mittsu 0.1.1 → 0.1.2
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- checksums.yaml +4 -4
- data/Gemfile +2 -1
- data/README.md +1 -1
- data/lib/mittsu/cameras/orthographic_camera.rb +13 -0
- data/lib/mittsu/cameras/perspective_camera.rb +11 -0
- data/lib/mittsu/core/geometry.rb +12 -9
- data/lib/mittsu/core/object_3d.rb +33 -66
- data/lib/mittsu/lights/ambient_light.rb +8 -0
- data/lib/mittsu/lights/directional_light.rb +9 -0
- data/lib/mittsu/lights/hemisphere_light.rb +9 -0
- data/lib/mittsu/lights/point_light.rb +11 -0
- data/lib/mittsu/lights/spot_light.rb +13 -0
- data/lib/mittsu/loaders.rb +1 -0
- data/lib/mittsu/loaders/mtl_loader.rb +5 -12
- data/lib/mittsu/loaders/obj_loader.rb +212 -0
- data/lib/mittsu/loaders/obj_mtl_loader.rb +11 -207
- data/lib/mittsu/materials/material.rb +5 -2
- data/lib/mittsu/materials/mesh_basic_material.rb +0 -9
- data/lib/mittsu/math/color.rb +44 -104
- data/lib/mittsu/math/matrix3.rb +8 -1
- data/lib/mittsu/math/matrix4.rb +6 -0
- data/lib/mittsu/math/vector.rb +251 -0
- data/lib/mittsu/math/vector2.rb +14 -213
- data/lib/mittsu/math/vector3.rb +61 -351
- data/lib/mittsu/math/vector4.rb +45 -295
- data/lib/mittsu/objects/line.rb +12 -2
- data/lib/mittsu/objects/mesh.rb +18 -9
- data/lib/mittsu/renderers/glfw_window.rb +15 -13
- data/lib/mittsu/renderers/opengl/core/opengl_geometry.rb +253 -0
- data/lib/mittsu/renderers/opengl/core/opengl_object_3d.rb +131 -0
- data/lib/mittsu/renderers/opengl/lights/opengl_ambient_light.rb +26 -0
- data/lib/mittsu/renderers/opengl/lights/opengl_directional_light.rb +35 -0
- data/lib/mittsu/renderers/opengl/lights/opengl_hemisphere_light.rb +42 -0
- data/lib/mittsu/renderers/opengl/lights/opengl_light.rb +52 -0
- data/lib/mittsu/renderers/opengl/lights/opengl_point_light.rb +36 -0
- data/lib/mittsu/renderers/opengl/lights/opengl_spot_light.rb +47 -0
- data/lib/mittsu/renderers/opengl/materials/opengl_line_basic_material.rb +16 -0
- data/lib/mittsu/renderers/opengl/materials/opengl_material.rb +275 -0
- data/lib/mittsu/renderers/opengl/materials/opengl_mesh_basic_material.rb +69 -0
- data/lib/mittsu/renderers/opengl/materials/opengl_mesh_lambert_material.rb +29 -0
- data/lib/mittsu/renderers/opengl/materials/opengl_mesh_phong_material.rb +40 -0
- data/lib/mittsu/renderers/opengl/materials/opengl_shader_material.rb +11 -0
- data/lib/mittsu/renderers/opengl/objects/opengl_group.rb +8 -0
- data/lib/mittsu/renderers/opengl/objects/opengl_line.rb +54 -0
- data/lib/mittsu/renderers/opengl/objects/opengl_mesh.rb +77 -0
- data/lib/mittsu/renderers/opengl/opengl_buffer.rb +5 -0
- data/lib/mittsu/renderers/opengl/opengl_debug.rb +49 -7
- data/lib/mittsu/renderers/opengl/opengl_default_target.rb +54 -0
- data/lib/mittsu/renderers/opengl/opengl_geometry_group.rb +763 -0
- data/lib/mittsu/renderers/opengl/opengl_geometry_like.rb +130 -0
- data/lib/mittsu/renderers/opengl/opengl_helper.rb +161 -0
- data/lib/mittsu/renderers/opengl/opengl_implementations.rb +61 -0
- data/lib/mittsu/renderers/opengl/opengl_light_renderer.rb +43 -0
- data/lib/mittsu/renderers/opengl/opengl_mittsu_params.rb +53 -0
- data/lib/mittsu/renderers/opengl/opengl_program.rb +147 -296
- data/lib/mittsu/renderers/opengl/opengl_state.rb +3 -5
- data/lib/mittsu/renderers/opengl/plugins/shadow_map_plugin.rb +12 -10
- data/lib/mittsu/renderers/opengl/scenes/opengl_scene.rb +8 -0
- data/lib/mittsu/renderers/opengl/textures/opengl_compressed_texture.rb +21 -0
- data/lib/mittsu/renderers/opengl/textures/opengl_cube_texture.rb +75 -0
- data/lib/mittsu/renderers/opengl/textures/opengl_data_texture.rb +23 -0
- data/lib/mittsu/renderers/opengl/textures/opengl_texture.rb +111 -0
- data/lib/mittsu/renderers/opengl_render_target.rb +117 -2
- data/lib/mittsu/renderers/opengl_renderer.rb +653 -2978
- data/lib/mittsu/renderers/shaders/rbsl_loader.rb +166 -0
- data/lib/mittsu/renderers/shaders/shader_chunk.rb +6 -9
- data/lib/mittsu/renderers/shaders/shader_chunk/shadowmap_fragment.glsl +36 -37
- data/lib/mittsu/renderers/shaders/shader_lib.rb +26 -403
- data/lib/mittsu/renderers/shaders/shader_lib/basic/basic_fragment.rbsl +37 -0
- data/lib/mittsu/renderers/shaders/shader_lib/basic/basic_uniforms.rbslu +3 -0
- data/lib/mittsu/renderers/shaders/shader_lib/basic/basic_vertex.rbsl +33 -0
- data/lib/mittsu/renderers/shaders/shader_lib/cube/cube_fragment.rbsl +12 -0
- data/lib/mittsu/renderers/shaders/shader_lib/cube/cube_uniforms.rbslu +2 -0
- data/lib/mittsu/renderers/shaders/shader_lib/cube/cube_vertex.rbsl +12 -0
- data/lib/mittsu/renderers/shaders/shader_lib/depth_rgba/depth_rgba_fragment.rbsl +26 -0
- data/lib/mittsu/renderers/shaders/shader_lib/depth_rgba/depth_rgba_uniforms.rbslu +0 -0
- data/lib/mittsu/renderers/shaders/shader_lib/depth_rgba/depth_rgba_vertex.rbsl +12 -0
- data/lib/mittsu/renderers/shaders/shader_lib/lambert/lambert_fragment.rbsl +56 -0
- data/lib/mittsu/renderers/shaders/shader_lib/lambert/lambert_uniforms.rbslu +7 -0
- data/lib/mittsu/renderers/shaders/shader_lib/lambert/lambert_vertex.rbsl +37 -0
- data/lib/mittsu/renderers/shaders/shader_lib/phong/phong_fragment.rbsl +45 -0
- data/lib/mittsu/renderers/shaders/shader_lib/phong/phong_uniforms.rbslu +11 -0
- data/lib/mittsu/renderers/shaders/shader_lib/phong/phong_vertex.rbsl +43 -0
- data/lib/mittsu/renderers/shaders/shader_templates/fragment.glsl.erb +105 -0
- data/lib/mittsu/renderers/shaders/shader_templates/vertex.glsl.erb +143 -0
- data/lib/mittsu/renderers/shaders/uniforms_lib.rb +54 -55
- data/lib/mittsu/textures/texture.rb +5 -2
- data/lib/mittsu/version.rb +1 -1
- data/run_all_examples.sh +7 -0
- metadata +77 -28
- data/.ruby-version +0 -1
- data/lib/mittsu/core/hash_object.rb +0 -19
@@ -0,0 +1,42 @@
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module Mittsu
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class OpenGLHemisphereLight < OpenGLLight
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TYPE = :hemi
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class Cache < Struct.new(:length, :count, :sky_colors, :ground_colors, :positions)
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def initialize
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super(0, 0, [], [], [])
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end
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def reset
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self.length = 0
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end
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end
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def setup_specific(index)
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offset = index * 3
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@_direction.set_from_matrix_position(@light.matrix_world)
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@_direction.normalize
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positions = @cache.positions
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positions[offset] = @_direction.x
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positions[offset + 1] = @_direction.y
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positions[offset + 2] = @_direction.z
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sky_color = @light.color
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ground_color = @light.ground_color
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OpenGLHelper.set_color_linear(@cache.sky_colors, offset, sky_color, @light.intensity )
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OpenGLHelper.set_color_linear(@cache.ground_colors, offset, ground_color, @light.intensity)
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end
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def self.null_remaining_lights(cache)
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super(cache, cache.ground_colors)
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super(cache, cache.sky_colors)
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end
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def to_sym
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:hemi
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end
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end
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end
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module Mittsu
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class OpenGLLight < OpenGLObject3D
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attr_accessor :camera_helper
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def initialize(light, renderer)
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super
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@light = light
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@light_renderer = renderer.light_renderer
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@cache = @light_renderer.cache[type]
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@_direction = Vector3.new
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@_vector3 = Vector3.new
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end
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def type
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self.class::TYPE
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end
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def setup
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@cache.count += 1
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return unless @light.visible
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setup_specific(@cache.length)
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@cache.length += 1
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end
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def project
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return unless @light.visible
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init
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# TODO!!! FIXME!!!
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@renderer.instance_variable_get(:@lights) << @light
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project_children
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end
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def setup_specific
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raise "Unknown Light Impl: #{@light.class} => #{self.class}"
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end
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def self.null_remaining_lights(cache, colors = nil)
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colors ||= cache.colors
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count = [colors.length, cache.count * 3].max
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(cache.length * 3).upto(count - 1).each { |i|
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colors[i] = 0.0
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}
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end
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def to_sym
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:other
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end
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end
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end
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module Mittsu
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class OpenGLPointLight < OpenGLLight
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TYPE = :point
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class Cache < Struct.new(:length, :count, :colors, :distances, :positions, :decays)
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def initialize
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super(0, 0, [], [], [], [])
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end
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def reset
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self.length = 0
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end
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end
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def setup_specific(index)
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offset = index * 3;
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OpenGLHelper.set_color_linear(@cache.colors, offset, @light.color, @light.intensity)
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@_vector3.set_from_matrix_position(@light.matrix_world)
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positions = @cache.positions
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positions[offset] = @_vector3.x
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positions[offset + 1] = @_vector3.y
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positions[offset + 2] = @_vector3.z
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# distance is 0 if decay is 0, because there is no attenuation at all.
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@cache.distances[index] = @light.distance
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@cache.decays[index] = @light.distance.zero? ? 0.0 : @light.decay
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end
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def to_sym
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:point
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end
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end
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end
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module Mittsu
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class OpenGLSpotLight < OpenGLLight
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TYPE = :spot
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class Cache < Struct.new(:length, :count, :colors, :directions, :distances, :positions, :exponents, :angles_cos, :decays)
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def initialize
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super(0, 0, [], [], [], [], [], [], [])
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end
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def reset
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self.length = 0
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end
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end
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def setup_specific(index)
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offset = index * 3
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OpenGLHelper.set_color_linear(@cache.colors, offset, @light.color, @light.intensity)
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@_direction.set_from_matrix_position(@light.matrix_world)
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positions = @cache.positions
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positions[offset] = @_direction.x
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positions[offset + 1] = @_direction.y
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positions[offset + 2] = @_direction.z
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@cache.distances[index] = @light.distance
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@_vector3.set_from_matrix_position(@light.target.matrix_world)
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@_direction.sub(@_vector3)
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@_direction.normalize
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directions = @cache.directions
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directions[offset] = @_direction.x
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directions[offset + 1] = @_direction.y
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directions[offset + 2] = @_direction.z
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@cache.angles_cos[index] = Math.cos(@light.angle)
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@cache.exponents[index] = @light.exponent;
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@cache.decays[index] = @light.distance.zero? ? 0.0 : @light.decay
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end
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def to_sym
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:spot
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end
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end
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end
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module Mittsu
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class OpenGLLineBasicMaterial < OpenGLMaterial
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def refresh_uniforms(uniforms)
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uniforms['diffuse'].value = @material.color
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uniforms['opacity'].value = @material.opacity
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end
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def init_shader
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@shader = ShaderLib.create_shader(shader_id)
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end
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def shader_id
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:basic
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end
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end
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end
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module Mittsu
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class OpenGLMaterial
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# TODO: init_shader for these material-types
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# MeshDepthMaterial => :depth, # TODO...
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# MeshNormalMaterial => :normal, # TODO...
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# LineDashedMaterial => :dashed, # TODO...
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# PointCloudMaterial => :particle_basic # TODO...
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attr_accessor :shadow_pass
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attr_reader :shader, :uniforms_list
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def initialize(material, renderer)
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@material = material
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@renderer = renderer
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end
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def init(lights, fog, object)
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@material.add_event_listener(:dispose, @renderer.method(:on_material_dispose))
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init_shader
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@material.program = find_or_create_program(lights, fog, object)
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count_supported_morph_attributes(@material.program.attributes)
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@uniforms_list = get_uniforms_list
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end
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def set
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if @material.transparent
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@renderer.state.set_blending(@material.blending, @material.blend_equation, @material.blend_src, @material.blend_dst, @material.blend_equation_alpha, @material.blend_src_alpha, @material.blend_dst_alpha)
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else
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@renderer.state.set_blending(NoBlending)
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end
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@renderer.state.set_depth_test(@material.depth_test)
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@renderer.state.set_depth_write(@material.depth_write)
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@renderer.state.set_color_write(@material.color_write)
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@renderer.state.set_polygon_offset(@material.polygon_offset, @material.polygon_offset_factor, @material.polygon_offset_units)
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end
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def needs_face_normals?
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@material.shading == FlatShading
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end
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def clear_custom_attributes
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@material.attributes.each do |attribute|
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attribute.needs_update = false
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end
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end
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def custom_attributes_dirty?
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@material.attributes.each do |attribute|
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return true if attribute.needs_update
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end
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false
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end
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def refresh_uniforms(_)
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# NOOP
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end
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def needs_camera_position_uniform?
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@material.env_map
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end
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def needs_view_matrix_uniform?
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@material.skinning
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end
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def needs_lights?
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@material.lights
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end
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protected
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def init_shader
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@shader = {
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uniforms: @material.uniforms,
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vertex_shader: @material.vertex_shader,
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fragment_shader: @material.fragment_shader
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}
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end
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def shader_id
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nil
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end
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88
|
+
|
89
|
+
private
|
90
|
+
|
91
|
+
def allocate_lights(lights)
|
92
|
+
lights.reject { |light|
|
93
|
+
light.only_shadow || !light.visible
|
94
|
+
}.each_with_object({
|
95
|
+
directional: 0, point: 0, spot: 0, hemi: 0, other: 0
|
96
|
+
}) { |light, counts|
|
97
|
+
counts[light.implementation(@renderer).to_sym] += 1
|
98
|
+
}
|
99
|
+
end
|
100
|
+
|
101
|
+
def allocate_shadows(lights)
|
102
|
+
max_shadows = 0
|
103
|
+
|
104
|
+
lights.each do |light|
|
105
|
+
next unless light.cast_shadow
|
106
|
+
|
107
|
+
max_shadows += 1 if light.is_a?(SpotLight)
|
108
|
+
max_shadows += 1 if light.is_a?(DirectionalLight) && !light.shadow_cascade
|
109
|
+
end
|
110
|
+
|
111
|
+
max_shadows
|
112
|
+
end
|
113
|
+
|
114
|
+
def allocate_bones(object = nil)
|
115
|
+
if @renderer.supports_bone_textures? && object && object.skeleton && object.skeleton.use_vertex_texture
|
116
|
+
return 1024
|
117
|
+
end
|
118
|
+
|
119
|
+
# default for when object is not specified
|
120
|
+
# ( for example when prebuilding shader
|
121
|
+
# to be used with multiple objects )
|
122
|
+
#
|
123
|
+
# - leave some extra space for other uniforms
|
124
|
+
# - limit here is ANGLE's 254 max uniform vectors
|
125
|
+
# (up to 54 should be safe)
|
126
|
+
|
127
|
+
n_vertex_uniforms = (glGetParameter(GL_MAX_VERTEX_UNIFORM_COMPONENTS) / 4.0).floor
|
128
|
+
n_vertex_matrices = ((n_vertex_uniforms - 20) / 4.0).floor
|
129
|
+
|
130
|
+
max_bones = n_vertex_matrices
|
131
|
+
|
132
|
+
# TODO: when SkinnedMesh exists
|
133
|
+
# if !object.nil? && object.is_a?(SkinnedMesh)
|
134
|
+
# max_bones = [object.skeleton.bones.length, max_bones].min
|
135
|
+
#
|
136
|
+
# if max_bones < object.skeleton.bones.length
|
137
|
+
# puts "WARNING: OpenGLRenderer: too many bones - #{object.skeleton.bones.length}, this GPU supports just #{max_bones}"
|
138
|
+
# end
|
139
|
+
# end
|
140
|
+
|
141
|
+
max_bones
|
142
|
+
end
|
143
|
+
|
144
|
+
def count_supported_morph_attributes(attributes)
|
145
|
+
if @material.morph_targets
|
146
|
+
@material.num_supported_morph_normals = count_supported_morph_attribute(attributes, 'morphTarget', @renderer.max_morph_normals)
|
147
|
+
end
|
148
|
+
if @material.morph_normals
|
149
|
+
@material.num_supported_morph_normals = count_supported_morph_attribute(attributes, 'morphNormal', @renderer.max_morph_normals)
|
150
|
+
end
|
151
|
+
end
|
152
|
+
|
153
|
+
def count_supported_morph_attribute(attributes, base, max)
|
154
|
+
max.times.reduce do |num, i|
|
155
|
+
attribute = attributes["#{base}#{i}"]
|
156
|
+
attribute && attribute >= 0 ? num + 1 : num
|
157
|
+
end
|
158
|
+
end
|
159
|
+
|
160
|
+
def get_uniforms_list
|
161
|
+
@shader[:uniforms].map { |(key, uniform)|
|
162
|
+
location = @material.program.uniforms[key]
|
163
|
+
if location
|
164
|
+
[uniform, location]
|
165
|
+
end
|
166
|
+
}.compact
|
167
|
+
end
|
168
|
+
|
169
|
+
def program_parameters(lights, fog, object)
|
170
|
+
# heuristics to create shader paramaters according to lights in the scene
|
171
|
+
# (not to blow over max_lights budget)
|
172
|
+
|
173
|
+
max_light_count = allocate_lights(lights)
|
174
|
+
max_shadows = allocate_shadows(lights)
|
175
|
+
max_bones = allocate_bones(object)
|
176
|
+
|
177
|
+
{
|
178
|
+
supports_vertex_textures: @renderer.supports_vertex_textures?,
|
179
|
+
|
180
|
+
map: !!@material.map,
|
181
|
+
env_map: !!@material.env_map,
|
182
|
+
env_map_mode: @material.env_map && @material.env_map.mapping,
|
183
|
+
light_map: !!@material.light_map,
|
184
|
+
bump_map: !!@material.light_map,
|
185
|
+
normal_map: !!@material.normal_map,
|
186
|
+
specular_map: !!@material.specular_map,
|
187
|
+
alpha_map: !!@material.alpha_map,
|
188
|
+
|
189
|
+
combine: @material.combine,
|
190
|
+
|
191
|
+
vertex_colors: @material.vertex_colors,
|
192
|
+
|
193
|
+
fog: fog,
|
194
|
+
use_fog: @material.fog,
|
195
|
+
# fog_exp: fog.is_a?(FogExp2), # TODO: when FogExp2 exists
|
196
|
+
|
197
|
+
flat_shading: @material.shading == FlatShading,
|
198
|
+
|
199
|
+
size_attenuation: @material.size_attenuation,
|
200
|
+
logarithmic_depth_buffer: @renderer.logarithmic_depth_buffer,
|
201
|
+
|
202
|
+
skinning: @material.skinning,
|
203
|
+
max_bones: max_bones,
|
204
|
+
use_vertex_texture: @renderer.supports_bone_textures?,
|
205
|
+
|
206
|
+
morph_targets: @material.morph_targets,
|
207
|
+
morph_normals: @material.morph_normals,
|
208
|
+
max_morph_targets: @renderer.max_morph_targets,
|
209
|
+
max_morph_normals: @renderer.max_morph_normals,
|
210
|
+
|
211
|
+
max_dir_lights: max_light_count[:directional],
|
212
|
+
max_point_lights: max_light_count[:point],
|
213
|
+
max_spot_lights: max_light_count[:spot],
|
214
|
+
max_hemi_lights: max_light_count[:hemi],
|
215
|
+
|
216
|
+
max_shadows: max_shadows,
|
217
|
+
shadow_map_enabled: @renderer.shadow_map_enabled? && object.receive_shadow && max_shadows > 0,
|
218
|
+
shadow_map_type: @renderer.shadow_map_type,
|
219
|
+
shadow_map_debug: @renderer.shadow_map_debug,
|
220
|
+
shadow_map_cascade: @renderer.shadow_map_cascade,
|
221
|
+
|
222
|
+
alpha_test: @material.alpha_test,
|
223
|
+
metal: @material.metal,
|
224
|
+
wrap_around: @material.wrap_around,
|
225
|
+
double_sided: @material.side == DoubleSide,
|
226
|
+
flip_sided: @material.side == BackSide
|
227
|
+
}
|
228
|
+
end
|
229
|
+
|
230
|
+
def program_slug(parameters)
|
231
|
+
chunks = []
|
232
|
+
|
233
|
+
if shader_id
|
234
|
+
chunks << shader_id
|
235
|
+
else
|
236
|
+
chunks << @material.fragment_shader
|
237
|
+
chunks << @material.vertex_shader
|
238
|
+
end
|
239
|
+
|
240
|
+
if !@material.defines.nil?
|
241
|
+
@material.defines.each do |(name, define)|
|
242
|
+
chunks << name
|
243
|
+
chunks << define
|
244
|
+
end
|
245
|
+
end
|
246
|
+
|
247
|
+
parameters.each do |(name, parameter)|
|
248
|
+
chunks << name
|
249
|
+
chunks << parameter
|
250
|
+
end
|
251
|
+
|
252
|
+
chunks.join
|
253
|
+
end
|
254
|
+
|
255
|
+
def find_or_create_program(lights, fog, object)
|
256
|
+
parameters = program_parameters(lights, fog, object)
|
257
|
+
code = program_slug(parameters)
|
258
|
+
|
259
|
+
program = @renderer.programs.find do |program_info|
|
260
|
+
program_info.code == code
|
261
|
+
end
|
262
|
+
|
263
|
+
if program.nil?
|
264
|
+
program = OpenGLProgram.new(@renderer, code, @material, parameters)
|
265
|
+
@renderer.programs.push(program)
|
266
|
+
|
267
|
+
@renderer.info[:memory][:programs] = @renderer.programs.length
|
268
|
+
else
|
269
|
+
program.used_times += 1
|
270
|
+
end
|
271
|
+
|
272
|
+
program
|
273
|
+
end
|
274
|
+
end
|
275
|
+
end
|