Class: Mittsu::OpenGLObject3D

Inherits:
Object
  • Object
show all
Defined in:
lib/mittsu/renderers/opengl/core/opengl_object_3d.rb

Instance Attribute Summary collapse

Instance Method Summary collapse

Constructor Details

#initialize(object, renderer) ⇒ OpenGLObject3D

Returns a new instance of OpenGLObject3D.



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# File 'lib/mittsu/renderers/opengl/core/opengl_object_3d.rb', line 7

def initialize(object, renderer)
  @object = object
  @renderer = renderer
  @_vector3 = Vector3.new
end

Instance Attribute Details

#active=(value) ⇒ Object (writeonly)

Sets the attribute active

Parameters:

  • value

    the value to set the attribute active to.



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# File 'lib/mittsu/renderers/opengl/core/opengl_object_3d.rb', line 5

def active=(value)
  @active = value
end

#model_view_matrixObject (readonly)

Returns the value of attribute model_view_matrix.



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# File 'lib/mittsu/renderers/opengl/core/opengl_object_3d.rb', line 4

def model_view_matrix
  @model_view_matrix
end

#morph_target_influencesObject

Returns the value of attribute morph_target_influences.



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# File 'lib/mittsu/renderers/opengl/core/opengl_object_3d.rb', line 3

def morph_target_influences
  @morph_target_influences
end

Instance Method Details

#active?Boolean

Returns:

  • (Boolean)


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# File 'lib/mittsu/renderers/opengl/core/opengl_object_3d.rb', line 13

def active?
  @active
end

#add_opengl_objectObject



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# File 'lib/mittsu/renderers/opengl/core/opengl_object_3d.rb', line 119

def add_opengl_object
  # NOOP
end

#buffer_material(geometry_group) ⇒ Object



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# File 'lib/mittsu/renderers/opengl/core/opengl_object_3d.rb', line 106

def buffer_material(geometry_group)
  material = @object.material
  if material.is_a?(MeshFaceMaterial)
    material.materials[geometry_group.material_index]
  else
    material
  end
end

#initObject



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# File 'lib/mittsu/renderers/opengl/core/opengl_object_3d.rb', line 17

def init
  if !@initted
    @initted = true
    @model_view_matrix = Matrix4.new
    @normal_matrix = Matrix3.new

    @object.add_event_listener(:removed, @renderer.method(:on_object_removed))
  end

  geometry = @object.geometry

  if geometry.nil?
    # ImmediateRenderObject
  else
    geometry_impl = geometry.implementation(@renderer)
    if !geometry_impl.initted
      geometry_impl.initted = true
      geometry.add_event_listener(:dispose, @renderer.method(:on_geometry_dispose))
      if geometry.is_a?(BufferGeometry)
        @renderer.info[:memory][:geometries] += 1
      else
        init_geometry
      end
      # TODO: when PointCloud exists
      # when PointCloud
      #   if geometry[:_opengl_vertex_buffer].nil?
      #     create_particle_buffers(geometry)
      #     init_particle_buffers(geometry, object)
      #
      #     geometry.vertices_need_update = true
      #     geometry.colors_need_update = true
      #   end
    end
  end

  if !@active
    @active = true

    add_opengl_object
    # TODO: when ImmediateRenderObject exists
    # if object.is_a? ImmediateRenderObject || object.immediate_render_callback
    #   add_buffer_immediate(@renderer.instance_variable_get(:@_opengl_objects_immediate), @object)
    # end
  end
end

#init_geometryObject



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# File 'lib/mittsu/renderers/opengl/core/opengl_object_3d.rb', line 115

def init_geometry
  # NOOP
end

#load_uniforms_matrices(uniforms) ⇒ Object



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# File 'lib/mittsu/renderers/opengl/core/opengl_object_3d.rb', line 94

def load_uniforms_matrices(uniforms)
  glUniformMatrix4fv(uniforms['modelViewMatrix'],
                     1, GL_FALSE,
                     array_to_ptr_easy(@model_view_matrix.elements))

  if uniforms['normalMatrix']
    glUniformMatrix3fv(uniforms['normalMatrix'],
                       1, GL_FALSE,
                       array_to_ptr_easy(@normal_matrix.elements))
  end
end

#projectObject



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# File 'lib/mittsu/renderers/opengl/core/opengl_object_3d.rb', line 63

def project
  return unless @object.visible
  init

  # TODO!!! FIXME!!!
  opengl_objects = @renderer.instance_variable_get(:@_opengl_objects)[@object.id]

  if opengl_objects && (!@object.frustum_culled || @renderer.object_in_frustum?(@object))
    opengl_objects.each do |opengl_object|
      # TODO!!! FIXME!!!
      @renderer.send(:unroll_buffer_material, opengl_object)

      opengl_object.render = true
      if @renderer.sort_objects?
        @_vector3.set_from_matrix_position(@object.matrix_world)
        @_vector3.apply_projection(@renderer.proj_screen_matrix)

        opengl_object[:z] = @_vector3.z
      end
    end
  end

  project_children
end

#setup_matrices(camera) ⇒ Object



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# File 'lib/mittsu/renderers/opengl/core/opengl_object_3d.rb', line 88

def setup_matrices(camera)
  @model_view_matrix.multiply_matrices(camera.matrix_world_inverse, @object.matrix_world)
  @normal_matrix.normal_matrix(@model_view_matrix)
  @model_view_matrix
end