mirror of
https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-15 15:42:35 +00:00
Bounding boxes are now drawn using Vertex arrays
This commit is contained in:
@@ -1,8 +1,8 @@
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GEM
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remote: https://rubygems.org/
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specs:
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glu (8.3.0)
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glu (8.3.0-x86-mingw32)
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glu (8.2.2)
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glu (8.2.2-x86-mingw32)
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gosu (0.13.3)
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gosu (0.13.3-x86-mingw32)
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opengl-bindings (1.6.6)
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@@ -74,9 +74,16 @@ class IMICFPS
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glRotatef(@render_pitch,1,0,0)
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glRotatef(@yaw,0,1,0)
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glTranslatef(-@x, -@y, -@z)
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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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if $debug && @game_object
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glBegin(GL_LINES)
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glColor3f(1,0,0)
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glVertex3f(@x, @y, @z)
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glVertex3f(@game_object.x, @game_object.y, @game_object.z)
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glEnd
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end
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end
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def update
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@@ -4,6 +4,7 @@ class IMICFPS
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# A game object is any renderable thing
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class GameObject
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include OpenGL
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include GLU
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include CommonMethods
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attr_accessor :x, :y, :z, :scale
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attr_accessor :visible, :renderable, :backface_culling
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@@ -110,73 +111,159 @@ class IMICFPS
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end
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def render_bounding_box(box, color = @debug_color)
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# TODO: Minimize number of calls in here
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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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glBegin(GL_TRIANGLES)
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# TOP
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glNormal3f(0,1,0)
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glColor3f(color.red, color.green, color.blue)
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glVertex3f(box.min_x, box.max_y, box.max_z)
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glVertex3f(box.min_x, box.max_y, box.min_z)
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glVertex3f(box.max_x, box.max_y, box.min_z)
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glVertex3f(box.min_x, box.max_y, box.max_z)
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glVertex3f(box.max_x, box.max_y, box.max_z)
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glVertex3f(box.max_x, box.max_y, box.min_z)
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# BOTTOM
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glNormal3f(0,-1,0)
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glVertex3f(box.max_x, box.min_y, box.min_z)
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glVertex3f(box.max_x, box.min_y, box.max_z)
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glVertex3f(box.min_x, box.min_y, box.max_z)
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glVertex3f(box.max_x, box.min_y, box.min_z)
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glVertex3f(box.min_x, box.min_y, box.min_z)
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glVertex3f(box.min_x, box.min_y, box.max_z)
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# RIGHT SIDE
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glNormal3f(0,0,1)
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glVertex3f(box.min_x, box.max_y, box.max_z)
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glVertex3f(box.min_x, box.max_y, box.min_z)
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glVertex3f(box.min_x, box.min_y, box.min_z)
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glVertex3f(box.min_x, box.min_y, box.max_z)
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glVertex3f(box.min_x, box.min_y, box.min_z)
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glVertex3f(box.min_x, box.max_y, box.max_z)
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# LEFT SIDE
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glNormal3f(1,0,0)
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glVertex3f(box.max_x, box.max_y, box.max_z)
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glVertex3f(box.max_x, box.max_y, box.min_z)
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glVertex3f(box.max_x, box.min_y, box.min_z)
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glVertex3f(box.max_x, box.min_y, box.max_z)
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glVertex3f(box.max_x, box.min_y, box.min_z)
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glVertex3f(box.max_x, box.max_y, box.max_z)
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# FRONT
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glNormal3f(-1,0,0)
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glVertex3f(box.min_x, box.max_y, box.max_z)
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glVertex3f(box.max_x, box.max_y, box.max_z)
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glVertex3f(box.max_x, box.min_y, box.max_z)
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glVertex3f(box.min_x, box.max_y, box.max_z)
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glVertex3f(box.max_x, box.min_y, box.max_z)
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glVertex3f(box.min_x, box.min_y, box.max_z)
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# BACK
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glNormal3f(-1,0,0)
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glVertex3f(box.max_x, box.min_y, box.min_z)
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glVertex3f(box.min_x, box.min_y, box.min_z)
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glVertex3f(box.min_x, box.max_y, box.min_z)
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glVertex3f(box.max_x, box.min_y, box.min_z)
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glVertex3f(box.min_x, box.max_y, box.min_z)
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glVertex3f(box.max_x, box.max_y, box.min_z)
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glEnd
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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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@@ -45,7 +45,6 @@ class MultiLineText
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def y=(int)
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@y = int
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puts "Hi, #{int}"
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@texts.each_with_index {|t, i| t.y=int+(i*t.size)}
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end
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@@ -48,7 +48,7 @@ class IMICFPS
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glEnable(GL_BLEND)
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glBindTexture(GL_TEXTURE_2D, @name_texture_id)
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glBegin(GL_TRIANGLES)
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# glColor3f(0.0,0.0,0.0)
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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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@@ -81,15 +81,15 @@ class IMICFPS
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def draw
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if !@first_person_view
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draw_nameplate
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super
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draw_nameplate
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end
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end
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def update
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super
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@floor = @terrain.height_at(self)
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@floor = @terrain.height_at(self, 4.5)
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relative_speed = @speed
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if button_down?(Gosu::KbLeftControl)
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@@ -141,7 +141,7 @@ class IMICFPS
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end
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if @jumping && !@falling
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if button_down?(Gosu::KbSpace)
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@y_velocity+=(2*5)*delta_time
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@y_velocity+=(2*15)*delta_time
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@falling = true if @y_velocity >= 2
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end
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end
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@@ -22,15 +22,15 @@ class IMICFPS
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p model.faces.first
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end
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def height_at(vertex)
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if vert = find_nearest_vertex(vertex)
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def height_at(vertex, max_distance = Float::INFINITY)
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if vert = find_nearest_vertex(vertex, max_distance)
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return vert.y
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else
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-1
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end
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end
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def find_nearest_vertex(vertex)
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def find_nearest_vertex(vertex, max_distance)
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nearest = nil
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smaller_list = []
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smaller_list << @nearest_vertex_lookup.dig(vertex.x.round-1, vertex.y.round-1)
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@@ -41,12 +41,12 @@ class IMICFPS
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smaller_list.each do |vert|
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next if vert.nil?
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if nearest
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if distance(vert, vertex) < distance(vert, nearest)
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if distance(vert, vertex) < distance(vert, nearest) && distance(vert, vertex) <= max_distance
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nearest = vert
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end
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end
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nearest = vert unless nearest
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nearest = vert unless nearest && distance(vert, vertex) > max_distance
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end
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return nearest
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@@ -31,7 +31,7 @@ class IMICFPS
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# Tree.new(x: 1, z: -5, terrain: @terrain)
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# Tree.new(x: 5, z: 5, terrain: @terrain)
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# TestObject.new(scale: 1)
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p ObjectManager.objects.map {|o| o.name}
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# p ObjectManager.objects.map {|o| o.name}
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# Model.new(type: :obj, file_path: "objects/tree.obj", z: -5)
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# Model.new(type: :obj, file_path: "objects/tree.obj", x: -2, z: -6)
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# Model.new(type: :obj, file_path: "objects/sponza.obj", scale: 1, y: -0.2)
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@@ -51,16 +51,23 @@ class IMICFPS
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Light.new(x: 0, y: 100, z: 0, diffuse: Color.new(1.0, 0.5, 0.1))
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end
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def draw
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def glError?
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e = glGetError()
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if e != GL_NO_ERROR
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$stderr.puts "OpenGL error in: #{gluErrorString(e)} (#{e})\n"
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exit
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end
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end
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def draw
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glError?
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gl do
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glError?
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glClearColor(0,0.2,0.5,1) # skyish blue
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glError?
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # clear the screen and the depth buffer
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glError?
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LightManager.lights.each(&:draw)
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@@ -82,6 +89,7 @@ class IMICFPS
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def update
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@last_frame_time = Gosu.milliseconds
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begin
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string = <<-eos
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OpenGL Vendor: #{glGetString(GL_VENDOR)}
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OpenGL Renderer: #{glGetString(GL_RENDERER)}
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@@ -99,6 +107,22 @@ Last Frame: #{delta_time*1000.0}ms (#{Gosu.fps} fps)
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Draw Skydome: #{@draw_skydome}
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Debug mode: <c=992200>#{$debug}</c>
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eos
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rescue ArgumentError
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string = <<-eos
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Unable to call glGetString!
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Camera pitch: #{@camera.pitch.round(2)} Yaw: #{@camera.yaw.round(2)} Roll #{@camera.roll.round(2)}
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Camera X:#{@camera.x.round(2)} Y:#{@camera.y.round(2)} Z:#{@camera.z.round(2)}
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#{if @camera.game_object then "Actor X:#{@camera.game_object.x.round(2)} Y:#{@camera.game_object.y.round(2)} Z:#{@camera.game_object.z.round(2)}";end}
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Field Of View: #{@camera.field_of_view}
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Mouse Sesitivity: #{@camera.mouse_sensitivity}
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Faces: #{@number_of_faces}
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Last Frame: #{delta_time*1000.0}ms (#{Gosu.fps} fps)
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Draw Skydome: #{@draw_skydome}
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Debug mode: <c=992200>#{$debug}</c>
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eos
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end
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@text.text = string
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# ObjectManager.objects.each do |object|
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Reference in New Issue
Block a user