Files
i-mic-fps/lib/renderer/bounding_box_renderer.rb

251 lines
7.0 KiB
Ruby

class IMICFPS
class BoundingBoxRenderer
include OpenGL
include GLU
attr_reader :bounding_boxes, :vertex_count
def initialize(game_state:)
@game_state = game_state
@bounding_boxes = {}
@vertex_count = 0
end
def handleGlError
e = glGetError()
if e != GL_NO_ERROR
$stderr.puts "OpenGL error in: #{gluErrorString(e)} (#{e})\n"
exit
end
end
def create_bounding_box(object, box, color = nil, mesh_object_id)
color ||= object.debug_color
if @bounding_boxes[mesh_object_id]
if @bounding_boxes[mesh_object_id][:color] != color
@bounding_boxes[mesh_object_id][:colors] = mesh_colors(color).pack("f*")
@bounding_boxes[mesh_object_id][:color] = color
return
else
return
end
end
@bounding_boxes[mesh_object_id] = {}
@bounding_boxes[mesh_object_id] = {object: object, box: box, color: color, objects: []}
box = object.normalize_bounding_box(box)
normals = mesh_normals
colors = mesh_colors(color)
vertices = mesh_vertices(box)
@vertex_count+=vertices.size
@bounding_boxes[mesh_object_id][:vertices_size] = vertices.size
@bounding_boxes[mesh_object_id][:vertices] = vertices.pack("f*")
@bounding_boxes[mesh_object_id][:normals] = normals.pack("f*")
@bounding_boxes[mesh_object_id][:colors] = colors.pack("f*")
object.model.objects.each do |mesh|
data = {}
box = object.normalize_bounding_box(mesh.bounding_box)
normals = mesh_normals
colors = mesh_colors(mesh.debug_color)
vertices = mesh_vertices(box)
@vertex_count+=vertices.size
data[:vertices_size] = vertices.size
data[:vertices] = vertices.pack("f*")
data[:normals] = normals.pack("f*")
data[:colors] = colors.pack("f*")
@bounding_boxes[mesh_object_id][:objects] << data
end
end
def mesh_normals
[
0,1,0,
0,1,0,
0,1,0,
0,1,0,
0,1,0,
0,1,0,
0,-1,0,
0,-1,0,
0,-1,0,
0,-1,0,
0,-1,0,
0,-1,0,
0,0,1,
0,0,1,
0,0,1,
0,0,1,
0,0,1,
0,0,1,
1,0,0,
1,0,0,
1,0,0,
1,0,0,
1,0,0,
1,0,0,
-1,0,0,
-1,0,0,
-1,0,0,
-1,0,0,
-1,0,0,
-1,0,0,
-1,0,0,
-1,0,0,
-1,0,0,
-1,0,0,
-1,0,0,
-1,0,0
]
end
def mesh_colors(color)
[
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue
]
end
def mesh_vertices(box)
[
box.min_x, box.max_y, box.max_z,
box.min_x, box.max_y, box.min_z,
box.max_x, box.max_y, box.min_z,
box.min_x, box.max_y, box.max_z,
box.max_x, box.max_y, box.max_z,
box.max_x, box.max_y, box.min_z,
box.max_x, box.min_y, box.min_z,
box.max_x, box.min_y, box.max_z,
box.min_x, box.min_y, box.max_z,
box.max_x, box.min_y, box.min_z,
box.min_x, box.min_y, box.min_z,
box.min_x, box.min_y, box.max_z,
box.min_x, box.max_y, box.max_z,
box.min_x, box.max_y, box.min_z,
box.min_x, box.min_y, box.min_z,
box.min_x, box.min_y, box.max_z,
box.min_x, box.min_y, box.min_z,
box.min_x, box.max_y, box.max_z,
box.max_x, box.max_y, box.max_z,
box.max_x, box.max_y, box.min_z,
box.max_x, box.min_y, box.min_z,
box.max_x, box.min_y, box.max_z,
box.max_x, box.min_y, box.min_z,
box.max_x, box.max_y, box.max_z,
box.min_x, box.max_y, box.max_z,
box.max_x, box.max_y, box.max_z,
box.max_x, box.min_y, box.max_z,
box.min_x, box.max_y, box.max_z,
box.max_x, box.min_y, box.max_z,
box.min_x, box.min_y, box.max_z,
box.max_x, box.min_y, box.min_z,
box.min_x, box.min_y, box.min_z,
box.min_x, box.max_y, box.min_z,
box.max_x, box.min_y, box.min_z,
box.min_x, box.max_y, box.min_z,
box.max_x, box.max_y, box.min_z
]
end
def draw_bounding_boxes
@bounding_boxes.each do |key, bounding_box|
glPushMatrix
glTranslatef(bounding_box[:object].x, bounding_box[:object].y, bounding_box[:object].z)
draw_bounding_box(bounding_box)
@bounding_boxes[key][:objects].each {|o| draw_bounding_box(o)}
glPopMatrix
found = @game_state.game_objects.detect { |o| o == bounding_box[:object] }
unless found
@vertex_count -= @bounding_boxes[key][:vertices_size]
@bounding_boxes[key][:objects].each {|o| @vertex_count -= o[:vertices_size]}
@bounding_boxes.delete(key)
end
end
end
def draw_bounding_box(bounding_box)
glEnableClientState(GL_VERTEX_ARRAY)
glEnableClientState(GL_COLOR_ARRAY)
glEnableClientState(GL_NORMAL_ARRAY)
glVertexPointer(3, GL_FLOAT, 0, bounding_box[:vertices])
glColorPointer(3, GL_FLOAT, 0, bounding_box[:colors])
glNormalPointer(GL_FLOAT, 0, bounding_box[:normals])
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
glDisable(GL_LIGHTING)
glDrawArrays(GL_TRIANGLES, 0, bounding_box[:vertices_size]/3)
glEnable(GL_LIGHTING)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
glDisableClientState(GL_VERTEX_ARRAY)
glDisableClientState(GL_COLOR_ARRAY)
glDisableClientState(GL_NORMAL_ARRAY)
end
end
end