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

109 lines
3.3 KiB
Ruby

class IMICFPS
class OpenGLRenderer
include CommonMethods
include OpenGL
include GLU
def initialize
end
def handleGlError
e = glGetError()
if e != GL_NO_ERROR
$stderr.puts "OpenGL error in: #{gluErrorString(e)} (#{e})\n"
exit
end
end
def draw_object(object)
handleGlError
glEnable(GL_NORMALIZE)
glPushMatrix
glTranslatef(object.position.x, object.position.y, object.position.z)
glRotatef(object.rotation.x, 1.0, 0, 0)
glRotatef(object.rotation.y, 0, 1.0, 0)
glRotatef(object.rotation.z, 0, 0, 1.0)
handleGlError
if ShaderManager.shader("lighting")
ShaderManager.shader("lighting").use do |shader|
glUniform3f(shader.variable("SunLight"), 1.0, 1.0, 1.0)
handleGlError
draw_mesh(object.model)
object.draw
end
else
handleGlError
draw_mesh(object.model)
object.draw
end
handleGlError
glPopMatrix
handleGlError
end
def draw_mesh(model)
model.objects.each_with_index do |o, i|
glEnable(GL_CULL_FACE) if model.entity.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.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)
# glBindBuffer(GL_ARRAY_BUFFER, model.vertices_buffer)
# glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0)
if $debug.get(:wireframe) # This is kinda expensive
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)
window.number_of_vertices+=model.vertices.size
glLineWidth(1)
glPolygonOffset(0, 0)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
glEnable(GL_LIGHTING)
glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size/4)
window.number_of_vertices+=model.vertices.size
else
glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size/4)
window.number_of_vertices+=model.vertices.size
end
# glBindBuffer(GL_ARRAY_BUFFER, 0)
glDisableClientState(GL_VERTEX_ARRAY)
glDisableClientState(GL_COLOR_ARRAY)
glDisableClientState(GL_NORMAL_ARRAY)
if model.has_texture?
glDisableClientState(GL_TEXTURE_COORD_ARRAY)
# glBindTexture(GL_TEXTURE_2D, 0)
glDisable(GL_TEXTURE_2D)
end
glDisable(GL_CULL_FACE) if model.entity.backface_culling
glDisable(GL_COLOR_MATERIAL)
end
end
end
end