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, :vertices, :texures, :normals, :faces attr_accessor :x, :y, :z, :scale, :game_object attr_reader :bounding_box, :model_has_texture, :textured_material attr_reader :normals_buffer, :uvs_buffer, :vertices_buffer attr_reader :vertices_buffer_data, :uvs_buffer_data, :normals_buffer_data def initialize(file_path:, game_object: nil) @game_object = game_object update if @game_object @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 = [] @uvs = [] @normals = [] @faces = [] @smoothing= 0 # Allocate buffers for future use @normals_buffer, @colors_buffer, @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 @bounding_box = BoundingBox.new(0,0,0, 0,0,0) 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 # populate_buffers @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 end $window.number_of_vertices+=@vertex_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 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*") glBindBuffer(GL_ARRAY_BUFFER, @vertices_buffer) glBufferData(GL_ARRAY_BUFFER, @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) glBindBuffer(GL_ARRAY_BUFFER, 0) end def update @x, @y, @z = @game_object.x, @game_object.y, @game_object.z @scale = @game_object.scale # if @scale != @game_object.scale # puts "oops for #{self}: #{@scale} != #{@game_object.scale}" # self.objects.each(&:reflatten) if self.objects && self.objects.count > 0 # end end end end end