pixelfaucet/examples/3d.cr
2022-01-06 20:25:39 -05:00

122 lines
3.2 KiB
Crystal

require "../src/game"
require "../src/controller"
require "../src/sprite"
require "../src/pixel"
require "../src/pixel_text"
require "../src/vector"
require "../src/3d/*"
class ThreeDee < PF::Game
@projector : PF::Projector
@camera : PF::Camera
@paused = false
@speed = 5.0
@text = PF::PixelText.new("./assets/pf-font.png")
@controller : PF::Controller(LibSDL::Scancode)
def initialize(*args, **kwargs)
super
@projector = PF::Projector.new(@width, @height)
@camera = @projector.camera
@model = PF::Mesh.load_obj("./assets/pixelfaucet.obj")
@model.position.z = @model.position.z + 2.0
@controller = PF::Controller(LibSDL::Scancode).new({
LibSDL::Scancode::RIGHT => "Rotate Right",
LibSDL::Scancode::LEFT => "Rotate Left",
LibSDL::Scancode::UP => "Up",
LibSDL::Scancode::DOWN => "Down",
LibSDL::Scancode::A => "Left",
LibSDL::Scancode::D => "Right",
LibSDL::Scancode::W => "Forward",
LibSDL::Scancode::S => "Backward",
LibSDL::Scancode::SPACE => "Pause",
})
end
def update(dt, event)
case event
when SDL::Event::Keyboard
@controller.press(event.scancode) if event.keydown?
@controller.release(event.scancode) if event.keyup?
end
@paused = !@paused if @controller.pressed?("Pause")
forward = @camera.forward_vector
strafe = @camera.strafe_vector
if @controller.action?("Right")
@camera.position = @camera.position + (strafe * @speed * dt)
end
if @controller.action?("Left")
@camera.position = @camera.position - (strafe * @speed * dt)
end
if @controller.action?("Up")
@camera.position.y = @camera.position.y + @speed * dt
end
if @controller.action?("Down")
@camera.position.y = @camera.position.y - @speed * dt
end
# Controll the camera pitch instead of aft -
# if @controller.action?("Up")
# @camera.pitch = @camera.pitch + (@speed / 2) * dt
# end
# if @controller.action?("Down")
# @camera.pitch = @camera.pitch - (@speed / 2) * dt
# end
if @controller.action?("Rotate Left")
@camera.yaw = @camera.yaw - (@speed / 2) * dt
end
if @controller.action?("Rotate Right")
@camera.yaw = @camera.yaw + (@speed / 2) * dt
end
if @controller.action?("Forward")
@camera.position = @camera.position + (forward * @speed * dt)
end
if @controller.action?("Backward")
@camera.position = @camera.position - (forward * @speed * dt)
end
@model.rotation.x = @model.rotation.x + 3.0 * dt
end
def draw
clear(25, 50, 25)
tris = @projector.project(@model.tris)
@text.draw_to(screen, "Triangles: #{tris.size}")
tris.each do |tri|
# Rasterize all triangles
fill_triangle(
PF::Vector[tri.p1.x.to_i, tri.p1.y.to_i],
PF::Vector[tri.p2.x.to_i, tri.p2.y.to_i],
PF::Vector[tri.p3.x.to_i, tri.p3.y.to_i],
pixel: tri.color
)
# draw_triangle(
# PF::Vector[tri.p1.x.to_i, tri.p1.y.to_i],
# PF::Vector[tri.p2.x.to_i, tri.p2.y.to_i],
# PF::Vector[tri.p3.x.to_i, tri.p3.y.to_i],
# pixel: PF::Pixel.blue
# )
end
end
end
# engine = ThreeDee.new(256, 240, 4)
engine = ThreeDee.new(640, 480, 2)
engine.run!