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

116 lines
4.2 KiB
Ruby

class IMICFPS
class Window < Gosu::Window
include GL
include GLU
include GLUT
Point = Struct.new(:x, :y)
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
@model = Wavefront::Model.new("objects/biped.obj")
@model2 = Wavefront::Model.new("objects/tree.obj")
# @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 # |
@angle_x = 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
@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, 0, 0, 1]
@diffuse_light = [1, 1, 1, 1]
@specular_light = [1, 1, 1, 1]
@light_postion = [1, 1, 1, 0]
end
def draw
begin
render
rescue Gl::Error => e
p e
end
end
def render
gl do
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, 100.0)
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)
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,0,1,0)
# glRotatef(@angle_x,1,0,0)
# glTranslate(@x, @y, @z)
# glPointSize(5.0)
gluLookAt(@camera.x,@camera.y,@camera.z, @angle_x,@angle_y,0, 0,1,0)
color = [@c1, @c2, @c3]
@model.draw(0, 0, 0, 0.0009)
@model2.draw(5, 0, 0, 0.0009)
end
@text.split("~").each_with_index do |bit, i|
@font.draw(bit.strip, 10, @font.height*i, Float::INFINITY)
end
end
def update
@text = "Open 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} ~
Model Faces: #{@model.faces_count} ~
Last Frame: #{Gosu.milliseconds-@last_frame_time}ms (#{Gosu.fps} fps)"
@last_frame_time = Gosu.milliseconds
# $window.caption = "Gosu OBJ object - FPS:#{Gosu.fps}"
@angle_x+=Integer(@mouse.x-self.mouse_x)
@angle_y+=Integer(@mouse.y-self.mouse_y)
@angle_x = @angle_x.clamp(-360, 360)
@angle_y = @angle_y.clamp(-360, 360)
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]
@camera.x-=@speed if $window.button_down?(Gosu::KbRight)
@camera.x+=@speed if $window.button_down?(Gosu::KbLeft)
@camera.z+=@speed if $window.button_down?(Gosu::KbUp)
@camera.z-=@speed if $window.button_down?(Gosu::KbDown)
@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
end
end