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@@ -1,3 +1,5 @@
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require "fiddle"
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require "opengl"
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require "glu"
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require "gosu"
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@@ -219,7 +219,7 @@ class IMICFPS
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unless found
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@vertex_count -= @bounding_boxes[key][:vertices_size]
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@bounding_boxes[key][:objects].each {|o| @vertex_count -= [:vertex_count]}
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@bounding_boxes[key][:objects].each {|o| @vertex_count -= o[:vertices_size]}
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@bounding_boxes.delete(key)
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end
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end
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@@ -108,15 +108,14 @@ eos
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# Expensive AABB collision detection
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ObjectManager.objects.each do |object|
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ObjectManager.objects.each do |b|
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next if b == object
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next if object.is_a?(Terrain)
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next if b.is_a?(Terrain)
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next if object == b
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next if object.is_a?(Terrain) || b.is_a?(Terrain)
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if object.intersect(object, b)
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object.debug_color = Color.new(1.0,0.0,0.0)
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b.debug_color = Color.new(1.0,0.0,0.0)
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# ObjectManager.objects.delete(object)
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# ObjectManager.objects.delete(object) unless object.is_a?(Player)
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# puts "#{object} is intersecting #{b}" if object.is_a?(Player)
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else
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object.debug_color = Color.new(0,1,0)
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@@ -15,7 +15,7 @@ class IMICFPS
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add_asset(:obj, "objects/biped.obj")
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# Currently broken
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# Shader.new(name: "lighting", vertex_file: "shaders/vertex/lighting.glsl", fragment_file: "shaders/fragment/lighting.glsl")
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Shader.new(name: "lighting", vertex_file: "shaders/vertex/lighting.glsl", fragment_file: "shaders/fragment/lighting.glsl")
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@act = false
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@cycled = false
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@@ -16,6 +16,7 @@ class IMICFPS
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attr_reader :normals_buffer, :uvs_buffer, :vertices_buffer
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attr_reader :vertices_buffer_data, :uvs_buffer_data, :normals_buffer_data
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attr_reader :vertex_array_id
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def initialize(file_path:, game_object: nil)
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@game_object = game_object
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@@ -34,20 +35,6 @@ class IMICFPS
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@faces = []
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@smoothing= 0
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# Allocate buffers for future use
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@normals_buffer, @colors_buffer, @vertices_buffer = nil
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buffer = " " * 4
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glGenBuffers(1, buffer)
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@normals_buffer = buffer.unpack('L2').first
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buffer = " " * 4
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glGenBuffers(1, buffer)
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@uvs_buffer = buffer.unpack('L2').first
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buffer = " " * 4
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glGenBuffers(1, buffer)
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@vertices_buffer = buffer.unpack('L2').first
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@bounding_box = BoundingBox.new(0,0,0, 0,0,0)
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start_time = Process.clock_gettime(Process::CLOCK_MONOTONIC, :float_millisecond)
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@@ -55,7 +42,9 @@ class IMICFPS
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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
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# populate_buffers
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allocate_gl_objects
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populate_buffers
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populate_arrays
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@objects.each {|o| @vertex_count+=o.vertices.size}
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@objects.each_with_index do |o, i|
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@@ -71,13 +60,35 @@ class IMICFPS
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end
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end
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def allocate_gl_objects
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# Allocate arrays for future use
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@vertex_array_id = nil
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buffer = " " * 4
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glGenVertexArrays(1, buffer)
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@vertex_array_id = buffer.unpack('L2').first
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# Allocate buffers for future use
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@normals_buffer, @colors_buffer, @vertices_buffer = nil
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buffer = " " * 4
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glGenBuffers(1, buffer)
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@normals_buffer = buffer.unpack('L2').first
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buffer = " " * 4
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glGenBuffers(1, buffer)
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@uvs_buffer = buffer.unpack('L2').first
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buffer = " " * 4
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glGenBuffers(1, buffer)
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@vertices_buffer = buffer.unpack('L2').first
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end
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def populate_buffers
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@vertices_buffer_data = @vertices.map {|vert| [vert.x, vert.y, vert.z]}.flatten.pack("f*")
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@uvs_buffer_data = @uvs.map {|uv| [uv.x, uv.y, uv.z]}.flatten.pack("f*")
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@normals_buffer_data = @normals.map {|norm| [norm.x, norm.y, norm.z, norm.weight]}.flatten.pack("f*")
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glBindBuffer(GL_ARRAY_BUFFER, @vertices_buffer)
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glBufferData(GL_ARRAY_BUFFER, @vertices.size, @vertices_buffer_data, GL_STATIC_DRAW)
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glBufferData(GL_ARRAY_BUFFER, Fiddle::SIZEOF_FLOAT * @vertices.size, @vertices_buffer_data, GL_STATIC_DRAW)
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glBindBuffer(GL_ARRAY_BUFFER, 0)
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glBindBuffer(GL_ARRAY_BUFFER, @uvs_buffer)
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@@ -89,6 +100,13 @@ class IMICFPS
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glBindBuffer(GL_ARRAY_BUFFER, 0)
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end
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def populate_arrays
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glBindVertexArray(@vertex_array_id)
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glBindBuffer(GL_ARRAY_BUFFER, @vertices_buffer)
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glBindVertexArray(0)
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glBindBuffer(GL_ARRAY_BUFFER, 0)
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end
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def update
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@x, @y, @z = @game_object.x, @game_object.y, @game_object.z
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@scale = @game_object.scale
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@@ -1,9 +1,9 @@
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# version 150
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# extension GL_ARB_explicit_attrib_location : enable
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# version 330
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in vec3 vert;
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uniform vec3 SunLight;
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layout(location = 0) in vec3 vert;
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uniform vec3 position;
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void main() {
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gl_Position = vec4(vert, 1.0);
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// projection * view * model *
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gl_Position = vec4(vert+position, 1.0);
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}
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