This commit is contained in:
2018-12-12 09:02:33 -06:00
parent 5843a9b0ae
commit c142bd2392
6 changed files with 46 additions and 27 deletions

View File

@@ -1,3 +1,5 @@
require "fiddle"
require "opengl"
require "glu"
require "gosu"

View File

@@ -219,7 +219,7 @@ class IMICFPS
unless found
@vertex_count -= @bounding_boxes[key][:vertices_size]
@bounding_boxes[key][:objects].each {|o| @vertex_count -= [:vertex_count]}
@bounding_boxes[key][:objects].each {|o| @vertex_count -= o[:vertices_size]}
@bounding_boxes.delete(key)
end
end

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@@ -108,15 +108,14 @@ eos
# Expensive AABB collision detection
ObjectManager.objects.each do |object|
ObjectManager.objects.each do |b|
next if b == object
next if object.is_a?(Terrain)
next if b.is_a?(Terrain)
next if object == b
next if object.is_a?(Terrain) || b.is_a?(Terrain)
if object.intersect(object, b)
object.debug_color = Color.new(1.0,0.0,0.0)
b.debug_color = Color.new(1.0,0.0,0.0)
# ObjectManager.objects.delete(object)
# ObjectManager.objects.delete(object) unless object.is_a?(Player)
# puts "#{object} is intersecting #{b}" if object.is_a?(Player)
else
object.debug_color = Color.new(0,1,0)

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@@ -15,7 +15,7 @@ class IMICFPS
add_asset(:obj, "objects/biped.obj")
# Currently broken
# Shader.new(name: "lighting", vertex_file: "shaders/vertex/lighting.glsl", fragment_file: "shaders/fragment/lighting.glsl")
Shader.new(name: "lighting", vertex_file: "shaders/vertex/lighting.glsl", fragment_file: "shaders/fragment/lighting.glsl")
@act = false
@cycled = false

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@@ -16,6 +16,7 @@ class IMICFPS
attr_reader :normals_buffer, :uvs_buffer, :vertices_buffer
attr_reader :vertices_buffer_data, :uvs_buffer_data, :normals_buffer_data
attr_reader :vertex_array_id
def initialize(file_path:, game_object: nil)
@game_object = game_object
@@ -34,20 +35,6 @@ class IMICFPS
@faces = []
@smoothing= 0
# Allocate buffers for future use
@normals_buffer, @colors_buffer, @vertices_buffer = nil
buffer = " " * 4
glGenBuffers(1, buffer)
@normals_buffer = buffer.unpack('L2').first
buffer = " " * 4
glGenBuffers(1, buffer)
@uvs_buffer = buffer.unpack('L2').first
buffer = " " * 4
glGenBuffers(1, buffer)
@vertices_buffer = buffer.unpack('L2').first
@bounding_box = BoundingBox.new(0,0,0, 0,0,0)
start_time = Process.clock_gettime(Process::CLOCK_MONOTONIC, :float_millisecond)
@@ -55,7 +42,9 @@ class IMICFPS
puts "#{@file_path.split('/').last} took #{((Process.clock_gettime(Process::CLOCK_MONOTONIC, :float_millisecond)-start_time)/1000.0).round(2)} seconds to parse" if $debug
# populate_buffers
allocate_gl_objects
populate_buffers
populate_arrays
@objects.each {|o| @vertex_count+=o.vertices.size}
@objects.each_with_index do |o, i|
@@ -71,13 +60,35 @@ class IMICFPS
end
end
def allocate_gl_objects
# Allocate arrays for future use
@vertex_array_id = nil
buffer = " " * 4
glGenVertexArrays(1, buffer)
@vertex_array_id = buffer.unpack('L2').first
# Allocate buffers for future use
@normals_buffer, @colors_buffer, @vertices_buffer = nil
buffer = " " * 4
glGenBuffers(1, buffer)
@normals_buffer = buffer.unpack('L2').first
buffer = " " * 4
glGenBuffers(1, buffer)
@uvs_buffer = buffer.unpack('L2').first
buffer = " " * 4
glGenBuffers(1, buffer)
@vertices_buffer = buffer.unpack('L2').first
end
def populate_buffers
@vertices_buffer_data = @vertices.map {|vert| [vert.x, vert.y, vert.z]}.flatten.pack("f*")
@uvs_buffer_data = @uvs.map {|uv| [uv.x, uv.y, uv.z]}.flatten.pack("f*")
@normals_buffer_data = @normals.map {|norm| [norm.x, norm.y, norm.z, norm.weight]}.flatten.pack("f*")
glBindBuffer(GL_ARRAY_BUFFER, @vertices_buffer)
glBufferData(GL_ARRAY_BUFFER, @vertices.size, @vertices_buffer_data, GL_STATIC_DRAW)
glBufferData(GL_ARRAY_BUFFER, Fiddle::SIZEOF_FLOAT * @vertices.size, @vertices_buffer_data, GL_STATIC_DRAW)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, @uvs_buffer)
@@ -89,6 +100,13 @@ class IMICFPS
glBindBuffer(GL_ARRAY_BUFFER, 0)
end
def populate_arrays
glBindVertexArray(@vertex_array_id)
glBindBuffer(GL_ARRAY_BUFFER, @vertices_buffer)
glBindVertexArray(0)
glBindBuffer(GL_ARRAY_BUFFER, 0)
end
def update
@x, @y, @z = @game_object.x, @game_object.y, @game_object.z
@scale = @game_object.scale

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@@ -1,9 +1,9 @@
# version 150
# extension GL_ARB_explicit_attrib_location : enable
# version 330
in vec3 vert;
uniform vec3 SunLight;
layout(location = 0) in vec3 vert;
uniform vec3 position;
void main() {
gl_Position = vec4(vert, 1.0);
// projection * view * model *
gl_Position = vec4(vert+position, 1.0);
}