cyberarm_engine 0.25.0 → 0.25.1

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.
Files changed (94) hide show
  1. checksums.yaml +4 -4
  2. data/.gitignore +8 -8
  3. data/.rubocop.yml +7 -7
  4. data/.travis.yml +5 -5
  5. data/Gemfile +6 -6
  6. data/Gemfile.lock +25 -25
  7. data/LICENSE.txt +21 -21
  8. data/README.md +74 -74
  9. data/Rakefile +10 -10
  10. data/assets/shaders/fragment/g_buffer.glsl +30 -30
  11. data/assets/shaders/fragment/lighting.glsl +115 -115
  12. data/assets/shaders/include/light_struct.glsl +11 -11
  13. data/assets/shaders/include/material_struct.glsl +16 -16
  14. data/assets/shaders/vertex/g_buffer.glsl +28 -28
  15. data/assets/shaders/vertex/lighting.glsl +24 -24
  16. data/bin/console +14 -14
  17. data/bin/setup +8 -8
  18. data/cyberarm_engine.gemspec +36 -36
  19. data/lib/cyberarm_engine/animator.rb +219 -219
  20. data/lib/cyberarm_engine/background.rb +158 -158
  21. data/lib/cyberarm_engine/background_image.rb +93 -93
  22. data/lib/cyberarm_engine/background_nine_slice.rb +142 -142
  23. data/lib/cyberarm_engine/bounding_box.rb +150 -150
  24. data/lib/cyberarm_engine/builtin/intro_state.rb +130 -130
  25. data/lib/cyberarm_engine/cache/download_manager.rb +123 -123
  26. data/lib/cyberarm_engine/cache.rb +4 -4
  27. data/lib/cyberarm_engine/common.rb +131 -131
  28. data/lib/cyberarm_engine/config_file.rb +46 -46
  29. data/lib/cyberarm_engine/console/command.rb +157 -157
  30. data/lib/cyberarm_engine/console/commands/help_command.rb +43 -43
  31. data/lib/cyberarm_engine/console/subcommand.rb +99 -99
  32. data/lib/cyberarm_engine/console.rb +248 -248
  33. data/lib/cyberarm_engine/game_object.rb +244 -244
  34. data/lib/cyberarm_engine/game_state.rb +124 -124
  35. data/lib/cyberarm_engine/gosu_ext/draw_arc.rb +111 -111
  36. data/lib/cyberarm_engine/gosu_ext/draw_circle.rb +30 -30
  37. data/lib/cyberarm_engine/gosu_ext/draw_path.rb +17 -17
  38. data/lib/cyberarm_engine/model/material.rb +21 -21
  39. data/lib/cyberarm_engine/model/mesh.rb +131 -131
  40. data/lib/cyberarm_engine/model/parser.rb +74 -74
  41. data/lib/cyberarm_engine/model/parsers/collada_parser.rb +138 -138
  42. data/lib/cyberarm_engine/model/parsers/wavefront_parser.rb +154 -154
  43. data/lib/cyberarm_engine/model.rb +216 -216
  44. data/lib/cyberarm_engine/model_cache.rb +31 -31
  45. data/lib/cyberarm_engine/notification.rb +82 -82
  46. data/lib/cyberarm_engine/notification_manager.rb +241 -241
  47. data/lib/cyberarm_engine/opengl/light.rb +52 -52
  48. data/lib/cyberarm_engine/opengl/orthographic_camera.rb +46 -46
  49. data/lib/cyberarm_engine/opengl/perspective_camera.rb +41 -41
  50. data/lib/cyberarm_engine/opengl/renderer/bounding_box_renderer.rb +249 -249
  51. data/lib/cyberarm_engine/opengl/renderer/g_buffer.rb +167 -167
  52. data/lib/cyberarm_engine/opengl/renderer/opengl_renderer.rb +307 -307
  53. data/lib/cyberarm_engine/opengl/renderer/renderer.rb +33 -33
  54. data/lib/cyberarm_engine/opengl/shader.rb +408 -408
  55. data/lib/cyberarm_engine/opengl/texture.rb +69 -69
  56. data/lib/cyberarm_engine/opengl.rb +53 -53
  57. data/lib/cyberarm_engine/ray.rb +56 -56
  58. data/lib/cyberarm_engine/result.rb +20 -0
  59. data/lib/cyberarm_engine/stats.rb +200 -200
  60. data/lib/cyberarm_engine/text.rb +260 -260
  61. data/lib/cyberarm_engine/timer.rb +23 -23
  62. data/lib/cyberarm_engine/transform.rb +296 -296
  63. data/lib/cyberarm_engine/trees/aabb_node.rb +126 -126
  64. data/lib/cyberarm_engine/trees/aabb_tree.rb +55 -55
  65. data/lib/cyberarm_engine/trees/aabb_tree_debug.rb +29 -29
  66. data/lib/cyberarm_engine/ui/border_canvas.rb +102 -102
  67. data/lib/cyberarm_engine/ui/dsl.rb +142 -142
  68. data/lib/cyberarm_engine/ui/element.rb +662 -662
  69. data/lib/cyberarm_engine/ui/elements/button.rb +100 -100
  70. data/lib/cyberarm_engine/ui/elements/check_box.rb +54 -54
  71. data/lib/cyberarm_engine/ui/elements/container.rb +407 -407
  72. data/lib/cyberarm_engine/ui/elements/edit_box.rb +179 -179
  73. data/lib/cyberarm_engine/ui/elements/edit_line.rb +297 -297
  74. data/lib/cyberarm_engine/ui/elements/flow.rb +15 -15
  75. data/lib/cyberarm_engine/ui/elements/image.rb +72 -72
  76. data/lib/cyberarm_engine/ui/elements/list_box.rb +79 -79
  77. data/lib/cyberarm_engine/ui/elements/menu.rb +27 -27
  78. data/lib/cyberarm_engine/ui/elements/menu_item.rb +6 -6
  79. data/lib/cyberarm_engine/ui/elements/progress.rb +93 -93
  80. data/lib/cyberarm_engine/ui/elements/radio.rb +6 -6
  81. data/lib/cyberarm_engine/ui/elements/slider.rb +107 -107
  82. data/lib/cyberarm_engine/ui/elements/stack.rb +11 -11
  83. data/lib/cyberarm_engine/ui/elements/text_block.rb +222 -222
  84. data/lib/cyberarm_engine/ui/elements/toggle_button.rb +67 -67
  85. data/lib/cyberarm_engine/ui/event.rb +54 -54
  86. data/lib/cyberarm_engine/ui/gui_state.rb +326 -326
  87. data/lib/cyberarm_engine/ui/style.rb +61 -61
  88. data/lib/cyberarm_engine/ui/theme.rb +225 -225
  89. data/lib/cyberarm_engine/vector.rb +312 -312
  90. data/lib/cyberarm_engine/version.rb +4 -4
  91. data/lib/cyberarm_engine/window.rb +195 -195
  92. data/lib/cyberarm_engine.rb +77 -76
  93. data/mrbgem.rake +29 -29
  94. metadata +4 -3
@@ -1,307 +1,307 @@
1
- module CyberarmEngine
2
- class OpenGLRenderer
3
- include OpenGL
4
- include CyberarmEngine
5
-
6
- @@immediate_mode_warning = false
7
-
8
- attr_accessor :show_wireframe
9
- attr_reader :number_of_vertices
10
-
11
- def initialize(width:, height:, show_wireframe: false)
12
- @width = width
13
- @height = height
14
- @show_wireframe = show_wireframe
15
-
16
- @number_of_vertices = 0
17
-
18
- @g_buffer = GBuffer.new(width: @width, height: @height)
19
- end
20
-
21
- def canvas_size_changed
22
- @g_buffer.unbind_framebuffer
23
- @g_buffer.clean_up
24
-
25
- @g_buffer = GBuffer.new(width: @width, height: @height)
26
- end
27
-
28
- def render(camera, lights, entities)
29
- @number_of_vertices = 0
30
-
31
- glViewport(0, 0, @width, @height)
32
- glEnable(GL_DEPTH_TEST)
33
-
34
- if Shader.available?("g_buffer") && Shader.available?("lighting")
35
- @g_buffer.bind_for_writing
36
- gl_error?
37
-
38
- glClearColor(0.0, 0.0, 0.0, 0.0)
39
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
40
-
41
- Shader.use("g_buffer") do |shader|
42
- gl_error?
43
-
44
- entities.each do |entity|
45
- next unless entity.visible && entity.renderable
46
-
47
- shader.uniform_transform("projection", camera.projection_matrix)
48
- shader.uniform_transform("view", camera.view_matrix)
49
- shader.uniform_transform("model", entity.model_matrix)
50
- shader.uniform_vector3("camera_position", camera.position)
51
-
52
- gl_error?
53
- draw_model(entity.model, shader)
54
- entity.draw
55
-
56
- @number_of_vertices += entity.model.vertices_count
57
- end
58
- end
59
-
60
- @g_buffer.unbind_framebuffer
61
- gl_error?
62
-
63
- @g_buffer.bind_for_reading
64
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0)
65
-
66
- lighting(lights)
67
- gl_error?
68
-
69
- post_processing
70
- gl_error?
71
-
72
- # render_framebuffer
73
- gl_error?
74
-
75
- @g_buffer.unbind_framebuffer
76
- gl_error?
77
- else
78
- unless @@immediate_mode_warning
79
- puts "Shaders are disabled or failed to compile, using immediate mode for rendering..."
80
- end
81
- @@immediate_mode_warning = true
82
-
83
- gl_error?
84
- lights.each(&:draw)
85
- camera.draw
86
-
87
- glEnable(GL_NORMALIZE)
88
- entities.each do |entity|
89
- next unless entity.visible && entity.renderable
90
-
91
- glPushMatrix
92
-
93
- glTranslatef(entity.position.x, entity.position.y, entity.position.z)
94
- glScalef(entity.scale.x, entity.scale.y, entity.scale.z)
95
- glRotatef(entity.orientation.x, 1.0, 0, 0)
96
- glRotatef(entity.orientation.y, 0, 1.0, 0)
97
- glRotatef(entity.orientation.z, 0, 0, 1.0)
98
-
99
- gl_error?
100
- draw_mesh(entity.model)
101
- entity.draw
102
- glPopMatrix
103
-
104
- @number_of_vertices += entity.model.vertices_count
105
- end
106
- end
107
-
108
- gl_error?
109
- end
110
-
111
- def copy_g_buffer_to_screen
112
- @g_buffer.set_read_buffer(:position)
113
- glBlitFramebuffer(0, 0, @g_buffer.width, @g_buffer.height,
114
- 0, 0, @g_buffer.width / 2, @g_buffer.height / 2,
115
- GL_COLOR_BUFFER_BIT, GL_LINEAR)
116
-
117
- @g_buffer.set_read_buffer(:diffuse)
118
- glBlitFramebuffer(0, 0, @g_buffer.width, @g_buffer.height,
119
- 0, @g_buffer.height / 2, @g_buffer.width / 2, @g_buffer.height,
120
- GL_COLOR_BUFFER_BIT, GL_LINEAR)
121
-
122
- @g_buffer.set_read_buffer(:normal)
123
- glBlitFramebuffer(0, 0, @g_buffer.width, @g_buffer.height,
124
- @g_buffer.width / 2, @g_buffer.height / 2, @g_buffer.width, @g_buffer.height,
125
- GL_COLOR_BUFFER_BIT, GL_LINEAR)
126
-
127
- @g_buffer.set_read_buffer(:texcoord)
128
- glBlitFramebuffer(0, 0, @g_buffer.width, @g_buffer.height,
129
- @g_buffer.width / 2, 0, @g_buffer.width, @g_buffer.height / 2,
130
- GL_COLOR_BUFFER_BIT, GL_LINEAR)
131
- end
132
-
133
- def lighting(lights)
134
- Shader.use("lighting") do |shader|
135
- glBindVertexArray(@g_buffer.screen_vbo)
136
-
137
- glDisable(GL_DEPTH_TEST)
138
- glEnable(GL_BLEND)
139
-
140
- glActiveTexture(GL_TEXTURE0)
141
- glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:diffuse))
142
- shader.uniform_integer("diffuse", 0)
143
-
144
- glActiveTexture(GL_TEXTURE1)
145
- glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:position))
146
- shader.uniform_integer("position", 1)
147
-
148
- glActiveTexture(GL_TEXTURE2)
149
- glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:texcoord))
150
- shader.uniform_integer("texcoord", 2)
151
-
152
- glActiveTexture(GL_TEXTURE3)
153
- glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:normal))
154
- shader.uniform_integer("normal", 3)
155
-
156
- glActiveTexture(GL_TEXTURE4)
157
- glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:depth))
158
- shader.uniform_integer("depth", 4)
159
-
160
- # FIXME: Try to figure out how to up this to 32 and/or beyond
161
- # (currently fails with more then 7 lights passed in to shader)
162
- lights.each_slice(7).each do |light_group|
163
- light_group.each_with_index do |light, _i|
164
- shader.uniform_integer("light_count", light_group.size)
165
-
166
- shader.uniform_integer("lights[#{_i}].type", light.type)
167
- shader.uniform_vector3("lights[#{_i}].direction", light.direction)
168
- shader.uniform_vector3("lights[#{_i}].position", light.position)
169
- shader.uniform_vector3("lights[#{_i}].diffuse", light.diffuse)
170
- shader.uniform_vector3("lights[#{_i}].ambient", light.ambient)
171
- shader.uniform_vector3("lights[#{_i}].specular", light.specular)
172
-
173
- glDrawArrays(GL_TRIANGLES, 0, @g_buffer.vertices.size)
174
- end
175
- end
176
-
177
- glBindVertexArray(0)
178
- end
179
- end
180
-
181
- def post_processing
182
- end
183
-
184
- def render_framebuffer
185
- if Shader.available?("lighting")
186
- Shader.use("lighting") do |shader|
187
- glBindVertexArray(@g_buffer.screen_vbo)
188
-
189
- glDisable(GL_DEPTH_TEST)
190
- glEnable(GL_BLEND)
191
-
192
- glActiveTexture(GL_TEXTURE0)
193
- glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:diffuse))
194
- shader.uniform_integer("diffuse_texture", 0)
195
-
196
- glDrawArrays(GL_TRIANGLES, 0, @g_buffer.vertices.size)
197
-
198
- glBindVertexArray(0)
199
- end
200
- end
201
- end
202
-
203
- def draw_model(model, shader)
204
- glBindVertexArray(model.vertex_array_id)
205
- glEnableVertexAttribArray(0)
206
- glEnableVertexAttribArray(1)
207
- glEnableVertexAttribArray(2)
208
- if model.has_texture?
209
- glEnableVertexAttribArray(3)
210
- glEnableVertexAttribArray(4)
211
- end
212
-
213
- if @show_wireframe
214
- glLineWidth(2)
215
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
216
- Shader.active_shader.uniform_boolean("disableLighting", true)
217
-
218
- glDrawArrays(GL_TRIANGLES, 0, model.faces.count * 3)
219
-
220
- Shader.active_shader.uniform_boolean("disableLighting", false)
221
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
222
- glLineWidth(1)
223
- end
224
-
225
- offset = 0
226
- model.objects.each do |object|
227
- shader.uniform_boolean("has_texture", object.has_texture?)
228
-
229
- if object.has_texture?
230
- glBindTexture(GL_TEXTURE_2D, object.materials.find { |mat| mat.texture_id }.texture_id)
231
- else
232
- glBindTexture(GL_TEXTURE_2D, 0)
233
- end
234
-
235
- glDrawArrays(GL_TRIANGLES, offset, object.faces.count * 3)
236
- offset += object.faces.count * 3
237
- end
238
-
239
- if model.has_texture?
240
- glDisableVertexAttribArray(4)
241
- glDisableVertexAttribArray(3)
242
-
243
- glBindTexture(GL_TEXTURE_2D, 0)
244
- end
245
- glDisableVertexAttribArray(2)
246
- glDisableVertexAttribArray(1)
247
- glDisableVertexAttribArray(0)
248
-
249
- glBindBuffer(GL_ARRAY_BUFFER, 0)
250
- glBindVertexArray(0)
251
- end
252
-
253
- def draw_mesh(model)
254
- model.objects.each_with_index do |o, _i|
255
- glEnable(GL_COLOR_MATERIAL)
256
- glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE)
257
- glShadeModel(GL_FLAT) unless o.faces.first[4]
258
- glShadeModel(GL_SMOOTH) if o.faces.first[4]
259
- glEnableClientState(GL_VERTEX_ARRAY)
260
- glEnableClientState(GL_COLOR_ARRAY)
261
- glEnableClientState(GL_NORMAL_ARRAY)
262
-
263
- if o.has_texture?
264
- glEnable(GL_TEXTURE_2D)
265
- glBindTexture(GL_TEXTURE_2D, o.materials.find { |mat| mat.texture_id }.texture_id)
266
- glEnableClientState(GL_TEXTURE_COORD_ARRAY)
267
- glTexCoordPointer(3, GL_FLOAT, 0, o.flattened_uvs)
268
- end
269
-
270
- glVertexPointer(4, GL_FLOAT, 0, o.flattened_vertices)
271
- glColorPointer(3, GL_FLOAT, 0, o.flattened_materials)
272
- glNormalPointer(GL_FLOAT, 0, o.flattened_normals)
273
-
274
- if @show_wireframe # This is kinda expensive
275
- glDisable(GL_LIGHTING)
276
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
277
- glPolygonOffset(2, 0.5)
278
- glLineWidth(3)
279
-
280
- glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size / 4)
281
-
282
- glLineWidth(1)
283
- glPolygonOffset(0, 0)
284
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
285
- glEnable(GL_LIGHTING)
286
-
287
- glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size / 4)
288
- else
289
- glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size / 4)
290
- end
291
-
292
- # glBindBuffer(GL_ARRAY_BUFFER, 0)
293
-
294
- glDisableClientState(GL_VERTEX_ARRAY)
295
- glDisableClientState(GL_COLOR_ARRAY)
296
- glDisableClientState(GL_NORMAL_ARRAY)
297
-
298
- if o.has_texture?
299
- glDisableClientState(GL_TEXTURE_COORD_ARRAY)
300
- glDisable(GL_TEXTURE_2D)
301
- end
302
-
303
- glDisable(GL_COLOR_MATERIAL)
304
- end
305
- end
306
- end
307
- end
1
+ module CyberarmEngine
2
+ class OpenGLRenderer
3
+ include OpenGL
4
+ include CyberarmEngine
5
+
6
+ @@immediate_mode_warning = false
7
+
8
+ attr_accessor :show_wireframe
9
+ attr_reader :number_of_vertices
10
+
11
+ def initialize(width:, height:, show_wireframe: false)
12
+ @width = width
13
+ @height = height
14
+ @show_wireframe = show_wireframe
15
+
16
+ @number_of_vertices = 0
17
+
18
+ @g_buffer = GBuffer.new(width: @width, height: @height)
19
+ end
20
+
21
+ def canvas_size_changed
22
+ @g_buffer.unbind_framebuffer
23
+ @g_buffer.clean_up
24
+
25
+ @g_buffer = GBuffer.new(width: @width, height: @height)
26
+ end
27
+
28
+ def render(camera, lights, entities)
29
+ @number_of_vertices = 0
30
+
31
+ glViewport(0, 0, @width, @height)
32
+ glEnable(GL_DEPTH_TEST)
33
+
34
+ if Shader.available?("g_buffer") && Shader.available?("lighting")
35
+ @g_buffer.bind_for_writing
36
+ gl_error?
37
+
38
+ glClearColor(0.0, 0.0, 0.0, 0.0)
39
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
40
+
41
+ Shader.use("g_buffer") do |shader|
42
+ gl_error?
43
+
44
+ entities.each do |entity|
45
+ next unless entity.visible && entity.renderable
46
+
47
+ shader.uniform_transform("projection", camera.projection_matrix)
48
+ shader.uniform_transform("view", camera.view_matrix)
49
+ shader.uniform_transform("model", entity.model_matrix)
50
+ shader.uniform_vector3("camera_position", camera.position)
51
+
52
+ gl_error?
53
+ draw_model(entity.model, shader)
54
+ entity.draw
55
+
56
+ @number_of_vertices += entity.model.vertices_count
57
+ end
58
+ end
59
+
60
+ @g_buffer.unbind_framebuffer
61
+ gl_error?
62
+
63
+ @g_buffer.bind_for_reading
64
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0)
65
+
66
+ lighting(lights)
67
+ gl_error?
68
+
69
+ post_processing
70
+ gl_error?
71
+
72
+ # render_framebuffer
73
+ gl_error?
74
+
75
+ @g_buffer.unbind_framebuffer
76
+ gl_error?
77
+ else
78
+ unless @@immediate_mode_warning
79
+ puts "Shaders are disabled or failed to compile, using immediate mode for rendering..."
80
+ end
81
+ @@immediate_mode_warning = true
82
+
83
+ gl_error?
84
+ lights.each(&:draw)
85
+ camera.draw
86
+
87
+ glEnable(GL_NORMALIZE)
88
+ entities.each do |entity|
89
+ next unless entity.visible && entity.renderable
90
+
91
+ glPushMatrix
92
+
93
+ glTranslatef(entity.position.x, entity.position.y, entity.position.z)
94
+ glScalef(entity.scale.x, entity.scale.y, entity.scale.z)
95
+ glRotatef(entity.orientation.x, 1.0, 0, 0)
96
+ glRotatef(entity.orientation.y, 0, 1.0, 0)
97
+ glRotatef(entity.orientation.z, 0, 0, 1.0)
98
+
99
+ gl_error?
100
+ draw_mesh(entity.model)
101
+ entity.draw
102
+ glPopMatrix
103
+
104
+ @number_of_vertices += entity.model.vertices_count
105
+ end
106
+ end
107
+
108
+ gl_error?
109
+ end
110
+
111
+ def copy_g_buffer_to_screen
112
+ @g_buffer.set_read_buffer(:position)
113
+ glBlitFramebuffer(0, 0, @g_buffer.width, @g_buffer.height,
114
+ 0, 0, @g_buffer.width / 2, @g_buffer.height / 2,
115
+ GL_COLOR_BUFFER_BIT, GL_LINEAR)
116
+
117
+ @g_buffer.set_read_buffer(:diffuse)
118
+ glBlitFramebuffer(0, 0, @g_buffer.width, @g_buffer.height,
119
+ 0, @g_buffer.height / 2, @g_buffer.width / 2, @g_buffer.height,
120
+ GL_COLOR_BUFFER_BIT, GL_LINEAR)
121
+
122
+ @g_buffer.set_read_buffer(:normal)
123
+ glBlitFramebuffer(0, 0, @g_buffer.width, @g_buffer.height,
124
+ @g_buffer.width / 2, @g_buffer.height / 2, @g_buffer.width, @g_buffer.height,
125
+ GL_COLOR_BUFFER_BIT, GL_LINEAR)
126
+
127
+ @g_buffer.set_read_buffer(:texcoord)
128
+ glBlitFramebuffer(0, 0, @g_buffer.width, @g_buffer.height,
129
+ @g_buffer.width / 2, 0, @g_buffer.width, @g_buffer.height / 2,
130
+ GL_COLOR_BUFFER_BIT, GL_LINEAR)
131
+ end
132
+
133
+ def lighting(lights)
134
+ Shader.use("lighting") do |shader|
135
+ glBindVertexArray(@g_buffer.screen_vbo)
136
+
137
+ glDisable(GL_DEPTH_TEST)
138
+ glEnable(GL_BLEND)
139
+
140
+ glActiveTexture(GL_TEXTURE0)
141
+ glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:diffuse))
142
+ shader.uniform_integer("diffuse", 0)
143
+
144
+ glActiveTexture(GL_TEXTURE1)
145
+ glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:position))
146
+ shader.uniform_integer("position", 1)
147
+
148
+ glActiveTexture(GL_TEXTURE2)
149
+ glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:texcoord))
150
+ shader.uniform_integer("texcoord", 2)
151
+
152
+ glActiveTexture(GL_TEXTURE3)
153
+ glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:normal))
154
+ shader.uniform_integer("normal", 3)
155
+
156
+ glActiveTexture(GL_TEXTURE4)
157
+ glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:depth))
158
+ shader.uniform_integer("depth", 4)
159
+
160
+ # FIXME: Try to figure out how to up this to 32 and/or beyond
161
+ # (currently fails with more then 7 lights passed in to shader)
162
+ lights.each_slice(7).each do |light_group|
163
+ light_group.each_with_index do |light, _i|
164
+ shader.uniform_integer("light_count", light_group.size)
165
+
166
+ shader.uniform_integer("lights[#{_i}].type", light.type)
167
+ shader.uniform_vector3("lights[#{_i}].direction", light.direction)
168
+ shader.uniform_vector3("lights[#{_i}].position", light.position)
169
+ shader.uniform_vector3("lights[#{_i}].diffuse", light.diffuse)
170
+ shader.uniform_vector3("lights[#{_i}].ambient", light.ambient)
171
+ shader.uniform_vector3("lights[#{_i}].specular", light.specular)
172
+
173
+ glDrawArrays(GL_TRIANGLES, 0, @g_buffer.vertices.size)
174
+ end
175
+ end
176
+
177
+ glBindVertexArray(0)
178
+ end
179
+ end
180
+
181
+ def post_processing
182
+ end
183
+
184
+ def render_framebuffer
185
+ if Shader.available?("lighting")
186
+ Shader.use("lighting") do |shader|
187
+ glBindVertexArray(@g_buffer.screen_vbo)
188
+
189
+ glDisable(GL_DEPTH_TEST)
190
+ glEnable(GL_BLEND)
191
+
192
+ glActiveTexture(GL_TEXTURE0)
193
+ glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:diffuse))
194
+ shader.uniform_integer("diffuse_texture", 0)
195
+
196
+ glDrawArrays(GL_TRIANGLES, 0, @g_buffer.vertices.size)
197
+
198
+ glBindVertexArray(0)
199
+ end
200
+ end
201
+ end
202
+
203
+ def draw_model(model, shader)
204
+ glBindVertexArray(model.vertex_array_id)
205
+ glEnableVertexAttribArray(0)
206
+ glEnableVertexAttribArray(1)
207
+ glEnableVertexAttribArray(2)
208
+ if model.has_texture?
209
+ glEnableVertexAttribArray(3)
210
+ glEnableVertexAttribArray(4)
211
+ end
212
+
213
+ if @show_wireframe
214
+ glLineWidth(2)
215
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
216
+ Shader.active_shader.uniform_boolean("disableLighting", true)
217
+
218
+ glDrawArrays(GL_TRIANGLES, 0, model.faces.count * 3)
219
+
220
+ Shader.active_shader.uniform_boolean("disableLighting", false)
221
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
222
+ glLineWidth(1)
223
+ end
224
+
225
+ offset = 0
226
+ model.objects.each do |object|
227
+ shader.uniform_boolean("has_texture", object.has_texture?)
228
+
229
+ if object.has_texture?
230
+ glBindTexture(GL_TEXTURE_2D, object.materials.find { |mat| mat.texture_id }.texture_id)
231
+ else
232
+ glBindTexture(GL_TEXTURE_2D, 0)
233
+ end
234
+
235
+ glDrawArrays(GL_TRIANGLES, offset, object.faces.count * 3)
236
+ offset += object.faces.count * 3
237
+ end
238
+
239
+ if model.has_texture?
240
+ glDisableVertexAttribArray(4)
241
+ glDisableVertexAttribArray(3)
242
+
243
+ glBindTexture(GL_TEXTURE_2D, 0)
244
+ end
245
+ glDisableVertexAttribArray(2)
246
+ glDisableVertexAttribArray(1)
247
+ glDisableVertexAttribArray(0)
248
+
249
+ glBindBuffer(GL_ARRAY_BUFFER, 0)
250
+ glBindVertexArray(0)
251
+ end
252
+
253
+ def draw_mesh(model)
254
+ model.objects.each_with_index do |o, _i|
255
+ glEnable(GL_COLOR_MATERIAL)
256
+ glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE)
257
+ glShadeModel(GL_FLAT) unless o.faces.first[4]
258
+ glShadeModel(GL_SMOOTH) if o.faces.first[4]
259
+ glEnableClientState(GL_VERTEX_ARRAY)
260
+ glEnableClientState(GL_COLOR_ARRAY)
261
+ glEnableClientState(GL_NORMAL_ARRAY)
262
+
263
+ if o.has_texture?
264
+ glEnable(GL_TEXTURE_2D)
265
+ glBindTexture(GL_TEXTURE_2D, o.materials.find { |mat| mat.texture_id }.texture_id)
266
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY)
267
+ glTexCoordPointer(3, GL_FLOAT, 0, o.flattened_uvs)
268
+ end
269
+
270
+ glVertexPointer(4, GL_FLOAT, 0, o.flattened_vertices)
271
+ glColorPointer(3, GL_FLOAT, 0, o.flattened_materials)
272
+ glNormalPointer(GL_FLOAT, 0, o.flattened_normals)
273
+
274
+ if @show_wireframe # This is kinda expensive
275
+ glDisable(GL_LIGHTING)
276
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
277
+ glPolygonOffset(2, 0.5)
278
+ glLineWidth(3)
279
+
280
+ glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size / 4)
281
+
282
+ glLineWidth(1)
283
+ glPolygonOffset(0, 0)
284
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
285
+ glEnable(GL_LIGHTING)
286
+
287
+ glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size / 4)
288
+ else
289
+ glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size / 4)
290
+ end
291
+
292
+ # glBindBuffer(GL_ARRAY_BUFFER, 0)
293
+
294
+ glDisableClientState(GL_VERTEX_ARRAY)
295
+ glDisableClientState(GL_COLOR_ARRAY)
296
+ glDisableClientState(GL_NORMAL_ARRAY)
297
+
298
+ if o.has_texture?
299
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY)
300
+ glDisable(GL_TEXTURE_2D)
301
+ end
302
+
303
+ glDisable(GL_COLOR_MATERIAL)
304
+ end
305
+ end
306
+ end
307
+ end
@@ -1,33 +1,33 @@
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: CyberarmEngine::Window.instance.width, height: CyberarmEngine::Window.instance.height)
8
- end
9
-
10
- def draw(camera, lights, entities)
11
- Stats.frame.start_timing(:opengl_renderer)
12
-
13
- Stats.frame.start_timing(:opengl_model_renderer)
14
- @opengl_renderer.render(camera, lights, entities)
15
- Stats.frame.end_timing(:opengl_model_renderer)
16
-
17
- if @show_bounding_boxes
18
- Stats.frame.start_timing(:opengl_boundingbox_renderer)
19
- @bounding_box_renderer.render(entities)
20
- Stats.frame.end_timing(:opengl_boundingbox_renderer)
21
- end
22
-
23
- Stats.frame.end_timing(:opengl_renderer)
24
- end
25
-
26
- def canvas_size_changed
27
- @opengl_renderer.canvas_size_changed
28
- end
29
-
30
- def finalize # cleanup
31
- end
32
- end
33
- 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: CyberarmEngine::Window.instance.width, height: CyberarmEngine::Window.instance.height)
8
+ end
9
+
10
+ def draw(camera, lights, entities)
11
+ Stats.frame.start_timing(:opengl_renderer)
12
+
13
+ Stats.frame.start_timing(:opengl_model_renderer)
14
+ @opengl_renderer.render(camera, lights, entities)
15
+ Stats.frame.end_timing(:opengl_model_renderer)
16
+
17
+ if @show_bounding_boxes
18
+ Stats.frame.start_timing(:opengl_boundingbox_renderer)
19
+ @bounding_box_renderer.render(entities)
20
+ Stats.frame.end_timing(:opengl_boundingbox_renderer)
21
+ end
22
+
23
+ Stats.frame.end_timing(:opengl_renderer)
24
+ end
25
+
26
+ def canvas_size_changed
27
+ @opengl_renderer.canvas_size_changed
28
+ end
29
+
30
+ def finalize # cleanup
31
+ end
32
+ end
33
+ end