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

121 lines
3.9 KiB
Ruby

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 :scale, :entity
attr_reader :position, :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
attr_reader :vertex_array_id
def initialize(file_path:, entity: nil)
@entity = entity
update if @entity
@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" if $debug
allocate_gl_objects
populate_buffers
populate_arrays
@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 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
@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
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, Fiddle::SIZEOF_FLOAT * @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 populate_arrays
glBindVertexArray(@vertex_array_id)
glBindBuffer(GL_ARRAY_BUFFER, @vertices_buffer)
glBindVertexArray(0)
glBindBuffer(GL_ARRAY_BUFFER, 0)
end
def update
@position = @entity.position
@scale = @entity.scale
# if @scale != @entity.scale
# puts "oops for #{self}: #{@scale} != #{@entity.scale}"
# self.objects.each(&:reflatten) if self.objects && self.objects.count > 0
# end
end
end
end
end