class IMICFPS class Window < Gosu::Window include GL include GLU include GLUT Point = Struct.new(:x, :y) def initialize(window_width = 1280, window_height = 800, fullscreen = false) super(window_width, window_height, fullscreen) # super(Gosu.screen_width, Gosu.screen_height, true) $window = self @model = Wavefront::Model.new("objects/cube.obj") # @model = Wavefront::Model.new("objects/sponza.obj") @camera = Wavefront::Model::Vertex.new(0,-1,0) @camera_target = Wavefront::Model::Vertex.new(0,-1,0) @speed = 0.05 @angle_y = 0 # | @angle_x = 0 # _ @mouse = Point.new(Gosu.screen_width/2, Gosu.screen_height/2) self.mouse_x, self.mouse_y = Gosu.screen_width/2, Gosu.screen_height/2 @font = Gosu::Font.new(18, name: "DejaVu Sans") @text = "Hello There" @last_frame_time = 0 @tick = 0 @c1, @c2, @c3 = rand(0.0..1.0), rand(0.0..1.0), rand(0.0..1.0) @ambient_light = [0, 0, 0, 1] @diffuse_light = [1, 1, 1, 1] @specular_light = [1, 1, 1, 1] @light_postion = [1, 1, 1, 0] end def draw begin render rescue Gl::Error => e p e end end def render gl do glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # clear the screen and the depth buffer #glMatrixMode(matrix) indicates that following [matrix] is going to get used glMatrixMode(GL_PROJECTION) # The projection matrix is responsible for adding perspective to our scene. glLoadIdentity # Resets current modelview matrix # Calculates aspect ratio of the window. Gets perspective view. 45 is degree viewing angle, (0.1, 100) are ranges how deep can we draw into the screen gluPerspective(90.0, width / height, 0.1, 100.0) glMatrixMode(GL_MODELVIEW) # The modelview matrix is where object information is stored. glLoadIdentity # Think 3-d coordinate system (x,y,z). +- on each movies on that axis glLightfv(GL_LIGHT0, GL_AMBIENT, @ambient_light) glLightfv(GL_LIGHT0, GL_DIFFUSE, @diffuse_light) glLightfv(GL_LIGHT0, GL_SPECULAR, @specular_light) glLightfv(GL_LIGHT0, GL_POSITION, @light_postion) glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1) glEnable(GL_LIGHTING) glEnable(GL_LIGHT0) glEnable(GL_DEPTH_TEST) # glRotatef(@angle_y,0,1,0) # glRotatef(@angle_x,1,0,0) # glTranslate(@x, @y, @z) # glPointSize(5.0) gluLookAt(@camera.x,@camera.y,@camera.z, @angle_x,@angle_y,0, 0,1,0) color = [@c1, @c2, @c3] @model.draw(1) end @text.split("~").each_with_index do |bit, i| @font.draw(bit.strip, 10, @font.height*i, Float::INFINITY) end end def update @text = "Open Vendor: #{glGetString(GL_VENDOR)}~ OpenGL Renderer: #{glGetString(GL_RENDERER)} ~ OpenGL Version: #{glGetString(GL_VERSION)}~ OpenGL Shader Language Version: #{glGetString(GL_SHADING_LANGUAGE_VERSION)}~ ~ Angle Y: #{@angle_y} Angle X: #{@angle_x} ~ X:#{@camera.x} Y:#{@camera.y} Z:#{@camera.z} ~ Model Faces: #{@model.faces_count} ~ Last Frame: #{Gosu.milliseconds-@last_frame_time}ms (#{Gosu.fps} fps)" @last_frame_time = Gosu.milliseconds # $window.caption = "Gosu OBJ object - FPS:#{Gosu.fps}" @angle_x+=Integer(@mouse.x-self.mouse_x) @angle_y+=Integer(@mouse.y-self.mouse_y) @angle_x = @angle_x.clamp(-360, 360) @angle_y = @angle_y.clamp(-360, 360) self.mouse_x, self.mouse_y = Gosu.screen_width/2, Gosu.screen_height/2 @light_postion = [@camera.x, @camera.y, @camera.z, 1] # @light_postion = [1.0, 0.249, 4.09, 1] @camera.x-=@speed if $window.button_down?(Gosu::KbRight) @camera.x+=@speed if $window.button_down?(Gosu::KbLeft) @camera.z+=@speed if $window.button_down?(Gosu::KbUp) @camera.z-=@speed if $window.button_down?(Gosu::KbDown) @camera.y+=@speed if $window.button_down?(Gosu::KbLeftShift) @camera.y-=@speed if $window.button_down?(Gosu::KbSpace) $window.close if $window.button_down?(Gosu::KbEscape) end end end