cyberarm_engine 0.19.0 → 0.19.1
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/.gitignore +8 -8
 - data/.rubocop.yml +7 -7
 - data/.travis.yml +5 -5
 - data/Gemfile +6 -6
 - data/LICENSE.txt +21 -21
 - data/README.md +74 -74
 - data/Rakefile +10 -10
 - data/bin/console +14 -14
 - data/bin/setup +8 -8
 - data/cyberarm_engine.gemspec +39 -39
 - data/lib/cyberarm_engine/animator.rb +219 -219
 - data/lib/cyberarm_engine/background.rb +179 -179
 - data/lib/cyberarm_engine/background_nine_slice.rb +142 -142
 - data/lib/cyberarm_engine/bounding_box.rb +150 -150
 - data/lib/cyberarm_engine/builtin/intro_state.rb +130 -130
 - data/lib/cyberarm_engine/cache/download_manager.rb +121 -121
 - data/lib/cyberarm_engine/cache.rb +4 -4
 - data/lib/cyberarm_engine/common.rb +113 -113
 - data/lib/cyberarm_engine/config_file.rb +46 -46
 - data/lib/cyberarm_engine/console/command.rb +157 -157
 - data/lib/cyberarm_engine/console/commands/help_command.rb +43 -43
 - data/lib/cyberarm_engine/console/subcommand.rb +99 -99
 - data/lib/cyberarm_engine/console.rb +248 -248
 - data/lib/cyberarm_engine/game_object.rb +248 -248
 - data/lib/cyberarm_engine/game_state.rb +97 -97
 - data/lib/cyberarm_engine/model/material.rb +21 -21
 - data/lib/cyberarm_engine/model/model_object.rb +131 -131
 - data/lib/cyberarm_engine/model/parser.rb +74 -74
 - data/lib/cyberarm_engine/model/parsers/collada_parser.rb +138 -138
 - data/lib/cyberarm_engine/model/parsers/wavefront_parser.rb +154 -154
 - data/lib/cyberarm_engine/model.rb +212 -212
 - data/lib/cyberarm_engine/model_cache.rb +31 -31
 - data/lib/cyberarm_engine/opengl/light.rb +50 -50
 - data/lib/cyberarm_engine/opengl/orthographic_camera.rb +46 -46
 - data/lib/cyberarm_engine/opengl/perspective_camera.rb +38 -38
 - data/lib/cyberarm_engine/opengl/renderer/bounding_box_renderer.rb +249 -249
 - data/lib/cyberarm_engine/opengl/renderer/g_buffer.rb +164 -164
 - data/lib/cyberarm_engine/opengl/renderer/opengl_renderer.rb +298 -298
 - data/lib/cyberarm_engine/opengl/renderer/renderer.rb +22 -22
 - data/lib/cyberarm_engine/opengl/shader.rb +406 -406
 - data/lib/cyberarm_engine/opengl/texture.rb +69 -69
 - data/lib/cyberarm_engine/opengl.rb +28 -28
 - data/lib/cyberarm_engine/ray.rb +56 -56
 - data/lib/cyberarm_engine/stats.rb +21 -21
 - data/lib/cyberarm_engine/text.rb +197 -197
 - data/lib/cyberarm_engine/timer.rb +23 -23
 - data/lib/cyberarm_engine/transform.rb +296 -296
 - data/lib/cyberarm_engine/ui/border_canvas.rb +102 -102
 - data/lib/cyberarm_engine/ui/dsl.rb +139 -139
 - data/lib/cyberarm_engine/ui/element.rb +488 -488
 - data/lib/cyberarm_engine/ui/elements/button.rb +97 -97
 - data/lib/cyberarm_engine/ui/elements/check_box.rb +54 -54
 - data/lib/cyberarm_engine/ui/elements/container.rb +256 -256
 - data/lib/cyberarm_engine/ui/elements/edit_box.rb +179 -179
 - data/lib/cyberarm_engine/ui/elements/edit_line.rb +263 -263
 - data/lib/cyberarm_engine/ui/elements/flow.rb +15 -15
 - data/lib/cyberarm_engine/ui/elements/image.rb +72 -72
 - data/lib/cyberarm_engine/ui/elements/list_box.rb +88 -82
 - data/lib/cyberarm_engine/ui/elements/progress.rb +51 -51
 - data/lib/cyberarm_engine/ui/elements/radio.rb +6 -6
 - data/lib/cyberarm_engine/ui/elements/slider.rb +104 -104
 - data/lib/cyberarm_engine/ui/elements/stack.rb +11 -11
 - data/lib/cyberarm_engine/ui/elements/text_block.rb +162 -162
 - data/lib/cyberarm_engine/ui/elements/toggle_button.rb +65 -65
 - data/lib/cyberarm_engine/ui/event.rb +54 -54
 - data/lib/cyberarm_engine/ui/gui_state.rb +256 -256
 - data/lib/cyberarm_engine/ui/style.rb +49 -49
 - data/lib/cyberarm_engine/ui/theme.rb +207 -207
 - data/lib/cyberarm_engine/vector.rb +293 -293
 - data/lib/cyberarm_engine/version.rb +4 -4
 - data/lib/cyberarm_engine/window.rb +120 -120
 - data/lib/cyberarm_engine.rb +71 -71
 - metadata +3 -3
 
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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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                attr_reader :number_of_vertices
         
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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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                  @number_of_vertices = 0
         
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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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                  @number_of_vertices = 0
         
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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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                        @number_of_vertices += entity.model.vertices_count
         
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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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                      @number_of_vertices += entity.model.vertices_count
         
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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)
         
     | 
| 
       184 
     | 
    
         
            -
                      glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:diffuse))
         
     | 
| 
       185 
     | 
    
         
            -
                      shader.uniform_integer("diffuse_texture", 0)
         
     | 
| 
       186 
     | 
    
         
            -
             
     | 
| 
       187 
     | 
    
         
            -
                      glDrawArrays(GL_TRIANGLES, 0, @g_buffer.vertices.size)
         
     | 
| 
       188 
     | 
    
         
            -
             
     | 
| 
       189 
     | 
    
         
            -
                      glBindVertexArray(0)
         
     | 
| 
       190 
     | 
    
         
            -
                    end
         
     | 
| 
       191 
     | 
    
         
            -
                  end
         
     | 
| 
       192 
     | 
    
         
            -
                end
         
     | 
| 
       193 
     | 
    
         
            -
             
     | 
| 
       194 
     | 
    
         
            -
                def draw_model(model, shader)
         
     | 
| 
       195 
     | 
    
         
            -
                  glBindVertexArray(model.vertex_array_id)
         
     | 
| 
       196 
     | 
    
         
            -
                  glEnableVertexAttribArray(0)
         
     | 
| 
       197 
     | 
    
         
            -
                  glEnableVertexAttribArray(1)
         
     | 
| 
       198 
     | 
    
         
            -
                  glEnableVertexAttribArray(2)
         
     | 
| 
       199 
     | 
    
         
            -
                  if model.has_texture?
         
     | 
| 
       200 
     | 
    
         
            -
                    glEnableVertexAttribArray(3)
         
     | 
| 
       201 
     | 
    
         
            -
                    glEnableVertexAttribArray(4)
         
     | 
| 
       202 
     | 
    
         
            -
                  end
         
     | 
| 
       203 
     | 
    
         
            -
             
     | 
| 
       204 
     | 
    
         
            -
                  if @show_wireframe
         
     | 
| 
       205 
     | 
    
         
            -
                    glLineWidth(2)
         
     | 
| 
       206 
     | 
    
         
            -
                    glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
         
     | 
| 
       207 
     | 
    
         
            -
                    Shader.active_shader.uniform_boolean("disableLighting", true)
         
     | 
| 
       208 
     | 
    
         
            -
             
     | 
| 
       209 
     | 
    
         
            -
                    glDrawArrays(GL_TRIANGLES, 0, model.faces.count * 3)
         
     | 
| 
       210 
     | 
    
         
            -
             
     | 
| 
       211 
     | 
    
         
            -
                    Shader.active_shader.uniform_boolean("disableLighting", false)
         
     | 
| 
       212 
     | 
    
         
            -
                    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
         
     | 
| 
       213 
     | 
    
         
            -
                    glLineWidth(1)
         
     | 
| 
       214 
     | 
    
         
            -
                  end
         
     | 
| 
       215 
     | 
    
         
            -
             
     | 
| 
       216 
     | 
    
         
            -
                  offset = 0
         
     | 
| 
       217 
     | 
    
         
            -
                  model.objects.each do |object|
         
     | 
| 
       218 
     | 
    
         
            -
                    shader.uniform_boolean("hasTexture", object.has_texture?)
         
     | 
| 
       219 
     | 
    
         
            -
             
     | 
| 
       220 
     | 
    
         
            -
                    if object.has_texture?
         
     | 
| 
       221 
     | 
    
         
            -
                      glBindTexture(GL_TEXTURE_2D, object.materials.find { |mat| mat.texture_id }.texture_id)
         
     | 
| 
       222 
     | 
    
         
            -
                    else
         
     | 
| 
       223 
     | 
    
         
            -
                      glBindTexture(GL_TEXTURE_2D, 0)
         
     | 
| 
       224 
     | 
    
         
            -
                    end
         
     | 
| 
       225 
     | 
    
         
            -
             
     | 
| 
       226 
     | 
    
         
            -
                    glDrawArrays(GL_TRIANGLES, offset, object.faces.count * 3)
         
     | 
| 
       227 
     | 
    
         
            -
                    offset += object.faces.count * 3
         
     | 
| 
       228 
     | 
    
         
            -
                  end
         
     | 
| 
       229 
     | 
    
         
            -
             
     | 
| 
       230 
     | 
    
         
            -
                  if model.has_texture?
         
     | 
| 
       231 
     | 
    
         
            -
                    glDisableVertexAttribArray(4)
         
     | 
| 
       232 
     | 
    
         
            -
                    glDisableVertexAttribArray(3)
         
     | 
| 
       233 
     | 
    
         
            -
             
     | 
| 
       234 
     | 
    
         
            -
                    glBindTexture(GL_TEXTURE_2D, 0)
         
     | 
| 
       235 
     | 
    
         
            -
                  end
         
     | 
| 
       236 
     | 
    
         
            -
                  glDisableVertexAttribArray(2)
         
     | 
| 
       237 
     | 
    
         
            -
                  glDisableVertexAttribArray(1)
         
     | 
| 
       238 
     | 
    
         
            -
                  glDisableVertexAttribArray(0)
         
     | 
| 
       239 
     | 
    
         
            -
             
     | 
| 
       240 
     | 
    
         
            -
                  glBindBuffer(GL_ARRAY_BUFFER, 0)
         
     | 
| 
       241 
     | 
    
         
            -
                  glBindVertexArray(0)
         
     | 
| 
       242 
     | 
    
         
            -
                end
         
     | 
| 
       243 
     | 
    
         
            -
             
     | 
| 
       244 
     | 
    
         
            -
                def draw_mesh(model)
         
     | 
| 
       245 
     | 
    
         
            -
                  model.objects.each_with_index do |o, _i|
         
     | 
| 
       246 
     | 
    
         
            -
                    glEnable(GL_COLOR_MATERIAL)
         
     | 
| 
       247 
     | 
    
         
            -
                    glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE)
         
     | 
| 
       248 
     | 
    
         
            -
                    glShadeModel(GL_FLAT) unless o.faces.first[4]
         
     | 
| 
       249 
     | 
    
         
            -
                    glShadeModel(GL_SMOOTH) if o.faces.first[4]
         
     | 
| 
       250 
     | 
    
         
            -
                    glEnableClientState(GL_VERTEX_ARRAY)
         
     | 
| 
       251 
     | 
    
         
            -
                    glEnableClientState(GL_COLOR_ARRAY)
         
     | 
| 
       252 
     | 
    
         
            -
                    glEnableClientState(GL_NORMAL_ARRAY)
         
     | 
| 
       253 
     | 
    
         
            -
             
     | 
| 
       254 
     | 
    
         
            -
                    if o.has_texture?
         
     | 
| 
       255 
     | 
    
         
            -
                      glEnable(GL_TEXTURE_2D)
         
     | 
| 
       256 
     | 
    
         
            -
                      glBindTexture(GL_TEXTURE_2D, o.materials.find { |mat| mat.texture_id }.texture_id)
         
     | 
| 
       257 
     | 
    
         
            -
                      glEnableClientState(GL_TEXTURE_COORD_ARRAY)
         
     | 
| 
       258 
     | 
    
         
            -
                      glTexCoordPointer(3, GL_FLOAT, 0, o.flattened_uvs)
         
     | 
| 
       259 
     | 
    
         
            -
                    end
         
     | 
| 
       260 
     | 
    
         
            -
             
     | 
| 
       261 
     | 
    
         
            -
                    glVertexPointer(4, GL_FLOAT, 0, o.flattened_vertices)
         
     | 
| 
       262 
     | 
    
         
            -
                    glColorPointer(3, GL_FLOAT, 0, o.flattened_materials)
         
     | 
| 
       263 
     | 
    
         
            -
                    glNormalPointer(GL_FLOAT, 0, o.flattened_normals)
         
     | 
| 
       264 
     | 
    
         
            -
             
     | 
| 
       265 
     | 
    
         
            -
                    if @show_wireframe # This is kinda expensive
         
     | 
| 
       266 
     | 
    
         
            -
                      glDisable(GL_LIGHTING)
         
     | 
| 
       267 
     | 
    
         
            -
                      glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
         
     | 
| 
       268 
     | 
    
         
            -
                      glPolygonOffset(2, 0.5)
         
     | 
| 
       269 
     | 
    
         
            -
                      glLineWidth(3)
         
     | 
| 
       270 
     | 
    
         
            -
             
     | 
| 
       271 
     | 
    
         
            -
                      glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size / 4)
         
     | 
| 
       272 
     | 
    
         
            -
             
     | 
| 
       273 
     | 
    
         
            -
                      glLineWidth(1)
         
     | 
| 
       274 
     | 
    
         
            -
                      glPolygonOffset(0, 0)
         
     | 
| 
       275 
     | 
    
         
            -
                      glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
         
     | 
| 
       276 
     | 
    
         
            -
                      glEnable(GL_LIGHTING)
         
     | 
| 
       277 
     | 
    
         
            -
             
     | 
| 
       278 
     | 
    
         
            -
                      glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size / 4)
         
     | 
| 
       279 
     | 
    
         
            -
                    else
         
     | 
| 
       280 
     | 
    
         
            -
                      glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size / 4)
         
     | 
| 
       281 
     | 
    
         
            -
                    end
         
     | 
| 
       282 
     | 
    
         
            -
             
     | 
| 
       283 
     | 
    
         
            -
                    # glBindBuffer(GL_ARRAY_BUFFER, 0)
         
     | 
| 
       284 
     | 
    
         
            -
             
     | 
| 
       285 
     | 
    
         
            -
                    glDisableClientState(GL_VERTEX_ARRAY)
         
     | 
| 
       286 
     | 
    
         
            -
                    glDisableClientState(GL_COLOR_ARRAY)
         
     | 
| 
       287 
     | 
    
         
            -
                    glDisableClientState(GL_NORMAL_ARRAY)
         
     | 
| 
       288 
     | 
    
         
            -
             
     | 
| 
       289 
     | 
    
         
            -
                    if o.has_texture?
         
     | 
| 
       290 
     | 
    
         
            -
                      glDisableClientState(GL_TEXTURE_COORD_ARRAY)
         
     | 
| 
       291 
     | 
    
         
            -
                      glDisable(GL_TEXTURE_2D)
         
     | 
| 
       292 
     | 
    
         
            -
                    end
         
     | 
| 
       293 
     | 
    
         
            -
             
     | 
| 
       294 
     | 
    
         
            -
                    glDisable(GL_COLOR_MATERIAL)
         
     | 
| 
       295 
     | 
    
         
            -
                  end
         
     | 
| 
       296 
     | 
    
         
            -
                end
         
     | 
| 
       297 
     | 
    
         
            -
              end
         
     | 
| 
       298 
     | 
    
         
            -
            end
         
     | 
| 
      
 1 
     | 
    
         
            +
            module CyberarmEngine
         
     | 
| 
      
 2 
     | 
    
         
            +
              class OpenGLRenderer
         
     | 
| 
      
 3 
     | 
    
         
            +
                @@immediate_mode_warning = false
         
     | 
| 
      
 4 
     | 
    
         
            +
             
     | 
| 
      
 5 
     | 
    
         
            +
                attr_accessor :show_wireframe
         
     | 
| 
      
 6 
     | 
    
         
            +
                attr_reader :number_of_vertices
         
     | 
| 
      
 7 
     | 
    
         
            +
             
     | 
| 
      
 8 
     | 
    
         
            +
                def initialize(width:, height:, show_wireframe: false)
         
     | 
| 
      
 9 
     | 
    
         
            +
                  @width = width
         
     | 
| 
      
 10 
     | 
    
         
            +
                  @height = height
         
     | 
| 
      
 11 
     | 
    
         
            +
                  @show_wireframe = show_wireframe
         
     | 
| 
      
 12 
     | 
    
         
            +
             
     | 
| 
      
 13 
     | 
    
         
            +
                  @number_of_vertices = 0
         
     | 
| 
      
 14 
     | 
    
         
            +
             
     | 
| 
      
 15 
     | 
    
         
            +
                  @g_buffer = GBuffer.new(width: @width, height: @height)
         
     | 
| 
      
 16 
     | 
    
         
            +
                end
         
     | 
| 
      
 17 
     | 
    
         
            +
             
     | 
| 
      
 18 
     | 
    
         
            +
                def canvas_size_changed
         
     | 
| 
      
 19 
     | 
    
         
            +
                  @g_buffer.unbind_framebuffer
         
     | 
| 
      
 20 
     | 
    
         
            +
                  @g_buffer.clean_up
         
     | 
| 
      
 21 
     | 
    
         
            +
             
     | 
| 
      
 22 
     | 
    
         
            +
                  @g_buffer = GBuffer.new(width: @width, height: @height)
         
     | 
| 
      
 23 
     | 
    
         
            +
                end
         
     | 
| 
      
 24 
     | 
    
         
            +
             
     | 
| 
      
 25 
     | 
    
         
            +
                def render(camera, lights, entities)
         
     | 
| 
      
 26 
     | 
    
         
            +
                  @number_of_vertices = 0
         
     | 
| 
      
 27 
     | 
    
         
            +
             
     | 
| 
      
 28 
     | 
    
         
            +
                  glViewport(0, 0, @width, @height)
         
     | 
| 
      
 29 
     | 
    
         
            +
                  glEnable(GL_DEPTH_TEST)
         
     | 
| 
      
 30 
     | 
    
         
            +
             
     | 
| 
      
 31 
     | 
    
         
            +
                  if Shader.available?("g_buffer") && Shader.available?("lighting")
         
     | 
| 
      
 32 
     | 
    
         
            +
                    @g_buffer.bind_for_writing
         
     | 
| 
      
 33 
     | 
    
         
            +
                    gl_error?
         
     | 
| 
      
 34 
     | 
    
         
            +
             
     | 
| 
      
 35 
     | 
    
         
            +
                    glClearColor(0.0, 0.0, 0.0, 0.0)
         
     | 
| 
      
 36 
     | 
    
         
            +
                    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
         
     | 
| 
      
 37 
     | 
    
         
            +
             
     | 
| 
      
 38 
     | 
    
         
            +
                    Shader.use("g_buffer") do |shader|
         
     | 
| 
      
 39 
     | 
    
         
            +
                      gl_error?
         
     | 
| 
      
 40 
     | 
    
         
            +
             
     | 
| 
      
 41 
     | 
    
         
            +
                      entities.each do |entity|
         
     | 
| 
      
 42 
     | 
    
         
            +
                        next unless entity.visible && entity.renderable
         
     | 
| 
      
 43 
     | 
    
         
            +
             
     | 
| 
      
 44 
     | 
    
         
            +
                        shader.uniform_transform("projection", camera.projection_matrix)
         
     | 
| 
      
 45 
     | 
    
         
            +
                        shader.uniform_transform("view", camera.view_matrix)
         
     | 
| 
      
 46 
     | 
    
         
            +
                        shader.uniform_transform("model", entity.model_matrix)
         
     | 
| 
      
 47 
     | 
    
         
            +
                        shader.uniform_vec3("cameraPosition", camera.position)
         
     | 
| 
      
 48 
     | 
    
         
            +
             
     | 
| 
      
 49 
     | 
    
         
            +
                        gl_error?
         
     | 
| 
      
 50 
     | 
    
         
            +
                        draw_model(entity.model, shader)
         
     | 
| 
      
 51 
     | 
    
         
            +
                        entity.draw
         
     | 
| 
      
 52 
     | 
    
         
            +
             
     | 
| 
      
 53 
     | 
    
         
            +
                        @number_of_vertices += entity.model.vertices_count
         
     | 
| 
      
 54 
     | 
    
         
            +
                      end
         
     | 
| 
      
 55 
     | 
    
         
            +
                    end
         
     | 
| 
      
 56 
     | 
    
         
            +
             
     | 
| 
      
 57 
     | 
    
         
            +
                    @g_buffer.unbind_framebuffer
         
     | 
| 
      
 58 
     | 
    
         
            +
                    gl_error?
         
     | 
| 
      
 59 
     | 
    
         
            +
             
     | 
| 
      
 60 
     | 
    
         
            +
                    @g_buffer.bind_for_reading
         
     | 
| 
      
 61 
     | 
    
         
            +
                    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0)
         
     | 
| 
      
 62 
     | 
    
         
            +
             
     | 
| 
      
 63 
     | 
    
         
            +
                    lighting(lights)
         
     | 
| 
      
 64 
     | 
    
         
            +
                    gl_error?
         
     | 
| 
      
 65 
     | 
    
         
            +
             
     | 
| 
      
 66 
     | 
    
         
            +
                    post_processing
         
     | 
| 
      
 67 
     | 
    
         
            +
                    gl_error?
         
     | 
| 
      
 68 
     | 
    
         
            +
             
     | 
| 
      
 69 
     | 
    
         
            +
                    # render_framebuffer
         
     | 
| 
      
 70 
     | 
    
         
            +
                    gl_error?
         
     | 
| 
      
 71 
     | 
    
         
            +
             
     | 
| 
      
 72 
     | 
    
         
            +
                    @g_buffer.unbind_framebuffer
         
     | 
| 
      
 73 
     | 
    
         
            +
                    gl_error?
         
     | 
| 
      
 74 
     | 
    
         
            +
                  else
         
     | 
| 
      
 75 
     | 
    
         
            +
                    unless @@immediate_mode_warning
         
     | 
| 
      
 76 
     | 
    
         
            +
                      puts "Shaders are disabled or failed to compile, using immediate mode for rendering..."
         
     | 
| 
      
 77 
     | 
    
         
            +
                    end
         
     | 
| 
      
 78 
     | 
    
         
            +
                    @@immediate_mode_warning = true
         
     | 
| 
      
 79 
     | 
    
         
            +
             
     | 
| 
      
 80 
     | 
    
         
            +
                    gl_error?
         
     | 
| 
      
 81 
     | 
    
         
            +
                    lights.each(&:draw)
         
     | 
| 
      
 82 
     | 
    
         
            +
                    camera.draw
         
     | 
| 
      
 83 
     | 
    
         
            +
             
     | 
| 
      
 84 
     | 
    
         
            +
                    glEnable(GL_NORMALIZE)
         
     | 
| 
      
 85 
     | 
    
         
            +
                    entities.each do |entity|
         
     | 
| 
      
 86 
     | 
    
         
            +
                      next unless entity.visible && entity.renderable
         
     | 
| 
      
 87 
     | 
    
         
            +
             
     | 
| 
      
 88 
     | 
    
         
            +
                      glPushMatrix
         
     | 
| 
      
 89 
     | 
    
         
            +
             
     | 
| 
      
 90 
     | 
    
         
            +
                      glTranslatef(entity.position.x, entity.position.y, entity.position.z)
         
     | 
| 
      
 91 
     | 
    
         
            +
                      glScalef(entity.scale.x, entity.scale.y, entity.scale.z)
         
     | 
| 
      
 92 
     | 
    
         
            +
                      glRotatef(entity.orientation.x, 1.0, 0, 0)
         
     | 
| 
      
 93 
     | 
    
         
            +
                      glRotatef(entity.orientation.y, 0, 1.0, 0)
         
     | 
| 
      
 94 
     | 
    
         
            +
                      glRotatef(entity.orientation.z, 0, 0, 1.0)
         
     | 
| 
      
 95 
     | 
    
         
            +
             
     | 
| 
      
 96 
     | 
    
         
            +
                      gl_error?
         
     | 
| 
      
 97 
     | 
    
         
            +
                      draw_mesh(entity.model)
         
     | 
| 
      
 98 
     | 
    
         
            +
                      entity.draw
         
     | 
| 
      
 99 
     | 
    
         
            +
                      glPopMatrix
         
     | 
| 
      
 100 
     | 
    
         
            +
             
     | 
| 
      
 101 
     | 
    
         
            +
                      @number_of_vertices += entity.model.vertices_count
         
     | 
| 
      
 102 
     | 
    
         
            +
                    end
         
     | 
| 
      
 103 
     | 
    
         
            +
                  end
         
     | 
| 
      
 104 
     | 
    
         
            +
             
     | 
| 
      
 105 
     | 
    
         
            +
                  gl_error?
         
     | 
| 
      
 106 
     | 
    
         
            +
                end
         
     | 
| 
      
 107 
     | 
    
         
            +
             
     | 
| 
      
 108 
     | 
    
         
            +
                def copy_g_buffer_to_screen
         
     | 
| 
      
 109 
     | 
    
         
            +
                  @g_buffer.set_read_buffer(:position)
         
     | 
| 
      
 110 
     | 
    
         
            +
                  glBlitFramebuffer(0, 0, @g_buffer.width, @g_buffer.height,
         
     | 
| 
      
 111 
     | 
    
         
            +
                                    0, 0, @g_buffer.width / 2, @g_buffer.height / 2,
         
     | 
| 
      
 112 
     | 
    
         
            +
                                    GL_COLOR_BUFFER_BIT, GL_LINEAR)
         
     | 
| 
      
 113 
     | 
    
         
            +
             
     | 
| 
      
 114 
     | 
    
         
            +
                  @g_buffer.set_read_buffer(:diffuse)
         
     | 
| 
      
 115 
     | 
    
         
            +
                  glBlitFramebuffer(0, 0, @g_buffer.width, @g_buffer.height,
         
     | 
| 
      
 116 
     | 
    
         
            +
                                    0, @g_buffer.height / 2, @g_buffer.width / 2, @g_buffer.height,
         
     | 
| 
      
 117 
     | 
    
         
            +
                                    GL_COLOR_BUFFER_BIT, GL_LINEAR)
         
     | 
| 
      
 118 
     | 
    
         
            +
             
     | 
| 
      
 119 
     | 
    
         
            +
                  @g_buffer.set_read_buffer(:normal)
         
     | 
| 
      
 120 
     | 
    
         
            +
                  glBlitFramebuffer(0, 0, @g_buffer.width, @g_buffer.height,
         
     | 
| 
      
 121 
     | 
    
         
            +
                                    @g_buffer.width / 2, @g_buffer.height / 2, @g_buffer.width, @g_buffer.height,
         
     | 
| 
      
 122 
     | 
    
         
            +
                                    GL_COLOR_BUFFER_BIT, GL_LINEAR)
         
     | 
| 
      
 123 
     | 
    
         
            +
             
     | 
| 
      
 124 
     | 
    
         
            +
                  @g_buffer.set_read_buffer(:texcoord)
         
     | 
| 
      
 125 
     | 
    
         
            +
                  glBlitFramebuffer(0, 0, @g_buffer.width, @g_buffer.height,
         
     | 
| 
      
 126 
     | 
    
         
            +
                                    @g_buffer.width / 2, 0, @g_buffer.width, @g_buffer.height / 2,
         
     | 
| 
      
 127 
     | 
    
         
            +
                                    GL_COLOR_BUFFER_BIT, GL_LINEAR)
         
     | 
| 
      
 128 
     | 
    
         
            +
                end
         
     | 
| 
      
 129 
     | 
    
         
            +
             
     | 
| 
      
 130 
     | 
    
         
            +
                def lighting(lights)
         
     | 
| 
      
 131 
     | 
    
         
            +
                  Shader.use("lighting") do |shader|
         
     | 
| 
      
 132 
     | 
    
         
            +
                    glBindVertexArray(@g_buffer.screen_vbo)
         
     | 
| 
      
 133 
     | 
    
         
            +
             
     | 
| 
      
 134 
     | 
    
         
            +
                    glDisable(GL_DEPTH_TEST)
         
     | 
| 
      
 135 
     | 
    
         
            +
                    glEnable(GL_BLEND)
         
     | 
| 
      
 136 
     | 
    
         
            +
             
     | 
| 
      
 137 
     | 
    
         
            +
                    glActiveTexture(GL_TEXTURE0)
         
     | 
| 
      
 138 
     | 
    
         
            +
                    glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:diffuse))
         
     | 
| 
      
 139 
     | 
    
         
            +
                    shader.uniform_integer("diffuse", 0)
         
     | 
| 
      
 140 
     | 
    
         
            +
             
     | 
| 
      
 141 
     | 
    
         
            +
                    glActiveTexture(GL_TEXTURE1)
         
     | 
| 
      
 142 
     | 
    
         
            +
                    glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:position))
         
     | 
| 
      
 143 
     | 
    
         
            +
                    shader.uniform_integer("position", 1)
         
     | 
| 
      
 144 
     | 
    
         
            +
             
     | 
| 
      
 145 
     | 
    
         
            +
                    glActiveTexture(GL_TEXTURE2)
         
     | 
| 
      
 146 
     | 
    
         
            +
                    glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:texcoord))
         
     | 
| 
      
 147 
     | 
    
         
            +
                    shader.uniform_integer("texcoord", 2)
         
     | 
| 
      
 148 
     | 
    
         
            +
             
     | 
| 
      
 149 
     | 
    
         
            +
                    glActiveTexture(GL_TEXTURE3)
         
     | 
| 
      
 150 
     | 
    
         
            +
                    glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:normal))
         
     | 
| 
      
 151 
     | 
    
         
            +
                    shader.uniform_integer("normal", 3)
         
     | 
| 
      
 152 
     | 
    
         
            +
             
     | 
| 
      
 153 
     | 
    
         
            +
                    glActiveTexture(GL_TEXTURE4)
         
     | 
| 
      
 154 
     | 
    
         
            +
                    glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:depth))
         
     | 
| 
      
 155 
     | 
    
         
            +
                    shader.uniform_integer("depth", 4)
         
     | 
| 
      
 156 
     | 
    
         
            +
             
     | 
| 
      
 157 
     | 
    
         
            +
                    lights.each_with_index do |light, _i|
         
     | 
| 
      
 158 
     | 
    
         
            +
                      shader.uniform_integer("light[0].type", light.type)
         
     | 
| 
      
 159 
     | 
    
         
            +
                      shader.uniform_vec3("light[0].direction", light.direction)
         
     | 
| 
      
 160 
     | 
    
         
            +
                      shader.uniform_vec3("light[0].position", light.position)
         
     | 
| 
      
 161 
     | 
    
         
            +
                      shader.uniform_vec3("light[0].diffuse", light.diffuse)
         
     | 
| 
      
 162 
     | 
    
         
            +
                      shader.uniform_vec3("light[0].ambient", light.ambient)
         
     | 
| 
      
 163 
     | 
    
         
            +
                      shader.uniform_vec3("light[0].specular", light.specular)
         
     | 
| 
      
 164 
     | 
    
         
            +
             
     | 
| 
      
 165 
     | 
    
         
            +
                      glDrawArrays(GL_TRIANGLES, 0, @g_buffer.vertices.size)
         
     | 
| 
      
 166 
     | 
    
         
            +
                    end
         
     | 
| 
      
 167 
     | 
    
         
            +
             
     | 
| 
      
 168 
     | 
    
         
            +
                    glBindVertexArray(0)
         
     | 
| 
      
 169 
     | 
    
         
            +
                  end
         
     | 
| 
      
 170 
     | 
    
         
            +
                end
         
     | 
| 
      
 171 
     | 
    
         
            +
             
     | 
| 
      
 172 
     | 
    
         
            +
                def post_processing
         
     | 
| 
      
 173 
     | 
    
         
            +
                end
         
     | 
| 
      
 174 
     | 
    
         
            +
             
     | 
| 
      
 175 
     | 
    
         
            +
                def render_framebuffer
         
     | 
| 
      
 176 
     | 
    
         
            +
                  if Shader.available?("lighting")
         
     | 
| 
      
 177 
     | 
    
         
            +
                    Shader.use("lighting") do |shader|
         
     | 
| 
      
 178 
     | 
    
         
            +
                      glBindVertexArray(@g_buffer.screen_vbo)
         
     | 
| 
      
 179 
     | 
    
         
            +
             
     | 
| 
      
 180 
     | 
    
         
            +
                      glDisable(GL_DEPTH_TEST)
         
     | 
| 
      
 181 
     | 
    
         
            +
                      glEnable(GL_BLEND)
         
     | 
| 
      
 182 
     | 
    
         
            +
             
     | 
| 
      
 183 
     | 
    
         
            +
                      glActiveTexture(GL_TEXTURE0)
         
     | 
| 
      
 184 
     | 
    
         
            +
                      glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:diffuse))
         
     | 
| 
      
 185 
     | 
    
         
            +
                      shader.uniform_integer("diffuse_texture", 0)
         
     | 
| 
      
 186 
     | 
    
         
            +
             
     | 
| 
      
 187 
     | 
    
         
            +
                      glDrawArrays(GL_TRIANGLES, 0, @g_buffer.vertices.size)
         
     | 
| 
      
 188 
     | 
    
         
            +
             
     | 
| 
      
 189 
     | 
    
         
            +
                      glBindVertexArray(0)
         
     | 
| 
      
 190 
     | 
    
         
            +
                    end
         
     | 
| 
      
 191 
     | 
    
         
            +
                  end
         
     | 
| 
      
 192 
     | 
    
         
            +
                end
         
     | 
| 
      
 193 
     | 
    
         
            +
             
     | 
| 
      
 194 
     | 
    
         
            +
                def draw_model(model, shader)
         
     | 
| 
      
 195 
     | 
    
         
            +
                  glBindVertexArray(model.vertex_array_id)
         
     | 
| 
      
 196 
     | 
    
         
            +
                  glEnableVertexAttribArray(0)
         
     | 
| 
      
 197 
     | 
    
         
            +
                  glEnableVertexAttribArray(1)
         
     | 
| 
      
 198 
     | 
    
         
            +
                  glEnableVertexAttribArray(2)
         
     | 
| 
      
 199 
     | 
    
         
            +
                  if model.has_texture?
         
     | 
| 
      
 200 
     | 
    
         
            +
                    glEnableVertexAttribArray(3)
         
     | 
| 
      
 201 
     | 
    
         
            +
                    glEnableVertexAttribArray(4)
         
     | 
| 
      
 202 
     | 
    
         
            +
                  end
         
     | 
| 
      
 203 
     | 
    
         
            +
             
     | 
| 
      
 204 
     | 
    
         
            +
                  if @show_wireframe
         
     | 
| 
      
 205 
     | 
    
         
            +
                    glLineWidth(2)
         
     | 
| 
      
 206 
     | 
    
         
            +
                    glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
         
     | 
| 
      
 207 
     | 
    
         
            +
                    Shader.active_shader.uniform_boolean("disableLighting", true)
         
     | 
| 
      
 208 
     | 
    
         
            +
             
     | 
| 
      
 209 
     | 
    
         
            +
                    glDrawArrays(GL_TRIANGLES, 0, model.faces.count * 3)
         
     | 
| 
      
 210 
     | 
    
         
            +
             
     | 
| 
      
 211 
     | 
    
         
            +
                    Shader.active_shader.uniform_boolean("disableLighting", false)
         
     | 
| 
      
 212 
     | 
    
         
            +
                    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
         
     | 
| 
      
 213 
     | 
    
         
            +
                    glLineWidth(1)
         
     | 
| 
      
 214 
     | 
    
         
            +
                  end
         
     | 
| 
      
 215 
     | 
    
         
            +
             
     | 
| 
      
 216 
     | 
    
         
            +
                  offset = 0
         
     | 
| 
      
 217 
     | 
    
         
            +
                  model.objects.each do |object|
         
     | 
| 
      
 218 
     | 
    
         
            +
                    shader.uniform_boolean("hasTexture", object.has_texture?)
         
     | 
| 
      
 219 
     | 
    
         
            +
             
     | 
| 
      
 220 
     | 
    
         
            +
                    if object.has_texture?
         
     | 
| 
      
 221 
     | 
    
         
            +
                      glBindTexture(GL_TEXTURE_2D, object.materials.find { |mat| mat.texture_id }.texture_id)
         
     | 
| 
      
 222 
     | 
    
         
            +
                    else
         
     | 
| 
      
 223 
     | 
    
         
            +
                      glBindTexture(GL_TEXTURE_2D, 0)
         
     | 
| 
      
 224 
     | 
    
         
            +
                    end
         
     | 
| 
      
 225 
     | 
    
         
            +
             
     | 
| 
      
 226 
     | 
    
         
            +
                    glDrawArrays(GL_TRIANGLES, offset, object.faces.count * 3)
         
     | 
| 
      
 227 
     | 
    
         
            +
                    offset += object.faces.count * 3
         
     | 
| 
      
 228 
     | 
    
         
            +
                  end
         
     | 
| 
      
 229 
     | 
    
         
            +
             
     | 
| 
      
 230 
     | 
    
         
            +
                  if model.has_texture?
         
     | 
| 
      
 231 
     | 
    
         
            +
                    glDisableVertexAttribArray(4)
         
     | 
| 
      
 232 
     | 
    
         
            +
                    glDisableVertexAttribArray(3)
         
     | 
| 
      
 233 
     | 
    
         
            +
             
     | 
| 
      
 234 
     | 
    
         
            +
                    glBindTexture(GL_TEXTURE_2D, 0)
         
     | 
| 
      
 235 
     | 
    
         
            +
                  end
         
     | 
| 
      
 236 
     | 
    
         
            +
                  glDisableVertexAttribArray(2)
         
     | 
| 
      
 237 
     | 
    
         
            +
                  glDisableVertexAttribArray(1)
         
     | 
| 
      
 238 
     | 
    
         
            +
                  glDisableVertexAttribArray(0)
         
     | 
| 
      
 239 
     | 
    
         
            +
             
     | 
| 
      
 240 
     | 
    
         
            +
                  glBindBuffer(GL_ARRAY_BUFFER, 0)
         
     | 
| 
      
 241 
     | 
    
         
            +
                  glBindVertexArray(0)
         
     | 
| 
      
 242 
     | 
    
         
            +
                end
         
     | 
| 
      
 243 
     | 
    
         
            +
             
     | 
| 
      
 244 
     | 
    
         
            +
                def draw_mesh(model)
         
     | 
| 
      
 245 
     | 
    
         
            +
                  model.objects.each_with_index do |o, _i|
         
     | 
| 
      
 246 
     | 
    
         
            +
                    glEnable(GL_COLOR_MATERIAL)
         
     | 
| 
      
 247 
     | 
    
         
            +
                    glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE)
         
     | 
| 
      
 248 
     | 
    
         
            +
                    glShadeModel(GL_FLAT) unless o.faces.first[4]
         
     | 
| 
      
 249 
     | 
    
         
            +
                    glShadeModel(GL_SMOOTH) if o.faces.first[4]
         
     | 
| 
      
 250 
     | 
    
         
            +
                    glEnableClientState(GL_VERTEX_ARRAY)
         
     | 
| 
      
 251 
     | 
    
         
            +
                    glEnableClientState(GL_COLOR_ARRAY)
         
     | 
| 
      
 252 
     | 
    
         
            +
                    glEnableClientState(GL_NORMAL_ARRAY)
         
     | 
| 
      
 253 
     | 
    
         
            +
             
     | 
| 
      
 254 
     | 
    
         
            +
                    if o.has_texture?
         
     | 
| 
      
 255 
     | 
    
         
            +
                      glEnable(GL_TEXTURE_2D)
         
     | 
| 
      
 256 
     | 
    
         
            +
                      glBindTexture(GL_TEXTURE_2D, o.materials.find { |mat| mat.texture_id }.texture_id)
         
     | 
| 
      
 257 
     | 
    
         
            +
                      glEnableClientState(GL_TEXTURE_COORD_ARRAY)
         
     | 
| 
      
 258 
     | 
    
         
            +
                      glTexCoordPointer(3, GL_FLOAT, 0, o.flattened_uvs)
         
     | 
| 
      
 259 
     | 
    
         
            +
                    end
         
     | 
| 
      
 260 
     | 
    
         
            +
             
     | 
| 
      
 261 
     | 
    
         
            +
                    glVertexPointer(4, GL_FLOAT, 0, o.flattened_vertices)
         
     | 
| 
      
 262 
     | 
    
         
            +
                    glColorPointer(3, GL_FLOAT, 0, o.flattened_materials)
         
     | 
| 
      
 263 
     | 
    
         
            +
                    glNormalPointer(GL_FLOAT, 0, o.flattened_normals)
         
     | 
| 
      
 264 
     | 
    
         
            +
             
     | 
| 
      
 265 
     | 
    
         
            +
                    if @show_wireframe # This is kinda expensive
         
     | 
| 
      
 266 
     | 
    
         
            +
                      glDisable(GL_LIGHTING)
         
     | 
| 
      
 267 
     | 
    
         
            +
                      glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
         
     | 
| 
      
 268 
     | 
    
         
            +
                      glPolygonOffset(2, 0.5)
         
     | 
| 
      
 269 
     | 
    
         
            +
                      glLineWidth(3)
         
     | 
| 
      
 270 
     | 
    
         
            +
             
     | 
| 
      
 271 
     | 
    
         
            +
                      glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size / 4)
         
     | 
| 
      
 272 
     | 
    
         
            +
             
     | 
| 
      
 273 
     | 
    
         
            +
                      glLineWidth(1)
         
     | 
| 
      
 274 
     | 
    
         
            +
                      glPolygonOffset(0, 0)
         
     | 
| 
      
 275 
     | 
    
         
            +
                      glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
         
     | 
| 
      
 276 
     | 
    
         
            +
                      glEnable(GL_LIGHTING)
         
     | 
| 
      
 277 
     | 
    
         
            +
             
     | 
| 
      
 278 
     | 
    
         
            +
                      glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size / 4)
         
     | 
| 
      
 279 
     | 
    
         
            +
                    else
         
     | 
| 
      
 280 
     | 
    
         
            +
                      glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size / 4)
         
     | 
| 
      
 281 
     | 
    
         
            +
                    end
         
     | 
| 
      
 282 
     | 
    
         
            +
             
     | 
| 
      
 283 
     | 
    
         
            +
                    # glBindBuffer(GL_ARRAY_BUFFER, 0)
         
     | 
| 
      
 284 
     | 
    
         
            +
             
     | 
| 
      
 285 
     | 
    
         
            +
                    glDisableClientState(GL_VERTEX_ARRAY)
         
     | 
| 
      
 286 
     | 
    
         
            +
                    glDisableClientState(GL_COLOR_ARRAY)
         
     | 
| 
      
 287 
     | 
    
         
            +
                    glDisableClientState(GL_NORMAL_ARRAY)
         
     | 
| 
      
 288 
     | 
    
         
            +
             
     | 
| 
      
 289 
     | 
    
         
            +
                    if o.has_texture?
         
     | 
| 
      
 290 
     | 
    
         
            +
                      glDisableClientState(GL_TEXTURE_COORD_ARRAY)
         
     | 
| 
      
 291 
     | 
    
         
            +
                      glDisable(GL_TEXTURE_2D)
         
     | 
| 
      
 292 
     | 
    
         
            +
                    end
         
     | 
| 
      
 293 
     | 
    
         
            +
             
     | 
| 
      
 294 
     | 
    
         
            +
                    glDisable(GL_COLOR_MATERIAL)
         
     | 
| 
      
 295 
     | 
    
         
            +
                  end
         
     | 
| 
      
 296 
     | 
    
         
            +
                end
         
     | 
| 
      
 297 
     | 
    
         
            +
              end
         
     | 
| 
      
 298 
     | 
    
         
            +
            end
         
     | 
| 
         @@ -1,22 +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
         
     | 
| 
      
 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
         
     |