Files
i-mic-fps/lib/wavefront/model.rb

179 lines
7.1 KiB
Ruby

class IMICFPS
class Wavefront
class Model
include OpenGL
include GLU
include Parser
attr_accessor :objects, :materials, :vertexes, :texures, :normals, :faces
attr_accessor :x, :y, :z
def initialize(object = "objects/cube.obj")
@x, @y, @z = 0, 0, 0
@object_path = object
@file = File.open(object, '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, 0.0,0.0,0.0)
@debug_color = Color.new(rand(0.0..1.0), rand(0.0..1.0), rand(0.0..1.0))
start_time = Time.now
parse
puts "#{object.split('/').last} took #{(Time.now-start_time).round(2)} seconds to parse"
p @bounding_box
face_count = 0
@objects.each {|o| face_count+=o.faces.size}
@objects.each_with_index do |o, i|
puts "OBJECT FACES: Name: #{o.name} #{o.faces.size}, array size divided by 3: #{o.faces.size.to_f/3.0}"
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 handleGlError
e = glGetError()
if e != GL_NO_ERROR
$stderr.puts "OpenGL error in: #{gluErrorString(e)} (#{e})\n"
exit
end
end
def draw(x, y, z, scale = MODEL_METER_SCALE, back_face_culling = true)
handleGlError
render(x,y,z, scale, back_face_culling)
handleGlError
end
def render(x,y,z, scale, back_face_culling)
glEnable(GL_NORMALIZE)
glPushMatrix
glTranslatef(x,y,z)
glScalef(scale, scale, scale)
@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)
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)
render_bounding_box(o.bounding_box) if ARGV.join("--debug")
end
render_bounding_box(@bounding_box) if ARGV.join("--debug")
glPopMatrix
$window.number_of_faces+=self.faces.size
end
def render_bounding_box(bounding_box, color = @debug_color)
# TODO: Minimize number of calls in here
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
glBegin(GL_TRIANGLES)
# TOP
glNormal3f(0,1,0)
glColor3f(color.red, color.green, color.blue)
glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z)
glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.min_z)
glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.min_z)
glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z)
glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.max_z)
glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.min_z)
# BOTTOM
glNormal3f(0,-1,0)
glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z)
glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.max_z)
glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.max_z)
glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z)
glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.min_z)
glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.max_z)
# RIGHT SIDE
glNormal3f(0,0,1)
glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z)
glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.min_z)
glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.min_z)
glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.max_z)
glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.min_z)
glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z)
# LEFT SIDE
glNormal3f(1,0,0)
glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.max_z)
glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.min_z)
glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z)
glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.max_z)
glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z)
glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.max_z)
# FRONT
glNormal3f(-1,0,0)
glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z)
glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.max_z)
glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.max_z)
glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z)
glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.max_z)
glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.max_z)
# BACK
glNormal3f(-1,0,0)
glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z)
glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.min_z)
glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.min_z)
glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z)
glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.min_z)
glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.min_z)
glEnd
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
end
end
end
end