cyberarm_engine 0.14.0 → 0.15.0
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- checksums.yaml +4 -4
- data/.rubocop.yml +8 -0
- data/Gemfile +1 -1
- data/Rakefile +1 -1
- data/assets/textures/default.png +0 -0
- data/cyberarm_engine.gemspec +10 -8
- data/lib/cyberarm_engine.rb +13 -2
- data/lib/cyberarm_engine/animator.rb +6 -4
- 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 +13 -13
- data/lib/cyberarm_engine/config_file.rb +2 -2
- data/lib/cyberarm_engine/game_object.rb +63 -72
- data/lib/cyberarm_engine/game_state.rb +6 -3
- 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/{shader.rb → opengl/shader.rb} +51 -43
- data/lib/cyberarm_engine/opengl/texture.rb +69 -0
- data/lib/cyberarm_engine/ray.rb +5 -5
- data/lib/cyberarm_engine/stats.rb +2 -2
- data/lib/cyberarm_engine/text.rb +41 -27
- data/lib/cyberarm_engine/timer.rb +1 -1
- data/lib/cyberarm_engine/transform.rb +43 -20
- data/lib/cyberarm_engine/ui/border_canvas.rb +4 -3
- data/lib/cyberarm_engine/ui/dsl.rb +25 -11
- data/lib/cyberarm_engine/ui/element.rb +30 -20
- data/lib/cyberarm_engine/ui/elements/button.rb +86 -16
- data/lib/cyberarm_engine/ui/elements/check_box.rb +1 -1
- data/lib/cyberarm_engine/ui/elements/container.rb +44 -20
- data/lib/cyberarm_engine/ui/elements/edit_box.rb +175 -2
- data/lib/cyberarm_engine/ui/elements/edit_line.rb +121 -37
- data/lib/cyberarm_engine/ui/elements/flow.rb +1 -1
- data/lib/cyberarm_engine/ui/elements/image.rb +12 -9
- data/lib/cyberarm_engine/ui/elements/label.rb +93 -14
- data/lib/cyberarm_engine/ui/elements/list_box.rb +64 -2
- data/lib/cyberarm_engine/ui/elements/progress.rb +5 -5
- data/lib/cyberarm_engine/ui/elements/radio.rb +1 -1
- data/lib/cyberarm_engine/ui/elements/slider.rb +13 -16
- data/lib/cyberarm_engine/ui/elements/stack.rb +1 -1
- data/lib/cyberarm_engine/ui/elements/toggle_button.rb +27 -19
- data/lib/cyberarm_engine/ui/event.rb +7 -7
- data/lib/cyberarm_engine/ui/gui_state.rb +44 -10
- data/lib/cyberarm_engine/ui/style.rb +10 -9
- data/lib/cyberarm_engine/ui/theme.rb +28 -20
- data/lib/cyberarm_engine/vector.rb +33 -30
- data/lib/cyberarm_engine/version.rb +2 -2
- data/lib/cyberarm_engine/window.rb +27 -18
- metadata +65 -15
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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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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)
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@bounding_box_renderer.render(entities) if @show_bounding_boxes
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end
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+
def canvas_size_changed
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+
@opengl_renderer.canvas_size_changed
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+
end
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+
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+
def finalize # cleanup
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+
end
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+
end
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+
end
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@@ -22,9 +22,7 @@ module CyberarmEngine
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if shader
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@@shaders.delete(name)
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-
if shader.compiled?
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-
glDeleteProgram(shader.program)
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-
end
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+
glDeleteProgram(shader.program) if shader.compiled?
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26
|
end
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27
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end
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28
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@@ -68,15 +66,15 @@ module CyberarmEngine
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# returns currently active {Shader}, if one is active
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#
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# @return [Shader?]
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-
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-
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+
class << self
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70
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+
attr_reader :active_shader
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end
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# sets currently active {Shader}
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#
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# @param instance [Shader] instance of {Shader} to set as active
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-
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-
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+
class << self
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+
attr_writer :active_shader
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end
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# stops using currently active {Shader}
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@@ -94,7 +92,8 @@ module CyberarmEngine
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#
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# @param variable [String]
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def self.attribute_location(variable)
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-
raise
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95
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+
raise "No active shader!" unless Shader.active_shader
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+
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Shader.active_shader.attribute_location(variable)
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end
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@@ -103,12 +102,14 @@ module CyberarmEngine
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# @param variable [String]
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# @param value
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def self.set_uniform(variable, value)
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-
raise
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+
raise "No active shader!" unless Shader.active_shader
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+
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Shader.active_shader.set_uniform(variable, value)
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end
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attr_reader :name, :program
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-
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+
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+
def initialize(name:, fragment:, includes_dir: nil, vertex: "shaders/default.vert")
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raise "Shader name can not be blank" if name.length == 0
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@name = name
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@@ -120,7 +121,7 @@ module CyberarmEngine
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@error_buffer_size = 1024 * 8
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@variable_missing = {}
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|
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-
@data = {shaders: {}}
|
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+
@data = { shaders: {} }
|
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|
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unless shader_files_exist?(vertex: vertex, fragment: fragment)
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raise ArgumentError, "Shader files not found: #{vertex} or #{fragment}"
|
@@ -133,7 +134,7 @@ module CyberarmEngine
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compile_shader(type: :fragment)
|
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|
link_shaders
|
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136
|
|
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|
-
@data[:shaders].each { |
|
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|
+
@data[:shaders].each { |_key, id| glDeleteShader(id) }
|
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|
|
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|
# Only add shader if it successfully compiles
|
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|
if @compiled
|
@@ -175,7 +176,7 @@ module CyberarmEngine
|
|
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|
_size = [processed_source.length].pack("I")
|
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|
glShaderSource(_shader, 1, _source, _size)
|
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|
|
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|
-
@data[:shaders][type] =_shader
|
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|
+
@data[:shaders][type] = _shader
|
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|
end
|
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|
# evaluates shader preprocessors
|
@@ -199,22 +200,25 @@ module CyberarmEngine
|
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|
lines = source.lines
|
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|
|
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|
lines.each_with_index do |line, i|
|
202
|
-
|
203
|
-
preprocessor = line.strip.split(" ")
|
204
|
-
lines.delete(line)
|
203
|
+
next unless line.start_with?(PREPROCESSOR_CHARACTER)
|
205
204
|
|
206
|
-
|
207
|
-
|
208
|
-
raise ArgumentError, "Shader preprocessor include directory was not given for shader #{@name}" unless @includes_dir
|
205
|
+
preprocessor = line.strip.split(" ")
|
206
|
+
lines.delete(line)
|
209
207
|
|
210
|
-
|
211
|
-
|
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")
|
212
217
|
|
213
|
-
|
214
|
-
end
|
215
|
-
else
|
216
|
-
warn "Unsupported preprocessor #{preprocessor.first} for #{@name}"
|
218
|
+
lines.insert(i, source)
|
217
219
|
end
|
220
|
+
else
|
221
|
+
warn "Unsupported preprocessor #{preprocessor.first} for #{@name}"
|
218
222
|
end
|
219
223
|
end
|
220
224
|
|
@@ -230,12 +234,12 @@ module CyberarmEngine
|
|
230
234
|
raise ArgumentError, "No shader for #{type.inspect}" unless _shader
|
231
235
|
|
232
236
|
glCompileShader(_shader)
|
233
|
-
buffer =
|
237
|
+
buffer = " "
|
234
238
|
glGetShaderiv(_shader, GL_COMPILE_STATUS, buffer)
|
235
|
-
compiled = buffer.
|
239
|
+
compiled = buffer.unpack1("L")
|
236
240
|
|
237
241
|
if compiled == 0
|
238
|
-
log =
|
242
|
+
log = " " * @error_buffer_size
|
239
243
|
glGetShaderInfoLog(_shader, @error_buffer_size, nil, log)
|
240
244
|
puts "Shader Error: Program \"#{@name}\""
|
241
245
|
puts " #{type.to_s.capitalize} Shader InfoLog:", " #{log.strip.split("\n").join("\n ")}\n\n"
|
@@ -246,7 +250,7 @@ module CyberarmEngine
|
|
246
250
|
_compiled = true
|
247
251
|
end
|
248
252
|
|
249
|
-
|
253
|
+
_compiled
|
250
254
|
end
|
251
255
|
|
252
256
|
# link compiled OpenGL Shaders in to a OpenGL Program
|
@@ -261,18 +265,18 @@ module CyberarmEngine
|
|
261
265
|
end
|
262
266
|
glLinkProgram(@program)
|
263
267
|
|
264
|
-
buffer =
|
268
|
+
buffer = " "
|
265
269
|
glGetProgramiv(@program, GL_LINK_STATUS, buffer)
|
266
|
-
linked = buffer.
|
270
|
+
linked = buffer.unpack1("L")
|
267
271
|
|
268
272
|
if linked == 0
|
269
|
-
log =
|
273
|
+
log = " " * @error_buffer_size
|
270
274
|
glGetProgramInfoLog(@program, @error_buffer_size, nil, log)
|
271
275
|
puts "Shader Error: Program \"#{@name}\""
|
272
276
|
puts " Program InfoLog:", " #{log.strip.split("\n").join("\n ")}\n\n"
|
273
277
|
end
|
274
278
|
|
275
|
-
@compiled = linked == 0
|
279
|
+
@compiled = !(linked == 0)
|
276
280
|
end
|
277
281
|
|
278
282
|
# Returns the location of a uniform _variable_
|
@@ -281,18 +285,22 @@ module CyberarmEngine
|
|
281
285
|
# @return [Integer] location of uniform
|
282
286
|
def variable(variable)
|
283
287
|
loc = glGetUniformLocation(@program, variable)
|
284
|
-
if
|
285
|
-
|
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
|
286
293
|
@variable_missing[variable] = true
|
287
294
|
end
|
288
|
-
|
295
|
+
loc
|
289
296
|
end
|
290
297
|
|
291
298
|
# @see Shader.use Shader.use
|
292
299
|
def use(&block)
|
293
300
|
return unless compiled?
|
294
301
|
raise "Another shader is already in use! #{Shader.active_shader.name.inspect}" if Shader.active_shader
|
295
|
-
|
302
|
+
|
303
|
+
Shader.active_shader = self
|
296
304
|
|
297
305
|
glUseProgram(@program)
|
298
306
|
|
@@ -331,7 +339,7 @@ module CyberarmEngine
|
|
331
339
|
# @param location [Integer]
|
332
340
|
# @return [void]
|
333
341
|
def uniform_transform(variable, value, location = nil)
|
334
|
-
attr_loc = location
|
342
|
+
attr_loc = location || attribute_location(variable)
|
335
343
|
|
336
344
|
glUniformMatrix4fv(attr_loc, 1, GL_FALSE, value.to_gl.pack("F16"))
|
337
345
|
end
|
@@ -343,7 +351,7 @@ module CyberarmEngine
|
|
343
351
|
# @param location [Integer]
|
344
352
|
# @return [void]
|
345
353
|
def uniform_boolean(variable, value, location = nil)
|
346
|
-
attr_loc = location
|
354
|
+
attr_loc = location || attribute_location(variable)
|
347
355
|
|
348
356
|
glUniform1i(attr_loc, value ? 1 : 0)
|
349
357
|
end
|
@@ -354,7 +362,7 @@ module CyberarmEngine
|
|
354
362
|
# @param location [Integer]
|
355
363
|
# @return [void]
|
356
364
|
def uniform_integer(variable, value, location = nil)
|
357
|
-
attr_loc = location
|
365
|
+
attr_loc = location || attribute_location(variable)
|
358
366
|
|
359
367
|
glUniform1i(attr_loc, value)
|
360
368
|
end
|
@@ -366,7 +374,7 @@ module CyberarmEngine
|
|
366
374
|
# @param location [Integer]
|
367
375
|
# @return [void]
|
368
376
|
def uniform_float(variable, value, location = nil)
|
369
|
-
attr_loc = location
|
377
|
+
attr_loc = location || attribute_location(variable)
|
370
378
|
|
371
379
|
glUniform1f(attr_loc, value)
|
372
380
|
end
|
@@ -378,7 +386,7 @@ module CyberarmEngine
|
|
378
386
|
# @param location [Integer]
|
379
387
|
# @return [void]
|
380
388
|
def uniform_vec3(variable, value, location = nil)
|
381
|
-
attr_loc = location
|
389
|
+
attr_loc = location || attribute_location(variable)
|
382
390
|
|
383
391
|
glUniform3f(attr_loc, *value.to_a[0..2])
|
384
392
|
end
|
@@ -390,7 +398,7 @@ module CyberarmEngine
|
|
390
398
|
# @param location [Integer]
|
391
399
|
# @return [void]
|
392
400
|
def uniform_vec4(variable, value, location = nil)
|
393
|
-
attr_loc = location
|
401
|
+
attr_loc = location || attribute_location(variable)
|
394
402
|
|
395
403
|
glUniform4f(attr_loc, *value.to_a)
|
396
404
|
end
|