mirror of
https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-15 07:32:35 +00:00
Added basic skydome, now using glDrawArrays :D
This commit is contained in:
3
Gemfile
3
Gemfile
@@ -1,6 +1,7 @@
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source "https://rubygems.org"
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gem "opengl"
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# gem "opengl-bindings"
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gem "glu"
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gem "glut"
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# gem "glut"
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gem "gosu"
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gem "wavefront" # Gem for opening blender or blender exported object with texturing
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@@ -3,10 +3,8 @@ GEM
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specs:
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glu (8.3.0)
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glu (8.3.0-x86-mingw32)
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glut (8.3.0)
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glut (8.3.0-x86-mingw32)
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gosu (0.13.2)
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gosu (0.13.2-x86-mingw32)
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gosu (0.13.3)
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gosu (0.13.3-x86-mingw32)
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opengl (0.10.0)
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opengl (0.10.0-x86-mingw32)
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wavefront (0.1.2)
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@@ -17,7 +15,6 @@ PLATFORMS
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DEPENDENCIES
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glu
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glut
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gosu
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opengl
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wavefront
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22
i-mic-fps.rb
22
i-mic-fps.rb
@@ -1,12 +1,26 @@
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require "opengl"
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require "glu"
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# require "glut"
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require 'opengl'
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require 'glu'
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require "gosu"
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require "fiddle"
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# case OpenGL.get_platform
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# when :OPENGL_PLATFORM_WINDOWS
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# OpenGL.load_lib('opengl32.dll', 'C:/Windows/System32')
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# GLU.load_lib('GLU32.dll', 'C:/Windows/System32')
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# when :OPENGL_PLATFORM_MACOSX
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# OpenGL.load_lib('libGL.dylib', '/System/Library/Frameworks/OpenGL.framework/Libraries')
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# GLU.load_lib('libGLU.dylib', '/System/Library/Frameworks/OpenGL.framework/Libraries')
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# when :OPENGL_PLATFORM_LINUX
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# OpenGL.load_lib('libGL.so', '/usr/lib/x86_64-linux-gnu')
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# GLU.load_lib('libGLU.so', '/usr/lib/x86_64-linux-gnu')
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# else
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# raise RuntimeError, "Unsupported platform."
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# end
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require_relative "lib/wavefront/model"
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require_relative "lib/wavefront/object"
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require_relative "lib/wavefront/material"
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require_relative "lib/window"
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MODEL_METER_SCALE = 0.0009 # Objects exported from blender using the millimeter object scale will be close to 1 GL unit
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IMICFPS::Window.new.show
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@@ -1,7 +1,7 @@
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class IMICFPS
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class Wavefront
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class Model
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include GL
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include OpenGL
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# include GLU
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TextureCoordinate = Struct.new(:u, :v, :weight)
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Vertex = Struct.new(:x, :y, :z, :weight)
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@@ -31,46 +31,55 @@ class IMICFPS
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@objects.each_with_index do |o, i|
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puts "OBJECT FACES: Name: #{o.name} #{o.faces.size}, array size divided by 3: #{o.faces.size.to_f/3.0}"
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end
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$window.number_of_faces+=face_count
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end
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def draw(x, y, z, scale = 1)
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begin
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render(x,y,z, scale)
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rescue Gl::Error => e
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p e
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end
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def draw(x, y, z, scale = MODEL_METER_SCALE, back_face_culling = true)
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# begin
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render(x,y,z, scale, back_face_culling)
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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(x,y,z, scale = 1)
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def render(x,y,z, scale, back_face_culling)
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glEnable(GL_NORMALIZE)
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glPushMatrix
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glTranslatef(x,y,z)
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glScalef(scale, scale, scale)
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@objects.each_with_index do |o, i|
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glEnable(GL_CULL_FACE)
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glEnable(GL_CULL_FACE) if back_face_culling
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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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glShadeModel(GL_FLAT) unless o.faces.first[4]
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glShadeModel(GL_SMOOTH) if o.faces.first[4]
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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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glVertexPointer(3, GL_FLOAT, 0, o.flattened_vertices)
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glColorPointer(3, GL_FLOAT, 0, o.flattened_materials)
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glNormalPointer(GL_FLOAT, 0, o.flattened_normals)
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glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices.count/3)
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# glBegin(GL_TRIANGLES) # begin drawing model
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glBegin(GL_TRIANGLES) # begin drawing model
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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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material = vert[3]
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glColor3f(material.diffuse.red, material.diffuse.green, material.diffuse.blue)
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, [material.ambient.red, material.ambient.green, material.ambient.blue, 1.0])
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, [material.diffuse.red, material.diffuse.green, material.diffuse.blue, 1.0])
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, [material.specular.red, material.specular.green, material.specular.blue, 1.0])
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glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, [10.0])
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glNormal3f(normal.x, normal.y, normal.z) # Don't scale normals
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# glVertex3f(vertex.x*scale, vertex.y*scale, vertex.z*scale)
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glVertex3f(vertex.x, vertex.y, vertex.z)
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end
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glEnd
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glDisable(GL_CULL_FACE)
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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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# material = vert[3]
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#
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# glColor3f(material.diffuse.red, material.diffuse.green, material.diffuse.blue)
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# glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, [material.ambient.red, material.ambient.green, material.ambient.blue, 1.0].pack("f*"))
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# glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, [material.diffuse.red, material.diffuse.green, material.diffuse.blue, 1.0].pack("f*"))
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# glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, [material.specular.red, material.specular.green, material.specular.blue, 1.0].pack("f*"))
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# glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, [10.0].pack("f*"))
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# glNormal3f(normal.x, normal.y, normal.z) # Don't scale normals
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# glVertex3f(vertex.x, vertex.y, vertex.z)
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# end
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# glEnd
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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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glDisable(GL_CULL_FACE) if back_face_culling
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glDisable(GL_COLOR_MATERIAL)
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end
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glPopMatrix
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@@ -188,6 +197,7 @@ class IMICFPS
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else
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raise
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end
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@current_object.vertices << vert
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@vertices << vert
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end
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@@ -200,6 +210,7 @@ class IMICFPS
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else
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raise
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end
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@current_object.normals << vert
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@normals << vert
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end
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@@ -212,6 +223,7 @@ class IMICFPS
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else
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raise
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end
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@current_object.textures << texture
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@uvs << texture
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end
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end
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@@ -1,16 +1,76 @@
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class IMICFPS
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class Wavefront
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class Object
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attr_reader :name
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attr_reader :name, :vertices, :textures, :normals
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attr_accessor :faces
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def initialize(name)
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@name = name
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@vertexes = []
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@vertices = []
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@textures = []
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@normals = []
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@faces = []
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end
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def flattened_vertices
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unless @vertices_list
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list = []
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@faces.each do |face|
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[face[0]].each do |v|
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next unless v
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list << v.x
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list << v.y
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list << v.z
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# list << v.weight
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end
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end
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@vertices_list = list
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end
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return @vertices_list
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end
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def flattened_materials
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unless @materials_list
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list = []
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@faces.each do |face|
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# p face
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[face[3]].each do |v|
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next unless v
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# p v
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# exit
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list << v.diffuse.red
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list << v.diffuse.green
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list << v.diffuse.blue
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# list << v.alpha
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end
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end
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@materials_list = list
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end
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return @materials_list
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end
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def flattened_normals
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unless @normals_list
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list = []
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@faces.each do |face|
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[face[2]].each do |v|
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next unless v
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list << v.x
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list << v.y
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list << v.z
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# list << v.alpha
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end
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end
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@normals_list = list
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end
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return @normals_list
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end
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end
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end
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end
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@@ -1,15 +1,21 @@
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class IMICFPS
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class Window < Gosu::Window
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include GL
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include OpenGL
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include GLU
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# include GLUT
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Point = Struct.new(:x, :y)
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attr_accessor :number_of_faces
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def initialize(window_width = 1280, window_height = 800, fullscreen = false)
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super(window_width, window_height, fullscreen)
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# super(Gosu.screen_width, Gosu.screen_height, true)
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$window = self
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@number_of_faces = 0
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@draw_skydome = true
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@skydome = Wavefront::Model.new("objects/skydome.obj")
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@model = Wavefront::Model.new("objects/biped.obj")
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@scene = Wavefront::Model.new("objects/cube.obj")
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@tree = Wavefront::Model.new("objects/tree.obj")
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# @model = Wavefront::Model.new("objects/sponza.obj")
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@camera = Wavefront::Model::Vertex.new(0,-1,0)
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@@ -34,11 +40,11 @@ class IMICFPS
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end
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def draw
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begin
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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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# rescue => 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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@@ -55,6 +61,10 @@ class IMICFPS
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glMatrixMode(GL_MODELVIEW) # The modelview matrix is where object information is stored.
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glLoadIdentity
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# Think 3-d coordinate system (x,y,z). +- on each movies on that axis
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# glLightfv(GL_LIGHT0, GL_AMBIENT, @ambient_light.pack("f*"))
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# glLightfv(GL_LIGHT0, GL_DIFFUSE, @diffuse_light.pack("f*"))
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# glLightfv(GL_LIGHT0, GL_SPECULAR, @specular_light.pack("f*"))
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# glLightfv(GL_LIGHT0, GL_POSITION, @light_postion.pack("f*"))
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glLightfv(GL_LIGHT0, GL_AMBIENT, @ambient_light)
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glLightfv(GL_LIGHT0, GL_DIFFUSE, @diffuse_light)
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glLightfv(GL_LIGHT0, GL_SPECULAR, @specular_light)
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@@ -66,15 +76,17 @@ class IMICFPS
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glRotatef(@angle_y,1,0,0)
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glRotatef(@angle_x,0,1,0)
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glTranslate(@camera.x, @camera.y, @camera.z)
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glTranslatef(@camera.x, @camera.y, @camera.z)
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# glPointSize(5.0)
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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(1, 0, 0, 0.0009)
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@tree.draw(5, 0, 0, 0.0009)
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@tree.draw(5, 0, 1, 0.0009)
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@tree.draw(3, 0, 10, 0.0009)
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@skydome.draw(0,0,0, 0.4, false) if @draw_skydome
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@scene.draw(0,0,0, 1)
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@model.draw(1, 0, 0)
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@tree.draw(5, 0, 0)
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@tree.draw(5, 0, 3)
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@tree.draw(3, 0, 10)
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end
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@@ -91,8 +103,10 @@ class IMICFPS
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~
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Angle Y: #{@angle_y} Angle X: #{@angle_x} ~
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X:#{@camera.x} Y:#{@camera.y} Z:#{@camera.z} ~
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Model Faces: #{@model.faces_count} ~
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Last Frame: #{Gosu.milliseconds-@last_frame_time}ms (#{Gosu.fps} fps)"
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Faces: #{@number_of_faces} ~
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Last Frame: #{Gosu.milliseconds-@last_frame_time}ms (#{Gosu.fps} fps)~
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~
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Draw Skydome: #{@draw_skydome}"
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@last_frame_time = Gosu.milliseconds
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# $window.caption = "Gosu OBJ object - FPS:#{Gosu.fps}"
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@@ -127,5 +141,12 @@ class IMICFPS
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$window.close if $window.button_down?(Gosu::KbEscape)
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end
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def button_up(id)
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case id
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when Gosu::KbZ
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@draw_skydome = !@draw_skydome
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end
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end
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end
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end
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13
objects/skydome.mtl
Normal file
13
objects/skydome.mtl
Normal file
@@ -0,0 +1,13 @@
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# Blender MTL File: 'skydome.blend'
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# Material Count: 1
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newmtl Material.001
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Ns 96.078431
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Ka 0.000000 0.000000 0.000000
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Kd 0.129836 0.406902 0.640000
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Ks 0.000000 0.000000 0.000000
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Ke 0.000000 0.000000 0.000000
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Ni 1.000000
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d 1.000000
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illum 1
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map_Kd C:\Users\cyber\Documents\Blender\skydome\grid.png
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2444
objects/skydome.obj
Normal file
2444
objects/skydome.obj
Normal file
File diff suppressed because it is too large
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