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

110 lines
3.6 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, :vertexes, :texures, :normals, :faces
attr_accessor :x, :y, :z, :scale
attr_reader :bounding_box
def initialize(file_path:, game_object:)
@game_object = game_object
update
@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 = Time.now
parse
puts "#{@file_path.split('/').last} took #{(Time.now-start_time).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
end
end
end
end