mirror of
https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-16 08:02:36 +00:00
Objectified lights, cleanup and messification.
This commit is contained in:
@@ -16,6 +16,7 @@ else
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raise RuntimeError, "Unsupported platform."
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raise RuntimeError, "Unsupported platform."
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end
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end
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require_relative "lib/objects/light"
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require_relative "lib/wavefront/model"
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require_relative "lib/wavefront/model"
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require_relative "lib/wavefront/object"
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require_relative "lib/wavefront/object"
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require_relative "lib/wavefront/material"
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require_relative "lib/wavefront/material"
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@@ -44,7 +44,7 @@ class IMICFPS
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def draw(x, y, z, scale = MODEL_METER_SCALE, back_face_culling = true)
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def draw(x, y, z, scale = MODEL_METER_SCALE, back_face_culling = true)
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e = glGetError()
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e = glGetError()
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if e != GL_NO_ERROR
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if e != GL_NO_ERROR
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$stderr.puts "OpenGL error in \"#{desc}\": #{gluErrorString(e)} (#{e})\n"
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$stderr.puts "OpenGL error in: #{gluErrorString(e)} (#{e})\n"
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exit
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exit
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end
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end
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render(x,y,z, scale, back_face_culling)
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render(x,y,z, scale, back_face_culling)
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@@ -64,16 +64,16 @@ class IMICFPS
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glEnableClientState(GL_VERTEX_ARRAY)
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glEnableClientState(GL_VERTEX_ARRAY)
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glEnableClientState(GL_COLOR_ARRAY)
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glEnableClientState(GL_COLOR_ARRAY)
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glEnableClientState(GL_NORMAL_ARRAY)
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glEnableClientState(GL_NORMAL_ARRAY)
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if false#@model_has_texture
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if @model_has_texture
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glEnable(GL_TEXTURE_2D)
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glEnable(GL_TEXTURE_2D)
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glBindTexture(GL_TEXTURE_2D, @materials[@textured_material].texture_id)
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glBindTexture(GL_TEXTURE_2D, @materials[@textured_material].texture_id)
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glEnableClientState(GL_TEXTURE_COORD_ARRAY)
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glEnableClientState(GL_TEXTURE_COORD_ARRAY)
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glTexCoordPointer(3, GL_FLOAT, 0, o.flattened_textures.pack("i*"))
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glTexCoordPointer(3, GL_FLOAT, 0, o.flattened_textures)
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end
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end
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glVertexPointer(4, GL_FLOAT, 0, o.flattened_vertices.pack("i*"))
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glVertexPointer(4, GL_FLOAT, 0, o.flattened_vertices)
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glColorPointer(3, GL_FLOAT, 0, o.flattened_materials.pack("i*"))
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glColorPointer(3, GL_FLOAT, 0, o.flattened_materials)
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glNormalPointer(GL_FLOAT, 0, o.flattened_normals.pack("i*"))
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glNormalPointer(GL_FLOAT, 0, o.flattened_normals)
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glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices.count/4)
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glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size/4)
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# glBegin(GL_TRIANGLES) # begin drawing model
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# glBegin(GL_TRIANGLES) # begin drawing model
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# o.faces.each do |vert|
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# o.faces.each do |vert|
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# vertex = vert[0]
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# vertex = vert[0]
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@@ -93,9 +93,9 @@ class IMICFPS
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glDisableClientState(GL_VERTEX_ARRAY)
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glDisableClientState(GL_VERTEX_ARRAY)
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glDisableClientState(GL_COLOR_ARRAY)
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glDisableClientState(GL_COLOR_ARRAY)
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glDisableClientState(GL_NORMAL_ARRAY)
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glDisableClientState(GL_NORMAL_ARRAY)
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if false#@model_has_texture
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if @model_has_texture
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glDisableClientState(GL_TEXTURE_COORD_ARRAY)
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glDisableClientState(GL_TEXTURE_COORD_ARRAY)
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glBindTexture(GL_TEXTURE_2D, 0)
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# glBindTexture(GL_TEXTURE_2D, 0)
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glDisable(GL_TEXTURE_2D)
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glDisable(GL_TEXTURE_2D)
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end
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end
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glDisable(GL_CULL_FACE) if back_face_culling
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glDisable(GL_CULL_FACE) if back_face_culling
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@@ -31,12 +31,17 @@ class IMICFPS
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end
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end
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end
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end
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@vertices_list = list
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@vertices_list_size = list.size
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@vertices_list = list.pack("i*")
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end
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end
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return @vertices_list
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return @vertices_list
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end
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end
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def flattened_vertices_size
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@vertices_list_size
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end
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def flattened_materials
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def flattened_materials
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unless @materials_list
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unless @materials_list
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list = []
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list = []
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@@ -53,7 +58,8 @@ class IMICFPS
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end
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end
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end
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end
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@materials_list = list
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@materials_list_size = list.size
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@materials_list = list.pack("i*")
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end
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end
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return @materials_list
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return @materials_list
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@@ -68,11 +74,12 @@ class IMICFPS
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list << v.x
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list << v.x
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list << v.y
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list << v.y
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list << v.z
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list << v.z
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# list << v.alpha
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# list << v.weight
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end
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end
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end
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end
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@normals_list = list
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@normals_list_size = list.size
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@normals_list = list.pack("i*")
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end
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end
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return @normals_list
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return @normals_list
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@@ -89,7 +96,8 @@ class IMICFPS
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end
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end
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end
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end
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@textures_list = list
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@textures_list_size = list.size
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@textures_list = list.pack("i*")
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end
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end
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return @textures_list
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return @textures_list
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@@ -38,14 +38,21 @@ class IMICFPS
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@diffuse_light = [1, 0.5, 0, 1]
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@diffuse_light = [1, 0.5, 0, 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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@camera_light = Light.new(0,0,0)
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@camera_light.ambient = @ambient_light
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@camera_light.diffuse = @diffuse_light
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@camera_light.specular = @specular_light
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@camera_light.specular = @specular_light
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end
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end
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def draw
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def draw
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# begin
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e = glGetError()
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render
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if e != GL_NO_ERROR
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# rescue Gl::Error => e
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$stderr.puts "OpenGL error in: #{gluErrorString(e)} (#{e})\n"
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# p e
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exit
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# end
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end
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render
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end
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end
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def render
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def render
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@@ -61,20 +68,13 @@ class IMICFPS
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gluPerspective(90.0, width / height, 0.1, 1000.0)
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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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glLightfv(GL_LIGHT0, GL_AMBIENT, @ambient_light.pack("f*"))
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@camera_light.draw
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glLightfv(GL_LIGHT0, GL_DIFFUSE, @diffuse_light.pack("f*"))
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glLightfv(GL_LIGHT0, GL_SPECULAR, @specular_light.pack("f*"))
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glLightfv(GL_LIGHT0, GL_POSITION, @light_postion.pack("f*"))
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glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)
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glEnable(GL_LIGHTING)
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glEnable(GL_LIGHT0)
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glEnable(GL_DEPTH_TEST)
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glEnable(GL_DEPTH_TEST)
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glRotatef(@angle_y,1,0,0)
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glRotatef(@angle_y,1,0,0)
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glRotatef(@angle_x,0,1,0)
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glRotatef(@angle_x,0,1,0)
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glTranslatef(@camera.x, @camera.y, @camera.z)
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glTranslatef(@camera.x, @camera.y, @camera.z)
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# glPointSize(5.0)
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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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@@ -98,8 +98,8 @@ class IMICFPS
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OpenGL Version: #{glGetString(GL_VERSION)}~
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OpenGL Version: #{glGetString(GL_VERSION)}~
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OpenGL Shader Language Version: #{glGetString(GL_SHADING_LANGUAGE_VERSION)}~
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OpenGL Shader Language Version: #{glGetString(GL_SHADING_LANGUAGE_VERSION)}~
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~
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~
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Angle Y: #{@angle_y} Angle X: #{@angle_x} ~
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Angle Y: #{@angle_y.round(2)} Angle X: #{@angle_x.round(2)} ~
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X:#{@camera.x} Y:#{@camera.y} Z:#{@camera.z} ~
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X:#{@camera.x.round(2)} Y:#{@camera.y.round(2)} Z:#{@camera.z.round(2)} ~
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Faces: #{@number_of_faces} ~
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Faces: #{@number_of_faces} ~
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Last Frame: #{Gosu.milliseconds-@last_frame_time}ms (#{Gosu.fps} fps)~
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Last Frame: #{Gosu.milliseconds-@last_frame_time}ms (#{Gosu.fps} fps)~
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~
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~
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@@ -114,27 +114,30 @@ class IMICFPS
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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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@light_postion = [@camera.x, @camera.y, @camera.z, 0]
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@light_postion = [@camera.x, @camera.y, @camera.z, 0]
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@camera_light.postion = @light_postion
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# @light_postion = [0.0, 10, 0, 0]
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# @light_postion = [0.0, 10, 0, 0]
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relative_speed = @speed#*delta_time
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if button_down?(Gosu::KbUp) || button_down?(Gosu::KbW)
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if button_down?(Gosu::KbUp) || button_down?(Gosu::KbW)
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@camera.z+=Math.cos(@angle_x * Math::PI / 180)*@speed
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@camera.z+=Math.cos(@angle_x * Math::PI / 180)*relative_speed
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@camera.x-=Math.sin(@angle_x * Math::PI / 180)*@speed
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@camera.x-=Math.sin(@angle_x * Math::PI / 180)*relative_speed
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end
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end
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if button_down?(Gosu::KbDown) || button_down?(Gosu::KbS)
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if button_down?(Gosu::KbDown) || button_down?(Gosu::KbS)
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@camera.z-=Math.cos(@angle_x * Math::PI / 180)*@speed
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@camera.z-=Math.cos(@angle_x * Math::PI / 180)*relative_speed
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@camera.x+=Math.sin(@angle_x * Math::PI / 180)*@speed
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@camera.x+=Math.sin(@angle_x * Math::PI / 180)*relative_speed
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end
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end
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if button_down?(Gosu::KbLeft) || button_down?(Gosu::KbA)
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if button_down?(Gosu::KbLeft) || button_down?(Gosu::KbA)
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@camera.z+=Math.sin(@angle_x * Math::PI / 180)*@speed
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@camera.z+=Math.sin(@angle_x * Math::PI / 180)*relative_speed
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@camera.x+=Math.cos(@angle_x * Math::PI / 180)*@speed
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@camera.x+=Math.cos(@angle_x * Math::PI / 180)*relative_speed
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end
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end
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if button_down?(Gosu::KbRight) || button_down?(Gosu::KbD)
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if button_down?(Gosu::KbRight) || button_down?(Gosu::KbD)
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@camera.z-=Math.sin(@angle_x * Math::PI / 180)*@speed
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@camera.z-=Math.sin(@angle_x * Math::PI / 180)*relative_speed
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@camera.x-=Math.cos(@angle_x * Math::PI / 180)*@speed
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@camera.x-=Math.cos(@angle_x * Math::PI / 180)*relative_speed
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end
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end
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@camera.y+=@speed if $window.button_down?(Gosu::KbLeftShift)
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@camera.y+=relative_speed if $window.button_down?(Gosu::KbLeftShift)
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@camera.y-=@speed if $window.button_down?(Gosu::KbSpace)
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@camera.y-=relative_speed if $window.button_down?(Gosu::KbSpace)
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$window.close if $window.button_down?(Gosu::KbEscape)
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$window.close if $window.button_down?(Gosu::KbEscape)
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@number_of_faces = 0
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@number_of_faces = 0
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