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Progress towards modern gl made
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@@ -2,37 +2,40 @@ class IMICFPS
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class OpenGLRenderer
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include CommonMethods
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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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glTranslatef(object.position.x, object.position.y, object.position.z)
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glScalef(object.scale.x, object.scale.y, object.scale.z)
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glRotatef(object.orientation.x, 1.0, 0, 0)
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glRotatef(object.orientation.y, 0, 1.0, 0)
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glRotatef(object.orientation.z, 0, 0, 1.0)
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handleGlError
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def draw_object(camera, lights, object)
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if Shader.available?("ddefault")
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Shader.use("default") do |shader|
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glUniform3f(shader.attribute_location("worldPosition"), object.position.x, object.position.y, object.position.z)
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shader.set_uniform("projection", camera.projection_matrix)
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shader.set_uniform("view", camera.view_matrix)
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shader.set_uniform("model", object.model_matrix)
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# TODO: Upload and use lights
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handleGlError
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draw_mesh(object.model)
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# draw_model(object.model)
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draw_model(object.model)
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object.draw
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end
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else
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handleGlError
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lights.each(&:draw)
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camera.draw
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glEnable(GL_DEPTH_TEST)
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glEnable(GL_NORMALIZE)
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glPushMatrix
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glTranslatef(object.position.x, object.position.y, object.position.z)
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glScalef(object.scale.x, object.scale.y, object.scale.z)
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glRotatef(object.orientation.x, 1.0, 0, 0)
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glRotatef(object.orientation.y, 0, 1.0, 0)
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glRotatef(object.orientation.z, 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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glPopMatrix
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end
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handleGlError
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glPopMatrix
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handleGlError
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end
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@@ -4,25 +4,23 @@ class IMICFPS
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attr_reader :opengl_renderer, :bounding_box_renderer
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def initialize(map:)
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@map = map
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@bounding_box_renderer = BoundingBoxRenderer.new(map: map)
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def initialize
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# @bounding_box_renderer = BoundingBoxRenderer.new(map: map)
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@opengl_renderer = OpenGLRenderer.new
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end
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def draw
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@map.entities.each do |object|
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def draw(camera, lights, entities)
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entities.each do |object|
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if object.visible && object.renderable
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# Render bounding boxes before transformation is applied
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@bounding_box_renderer.create_bounding_box(object, object.model.bounding_box, object.debug_color, object.object_id) if $debug.get(:boundingboxes)
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# @bounding_box_renderer.create_bounding_box(object, object.model.bounding_box, object.debug_color, object.object_id) if $debug.get(:boundingboxes)
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@opengl_renderer.draw_object(object)
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@opengl_renderer.draw_object(camera, lights, object)
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end
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end
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@bounding_box_renderer.draw_bounding_boxes if $debug.get(:boundingboxes)
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window.number_of_vertices+=@bounding_box_renderer.vertex_count if $debug.get(:boundingboxes)
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# @bounding_box_renderer.draw_bounding_boxes if $debug.get(:boundingboxes)
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# window.number_of_vertices+=@bounding_box_renderer.vertex_count if $debug.get(:boundingboxes)
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# @bounding_box_renderer.bounding_boxes.clear
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end
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