cyberarm_engine 0.12.1 → 0.16.0
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- 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 @@
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module CyberarmEngine
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class OpenGLRenderer
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@@immediate_mode_warning = false
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attr_accessor :show_wireframe
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def initialize(width:, height:, show_wireframe: false)
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@width = width
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@height = height
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@show_wireframe = show_wireframe
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@g_buffer = GBuffer.new(width: @width, height: @height)
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end
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def canvas_size_changed
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@g_buffer.unbind_framebuffer
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@g_buffer.clean_up
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@g_buffer = GBuffer.new(width: @width, height: @height)
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end
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def render(camera, lights, entities)
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glViewport(0, 0, @width, @height)
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glEnable(GL_DEPTH_TEST)
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if Shader.available?("g_buffer") && Shader.available?("lighting")
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@g_buffer.bind_for_writing
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gl_error?
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glClearColor(0.0, 0.0, 0.0, 0.0)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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Shader.use("g_buffer") do |shader|
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gl_error?
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entities.each do |entity|
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next unless entity.visible && entity.renderable
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shader.uniform_transform("projection", camera.projection_matrix)
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shader.uniform_transform("view", camera.view_matrix)
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shader.uniform_transform("model", entity.model_matrix)
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shader.uniform_vec3("cameraPosition", camera.position)
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gl_error?
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draw_model(entity.model, shader)
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entity.draw
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end
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end
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@g_buffer.unbind_framebuffer
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gl_error?
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@g_buffer.bind_for_reading
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0)
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lighting(lights)
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gl_error?
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post_processing
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gl_error?
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# render_framebuffer
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gl_error?
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@g_buffer.unbind_framebuffer
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gl_error?
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else
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unless @@immediate_mode_warning
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puts "Shaders are disabled or failed to compile, using immediate mode for rendering..."
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end
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@@immediate_mode_warning = true
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gl_error?
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lights.each(&:draw)
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camera.draw
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glEnable(GL_NORMALIZE)
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entities.each do |entity|
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next unless entity.visible && entity.renderable
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glPushMatrix
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glTranslatef(entity.position.x, entity.position.y, entity.position.z)
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glScalef(entity.scale.x, entity.scale.y, entity.scale.z)
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glRotatef(entity.orientation.x, 1.0, 0, 0)
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glRotatef(entity.orientation.y, 0, 1.0, 0)
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glRotatef(entity.orientation.z, 0, 0, 1.0)
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gl_error?
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draw_mesh(entity.model)
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entity.draw
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glPopMatrix
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end
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end
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gl_error?
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end
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def copy_g_buffer_to_screen
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@g_buffer.set_read_buffer(:position)
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glBlitFramebuffer(0, 0, @g_buffer.width, @g_buffer.height,
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0, 0, @g_buffer.width / 2, @g_buffer.height / 2,
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GL_COLOR_BUFFER_BIT, GL_LINEAR)
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@g_buffer.set_read_buffer(:diffuse)
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glBlitFramebuffer(0, 0, @g_buffer.width, @g_buffer.height,
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0, @g_buffer.height / 2, @g_buffer.width / 2, @g_buffer.height,
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GL_COLOR_BUFFER_BIT, GL_LINEAR)
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@g_buffer.set_read_buffer(:normal)
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glBlitFramebuffer(0, 0, @g_buffer.width, @g_buffer.height,
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@g_buffer.width / 2, @g_buffer.height / 2, @g_buffer.width, @g_buffer.height,
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GL_COLOR_BUFFER_BIT, GL_LINEAR)
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@g_buffer.set_read_buffer(:texcoord)
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glBlitFramebuffer(0, 0, @g_buffer.width, @g_buffer.height,
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@g_buffer.width / 2, 0, @g_buffer.width, @g_buffer.height / 2,
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GL_COLOR_BUFFER_BIT, GL_LINEAR)
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end
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def lighting(lights)
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Shader.use("lighting") do |shader|
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glBindVertexArray(@g_buffer.screen_vbo)
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glDisable(GL_DEPTH_TEST)
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glEnable(GL_BLEND)
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glActiveTexture(GL_TEXTURE0)
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glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:diffuse))
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shader.uniform_integer("diffuse", 0)
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glActiveTexture(GL_TEXTURE1)
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glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:position))
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shader.uniform_integer("position", 1)
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glActiveTexture(GL_TEXTURE2)
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glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:texcoord))
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shader.uniform_integer("texcoord", 2)
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glActiveTexture(GL_TEXTURE3)
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glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:normal))
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shader.uniform_integer("normal", 3)
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glActiveTexture(GL_TEXTURE4)
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glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:depth))
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shader.uniform_integer("depth", 4)
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lights.each_with_index do |light, _i|
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shader.uniform_integer("light[0].type", light.type)
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shader.uniform_vec3("light[0].direction", light.direction)
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shader.uniform_vec3("light[0].position", light.position)
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shader.uniform_vec3("light[0].diffuse", light.diffuse)
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shader.uniform_vec3("light[0].ambient", light.ambient)
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shader.uniform_vec3("light[0].specular", light.specular)
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glDrawArrays(GL_TRIANGLES, 0, @g_buffer.vertices.size)
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end
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glBindVertexArray(0)
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end
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end
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def post_processing
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end
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def render_framebuffer
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if Shader.available?("lighting")
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Shader.use("lighting") do |shader|
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glBindVertexArray(@g_buffer.screen_vbo)
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glDisable(GL_DEPTH_TEST)
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glEnable(GL_BLEND)
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glActiveTexture(GL_TEXTURE0)
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glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:diffuse))
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shader.uniform_integer("diffuse_texture", 0)
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glDrawArrays(GL_TRIANGLES, 0, @g_buffer.vertices.size)
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glBindVertexArray(0)
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end
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end
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end
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def draw_model(model, shader)
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glBindVertexArray(model.vertex_array_id)
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glEnableVertexAttribArray(0)
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glEnableVertexAttribArray(1)
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glEnableVertexAttribArray(2)
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if model.has_texture?
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glEnableVertexAttribArray(3)
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glEnableVertexAttribArray(4)
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end
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if @show_wireframe
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glLineWidth(2)
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
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Shader.active_shader.uniform_boolean("disableLighting", true)
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glDrawArrays(GL_TRIANGLES, 0, model.faces.count * 3)
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Shader.active_shader.uniform_boolean("disableLighting", false)
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
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glLineWidth(1)
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end
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offset = 0
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model.objects.each do |object|
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shader.uniform_boolean("hasTexture", object.has_texture?)
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if object.has_texture?
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glBindTexture(GL_TEXTURE_2D, object.materials.find { |mat| mat.texture_id }.texture_id)
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else
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glBindTexture(GL_TEXTURE_2D, 0)
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end
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glDrawArrays(GL_TRIANGLES, offset, object.faces.count * 3)
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offset += object.faces.count * 3
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end
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if model.has_texture?
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glDisableVertexAttribArray(4)
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glDisableVertexAttribArray(3)
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glBindTexture(GL_TEXTURE_2D, 0)
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end
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glDisableVertexAttribArray(2)
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glDisableVertexAttribArray(1)
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glDisableVertexAttribArray(0)
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glBindBuffer(GL_ARRAY_BUFFER, 0)
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glBindVertexArray(0)
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end
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def draw_mesh(model)
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model.objects.each_with_index do |o, _i|
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glEnable(GL_COLOR_MATERIAL)
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glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE)
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glShadeModel(GL_FLAT) unless o.faces.first[4]
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glShadeModel(GL_SMOOTH) if o.faces.first[4]
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glEnableClientState(GL_VERTEX_ARRAY)
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glEnableClientState(GL_COLOR_ARRAY)
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glEnableClientState(GL_NORMAL_ARRAY)
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if o.has_texture?
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glEnable(GL_TEXTURE_2D)
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glBindTexture(GL_TEXTURE_2D, o.materials.find { |mat| mat.texture_id }.texture_id)
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glEnableClientState(GL_TEXTURE_COORD_ARRAY)
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glTexCoordPointer(3, GL_FLOAT, 0, o.flattened_uvs)
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end
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glVertexPointer(4, GL_FLOAT, 0, o.flattened_vertices)
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glColorPointer(3, GL_FLOAT, 0, o.flattened_materials)
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glNormalPointer(GL_FLOAT, 0, o.flattened_normals)
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if @show_wireframe # This is kinda expensive
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glDisable(GL_LIGHTING)
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
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glPolygonOffset(2, 0.5)
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glLineWidth(3)
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glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size / 4)
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glLineWidth(1)
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glPolygonOffset(0, 0)
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
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glEnable(GL_LIGHTING)
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glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size / 4)
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else
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glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size / 4)
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end
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# glBindBuffer(GL_ARRAY_BUFFER, 0)
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glDisableClientState(GL_VERTEX_ARRAY)
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glDisableClientState(GL_COLOR_ARRAY)
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glDisableClientState(GL_NORMAL_ARRAY)
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if o.has_texture?
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glDisableClientState(GL_TEXTURE_COORD_ARRAY)
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glDisable(GL_TEXTURE_2D)
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end
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glDisable(GL_COLOR_MATERIAL)
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end
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end
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end
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end
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@@ -0,0 +1,22 @@
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module CyberarmEngine
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2
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class Renderer
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attr_reader :opengl_renderer, :bounding_box_renderer
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def initialize
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@bounding_box_renderer = BoundingBoxRenderer.new
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@opengl_renderer = OpenGLRenderer.new(width: $window.width, height: $window.height)
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end
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def draw(camera, lights, entities)
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@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
|