require_relative "parser" require_relative "object" require_relative "material" class IMICFPS class Wavefront class Model include OpenGL include GLU include Parser attr_accessor :objects, :materials, :vertexes, :texures, :normals, :faces attr_accessor :x, :y, :z def initialize(object = "objects/cube.obj") @x, @y, @z = 0, 0, 0 @object_path = object @file = File.open(object, 'r') @material_file = nil @current_object = nil @current_material=nil @vertex_count = 0 @objects = [] @materials= {} @vertices = [] @uvs = [] @normals = [] @faces = [] @smoothing= 0 @bounding_box = BoundingBox.new(nil,nil,nil, nil,nil,nil) @debug_color = Color.new(rand(0.0..1.0), rand(0.0..1.0), rand(0.0..1.0)) start_time = Time.now parse puts "#{object.split('/').last} took #{(Time.now-start_time).round(2)} seconds to parse" p @bounding_box face_count = 0 @objects.each {|o| face_count+=o.faces.size} @objects.each_with_index do |o, i| puts "Model::Object Name: #{o.name} Faces: #{o.faces.size}, array size divided by 3: #{o.faces.size.to_f/3.0}" end $window.number_of_faces+=face_count @model_has_texture = false @materials.each do |key, material| if material.texture_id @model_has_texture = true @textured_material = key end end end def draw(x,y,z, scale, back_face_culling) @objects.each_with_index do |o, i| glEnable(GL_CULL_FACE) if back_face_culling glEnable(GL_COLOR_MATERIAL) glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE) glShadeModel(GL_FLAT) unless o.faces.first[4] glShadeModel(GL_SMOOTH) if o.faces.first[4] glEnableClientState(GL_VERTEX_ARRAY) glEnableClientState(GL_COLOR_ARRAY) glEnableClientState(GL_NORMAL_ARRAY) if @model_has_texture glEnable(GL_TEXTURE_2D) glBindTexture(GL_TEXTURE_2D, @materials[@textured_material].texture_id) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glTexCoordPointer(3, GL_FLOAT, 0, o.flattened_textures) end glVertexPointer(4, GL_FLOAT, 0, o.flattened_vertices) glColorPointer(3, GL_FLOAT, 0, o.flattened_materials) glNormalPointer(GL_FLOAT, 0, o.flattened_normals) glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size/4) glDisableClientState(GL_VERTEX_ARRAY) glDisableClientState(GL_COLOR_ARRAY) glDisableClientState(GL_NORMAL_ARRAY) if @model_has_texture glDisableClientState(GL_TEXTURE_COORD_ARRAY) # glBindTexture(GL_TEXTURE_2D, 0) glDisable(GL_TEXTURE_2D) end render_bounding_box(o.bounding_box, o.debug_color) if $debug glDisable(GL_CULL_FACE) if back_face_culling glDisable(GL_COLOR_MATERIAL) end render_bounding_box(@bounding_box) if $debug $window.number_of_faces+=self.faces.size end def render_bounding_box(bounding_box, color = @debug_color) # TODO: Minimize number of calls in here glPolygonMode(GL_FRONT_AND_BACK, GL_LINE) glBegin(GL_TRIANGLES) # TOP glNormal3f(0,1,0) glColor3f(color.red, color.green, color.blue) glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z) glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.min_z) glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.min_z) glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z) glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.max_z) glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.min_z) # BOTTOM glNormal3f(0,-1,0) glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z) glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.max_z) glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.max_z) glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z) glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.min_z) glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.max_z) # RIGHT SIDE glNormal3f(0,0,1) glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z) glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.min_z) glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.min_z) glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.max_z) glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.min_z) glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z) # LEFT SIDE glNormal3f(1,0,0) glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.max_z) glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.min_z) glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z) glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.max_z) glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z) glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.max_z) # FRONT glNormal3f(-1,0,0) glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z) glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.max_z) glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.max_z) glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z) glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.max_z) glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.max_z) # BACK glNormal3f(-1,0,0) glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z) glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.min_z) glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.min_z) glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z) glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.min_z) glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.min_z) glEnd glPolygonMode(GL_FRONT_AND_BACK, GL_FILL) end end end end