mirror of
https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-15 07:32:35 +00:00
Fixed gl::error...
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@@ -2,6 +2,7 @@ require "opengl"
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require "glu"
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require "glut"
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require "gosu"
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require "fiddle"
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# require "wavefront"
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require_relative "lib/wavefront/model"
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@@ -1,6 +1,8 @@
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class IMICFPS
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class Wavefront
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class Material
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def initialize(material_file)
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end
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end
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end
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end
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@@ -29,17 +29,25 @@ class IMICFPS
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end
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end
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def draw
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def draw(scale = 1)
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begin
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render(scale)
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rescue Gl::Error => e
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p e
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end
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end
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def render(scale = 1)
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glEnable(GL_CULL_FACE)
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glEnable(GL_COLOR_MATERIAL)
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glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE)
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glBegin(GL_TRIANGLES) # begin drawing model
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# @objects.each_with_index do |o, i|
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@faces.each do |vert|
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@objects.each_with_index do |o, i|
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o.faces.each do |vert|
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vertex = vert[0]
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uv = vert[1]
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normal = vert[2]
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color = vert[3]
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color = vert[3]
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# p vert if i > 0
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glColor3f(color.red, color.green, color.blue)
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@@ -47,13 +55,13 @@ class IMICFPS
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, [@color.red, @color.green, @color.blue, 1.0])
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, [1,1,1,1])
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glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, [10.0])
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glNormal3f(normal.x, normal.y, normal.z)
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glVertex3f(vertex.x, vertex.y, vertex.z)
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glNormal3f(normal.x*scale, normal.y*scale, normal.z*scale)
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glVertex3f(vertex.x*scale, vertex.y*scale, vertex.z*scale)
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end
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glEnd
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glDisable(GL_CULL_FACE)
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glDisable(GL_COLOR_MATERIAL)
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# end
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end
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glEnd
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glDisable(GL_CULL_FACE)
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glDisable(GL_COLOR_MATERIAL)
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end
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def parse
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@@ -68,7 +76,6 @@ class IMICFPS
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@material_file = array[1]
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parse_mtllib
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when 'usemtl'
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# PI*(r*r)
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set_material(array[1])
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when 'o'
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change_object(array[1])
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@@ -132,6 +139,7 @@ class IMICFPS
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def set_material(name)
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# @current_object.
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end
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def material
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Color.new(rand(0.1..1.0), rand(0.1..1.0), rand(0.1..1.0))
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end
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@@ -29,13 +29,17 @@ class IMICFPS
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@diffuse_light = [1, 1, 1, 1]
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@specular_light = [1, 1, 1, 1]
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@light_postion = [1, 1, 1, 0]
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# gl do
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#
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# end
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end
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def draw
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begin
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render
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rescue Gl::Error => e
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p e
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end
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end
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def render
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gl do
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # clear the screen and the depth buffer
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glShadeModel(GL_SMOOTH)
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@@ -65,9 +69,10 @@ class IMICFPS
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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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@model.draw
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@model.draw(1)
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end
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@text.split("~").each_with_index do |bit, i|
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@font.draw(bit.strip, 10, @font.height*i, Float::INFINITY)
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end
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@@ -86,8 +91,8 @@ class IMICFPS
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@last_frame_time = Gosu.milliseconds
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# $window.caption = "Gosu OBJ object - FPS:#{Gosu.fps}"
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@angle_x-=Integer(@mouse.x-self.mouse_x)
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@angle_y-=Integer(@mouse.y-self.mouse_y)
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@angle_x+=Integer(@mouse.x-self.mouse_x)
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@angle_y+=Integer(@mouse.y-self.mouse_y)
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@angle_x = @angle_x.clamp(-360, 360)
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@angle_y = @angle_y.clamp(-360, 360)
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self.mouse_x, self.mouse_y = Gosu.screen_width/2, Gosu.screen_height/2
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