mirror of
https://github.com/cyberarm/i-mic-fps.git
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114 lines
4.1 KiB
Ruby
114 lines
4.1 KiB
Ruby
class IMICFPS
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class Window < Gosu::Window
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include GL
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include GLU
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include GLUT
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Point = Struct.new(:x, :y)
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def initialize(window_width = 1280, window_height = 800, fullscreen = false)
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super(window_width, window_height, fullscreen)
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# super(Gosu.screen_width, Gosu.screen_height, true)
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$window = self
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@model = Wavefront::Model.new("objects/cube.obj")
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# @model = Wavefront::Model.new("objects/sponza.obj")
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@camera = Wavefront::Model::Vertex.new(0,-1,0)
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@camera_target = Wavefront::Model::Vertex.new(0,-1,0)
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@speed = 0.05
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@angle_y = 0 # |
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@angle_x = 0 # _
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@mouse = Point.new(Gosu.screen_width/2, Gosu.screen_height/2)
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self.mouse_x, self.mouse_y = Gosu.screen_width/2, Gosu.screen_height/2
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@font = Gosu::Font.new(18, name: "DejaVu Sans")
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@text = "Hello There"
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@last_frame_time = 0
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@tick = 0
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@c1, @c2, @c3 = rand(0.0..1.0), rand(0.0..1.0), rand(0.0..1.0)
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@ambient_light = [0, 0, 0, 1]
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@diffuse_light = [1, 1, 1, 1]
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@specular_light = [1, 1, 1, 1]
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@light_postion = [1, 1, 1, 0]
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end
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def draw
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begin
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render
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rescue Gl::Error => e
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p e
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end
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end
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def render
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gl do
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # clear the screen and the depth buffer
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#glMatrixMode(matrix) indicates that following [matrix] is going to get used
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glMatrixMode(GL_PROJECTION) # The projection matrix is responsible for adding perspective to our scene.
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glLoadIdentity # Resets current modelview matrix
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# 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
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gluPerspective(90.0, width / height, 0.1, 100.0)
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glMatrixMode(GL_MODELVIEW) # The modelview matrix is where object information is stored.
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glLoadIdentity
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# Think 3-d coordinate system (x,y,z). +- on each movies on that axis
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glLightfv(GL_LIGHT0, GL_AMBIENT, @ambient_light)
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glLightfv(GL_LIGHT0, GL_DIFFUSE, @diffuse_light)
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glLightfv(GL_LIGHT0, GL_SPECULAR, @specular_light)
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glLightfv(GL_LIGHT0, GL_POSITION, @light_postion)
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glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)
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glEnable(GL_LIGHTING)
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glEnable(GL_LIGHT0)
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glEnable(GL_DEPTH_TEST)
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# glRotatef(@angle_y,0,1,0)
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# glRotatef(@angle_x,1,0,0)
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# glTranslate(@x, @y, @z)
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# glPointSize(5.0)
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gluLookAt(@camera.x,@camera.y,@camera.z, @angle_x,@angle_y,0, 0,1,0)
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color = [@c1, @c2, @c3]
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@model.draw(1)
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end
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@text.split("~").each_with_index do |bit, i|
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@font.draw(bit.strip, 10, @font.height*i, Float::INFINITY)
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end
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end
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def update
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@text = "Open Vendor: #{glGetString(GL_VENDOR)}~
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OpenGL Renderer: #{glGetString(GL_RENDERER)} ~
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OpenGL Version: #{glGetString(GL_VERSION)}~
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OpenGL Shader Language Version: #{glGetString(GL_SHADING_LANGUAGE_VERSION)}~
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~
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Angle Y: #{@angle_y} Angle X: #{@angle_x} ~
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X:#{@camera.x} Y:#{@camera.y} Z:#{@camera.z} ~
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Model Faces: #{@model.faces_count} ~
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Last Frame: #{Gosu.milliseconds-@last_frame_time}ms (#{Gosu.fps} fps)"
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@last_frame_time = Gosu.milliseconds
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# $window.caption = "Gosu OBJ object - FPS:#{Gosu.fps}"
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@angle_x+=Integer(@mouse.x-self.mouse_x)
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@angle_y+=Integer(@mouse.y-self.mouse_y)
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@angle_x = @angle_x.clamp(-360, 360)
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@angle_y = @angle_y.clamp(-360, 360)
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self.mouse_x, self.mouse_y = Gosu.screen_width/2, Gosu.screen_height/2
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@light_postion = [@camera.x, @camera.y, @camera.z, 1]
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# @light_postion = [1.0, 0.249, 4.09, 1]
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@camera.x-=@speed if $window.button_down?(Gosu::KbRight)
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@camera.x+=@speed if $window.button_down?(Gosu::KbLeft)
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@camera.z+=@speed if $window.button_down?(Gosu::KbUp)
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@camera.z-=@speed if $window.button_down?(Gosu::KbDown)
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@camera.y+=@speed if $window.button_down?(Gosu::KbLeftShift)
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@camera.y-=@speed if $window.button_down?(Gosu::KbSpace)
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$window.close if $window.button_down?(Gosu::KbEscape)
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end
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end
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end
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