danabr75-ashton 0.1.5
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- checksums.yaml +7 -0
- data/CHANGELOG +0 -0
- data/LICENSE +21 -0
- data/README.md +95 -0
- data/Rakefile +42 -0
- data/examples/bloom_example.rb +59 -0
- data/examples/lighting_example.rb +127 -0
- data/examples/media/Earth.png +0 -0
- data/examples/media/LargeStar.png +0 -0
- data/examples/media/SmallStar.png +0 -0
- data/examples/media/Star.png +0 -0
- data/examples/media/Starfighter.bmp +0 -0
- data/examples/media/Starfighter.png +0 -0
- data/examples/media/simple.png +0 -0
- data/examples/noise_example.rb +94 -0
- data/examples/outline_example.rb +86 -0
- data/examples/particle_emitter_example.rb +114 -0
- data/examples/pixelate_example.rb +52 -0
- data/examples/pixelated_texture_example.rb +69 -0
- data/examples/radial_blur_example.rb +61 -0
- data/examples/shader_image_example.rb +75 -0
- data/examples/shockwave_example.rb +75 -0
- data/examples/stencil_shader_example.rb +104 -0
- data/examples/texture_render_example.rb +54 -0
- data/examples/tv_screen_and_static_example.rb +60 -0
- data/ext/ashton/GLee.c +18170 -0
- data/ext/ashton/GLee.h +17648 -0
- data/ext/ashton/ashton.c +42 -0
- data/ext/ashton/ashton.h +31 -0
- data/ext/ashton/color.c +45 -0
- data/ext/ashton/color.h +25 -0
- data/ext/ashton/common.h +41 -0
- data/ext/ashton/extconf.rb +45 -0
- data/ext/ashton/fast_math.c +30 -0
- data/ext/ashton/fast_math.h +30 -0
- data/ext/ashton/font.c +8 -0
- data/ext/ashton/font.h +16 -0
- data/ext/ashton/gosu.c +18 -0
- data/ext/ashton/gosu.h +19 -0
- data/ext/ashton/image.c +8 -0
- data/ext/ashton/image.h +16 -0
- data/ext/ashton/particle_emitter.c +788 -0
- data/ext/ashton/particle_emitter.h +171 -0
- data/ext/ashton/pixel_cache.c +237 -0
- data/ext/ashton/pixel_cache.h +58 -0
- data/ext/ashton/shader.c +9 -0
- data/ext/ashton/shader.h +16 -0
- data/ext/ashton/texture.c +442 -0
- data/ext/ashton/texture.h +63 -0
- data/ext/ashton/vendor/gl/include/GL/GL.H +1526 -0
- data/ext/ashton/window.c +8 -0
- data/ext/ashton/window.h +16 -0
- data/lib/ashton.rb +38 -0
- data/lib/ashton/gosu_ext/color.rb +25 -0
- data/lib/ashton/gosu_ext/font.rb +58 -0
- data/lib/ashton/gosu_ext/gosu_module.rb +16 -0
- data/lib/ashton/gosu_ext/image.rb +96 -0
- data/lib/ashton/gosu_ext/window.rb +79 -0
- data/lib/ashton/image_stub.rb +33 -0
- data/lib/ashton/lighting/light_source.rb +146 -0
- data/lib/ashton/lighting/manager.rb +98 -0
- data/lib/ashton/mixins/version_checking.rb +23 -0
- data/lib/ashton/particle_emitter.rb +87 -0
- data/lib/ashton/pixel_cache.rb +24 -0
- data/lib/ashton/shader.rb +386 -0
- data/lib/ashton/shaders/bloom.frag +41 -0
- data/lib/ashton/shaders/color_inversion.frag +11 -0
- data/lib/ashton/shaders/contrast.frag +16 -0
- data/lib/ashton/shaders/default.frag +22 -0
- data/lib/ashton/shaders/default.vert +14 -0
- data/lib/ashton/shaders/fade.frag +14 -0
- data/lib/ashton/shaders/grayscale.frag +15 -0
- data/lib/ashton/shaders/include/classicnoise2d.glsl +113 -0
- data/lib/ashton/shaders/include/classicnoise3d.glsl +177 -0
- data/lib/ashton/shaders/include/classicnoise4d.glsl +302 -0
- data/lib/ashton/shaders/include/noise2d.glsl +70 -0
- data/lib/ashton/shaders/include/noise3d.glsl +102 -0
- data/lib/ashton/shaders/include/noise4d.glsl +128 -0
- data/lib/ashton/shaders/include/rand.glsl +5 -0
- data/lib/ashton/shaders/lighting/distort.frag +57 -0
- data/lib/ashton/shaders/lighting/draw_shadows.frag +60 -0
- data/lib/ashton/shaders/lighting/shadow_blur.frag +60 -0
- data/lib/ashton/shaders/mezzotint.frag +22 -0
- data/lib/ashton/shaders/multitexture2.vert +19 -0
- data/lib/ashton/shaders/outline.frag +45 -0
- data/lib/ashton/shaders/pixelate.frag +48 -0
- data/lib/ashton/shaders/radial_blur.frag +63 -0
- data/lib/ashton/shaders/sepia.frag +26 -0
- data/lib/ashton/shaders/shockwave.frag +38 -0
- data/lib/ashton/shaders/signed_distance_field.frag +80 -0
- data/lib/ashton/shaders/static.frag +25 -0
- data/lib/ashton/shaders/stencil.frag +27 -0
- data/lib/ashton/shaders/tv_screen.frag +23 -0
- data/lib/ashton/signed_distance_field.rb +151 -0
- data/lib/ashton/texture.rb +186 -0
- data/lib/ashton/version.rb +3 -0
- data/lib/ashton/window_buffer.rb +16 -0
- data/spec/ashton/ashton_spec.rb +22 -0
- data/spec/ashton/gosu_ext/color_spec.rb +34 -0
- data/spec/ashton/gosu_ext/font_spec.rb +57 -0
- data/spec/ashton/gosu_ext/gosu_spec.rb +11 -0
- data/spec/ashton/gosu_ext/image_spec.rb +66 -0
- data/spec/ashton/gosu_ext/window_spec.rb +71 -0
- data/spec/ashton/image_stub_spec.rb +46 -0
- data/spec/ashton/particle_emitter_spec.rb +123 -0
- data/spec/ashton/pixel_cache_spec.rb +153 -0
- data/spec/ashton/shader_spec.rb +152 -0
- data/spec/ashton/signed_distance_field_spec.rb +163 -0
- data/spec/ashton/texture_spec.rb +347 -0
- data/spec/helper.rb +12 -0
- metadata +309 -0
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require 'set'
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module Ashton
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module Lighting
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# Based on Catalin Zima's shader based dynamic shadows system.
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# http://www.catalinzima.com/2010/07/my-technique-for-the-shader-based-dynamic-2d-shadows/
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class Manager
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include Enumerable
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attr_accessor :camera_x, :camera_y, :z
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def each(&block); @lights.each(&block) end
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def size; @lights.size end
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def empty?; @lights.empty? end
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def width; @shadows.width end
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def height; @shadows.height end
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def initialize(options = {})
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options = {
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width: $window.width,
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height: $window.height,
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camera_x: 0,
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camera_y: 0,
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z: 0,
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}.merge! options
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@camera_x, @camera_y = options[:camera_x], options[:camera_y]
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@z = options[:z]
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@lights = Set.new
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@shadows = Ashton::Texture.new options[:width], options[:height]
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end
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# @param light [Ashton::LightSource]
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# @return [Ashton::LightSource]
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def add(light)
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raise TypeError unless light.is_a? LightSource
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@lights << light
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light
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end
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alias_method :<<, :add
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def remove(light)
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@lights -= [light]
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light
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end
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# @see Ashton::LightSource#new
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#
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# @return [Ashton::LightSource]
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def create_light(*args)
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add LightSource.new(*args)
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end
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def draw(options = {})
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options = {
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mode: :multiply,
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}.merge! options
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@shadows.draw @camera_x, @camera_y, @z, options
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end
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def update_shadow_casters(&block)
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raise ArgumentError, "Requires block" unless block_given?
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unless empty?
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# TODO: Need to only render to lights that are on-screen.
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@lights.each do |light|
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light.send :render_shadow_casters, &block
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end
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# Use each shader on every light, to save setting and un-setting shaders (a bit faster, depending on number of light sources).
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LightSource.distort_shader.enable do
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@lights.each {|light| light.send :distort }
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end
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LightSource.draw_shadows_shader.enable do
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@lights.each {|light| light.send :draw_shadows }
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end
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LightSource.blur_shader.enable do
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@lights.each {|light| light.send :blur }
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end
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end
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@shadows.render do |buffer|
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buffer.clear
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$window.translate(-@camera_x, -@camera_y) do
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@lights.each {|light| light.draw } unless empty?
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end
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end
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nil
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end
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end
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end
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end
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module Ashton
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module Mixins
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module VersionChecking
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# Check if a specific OpenGL version is supported on this machine.
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#
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# @raise NotSupportedError
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def check_opengl_version(version)
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unless GL.version_supported? version
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raise NotSupportedError, "OpenGL #{version} required to utilise #{self.class}"
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end
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end
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# Check if a specific OpenGL extension is supported on this machine.
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#
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# @raise NotSupportedError
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def check_opengl_extension(extension)
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unless GL.extension_supported? extension
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raise NotSupportedError, "OpenGL extension #{extension} required to utilise #{self.class}"
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end
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end
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end
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end
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end
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module Ashton
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class ParticleEmitter
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def empty?; count == 0 end
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DEFAULT_MAX_PARTICLES = 1000
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DEFAULT_COLOR = Gosu::Color::WHITE
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RANGED_ATTRIBUTES = [
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:angular_velocity, :center_x, :center_y,
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:fade, :friction, :interval,
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:offset, :scale, :speed, :time_to_live, :zoom
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]
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def initialize(x, y, z, options = {})
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# I'm MUCH too lazy to implement a huge options hash manager in C, especially on a constructor.
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max_particles = options[:max_particles] || DEFAULT_MAX_PARTICLES
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initialize_ x, y, z, max_particles
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self.shader = options[:shader]
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self.image = options[:image] || $window.pixel
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self.gravity = options[:gravity] || 0.0
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self.color = options[:color] || DEFAULT_COLOR
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self.angular_velocity = options[:angular_velocity] || 0.0
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self.center_x = options[:center_x] || 0.5
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self.center_y = options[:center_y] || 0.5
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self.fade = options[:fade] || 0.0
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self.friction = options[:friction] || 0.0
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self.interval = options[:interval] || Float::INFINITY
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self.offset = options[:offset] || 0.0
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self.scale = options[:scale] || 1.0
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self.speed = options[:speed] || 0.0
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self.time_to_live = options[:time_to_live] || Float::INFINITY
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self.zoom = options[:zoom] || 0.0
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end
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# Gosu::Color
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def color
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Gosu::Color.new color_argb
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end
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# [Gosu::Color, Integer, Array<Float>]
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def color=(value)
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case value
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when Integer
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self.color_argb = value
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when Gosu::Color
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self.color_argb = value.to_i
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when Array
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self.color_argb = Gosu::Color.from_opengl value
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else
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raise TypeError, "Expected argb integer, rgba opengl float array or Gosu::Color"
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end
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value
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end
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RANGED_ATTRIBUTES.each do |attr|
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# Returns a Range.
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define_method attr do
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send("#{attr}_min")..send("#{attr}_max")
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end
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# Can be set as a Range or as a single number.
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define_method "#{attr}=" do |value|
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min, max = case value
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when Numeric
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[value, value]
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when Range
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[value.min, value.max]
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else
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raise TypeError, "Expecting Numeric or Range, not #{value.class}"
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end
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send "#{attr}_min=", min
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send "#{attr}_max=", max
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value
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end
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end
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# @!method draw()
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# @!method update(delta)
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# @param delta (Float) number of seconds to run the simulation for.
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end
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end
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module Ashton
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class PixelCache
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# Docs here.
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public
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# Convert the current contents of the cache into a Gosu::Image
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#
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# @option options :caching [Boolean] (true) TexPlay behaviour.
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# @option options :tileable [Boolean] (false) Standard Gosu behaviour.
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def to_image(options = {})
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options = {
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tileable: false,
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}.merge! options
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# Create a new Image from the flipped pixel data.
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stub = ImageStub.new to_blob, width, height
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if defined? TexPlay
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Gosu::Image.new $window, stub, options[:tileable], options
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else
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Gosu::Image.new $window, stub, options[:tileable]
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end
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end
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end
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end
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module Ashton
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class Shader
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include Mixins::VersionChecking
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INVALID_LOCATION = -1
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MIN_OPENGL_VERSION = 2.0 # For GLSL 1.10
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INCLUDE_PATH = File.expand_path "../shaders/include", __FILE__
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BUILT_IN_SHADER_PATH = File.expand_path "../shaders", __FILE__
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FRAGMENT_EXTENSION = ".frag"
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VERTEX_EXTENSION = ".vert"
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# List of built-in functions.
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BUILT_IN_FUNCTIONS = Dir[File.join(INCLUDE_PATH, "*.glsl")].map do |filename|
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filename =~ /(\w+)\.glsl/
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$1.to_sym
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end
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attr_reader :vertex_source, :fragment_source
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# Is the shader currently in use?
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def enabled?; !!@previous_program end
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# Is this the currently activated shader program?
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def current?; Gl.glGetIntegerv(Gl::GL_CURRENT_PROGRAM) == @program end
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# Instead of passing in source code, a file-name will be loaded or use a symbol to choose a built-in shader.
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#
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# `#include` will be recursively replaced in the source.
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#
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# * `#include <noise>` will load the built-in shader function, shaders/include/noise.glsl
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# * `#include "/home/spooner/noise.glsl"` will include that file, relative to the current working directory, NOT the source file.
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#
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# @option options :vertex [String, Symbol] (:default) Source code for vertex shader.
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# @option options :vert [String, Symbol] (:default) Equivalent to :vertex
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# @option options :fragment [String, Symbol] (:default) Source code for fragment shader.
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# @option options :frag [String, Symbol] (:default) Equivalent to :fragment
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# @option options :uniforms [Hash] Sets uniforms, as though calling shader[key] = value for each entry (but faster).
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def initialize(options = {})
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check_opengl_version MIN_OPENGL_VERSION
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vertex = options[:vertex] || options[:vert] || :default
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fragment = options[:fragment] || options[:frag] || :default
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@vertex_source = process_source vertex, VERTEX_EXTENSION
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@fragment_source = process_source fragment, FRAGMENT_EXTENSION
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@uniform_locations = {}
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@attribute_locations = {}
|
50
|
+
@program = nil
|
51
|
+
@previous_program = nil
|
52
|
+
@image = nil
|
53
|
+
@color = [1, 1, 1, 1]
|
54
|
+
|
55
|
+
# Actually compile and link.
|
56
|
+
|
57
|
+
@vertex = compile Gl::GL_VERTEX_SHADER, @vertex_source
|
58
|
+
@fragment = compile Gl::GL_FRAGMENT_SHADER, @fragment_source
|
59
|
+
link
|
60
|
+
|
61
|
+
# In case we are using '#version 130' or higher, set out own color output.
|
62
|
+
begin
|
63
|
+
Gl.glBindFragDataLocationEXT @program, 0, "out_FragColor"
|
64
|
+
rescue NotImplementedError
|
65
|
+
# Might fail on an old system, but they will be fine just running GLSL 1.10 or 1.20
|
66
|
+
end
|
67
|
+
|
68
|
+
enable do
|
69
|
+
# GL_TEXTURE0 will be activated later. This is the main image texture.
|
70
|
+
set_uniform uniform_location("in_Texture", required: false), 0
|
71
|
+
|
72
|
+
# For multi-textured shaders, we use in_Texture<NUM> instead.
|
73
|
+
set_uniform uniform_location("in_Texture0", required: false), 0
|
74
|
+
set_uniform uniform_location("in_Texture1", required: false), 1
|
75
|
+
|
76
|
+
# These are optional, and can be used to check pixel size.
|
77
|
+
set_uniform uniform_location("in_WindowWidth", required: false), $window.width
|
78
|
+
set_uniform uniform_location("in_WindowHeight", required: false), $window.height
|
79
|
+
|
80
|
+
# Set uniform values with :uniforms hash.
|
81
|
+
if options.has_key? :uniforms
|
82
|
+
options[:uniforms].each_pair do |uniform, value|
|
83
|
+
self[uniform] = value
|
84
|
+
end
|
85
|
+
end
|
86
|
+
end
|
87
|
+
end
|
88
|
+
|
89
|
+
protected
|
90
|
+
# Converts :frog_head to "in_FrogHead"
|
91
|
+
def uniform_name_from_symbol(uniform)
|
92
|
+
"in_#{uniform.to_s.split("_").map(&:capitalize).join}"
|
93
|
+
end
|
94
|
+
|
95
|
+
public
|
96
|
+
# Creates a copy of the shader program, recompiling the source,
|
97
|
+
# but not preserving the uniform values.
|
98
|
+
def dup
|
99
|
+
self.class.new :vertex => @vertex_source, :fragment => @fragment_source
|
100
|
+
end
|
101
|
+
|
102
|
+
public
|
103
|
+
# Make this the current shader program. Use with a block or, alternatively, use #enable and #disable separately.
|
104
|
+
def enable(z = nil)
|
105
|
+
$window.gl z do
|
106
|
+
raise ShaderError, "This shader already enabled." if enabled?
|
107
|
+
current_shader = Gl.glGetIntegerv GL::GL_CURRENT_PROGRAM
|
108
|
+
raise ShaderError, "Another shader already enabled." if current_shader > 0
|
109
|
+
|
110
|
+
@previous_program = current_shader
|
111
|
+
Gl.glUseProgram @program
|
112
|
+
end
|
113
|
+
|
114
|
+
result = nil
|
115
|
+
|
116
|
+
if block_given?
|
117
|
+
begin
|
118
|
+
result = yield self
|
119
|
+
ensure
|
120
|
+
disable z
|
121
|
+
end
|
122
|
+
end
|
123
|
+
|
124
|
+
result
|
125
|
+
end
|
126
|
+
|
127
|
+
# Disable the shader program. Only required if using #enable without a block.
|
128
|
+
def disable(z = nil)
|
129
|
+
$window.gl z do
|
130
|
+
raise ShaderError, "Shader not enabled." unless enabled?
|
131
|
+
Gl.glUseProgram @previous_program # Disable the shader!
|
132
|
+
@previous_program = nil
|
133
|
+
end
|
134
|
+
|
135
|
+
nil
|
136
|
+
end
|
137
|
+
|
138
|
+
public
|
139
|
+
# Allow
|
140
|
+
# `shader.blob_frequency = 5`
|
141
|
+
# to map to
|
142
|
+
# `shader["in_BlobFrequency"] = 5`
|
143
|
+
# TODO: define specific methods at compile time, based on parsing the source?
|
144
|
+
def method_missing(meth, *args, &block)
|
145
|
+
if args.size == 1 and meth =~ /^(.+)=$/
|
146
|
+
self[$1.to_sym] = args[0]
|
147
|
+
else
|
148
|
+
super meth, *args, &block
|
149
|
+
end
|
150
|
+
end
|
151
|
+
|
152
|
+
public
|
153
|
+
# Set the value of a uniform.
|
154
|
+
#
|
155
|
+
# @param uniform [String, Symbol] If a Symbol, :frog_paste is looked up as "in_FrogPaste", otherwise the Sting is used directly.
|
156
|
+
# @param value [Any] Value to set the uniform to
|
157
|
+
#
|
158
|
+
# @raise ShaderUniformError unless requested uniform is defined in vertex or fragment shaders.
|
159
|
+
def []=(uniform, value)
|
160
|
+
uniform = uniform_name_from_symbol(uniform) if uniform.is_a? Symbol
|
161
|
+
|
162
|
+
# Ensure that the program is current before setting values.
|
163
|
+
needs_use = !current?
|
164
|
+
enable if needs_use
|
165
|
+
set_uniform uniform_location(uniform), value
|
166
|
+
disable if needs_use
|
167
|
+
|
168
|
+
value
|
169
|
+
end
|
170
|
+
|
171
|
+
protected
|
172
|
+
# Set uniform without trying to force use of the program.
|
173
|
+
def set_uniform(location, value)
|
174
|
+
raise ShaderUniformError, "Shader uniform #{location.inspect} could not be set, since shader is not current" unless current?
|
175
|
+
|
176
|
+
return if location == INVALID_LOCATION # Not for end-users :)
|
177
|
+
|
178
|
+
case value
|
179
|
+
when true, Gl::GL_TRUE
|
180
|
+
Gl.glUniform1i location, 1
|
181
|
+
|
182
|
+
when false, Gl::GL_FALSE
|
183
|
+
Gl.glUniform1i location, 0
|
184
|
+
|
185
|
+
when Float
|
186
|
+
begin
|
187
|
+
Gl.glUniform1f location, value
|
188
|
+
rescue
|
189
|
+
Gl.glUniform1i location, value.to_i
|
190
|
+
end
|
191
|
+
|
192
|
+
when Integer
|
193
|
+
begin
|
194
|
+
Gl.glUniform1i location, value
|
195
|
+
rescue
|
196
|
+
Gl.glUniform1f location, value.to_f
|
197
|
+
end
|
198
|
+
|
199
|
+
when Gosu::Color
|
200
|
+
Gl.glUniform4f location, *value.to_opengl
|
201
|
+
|
202
|
+
when Array
|
203
|
+
size = value.size
|
204
|
+
|
205
|
+
raise ArgumentError, "Empty array not supported for uniform data" if size.zero?
|
206
|
+
# raise ArgumentError, "Only support uniforms up to 4 elements" if size > 4
|
207
|
+
|
208
|
+
case value[0]
|
209
|
+
when Float
|
210
|
+
begin
|
211
|
+
Gl.send "glUniform#{size}f", location, *value.map(&:to_f)
|
212
|
+
rescue
|
213
|
+
Gl.send "glUniform#{size}i", location, *value.map(&:to_i)
|
214
|
+
end
|
215
|
+
|
216
|
+
when Integer
|
217
|
+
begin
|
218
|
+
Gl.send "glUniform#{size}i", location, *value.map(&:to_i)
|
219
|
+
rescue
|
220
|
+
Gl.send "glUniform#{size}f", location, *value.map(&:to_f)
|
221
|
+
end
|
222
|
+
|
223
|
+
when Gosu::Color
|
224
|
+
GL.send "glUniform4fv", location, value.map(&:to_opengl).flatten
|
225
|
+
|
226
|
+
else
|
227
|
+
raise ArgumentError, "Uniform data type not supported for element of type: #{value[0].class}"
|
228
|
+
end
|
229
|
+
|
230
|
+
else
|
231
|
+
raise ArgumentError, "Uniform data type not supported for type: #{value.class}"
|
232
|
+
end
|
233
|
+
|
234
|
+
value
|
235
|
+
end
|
236
|
+
|
237
|
+
protected
|
238
|
+
def uniform_location(name, options = {})
|
239
|
+
options = {
|
240
|
+
required: true
|
241
|
+
}.merge! options
|
242
|
+
|
243
|
+
location = @uniform_locations[name]
|
244
|
+
if location
|
245
|
+
location
|
246
|
+
else
|
247
|
+
location = Gl.glGetUniformLocation @program, name.to_s
|
248
|
+
if options[:required] && location == INVALID_LOCATION
|
249
|
+
raise ShaderUniformError, "No #{name.inspect} uniform specified in program"
|
250
|
+
end
|
251
|
+
@uniform_locations[name] = location
|
252
|
+
end
|
253
|
+
end
|
254
|
+
|
255
|
+
public
|
256
|
+
def image=(image)
|
257
|
+
raise ShaderError, "Can't set image unless using shader" unless current?
|
258
|
+
|
259
|
+
if image
|
260
|
+
info = image.gl_tex_info
|
261
|
+
|
262
|
+
Gl.glActiveTexture Gl::GL_TEXTURE0
|
263
|
+
Gl.glBindTexture Gl::GL_TEXTURE_2D, info.tex_name
|
264
|
+
end
|
265
|
+
|
266
|
+
set_uniform uniform_location("in_TextureEnabled", required: false), !!image
|
267
|
+
|
268
|
+
@image = image
|
269
|
+
end
|
270
|
+
|
271
|
+
public
|
272
|
+
def color=(color)
|
273
|
+
opengl_color = case color
|
274
|
+
when Gosu::Color
|
275
|
+
color.to_opengl
|
276
|
+
when Integer
|
277
|
+
Gosu::Color.new(color).to_opengl
|
278
|
+
when Array
|
279
|
+
color
|
280
|
+
else
|
281
|
+
raise TypeError, "Expected Gosu::Color, Integer or opengl float array for color"
|
282
|
+
end
|
283
|
+
|
284
|
+
needs_use = !current?
|
285
|
+
enable if needs_use
|
286
|
+
location = Gl.glGetAttribLocation @program, "in_Color"
|
287
|
+
Gl.glVertexAttrib4f location, *opengl_color unless location == INVALID_LOCATION
|
288
|
+
disable if needs_use
|
289
|
+
|
290
|
+
@color = opengl_color
|
291
|
+
end
|
292
|
+
|
293
|
+
protected
|
294
|
+
def attribute(name)
|
295
|
+
location = @attribute_locations[name]
|
296
|
+
if location
|
297
|
+
location
|
298
|
+
else
|
299
|
+
location = Gl.glGetAttribLocation @program, name.to_s
|
300
|
+
raise ShaderAttributeError, "No #{name} attribute specified in program" if location == INVALID_LOCATION
|
301
|
+
@attribute_locations[name] = location
|
302
|
+
end
|
303
|
+
end
|
304
|
+
|
305
|
+
protected
|
306
|
+
def compile(type, source)
|
307
|
+
shader = Gl.glCreateShader type
|
308
|
+
Gl.glShaderSource shader, source
|
309
|
+
Gl.glCompileShader shader
|
310
|
+
|
311
|
+
unless Gl.glGetShaderiv shader, Gl::GL_COMPILE_STATUS
|
312
|
+
error = Gl.glGetShaderInfoLog shader
|
313
|
+
error_lines = error.scan(/0\((\d+)\)+/m).map {|num| num.first.to_i }.uniq
|
314
|
+
|
315
|
+
if type == Gl::GL_VERTEX_SHADER
|
316
|
+
type_name = "Vertex"
|
317
|
+
source = @vertex_source
|
318
|
+
else
|
319
|
+
type_name = "Fragment"
|
320
|
+
source = @fragment_source
|
321
|
+
end
|
322
|
+
|
323
|
+
source_lines = source.split("\n")
|
324
|
+
lines = error_lines.map {|i| "#{i.to_s.rjust 3}: #{source_lines[i - 1].rstrip}" }.join "\n"
|
325
|
+
raise ShaderCompileError, "#{type_name} shader error: #{glGetShaderInfoLog(shader)}\n#{lines}"
|
326
|
+
end
|
327
|
+
|
328
|
+
shader
|
329
|
+
end
|
330
|
+
|
331
|
+
protected
|
332
|
+
def link
|
333
|
+
@program = Gl.glCreateProgram
|
334
|
+
Gl.glAttachShader @program, @vertex
|
335
|
+
Gl.glAttachShader @program, @fragment
|
336
|
+
Gl.glLinkProgram @program
|
337
|
+
|
338
|
+
unless Gl.glGetProgramiv @program, Gl::GL_LINK_STATUS
|
339
|
+
raise ShaderLinkError, "Shader link error: #{glGetProgramInfoLog(@program)}"
|
340
|
+
end
|
341
|
+
|
342
|
+
nil
|
343
|
+
end
|
344
|
+
|
345
|
+
protected
|
346
|
+
# Symbol => load a built-in
|
347
|
+
# Filename => load file
|
348
|
+
# Source => use directly.
|
349
|
+
#
|
350
|
+
# Also recursively replaces #include
|
351
|
+
# TODO: What about line numbers getting messed up by #include?
|
352
|
+
def process_source(shader, extension)
|
353
|
+
source = if shader.is_a? Symbol
|
354
|
+
file = File.expand_path "#{shader}#{extension}", BUILT_IN_SHADER_PATH
|
355
|
+
unless File.exist? file
|
356
|
+
raise ShaderLoadError, "Failed to load built-in shader: #{shader.inspect}"
|
357
|
+
end
|
358
|
+
File.read file
|
359
|
+
|
360
|
+
elsif File.exist? shader
|
361
|
+
File.read shader
|
362
|
+
else
|
363
|
+
shader
|
364
|
+
end
|
365
|
+
|
366
|
+
replace_include source
|
367
|
+
end
|
368
|
+
|
369
|
+
protected
|
370
|
+
# Recursively replace #include.
|
371
|
+
#
|
372
|
+
# * Replace '#include <rand>' with the contents of include/rand.glsl
|
373
|
+
# * Replace '#include "/home/spooner/my_shader_functions/frog.glsl"' with the contents of that file.
|
374
|
+
#
|
375
|
+
# @return [String] Source code that has been expanded.
|
376
|
+
def replace_include(source)
|
377
|
+
source.gsub!(/^#include\s+<([^>]*)>/) do
|
378
|
+
replace_include File.read(File.expand_path("#{$1}.glsl", INCLUDE_PATH))
|
379
|
+
end
|
380
|
+
|
381
|
+
source.gsub(/^#include\s+"([^"]*)"/) do
|
382
|
+
replace_include File.read($1)
|
383
|
+
end
|
384
|
+
end
|
385
|
+
end
|
386
|
+
end
|