClientState(GL_VERTEX_ARRAY) glDisableClientState(GL_COLOR_ARRAY) glDisableClientState(GL_NORMAL_ARRAY) - if false#@model_has_texture + if @model_has_texture glDisableClientState(GL_TEXTURE_COORD_ARRAY) - glBindTexture(GL_TEXTURE_2D, 0) + # glBindTexture(GL_TEXTURE_2D, 0) glDisable(GL_TEXTURE_2D) end glDisable(GL_CULL_FACE) if back_face_culling diff --git a/lib/wavefront/object.rb b/lib/wavefront/object.rb index bafba6a..874403a 100644 --- a/lib/wavefront/object.rb +++ b/lib/wavefront/object.rb @@ -31,12 +31,17 @@ class IMICFPS end end - @vertices_list = list + @vertices_list_size = list.size + @vertices_list = list.pack("i*") end return @vertices_list end + def flattened_vertices_size + @vertices_list_size + end + def flattened_materials unless @materials_list list = [] @@ -53,7 +58,8 @@ class IMICFPS end end - @materials_list = list + @materials_list_size = list.size + @materials_list = list.pack("i*") end return @materials_list @@ -68,11 +74,12 @@ class IMICFPS list << v.x list << v.y list << v.z - # list << v.alpha + # list << v.weight end end - @normals_list = list + @normals_list_size = list.size + @normals_list = list.pack("i*") end return @normals_list @@ -89,7 +96,8 @@ class IMICFPS end end - @textures_list = list + @textures_list_size = list.size + @textures_list = list.pack("i*") end return @textures_list diff --git a/lib/window.rb b/lib/window.rb index 8c82254..44b470e 100644 --- a/lib/window.rb +++ b/lib/window.rb @@ -38,14 +38,21 @@ class IMICFPS @diffuse_light = [1, 0.5, 0, 1] @specular_light = [0.2, 0.2, 0.2, 1] @light_postion = [1, 1, 1, 0] + + @camera_light = Light.new(0,0,0) + @camera_light.ambient = @ambient_light + @camera_light.diffuse = @diffuse_light + @camera_light.specular = @specular_light + @camera_light.specular = @specular_light end def draw - # begin - render - # rescue Gl::Error => e - # p e - # end + e = glGetError() + if e != GL_NO_ERROR + $stderr.puts "OpenGL error in: #{gluErrorString(e)} (#{e})\n" + exit + end + render end def render @@ -61,20 +68,13 @@ class IMICFPS 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 - glLightfv(GL_LIGHT0, GL_AMBIENT, @ambient_light.pack("f*")) - glLightfv(GL_LIGHT0, GL_DIFFUSE, @diffuse_light.pack("f*")) - glLightfv(GL_LIGHT0, GL_SPECULAR, @specular_light.pack("f*")) - glLightfv(GL_LIGHT0, GL_POSITION, @light_postion.pack("f*")) - glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1) - glEnable(GL_LIGHTING) - glEnable(GL_LIGHT0) + + @camera_light.draw glEnable(GL_DEPTH_TEST) glRotatef(@angle_y,1,0,0) glRotatef(@angle_x,0,1,0) glTranslatef(@camera.x, @camera.y, @camera.z) - # glPointSize(5.0) # gluLookAt(@camera.x,@camera.y,@camera.z, @angle_x,@angle_y,0, 0,1,0) color = [@c1, @c2, @c3] @@ -98,8 +98,8 @@ class IMICFPS OpenGL Version: #{glGetString(GL_VERSION)}~ OpenGL Shader Language Version: #{glGetString(GL_SHADING_LANGUAGE_VERSION)}~ ~ - Angle Y: #{@angle_y} Angle X: #{@angle_x} ~ - X:#{@camera.x} Y:#{@camera.y} Z:#{@camera.z} ~ + Angle Y: #{@angle_y.round(2)} Angle X: #{@angle_x.round(2)} ~ + X:#{@camera.x.round(2)} Y:#{@camera.y.round(2)} Z:#{@camera.z.round(2)} ~ Faces: #{@number_of_faces} ~ Last Frame: #{Gosu.milliseconds-@last_frame_time}ms (#{Gosu.fps} fps)~ ~ @@ -114,27 +114,30 @@ class IMICFPS self.mouse_x, self.mouse_y = Gosu.screen_width/2, Gosu.screen_height/2 @light_postion = [@camera.x, @camera.y, @camera.z, 0] + @camera_light.postion = @light_postion # @light_postion = [0.0, 10, 0, 0] + relative_speed = @speed#*delta_time + if button_down?(Gosu::KbUp) || button_down?(Gosu::KbW) - @camera.z+=Math.cos(@angle_x * Math::PI / 180)*@speed - @camera.x-=Math.sin(@angle_x * Math::PI / 180)*@speed + @camera.z+=Math.cos(@angle_x * Math::PI / 180)*relative_speed + @camera.x-=Math.sin(@angle_x * Math::PI / 180)*relative_speed end if button_down?(Gosu::KbDown) || button_down?(Gosu::KbS) - @camera.z-=Math.cos(@angle_x * Math::PI / 180)*@speed - @camera.x+=Math.sin(@angle_x * Math::PI / 180)*@speed + @camera.z-=Math.cos(@angle_x * Math::PI / 180)*relative_speed + @camera.x+=Math.sin(@angle_x * Math::PI / 180)*relative_speed end if button_down?(Gosu::KbLeft) || button_down?(Gosu::KbA) - @camera.z+=Math.sin(@angle_x * Math::PI / 180)*@speed - @camera.x+=Math.cos(@angle_x * Math::PI / 180)*@speed + @camera.z+=Math.sin(@angle_x * Math::PI / 180)*relative_speed + @camera.x+=Math.cos(@angle_x * Math::PI / 180)*relative_speed end if button_down?(Gosu::KbRight) || button_down?(Gosu::KbD) - @camera.z-=Math.sin(@angle_x * Math::PI / 180)*@speed - @camera.x-=Math.cos(@angle_x * Math::PI / 180)*@speed + @camera.z-=Math.sin(@angle_x * Math::PI / 180)*relative_speed + @camera.x-=Math.cos(@angle_x * Math::PI / 180)*relative_speed end - @camera.y+=@speed if $window.button_down?(Gosu::KbLeftShift) - @camera.y-=@speed if $window.button_down?(Gosu::KbSpace) + @camera.y+=relative_speed if $window.button_down?(Gosu::KbLeftShift) + @camera.y-=relative_speed if $window.button_down?(Gosu::KbSpace) $window.close if $window.button_down?(Gosu::KbEscape) @number_of_faces = 0