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

209 lines
7.4 KiB
Ruby

class IMICFPS
class Window < Gosu::Window
include OpenGL
include GLU
# include GLUT
Point = Struct.new(:x, :y)
attr_accessor :number_of_faces, :needs_cursor
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 = true
@skydome = Wavefront::Model.new("objects/skydome.obj")
@plane = Wavefront::Model.new("objects/plane.obj")
@cube = Wavefront::Model.new("objects/cube.obj")
@model = Wavefront::Model.new("objects/biped.obj")
@tree = Wavefront::Model.new("objects/tree.obj")
@mega_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
@old_speed = @speed
@vertical_angle = 0.0 # |
@horizontal_angle = 0.0 # _
self.mouse_x, self.mouse_y = Gosu.screen_width/2, Gosu.screen_height/2
@true_mouse = Point.new(Gosu.screen_width/2, Gosu.screen_height/2)
@true_mouse_checked = 0
@mouse_sesitivity = 5.0
@initial_fov = 70.0
@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"
@ambient_light = [0.5, 0.5, 0.5, 1]
@diffuse_light = [1, 0.5, 0, 1]
@specular_light = [0.2, 0.2, 0.2, 1]
@light_position = [3, 6, 6, 0]
@camera_light = Light.new(0,0,0)
@camera_light.ambient = @ambient_light
@camera_light.diffuse = @diffuse_light
@camera_light.specular = @specular_light
@camera_light.position = @light_position
end
def draw
e = glGetError()
if e != GL_NO_ERROR
$stderr.puts "OpenGL error in: #{gluErrorString(e)} (#{e})\n"
exit
end
render
end
def render
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
#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(@initial_fov, width / height, 0.1, 1000.0)
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
glMatrixMode(GL_MODELVIEW) # The modelview matrix is where object information is stored.
glLoadIdentity
@camera_light.draw
glEnable(GL_DEPTH_TEST)
glRotatef(@vertical_angle,1,0,0)
glRotatef(@horizontal_angle,0,1,0)
glTranslatef(@camera.x, @camera.y, @camera.z)
# gluLookAt(@camera.x,@camera.y,@camera.z, @horizontal_angle,@vertical_angle,0, 0,1,0)
@skydome.draw(0,0,0, 1, false) if @draw_skydome
@cube.draw(0,1,-2, 0.0005)
@plane.draw(0,-1,-4, 0.0005, false)
@model.draw(1, 0, 0)
@tree.draw(5, 0, 0)
@tree.draw(5, 0, 3)
@tree.draw(3, 0, 10)
# @mega_model.draw(0,0,0, 1)
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
@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: #{@vertical_angle.round(2)} Horizontal Angle: #{@horizontal_angle.round(2)} ~
X:#{@camera.x.round(2)} Y:#{@camera.y.round(2)} Z:#{@camera.z.round(2)} ~
FOV: #{@initial_fov} ~
Faces: #{@number_of_faces} ~
Last Frame: #{delta_time}ms (#{Gosu.fps} fps)~
~
Draw Skydome: #{@draw_skydome}~
Debug mode: <c=992200>#{$debug}</b>~"
@last_frame_time = Gosu.milliseconds
if @true_mouse_checked > 2
@horizontal_angle-=Float(@true_mouse.x-self.mouse_x)/@mouse_sesitivity
@vertical_angle-=Float(@true_mouse.y-self.mouse_y)/@mouse_sesitivity
@horizontal_angle %= 360.0
@vertical_angle = @vertical_angle.clamp(-90.0, 90.0)
else
@true_mouse_checked+=1
@true_mouse.x = self.mouse_x
@true_mouse.y = self.mouse_y
end
self.mouse_x, self.mouse_y = Gosu.screen_width/2.0, Gosu.screen_height/2.0
@true_mouse_checked = 0 if (button_down?(Gosu::KbLeftAlt) && (button_down?(Gosu::KbEnter) || button_down?(Gosu::KbReturn)))
@true_mouse_checked = 0 if (button_down?(Gosu::KbRightAlt) && (button_down?(Gosu::KbEnter) || button_down?(Gosu::KbReturn)))
relative_speed = @speed
if button_down?(Gosu::KbLeftControl)
relative_speed = (@speed*10.0)*(delta_time/60.0)
else
relative_speed = @speed*(delta_time/60.0)
end
if button_down?(Gosu::KbUp) || button_down?(Gosu::KbW)
@camera.z+=Math.cos(@horizontal_angle * Math::PI / 180)*relative_speed
@camera.x-=Math.sin(@horizontal_angle * Math::PI / 180)*relative_speed
end
if button_down?(Gosu::KbDown) || button_down?(Gosu::KbS)
@camera.z-=Math.cos(@horizontal_angle * Math::PI / 180)*relative_speed
@camera.x+=Math.sin(@horizontal_angle * Math::PI / 180)*relative_speed
end
if button_down?(Gosu::KbA)
@camera.z+=Math.sin(@horizontal_angle * Math::PI / 180)*relative_speed
@camera.x+=Math.cos(@horizontal_angle * Math::PI / 180)*relative_speed
end
if button_down?(Gosu::KbD)
@camera.z-=Math.sin(@horizontal_angle * Math::PI / 180)*relative_speed
@camera.x-=Math.cos(@horizontal_angle * Math::PI / 180)*relative_speed
end
if button_down?(Gosu::KbLeft)
@horizontal_angle-=relative_speed*100
end
if button_down?(Gosu::KbRight)
@horizontal_angle+=relative_speed*100
end
@camera.y+=relative_speed if $window.button_down?(Gosu::KbC) || $window.button_down?(Gosu::KbLeftShift)
@camera.y-=relative_speed if $window.button_down?(Gosu::KbSpace)
$window.close if $window.button_down?(Gosu::KbEscape)
@number_of_faces = 0
@delta_time = Gosu.milliseconds
end
def button_up(id)
case id
when Gosu::KbZ
@draw_skydome = !@draw_skydome
when Gosu::KbBacktick
$debug = !$debug
when Gosu::MsWheelUp
@initial_fov += 1
@initial_fov = @initial_fov.clamp(1, 179)
when Gosu::MsWheelDown
@initial_fov -= 1
@initial_fov = @initial_fov.clamp(1, 179)
end
end
def needs_cursor?
@needs_cursor
end
def lose_focus
puts 'Bye'
end
def delta_time
Gosu.milliseconds-@delta_time
end
end
end