pixelfaucet/examples/3d.cr

151 lines
4 KiB
Crystal

require "pf3d"
require "../src/game"
require "../src/controller"
require "../src/sprite"
require "../src/pixel"
require "../src/sprite"
class ThreeDee < PF::Game
@projector : PF3d::Projector
@camera : PF3d::Camera
@paused = false
@speed = 10.0
@controller : PF::Controller(PF::Keys)
@depth_buffer : PF3d::DepthBuffer
@font = Pixelfont::Font.new("#{__DIR__}/../lib/pixelfont/fonts/pixel-5x7.txt")
def initialize(*args, **kwargs)
super
@projector = PF3d::Projector.new(width, height)
@depth_buffer = PF3d::DepthBuffer.new(width, height)
@camera = @projector.camera
@model = PF3d::Mesh.load_obj("./assets/pixelfaucet.obj")
@model_texture = PF::Sprite.new("./assets/bricks.png")
@model.position.z = @model.position.z + 2.0
@cube_model = PF3d::Mesh.load_obj("./assets/cube.obj")
@cube_model_texture = PF::Sprite.new("./assets/bricks.png")
@cube_model.position.z = @cube_model.position.z + 2.5
@controller = PF::Controller(PF::Keys).new({
PF::Keys::RIGHT => "Rotate Right",
PF::Keys::LEFT => "Rotate Left",
PF::Keys::UP => "Up",
PF::Keys::DOWN => "Down",
PF::Keys::A => "Left",
PF::Keys::D => "Right",
PF::Keys::W => "Forward",
PF::Keys::S => "Backward",
PF::Keys::SPACE => "Pause",
})
plug_in @controller
end
def update(dt)
@paused = !@paused if @controller.pressed?("Pause")
forward = @camera.forward_vector
strafe = @camera.strafe_vector
if @controller.held?("Right")
@camera.position = @camera.position + (strafe * @speed * dt)
end
if @controller.held?("Left")
@camera.position = @camera.position - (strafe * @speed * dt)
end
if @controller.held?("Up")
@camera.position.y = @camera.position.y + @speed * dt
end
if @controller.held?("Down")
@camera.position.y = @camera.position.y - @speed * dt
end
# Control the camera pitch instead of elevation
# TODO: this needs to account for where the camera is pointing
# if @controller.held?("Up")
# @camera.pitch = @camera.pitch + (@speed / 5) * dt
# end
#
# if @controller.held?("Down")
# @camera.pitch = @camera.pitch - (@speed / 5) * dt
# end
if @controller.held?("Rotate Left")
@camera.yaw = @camera.yaw - (@speed / 3) * dt
end
if @controller.held?("Rotate Right")
@camera.yaw = @camera.yaw + (@speed / 3) * dt
end
if @controller.held?("Forward")
@camera.position = @camera.position + (forward * @speed * dt)
end
if @controller.held?("Backward")
@camera.position = @camera.position - (forward * @speed * dt)
end
# @model.rotation.x = @model.rotation.x + 1.0 * dt
@cube_model.rotation.x = @cube_model.rotation.x + 1.0 * dt
end
def draw
clear(25, 50, 25)
# clear
@depth_buffer.clear
tri_count = 0
@projector.project(@cube_model.tris).each do |tri|
tri_count += 1
paint_triangle(
tri.p1.to_i, tri.p2.to_i, tri.p3.to_i, # Points
tri.t1, tri.t2, tri.t3, # Texture Points
@cube_model_texture,
@depth_buffer,
PF::Pixel::White * tri.shade
)
end
@projector.project(@model.tris).each do |tri|
tri_count += 1
paint_triangle(
tri.p1.to_i, tri.p2.to_i, tri.p3.to_i, # Points
tri.t1, tri.t2, tri.t3, # Texture Points
nil,
@depth_buffer,
PF::Pixel::White * tri.shade
)
end
string = String.build do |io|
io << "Triangles: " << tri_count
io << "\nPosition: "
io << "x: " << @camera.position.x.round(2)
io << "y: " << @camera.position.y.round(2)
io << "z: " << @camera.position.z.round(2)
io << "\nRotation: "
io << "x: " << @camera.rotation.x.round(2)
io << "y: " << @camera.rotation.y.round(2)
io << "z: " << @camera.rotation.z.round(2)
end
draw_string(string, 3, 3, @font, PF::Pixel::White)
end
end
# engine = ThreeDee.new(256, 240, 4)
engine = ThreeDee.new(256 * 2, 240 * 2, 2)
engine.run!