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

133 lines
4.3 KiB
Ruby

class IMICFPS
class Window < Gosu::Window
include OpenGL
include GLU
# include GLUT
attr_accessor :number_of_faces, :needs_cursor
attr_reader :camera
def initialize(window_width = 1280, window_height = 800, fullscreen = false)
if ARGV.join.include?("--native")
super(Gosu.screen_width, Gosu.screen_height, true)
else
super(window_width, window_height, fullscreen)
end
$window = self
@needs_cursor = false
@delta_time = Gosu.milliseconds
@number_of_faces = 0
@draw_skydome = false
@skydome = Model.new(type: :obj, file_path: "objects/skydome.obj", x: 0, y: 0,z: 0, scale: 0.8, backface_culling: false, auto_manage: false)
@actor = Model.new(type: :obj, file_path: "objects/biped.obj", x: 1, y: 0, z: 8)
Model.new(type: :obj, file_path: "objects/tree.obj", x: 10, y: 0, z: 10)
# Model.new(type: :obj, file_path: "objects/tree.obj", z: -5)
# Model.new(type: :obj, file_path: "objects/tree.obj", x: -2, z: -6)
# Model.new(type: :obj, file_path: "objects/sponza.obj", scale: 1, y: -0.2)
# @terrain = Terrain.new(size: 20)
@camera = Camera.new(x: 0, y: -2, z: 1)
# @camera.bind_model(@actor)
@crosshair_size = 10
@crosshair_thickness = 3
@crosshair_color = Gosu::Color.rgb(255,127,0)
@font = Gosu::Font.new(18, name: "DejaVu Sans")
@text = "Hello There"
Light.new(x: 3, y: -6, z: 6)
Light.new(x: 0, y: -100, z: 0, diffuse: Color.new(1.0, 0.5, 0.1))
end
def draw
e = glGetError()
if e != GL_NO_ERROR
$stderr.puts "OpenGL error in: #{gluErrorString(e)} (#{e})\n"
exit
end
gl do
glClearColor(0,0.2,0.5,1) # skyish blue
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # clear the screen and the depth buffer
LightManager.lights.each do |light|
light.draw
end
@camera.draw
@skydome.draw if @skydome.renderable
ObjectManager.objects.each do |object|
object.draw if object.visible && object.renderable
end
@terrain.draw if @terrain
end
# Draw crosshair
draw_rect(width/2-@crosshair_size, (height/2-@crosshair_size)-@crosshair_thickness/2, @crosshair_size*2, @crosshair_thickness, @crosshair_color, 0, :default)
draw_rect((width/2)-@crosshair_thickness/2, height/2-(@crosshair_size*2), @crosshair_thickness, @crosshair_size*2, @crosshair_color, 0, :default)
@text.split("~").each_with_index do |bit, i|
@font.draw(bit.strip, 10, @font.height*i, Float::INFINITY)
end
end
def update
@last_frame_time = Gosu.milliseconds
@text = "OpenGL Vendor: #{glGetString(GL_VENDOR)}~
OpenGL Renderer: #{glGetString(GL_RENDERER)} ~
OpenGL Version: #{glGetString(GL_VERSION)}~
OpenGL Shader Language Version: #{glGetString(GL_SHADING_LANGUAGE_VERSION)}~
~
Vertical Angle: #{@camera.vertical_angle.round(2)} Horizontal Angle: #{@camera.horizontal_angle.round(2)} ~
Camera X:#{@camera.x.round(2)} Y:#{@camera.y.round(2)} Z:#{@camera.z.round(2)} ~
#{if @camera.bound_model then "Actor X:#{@camera.bound_model.x.round(2)} Y:#{@camera.bound_model.y.round(2)} Z:#{@camera.bound_model.z.round(2)}";end} ~
Field Of View: #{@camera.field_of_view} ~
Mouse Sesitivity: #{@camera.mouse_sensitivity} ~
Faces: #{@number_of_faces} ~
Last Frame: #{delta_time}ms (#{Gosu.fps} fps)~
~
Draw Skydome: #{@draw_skydome}~
Debug mode: <c=992200>#{$debug}</b>~"
ObjectManager.objects.each do |object|
object.update
end
@camera.update
$window.close if $window.button_down?(Gosu::KbEscape)
@number_of_faces = 0
@delta_time = Gosu.milliseconds
end
def button_up(id)
ObjectManager.objects.each do |object|
object.button_up(id) if defined?(object.button_up)
end
@camera.button_up(id)
case id
when Gosu::KbZ
@draw_skydome = !@draw_skydome
@skydome.renderable = @draw_skydome
when Gosu::KbBacktick
$debug = !$debug
end
end
def needs_cursor?
@needs_cursor
end
def lose_focus
puts 'Bye'
end
def delta_time
Gosu.milliseconds-@delta_time
end
end
end