mirror of
https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-16 08:02:36 +00:00
Split up Renderer into OpenGL and BoundBox renderers, rotate Player nameplate 180d
This commit is contained in:
185
lib/renderer/bounding_box_renderer.rb
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185
lib/renderer/bounding_box_renderer.rb
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class IMICFPS
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class BoundingBoxRenderer
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include OpenGL
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include GLU
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attr_reader :bounding_boxes
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def initialize
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@bounding_boxes = {normals: [], colors: [], vertices: []}
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end
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def handleGlError
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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 create_bounding_box(object, box, color = nil)
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color ||= object.debug_color
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box = object.normalize_bounding_box(box)
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@bounding_boxes[:normals] ||= []
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@bounding_boxes[:colors] ||= []
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@bounding_boxes[:vertices] ||= []
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@bounding_boxes[: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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]
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@bounding_boxes[: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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]
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@bounding_boxes[: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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end
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def draw_bounding_boxes
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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 = @bounding_boxes[:normals].flatten.pack("f*")
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_colors = @bounding_boxes[:colors].flatten.pack("f*")
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_vertices_size = @bounding_boxes[:vertices].size
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_vertices = @bounding_boxes[:vertices].flatten.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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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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end
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end
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