class IMICFPS class Model include CommonMethods attr_accessor :objects, :materials, :vertices, :uvs, :texures, :normals, :faces, :colors, :bones attr_accessor :scale, :entity, :material_file, :current_material, :current_object, :vertex_count, :smoothing attr_reader :position, :bounding_box, :textured_material, :file_path attr_reader :positions_buffer_id, :colors_buffer_id, :normals_buffer_id, :uvs_buffer_id, :textures_buffer_id attr_reader :vertex_array_id attr_reader :aabb_tree def initialize(file_path:, entity: nil, parser:) @entity = entity update if @entity @file_path = file_path @material_file = nil @current_object = nil @current_material=nil @vertex_count = 0 @objects = [] @materials= {} @vertices = [] @colors = [] @uvs = [] @normals = [] @faces = [] @bones = [] @smoothing= 0 @bounding_box = BoundingBox.new start_time = Process.clock_gettime(Process::CLOCK_MONOTONIC, :float_millisecond) parse(parser) puts "#{@file_path.split('/').last} took #{((Process.clock_gettime(Process::CLOCK_MONOTONIC, :float_millisecond)-start_time)/1000.0).round(2)} seconds to parse" if window.config.get(:debug_options, :stats) if Shader.available?("default") allocate_gl_objects populate_vertex_buffer configure_vao end @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 window.config.get(:debug_options, :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 window.config.get(:debug_options, :stats) end def parse(parser) parser.new(self).parse 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 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 @positions_buffer_id = nil buffer = " " * 4 glGenBuffers(1, buffer) @positions_buffer_id = buffer.unpack('L2').first @colors_buffer_id = nil buffer = " " * 4 glGenBuffers(1, buffer) @colors_buffer_id = buffer.unpack('L2').first @normals_buffer_id = nil buffer = " " * 4 glGenBuffers(1, buffer) @normals_buffer_id = buffer.unpack('L2').first @uvs_buffer_id = nil buffer = " " * 4 glGenBuffers(1, buffer) @uvs_buffer_id = buffer.unpack('L2').first @textures_buffer_id = nil buffer = " " * 4 glGenBuffers(1, buffer) @textures_buffer_id = buffer.unpack('L2').first end def populate_vertex_buffer pos = [] colors = [] norms = [] uvs = [] tex_ids = [] @faces.each do |face| pos << 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 glBindBuffer(GL_ARRAY_BUFFER, @positions_buffer_id) glBufferData(GL_ARRAY_BUFFER, pos.flatten.size * Fiddle::SIZEOF_FLOAT, pos.flatten.pack("f*"), GL_STATIC_DRAW) glBindBuffer(GL_ARRAY_BUFFER, @colors_buffer_id) glBufferData(GL_ARRAY_BUFFER, colors.flatten.size * Fiddle::SIZEOF_FLOAT, colors.flatten.pack("f*"), GL_STATIC_DRAW) glBindBuffer(GL_ARRAY_BUFFER, @normals_buffer_id) glBufferData(GL_ARRAY_BUFFER, norms.flatten.size * Fiddle::SIZEOF_FLOAT, norms.flatten.pack("f*"), GL_STATIC_DRAW) if has_texture? glBindBuffer(GL_ARRAY_BUFFER, @uvs_buffer_id) glBufferData(GL_ARRAY_BUFFER, uvs.flatten.size * Fiddle::SIZEOF_FLOAT, uvs.flatten.pack("f*"), GL_STATIC_DRAW) glBindBuffer(GL_ARRAY_BUFFER, @textures_buffer_id) glBufferData(GL_ARRAY_BUFFER, tex_ids.flatten.size * Fiddle::SIZEOF_FLOAT, tex_ids.flatten.pack("f*"), GL_STATIC_DRAW) end glBindBuffer(GL_ARRAY_BUFFER, 0) end def configure_vao glBindVertexArray(@vertex_array_id) program = Shader.get("default").program # index, size, type, normalized, stride, pointer # vertices (positions) glBindBuffer(GL_ARRAY_BUFFER, @positions_buffer_id) glVertexAttribPointer(glGetAttribLocation(program, "inPosition"), 3, GL_FLOAT, GL_FALSE, 0, nil) gl_error? # colors glBindBuffer(GL_ARRAY_BUFFER, @colors_buffer_id) glVertexAttribPointer(glGetAttribLocation(program, "inColor"), 3, GL_FLOAT, GL_FALSE, 0, nil) gl_error? # normals glBindBuffer(GL_ARRAY_BUFFER, @normals_buffer_id) glVertexAttribPointer(glGetAttribLocation(program, "inNormal"), 4, GL_FLOAT, GL_FALSE, 0, nil) gl_error? if has_texture? # uvs glBindBuffer(GL_ARRAY_BUFFER, @uvs_buffer_id) glVertexAttribPointer(glGetAttribLocation(program, "inUV"), 3, GL_FLOAT, GL_FALSE, 0, nil) gl_error? # texture ids glBindBuffer(GL_ARRAY_BUFFER, @textures_buffer_id) glVertexAttribPointer(glGetAttribLocation(program, "inTextureID"), 1, GL_FLOAT, GL_FALSE, 0, nil) gl_error? end 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 *= 1.5 box.max *= 1.5 @aabb_tree.insert(face, box) end puts @aabb_tree.inspect if window.config.get(:debug_options, :stats) end def update @position = @entity.position @scale = @entity.scale end def has_texture? @has_texture end def release_gl_resources if @vertex_array_id end end end end