class IMICFPS class Wavefront class Model include GL # include GLU TextureCoordinate = Struct.new(:u, :v, :weight) Vertex = Struct.new(:x, :y, :z, :weight) Color = Struct.new(:red, :green, :blue, :alpha) 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 parse face_count = 0 @objects.each {|o| face_count+=o.faces.size} @objects.each_with_index do |o, i| puts "OBJECT FACES: Name: #{o.name} #{o.faces.size}, array size divided by 3: #{o.faces.size.to_f/3.0}" end end def draw(x, y, z, scale = 1) begin render(x,y,z, scale) rescue Gl::Error => e p e end end def render(x,y,z, scale = 1) glEnable(GL_NORMALIZE) glPushMatrix glTranslatef(x,y,z) glScalef(scale, scale, scale) @objects.each_with_index do |o, i| glEnable(GL_CULL_FACE) 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] # glBegin(GL_TRIANGLES) # begin drawing model glBegin(GL_TRIANGLES) # begin drawing model o.faces.each do |vert| vertex = vert[0] uv = vert[1] normal = vert[2] material = vert[3] glColor3f(material.diffuse.red, material.diffuse.green, material.diffuse.blue) glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, [material.ambient.red, material.ambient.green, material.ambient.blue, 1.0]) glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, [material.diffuse.red, material.diffuse.green, material.diffuse.blue, 1.0]) glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, [material.specular.red, material.specular.green, material.specular.blue, 1.0]) glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, [10.0]) glNormal3f(normal.x, normal.y, normal.z) # Don't scale normals # glVertex3f(vertex.x*scale, vertex.y*scale, vertex.z*scale) glVertex3f(vertex.x, vertex.y, vertex.z) end glEnd glDisable(GL_CULL_FACE) glDisable(GL_COLOR_MATERIAL) end glPopMatrix end def parse lines = 0 @file.each_line do |line| lines+=1 line = line.strip array = line.split(' ') case array[0] when 'mtllib' @material_file = array[1] parse_mtllib when 'usemtl' set_material(array[1]) when 'o' change_object(array[1]) when 's' set_smoothing(array[1]) when 'v' add_vertex(array) when 'vt' add_texture_coordinate(array) when 'vn' add_normal(array) when 'f' verts = [] uvs = [] norms = [] array[1..3].each do |f| verts << f.split("/")[0] uvs << f.split("/")[1] norms << f.split("/")[2] end verts.each_with_index do |v, index| if uvs.first != "" face = [@vertices[Integer(v)-1], @uvs[Integer(uvs[index])-1], @normals[Integer(norms[index])-1], material, @smoothing] else face = [@vertices[Integer(v)-1], nil, @normals[Integer(norms[index])-1], material, @smoothing] end @current_object.faces << face @faces << face end end end puts "Total Lines: #{lines}" end def parse_mtllib file = File.open(@object_path.sub(File.basename(@object_path), '')+@material_file, 'r') file.readlines.each do |line| array = line.strip.split(' ') # puts array.join case array.first when 'newmtl' material = Material.new(array.last) @current_material = array.last @materials[array.last] = material when 'Ns' # Specular Exponent when 'Ka' # Ambient @materials[@current_material].ambient = Color.new(Float(array[1]), Float(array[2]), Float(array[3])) when 'Kd' # Diffuse @materials[@current_material].diffuse = Color.new(Float(array[1]), Float(array[2]), Float(array[3])) when 'Ks' # Specular @materials[@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 end end end def change_object(name) @objects << Object.new(name) @current_object = @objects.last end def set_smoothing(value) if value == "1" @smoothing = true else @smoothing = false end end def set_material(name) @current_material = name end def material @materials[@current_material] end def faces_count count = 0 @objects.each {|o| count+=o.faces.count} return count end def add_vertex(array) @vertex_count+=1 vert = nil if array.size == 5 vert = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]), Float(array[4])) elsif array.size == 4 vert = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]), 1.0) else raise end @vertices << vert end def add_normal(array) vert = nil if array.size == 5 vert = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]), Float(array[4])) elsif array.size == 4 vert = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]), 1.0) else raise end @normals << vert end def add_texture_coordinate(array) texture = nil if array.size == 4 texture = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3])) elsif array.size == 3 texture = Vertex.new(Float(array[1]), Float(array[2]), 0.0) else raise end @uvs << texture end end end end