class IMICFPS class Window < Gosu::Window include OpenGL include GLU # include GLUT Point = Struct.new(:x, :y) attr_accessor :number_of_faces 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 @delta_time = Gosu.milliseconds @number_of_faces = 0 @draw_skydome = true @skydome = Wavefront::Model.new("objects/skydome.obj") @cube = Wavefront::Model.new("objects/cube.obj") @model = Wavefront::Model.new("objects/biped.obj") @tree = Wavefront::Model.new("objects/tree.obj") @mega_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 @old_speed = @speed @vertical_angle = 0.0 # | @horizontal_angle = 0.0 # _ self.mouse_x, self.mouse_y = Gosu.screen_width/2, Gosu.screen_height/2 @true_mouse = Point.new(Gosu.screen_width/2, Gosu.screen_height/2) @true_mouse_checked = 0 @mouse_sesitivity = 5.0 @font = Gosu::Font.new(18, name: "DejaVu Sans") @text = "Hello There" @ambient_light = [0.5, 0.5, 0.5, 1] @diffuse_light = [1, 0.5, 0, 1] @specular_light = [0.2, 0.2, 0.2, 1] @light_position = [3, 6, 6, 0] @camera_light = Light.new(0,0,0) @camera_light.ambient = @ambient_light @camera_light.diffuse = @diffuse_light @camera_light.specular = @specular_light @camera_light.position = @light_position end def draw e = glGetError() if e != GL_NO_ERROR $stderr.puts "OpenGL error in: #{gluErrorString(e)} (#{e})\n" exit end render end def render gl do glClearColor(0,0.2,0.5,1) # skyish blue glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # clear the screen and the depth buffer #glMatrixMode(matrix) indicates that following [matrix] is going to get used glMatrixMode(GL_PROJECTION) # The projection matrix is responsible for adding perspective to our scene. glLoadIdentity # Resets current modelview matrix # Calculates aspect ratio of the window. Gets perspective view. 45 is degree viewing angle, (0.1, 100) are ranges how deep can we draw into the screen gluPerspective(70.0, width / height, 0.1, 1000.0) glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) glMatrixMode(GL_MODELVIEW) # The modelview matrix is where object information is stored. glLoadIdentity @camera_light.draw glEnable(GL_DEPTH_TEST) glRotatef(@vertical_angle,1,0,0) glRotatef(@horizontal_angle,0,1,0) glTranslatef(@camera.x, @camera.y, @camera.z) # gluLookAt(@camera.x,@camera.y,@camera.z, @horizontal_angle,@vertical_angle,0, 0,1,0) @skydome.draw(0,0,0, 1, false) if @draw_skydome @cube.draw(0,1,-2, 0.0005) @model.draw(1, 0, 0) @tree.draw(5, 0, 0) @tree.draw(5, 0, 3) @tree.draw(3, 0, 10) @mega_model.draw(0,0,0, 1) end @text.split("~").each_with_index do |bit, i| @font.draw(bit.strip, 10, @font.height*i, Float::INFINITY) end end def update @text = "OpenGL Vendor: #{glGetString(GL_VENDOR)}~ OpenGL Renderer: #{glGetString(GL_RENDERER)} ~ OpenGL Version: #{glGetString(GL_VERSION)}~ OpenGL Shader Language Version: #{glGetString(GL_SHADING_LANGUAGE_VERSION)}~ ~ Vertical Angle: #{@vertical_angle.round(2)} Horizontal Angle: #{@horizontal_angle.round(2)} ~ X:#{@camera.x.round(2)} Y:#{@camera.y.round(2)} Z:#{@camera.z.round(2)} ~ Faces: #{@number_of_faces} ~ Last Frame: #{delta_time}ms (#{Gosu.fps} fps)~ ~ Draw Skydome: #{@draw_skydome}~ Debug mode: #{$debug}~" @last_frame_time = Gosu.milliseconds if @true_mouse_checked > 2 @horizontal_angle-=Float(@true_mouse.x-self.mouse_x)/@mouse_sesitivity @vertical_angle-=Float(@true_mouse.y-self.mouse_y)/@mouse_sesitivity @horizontal_angle %= 360.0 @vertical_angle = @vertical_angle.clamp(-90.0, 90.0) else @true_mouse_checked+=1 @true_mouse.x = self.mouse_x @true_mouse.y = self.mouse_y end self.mouse_x, self.mouse_y = Gosu.screen_width/2.0, Gosu.screen_height/2.0 @true_mouse_checked = 0 if (button_down?(Gosu::KbLeftAlt) && (button_down?(Gosu::KbEnter) || button_down?(Gosu::KbReturn))) @true_mouse_checked = 0 if (button_down?(Gosu::KbRightAlt) && (button_down?(Gosu::KbEnter) || button_down?(Gosu::KbReturn))) relative_speed = @speed if button_down?(Gosu::KbLeftControl) relative_speed = (@speed*10.0)*(delta_time/60.0) else relative_speed = @speed*(delta_time/60.0) end if button_down?(Gosu::KbUp) || button_down?(Gosu::KbW) @camera.z+=Math.cos(@horizontal_angle * Math::PI / 180)*relative_speed @camera.x-=Math.sin(@horizontal_angle * Math::PI / 180)*relative_speed end if button_down?(Gosu::KbDown) || button_down?(Gosu::KbS) @camera.z-=Math.cos(@horizontal_angle * Math::PI / 180)*relative_speed @camera.x+=Math.sin(@horizontal_angle * Math::PI / 180)*relative_speed end if button_down?(Gosu::KbA) @camera.z+=Math.sin(@horizontal_angle * Math::PI / 180)*relative_speed @camera.x+=Math.cos(@horizontal_angle * Math::PI / 180)*relative_speed end if button_down?(Gosu::KbD) @camera.z-=Math.sin(@horizontal_angle * Math::PI / 180)*relative_speed @camera.x-=Math.cos(@horizontal_angle * Math::PI / 180)*relative_speed end if button_down?(Gosu::KbLeft) @horizontal_angle-=relative_speed*100 end if button_down?(Gosu::KbRight) @horizontal_angle+=relative_speed*100 end @camera.y+=relative_speed if $window.button_down?(Gosu::KbC) || $window.button_down?(Gosu::KbLeftShift) @camera.y-=relative_speed if $window.button_down?(Gosu::KbSpace) $window.close if $window.button_down?(Gosu::KbEscape) @number_of_faces = 0 @delta_time = Gosu.milliseconds end def button_up(id) case id when Gosu::KbZ @draw_skydome = !@draw_skydome when Gosu::KbBacktick $debug = !$debug end end def needs_cursor? true end def lose_focus puts 'Bye' end def delta_time Gosu.milliseconds-@delta_time end end end