mirror of
https://github.com/cyberarm/i-mic-fps.git
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164 lines
6.6 KiB
Ruby
164 lines
6.6 KiB
Ruby
require_relative "parser"
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require_relative "object"
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require_relative "material"
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class IMICFPS
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class Wavefront
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class Model
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include OpenGL
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include GLU
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include Parser
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attr_accessor :objects, :materials, :vertexes, :texures, :normals, :faces
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attr_accessor :x, :y, :z
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def initialize(object = "objects/cube.obj")
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@x, @y, @z = 0, 0, 0
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@object_path = object
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@file = File.open(object, 'r')
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@material_file = nil
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@current_object = nil
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@current_material=nil
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@vertex_count = 0
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@objects = []
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@materials= {}
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@vertices = []
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@uvs = []
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@normals = []
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@faces = []
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@smoothing= 0
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@bounding_box = BoundingBox.new(nil,nil,nil, nil,nil,nil)
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@debug_color = Color.new(rand(0.0..1.0), rand(0.0..1.0), rand(0.0..1.0))
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start_time = Time.now
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parse
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puts "#{object.split('/').last} took #{(Time.now-start_time).round(2)} seconds to parse"
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p @bounding_box
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face_count = 0
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@objects.each {|o| face_count+=o.faces.size}
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@objects.each_with_index do |o, i|
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puts "Model::Object Name: #{o.name} Faces: #{o.faces.size}, array size divided by 3: #{o.faces.size.to_f/3.0}"
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end
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$window.number_of_faces+=face_count
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@model_has_texture = false
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@materials.each do |key, material|
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if material.texture_id
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@model_has_texture = true
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@textured_material = key
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end
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end
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end
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def draw(x,y,z, scale, back_face_culling)
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@objects.each_with_index do |o, i|
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glEnable(GL_CULL_FACE) if back_face_culling
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glEnable(GL_COLOR_MATERIAL)
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glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE)
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glShadeModel(GL_FLAT) unless o.faces.first[4]
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glShadeModel(GL_SMOOTH) if o.faces.first[4]
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glEnableClientState(GL_VERTEX_ARRAY)
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glEnableClientState(GL_COLOR_ARRAY)
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glEnableClientState(GL_NORMAL_ARRAY)
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if @model_has_texture
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glEnable(GL_TEXTURE_2D)
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glBindTexture(GL_TEXTURE_2D, @materials[@textured_material].texture_id)
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glEnableClientState(GL_TEXTURE_COORD_ARRAY)
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glTexCoordPointer(3, GL_FLOAT, 0, o.flattened_textures)
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end
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glVertexPointer(4, GL_FLOAT, 0, o.flattened_vertices)
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glColorPointer(3, GL_FLOAT, 0, o.flattened_materials)
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glNormalPointer(GL_FLOAT, 0, o.flattened_normals)
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glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size/4)
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glDisableClientState(GL_VERTEX_ARRAY)
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glDisableClientState(GL_COLOR_ARRAY)
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glDisableClientState(GL_NORMAL_ARRAY)
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if @model_has_texture
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glDisableClientState(GL_TEXTURE_COORD_ARRAY)
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# glBindTexture(GL_TEXTURE_2D, 0)
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glDisable(GL_TEXTURE_2D)
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end
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render_bounding_box(o.bounding_box, o.debug_color) if $debug
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glDisable(GL_CULL_FACE) if back_face_culling
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glDisable(GL_COLOR_MATERIAL)
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end
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render_bounding_box(@bounding_box) if $debug
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$window.number_of_faces+=self.faces.size
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end
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def render_bounding_box(bounding_box, color = @debug_color)
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# TODO: Minimize number of calls in here
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
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glBegin(GL_TRIANGLES)
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# TOP
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glNormal3f(0,1,0)
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glColor3f(color.red, color.green, color.blue)
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glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z)
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glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.min_z)
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glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.min_z)
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glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z)
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glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.max_z)
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glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.min_z)
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# BOTTOM
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glNormal3f(0,-1,0)
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glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z)
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glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.max_z)
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glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.max_z)
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glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z)
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glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.min_z)
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glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.max_z)
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# RIGHT SIDE
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glNormal3f(0,0,1)
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glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z)
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glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.min_z)
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glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.min_z)
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glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.max_z)
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glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.min_z)
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glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z)
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# LEFT SIDE
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glNormal3f(1,0,0)
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glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.max_z)
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glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.min_z)
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glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z)
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glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.max_z)
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glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z)
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glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.max_z)
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# FRONT
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glNormal3f(-1,0,0)
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glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z)
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glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.max_z)
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glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.max_z)
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glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z)
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glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.max_z)
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glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.max_z)
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# BACK
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glNormal3f(-1,0,0)
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glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z)
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glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.min_z)
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glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.min_z)
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glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z)
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glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.min_z)
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glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.min_z)
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glEnd
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
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end
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end
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end
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end
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