Refactored mesh handling, imported AABB tree implementation from I-MIC FPS

This commit is contained in:
2025-05-03 18:21:11 -05:00
parent b3561f02c1
commit eabad4abd4
16 changed files with 356 additions and 56 deletions

24
Gemfile.lock Normal file
View File

@@ -0,0 +1,24 @@
PATH
remote: .
specs:
cyberarm_engine (0.24.4)
gosu (~> 1.1)
GEM
remote: https://rubygems.org/
specs:
gosu (1.4.6)
minitest (5.25.5)
rake (13.2.1)
PLATFORMS
x64-mingw-ucrt
DEPENDENCIES
bundler (~> 2.2)
cyberarm_engine!
minitest (~> 5.0)
rake (~> 13.0)
BUNDLED WITH
2.5.3

View File

@@ -1,14 +1,15 @@
#version 330 core
@include "light_struct"
out vec4 frag_color;
@include "light_struct"
const int DIRECTIONAL = 0;
const int POINT = 1;
const int SPOT = 2;
flat in Light out_lights[7];
in vec2 out_tex_coords;
flat in int out_light_count;
flat in Light out_lights[7];
uniform sampler2D diffuse, position, texcoord, normal, depth;
@@ -27,43 +28,88 @@ vec4 directionalLight(Light light) {
return vec4(_diffuse + _ambient + _specular, 1.0);
}
vec4 pointLight(Light light) {
return vec4(0.25, 0.25, 0.25, 1);
}
vec4 spotLight(Light light) {
return vec4(0.5, 0.5, 0.5, 1);
}
vec4 calculateLighting(Light light) {
vec4 result;
// switch(light.type) {
// case DIRECTIONAL: {
// result = directionalLight(light);
// }
// case SPOT: {
// result = spotLight(light);
// }
// default: {
// result = pointLight(light);
// }
// }
if (light.type == DIRECTIONAL) {
result = directionalLight(light);
} else {
result = pointLight(light);
}
return result;
}
void main() {
frag_color = vec4(0.0);
Light light;
light.type = DIRECTIONAL;
for(int i = 0; i < out_light_count; i++)
{
frag_color += texture(diffuse, out_tex_coords) * calculateLighting(out_lights[i]);
}
light.position = vec3(100, 100, 100);
light.diffuse = vec3(0.5, 0.5, 0.5);
light.ambient = vec3(0.8, 0.8, 0.8);
light.specular = vec3(0.2, 0.2, 0.2);
light.intensity = 1.0;
frag_color = texture(diffuse, out_tex_coords) * directionalLight(light);
}
// #version 330 core
// @include "light_struct"
// out vec4 frag_color;
// const int DIRECTIONAL = 0;
// const int POINT = 1;
// const int SPOT = 2;
// in vec2 out_tex_coords;
// flat in int out_light_count;
// flat in Light out_lights[7];
// uniform sampler2D diffuse, position, texcoord, normal, depth;
// vec4 directionalLight(Light light) {
// vec3 norm = normalize(texture(normal, out_tex_coords).rgb);
// vec3 diffuse_color = texture(diffuse, out_tex_coords).rgb;
// vec3 frag_pos = texture(position, out_tex_coords).rgb;
// vec3 lightDir = normalize(light.position - frag_pos);
// float diff = max(dot(norm, lightDir), 0);
// vec3 _ambient = light.ambient;
// vec3 _diffuse = light.diffuse * diff;
// vec3 _specular = light.specular;
// return vec4(_diffuse + _ambient + _specular, 1.0);
// }
// vec4 pointLight(Light light) {
// return vec4(0.25, 0.25, 0.25, 1);
// }
// vec4 spotLight(Light light) {
// return vec4(0.5, 0.5, 0.5, 1);
// }
// vec4 calculateLighting(Light light) {
// vec4 result;
// // switch(light.type) {
// // case DIRECTIONAL: {
// // result = directionalLight(light);
// // }
// // case SPOT: {
// // result = spotLight(light);
// // }
// // default: {
// // result = pointLight(light);
// // }
// // }
// if (light.type == DIRECTIONAL) {
// result = directionalLight(light);
// } else {
// result = pointLight(light);
// }
// return result;
// }
// void main() {
// frag_color = vec4(0.0);
// for(int i = 0; i < out_light_count; i++)
// {
// frag_color += texture(diffuse, out_tex_coords) * calculateLighting(out_lights[i]);
// }
// }

View File

@@ -1,4 +1,4 @@
# version 330 core
#version 330 core
layout(location = 0) in vec3 in_position;
layout(location = 1) in vec3 in_color;

View File

@@ -67,12 +67,4 @@ require_relative "cyberarm_engine/ui/elements/menu_item"
require_relative "cyberarm_engine/game_state"
require_relative "cyberarm_engine/ui/gui_state"
require_relative "cyberarm_engine/model"
require_relative "cyberarm_engine/model_cache"
require_relative "cyberarm_engine/model/material"
require_relative "cyberarm_engine/model/model_object"
require_relative "cyberarm_engine/model/parser"
require_relative "cyberarm_engine/model/parsers/wavefront_parser"
require_relative "cyberarm_engine/model/parsers/collada_parser" if RUBY_ENGINE != "mruby" && defined?(Nokogiri)
require_relative "cyberarm_engine/builtin/intro_state"

View File

@@ -1,5 +1,8 @@
module CyberarmEngine
class Model
include OpenGL
include CyberarmEngine
attr_accessor :objects, :materials, :vertices, :uvs, :texures, :normals, :faces, :colors, :bones, :material_file,
:current_material, :current_object, :vertex_count, :smoothing
attr_reader :position, :bounding_box, :textured_material, :file_path, :positions_buffer_id, :colors_buffer_id,
@@ -49,9 +52,9 @@ module CyberarmEngine
@objects.each { |o| @vertex_count += o.vertices.size }
# start_time = Process.clock_gettime(Process::CLOCK_MONOTONIC, :float_millisecond)
# build_collision_tree
# puts " Building mesh collision tree took #{((Process.clock_gettime(Process::CLOCK_MONOTONIC, :float_millisecond) - start_time) / 1000.0).round(2)} seconds"
start_time = Process.clock_gettime(Process::CLOCK_MONOTONIC, :float_millisecond)
build_collision_tree
puts " Building mesh collision tree took #{((Process.clock_gettime(Process::CLOCK_MONOTONIC, :float_millisecond) - start_time) / 1000.0).round(2)} seconds"
end
def parse(parser)
@@ -178,7 +181,7 @@ module CyberarmEngine
end
def build_collision_tree
@aabb_tree = IMICFPS::AABBTree.new
@aabb_tree = AABBTree.new
@faces.each do |face|
box = BoundingBox.new

View File

@@ -1,6 +1,6 @@
module CyberarmEngine
class Model
class ModelObject
class Mesh
attr_reader :id, :name, :vertices, :uvs, :normals, :materials, :bounding_box, :debug_color
attr_accessor :faces, :scale

View File

@@ -48,12 +48,12 @@ module CyberarmEngine
if _model
@model.current_object = _model
else
raise "Couldn't find ModelObject!"
raise "Couldn't find Mesh!"
end
end
def change_object(id, name)
@model.objects << Model::ModelObject.new(id, name)
@model.objects << Model::Mesh.new(id, name)
@model.current_object = @model.objects.last
end

View File

@@ -1,5 +1,6 @@
begin
require "opengl"
require "glu"
rescue LoadError
puts "Required gem is not installed, please install 'opengl-bindings' and try again."
exit(1)
@@ -8,7 +9,7 @@ end
module CyberarmEngine
def gl_error?
e = glGetError
if e != GL_NO_ERROR
if e != OpenGL::GL_NO_ERROR
warn "OpenGL error detected by handler at: #{caller[0]}"
warn " #{gluErrorString(e)} (#{e})\n"
exit if Window.instance&.exit_on_opengl_error?
@@ -38,3 +39,15 @@ require_relative "opengl/renderer/g_buffer"
require_relative "opengl/renderer/bounding_box_renderer"
require_relative "opengl/renderer/opengl_renderer"
require_relative "opengl/renderer/renderer"
require_relative "trees/aabb_tree_debug"
require_relative "trees/aabb_node"
require_relative "trees/aabb_tree"
require_relative "model"
require_relative "model_cache"
require_relative "model/material"
require_relative "model/mesh"
require_relative "model/parser"
require_relative "model/parsers/wavefront_parser"
require_relative "model/parsers/collada_parser" if RUBY_ENGINE != "mruby" && defined?(Nokogiri)

View File

@@ -1,5 +1,7 @@
module CyberarmEngine
class Light
include OpenGL
DIRECTIONAL = 0
POINT = 1
SPOT = 2

View File

@@ -1,5 +1,8 @@
module CyberarmEngine
class PerspectiveCamera
include OpenGL
include GLU
attr_accessor :position, :orientation, :aspect_ratio, :field_of_view,
:min_view_distance, :max_view_distance

View File

@@ -1,5 +1,7 @@
module CyberarmEngine
class GBuffer
include OpenGL
attr_reader :screen_vbo, :vertices, :uvs
attr_reader :width, :height

View File

@@ -1,5 +1,8 @@
module CyberarmEngine
class OpenGLRenderer
include OpenGL
include CyberarmEngine
@@immediate_mode_warning = false
attr_accessor :show_wireframe

View File

@@ -2,6 +2,7 @@ module CyberarmEngine
# Ref: https://github.com/vaiorabbit/ruby-opengl/blob/master/sample/OrangeBook/brick.rb
class Shader
include OpenGL
@@shaders = {} # Cache for {Shader} instances
PREPROCESSOR_CHARACTER = "@".freeze # magic character for preprocessor phase of {Shader} compilation
@@ -298,6 +299,7 @@ module CyberarmEngine
# @see Shader.use Shader.use
def use(&block)
return unless compiled?
raise "Another shader is already in use! #{Shader.active_shader.name.inspect}" if Shader.active_shader
Shader.active_shader = self

View File

@@ -0,0 +1,126 @@
# frozen_string_literal: true
module CyberarmEngine
class AABBTree
class AABBNode
attr_accessor :bounding_box, :parent, :object
attr_reader :a, :b
def initialize(parent:, object:, bounding_box:)
@parent = parent
@object = object
@bounding_box = bounding_box
@a = nil
@b = nil
end
def a=(leaf)
@a = leaf
@a.parent = self
end
def b=(leaf)
@b = leaf
@b.parent = self
end
def leaf?
@object
end
def insert_subtree(leaf)
if leaf?
new_node = AABBNode.new(parent: nil, object: nil, bounding_box: @bounding_box.union(leaf.bounding_box))
new_node.a = self
new_node.b = leaf
new_node
else
cost_a = @a.bounding_box.volume + @b.bounding_box.union(leaf.bounding_box).volume
cost_b = @b.bounding_box.volume + @a.bounding_box.union(leaf.bounding_box).volume
if cost_a == cost_b
cost_a = @a.proximity(leaf)
cost_b = @b.proximity(leaf)
end
if cost_b < cost_a
self.b = @b.insert_subtree(leaf)
else
self.a = @a.insert_subtree(leaf)
end
@bounding_box = @bounding_box.union(leaf.bounding_box)
self
end
end
def search_subtree(collider, items = [])
if @bounding_box.intersect?(collider)
if leaf?
items << self
else
@a.search_subtree(collider, items)
@b.search_subtree(collider, items)
end
end
items
end
def remove_subtree(leaf)
if leaf
self
elsif leaf.parent == self
other_child = other(leaf)
other_child.parent = @parent
other_child
else
leaf.parent.disown_child(leaf)
self
end
end
def other(leaf)
@a == leaf ? @b : @a
end
def disown_child(leaf)
value = other(leaf)
raise "Can not replace child of a leaf!" if @parent.leaf?
raise "Node is not a child of parent!" unless leaf.child_of?(@parent)
if @parent.a == self
@parent.a = value
else
@parent.b = value
end
@parent.update_bounding_box
end
def child_of?(leaf)
self == leaf.a || self == leaf.b
end
def proximity(leaf)
(@bounding_box - leaf.bounding_box).sum.abs
end
def update_bounding_box
node = self
unless node.leaf?
node.bounding_box = node.a.bounding_box.union(node.b.bounding_box)
while (node = node.parent)
node.bounding_box = node.a.bounding_box.union(node.b.bounding_box)
end
end
end
end
end
end

View File

@@ -0,0 +1,55 @@
# frozen_string_literal: true
module CyberarmEngine
class AABBTree
include AABBTreeDebug
attr_reader :root, :objects, :branches, :leaves
def initialize
@objects = {}
@root = nil
@branches = 0
@leaves = 0
end
def insert(object, bounding_box)
raise "BoundingBox can't be nil!" unless bounding_box
raise "Object can't be nil!" unless object
# raise "Object already in tree!" if @objects[object] # FIXME
leaf = AABBNode.new(parent: nil, object: object, bounding_box: bounding_box.dup)
@objects[object] = leaf
insert_leaf(leaf)
end
def insert_leaf(leaf)
@root = @root ? @root.insert_subtree(leaf) : leaf
end
def update(object, bounding_box)
leaf = remove(object)
leaf.bounding_box = bounding_box
insert_leaf(leaf)
end
# Returns a list of all objects that collided with collider
def search(collider, return_nodes = false)
items = []
if @root
items = @root.search_subtree(collider)
items.map!(&:object) unless return_nodes
end
items
end
def remove(object)
leaf = @objects.delete(object)
@root = @root.remove_subtree(leaf) if leaf
leaf
end
end
end

View File

@@ -0,0 +1,29 @@
# frozen_string_literal: true
module CyberarmEngine
# Gets included into AABBTree
module AABBTreeDebug
def inspect
@branches = 0
@leaves = 0
if @root
node = @root
debug_search(node.a)
debug_search(node.b)
end
puts "<#{self.class}:#{object_id}> has #{@branches} branches and #{@leaves} leaves"
end
def debug_search(node)
if node.leaf?
@leaves += 1
else
@branches += 1
debug_search(node.a)
debug_search(node.b)
end
end
end
end