Class: GlTail::Engine
- Inherits:
-
Object
- Object
- GlTail::Engine
- Defined in:
- lib/gl_tail/engine.rb
Instance Method Summary collapse
- #char_size ⇒ Object
- #do_process ⇒ Object
- #draw ⇒ Object
- #highlight_color ⇒ Object
- #idle ⇒ Object
-
#initialize(config) ⇒ Engine
constructor
A new instance of Engine.
-
#key(k, x, y) ⇒ Object
Change view angle, exit upon ESC.
- #line_size ⇒ Object
- #motion(x, y) ⇒ Object
- #mouse(button, state, x, y) ⇒ Object
- #render_string(left, right = nil) ⇒ Object
- #reset_stats ⇒ Object
-
#reshape(width, height) ⇒ Object
New window size or exposure.
- #screen ⇒ Object
-
#special(k, x, y) ⇒ Object
Change view angle.
- #start ⇒ Object
- #stats ⇒ Object
- #timer(value) ⇒ Object
- #visible(vis) ⇒ Object
Constructor Details
#initialize(config) ⇒ Engine
Returns a new instance of Engine.
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# File 'lib/gl_tail/engine.rb', line 200 def initialize(config) @config = config @frames = 0 @t0 = 0 @left_left = @left_right = @right_left = @right_right = 0.0 # TODO: Why is draw called before these are set by reshape? end |
Instance Method Details
#char_size ⇒ Object
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# File 'lib/gl_tail/engine.rb', line 16 def char_size @char_size ||= (8.0 / (@config.screen.window_width / 2.0)) end |
#do_process ⇒ Object
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# File 'lib/gl_tail/engine.rb', line 256 def do_process active = @config.do_process if active >= 0 if glutGet(GLUT_ELAPSED_TIME) - @since >= 1000 @since = glutGet(GLUT_ELAPSED_TIME) @config.update BlobStore.prune end end self end |
#draw ⇒ Object
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# File 'lib/gl_tail/engine.rb', line 36 def draw @render_time ||= 0 @t = Time.new glClear(GL_COLOR_BUFFER_BIT); # glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix() positions = Hash.new reset_stats glPushMatrix() glColor([0.15, 0.15, 0.15, 1.0]) glBegin(GL_QUADS) glNormal3f(1.0, 1.0, 0.0) glVertex3f(@left_left, @config.screen.aspect, 0.0) glVertex3f(@left_right, @config.screen.aspect, 0.0) glVertex3f(@left_right, -@config.screen.aspect, 0.0) glVertex3f(@left_left, -@config.screen.aspect, 0.0) glVertex3f(@right_left, @config.screen.aspect, 0.0) glVertex3f(@right_right, @config.screen.aspect, 0.0) glVertex3f(@right_right, -@config.screen.aspect, 0.0) glVertex3f(@right_left, -@config.screen.aspect, 0.0) glEnd() glPopMatrix() # TODO: do we really need to sort every block on every draw?! # Nope. But it was a hash, so keeping order was a bit hard. @config.blocks.sort { |k,v| k.order <=> v.order}.each do |block| # glPushMatrix + glTranslate3f to render each element relativ to its containing block instead of the screen? positions[block.is_right] = block.render(self, positions[block.is_right] || 0 ) end glPopMatrix() @frames += 1 t = glutGet(GLUT_ELAPSED_TIME) if t - @t0 >= 10000 seconds = (t - @t0) / 1000.0 $FPS = @frames / seconds printf("%d frames in %6.3f seconds = %6.3f FPS\n", @frames, seconds, $FPS) if $VRB > 0 @t0, @frames = t, 0 puts "Elements[#{stats[0]}], Activities[#{stats[1]}], Blobs[#{BlobStore.used}/#{BlobStore.size}]" if $VRB > 0 end @render_time = (Time.new - @t) end |
#highlight_color ⇒ Object
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# File 'lib/gl_tail/engine.rb', line 24 def highlight_color @config.screen.highlight_color end |
#idle ⇒ Object
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# File 'lib/gl_tail/engine.rb', line 90 def idle @last_run ||= Time.new @last_run_time ||= 0 delta = (Time.new - @last_run) - @last_run_time if @config.screen.wanted_fps > 0 && delta < (1000.0/(@config.screen.wanted_fps*1000.0)) sleep((1000.0/(@config.screen.wanted_fps*1000.0) - delta)) end @last_run = Time.new glutPostRedisplay() glutSwapBuffers() do_process @last_run_time = (@last_run_time.to_f * (@config.screen.wanted_fps-1.0) + (Time.new - @last_run).to_f) / @config.screen.wanted_fps.to_f if @config.screen.wanted_fps > 0 end |
#key(k, x, y) ⇒ Object
Change view angle, exit upon ESC
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# File 'lib/gl_tail/engine.rb', line 115 def key(k, x, y) case k when 27 # Escape exit when 32 # Space @config.screen.bounce ||= false @config.screen.bounce = !@config.screen.bounce when 102 #f @config.screen.wanted_fps = case @config.screen.wanted_fps when 0 60 when 60 50 when 50 45 when 45 30 when 30 25 when 25 20 when 20 0 end puts "WANTED_FPS[#{@config.screen.wanted_fps}]" when 98 @config.screen.mode = 1 - @config.screen.mode.to_i BlobStore.empty end puts "Keypress: #{k}" glutPostRedisplay() end |
#line_size ⇒ Object
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# File 'lib/gl_tail/engine.rb', line 20 def line_size @config.screen.line_size end |
#motion(x, y) ⇒ Object
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# File 'lib/gl_tail/engine.rb', line 194 def motion(x, y) if @mouse == GLUT_DOWN then end @x0, @y0 = x, y end |
#mouse(button, state, x, y) ⇒ Object
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# File 'lib/gl_tail/engine.rb', line 189 def mouse(, state, x, y) @mouse = state @x0, @y0 = x, y end |
#render_string(left, right = nil) ⇒ Object
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# File 'lib/gl_tail/engine.rb', line 8 def render_string(left,right = nil) FontStore.render_string(self, left,right) end |
#reset_stats ⇒ Object
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# File 'lib/gl_tail/engine.rb', line 28 def reset_stats @stats = [0, 0] end |
#reshape(width, height) ⇒ Object
New window size or exposure
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# File 'lib/gl_tail/engine.rb', line 154 def reshape(width, height) @config.reshape(width, height) # reset char size @char_size = nil @left_left = @config.screen.left.alignment + char_size * (@config.screen.left.size + 1) @left_right = @config.screen.left.alignment + char_size * (@config.screen.left.size + 8) @right_left = @config.screen.right.alignment - char_size * (@config.screen.right.size + 1) @right_right = @config.screen.right.alignment - char_size * (@config.screen.right.size + 8) glViewport(0, 0, width, height) glMatrixMode(GL_PROJECTION) glLoadIdentity() # glFrustum(-1.0, 1.0, [email protected], @config.screen.aspect, 5.0, 60.0) glOrtho(-1.0, 1.0, -@config.screen.aspect, @config.screen.aspect, -1.0, 1.0) @config.screen.line_size = @config.screen.aspect * 2 / (@config.screen.window_height/13.0) @config.screen.top = @config.screen.aspect - @config.screen.line_size puts "Reshape: #{width}x#{height} = #{@config.screen.aspect}/#{@config.screen.line_size}" if $VRB > 0 glMatrixMode(GL_MODELVIEW) glLoadIdentity() glTranslate(0.0, 0.0, 0.0) BlobStore.empty # Flush cached objects to recreate with correct size end |
#screen ⇒ Object
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# File 'lib/gl_tail/engine.rb', line 12 def screen @config.screen end |
#special(k, x, y) ⇒ Object
Change view angle
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# File 'lib/gl_tail/engine.rb', line 149 def special(k, x, y) glutPostRedisplay() end |
#start ⇒ Object
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# File 'lib/gl_tail/engine.rb', line 208 def start glutInit() glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE) glutInitWindowPosition(0, 0) glutInitWindowSize(@config.screen.window_width, @config.screen.window_height) glutCreateWindow('glTail') glutDisplayFunc(method(:draw).to_proc) glutReshapeFunc(method(:reshape).to_proc) glutKeyboardFunc(method(:key).to_proc) glutSpecialFunc(method(:special).to_proc) glutVisibilityFunc(method(:visible).to_proc) glutMouseFunc(method(:mouse).to_proc) glutMotionFunc(method(:motion).to_proc) glutIdleFunc(method(:idle).to_proc) # glutTimerFunc(33, method(:timer).to_proc, 0) glLightfv(GL_LIGHT0, GL_POSITION, [5.0, 5.0, 0.0, 0.0]) glLightfv(GL_LIGHT0, GL_AMBIENT, [0,0,0,1]) glLightModel(GL_LIGHT_MODEL_AMBIENT, [0.1,0.1,0.1,1]); # glLightModel(GL_LIGHT_MODEL_LOCAL_VIEWER, 1); # glLightModel(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR); glDisable(GL_CULL_FACE) glEnable(GL_LIGHTING) glEnable(GL_LIGHT0) glEnable(GL_TEXTURE_2D) # glShadeModel(GL_FLAT) glDisable(GL_DEPTH_TEST) # glDisable(GL_NORMALIZE) # glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST) glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST ) glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE) glEnable(GL_COLOR_MATERIAL) glEnable(GL_NORMALIZE) FontStore.generate_font @since = glutGet(GLUT_ELAPSED_TIME) @config.init glutMainLoop() end |
#stats ⇒ Object
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# File 'lib/gl_tail/engine.rb', line 32 def stats @stats end |
#timer(value) ⇒ Object
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# File 'lib/gl_tail/engine.rb', line 104 def timer(value) glutTimerFunc(15, method(:timer).to_proc, 0) # t = glutGet(GLUT_ELAPSED_TIME) glutPostRedisplay() glutSwapBuffers() do_process # t = glutGet(GLUT_ELAPSED_TIME) - t # t = 14 if t > 14 end |
#visible(vis) ⇒ Object
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# File 'lib/gl_tail/engine.rb', line 185 def visible(vis) # glutIdleFunc((vis == GLUT_VISIBLE ? method(:idle).to_proc : nil)) end |