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 :vertices_buffer_id attr_reader :vertices_buffer_data attr_reader :vertices_buffer_size 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 $debug.get(:stats) # allocate_gl_objects # populate_vertex_buffer # configure_vao @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.get(: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 $debug.get(: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 @vertices_buffer_id = nil buffer = " " * 4 glGenBuffers(1, buffer) @vertices_buffer_id = buffer.unpack('L2').first end def populate_vertex_buffer @vertices_buffer_size = 0 @vertices_buffer_data = [] verts = [] colors = [] norms = [] uvs = [] tex_ids = [] @faces.each do |face| verts << 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 verts.each_with_index do |vert, i| @vertices_buffer_data << vert @vertices_buffer_data << colors[i] @vertices_buffer_data << norms[i] # if @has_texture # @vertices_buffer_data << uvs[i] if uvs.size > 0 # @vertices_buffer_data << tex_ids[i] if tex_ids.size > 0 # end end data_size = 0 data_size += Fiddle::SIZEOF_FLOAT * 3 * verts.size data_size += Fiddle::SIZEOF_FLOAT * 3 * colors.size data_size += Fiddle::SIZEOF_FLOAT * 4 * norms.size if @has_texture data_size += Fiddle::SIZEOF_FLOAT * 3 * uvs.size data_size += Fiddle::SIZEOF_FLOAT * 1 * tex_ids.size end @vertices_buffer_size = data_size data = @vertices_buffer_data.flatten glBindBuffer(GL_ARRAY_BUFFER, @vertices_buffer_id) glBufferData(GL_ARRAY_BUFFER, @vertices_buffer_size, data.pack("f*"), GL_STATIC_DRAW) glBindBuffer(GL_ARRAY_BUFFER, 0) end def configure_vao glBindBuffer(GL_ARRAY_BUFFER, @vertices_buffer_id) glBindVertexArray(@vertex_array_id) glEnableVertexAttribArray(0) glEnableVertexAttribArray(1) glEnableVertexAttribArray(2) glEnableVertexAttribArray(3) glEnableVertexAttribArray(4) program = Shader.get("default").program stride = 0 position_stride = Fiddle::SIZEOF_FLOAT * 3 color_stride = Fiddle::SIZEOF_FLOAT * 3 normal_stride = Fiddle::SIZEOF_FLOAT * 4 uv_stride = Fiddle::SIZEOF_FLOAT * 3 texture_id_stride = Fiddle::SIZEOF_FLOAT if @has_texture stride = position_stride + color_stride + normal_stride + uv_stride + texture_id_stride else stride = position_stride + color_stride + normal_stride end # index, size, type, normalized, stride, pointer # vertices (positions) glVertexAttribPointer(glGetAttribLocation(program, "inPosition"), 3, GL_FLOAT, GL_FALSE, stride, nil) handleGlError # colors glVertexAttribPointer(glGetAttribLocation(program, "inColor"), 3, GL_FLOAT, GL_FALSE, stride + position_stride, nil) handleGlError # normals glVertexAttribPointer(glGetAttribLocation(program, "inNormal"), 4, GL_FLOAT, GL_FALSE, stride + position_stride + color_stride, nil) handleGlError # uvs glVertexAttribPointer(glGetAttribLocation(program, "inUV"), 3, GL_FLOAT, GL_FALSE, stride + position_stride + color_stride + normal_stride, nil) handleGlError # texture ids glVertexAttribPointer(glGetAttribLocation(program, "inTextureID"), 1, GL_FLOAT, GL_FALSE, stride + position_stride + color_stride + normal_stride + uv_stride, nil) handleGlError glDisableVertexAttribArray(4) glDisableVertexAttribArray(3) glDisableVertexAttribArray(2) glDisableVertexAttribArray(1) glDisableVertexAttribArray(0) 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 -= Vector.new(-0.1, -0.1, -0.1) box.max += Vector.new( 0.1, 0.1, 0.1) @aabb_tree.insert(face, box) end puts @aabb_tree.inspect if $debug.get(:stats) end def update @position = @entity.position @scale = @entity.scale end def has_texture? @has_texture end end end