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

154 lines
5.7 KiB
Ruby

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
@number_of_faces = 0
@draw_skydome = true
@skydome = Wavefront::Model.new("objects/skydome.obj")
@model = Wavefront::Model.new("objects/biped.obj")
@scene = Wavefront::Model.new("objects/cube.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
@angle_y = 0.0 # |
@angle_x = 0.0 # _
@mouse = Point.new(Gosu.screen_width/2, Gosu.screen_height/2)
self.mouse_x, self.mouse_y = Gosu.screen_width/2, Gosu.screen_height/2
@mouse_sesitivity = 5.0
@font = Gosu::Font.new(18, name: "DejaVu Sans")
@text = "Hello There"
@last_frame_time = 0
@tick = 0
@c1, @c2, @c3 = rand(0.0..1.0), rand(0.0..1.0), rand(0.0..1.0)
@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_postion = [1, 1, 1, 0]
end
def draw
# begin
render
# rescue => e
# p e
# end
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(90.0, width / height, 0.1, 1000.0)
glMatrixMode(GL_MODELVIEW) # The modelview matrix is where object information is stored.
glLoadIdentity
# Think 3-d coordinate system (x,y,z). +- on each movies on that axis
# glLightfv(GL_LIGHT0, GL_AMBIENT, @ambient_light.pack("f*"))
# glLightfv(GL_LIGHT0, GL_DIFFUSE, @diffuse_light.pack("f*"))
# glLightfv(GL_LIGHT0, GL_SPECULAR, @specular_light.pack("f*"))
# glLightfv(GL_LIGHT0, GL_POSITION, @light_postion.pack("f*"))
glLightfv(GL_LIGHT0, GL_AMBIENT, @ambient_light)
glLightfv(GL_LIGHT0, GL_DIFFUSE, @diffuse_light)
glLightfv(GL_LIGHT0, GL_SPECULAR, @specular_light)
glLightfv(GL_LIGHT0, GL_POSITION, @light_postion)
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)
glEnable(GL_LIGHTING)
glEnable(GL_LIGHT0)
glEnable(GL_DEPTH_TEST)
glRotatef(@angle_y,1,0,0)
glRotatef(@angle_x,0,1,0)
glTranslatef(@camera.x, @camera.y, @camera.z)
# glPointSize(5.0)
# gluLookAt(@camera.x,@camera.y,@camera.z, @angle_x,@angle_y,0, 0,1,0)
color = [@c1, @c2, @c3]
@skydome.draw(0,0,0, 0.4, false) if @draw_skydome
@scene.draw(0,0,0, 1)
@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)}~
~
Angle Y: #{@angle_y} Angle X: #{@angle_x} ~
X:#{@camera.x} Y:#{@camera.y} Z:#{@camera.z} ~
Faces: #{@number_of_faces} ~
Last Frame: #{Gosu.milliseconds-@last_frame_time}ms (#{Gosu.fps} fps)~
~
Draw Skydome: #{@draw_skydome}"
@last_frame_time = Gosu.milliseconds
# $window.caption = "Gosu OBJ object - FPS:#{Gosu.fps}"
@angle_x-=Float(@mouse.x-self.mouse_x)/@mouse_sesitivity
@angle_y-=Float(@mouse.y-self.mouse_y)/@mouse_sesitivity
@angle_x %= 360.0
@angle_y = @angle_y.clamp(-90.0, 90.0)
self.mouse_x, self.mouse_y = Gosu.screen_width/2, Gosu.screen_height/2
@light_postion = [@camera.x, @camera.y, @camera.z, 0]
# @light_postion = [0.0, 10, 0, 0]
if button_down?(Gosu::KbUp) || button_down?(Gosu::KbW)
@camera.z+=Math.cos(@angle_x * Math::PI / 180)*@speed
@camera.x-=Math.sin(@angle_x * Math::PI / 180)*@speed
end
if button_down?(Gosu::KbDown) || button_down?(Gosu::KbS)
@camera.z-=Math.cos(@angle_x * Math::PI / 180)*@speed
@camera.x+=Math.sin(@angle_x * Math::PI / 180)*@speed
end
if button_down?(Gosu::KbLeft) || button_down?(Gosu::KbA)
@camera.z+=Math.sin(@angle_x * Math::PI / 180)*@speed
@camera.x+=Math.cos(@angle_x * Math::PI / 180)*@speed
end
if button_down?(Gosu::KbRight) || button_down?(Gosu::KbD)
@camera.z-=Math.sin(@angle_x * Math::PI / 180)*@speed
@camera.x-=Math.cos(@angle_x * Math::PI / 180)*@speed
end
@camera.y+=@speed if $window.button_down?(Gosu::KbLeftShift)
@camera.y-=@speed if $window.button_down?(Gosu::KbSpace)
$window.close if $window.button_down?(Gosu::KbEscape)
end
def button_up(id)
case id
when Gosu::KbZ
@draw_skydome = !@draw_skydome
end
end
end
end