class IMICFPS class OpenGLRenderer include CommonMethods def draw_object(object) handleGlError glEnable(GL_NORMALIZE) glPushMatrix glTranslatef(object.position.x, object.position.y, object.position.z) glRotatef(object.rotation.x, 1.0, 0, 0) glRotatef(object.rotation.y, 0, 1.0, 0) glRotatef(object.rotation.z, 0, 0, 1.0) handleGlError if Shader.available?("ddefault") Shader.use("default") do |shader| glUniform3f(shader.attribute_location("worldPosition"), object.position.x, object.position.y, object.position.z) handleGlError draw_mesh(object.model) # draw_model(object.model) object.draw end else handleGlError draw_mesh(object.model) object.draw end handleGlError glPopMatrix handleGlError end def draw_model(model) glBindVertexArray(model.vertex_array_id) glBindBuffer(GL_ARRAY_BUFFER, model.vertices_buffer_id) glEnableVertexAttribArray(0) glEnableVertexAttribArray(1) glEnableVertexAttribArray(2) glEnableVertexAttribArray(3) glEnableVertexAttribArray(4) glDrawArrays(GL_TRIANGLES, 0, model.vertices.count) window.number_of_vertices+=model.vertices.size glDisableVertexAttribArray(4) glDisableVertexAttribArray(3) glDisableVertexAttribArray(2) glDisableVertexAttribArray(1) glDisableVertexAttribArray(0) glBindBuffer(GL_ARRAY_BUFFER, 0) glBindVertexArray(0) end def draw_mesh(model) model.objects.each_with_index do |o, i| glEnable(GL_CULL_FACE) if model.entity.backface_culling glEnable(GL_COLOR_MATERIAL) glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE) glShadeModel(GL_FLAT) unless o.faces.first[4] glShadeModel(GL_SMOOTH) if o.faces.first[4] glEnableClientState(GL_VERTEX_ARRAY) glEnableClientState(GL_COLOR_ARRAY) glEnableClientState(GL_NORMAL_ARRAY) if model.has_texture? glEnable(GL_TEXTURE_2D) glBindTexture(GL_TEXTURE_2D, model.materials[model.textured_material].texture_id) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glTexCoordPointer(3, GL_FLOAT, 0, o.flattened_textures) end glVertexPointer(4, GL_FLOAT, 0, o.flattened_vertices) glColorPointer(3, GL_FLOAT, 0, o.flattened_materials) glNormalPointer(GL_FLOAT, 0, o.flattened_normals) # glBindBuffer(GL_ARRAY_BUFFER, model.vertices_buffer) # glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0) if $debug.get(:wireframe) # This is kinda expensive glDisable(GL_LIGHTING) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE) glPolygonOffset(2, 0.5) glLineWidth(3) glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size/4) window.number_of_vertices+=model.vertices.size glLineWidth(1) glPolygonOffset(0, 0) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL) glEnable(GL_LIGHTING) glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size/4) window.number_of_vertices+=model.vertices.size else glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size/4) window.number_of_vertices+=model.vertices.size end # glBindBuffer(GL_ARRAY_BUFFER, 0) glDisableClientState(GL_VERTEX_ARRAY) glDisableClientState(GL_COLOR_ARRAY) glDisableClientState(GL_NORMAL_ARRAY) if model.has_texture? glDisableClientState(GL_TEXTURE_COORD_ARRAY) glDisable(GL_TEXTURE_2D) end glDisable(GL_CULL_FACE) if model.entity.backface_culling glDisable(GL_COLOR_MATERIAL) end end end end