Files
i-mic-fps/lib/window.rb

143 lines
4.4 KiB
Ruby

class IMICFPS
class Window < Gosu::Window
include OpenGL
include GLU
# include GLUT
attr_accessor :number_of_faces, :needs_cursor
attr_reader :camera
def initialize(window_width = 1280, window_height = 800, fullscreen = false)
fps_target = (ARGV.first.to_i != 0) ? ARGV.first.to_i : 60
if ARGV.join.include?("--native")
super(Gosu.screen_width, Gosu.screen_height, fullscreen: true, resizable: false, update_interval: 1000.0/fps_target)
else
super(window_width, window_height, fullscreen: fullscreen, resizable: false, update_interval: 1000.0/fps_target)
end
$window = self
@needs_cursor = false
@delta_time = Gosu.milliseconds
@number_of_faces = 0
@draw_skydome = true
@skydome = Skydome.new(scale: 0.08, backface_culling: false, auto_manage: false)
Tree.new(x: 1, y: 0, z: -5)
Tree.new(x: 5, y: 0, z: 5)
Tree.new(x: -5, y: 0, z: 1)
TestObject.new(scale: 1)
p ObjectManager.objects.map {|o| o.name}
# Model.new(type: :obj, file_path: "objects/tree.obj", z: -5)
# Model.new(type: :obj, file_path: "objects/tree.obj", x: -2, z: -6)
# Model.new(type: :obj, file_path: "objects/sponza.obj", scale: 1, y: -0.2)
@terrain = Terrain.new(size: 170, height: 0)
@player = Player.new(x: 1, y: 0, z: -1)
@camera = Camera.new(x: 0, y: -2, z: 1)
@camera.attach_to(@player)
@crosshair_size = 10
@crosshair_thickness = 3
@crosshair_color = Gosu::Color.rgb(255,127,0)
# @font = Gosu::Font.new(18, name: "DejaVu Sans")
@text = MultiLineText.new("Pending...", x: 10, y: 10, z: 1, size: 18, font: "DejaVu Sans")
Light.new(x: 3, y: -6, z: 6)
Light.new(x: 0, y: 100, z: 0, diffuse: Color.new(1.0, 0.5, 0.1))
end
def draw
e = glGetError()
if e != GL_NO_ERROR
$stderr.puts "OpenGL error in: #{gluErrorString(e)} (#{e})\n"
exit
end
gl do
glClearColor(0,0.2,0.5,1) # skyish blue
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # clear the screen and the depth buffer
LightManager.lights.each(&:draw)
@camera.draw
@skydome.draw if @skydome.renderable
glEnable(GL_DEPTH_TEST)
@terrain.draw if @terrain
ObjectManager.objects.each do |object|
object.draw if object.visible && object.renderable
end
end
# Draw crosshair
draw_rect(width/2-@crosshair_size, (height/2-@crosshair_size)-@crosshair_thickness/2, @crosshair_size*2, @crosshair_thickness, @crosshair_color, 0, :default)
draw_rect((width/2)-@crosshair_thickness/2, height/2-(@crosshair_size*2), @crosshair_thickness, @crosshair_size*2, @crosshair_color, 0, :default)
@text.draw
end
def update
@last_frame_time = Gosu.milliseconds
string = <<-eos
OpenGL Vendor: #{glGetString(GL_VENDOR)}
OpenGL Renderer: #{glGetString(GL_RENDERER)}
OpenGL Version: #{glGetString(GL_VERSION)}
OpenGL Shader Language Version: #{glGetString(GL_SHADING_LANGUAGE_VERSION)}
Camera pitch: #{@camera.pitch.round(2)} Yaw: #{@camera.yaw.round(2)} Roll #{@camera.roll.round(2)}
Camera X:#{@camera.x.round(2)} Y:#{@camera.y.round(2)} Z:#{@camera.z.round(2)}
#{if @camera.game_object then "Actor X:#{@camera.game_object.x.round(2)} Y:#{@camera.game_object.y.round(2)} Z:#{@camera.game_object.z.round(2)}";end}
Field Of View: #{@camera.field_of_view}
Mouse Sesitivity: #{@camera.mouse_sensitivity}
Faces: #{@number_of_faces}
Last Frame: #{delta_time}ms (#{Gosu.fps} fps)
Draw Skydome: #{@draw_skydome}
Debug mode: <c=992200>#{$debug}</b>
eos
@text.text = string
# ObjectManager.objects.each do |object|
# object.update
# end
ObjectManager.objects.each(&:update)
@skydome.update if @skydome.renderable
@camera.update
$window.close if $window.button_down?(Gosu::KbEscape)
@number_of_faces = 0
@delta_time = Gosu.milliseconds
end
def button_up(id)
ObjectManager.objects.each do |object|
object.button_up(id) if defined?(object.button_up)
end
@camera.button_up(id)
case id
when Gosu::KbZ
@draw_skydome = !@draw_skydome
when Gosu::KbBacktick
$debug = !$debug
end
@skydome.renderable = @draw_skydome
end
def needs_cursor?
@needs_cursor
end
def lose_focus
puts 'Bye'
end
def delta_time
Gosu.milliseconds-@delta_time
end
end
end