module CyberarmEngine class Model attr_accessor :objects, :materials, :vertices, :uvs, :texures, :normals, :faces, :colors, :bones, :material_file, :current_material, :current_object, :vertex_count, :smoothing attr_reader :position, :bounding_box, :textured_material, :file_path, :positions_buffer_id, :colors_buffer_id, :normals_buffer_id, :uvs_buffer_id, :textures_buffer_id, :vertex_array_id, :aabb_tree, :vertices_count def initialize(file_path:) @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 @vertices_count = 0 @bounding_box = BoundingBox.new start_time = Process.clock_gettime(Process::CLOCK_MONOTONIC, :float_millisecond) type = File.basename(file_path).split(".").last.to_sym parser = Model::Parser.find(type) raise "Unsupported model type '.#{type}', supported models are: #{Model::Parser.supported_formats}" unless parser parse(parser) @vertices_count = @vertices.size @has_texture = false @materials.each do |_key, material| @has_texture = true if material.texture_id end allocate_gl_objects populate_vertex_buffer configure_vao @objects.each { |o| @vertex_count += o.vertices.size } start_time = Process.clock_gettime(Process::CLOCK_MONOTONIC, :float_millisecond) # build_collision_tree 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.unpack1("L2") # Allocate buffers for future use @positions_buffer_id = nil buffer = " " * 4 glGenBuffers(1, buffer) @positions_buffer_id = buffer.unpack1("L2") @colors_buffer_id = nil buffer = " " * 4 glGenBuffers(1, buffer) @colors_buffer_id = buffer.unpack1("L2") @normals_buffer_id = nil buffer = " " * 4 glGenBuffers(1, buffer) @normals_buffer_id = buffer.unpack1("L2") @uvs_buffer_id = nil buffer = " " * 4 glGenBuffers(1, buffer) @uvs_buffer_id = buffer.unpack1("L2") end def populate_vertex_buffer pos = [] colors = [] norms = [] uvs = [] @faces.each do |face| pos << face.vertices.map { |vert| [vert.x, vert.y, vert.z] } colors << face.colors.map { |color| [color.red, color.green, color.blue] } norms << face.normals.map { |vert| [vert.x, vert.y, vert.z, vert.weight] } uvs << face.uvs.map { |vert| [vert.x, vert.y, vert.z] } if has_texture? end glBindBuffer(GL_ARRAY_BUFFER, @positions_buffer_id) glBufferData(GL_ARRAY_BUFFER, pos.flatten.size * Fiddle::SIZEOF_FLOAT, pos.flatten.pack("f*"), GL_STATIC_DRAW) glBindBuffer(GL_ARRAY_BUFFER, @colors_buffer_id) glBufferData(GL_ARRAY_BUFFER, colors.flatten.size * Fiddle::SIZEOF_FLOAT, colors.flatten.pack("f*"), GL_STATIC_DRAW) glBindBuffer(GL_ARRAY_BUFFER, @normals_buffer_id) glBufferData(GL_ARRAY_BUFFER, norms.flatten.size * Fiddle::SIZEOF_FLOAT, norms.flatten.pack("f*"), GL_STATIC_DRAW) if has_texture? glBindBuffer(GL_ARRAY_BUFFER, @uvs_buffer_id) glBufferData(GL_ARRAY_BUFFER, uvs.flatten.size * Fiddle::SIZEOF_FLOAT, uvs.flatten.pack("f*"), GL_STATIC_DRAW) end glBindBuffer(GL_ARRAY_BUFFER, 0) end def configure_vao glBindVertexArray(@vertex_array_id) gl_error? # index, size, type, normalized, stride, pointer # vertices (positions) glBindBuffer(GL_ARRAY_BUFFER, @positions_buffer_id) gl_error? # inPosition glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nil) gl_error? # colors glBindBuffer(GL_ARRAY_BUFFER, @colors_buffer_id) # inColor glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, nil) gl_error? # normals glBindBuffer(GL_ARRAY_BUFFER, @normals_buffer_id) # inNormal glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, 0, nil) gl_error? if has_texture? # uvs glBindBuffer(GL_ARRAY_BUFFER, @uvs_buffer_id) # inUV glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 0, nil) gl_error? end 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 *= 1.5 box.max *= 1.5 @aabb_tree.insert(face, box) end end def has_texture? @has_texture end def release_gl_resources if @vertex_array_id end end end end