Files
i-mic-fps/lib/renderer/opengl_renderer.rb
2019-12-05 20:43:54 -06:00

121 lines
3.9 KiB
Ruby

class IMICFPS
class OpenGLRenderer
include CommonMethods
def draw_object(camera, lights, object)
if Shader.available?("default")
Shader.use("default") do |shader|
shader.set_uniform("projection", camera.projection_matrix)
shader.set_uniform("view", camera.view_matrix)
shader.set_uniform("model", object.model_matrix)
# TODO: Upload and use lights
handleGlError
draw_model(object.model)
object.draw
end
else
handleGlError
lights.each(&:draw)
camera.draw
glEnable(GL_DEPTH_TEST)
glEnable(GL_NORMALIZE)
glPushMatrix
glTranslatef(object.position.x, object.position.y, object.position.z)
glScalef(object.scale.x, object.scale.y, object.scale.z)
glRotatef(object.orientation.x, 1.0, 0, 0)
glRotatef(object.orientation.y, 0, 1.0, 0)
glRotatef(object.orientation.z, 0, 0, 1.0)
handleGlError
draw_mesh(object.model)
object.draw
glPopMatrix
end
handleGlError
end
def draw_model(model)
glBindVertexArray(model.vertex_array_id)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glEnableVertexAttribArray(3)
glEnableVertexAttribArray(4)
glDrawArrays(GL_TRIANGLES, 0, model.vertices.count)
window.number_of_vertices+=model.vertices.size
glDisableVertexAttribArray(4)
glDisableVertexAttribArray(3)
glDisableVertexAttribArray(2)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(0)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindVertexArray(0)
end
def draw_mesh(model)
model.objects.each_with_index do |o, i|
glEnable(GL_CULL_FACE) if model.entity.backface_culling
glEnable(GL_COLOR_MATERIAL)
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE)
glShadeModel(GL_FLAT) unless o.faces.first[4]
glShadeModel(GL_SMOOTH) if o.faces.first[4]
glEnableClientState(GL_VERTEX_ARRAY)
glEnableClientState(GL_COLOR_ARRAY)
glEnableClientState(GL_NORMAL_ARRAY)
if model.has_texture?
glEnable(GL_TEXTURE_2D)
glBindTexture(GL_TEXTURE_2D, model.materials[model.textured_material].texture_id)
glEnableClientState(GL_TEXTURE_COORD_ARRAY)
glTexCoordPointer(3, GL_FLOAT, 0, o.flattened_textures)
end
glVertexPointer(4, GL_FLOAT, 0, o.flattened_vertices)
glColorPointer(3, GL_FLOAT, 0, o.flattened_materials)
glNormalPointer(GL_FLOAT, 0, o.flattened_normals)
# glBindBuffer(GL_ARRAY_BUFFER, model.vertices_buffer)
# glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0)
if $debug.get(:wireframe) # This is kinda expensive
glDisable(GL_LIGHTING)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
glPolygonOffset(2, 0.5)
glLineWidth(3)
glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size/4)
window.number_of_vertices+=model.vertices.size
glLineWidth(1)
glPolygonOffset(0, 0)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
glEnable(GL_LIGHTING)
glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size/4)
window.number_of_vertices+=model.vertices.size
else
glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size/4)
window.number_of_vertices+=model.vertices.size
end
# glBindBuffer(GL_ARRAY_BUFFER, 0)
glDisableClientState(GL_VERTEX_ARRAY)
glDisableClientState(GL_COLOR_ARRAY)
glDisableClientState(GL_NORMAL_ARRAY)
if model.has_texture?
glDisableClientState(GL_TEXTURE_COORD_ARRAY)
glDisable(GL_TEXTURE_2D)
end
glDisable(GL_CULL_FACE) if model.entity.backface_culling
glDisable(GL_COLOR_MATERIAL)
end
end
end
end