Ripped IMICFPS::Wavefront::Model to IMICFPS::Model, more refactoring needed.

This commit is contained in:
2019-09-26 14:29:42 -05:00
parent f72008369d
commit f7936b38bc
6 changed files with 285 additions and 283 deletions

View File

@@ -1,221 +0,0 @@
require_relative "parser"
require_relative "object"
require_relative "material"
class IMICFPS
class Wavefront
class Model
include CommonMethods
include Parser
attr_accessor :objects, :materials, :vertices, :texures, :normals, :faces, :colors
attr_accessor :scale, :entity
attr_reader :position, :bounding_box, :textured_material
attr_reader :vertices_buffer_id
attr_reader :vertices_buffer_data
attr_reader :vertices_buffer_size
attr_reader :vertex_array_id
attr_reader :aabb_tree
def initialize(file_path:, entity: nil)
@entity = entity
update if @entity
@file_path = file_path
@file = File.open(file_path, 'r')
@material_file = nil
@current_object = nil
@current_material=nil
@vertex_count = 0
@objects = []
@materials= {}
@vertices = []
@colors = []
@uvs = []
@normals = []
@faces = []
@smoothing= 0
@bounding_box = BoundingBox.new
start_time = Process.clock_gettime(Process::CLOCK_MONOTONIC, :float_millisecond)
parse
puts "#{@file_path.split('/').last} took #{((Process.clock_gettime(Process::CLOCK_MONOTONIC, :float_millisecond)-start_time)/1000.0).round(2)} seconds to parse" if $debug.get(:stats)
# allocate_gl_objects
# populate_vertex_buffer
# configure_vao
@objects.each {|o| @vertex_count+=o.vertices.size}
@objects.each_with_index do |o, i|
puts " Model::Object Name: #{o.name}, Vertices: #{o.vertices.size}" if $debug.get(:stats)
end
window.number_of_vertices+=@vertex_count
@has_texture = false
@materials.each do |key, material|
if material.texture_id
@has_texture = true
@textured_material = key
end
end
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" if $debug.get(:stats)
end
def allocate_gl_objects
# 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
@vertices_buffer_id = nil
buffer = " " * 4
glGenBuffers(1, buffer)
@vertices_buffer_id = buffer.unpack('L2').first
end
def populate_vertex_buffer
@vertices_buffer_size = 0
@vertices_buffer_data = []
verts = []
colors = []
norms = []
uvs = []
tex_ids = []
@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] }
if @has_texture
uvs << face.uvs.map { |vert| [vert.x, vert.y, vert.z] }
tex_ids << face.material.texture_id ? face.material.texture_id.to_f : -1.0
end
end
verts.each_with_index do |vert, i|
@vertices_buffer_data << vert
@vertices_buffer_data << colors[i]
@vertices_buffer_data << norms[i]
# if @has_texture
# @vertices_buffer_data << uvs[i] if uvs.size > 0
# @vertices_buffer_data << tex_ids[i] if tex_ids.size > 0
# end
end
data_size = 0
data_size += Fiddle::SIZEOF_FLOAT * 3 * verts.size
data_size += Fiddle::SIZEOF_FLOAT * 3 * colors.size
data_size += Fiddle::SIZEOF_FLOAT * 4 * norms.size
if @has_texture
data_size += Fiddle::SIZEOF_FLOAT * 3 * uvs.size
data_size += Fiddle::SIZEOF_FLOAT * 1 * tex_ids.size
end
@vertices_buffer_size = data_size
data = @vertices_buffer_data.flatten
glBindBuffer(GL_ARRAY_BUFFER, @vertices_buffer_id)
glBufferData(GL_ARRAY_BUFFER, @vertices_buffer_size, data.pack("f*"), GL_STATIC_DRAW)
glBindBuffer(GL_ARRAY_BUFFER, 0)
end
def configure_vao
glBindBuffer(GL_ARRAY_BUFFER, @vertices_buffer_id)
glBindVertexArray(@vertex_array_id)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glEnableVertexAttribArray(3)
glEnableVertexAttribArray(4)
program = Shader.get("default").program
stride = 0
position_stride = Fiddle::SIZEOF_FLOAT * 3
color_stride = Fiddle::SIZEOF_FLOAT * 3
normal_stride = Fiddle::SIZEOF_FLOAT * 4
uv_stride = Fiddle::SIZEOF_FLOAT * 3
texture_id_stride = Fiddle::SIZEOF_FLOAT
if @has_texture
stride = position_stride + color_stride + normal_stride + uv_stride + texture_id_stride
else
stride = position_stride + color_stride + normal_stride
end
# index, size, type, normalized, stride, pointer
# vertices (positions)
glVertexAttribPointer(glGetAttribLocation(program, "inPosition"), 3, GL_FLOAT, GL_FALSE, stride, nil)
handleGlError
# colors
glVertexAttribPointer(glGetAttribLocation(program, "inColor"), 3, GL_FLOAT, GL_FALSE, stride + position_stride, nil)
handleGlError
# normals
glVertexAttribPointer(glGetAttribLocation(program, "inNormal"), 4, GL_FLOAT, GL_FALSE, stride + position_stride + color_stride, nil)
handleGlError
# uvs
glVertexAttribPointer(glGetAttribLocation(program, "inUV"), 3, GL_FLOAT, GL_FALSE, stride + position_stride + color_stride + normal_stride, nil)
handleGlError
# texture ids
glVertexAttribPointer(glGetAttribLocation(program, "inTextureID"), 1, GL_FLOAT, GL_FALSE, stride + position_stride + color_stride + normal_stride + uv_stride, nil)
handleGlError
glDisableVertexAttribArray(4)
glDisableVertexAttribArray(3)
glDisableVertexAttribArray(2)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(0)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindVertexArray(0)
end
def build_collision_tree
@aabb_tree = AABBTree.new
@faces.each do |face|
box = BoundingBox.new
box.min = face.vertices.first.dup
box.max = face.vertices.first.dup
face.vertices.each do |vertex|
if vertex.sum < box.min.sum
box.min = vertex.dup
elsif vertex.sum > box.max.sum
box.max = vertex.dup
end
end
# FIXME: Handle negatives
box.min -= Vector.new(-0.1, -0.1, -0.1)
box.max += Vector.new( 0.1, 0.1, 0.1)
@aabb_tree.insert(face, box)
end
puts @aabb_tree.inspect if $debug.get(:stats)
end
def update
@position = @entity.position
@scale = @entity.scale
end
def has_texture?
@has_texture
end
end
end
end

View File

@@ -1,10 +1,13 @@
class IMICFPS
class Wavefront
module Parser
class Parser
def initialize(model)
@model = model
end
def parse
lines = 0
list = @file.read.split("\n")
# @file.each_line do |line|
list = File.read(@model.file_path).split("\n")
list.each do |line|
lines+=1
line = line.strip
@@ -12,7 +15,7 @@ class IMICFPS
array = line.split(' ')
case array[0]
when 'mtllib'
@material_file = array[1]
@model.material_file = array[1]
parse_mtllib
when 'usemtl'
set_material(array[1])
@@ -44,7 +47,7 @@ class IMICFPS
face.normals = []
face.colors = []
face.material = material
face.smoothing= @smoothing
face.smoothing= @model.smoothing
mat = face.material.diffuse
color = Vector.new(mat.red, mat.green, mat.blue)
@@ -52,85 +55,85 @@ class IMICFPS
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.vertices << @model.vertices[Integer(v)-1]
face.uvs << @model.uvs[Integer(uvs[index])-1]
face.normals << @model.normals[Integer(norms[index])-1]
face.colors << color
else
face.vertices << @vertices[Integer(v)-1]
face.vertices << @model.vertices[Integer(v)-1]
face.uvs << nil
face.normals << @normals[Integer(norms[index])-1]
face.normals << @model.normals[Integer(norms[index])-1]
face.colors << color
end
end
@current_object.faces << face
@faces << face
@model.current_object.faces << face
@model.faces << face
end
end
puts "Total Lines: #{lines}" if $debug.get(:stats)
calculate_bounding_box(@vertices, @bounding_box)
@objects.each do |o|
calculate_bounding_box(o.vertices, o.bounding_box)
@model.calculate_bounding_box(@model.vertices, @model.bounding_box)
@model.objects.each do |o|
@model.calculate_bounding_box(o.vertices, o.bounding_box)
end
end
def parse_mtllib
file = File.open(@file_path.sub(File.basename(@file_path), '')+@material_file, 'r')
file = File.open(@model.file_path.sub(File.basename(@model.file_path), '')+@model.material_file, 'r')
file.readlines.each do |line|
array = line.strip.split(' ')
case array.first
when 'newmtl'
material = Material.new(array.last)
@current_material = array.last
@materials[array.last] = material
@model.current_material = array.last
@model.materials[array.last] = material
when 'Ns' # Specular Exponent
when 'Ka' # Ambient color
@materials[@current_material].ambient = Color.new(Float(array[1]), Float(array[2]), Float(array[3]))
@model.materials[@model.current_material].ambient = Color.new(Float(array[1]), Float(array[2]), Float(array[3]))
when 'Kd' # Diffuse color
@materials[@current_material].diffuse = Color.new(Float(array[1]), Float(array[2]), Float(array[3]))
@model.materials[@model.current_material].diffuse = Color.new(Float(array[1]), Float(array[2]), Float(array[3]))
when 'Ks' # Specular color
@materials[@current_material].specular = Color.new(Float(array[1]), Float(array[2]), Float(array[3]))
@model.materials[@model.current_material].specular = Color.new(Float(array[1]), Float(array[2]), Float(array[3]))
when 'Ke' # Emissive
when 'Ni' # Unknown (Blender Specific?)
when 'd' # Dissolved (Transparency)
when 'illum' # Illumination model
when 'map_Kd' # Diffuse texture
@materials[@current_material].set_texture(array[1])
@model.materials[@model.current_material].set_texture(array[1])
end
end
end
def change_object(name)
@objects << Object.new(name)
@current_object = @objects.last
@model.objects << Object.new(name)
@model.current_object = @model.objects.last
end
def set_smoothing(value)
if value == "1"
@smoothing = true
@model.smoothing = true
else
@smoothing = false
@model.smoothing = false
end
end
def set_material(name)
@current_material = name
@model.current_material = name
end
def material
@materials[@current_material]
@model.materials[@model.current_material]
end
def faces_count
count = 0
@objects.each {|o| count+=o.faces.count}
@model.objects.each {|o| count+=o.faces.count}
return count
end
def add_vertex(array)
@vertex_count+=1
@model.vertex_count+=1
vert = nil
if array.size == 5
vert = Vector.new(Float(array[1]), Float(array[2]), Float(array[3]), Float(array[4]))
@@ -139,8 +142,8 @@ class IMICFPS
else
raise
end
@current_object.vertices << vert
@vertices << vert
@model.current_object.vertices << vert
@model.vertices << vert
end
def add_normal(array)
@@ -152,8 +155,8 @@ class IMICFPS
else
raise
end
@current_object.normals << vert
@normals << vert
@model.current_object.normals << vert
@model.normals << vert
end
def add_texture_coordinate(array)
@@ -165,31 +168,8 @@ class IMICFPS
else
raise
end
@current_object.textures << texture
@uvs << texture
end
def calculate_bounding_box(vertices, bounding_box)
unless bounding_box.min.x.is_a?(Float)
vertex = vertices.last
bounding_box.min.x = vertex.x
bounding_box.min.y = vertex.y
bounding_box.min.z = vertex.z
bounding_box.max.x = vertex.x
bounding_box.max.y = vertex.y
bounding_box.max.z = vertex.z
end
vertices.each do |vertex|
bounding_box.min.x = vertex.x if vertex.x <= bounding_box.min.x
bounding_box.min.y = vertex.y if vertex.y <= bounding_box.min.y
bounding_box.min.z = vertex.z if vertex.z <= bounding_box.min.z
bounding_box.max.x = vertex.x if vertex.x >= bounding_box.max.x
bounding_box.max.y = vertex.y if vertex.y >= bounding_box.max.y
bounding_box.max.z = vertex.z if vertex.z >= bounding_box.max.z
end
@model.current_object.textures << texture
@model.uvs << texture
end
end
end