cyberarm_engine 0.12.1 → 0.16.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- checksums.yaml +4 -4
- data/.rubocop.yml +8 -0
- data/Gemfile +1 -1
- data/README.md +33 -3
- data/Rakefile +1 -1
- data/assets/textures/default.png +0 -0
- data/cyberarm_engine.gemspec +11 -8
- data/lib/cyberarm_engine.rb +25 -7
- data/lib/cyberarm_engine/animator.rb +56 -0
- data/lib/cyberarm_engine/background.rb +19 -15
- data/lib/cyberarm_engine/background_nine_slice.rb +125 -0
- data/lib/cyberarm_engine/bounding_box.rb +18 -18
- data/lib/cyberarm_engine/cache.rb +4 -0
- data/lib/cyberarm_engine/cache/download_manager.rb +121 -0
- data/lib/cyberarm_engine/common.rb +16 -16
- data/lib/cyberarm_engine/config_file.rb +46 -0
- data/lib/cyberarm_engine/game_object.rb +63 -72
- data/lib/cyberarm_engine/game_state.rb +7 -4
- data/lib/cyberarm_engine/model.rb +207 -0
- data/lib/cyberarm_engine/model/material.rb +21 -0
- data/lib/cyberarm_engine/model/model_object.rb +131 -0
- data/lib/cyberarm_engine/model/parser.rb +74 -0
- data/lib/cyberarm_engine/model/parsers/collada_parser.rb +138 -0
- data/lib/cyberarm_engine/model/parsers/wavefront_parser.rb +154 -0
- data/lib/cyberarm_engine/model_cache.rb +31 -0
- data/lib/cyberarm_engine/opengl.rb +28 -0
- data/lib/cyberarm_engine/opengl/light.rb +50 -0
- data/lib/cyberarm_engine/opengl/orthographic_camera.rb +46 -0
- data/lib/cyberarm_engine/opengl/perspective_camera.rb +38 -0
- data/lib/cyberarm_engine/opengl/renderer/bounding_box_renderer.rb +249 -0
- data/lib/cyberarm_engine/opengl/renderer/g_buffer.rb +164 -0
- data/lib/cyberarm_engine/opengl/renderer/opengl_renderer.rb +289 -0
- data/lib/cyberarm_engine/opengl/renderer/renderer.rb +22 -0
- data/lib/cyberarm_engine/opengl/shader.rb +406 -0
- data/lib/cyberarm_engine/opengl/texture.rb +69 -0
- data/lib/cyberarm_engine/ray.rb +5 -5
- data/lib/cyberarm_engine/stats.rb +21 -0
- data/lib/cyberarm_engine/text.rb +45 -31
- data/lib/cyberarm_engine/timer.rb +1 -1
- data/lib/cyberarm_engine/transform.rb +221 -9
- data/lib/cyberarm_engine/ui/border_canvas.rb +4 -3
- data/lib/cyberarm_engine/ui/dsl.rb +86 -50
- data/lib/cyberarm_engine/ui/element.rb +60 -21
- data/lib/cyberarm_engine/ui/elements/button.rb +121 -28
- data/lib/cyberarm_engine/ui/elements/check_box.rb +25 -33
- data/lib/cyberarm_engine/ui/elements/container.rb +88 -24
- data/lib/cyberarm_engine/ui/elements/edit_box.rb +179 -0
- data/lib/cyberarm_engine/ui/elements/edit_line.rb +180 -27
- data/lib/cyberarm_engine/ui/elements/flow.rb +1 -3
- data/lib/cyberarm_engine/ui/elements/image.rb +32 -12
- data/lib/cyberarm_engine/ui/elements/label.rb +122 -16
- data/lib/cyberarm_engine/ui/elements/list_box.rb +82 -0
- data/lib/cyberarm_engine/ui/elements/progress.rb +6 -5
- data/lib/cyberarm_engine/ui/elements/radio.rb +6 -0
- data/lib/cyberarm_engine/ui/elements/slider.rb +104 -0
- data/lib/cyberarm_engine/ui/elements/stack.rb +1 -3
- data/lib/cyberarm_engine/ui/elements/text_block.rb +156 -0
- data/lib/cyberarm_engine/ui/elements/toggle_button.rb +40 -31
- data/lib/cyberarm_engine/ui/event.rb +8 -7
- data/lib/cyberarm_engine/ui/gui_state.rb +94 -6
- data/lib/cyberarm_engine/ui/style.rb +10 -9
- data/lib/cyberarm_engine/ui/theme.rb +85 -22
- data/lib/cyberarm_engine/vector.rb +132 -38
- data/lib/cyberarm_engine/version.rb +2 -2
- data/lib/cyberarm_engine/{engine.rb → window.rb} +32 -19
- metadata +88 -17
- data/lib/cyberarm_engine/gosu_ext/circle.rb +0 -9
- data/lib/cyberarm_engine/shader.rb +0 -205
| @@ -0,0 +1,289 @@ | |
| 1 | 
            +
            module CyberarmEngine
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| 2 | 
            +
              class OpenGLRenderer
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| 3 | 
            +
                @@immediate_mode_warning = false
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| 4 | 
            +
             | 
| 5 | 
            +
                attr_accessor :show_wireframe
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| 6 | 
            +
             | 
| 7 | 
            +
                def initialize(width:, height:, show_wireframe: false)
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| 8 | 
            +
                  @width = width
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| 9 | 
            +
                  @height = height
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| 10 | 
            +
                  @show_wireframe = show_wireframe
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| 11 | 
            +
             | 
| 12 | 
            +
                  @g_buffer = GBuffer.new(width: @width, height: @height)
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| 13 | 
            +
                end
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| 14 | 
            +
             | 
| 15 | 
            +
                def canvas_size_changed
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| 16 | 
            +
                  @g_buffer.unbind_framebuffer
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| 17 | 
            +
                  @g_buffer.clean_up
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| 18 | 
            +
             | 
| 19 | 
            +
                  @g_buffer = GBuffer.new(width: @width, height: @height)
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| 20 | 
            +
                end
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| 21 | 
            +
             | 
| 22 | 
            +
                def render(camera, lights, entities)
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| 23 | 
            +
                  glViewport(0, 0, @width, @height)
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| 24 | 
            +
                  glEnable(GL_DEPTH_TEST)
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| 25 | 
            +
             | 
| 26 | 
            +
                  if Shader.available?("g_buffer") && Shader.available?("lighting")
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| 27 | 
            +
                    @g_buffer.bind_for_writing
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| 28 | 
            +
                    gl_error?
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| 29 | 
            +
             | 
| 30 | 
            +
                    glClearColor(0.0, 0.0, 0.0, 0.0)
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| 31 | 
            +
                    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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| 32 | 
            +
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| 33 | 
            +
                    Shader.use("g_buffer") do |shader|
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| 34 | 
            +
                      gl_error?
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| 35 | 
            +
             | 
| 36 | 
            +
                      entities.each do |entity|
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| 37 | 
            +
                        next unless entity.visible && entity.renderable
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| 38 | 
            +
             | 
| 39 | 
            +
                        shader.uniform_transform("projection", camera.projection_matrix)
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| 40 | 
            +
                        shader.uniform_transform("view", camera.view_matrix)
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| 41 | 
            +
                        shader.uniform_transform("model", entity.model_matrix)
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| 42 | 
            +
                        shader.uniform_vec3("cameraPosition", camera.position)
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| 43 | 
            +
             | 
| 44 | 
            +
                        gl_error?
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| 45 | 
            +
                        draw_model(entity.model, shader)
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| 46 | 
            +
                        entity.draw
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| 47 | 
            +
                      end
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| 48 | 
            +
                    end
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| 49 | 
            +
             | 
| 50 | 
            +
                    @g_buffer.unbind_framebuffer
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| 51 | 
            +
                    gl_error?
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| 52 | 
            +
             | 
| 53 | 
            +
                    @g_buffer.bind_for_reading
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| 54 | 
            +
                    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0)
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| 55 | 
            +
             | 
| 56 | 
            +
                    lighting(lights)
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| 57 | 
            +
                    gl_error?
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| 58 | 
            +
             | 
| 59 | 
            +
                    post_processing
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| 60 | 
            +
                    gl_error?
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| 61 | 
            +
             | 
| 62 | 
            +
                    # render_framebuffer
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| 63 | 
            +
                    gl_error?
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| 64 | 
            +
             | 
| 65 | 
            +
                    @g_buffer.unbind_framebuffer
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| 66 | 
            +
                    gl_error?
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| 67 | 
            +
                  else
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| 68 | 
            +
                    unless @@immediate_mode_warning
         | 
| 69 | 
            +
                      puts "Shaders are disabled or failed to compile, using immediate mode for rendering..."
         | 
| 70 | 
            +
                    end
         | 
| 71 | 
            +
                    @@immediate_mode_warning = true
         | 
| 72 | 
            +
             | 
| 73 | 
            +
                    gl_error?
         | 
| 74 | 
            +
                    lights.each(&:draw)
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| 75 | 
            +
                    camera.draw
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| 76 | 
            +
             | 
| 77 | 
            +
                    glEnable(GL_NORMALIZE)
         | 
| 78 | 
            +
                    entities.each do |entity|
         | 
| 79 | 
            +
                      next unless entity.visible && entity.renderable
         | 
| 80 | 
            +
             | 
| 81 | 
            +
                      glPushMatrix
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| 82 | 
            +
             | 
| 83 | 
            +
                      glTranslatef(entity.position.x, entity.position.y, entity.position.z)
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| 84 | 
            +
                      glScalef(entity.scale.x, entity.scale.y, entity.scale.z)
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| 85 | 
            +
                      glRotatef(entity.orientation.x, 1.0, 0, 0)
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| 86 | 
            +
                      glRotatef(entity.orientation.y, 0, 1.0, 0)
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| 87 | 
            +
                      glRotatef(entity.orientation.z, 0, 0, 1.0)
         | 
| 88 | 
            +
             | 
| 89 | 
            +
                      gl_error?
         | 
| 90 | 
            +
                      draw_mesh(entity.model)
         | 
| 91 | 
            +
                      entity.draw
         | 
| 92 | 
            +
                      glPopMatrix
         | 
| 93 | 
            +
                    end
         | 
| 94 | 
            +
                  end
         | 
| 95 | 
            +
             | 
| 96 | 
            +
                  gl_error?
         | 
| 97 | 
            +
                end
         | 
| 98 | 
            +
             | 
| 99 | 
            +
                def copy_g_buffer_to_screen
         | 
| 100 | 
            +
                  @g_buffer.set_read_buffer(:position)
         | 
| 101 | 
            +
                  glBlitFramebuffer(0, 0, @g_buffer.width, @g_buffer.height,
         | 
| 102 | 
            +
                                    0, 0, @g_buffer.width / 2, @g_buffer.height / 2,
         | 
| 103 | 
            +
                                    GL_COLOR_BUFFER_BIT, GL_LINEAR)
         | 
| 104 | 
            +
             | 
| 105 | 
            +
                  @g_buffer.set_read_buffer(:diffuse)
         | 
| 106 | 
            +
                  glBlitFramebuffer(0, 0, @g_buffer.width, @g_buffer.height,
         | 
| 107 | 
            +
                                    0, @g_buffer.height / 2, @g_buffer.width / 2, @g_buffer.height,
         | 
| 108 | 
            +
                                    GL_COLOR_BUFFER_BIT, GL_LINEAR)
         | 
| 109 | 
            +
             | 
| 110 | 
            +
                  @g_buffer.set_read_buffer(:normal)
         | 
| 111 | 
            +
                  glBlitFramebuffer(0, 0, @g_buffer.width, @g_buffer.height,
         | 
| 112 | 
            +
                                    @g_buffer.width / 2, @g_buffer.height / 2, @g_buffer.width, @g_buffer.height,
         | 
| 113 | 
            +
                                    GL_COLOR_BUFFER_BIT, GL_LINEAR)
         | 
| 114 | 
            +
             | 
| 115 | 
            +
                  @g_buffer.set_read_buffer(:texcoord)
         | 
| 116 | 
            +
                  glBlitFramebuffer(0, 0, @g_buffer.width, @g_buffer.height,
         | 
| 117 | 
            +
                                    @g_buffer.width / 2, 0, @g_buffer.width, @g_buffer.height / 2,
         | 
| 118 | 
            +
                                    GL_COLOR_BUFFER_BIT, GL_LINEAR)
         | 
| 119 | 
            +
                end
         | 
| 120 | 
            +
             | 
| 121 | 
            +
                def lighting(lights)
         | 
| 122 | 
            +
                  Shader.use("lighting") do |shader|
         | 
| 123 | 
            +
                    glBindVertexArray(@g_buffer.screen_vbo)
         | 
| 124 | 
            +
             | 
| 125 | 
            +
                    glDisable(GL_DEPTH_TEST)
         | 
| 126 | 
            +
                    glEnable(GL_BLEND)
         | 
| 127 | 
            +
             | 
| 128 | 
            +
                    glActiveTexture(GL_TEXTURE0)
         | 
| 129 | 
            +
                    glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:diffuse))
         | 
| 130 | 
            +
                    shader.uniform_integer("diffuse", 0)
         | 
| 131 | 
            +
             | 
| 132 | 
            +
                    glActiveTexture(GL_TEXTURE1)
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| 133 | 
            +
                    glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:position))
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| 134 | 
            +
                    shader.uniform_integer("position", 1)
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| 135 | 
            +
             | 
| 136 | 
            +
                    glActiveTexture(GL_TEXTURE2)
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| 137 | 
            +
                    glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:texcoord))
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| 138 | 
            +
                    shader.uniform_integer("texcoord", 2)
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| 139 | 
            +
             | 
| 140 | 
            +
                    glActiveTexture(GL_TEXTURE3)
         | 
| 141 | 
            +
                    glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:normal))
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| 142 | 
            +
                    shader.uniform_integer("normal", 3)
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| 143 | 
            +
             | 
| 144 | 
            +
                    glActiveTexture(GL_TEXTURE4)
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| 145 | 
            +
                    glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:depth))
         | 
| 146 | 
            +
                    shader.uniform_integer("depth", 4)
         | 
| 147 | 
            +
             | 
| 148 | 
            +
                    lights.each_with_index do |light, _i|
         | 
| 149 | 
            +
                      shader.uniform_integer("light[0].type", light.type)
         | 
| 150 | 
            +
                      shader.uniform_vec3("light[0].direction", light.direction)
         | 
| 151 | 
            +
                      shader.uniform_vec3("light[0].position", light.position)
         | 
| 152 | 
            +
                      shader.uniform_vec3("light[0].diffuse", light.diffuse)
         | 
| 153 | 
            +
                      shader.uniform_vec3("light[0].ambient", light.ambient)
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| 154 | 
            +
                      shader.uniform_vec3("light[0].specular", light.specular)
         | 
| 155 | 
            +
             | 
| 156 | 
            +
                      glDrawArrays(GL_TRIANGLES, 0, @g_buffer.vertices.size)
         | 
| 157 | 
            +
                    end
         | 
| 158 | 
            +
             | 
| 159 | 
            +
                    glBindVertexArray(0)
         | 
| 160 | 
            +
                  end
         | 
| 161 | 
            +
                end
         | 
| 162 | 
            +
             | 
| 163 | 
            +
                def post_processing
         | 
| 164 | 
            +
                end
         | 
| 165 | 
            +
             | 
| 166 | 
            +
                def render_framebuffer
         | 
| 167 | 
            +
                  if Shader.available?("lighting")
         | 
| 168 | 
            +
                    Shader.use("lighting") do |shader|
         | 
| 169 | 
            +
                      glBindVertexArray(@g_buffer.screen_vbo)
         | 
| 170 | 
            +
             | 
| 171 | 
            +
                      glDisable(GL_DEPTH_TEST)
         | 
| 172 | 
            +
                      glEnable(GL_BLEND)
         | 
| 173 | 
            +
             | 
| 174 | 
            +
                      glActiveTexture(GL_TEXTURE0)
         | 
| 175 | 
            +
                      glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:diffuse))
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| 176 | 
            +
                      shader.uniform_integer("diffuse_texture", 0)
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| 177 | 
            +
             | 
| 178 | 
            +
                      glDrawArrays(GL_TRIANGLES, 0, @g_buffer.vertices.size)
         | 
| 179 | 
            +
             | 
| 180 | 
            +
                      glBindVertexArray(0)
         | 
| 181 | 
            +
                    end
         | 
| 182 | 
            +
                  end
         | 
| 183 | 
            +
                end
         | 
| 184 | 
            +
             | 
| 185 | 
            +
                def draw_model(model, shader)
         | 
| 186 | 
            +
                  glBindVertexArray(model.vertex_array_id)
         | 
| 187 | 
            +
                  glEnableVertexAttribArray(0)
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| 188 | 
            +
                  glEnableVertexAttribArray(1)
         | 
| 189 | 
            +
                  glEnableVertexAttribArray(2)
         | 
| 190 | 
            +
                  if model.has_texture?
         | 
| 191 | 
            +
                    glEnableVertexAttribArray(3)
         | 
| 192 | 
            +
                    glEnableVertexAttribArray(4)
         | 
| 193 | 
            +
                  end
         | 
| 194 | 
            +
             | 
| 195 | 
            +
                  if @show_wireframe
         | 
| 196 | 
            +
                    glLineWidth(2)
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| 197 | 
            +
                    glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
         | 
| 198 | 
            +
                    Shader.active_shader.uniform_boolean("disableLighting", true)
         | 
| 199 | 
            +
             | 
| 200 | 
            +
                    glDrawArrays(GL_TRIANGLES, 0, model.faces.count * 3)
         | 
| 201 | 
            +
             | 
| 202 | 
            +
                    Shader.active_shader.uniform_boolean("disableLighting", false)
         | 
| 203 | 
            +
                    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
         | 
| 204 | 
            +
                    glLineWidth(1)
         | 
| 205 | 
            +
                  end
         | 
| 206 | 
            +
             | 
| 207 | 
            +
                  offset = 0
         | 
| 208 | 
            +
                  model.objects.each do |object|
         | 
| 209 | 
            +
                    shader.uniform_boolean("hasTexture", object.has_texture?)
         | 
| 210 | 
            +
             | 
| 211 | 
            +
                    if object.has_texture?
         | 
| 212 | 
            +
                      glBindTexture(GL_TEXTURE_2D, object.materials.find { |mat| mat.texture_id }.texture_id)
         | 
| 213 | 
            +
                    else
         | 
| 214 | 
            +
                      glBindTexture(GL_TEXTURE_2D, 0)
         | 
| 215 | 
            +
                    end
         | 
| 216 | 
            +
             | 
| 217 | 
            +
                    glDrawArrays(GL_TRIANGLES, offset, object.faces.count * 3)
         | 
| 218 | 
            +
                    offset += object.faces.count * 3
         | 
| 219 | 
            +
                  end
         | 
| 220 | 
            +
             | 
| 221 | 
            +
                  if model.has_texture?
         | 
| 222 | 
            +
                    glDisableVertexAttribArray(4)
         | 
| 223 | 
            +
                    glDisableVertexAttribArray(3)
         | 
| 224 | 
            +
             | 
| 225 | 
            +
                    glBindTexture(GL_TEXTURE_2D, 0)
         | 
| 226 | 
            +
                  end
         | 
| 227 | 
            +
                  glDisableVertexAttribArray(2)
         | 
| 228 | 
            +
                  glDisableVertexAttribArray(1)
         | 
| 229 | 
            +
                  glDisableVertexAttribArray(0)
         | 
| 230 | 
            +
             | 
| 231 | 
            +
                  glBindBuffer(GL_ARRAY_BUFFER, 0)
         | 
| 232 | 
            +
                  glBindVertexArray(0)
         | 
| 233 | 
            +
                end
         | 
| 234 | 
            +
             | 
| 235 | 
            +
                def draw_mesh(model)
         | 
| 236 | 
            +
                  model.objects.each_with_index do |o, _i|
         | 
| 237 | 
            +
                    glEnable(GL_COLOR_MATERIAL)
         | 
| 238 | 
            +
                    glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE)
         | 
| 239 | 
            +
                    glShadeModel(GL_FLAT) unless o.faces.first[4]
         | 
| 240 | 
            +
                    glShadeModel(GL_SMOOTH) if o.faces.first[4]
         | 
| 241 | 
            +
                    glEnableClientState(GL_VERTEX_ARRAY)
         | 
| 242 | 
            +
                    glEnableClientState(GL_COLOR_ARRAY)
         | 
| 243 | 
            +
                    glEnableClientState(GL_NORMAL_ARRAY)
         | 
| 244 | 
            +
             | 
| 245 | 
            +
                    if o.has_texture?
         | 
| 246 | 
            +
                      glEnable(GL_TEXTURE_2D)
         | 
| 247 | 
            +
                      glBindTexture(GL_TEXTURE_2D, o.materials.find { |mat| mat.texture_id }.texture_id)
         | 
| 248 | 
            +
                      glEnableClientState(GL_TEXTURE_COORD_ARRAY)
         | 
| 249 | 
            +
                      glTexCoordPointer(3, GL_FLOAT, 0, o.flattened_uvs)
         | 
| 250 | 
            +
                    end
         | 
| 251 | 
            +
             | 
| 252 | 
            +
                    glVertexPointer(4, GL_FLOAT, 0, o.flattened_vertices)
         | 
| 253 | 
            +
                    glColorPointer(3, GL_FLOAT, 0, o.flattened_materials)
         | 
| 254 | 
            +
                    glNormalPointer(GL_FLOAT, 0, o.flattened_normals)
         | 
| 255 | 
            +
             | 
| 256 | 
            +
                    if @show_wireframe # This is kinda expensive
         | 
| 257 | 
            +
                      glDisable(GL_LIGHTING)
         | 
| 258 | 
            +
                      glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
         | 
| 259 | 
            +
                      glPolygonOffset(2, 0.5)
         | 
| 260 | 
            +
                      glLineWidth(3)
         | 
| 261 | 
            +
             | 
| 262 | 
            +
                      glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size / 4)
         | 
| 263 | 
            +
             | 
| 264 | 
            +
                      glLineWidth(1)
         | 
| 265 | 
            +
                      glPolygonOffset(0, 0)
         | 
| 266 | 
            +
                      glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
         | 
| 267 | 
            +
                      glEnable(GL_LIGHTING)
         | 
| 268 | 
            +
             | 
| 269 | 
            +
                      glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size / 4)
         | 
| 270 | 
            +
                    else
         | 
| 271 | 
            +
                      glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size / 4)
         | 
| 272 | 
            +
                    end
         | 
| 273 | 
            +
             | 
| 274 | 
            +
                    # glBindBuffer(GL_ARRAY_BUFFER, 0)
         | 
| 275 | 
            +
             | 
| 276 | 
            +
                    glDisableClientState(GL_VERTEX_ARRAY)
         | 
| 277 | 
            +
                    glDisableClientState(GL_COLOR_ARRAY)
         | 
| 278 | 
            +
                    glDisableClientState(GL_NORMAL_ARRAY)
         | 
| 279 | 
            +
             | 
| 280 | 
            +
                    if o.has_texture?
         | 
| 281 | 
            +
                      glDisableClientState(GL_TEXTURE_COORD_ARRAY)
         | 
| 282 | 
            +
                      glDisable(GL_TEXTURE_2D)
         | 
| 283 | 
            +
                    end
         | 
| 284 | 
            +
             | 
| 285 | 
            +
                    glDisable(GL_COLOR_MATERIAL)
         | 
| 286 | 
            +
                  end
         | 
| 287 | 
            +
                end
         | 
| 288 | 
            +
              end
         | 
| 289 | 
            +
            end
         | 
| @@ -0,0 +1,22 @@ | |
| 1 | 
            +
            module CyberarmEngine
         | 
| 2 | 
            +
              class Renderer
         | 
| 3 | 
            +
                attr_reader :opengl_renderer, :bounding_box_renderer
         | 
| 4 | 
            +
             | 
| 5 | 
            +
                def initialize
         | 
| 6 | 
            +
                  @bounding_box_renderer = BoundingBoxRenderer.new
         | 
| 7 | 
            +
                  @opengl_renderer = OpenGLRenderer.new(width: $window.width, height: $window.height)
         | 
| 8 | 
            +
                end
         | 
| 9 | 
            +
             | 
| 10 | 
            +
                def draw(camera, lights, entities)
         | 
| 11 | 
            +
                  @opengl_renderer.render(camera, lights, entities)
         | 
| 12 | 
            +
                  @bounding_box_renderer.render(entities) if @show_bounding_boxes
         | 
| 13 | 
            +
                end
         | 
| 14 | 
            +
             | 
| 15 | 
            +
                def canvas_size_changed
         | 
| 16 | 
            +
                  @opengl_renderer.canvas_size_changed
         | 
| 17 | 
            +
                end
         | 
| 18 | 
            +
             | 
| 19 | 
            +
                def finalize # cleanup
         | 
| 20 | 
            +
                end
         | 
| 21 | 
            +
              end
         | 
| 22 | 
            +
            end
         | 
| @@ -0,0 +1,406 @@ | |
| 1 | 
            +
            module CyberarmEngine
         | 
| 2 | 
            +
              # Ref: https://github.com/vaiorabbit/ruby-opengl/blob/master/sample/OrangeBook/brick.rb
         | 
| 3 | 
            +
              class Shader
         | 
| 4 | 
            +
                include OpenGL
         | 
| 5 | 
            +
                @@shaders = {} # Cache for {Shader} instances
         | 
| 6 | 
            +
                PREPROCESSOR_CHARACTER = "@".freeze # magic character for preprocessor phase of {Shader} compilation
         | 
| 7 | 
            +
             | 
| 8 | 
            +
                # add instance of {Shader} to cache
         | 
| 9 | 
            +
                #
         | 
| 10 | 
            +
                # @param name [String]
         | 
| 11 | 
            +
                # @param instance [Shader]
         | 
| 12 | 
            +
                def self.add(name, instance)
         | 
| 13 | 
            +
                  @@shaders[name] = instance
         | 
| 14 | 
            +
                end
         | 
| 15 | 
            +
             | 
| 16 | 
            +
                # removes {Shader} from cache and cleans up
         | 
| 17 | 
            +
                #
         | 
| 18 | 
            +
                # @param name [String]
         | 
| 19 | 
            +
                def self.delete(name)
         | 
| 20 | 
            +
                  shader = @@shaders.dig(name)
         | 
| 21 | 
            +
             | 
| 22 | 
            +
                  if shader
         | 
| 23 | 
            +
                    @@shaders.delete(name)
         | 
| 24 | 
            +
             | 
| 25 | 
            +
                    glDeleteProgram(shader.program) if shader.compiled?
         | 
| 26 | 
            +
                  end
         | 
| 27 | 
            +
                end
         | 
| 28 | 
            +
             | 
| 29 | 
            +
                ##
         | 
| 30 | 
            +
                # runs _block_ using {Shader} with _name_
         | 
| 31 | 
            +
                #
         | 
| 32 | 
            +
                # @example
         | 
| 33 | 
            +
                #
         | 
| 34 | 
            +
                #   CyberarmEngine::Shader.use("blur") do |shader|
         | 
| 35 | 
            +
                #     shader.uniform_float("radius", 20.0)
         | 
| 36 | 
            +
                #     # OpenGL Code that uses shader
         | 
| 37 | 
            +
                #   end
         | 
| 38 | 
            +
                #
         | 
| 39 | 
            +
                # @param name [String] name of {Shader} to use
         | 
| 40 | 
            +
                # @return [void]
         | 
| 41 | 
            +
                def self.use(name, &block)
         | 
| 42 | 
            +
                  shader = @@shaders.dig(name)
         | 
| 43 | 
            +
                  if shader
         | 
| 44 | 
            +
                    shader.use(&block)
         | 
| 45 | 
            +
                  else
         | 
| 46 | 
            +
                    raise ArgumentError, "Shader '#{name}' not found!"
         | 
| 47 | 
            +
                  end
         | 
| 48 | 
            +
                end
         | 
| 49 | 
            +
             | 
| 50 | 
            +
                # returns whether {Shader} with _name_ is in cache
         | 
| 51 | 
            +
                #
         | 
| 52 | 
            +
                # @param name [String]
         | 
| 53 | 
            +
                # @return [Boolean]
         | 
| 54 | 
            +
                def self.available?(name)
         | 
| 55 | 
            +
                  @@shaders.dig(name).is_a?(Shader)
         | 
| 56 | 
            +
                end
         | 
| 57 | 
            +
             | 
| 58 | 
            +
                # returns instance of {Shader}, if it exists
         | 
| 59 | 
            +
                #
         | 
| 60 | 
            +
                # @param name [String]
         | 
| 61 | 
            +
                # @return [Shader?]
         | 
| 62 | 
            +
                def self.get(name)
         | 
| 63 | 
            +
                  @@shaders.dig(name)
         | 
| 64 | 
            +
                end
         | 
| 65 | 
            +
             | 
| 66 | 
            +
                # returns currently active {Shader}, if one is active
         | 
| 67 | 
            +
                #
         | 
| 68 | 
            +
                # @return [Shader?]
         | 
| 69 | 
            +
                class << self
         | 
| 70 | 
            +
                  attr_reader :active_shader
         | 
| 71 | 
            +
                end
         | 
| 72 | 
            +
             | 
| 73 | 
            +
                # sets currently active {Shader}
         | 
| 74 | 
            +
                #
         | 
| 75 | 
            +
                # @param instance [Shader] instance of {Shader} to set as active
         | 
| 76 | 
            +
                class << self
         | 
| 77 | 
            +
                  attr_writer :active_shader
         | 
| 78 | 
            +
                end
         | 
| 79 | 
            +
             | 
| 80 | 
            +
                # stops using currently active {Shader}
         | 
| 81 | 
            +
                def self.stop
         | 
| 82 | 
            +
                  shader = Shader.active_shader
         | 
| 83 | 
            +
             | 
| 84 | 
            +
                  if shader
         | 
| 85 | 
            +
                    shader.stop
         | 
| 86 | 
            +
                  else
         | 
| 87 | 
            +
                    raise ArgumentError, "No active shader to stop!"
         | 
| 88 | 
            +
                  end
         | 
| 89 | 
            +
                end
         | 
| 90 | 
            +
             | 
| 91 | 
            +
                # returns location of OpenGL Shader uniform
         | 
| 92 | 
            +
                #
         | 
| 93 | 
            +
                # @param variable [String]
         | 
| 94 | 
            +
                def self.attribute_location(variable)
         | 
| 95 | 
            +
                  raise "No active shader!" unless Shader.active_shader
         | 
| 96 | 
            +
             | 
| 97 | 
            +
                  Shader.active_shader.attribute_location(variable)
         | 
| 98 | 
            +
                end
         | 
| 99 | 
            +
             | 
| 100 | 
            +
                # sets _variable_ to _value_
         | 
| 101 | 
            +
                #
         | 
| 102 | 
            +
                # @param variable [String]
         | 
| 103 | 
            +
                # @param value
         | 
| 104 | 
            +
                def self.set_uniform(variable, value)
         | 
| 105 | 
            +
                  raise "No active shader!" unless Shader.active_shader
         | 
| 106 | 
            +
             | 
| 107 | 
            +
                  Shader.active_shader.set_uniform(variable, value)
         | 
| 108 | 
            +
                end
         | 
| 109 | 
            +
             | 
| 110 | 
            +
                attr_reader :name, :program
         | 
| 111 | 
            +
             | 
| 112 | 
            +
                def initialize(name:, fragment:, includes_dir: nil, vertex: "shaders/default.vert")
         | 
| 113 | 
            +
                  raise "Shader name can not be blank" if name.length == 0
         | 
| 114 | 
            +
             | 
| 115 | 
            +
                  @name = name
         | 
| 116 | 
            +
                  @includes_dir = includes_dir
         | 
| 117 | 
            +
                  @compiled = false
         | 
| 118 | 
            +
             | 
| 119 | 
            +
                  @program = nil
         | 
| 120 | 
            +
             | 
| 121 | 
            +
                  @error_buffer_size = 1024 * 8
         | 
| 122 | 
            +
                  @variable_missing = {}
         | 
| 123 | 
            +
             | 
| 124 | 
            +
                  @data = { shaders: {} }
         | 
| 125 | 
            +
             | 
| 126 | 
            +
                  unless shader_files_exist?(vertex: vertex, fragment: fragment)
         | 
| 127 | 
            +
                    raise ArgumentError, "Shader files not found: #{vertex} or #{fragment}"
         | 
| 128 | 
            +
                  end
         | 
| 129 | 
            +
             | 
| 130 | 
            +
                  create_shader(type: :vertex, source: File.read(vertex))
         | 
| 131 | 
            +
                  create_shader(type: :fragment, source: File.read(fragment))
         | 
| 132 | 
            +
             | 
| 133 | 
            +
                  compile_shader(type: :vertex)
         | 
| 134 | 
            +
                  compile_shader(type: :fragment)
         | 
| 135 | 
            +
                  link_shaders
         | 
| 136 | 
            +
             | 
| 137 | 
            +
                  @data[:shaders].each { |_key, id| glDeleteShader(id) }
         | 
| 138 | 
            +
             | 
| 139 | 
            +
                  # Only add shader if it successfully compiles
         | 
| 140 | 
            +
                  if @compiled
         | 
| 141 | 
            +
                    puts "compiled!"
         | 
| 142 | 
            +
                    puts "Compiled shader: #{@name}"
         | 
| 143 | 
            +
                    Shader.add(@name, self)
         | 
| 144 | 
            +
                  else
         | 
| 145 | 
            +
                    glDeleteProgram(@program)
         | 
| 146 | 
            +
                    warn "FAILED to compile shader: #{@name}", ""
         | 
| 147 | 
            +
                  end
         | 
| 148 | 
            +
                end
         | 
| 149 | 
            +
             | 
| 150 | 
            +
                # whether vertex and fragment files exist on disk
         | 
| 151 | 
            +
                #
         | 
| 152 | 
            +
                # @return [Boolean]
         | 
| 153 | 
            +
                def shader_files_exist?(vertex:, fragment:)
         | 
| 154 | 
            +
                  File.exist?(vertex) && File.exist?(fragment)
         | 
| 155 | 
            +
                end
         | 
| 156 | 
            +
             | 
| 157 | 
            +
                # creates an OpenGL Shader of _type_ using _source_
         | 
| 158 | 
            +
                #
         | 
| 159 | 
            +
                # @param type [Symbol] valid values are: :vertex, :fragment
         | 
| 160 | 
            +
                # @param source [String] source code for shader
         | 
| 161 | 
            +
                def create_shader(type:, source:)
         | 
| 162 | 
            +
                  _shader = nil
         | 
| 163 | 
            +
             | 
| 164 | 
            +
                  case type
         | 
| 165 | 
            +
                  when :vertex
         | 
| 166 | 
            +
                    _shader = glCreateShader(GL_VERTEX_SHADER)
         | 
| 167 | 
            +
                  when :fragment
         | 
| 168 | 
            +
                    _shader = glCreateShader(GL_FRAGMENT_SHADER)
         | 
| 169 | 
            +
                  else
         | 
| 170 | 
            +
                    raise ArgumentError, "Unsupported shader type: #{type.inspect}"
         | 
| 171 | 
            +
                  end
         | 
| 172 | 
            +
             | 
| 173 | 
            +
                  processed_source = preprocess_source(source: source)
         | 
| 174 | 
            +
             | 
| 175 | 
            +
                  _source = [processed_source].pack("p")
         | 
| 176 | 
            +
                  _size = [processed_source.length].pack("I")
         | 
| 177 | 
            +
                  glShaderSource(_shader, 1, _source, _size)
         | 
| 178 | 
            +
             | 
| 179 | 
            +
                  @data[:shaders][type] = _shader
         | 
| 180 | 
            +
                end
         | 
| 181 | 
            +
             | 
| 182 | 
            +
                # evaluates shader preprocessors
         | 
| 183 | 
            +
                #
         | 
| 184 | 
            +
                # currently supported preprocessors:
         | 
| 185 | 
            +
                #
         | 
| 186 | 
            +
                #   @include "file/path" "another/file/path" # => Replace line with contents of file; Shader includes_dir must be specified in constructor
         | 
| 187 | 
            +
                #
         | 
| 188 | 
            +
                # @example
         | 
| 189 | 
            +
                #   # Example Vertex Shader #
         | 
| 190 | 
            +
                #   # #version 330 core
         | 
| 191 | 
            +
                #   # @include "material_struct"
         | 
| 192 | 
            +
                #   # void main() {
         | 
| 193 | 
            +
                #   #   gl_Position = vec4(1, 1, 1, 1);
         | 
| 194 | 
            +
                #   # }
         | 
| 195 | 
            +
                #
         | 
| 196 | 
            +
                #   Shader.new(name: "model_renderer", includes_dir: "path/to/includes", vertex: "path/to/vertex_shader.glsl")
         | 
| 197 | 
            +
                #
         | 
| 198 | 
            +
                # @param source shader source code
         | 
| 199 | 
            +
                def preprocess_source(source:)
         | 
| 200 | 
            +
                  lines = source.lines
         | 
| 201 | 
            +
             | 
| 202 | 
            +
                  lines.each_with_index do |line, i|
         | 
| 203 | 
            +
                    next unless line.start_with?(PREPROCESSOR_CHARACTER)
         | 
| 204 | 
            +
             | 
| 205 | 
            +
                    preprocessor = line.strip.split(" ")
         | 
| 206 | 
            +
                    lines.delete(line)
         | 
| 207 | 
            +
             | 
| 208 | 
            +
                    case preprocessor.first
         | 
| 209 | 
            +
                    when "@include"
         | 
| 210 | 
            +
                      unless @includes_dir
         | 
| 211 | 
            +
                        raise ArgumentError,
         | 
| 212 | 
            +
                              "Shader preprocessor include directory was not given for shader #{@name}"
         | 
| 213 | 
            +
                      end
         | 
| 214 | 
            +
             | 
| 215 | 
            +
                      preprocessor[1..preprocessor.length - 1].join.scan(/"([^"]*)"/).flatten.each do |file|
         | 
| 216 | 
            +
                        source = File.read("#{@includes_dir}/#{file}.glsl")
         | 
| 217 | 
            +
             | 
| 218 | 
            +
                        lines.insert(i, source)
         | 
| 219 | 
            +
                      end
         | 
| 220 | 
            +
                    else
         | 
| 221 | 
            +
                      warn "Unsupported preprocessor #{preprocessor.first} for #{@name}"
         | 
| 222 | 
            +
                    end
         | 
| 223 | 
            +
                  end
         | 
| 224 | 
            +
             | 
| 225 | 
            +
                  lines.join
         | 
| 226 | 
            +
                end
         | 
| 227 | 
            +
             | 
| 228 | 
            +
                # compile OpenGL Shader of _type_
         | 
| 229 | 
            +
                #
         | 
| 230 | 
            +
                # @return [Boolean] whether compilation succeeded
         | 
| 231 | 
            +
                def compile_shader(type:)
         | 
| 232 | 
            +
                  _compiled = false
         | 
| 233 | 
            +
                  _shader = @data[:shaders][type]
         | 
| 234 | 
            +
                  raise ArgumentError, "No shader for #{type.inspect}" unless _shader
         | 
| 235 | 
            +
             | 
| 236 | 
            +
                  glCompileShader(_shader)
         | 
| 237 | 
            +
                  buffer = "    "
         | 
| 238 | 
            +
                  glGetShaderiv(_shader, GL_COMPILE_STATUS, buffer)
         | 
| 239 | 
            +
                  compiled = buffer.unpack1("L")
         | 
| 240 | 
            +
             | 
| 241 | 
            +
                  if compiled == 0
         | 
| 242 | 
            +
                    log = " " * @error_buffer_size
         | 
| 243 | 
            +
                    glGetShaderInfoLog(_shader, @error_buffer_size, nil, log)
         | 
| 244 | 
            +
                    puts "Shader Error: Program \"#{@name}\""
         | 
| 245 | 
            +
                    puts "  #{type.to_s.capitalize} Shader InfoLog:", "  #{log.strip.split("\n").join("\n  ")}\n\n"
         | 
| 246 | 
            +
                    puts "  Shader Compiled status: #{compiled}"
         | 
| 247 | 
            +
                    puts "    NOTE: assignment of uniforms in shaders is illegal!"
         | 
| 248 | 
            +
                    puts
         | 
| 249 | 
            +
                  else
         | 
| 250 | 
            +
                    _compiled = true
         | 
| 251 | 
            +
                  end
         | 
| 252 | 
            +
             | 
| 253 | 
            +
                  _compiled
         | 
| 254 | 
            +
                end
         | 
| 255 | 
            +
             | 
| 256 | 
            +
                # link compiled OpenGL Shaders in to a OpenGL Program
         | 
| 257 | 
            +
                #
         | 
| 258 | 
            +
                # @note linking must succeed or shader cannot be used
         | 
| 259 | 
            +
                #
         | 
| 260 | 
            +
                # @return [Boolean] whether linking succeeded
         | 
| 261 | 
            +
                def link_shaders
         | 
| 262 | 
            +
                  @program = glCreateProgram
         | 
| 263 | 
            +
                  @data[:shaders].values.each do |_shader|
         | 
| 264 | 
            +
                    glAttachShader(@program, _shader)
         | 
| 265 | 
            +
                  end
         | 
| 266 | 
            +
                  glLinkProgram(@program)
         | 
| 267 | 
            +
             | 
| 268 | 
            +
                  buffer = "    "
         | 
| 269 | 
            +
                  glGetProgramiv(@program, GL_LINK_STATUS, buffer)
         | 
| 270 | 
            +
                  linked = buffer.unpack1("L")
         | 
| 271 | 
            +
             | 
| 272 | 
            +
                  if linked == 0
         | 
| 273 | 
            +
                    log = " " * @error_buffer_size
         | 
| 274 | 
            +
                    glGetProgramInfoLog(@program, @error_buffer_size, nil, log)
         | 
| 275 | 
            +
                    puts "Shader Error: Program \"#{@name}\""
         | 
| 276 | 
            +
                    puts "  Program InfoLog:", "  #{log.strip.split("\n").join("\n  ")}\n\n"
         | 
| 277 | 
            +
                  end
         | 
| 278 | 
            +
             | 
| 279 | 
            +
                  @compiled = !(linked == 0)
         | 
| 280 | 
            +
                end
         | 
| 281 | 
            +
             | 
| 282 | 
            +
                # Returns the location of a uniform _variable_
         | 
| 283 | 
            +
                #
         | 
| 284 | 
            +
                # @param variable [String]
         | 
| 285 | 
            +
                # @return [Integer] location of uniform
         | 
| 286 | 
            +
                def variable(variable)
         | 
| 287 | 
            +
                  loc = glGetUniformLocation(@program, variable)
         | 
| 288 | 
            +
                  if loc == -1
         | 
| 289 | 
            +
                    unless @variable_missing[variable]
         | 
| 290 | 
            +
                      puts "Shader Error: Program \"#{@name}\" has no such uniform named \"#{variable}\"",
         | 
| 291 | 
            +
                           "  Is it used in the shader? GLSL may have optimized it out.", "  Is it miss spelled?"
         | 
| 292 | 
            +
                    end
         | 
| 293 | 
            +
                    @variable_missing[variable] = true
         | 
| 294 | 
            +
                  end
         | 
| 295 | 
            +
                  loc
         | 
| 296 | 
            +
                end
         | 
| 297 | 
            +
             | 
| 298 | 
            +
                # @see Shader.use Shader.use
         | 
| 299 | 
            +
                def use(&block)
         | 
| 300 | 
            +
                  return unless compiled?
         | 
| 301 | 
            +
                  raise "Another shader is already in use! #{Shader.active_shader.name.inspect}" if Shader.active_shader
         | 
| 302 | 
            +
             | 
| 303 | 
            +
                  Shader.active_shader = self
         | 
| 304 | 
            +
             | 
| 305 | 
            +
                  glUseProgram(@program)
         | 
| 306 | 
            +
             | 
| 307 | 
            +
                  if block
         | 
| 308 | 
            +
                    block.call(self)
         | 
| 309 | 
            +
                    stop
         | 
| 310 | 
            +
                  end
         | 
| 311 | 
            +
                end
         | 
| 312 | 
            +
             | 
| 313 | 
            +
                # stop using shader, if shader is active
         | 
| 314 | 
            +
                def stop
         | 
| 315 | 
            +
                  Shader.active_shader = nil if Shader.active_shader == self
         | 
| 316 | 
            +
                  glUseProgram(0)
         | 
| 317 | 
            +
                end
         | 
| 318 | 
            +
             | 
| 319 | 
            +
                # @return [Boolean] whether {Shader} successfully compiled
         | 
| 320 | 
            +
                def compiled?
         | 
| 321 | 
            +
                  @compiled
         | 
| 322 | 
            +
                end
         | 
| 323 | 
            +
             | 
| 324 | 
            +
                # returns location of a uniform _variable_
         | 
| 325 | 
            +
                #
         | 
| 326 | 
            +
                # @note Use {#variable} for friendly error handling
         | 
| 327 | 
            +
                # @see #variable Shader#variable
         | 
| 328 | 
            +
                #
         | 
| 329 | 
            +
                # @param variable [String]
         | 
| 330 | 
            +
                # @return [Integer]
         | 
| 331 | 
            +
                def attribute_location(variable)
         | 
| 332 | 
            +
                  glGetUniformLocation(@program, variable)
         | 
| 333 | 
            +
                end
         | 
| 334 | 
            +
             | 
| 335 | 
            +
                # send {Transform} to {Shader}
         | 
| 336 | 
            +
                #
         | 
| 337 | 
            +
                # @param variable [String]
         | 
| 338 | 
            +
                # @param value [Transform]
         | 
| 339 | 
            +
                # @param location [Integer]
         | 
| 340 | 
            +
                # @return [void]
         | 
| 341 | 
            +
                def uniform_transform(variable, value, location = nil)
         | 
| 342 | 
            +
                  attr_loc = location || attribute_location(variable)
         | 
| 343 | 
            +
             | 
| 344 | 
            +
                  glUniformMatrix4fv(attr_loc, 1, GL_FALSE, value.to_gl.pack("F16"))
         | 
| 345 | 
            +
                end
         | 
| 346 | 
            +
             | 
| 347 | 
            +
                # send Boolean to {Shader}
         | 
| 348 | 
            +
                #
         | 
| 349 | 
            +
                # @param variable [String]
         | 
| 350 | 
            +
                # @param value [Boolean]
         | 
| 351 | 
            +
                # @param location [Integer]
         | 
| 352 | 
            +
                # @return [void]
         | 
| 353 | 
            +
                def uniform_boolean(variable, value, location = nil)
         | 
| 354 | 
            +
                  attr_loc = location || attribute_location(variable)
         | 
| 355 | 
            +
             | 
| 356 | 
            +
                  glUniform1i(attr_loc, value ? 1 : 0)
         | 
| 357 | 
            +
                end
         | 
| 358 | 
            +
             | 
| 359 | 
            +
                # send Integer to {Shader}
         | 
| 360 | 
            +
                # @param variable [String]
         | 
| 361 | 
            +
                # @param value [Integer]
         | 
| 362 | 
            +
                # @param location [Integer]
         | 
| 363 | 
            +
                # @return [void]
         | 
| 364 | 
            +
                def uniform_integer(variable, value, location = nil)
         | 
| 365 | 
            +
                  attr_loc = location || attribute_location(variable)
         | 
| 366 | 
            +
             | 
| 367 | 
            +
                  glUniform1i(attr_loc, value)
         | 
| 368 | 
            +
                end
         | 
| 369 | 
            +
             | 
| 370 | 
            +
                # send Float to {Shader}
         | 
| 371 | 
            +
                #
         | 
| 372 | 
            +
                # @param variable [String]
         | 
| 373 | 
            +
                # @param value [Float]
         | 
| 374 | 
            +
                # @param location [Integer]
         | 
| 375 | 
            +
                # @return [void]
         | 
| 376 | 
            +
                def uniform_float(variable, value, location = nil)
         | 
| 377 | 
            +
                  attr_loc = location || attribute_location(variable)
         | 
| 378 | 
            +
             | 
| 379 | 
            +
                  glUniform1f(attr_loc, value)
         | 
| 380 | 
            +
                end
         | 
| 381 | 
            +
             | 
| 382 | 
            +
                # send {Vector} (x, y, z) to {Shader}
         | 
| 383 | 
            +
                #
         | 
| 384 | 
            +
                # @param variable [String]
         | 
| 385 | 
            +
                # @param value [Vector]
         | 
| 386 | 
            +
                # @param location [Integer]
         | 
| 387 | 
            +
                # @return [void]
         | 
| 388 | 
            +
                def uniform_vec3(variable, value, location = nil)
         | 
| 389 | 
            +
                  attr_loc = location || attribute_location(variable)
         | 
| 390 | 
            +
             | 
| 391 | 
            +
                  glUniform3f(attr_loc, *value.to_a[0..2])
         | 
| 392 | 
            +
                end
         | 
| 393 | 
            +
             | 
| 394 | 
            +
                # send {Vector} to {Shader}
         | 
| 395 | 
            +
                #
         | 
| 396 | 
            +
                # @param variable [String]
         | 
| 397 | 
            +
                # @param value [Vector]
         | 
| 398 | 
            +
                # @param location [Integer]
         | 
| 399 | 
            +
                # @return [void]
         | 
| 400 | 
            +
                def uniform_vec4(variable, value, location = nil)
         | 
| 401 | 
            +
                  attr_loc = location || attribute_location(variable)
         | 
| 402 | 
            +
             | 
| 403 | 
            +
                  glUniform4f(attr_loc, *value.to_a)
         | 
| 404 | 
            +
                end
         | 
| 405 | 
            +
              end
         | 
| 406 | 
            +
            end
         |