class IMICFPS class BoundingBoxRenderer include OpenGL include GLU attr_reader :bounding_boxes def initialize @bounding_boxes = {normals: [], colors: [], vertices: []} end def handleGlError e = glGetError() if e != GL_NO_ERROR $stderr.puts "OpenGL error in: #{gluErrorString(e)} (#{e})\n" exit end end def create_bounding_box(object, box, color = nil) color ||= object.debug_color box = object.normalize_bounding_box(box) @bounding_boxes[:normals] ||= [] @bounding_boxes[:colors] ||= [] @bounding_boxes[:vertices] ||= [] @bounding_boxes[:normals] << [ 0,1,0, 0,1,0, 0,1,0, 0,1,0, 0,1,0, 0,1,0, 0,-1,0, 0,-1,0, 0,-1,0, 0,-1,0, 0,-1,0, 0,-1,0, 0,0,1, 0,0,1, 0,0,1, 0,0,1, 0,0,1, 0,0,1, 1,0,0, 1,0,0, 1,0,0, 1,0,0, 1,0,0, 1,0,0, -1,0,0, -1,0,0, -1,0,0, -1,0,0, -1,0,0, -1,0,0, -1,0,0, -1,0,0, -1,0,0, -1,0,0, -1,0,0, -1,0,0 ] @bounding_boxes[:colors] << [ color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue ] @bounding_boxes[:vertices] << [ box.min_x, box.max_y, box.max_z, box.min_x, box.max_y, box.min_z, box.max_x, box.max_y, box.min_z, box.min_x, box.max_y, box.max_z, box.max_x, box.max_y, box.max_z, box.max_x, box.max_y, box.min_z, box.max_x, box.min_y, box.min_z, box.max_x, box.min_y, box.max_z, box.min_x, box.min_y, box.max_z, box.max_x, box.min_y, box.min_z, box.min_x, box.min_y, box.min_z, box.min_x, box.min_y, box.max_z, box.min_x, box.max_y, box.max_z, box.min_x, box.max_y, box.min_z, box.min_x, box.min_y, box.min_z, box.min_x, box.min_y, box.max_z, box.min_x, box.min_y, box.min_z, box.min_x, box.max_y, box.max_z, box.max_x, box.max_y, box.max_z, box.max_x, box.max_y, box.min_z, box.max_x, box.min_y, box.min_z, box.max_x, box.min_y, box.max_z, box.max_x, box.min_y, box.min_z, box.max_x, box.max_y, box.max_z, box.min_x, box.max_y, box.max_z, box.max_x, box.max_y, box.max_z, box.max_x, box.min_y, box.max_z, box.min_x, box.max_y, box.max_z, box.max_x, box.min_y, box.max_z, box.min_x, box.min_y, box.max_z, box.max_x, box.min_y, box.min_z, box.min_x, box.min_y, box.min_z, box.min_x, box.max_y, box.min_z, box.max_x, box.min_y, box.min_z, box.min_x, box.max_y, box.min_z, box.max_x, box.max_y, box.min_z ] end def draw_bounding_boxes glEnableClientState(GL_VERTEX_ARRAY) glEnableClientState(GL_COLOR_ARRAY) glEnableClientState(GL_NORMAL_ARRAY) _normals = @bounding_boxes[:normals].flatten.pack("f*") _colors = @bounding_boxes[:colors].flatten.pack("f*") _vertices_size = @bounding_boxes[:vertices].size _vertices = @bounding_boxes[:vertices].flatten.pack("f*") glVertexPointer(3, GL_FLOAT, 0, _vertices) glColorPointer(3, GL_FLOAT, 0, _colors) glNormalPointer(GL_FLOAT, 0, _normals) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE) glDisable(GL_LIGHTING) glDrawArrays(GL_TRIANGLES, 0, _vertices_size/3) glEnable(GL_LIGHTING) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL) glDisableClientState(GL_VERTEX_ARRAY) glDisableClientState(GL_COLOR_ARRAY) glDisableClientState(GL_NORMAL_ARRAY) end end end