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 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 @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" 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}" 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) @x,@y,@z,@scale,@back_face_culling = 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) if $debug glDisable(GL_LIGHTING) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE) glPolygonOffset(2, 0.5) glLineWidth(3) glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size/4) glLineWidth(1) glPolygonOffset(0, 0) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL) glEnable(GL_LIGHTING) end 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 glDisable(GL_CULL_FACE) if back_face_culling glDisable(GL_COLOR_MATERIAL) end $window.number_of_faces+=self.faces.size 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