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