Model is now able to push data into VBO

This commit is contained in:
2019-08-10 13:36:37 -05:00
parent 80a6389af4
commit 185d760a83
5 changed files with 38 additions and 26 deletions

View File

@@ -4,5 +4,5 @@ class IMICFPS
TextureCoordinate = Struct.new(:u, :v, :weight)
Point = Struct.new(:x, :y)
Color = Struct.new(:red, :green, :blue, :alpha)
Face = Struct.new(:vertices, :uvs, :normals, :material, :smoothing)
Face = Struct.new(:vertices, :uvs, :normals, :colors, :material, :smoothing)
end

View File

@@ -40,7 +40,7 @@ class IMICFPS
if CACHE[@type].is_a?(Hash)
if CACHE[@type][@file_path]
@model = CACHE[@type][@file_path]#.dup # Don't know why, but adding .dup improves performance with Sponza (1 fps -> 20 fps)
puts "Used cached model for: #{@file_path.split('/').last}"
puts "Used cached model for: #{@file_path.split('/').last}" if $debug.get(:stats)
found = true
end
end

View File

@@ -98,7 +98,6 @@ class IMICFPS
glDisableClientState(GL_NORMAL_ARRAY)
if model.has_texture?
glDisableClientState(GL_TEXTURE_COORD_ARRAY)
# glBindTexture(GL_TEXTURE_2D, 0)
glDisable(GL_TEXTURE_2D)
end
glDisable(GL_CULL_FACE) if model.entity.backface_culling

View File

@@ -10,12 +10,12 @@ class IMICFPS
include Parser
attr_accessor :objects, :materials, :vertices, :texures, :normals, :faces
attr_accessor :objects, :materials, :vertices, :texures, :normals, :faces, :colors
attr_accessor :scale, :entity
attr_reader :position, :bounding_box, :textured_material
attr_reader :normals_buffer, :uvs_buffer, :vertices_buffer
attr_reader :vertices_buffer_data, :uvs_buffer_data, :normals_buffer_data
attr_reader :vertices_buffer
attr_reader :vertices_buffer_data
attr_reader :vertex_array_id
attr_reader :aabb_tree
@@ -31,6 +31,7 @@ class IMICFPS
@objects = []
@materials= {}
@vertices = []
@colors = []
@uvs = []
@normals = []
@faces = []
@@ -67,39 +68,44 @@ class IMICFPS
# Allocate arrays for future use
@vertex_array_id = nil
buffer = " " * 4
glGenVertexArrays(1, buffer)
@vertex_array_id = buffer.unpack('L2').first
# Allocate buffers for future use
@normals_buffer, @colors_buffer, @vertices_buffer = nil
@vertices_buffer = nil
buffer = " " * 4
glGenBuffers(1, buffer)
@normals_buffer = buffer.unpack('L2').first
buffer = " " * 4
glGenBuffers(1, buffer)
@uvs_buffer = buffer.unpack('L2').first
buffer = " " * 4
glGenBuffers(1, buffer)
@vertices_buffer = buffer.unpack('L2').first
end
def populate_buffers
@vertices_buffer_data = @vertices.map {|vert| [vert.x, vert.y, vert.z]}.flatten.pack("f*")
@uvs_buffer_data = @uvs.map {|uv| [uv.x, uv.y, uv.z]}.flatten.pack("f*")
@normals_buffer_data = @normals.map {|norm| [norm.x, norm.y, norm.z, norm.weight]}.flatten.pack("f*")
@vertices_buffer_data = []
verts = []
colors= []
norms = []
uvs = []
@faces.each do |face|
verts << face.vertices.map { |vert| [vert.x, vert.y, vert.z] }
colors << face.colors.map { |vert| [vert.x, vert.y, vert.z] }
norms << face.normals.map { |vert| [vert.x, vert.y, vert.z, vert.weight] }
uvs << face.uvs.map { |vert| [vert.x, vert.y, vert.z] } if face.material.texture
end
verts.each_with_index do |vert, i|
@vertices_buffer_data << vert
@vertices_buffer_data << colors[i]
@vertices_buffer_data << norms[i]
@vertices_buffer_data << uvs[i] if uvs.size > 0
end
data = @vertices_buffer_data.flatten.pack("f*")
glBindBuffer(GL_ARRAY_BUFFER, @vertices_buffer)
glBufferData(GL_ARRAY_BUFFER, Fiddle::SIZEOF_FLOAT * @vertices.size, @vertices_buffer_data, GL_STATIC_DRAW)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, @uvs_buffer)
glBufferData(GL_ARRAY_BUFFER, @uvs.size, @uvs_buffer_data, GL_STATIC_DRAW)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ARRAY_BUFFER, @normals_buffer)
glBufferData(GL_ARRAY_BUFFER, @normals.size, @normals_buffer_data, GL_STATIC_DRAW)
glBufferData(GL_ARRAY_BUFFER, Fiddle::SIZEOF_FLOAT * @vertices_buffer_data.size, data, GL_STATIC_DRAW)
glBindBuffer(GL_ARRAY_BUFFER, 0)
end

View File

@@ -42,18 +42,25 @@ class IMICFPS
face.vertices = []
face.uvs = []
face.normals = []
face.colors = []
face.material = material
face.smoothing= @smoothing
mat = face.material.diffuse
color = Vector.new(mat.red, mat.green, mat.blue)
verts.each_with_index do |v, index|
if uvs.first != ""
face.vertices << @vertices[Integer(v)-1]
face.uvs << @uvs[Integer(uvs[index])-1]
face.normals << @normals[Integer(norms[index])-1]
face.colors << color
else
face.vertices << @vertices[Integer(v)-1]
face.uvs << nil
face.normals << @normals[Integer(norms[index])-1]
face.colors << color
end
end