Broken mouse input, texture mapping issue persists.

This commit is contained in:
2018-03-19 22:08:20 -05:00
parent a46f3deff9
commit 89c84dbe39
11 changed files with 1768 additions and 7853 deletions

View File

@@ -18,6 +18,8 @@ end
BoundingBox = Struct.new(:min_x, :min_y, :min_z, :max_x, :max_y, :max_z)
$debug = true if ARGV.join.include?("--debug")
require_relative "lib/objects/light"
require_relative "lib/wavefront/parser"
require_relative "lib/wavefront/model"
@@ -25,6 +27,6 @@ require_relative "lib/wavefront/object"
require_relative "lib/wavefront/material"
require_relative "lib/window"
MODEL_METER_SCALE = 0.0009 # Objects exported from blender using the millimeter object scale will be close to 1 GL unit
MODEL_METER_SCALE = 0.001 # Objects exported from blender using the millimeter object scale will be close to 1 GL unit
IMICFPS::Window.new.show

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@@ -15,19 +15,21 @@ class IMICFPS
def set_texture(texture_path)
puts "#{name} texture #{texture_path}"
@texture = Gosu::Image.new(texture_path)
@texture = Gosu::Image.new(texture_path, retro: true)
array_of_pixels = @texture.to_blob
if @texture.gl_tex_info
@texture_id = @texture.gl_tex_info.tex_name
else
puts "Allocating..."
tex_names_buf = ' ' * 8
glGenTextures(1, tex_names_buf)
@texture_id = tex_names_buf.unpack('L2').first
end
glBindTexture(GL_TEXTURE_2D, @texture_id)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, @texture.width, @texture.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, array_of_pixels) unless @texture.gl_tex_info
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, @texture.width, @texture.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, array_of_pixels)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR)
glGenerateMipmap(GL_TEXTURE_2D)
end
def texture_id

View File

@@ -25,7 +25,7 @@ class IMICFPS
@faces = []
@smoothing= 0
@bounding_box = BoundingBox.new(0.0,0.0,0.0, 0.0,0.0,0.0)
@bounding_box = BoundingBox.new(nil,nil,nil, nil,nil,nil)
@debug_color = Color.new(rand(0.0..1.0), rand(0.0..1.0), rand(0.0..1.0))
start_time = Time.now
parse
@@ -35,7 +35,7 @@ class IMICFPS
face_count = 0
@objects.each {|o| face_count+=o.faces.size}
@objects.each_with_index do |o, i|
puts "OBJECT FACES: Name: #{o.name} #{o.faces.size}, array size divided by 3: #{o.faces.size.to_f/3.0}"
puts "Model::Object Name: #{o.name} Faces: #{o.faces.size}, array size divided by 3: #{o.faces.size.to_f/3.0}"
end
$window.number_of_faces+=face_count
@model_has_texture = false
@@ -97,9 +97,9 @@ class IMICFPS
end
glDisable(GL_CULL_FACE) if back_face_culling
glDisable(GL_COLOR_MATERIAL)
render_bounding_box(o.bounding_box) if ARGV.join("--debug")
render_bounding_box(o.bounding_box, o.debug_color) if $debug
end
render_bounding_box(@bounding_box) if ARGV.join("--debug")
render_bounding_box(@bounding_box) if $debug
glPopMatrix

View File

@@ -1,7 +1,7 @@
class IMICFPS
class Wavefront
class Object
attr_reader :name, :vertices, :textures, :normals, :bounding_box
attr_reader :name, :vertices, :textures, :normals, :bounding_box, :debug_color
attr_accessor :faces
def initialize(name)
@@ -11,6 +11,7 @@ class IMICFPS
@normals = []
@faces = []
@bounding_box = BoundingBox.new(nil,nil,nil, nil,nil,nil)
@debug_color = Parser::Color.new(1.0,0.0,0.0)
# Faces array packs everything:
# vertex = index[0]
@@ -21,6 +22,8 @@ class IMICFPS
def flattened_vertices
unless @vertices_list
@debug_color = @faces.first[3].diffuse
list = []
@faces.each do |face|
[face[0]].each do |v|

View File

@@ -141,9 +141,9 @@ class IMICFPS
def add_texture_coordinate(array)
texture = nil
if array.size == 4
texture = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]))
texture = Vertex.new(Float(array[1]), 1-Float(array[2]), Float(array[3]))
elsif array.size == 3
texture = Vertex.new(Float(array[1]), Float(array[2]), 0.0)
texture = Vertex.new(Float(array[1]), 1-Float(array[2]), 0.0)
else
raise
end

View File

@@ -11,29 +11,28 @@ class IMICFPS
super(window_width, window_height, fullscreen)
# super(Gosu.screen_width, Gosu.screen_height, true)
$window = self
@delta_time = Gosu.milliseconds
@number_of_faces = 0
@draw_skydome = true
@skydome = Wavefront::Model.new("objects/skydome.obj")
@model = Wavefront::Model.new("objects/biped.obj")
# @scene = Wavefront::Model.new("objects/cube.obj")
@tree = Wavefront::Model.new("objects/tree.obj")
@mega_model = Wavefront::Model.new("objects/sponza.obj")
# @skydome = Wavefront::Model.new("objects/skydome.obj")
@cube = Wavefront::Model.new("objects/cube.obj")
# @model = Wavefront::Model.new("objects/biped.obj")
# @tree = Wavefront::Model.new("objects/tree.obj")
# @mega_model = Wavefront::Model.new("objects/sponza.obj")
@camera = Wavefront::Model::Vertex.new(0,-1,0)
@camera_target = Wavefront::Model::Vertex.new(0,-1,0)
@speed = 0.05
@angle_y = 0.0 # |
@angle_x = 0.0 # _
@mouse = Point.new(Gosu.screen_width/2, Gosu.screen_height/2)
@old_speed = @speed
@vertical_angle = 0.0 # |
@horizontal_angle = 0.0 # _
self.mouse_x, self.mouse_y = Gosu.screen_width/2, Gosu.screen_height/2
@mouse = Point.new(Gosu.screen_width/2, Gosu.screen_height/2)
@mouse_sesitivity = 5.0
@font = Gosu::Font.new(18, name: "DejaVu Sans")
@text = "Hello There"
@last_frame_time = 0
@tick = 0
@c1, @c2, @c3 = rand(0.0..1.0), rand(0.0..1.0), rand(0.0..1.0)
@ambient_light = [0.5, 0.5, 0.5, 1]
@diffuse_light = [1, 0.5, 0, 1]
@@ -65,7 +64,8 @@ class IMICFPS
glMatrixMode(GL_PROJECTION) # The projection matrix is responsible for adding perspective to our scene.
glLoadIdentity # Resets current modelview matrix
# Calculates aspect ratio of the window. Gets perspective view. 45 is degree viewing angle, (0.1, 100) are ranges how deep can we draw into the screen
gluPerspective(90.0, width / height, 0.1, 1000.0)
gluPerspective(70.0, width / height, 0.1, 1000.0)
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
glMatrixMode(GL_MODELVIEW) # The modelview matrix is where object information is stored.
glLoadIdentity
@@ -73,18 +73,17 @@ class IMICFPS
@camera_light.draw
glEnable(GL_DEPTH_TEST)
glRotatef(@angle_y,1,0,0)
glRotatef(@angle_x,0,1,0)
glRotatef(@vertical_angle,1,0,0)
glRotatef(@horizontal_angle,0,1,0)
glTranslatef(@camera.x, @camera.y, @camera.z)
# gluLookAt(@camera.x,@camera.y,@camera.z, @angle_x,@angle_y,0, 0,1,0)
# gluLookAt(@camera.x,@camera.y,@camera.z, @horizontal_angle,@vertical_angle,0, 0,1,0)
color = [@c1, @c2, @c3]
@skydome.draw(0,0,0, 1, false) if @draw_skydome
# @scene.draw(0,0,0, 1)
@model.draw(1, 0, 0)
@tree.draw(5, 0, 0)
@tree.draw(5, 0, 3)
@tree.draw(3, 0, 10)
# @skydome.draw(0,0,0, 0.005, false) if @draw_skydome
@cube.draw(0,1,0)
# @model.draw(1, 0, 0)
# @tree.draw(5, 0, 0)
# @tree.draw(5, 0, 3)
# @tree.draw(3, 0, 10)
# @mega_model.draw(0,0,0, 1)
end
@@ -99,62 +98,85 @@ class IMICFPS
OpenGL Version: #{glGetString(GL_VERSION)}~
OpenGL Shader Language Version: #{glGetString(GL_SHADING_LANGUAGE_VERSION)}~
~
Angle Y: #{@angle_y.round(2)} Angle X: #{@angle_x.round(2)} ~
Vertical Angle: #{@vertical_angle.round(2)} Horizontal Angle: #{@horizontal_angle.round(2)} ~
X:#{@camera.x.round(2)} Y:#{@camera.y.round(2)} Z:#{@camera.z.round(2)} ~
Faces: #{@number_of_faces} ~
Last Frame: #{Gosu.milliseconds-@last_frame_time}ms (#{Gosu.fps} fps)~
Last Frame: #{delta_time}ms (#{Gosu.fps} fps)~
~
Draw Skydome: #{@draw_skydome}"
Draw Skydome: #{@draw_skydome}~
Debug mode: <c=992200>#{$debug}</b>~"
@last_frame_time = Gosu.milliseconds
# $window.caption = "Gosu OBJ object - FPS:#{Gosu.fps}"
@angle_x-=Float(@mouse.x-self.mouse_x)/@mouse_sesitivity
@angle_y-=Float(@mouse.y-self.mouse_y)/@mouse_sesitivity
@angle_x %= 360.0
@angle_y = @angle_y.clamp(-90.0, 90.0)
self.mouse_x, self.mouse_y = Gosu.screen_width/2, Gosu.screen_height/2
puts "#{@mouse}"
@horizontal_angle-=Float(@mouse.x-self.mouse_x)/@mouse_sesitivity
@vertical_angle-=Float(@mouse.y-self.mouse_y)/@mouse_sesitivity
@horizontal_angle %= 360.0
@vertical_angle = @vertical_angle.clamp(-90.0, 90.0)
@light_postion = [@camera.x, @camera.y, @camera.z, 0]
# @camera_light.position = @light_position
# @light_postion = [0.0, 10, 0, 0]
self.mouse_x, self.mouse_y = Gosu.screen_width/2.0, Gosu.screen_height/2.0
# @mouse.x, @mouse.y = self.mouse_x, self.mouse_y
puts "#{@mouse.x}-#{self.mouse_x}" if @mouse.x != self.mouse_x
puts "#{@mouse.y}-#{self.mouse_y}" if @mouse.y != self.mouse_y
relative_speed = @speed
if button_down?(Gosu::KbLeftControl)
relative_speed = (@speed*10.0)*(delta_time/60.0)
else
relative_speed = @speed*(delta_time/60.0)
end
if button_down?(Gosu::KbUp) || button_down?(Gosu::KbW)
@camera.z+=Math.cos(@angle_x * Math::PI / 180)*relative_speed
@camera.x-=Math.sin(@angle_x * Math::PI / 180)*relative_speed
@camera.z+=Math.cos(@horizontal_angle * Math::PI / 180)*relative_speed
@camera.x-=Math.sin(@horizontal_angle * Math::PI / 180)*relative_speed
end
if button_down?(Gosu::KbDown) || button_down?(Gosu::KbS)
@camera.z-=Math.cos(@angle_x * Math::PI / 180)*relative_speed
@camera.x+=Math.sin(@angle_x * Math::PI / 180)*relative_speed
@camera.z-=Math.cos(@horizontal_angle * Math::PI / 180)*relative_speed
@camera.x+=Math.sin(@horizontal_angle * Math::PI / 180)*relative_speed
end
if button_down?(Gosu::KbLeft) || button_down?(Gosu::KbA)
@camera.z+=Math.sin(@angle_x * Math::PI / 180)*relative_speed
@camera.x+=Math.cos(@angle_x * Math::PI / 180)*relative_speed
if button_down?(Gosu::KbA)
@camera.z+=Math.sin(@horizontal_angle * Math::PI / 180)*relative_speed
@camera.x+=Math.cos(@horizontal_angle * Math::PI / 180)*relative_speed
end
if button_down?(Gosu::KbRight) || button_down?(Gosu::KbD)
@camera.z-=Math.sin(@angle_x * Math::PI / 180)*relative_speed
@camera.x-=Math.cos(@angle_x * Math::PI / 180)*relative_speed
if button_down?(Gosu::KbD)
@camera.z-=Math.sin(@horizontal_angle * Math::PI / 180)*relative_speed
@camera.x-=Math.cos(@horizontal_angle * Math::PI / 180)*relative_speed
end
@camera.y+=relative_speed if $window.button_down?(Gosu::KbLeftShift)
if button_down?(Gosu::KbLeft)
@horizontal_angle-=relative_speed*100
end
if button_down?(Gosu::KbRight)
@horizontal_angle+=relative_speed*100
end
@camera.y+=relative_speed if $window.button_down?(Gosu::KbC) || $window.button_down?(Gosu::KbLeftShift)
@camera.y-=relative_speed if $window.button_down?(Gosu::KbSpace)
$window.close if $window.button_down?(Gosu::KbEscape)
@number_of_faces = 0
@delta_time = Gosu.milliseconds
end
def button_up(id)
case id
when Gosu::KbZ
@draw_skydome = !@draw_skydome
when Gosu::KbBacktick
$debug = !$debug
end
end
def needs_cursor?
true
end
def lose_focus
puts 'Bye'
end
def delta_time
t = Gosu.milliseconds-@delta_time
@delta_time = Gosu.milliseconds
return t
Gosu.milliseconds-@delta_time
end
end
end

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@@ -1,42 +1,13 @@
# Blender MTL File: 'cube.blend'
# Material Count: 4
newmtl Material
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.000000 0.800000 0.000071
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
# Blender MTL File: 'None'
# Material Count: 1
newmtl Material.001
Ns 96.078431
Ns 94.117647
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.007390 0.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl Material.002
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.069712 0.069712 0.069712
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl Material.003
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.166102 0.640000 0.127010
Ks 0.500000 0.500000 0.500000
Kd 0.800000 0.800000 0.800000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd objects/skydome.png

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@@ -1,13 +1,13 @@
# Blender MTL File: 'skydome.blend'
# Blender MTL File: 'None'
# Material Count: 1
newmtl Material.001
Ns 96.078431
Ns 94.117647
Ka 0.000000 0.000000 0.000000
Kd 0.129836 0.406902 0.640000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 1
illum 2
map_Kd objects/skydome.png

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