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

274 lines
8.1 KiB
Ruby

class IMICFPS
class Renderer
include OpenGL
include GLU
def initialize
@bounding_boxes = {normals: [], colors: [], vertices: []}
end
def draw
i = 0
draw_bounding_boxes if $debug
$window.number_of_faces+=@bounding_boxes[:vertices].size/3 if $debug
@bounding_boxes.clear
ObjectManager.objects.each do |object|
if object.visible && object.renderable
draw_object(object)
i+=1
end
end
end
def draw_object(object)
handleGlError
glEnable(GL_NORMALIZE)
glPushMatrix
# Render bounding boxes before transformation is applied
create_bounding_box(object, object.model.bounding_box) if $debug
object.model.objects.each {|o| create_bounding_box(object, o.bounding_box, o.debug_color)} if $debug
glTranslatef(object.x, object.y, object.z)
glRotatef(object.x_rotation,1.0, 0, 0)
glRotatef(object.y_rotation,0, 1.0, 0)
glRotatef(object.z_rotation,0, 0, 1.0)
handleGlError
draw_mesh(object.model)
object.draw
# object.model.draw(object.x, object.y, object.z, object.scale, object.backface_culling)
handleGlError
glPopMatrix
handleGlError
end
def draw_mesh(model)
# x,y,z, scale, back_face_culling
model.objects.each_with_index do |o, i|
glEnable(GL_CULL_FACE) if model.game_object.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.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)
glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size/4)
if $debug
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)
glLineWidth(1)
glPolygonOffset(0, 0)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
glEnable(GL_LIGHTING)
end
glDisableClientState(GL_VERTEX_ARRAY)
glDisableClientState(GL_COLOR_ARRAY)
glDisableClientState(GL_NORMAL_ARRAY)
if model.model_has_texture
glDisableClientState(GL_TEXTURE_COORD_ARRAY)
# glBindTexture(GL_TEXTURE_2D, 0)
glDisable(GL_TEXTURE_2D)
end
glDisable(GL_CULL_FACE) if model.game_object.backface_culling
glDisable(GL_COLOR_MATERIAL)
end
$window.number_of_faces+=model.faces.size
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
def handleGlError
e = glGetError()
if e != GL_NO_ERROR
$stderr.puts "OpenGL error in: #{gluErrorString(e)} (#{e})\n"
exit
end
end
def finalize # cleanup
end
end
end