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https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-15 23:52:35 +00:00
Count number of vertices instead of faces, added formatted_number to CommonMethods
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@@ -17,6 +17,14 @@ class IMICFPS
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end
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end
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def formatted_number(number)
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string = number.to_s.reverse.scan(/\d{1,3}/).join(",").reverse
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string.insert(0, "-") if number < 0
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return string
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end
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def draw_rect(*args)
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$window.draw_rect(*args)
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end
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@@ -76,6 +76,7 @@ class IMICFPS
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glLineWidth(3)
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glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size/4)
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$window.number_of_vertices+=model.vertices.size
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glLineWidth(1)
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glPolygonOffset(0, 0)
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@@ -83,8 +84,10 @@ class IMICFPS
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glEnable(GL_LIGHTING)
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glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size/4)
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$window.number_of_vertices+=model.vertices.size
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else
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glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size/4)
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$window.number_of_vertices+=model.vertices.size
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end
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# glBindBuffer(GL_ARRAY_BUFFER, 0)
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@@ -100,8 +103,6 @@ class IMICFPS
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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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end
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end
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@@ -21,8 +21,7 @@ class IMICFPS
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end
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@bounding_box_renderer.draw_bounding_boxes if $debug
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$window.number_of_faces+=$window.number_of_faces if $debug
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$window.number_of_faces+=@bounding_box_renderer.vertex_count/3 if $debug
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$window.number_of_vertices+=@bounding_box_renderer.vertex_count if $debug
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# @bounding_box_renderer.bounding_boxes.clear
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end
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@@ -77,9 +77,11 @@ Compensating faulty mouse centering? #{@camera.broken_mouse_centering}
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#{if @camera.game_object then "Actor X:#{@camera.game_object.x.round(2)} Y:#{@camera.game_object.y.round(2)} Z:#{@camera.game_object.z.round(2)}";end}
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Field Of View: #{@camera.field_of_view}
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Mouse Sesitivity: #{@camera.mouse_sensitivity}
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Faces: #{$window.number_of_faces}
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Last Frame: #{delta_time*1000.0}ms (#{Gosu.fps} fps)
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Vertices: #{formatted_number($window.number_of_vertices)}
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Faces: #{formatted_number($window.number_of_vertices/3)}
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Draw Skydome: #{@draw_skydome}
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Debug mode: <c=992200>#{$debug}</c>
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eos
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@@ -92,9 +94,11 @@ Camera X:#{@camera.x.round(2)} Y:#{@camera.y.round(2)} Z:#{@camera.z.round(2)}
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#{if @camera.game_object then "Actor X:#{@camera.game_object.x.round(2)} Y:#{@camera.game_object.y.round(2)} Z:#{@camera.game_object.z.round(2)}";end}
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Field Of View: #{@camera.field_of_view}
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Mouse Sesitivity: #{@camera.mouse_sensitivity}
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Faces: #{@number_of_faces}
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Last Frame: #{delta_time*1000.0}ms (#{Gosu.fps} fps)
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Vertices: #{formatted_number($window.number_of_vertices)}
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Faces: #{formatted_number($window.number_of_vertices/3)}
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Draw Skydome: #{@draw_skydome}
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Debug mode: <c=992200>#{$debug}</c>
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eos
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@@ -128,7 +132,7 @@ eos
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@camera.update
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$window.close if $window.button_down?(Gosu::KbEscape)
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$window.number_of_faces = 0
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$window.number_of_vertices = 0
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@delta_time = Gosu.milliseconds
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end
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@@ -15,7 +15,7 @@ class IMICFPS
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add_asset(:obj, "objects/biped.obj")
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# Currently broken
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Shader.new(name: "lighting", vertex_file: "shaders/vertex/lighting.glsl", fragment_file: "shaders/fragment/lighting.glsl")
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# Shader.new(name: "lighting", vertex_file: "shaders/vertex/lighting.glsl", fragment_file: "shaders/fragment/lighting.glsl")
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@act = false
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@cycled = false
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@@ -57,12 +57,11 @@ class IMICFPS
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# populate_buffers
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face_count = 0
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@objects.each {|o| face_count+=o.faces.size}
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@objects.each {|o| @vertex_count+=o.vertices.size}
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@objects.each_with_index do |o, i|
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puts " Model::Object Name: #{o.name}, Faces: #{o.faces.size}" if $debug
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puts " Model::Object Name: #{o.name}, Vertices: #{o.vertices.size}" if $debug
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end
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$window.number_of_faces+=face_count
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$window.number_of_vertices+=@vertex_count
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@model_has_texture = false
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@materials.each do |key, material|
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if material.texture_id
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@@ -1,7 +1,7 @@
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class IMICFPS
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GRAVITY = 9.8 # m/s
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class Window < Gosu::Window
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attr_accessor :number_of_faces, :needs_cursor
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attr_accessor :number_of_vertices, :needs_cursor
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attr_reader :camera
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def initialize(window_width = 1280, window_height = 800, fullscreen = false)
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@@ -13,7 +13,7 @@ class IMICFPS
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end
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$window = self
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@needs_cursor = false
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@number_of_faces = 0
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@number_of_vertices = 0
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@active_state = nil
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