mirror of
https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-15 15:42:35 +00:00
151 lines
5.5 KiB
Ruby
151 lines
5.5 KiB
Ruby
class IMICFPS
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class Window < Gosu::Window
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include OpenGL
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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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attr_accessor :number_of_faces
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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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@number_of_faces = 0
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@draw_skydome = true
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@skydome = Wavefront::Model.new("objects/skydome.obj")
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@model = Wavefront::Model.new("objects/biped.obj")
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@scene = Wavefront::Model.new("objects/cube.obj")
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@tree = Wavefront::Model.new("objects/tree.obj")
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# @mega_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 = 0.0 # |
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@angle_x = 0.0 # _
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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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@mouse_sesitivity = 5.0
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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 = [0.5, 0.5, 0.5, 1]
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@diffuse_light = [1, 0.5, 0, 1]
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@specular_light = [0.2, 0.2, 0.2, 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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glClearColor(0,0.2,0.5,1) # skyish blue
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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, 1000.0)
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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.pack("f*"))
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glLightfv(GL_LIGHT0, GL_DIFFUSE, @diffuse_light.pack("f*"))
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glLightfv(GL_LIGHT0, GL_SPECULAR, @specular_light.pack("f*"))
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glLightfv(GL_LIGHT0, GL_POSITION, @light_postion.pack("f*"))
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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,1,0,0)
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glRotatef(@angle_x,0,1,0)
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glTranslatef(@camera.x, @camera.y, @camera.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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@skydome.draw(0,0,0, 0.004, false) if @draw_skydome
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@scene.draw(0,0,0, 1)
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@model.draw(1, 0, 0)
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@tree.draw(5, 0, 0)
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@tree.draw(5, 0, 3)
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@tree.draw(3, 0, 10)
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# @mega_model.draw(0,0,0, 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 = "OpenGL 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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Faces: #{@number_of_faces} ~
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Last Frame: #{Gosu.milliseconds-@last_frame_time}ms (#{Gosu.fps} fps)~
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~
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Draw Skydome: #{@draw_skydome}"
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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-=Float(@mouse.x-self.mouse_x)/@mouse_sesitivity
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@angle_y-=Float(@mouse.y-self.mouse_y)/@mouse_sesitivity
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@angle_x %= 360.0
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@angle_y = @angle_y.clamp(-90.0, 90.0)
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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, 0]
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# @light_postion = [0.0, 10, 0, 0]
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if button_down?(Gosu::KbUp) || button_down?(Gosu::KbW)
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@camera.z+=Math.cos(@angle_x * Math::PI / 180)*@speed
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@camera.x-=Math.sin(@angle_x * Math::PI / 180)*@speed
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end
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if button_down?(Gosu::KbDown) || button_down?(Gosu::KbS)
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@camera.z-=Math.cos(@angle_x * Math::PI / 180)*@speed
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@camera.x+=Math.sin(@angle_x * Math::PI / 180)*@speed
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end
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if button_down?(Gosu::KbLeft) || button_down?(Gosu::KbA)
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@camera.z+=Math.sin(@angle_x * Math::PI / 180)*@speed
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@camera.x+=Math.cos(@angle_x * Math::PI / 180)*@speed
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end
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if button_down?(Gosu::KbRight) || button_down?(Gosu::KbD)
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@camera.z-=Math.sin(@angle_x * Math::PI / 180)*@speed
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@camera.x-=Math.cos(@angle_x * Math::PI / 180)*@speed
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end
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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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@number_of_faces = 0
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end
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def button_up(id)
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case id
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when Gosu::KbZ
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@draw_skydome = !@draw_skydome
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end
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end
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end
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end
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