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https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-15 15:42:35 +00:00
Got basic terrain generation working in immediate mode, all list is bugged atm.
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@@ -2,28 +2,101 @@ class IMICFPS
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class Terrain
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class Terrain
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include OpenGL
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include OpenGL
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def initialize(size:, heightmap: nil)
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def initialize(size:, heightmap: nil)
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@size = size.to_f
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@size = size
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@heightmap = heightmap
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@heightmap = heightmap
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@map = []
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@vertices = []
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@normals = []
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@colors = []
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generate
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end
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def generate
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# x
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@size.times do |x|
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height = 0
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# row = []
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@size.times do |z|
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@map << Vertex.new(x, height, z)
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@map << Vertex.new(x, height, z-1)
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@map << Vertex.new(x+1, height, z-1)
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@map << Vertex.new(x, height, z)
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@map << Vertex.new(x+1, height, z)
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@map << Vertex.new(x+1, height, z-1)
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# height +=0.5
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end
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# @map << row
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end
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@map.size do |i|
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@vertices << @map[i].x
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@vertices << @map[i].y
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@vertices << @map[i].z
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@vertices << 1.0
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normal = Vertex.new(0,1,0)
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@normals << normal.x
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@normals << normal.y
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@normals << normal.z
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color = Vertex.new(0,rand(0.2..1.0),0)
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@colors << color.red
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@colors << color.green
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@colors << color.blue
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end
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@vertices = @vertices.pack("f*")
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@normals = @normals.pack("f*")
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@colors = @colors.pack("f*")
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end
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end
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def draw
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def draw
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new_draw
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old_draw
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end
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def old_draw
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height = 0
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height = 0
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glEnable(GL_COLOR_MATERIAL)
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glEnable(GL_COLOR_MATERIAL)
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glBegin(GL_TRIANGLES)
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
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glNormal3f(0,1,0)
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glColor3f(1, 0.5, 0.0)
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glVertex3f(-@size/2,height,-@size/2)
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glVertex3f(-@size/2,height,@size/2)
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glVertex3f(@size/2,height,@size/2)
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glColor3f(0, 0.5, 0.0)
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glBegin(GL_TRIANGLES)
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glVertex3f(@size/2,height,@size/2)
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@map.each do |vertex|
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glVertex3f(@size/2,height,-@size/2)
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glNormal3f(0,1,0)
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glVertex3f(-@size/2,height,-@size/2)
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glColor3f(0.0, 0.5, 0)
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glEnd
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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_COLOR_MATERIAL)
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glDisable(GL_COLOR_MATERIAL)
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
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end
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def new_draw
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
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glEnable(GL_NORMALIZE)
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glPushMatrix
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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_SMOOTH)
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glEnableClientState(GL_VERTEX_ARRAY)
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glEnableClientState(GL_NORMAL_ARRAY)
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glEnableClientState(GL_COLOR_ARRAY)
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glVertexPointer(4, GL_FLOAT, 0, @vertices)
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glNormalPointer(GL_FLOAT, 0, @normals)
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glColorPointer(3, GL_FLOAT, 0, @colors)
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glDrawArrays(GL_TRIANGLES, 0, @map.size/4)
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glDisableClientState(GL_VERTEX_ARRAY)
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glDisableClientState(GL_NORMAL_ARRAY)
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glDisableClientState(GL_COLOR_ARRAY)
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glPopMatrix
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
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end
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end
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end
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end
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end
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end
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