mirror of
https://github.com/cyberarm/i-mic-fps.git
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109 lines
3.3 KiB
Ruby
109 lines
3.3 KiB
Ruby
class IMICFPS
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class OpenGLRenderer
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include CommonMethods
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include OpenGL
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include GLU
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def initialize
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end
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def handleGlError
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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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end
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def draw_object(object)
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handleGlError
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glEnable(GL_NORMALIZE)
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glPushMatrix
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glTranslatef(object.position.x, object.position.y, object.position.z)
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glRotatef(object.rotation.x, 1.0, 0, 0)
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glRotatef(object.rotation.y, 0, 1.0, 0)
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glRotatef(object.rotation.z, 0, 0, 1.0)
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handleGlError
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if ShaderManager.shader("lighting")
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ShaderManager.shader("lighting").use do |shader|
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glUniform3f(shader.variable("SunLight"), 1.0, 1.0, 1.0)
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handleGlError
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draw_mesh(object.model)
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object.draw
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end
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else
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handleGlError
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draw_mesh(object.model)
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object.draw
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end
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handleGlError
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glPopMatrix
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handleGlError
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end
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def draw_mesh(model)
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model.objects.each_with_index do |o, i|
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glEnable(GL_CULL_FACE) if model.entity.backface_culling
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glEnable(GL_COLOR_MATERIAL)
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glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE)
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glShadeModel(GL_FLAT) unless o.faces.first[4]
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glShadeModel(GL_SMOOTH) if o.faces.first[4]
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glEnableClientState(GL_VERTEX_ARRAY)
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glEnableClientState(GL_COLOR_ARRAY)
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glEnableClientState(GL_NORMAL_ARRAY)
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if model.has_texture?
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glEnable(GL_TEXTURE_2D)
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glBindTexture(GL_TEXTURE_2D, model.materials[model.textured_material].texture_id)
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glEnableClientState(GL_TEXTURE_COORD_ARRAY)
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glTexCoordPointer(3, GL_FLOAT, 0, o.flattened_textures)
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end
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glVertexPointer(4, GL_FLOAT, 0, o.flattened_vertices)
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glColorPointer(3, GL_FLOAT, 0, o.flattened_materials)
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glNormalPointer(GL_FLOAT, 0, o.flattened_normals)
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# glBindBuffer(GL_ARRAY_BUFFER, model.vertices_buffer)
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# glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0)
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if $debug.get(:wireframe) # This is kinda expensive
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glDisable(GL_LIGHTING)
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
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glPolygonOffset(2, 0.5)
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glLineWidth(3)
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glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size/4)
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window.number_of_vertices+=model.vertices.size
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glLineWidth(1)
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glPolygonOffset(0, 0)
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
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glEnable(GL_LIGHTING)
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glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size/4)
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window.number_of_vertices+=model.vertices.size
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else
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glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size/4)
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window.number_of_vertices+=model.vertices.size
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end
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# glBindBuffer(GL_ARRAY_BUFFER, 0)
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glDisableClientState(GL_VERTEX_ARRAY)
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glDisableClientState(GL_COLOR_ARRAY)
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glDisableClientState(GL_NORMAL_ARRAY)
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if model.has_texture?
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glDisableClientState(GL_TEXTURE_COORD_ARRAY)
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# glBindTexture(GL_TEXTURE_2D, 0)
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glDisable(GL_TEXTURE_2D)
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end
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glDisable(GL_CULL_FACE) if model.entity.backface_culling
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glDisable(GL_COLOR_MATERIAL)
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end
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end
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end
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end |