mittsu 0.4.1 → 0.5.0

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Files changed (147) hide show
  1. checksums.yaml +4 -4
  2. data/.github/workflows/build-workflow.yml +3 -38
  3. data/Gemfile +0 -4
  4. data/README.md +16 -130
  5. data/bin/console +0 -4
  6. data/lib/mittsu/cameras/cube_camera.rb +1 -1
  7. data/lib/mittsu/core/uniform.rb +23 -0
  8. data/lib/mittsu/core.rb +1 -0
  9. data/lib/mittsu/loaders/stl_loader.rb +186 -0
  10. data/lib/mittsu/loaders.rb +1 -0
  11. data/lib/mittsu/textures/render_target.rb +93 -0
  12. data/lib/mittsu/textures/render_target_cube.rb +8 -0
  13. data/lib/mittsu/textures/texture.rb +1 -1
  14. data/lib/mittsu/textures.rb +2 -0
  15. data/lib/mittsu/version.rb +1 -1
  16. data/lib/mittsu.rb +0 -1
  17. data/mittsu.gemspec +8 -12
  18. metadata +28 -199
  19. data/install-glfw.ps1 +0 -13
  20. data/lib/mittsu/renderers/generic_lib.rb +0 -125
  21. data/lib/mittsu/renderers/glfw_lib.rb +0 -64
  22. data/lib/mittsu/renderers/glfw_window.rb +0 -233
  23. data/lib/mittsu/renderers/opengl/core/buffer_geometry.rb +0 -11
  24. data/lib/mittsu/renderers/opengl/core/geometry.rb +0 -346
  25. data/lib/mittsu/renderers/opengl/core/object_3d.rb +0 -134
  26. data/lib/mittsu/renderers/opengl/lights/ambient_light.rb +0 -26
  27. data/lib/mittsu/renderers/opengl/lights/directional_light.rb +0 -35
  28. data/lib/mittsu/renderers/opengl/lights/hemisphere_light.rb +0 -39
  29. data/lib/mittsu/renderers/opengl/lights/light.rb +0 -55
  30. data/lib/mittsu/renderers/opengl/lights/point_light.rb +0 -36
  31. data/lib/mittsu/renderers/opengl/lights/spot_light.rb +0 -47
  32. data/lib/mittsu/renderers/opengl/materials/line_basic_material.rb +0 -16
  33. data/lib/mittsu/renderers/opengl/materials/material.rb +0 -274
  34. data/lib/mittsu/renderers/opengl/materials/mesh_basic_material.rb +0 -21
  35. data/lib/mittsu/renderers/opengl/materials/mesh_lambert_material.rb +0 -33
  36. data/lib/mittsu/renderers/opengl/materials/mesh_phong_material.rb +0 -44
  37. data/lib/mittsu/renderers/opengl/materials/opengl_material_basics.rb +0 -57
  38. data/lib/mittsu/renderers/opengl/materials/point_cloud_material.rb +0 -27
  39. data/lib/mittsu/renderers/opengl/materials/shader_material.rb +0 -11
  40. data/lib/mittsu/renderers/opengl/objects/group.rb +0 -9
  41. data/lib/mittsu/renderers/opengl/objects/line.rb +0 -45
  42. data/lib/mittsu/renderers/opengl/objects/mesh.rb +0 -70
  43. data/lib/mittsu/renderers/opengl/objects/point_cloud.rb +0 -39
  44. data/lib/mittsu/renderers/opengl/objects/sprite.rb +0 -12
  45. data/lib/mittsu/renderers/opengl/opengl_buffer.rb +0 -13
  46. data/lib/mittsu/renderers/opengl/opengl_debug.rb +0 -81
  47. data/lib/mittsu/renderers/opengl/opengl_default_target.rb +0 -50
  48. data/lib/mittsu/renderers/opengl/opengl_geometry_group.rb +0 -758
  49. data/lib/mittsu/renderers/opengl/opengl_geometry_like.rb +0 -132
  50. data/lib/mittsu/renderers/opengl/opengl_helper.rb +0 -161
  51. data/lib/mittsu/renderers/opengl/opengl_implementations.rb +0 -37
  52. data/lib/mittsu/renderers/opengl/opengl_lib.rb +0 -19
  53. data/lib/mittsu/renderers/opengl/opengl_light_renderer.rb +0 -43
  54. data/lib/mittsu/renderers/opengl/opengl_mittsu_params.rb +0 -53
  55. data/lib/mittsu/renderers/opengl/opengl_program.rb +0 -250
  56. data/lib/mittsu/renderers/opengl/opengl_shader.rb +0 -58
  57. data/lib/mittsu/renderers/opengl/opengl_state.rb +0 -205
  58. data/lib/mittsu/renderers/opengl/plugins/shadow_map_plugin.rb +0 -417
  59. data/lib/mittsu/renderers/opengl/plugins/sprite_fragment.glsl +0 -38
  60. data/lib/mittsu/renderers/opengl/plugins/sprite_plugin.rb +0 -250
  61. data/lib/mittsu/renderers/opengl/plugins/sprite_vertex.glsl +0 -31
  62. data/lib/mittsu/renderers/opengl/scenes/scene.rb +0 -9
  63. data/lib/mittsu/renderers/opengl/textures/compressed_texture.rb +0 -20
  64. data/lib/mittsu/renderers/opengl/textures/cube_texture.rb +0 -77
  65. data/lib/mittsu/renderers/opengl/textures/data_texture.rb +0 -21
  66. data/lib/mittsu/renderers/opengl/textures/texture.rb +0 -107
  67. data/lib/mittsu/renderers/opengl_render_target.rb +0 -201
  68. data/lib/mittsu/renderers/opengl_renderer.rb +0 -1028
  69. data/lib/mittsu/renderers/shaders/rbsl_loader.rb +0 -166
  70. data/lib/mittsu/renderers/shaders/shader_chunk/alphamap_fragment.glsl +0 -5
  71. data/lib/mittsu/renderers/shaders/shader_chunk/alphamap_pars_fragment.glsl +0 -5
  72. data/lib/mittsu/renderers/shaders/shader_chunk/alphatest_fragment.glsl +0 -5
  73. data/lib/mittsu/renderers/shaders/shader_chunk/bumpmap_pars_fragment.glsl +0 -40
  74. data/lib/mittsu/renderers/shaders/shader_chunk/color_fragment.glsl +0 -5
  75. data/lib/mittsu/renderers/shaders/shader_chunk/color_pars_fragment.glsl +0 -5
  76. data/lib/mittsu/renderers/shaders/shader_chunk/color_pars_vertex.glsl +0 -5
  77. data/lib/mittsu/renderers/shaders/shader_chunk/color_vertex.glsl +0 -5
  78. data/lib/mittsu/renderers/shaders/shader_chunk/common.glsl +0 -60
  79. data/lib/mittsu/renderers/shaders/shader_chunk/default_vertex.glsl +0 -15
  80. data/lib/mittsu/renderers/shaders/shader_chunk/defaultnormal_vertex.glsl +0 -21
  81. data/lib/mittsu/renderers/shaders/shader_chunk/envmap_fragment.glsl +0 -62
  82. data/lib/mittsu/renderers/shaders/shader_chunk/envmap_pars_fragment.glsl +0 -21
  83. data/lib/mittsu/renderers/shaders/shader_chunk/envmap_pars_vertex.glsl +0 -7
  84. data/lib/mittsu/renderers/shaders/shader_chunk/envmap_vertex.glsl +0 -17
  85. data/lib/mittsu/renderers/shaders/shader_chunk/fog_fragment.glsl +0 -26
  86. data/lib/mittsu/renderers/shaders/shader_chunk/fog_pars_fragment.glsl +0 -15
  87. data/lib/mittsu/renderers/shaders/shader_chunk/lightmap_fragment.glsl +0 -5
  88. data/lib/mittsu/renderers/shaders/shader_chunk/lightmap_pars_fragment.glsl +0 -6
  89. data/lib/mittsu/renderers/shaders/shader_chunk/lightmap_pars_vertex.glsl +0 -5
  90. data/lib/mittsu/renderers/shaders/shader_chunk/lightmap_vertex.glsl +0 -5
  91. data/lib/mittsu/renderers/shaders/shader_chunk/lights_lambert_pars_vertex.glsl +0 -43
  92. data/lib/mittsu/renderers/shaders/shader_chunk/lights_lambert_vertex.glsl +0 -196
  93. data/lib/mittsu/renderers/shaders/shader_chunk/lights_phong_fragment.glsl +0 -243
  94. data/lib/mittsu/renderers/shaders/shader_chunk/lights_phong_pars_fragment.glsl +0 -58
  95. data/lib/mittsu/renderers/shaders/shader_chunk/lights_phong_pars_vertex.glsl +0 -5
  96. data/lib/mittsu/renderers/shaders/shader_chunk/lights_phong_vertex.glsl +0 -5
  97. data/lib/mittsu/renderers/shaders/shader_chunk/linear_to_gamma_fragment.glsl +0 -2
  98. data/lib/mittsu/renderers/shaders/shader_chunk/logdepthbuf_fragment.glsl +0 -5
  99. data/lib/mittsu/renderers/shaders/shader_chunk/logdepthbuf_pars_fragment.glsl +0 -12
  100. data/lib/mittsu/renderers/shaders/shader_chunk/logdepthbuf_pars_vertex.glsl +0 -11
  101. data/lib/mittsu/renderers/shaders/shader_chunk/logdepthbuf_vertex.glsl +0 -15
  102. data/lib/mittsu/renderers/shaders/shader_chunk/map_fragment.glsl +0 -9
  103. data/lib/mittsu/renderers/shaders/shader_chunk/map_pars_fragment.glsl +0 -11
  104. data/lib/mittsu/renderers/shaders/shader_chunk/map_pars_vertex.glsl +0 -6
  105. data/lib/mittsu/renderers/shaders/shader_chunk/map_particle_fragment.glsl +0 -5
  106. data/lib/mittsu/renderers/shaders/shader_chunk/map_particle_pars_fragment.glsl +0 -6
  107. data/lib/mittsu/renderers/shaders/shader_chunk/map_vertex.glsl +0 -5
  108. data/lib/mittsu/renderers/shaders/shader_chunk/morphnormal_vertex.glsl +0 -12
  109. data/lib/mittsu/renderers/shaders/shader_chunk/morphtarget_pars_vertex.glsl +0 -13
  110. data/lib/mittsu/renderers/shaders/shader_chunk/morphtarget_vertex.glsl +0 -20
  111. data/lib/mittsu/renderers/shaders/shader_chunk/normalmap_pars_fragment.glsl +0 -27
  112. data/lib/mittsu/renderers/shaders/shader_chunk/shadowmap_fragment.glsl +0 -216
  113. data/lib/mittsu/renderers/shaders/shader_chunk/shadowmap_pars_fragment.glsl +0 -19
  114. data/lib/mittsu/renderers/shaders/shader_chunk/shadowmap_pars_vertex.glsl +0 -6
  115. data/lib/mittsu/renderers/shaders/shader_chunk/shadowmap_vertex.glsl +0 -9
  116. data/lib/mittsu/renderers/shaders/shader_chunk/skinbase_vertex.glsl +0 -8
  117. data/lib/mittsu/renderers/shaders/shader_chunk/skinning_pars_vertex.glsl +0 -47
  118. data/lib/mittsu/renderers/shaders/shader_chunk/skinning_vertex.glsl +0 -20
  119. data/lib/mittsu/renderers/shaders/shader_chunk/skinnormal_vertex.glsl +0 -20
  120. data/lib/mittsu/renderers/shaders/shader_chunk/specularmap_fragment.glsl +0 -12
  121. data/lib/mittsu/renderers/shaders/shader_chunk/specularmap_pars_fragment.glsl +0 -5
  122. data/lib/mittsu/renderers/shaders/shader_chunk/worldpos_vertex.glsl +0 -17
  123. data/lib/mittsu/renderers/shaders/shader_chunk.rb +0 -9
  124. data/lib/mittsu/renderers/shaders/shader_lib/basic/basic_fragment.rbsl +0 -37
  125. data/lib/mittsu/renderers/shaders/shader_lib/basic/basic_uniforms.rbslu +0 -3
  126. data/lib/mittsu/renderers/shaders/shader_lib/basic/basic_vertex.rbsl +0 -33
  127. data/lib/mittsu/renderers/shaders/shader_lib/cube/cube_fragment.rbsl +0 -12
  128. data/lib/mittsu/renderers/shaders/shader_lib/cube/cube_uniforms.rbslu +0 -2
  129. data/lib/mittsu/renderers/shaders/shader_lib/cube/cube_vertex.rbsl +0 -12
  130. data/lib/mittsu/renderers/shaders/shader_lib/depth_rgba/depth_rgba_fragment.rbsl +0 -26
  131. data/lib/mittsu/renderers/shaders/shader_lib/depth_rgba/depth_rgba_uniforms.rbslu +0 -0
  132. data/lib/mittsu/renderers/shaders/shader_lib/depth_rgba/depth_rgba_vertex.rbsl +0 -12
  133. data/lib/mittsu/renderers/shaders/shader_lib/lambert/lambert_fragment.rbsl +0 -56
  134. data/lib/mittsu/renderers/shaders/shader_lib/lambert/lambert_uniforms.rbslu +0 -7
  135. data/lib/mittsu/renderers/shaders/shader_lib/lambert/lambert_vertex.rbsl +0 -37
  136. data/lib/mittsu/renderers/shaders/shader_lib/particle_basic/particle_basic_fragment.rbsl +0 -27
  137. data/lib/mittsu/renderers/shaders/shader_lib/particle_basic/particle_basic_uniforms.rbslu +0 -2
  138. data/lib/mittsu/renderers/shaders/shader_lib/particle_basic/particle_basic_vertex.rbsl +0 -25
  139. data/lib/mittsu/renderers/shaders/shader_lib/phong/phong_fragment.rbsl +0 -45
  140. data/lib/mittsu/renderers/shaders/shader_lib/phong/phong_uniforms.rbslu +0 -11
  141. data/lib/mittsu/renderers/shaders/shader_lib/phong/phong_vertex.rbsl +0 -43
  142. data/lib/mittsu/renderers/shaders/shader_lib.rb +0 -43
  143. data/lib/mittsu/renderers/shaders/shader_templates/fragment.glsl.erb +0 -105
  144. data/lib/mittsu/renderers/shaders/shader_templates/vertex.glsl.erb +0 -143
  145. data/lib/mittsu/renderers/shaders/uniforms_lib.rb +0 -106
  146. data/lib/mittsu/renderers/shaders/uniforms_utils.rb +0 -31
  147. data/lib/mittsu/renderers.rb +0 -1
@@ -1,1028 +0,0 @@
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- require 'opengl'
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- require 'glfw'
3
- require 'fiddle'
4
-
5
- require 'mittsu/renderers/opengl/opengl_lib'
6
- opengl_lib = Mittsu::OpenGLLib.discover
7
- OpenGL.load_lib(ENV["MITTSU_LIBGL_FILE"] || opengl_lib.file, ENV["MITTSU_LIBGL_PATH"] || opengl_lib.path)
8
-
9
- require 'mittsu/renderers/glfw_window'
10
- require 'mittsu/renderers/opengl/opengl_implementations'
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- require 'mittsu/renderers/opengl/opengl_debug'
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- require 'mittsu/renderers/opengl/opengl_helper'
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- require 'mittsu/renderers/opengl/opengl_program'
14
- require 'mittsu/renderers/opengl/opengl_state'
15
- require 'mittsu/renderers/opengl/opengl_geometry_group'
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- require 'mittsu/renderers/opengl/opengl_light_renderer'
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- require 'mittsu/renderers/opengl/opengl_default_target'
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- require 'mittsu/renderers/opengl/opengl_buffer'
19
- require 'mittsu/renderers/opengl/plugins/shadow_map_plugin'
20
- require 'mittsu/renderers/opengl/plugins/sprite_plugin'
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- require 'mittsu/renderers/shaders/shader_lib'
22
- require 'mittsu/renderers/shaders/uniforms_utils'
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-
24
- include ENV['DEBUG'] ? OpenGLDebug : OpenGL
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- include Mittsu::OpenGLHelper
26
-
27
- require 'mittsu/renderers/opengl/opengl_mittsu_params'
28
-
29
- module Mittsu
30
- class OpenGLRenderer
31
- attr_accessor :auto_clear, :auto_clear_color, :auto_clear_depth, :auto_clear_stencil, :sort_objects, :gamma_factor, :gamma_input,
32
- :gamma_output, :shadow_map_enabled, :shadow_map_type, :shadow_map_cull_face, :shadow_map_debug, :shadow_map_cascade,
33
- :max_morph_targets, :max_morph_normals, :info, :pixel_ratio, :window, :width, :height, :state
34
-
35
- attr_reader :logarithmic_depth_buffer, :programs, :light_renderer, :proj_screen_matrix
36
-
37
- def initialize(parameters = {})
38
- puts "Mittsu OpenGL Renderer #{VERSION}"
39
-
40
- fetch_parameters(parameters)
41
-
42
- @pixel_ratio = 1.0
43
- @sort_objects = true
44
-
45
- init_collections
46
- init_clearing
47
- init_gamma
48
- init_shadow_properties
49
- init_morphs
50
- init_info
51
- init_state_cache
52
- init_camera_matrix_cache
53
-
54
- @light_renderer = OpenGLLightRenderer.new(self)
55
-
56
- create_window
57
-
58
- @state = OpenGLState.new
59
-
60
- # TODO: load extensions??
61
-
62
- reset_gl_state
63
- set_default_gl_state
64
-
65
- get_gpu_capabilities
66
-
67
- init_plugins
68
- end
69
-
70
- def supports_bone_textures?
71
- @_supports_bone_textures
72
- end
73
-
74
- def supports_vertex_textures?
75
- @_supports_vertex_textures
76
- end
77
-
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- def shadow_map_enabled?
79
- @shadow_map_enabled
80
- end
81
-
82
- # TODO: get_context ???
83
- # TODO: force_context_loss ???
84
- # TODO: supports_float_textures? ???
85
- # TODO: supports[half|standard|compressed|blend min max] ... ???
86
-
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- def max_anisotropy
88
- @_max_anisotropy ||= nil
89
- # TODO: get max anisotropy ????
90
- end
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-
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- def set_size(width, height)
93
- @width, @height = width, height
94
- self.set_viewport(0, 0, width, height)
95
- end
96
-
97
- def set_viewport(x, y, width, height)
98
- default_target.set_and_use_viewport(
99
- x * pixel_ratio,
100
- y * pixel_ratio,
101
- width * pixel_ratio,
102
- height * pixel_ratio
103
- )
104
- end
105
-
106
- def set_scissor(x, y, width, height)
107
- glScissor(
108
- x * pixel_ratio,
109
- y * pixel_ratio,
110
- width * pixel_ratio,
111
- height * pixel_ratio
112
- )
113
- end
114
-
115
- def enable_scissor_test(enable)
116
- enable ? glEnable(GL_SCISSOR_TEST) : glDisable(GL_SCISSOR_TEST)
117
- end
118
-
119
- def object_in_frustum?(object)
120
- @_frustum.intersects_object?(object)
121
- end
122
-
123
- def sort_objects?
124
- @sort_objects
125
- end
126
-
127
- # clearing
128
-
129
- def get_clear_color
130
- @_clear_color
131
- end
132
-
133
- def set_clear_color(color, alpha = 1.0)
134
- @_clear_color.set(color)
135
- @_clear_alpha = alpha
136
- clear_color(@_clear_color.r, @_clear_color.g, @_clear_color.b, @_clear_alpha)
137
- end
138
-
139
- def get_clear_alpha
140
- @_clear_alpha
141
- end
142
-
143
- def set_clear_alpha(alpha)
144
- @_clear_alpha = alpha
145
- clear_color(@_clear_color.r, @_clear_color.g, @_clear_color.b, @_clear_alpha)
146
- end
147
-
148
- def clear(color = true, depth = true, stencil = true)
149
- bits = 0
150
-
151
- bits |= GL_COLOR_BUFFER_BIT if color
152
- bits |= GL_DEPTH_BUFFER_BIT if depth
153
- bits |= GL_STENCIL_BUFFER_BIT if stencil
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-
155
- glClear(bits)
156
- end
157
-
158
- def clear_depth
159
- glClear(GL_DEPTH_BUFFER_BIT)
160
- end
161
-
162
- def clear_stencil
163
- glClear(GL_STENCIL_BUFFER_BIT)
164
- end
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-
166
- def clear_target(render_target, color, depth, stencil)
167
- set_render_target(render_target)
168
- clear(color, depth, stencil)
169
- end
170
-
171
- def reset_gl_state
172
- @_current_program = nil
173
- @_current_camera = nil
174
-
175
- @_current_geometry_program = ''
176
- @_current_material_id = -1
177
-
178
- @light_renderer.reset
179
-
180
- @state.reset
181
- end
182
-
183
- def set_render_target(render_target = default_target)
184
- # TODO: when OpenGLRenderTargetCube exists
185
- # is_cube = render_target.is_a? OpenGLRenderTargetCube
186
-
187
- # TODO framebuffer logic for render target cube
188
- render_target.setup_buffers
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-
190
- if render_target != @_current_render_target
191
- render_target.use
192
- @_current_render_target = render_target
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- end
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- end
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-
196
- def render(scene, camera, render_target = default_target, force_clear = false)
197
- raise "ERROR: Mittsu::OpenGLRenderer#render: camera is not an instance of Mittsu::Camera" unless camera.is_a?(Camera)
198
-
199
- reset_cache_for_this_frame
200
-
201
- scene.update_matrix_world if scene.auto_update
202
- camera.update_matrix_world if camera.parent.nil?
203
-
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- update_skeleton_objects(scene)
205
-
206
- update_screen_projection(camera)
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- scene.project(self)
208
- sort_objects_for_render if @sort_objects
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-
210
- render_custom_plugins_pre_pass(scene, camera)
211
-
212
- set_matrices_for_immediate_objects(camera)
213
-
214
- set_render_target(render_target)
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- perform_auto_clear if @auto_clear || force_clear
216
- render_main_pass(scene, camera)
217
-
218
- render_custom_plugins_post_pass(scene, camera)
219
-
220
- render_target.update_mipmap
221
-
222
- ensure_depth_buffer_writing
223
- end
224
-
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- def set_material_faces(material)
226
- @state.set_double_sided(material.side == DoubleSide)
227
- @state.set_flip_sided(material.side == BackSide)
228
- end
229
-
230
- def render_buffer(camera, lights, fog, material, geometry_group, object)
231
- puts "--- RENDER #{object.name}" if DEBUG
232
- return unless material.visible
233
-
234
- geometry_group.renderer = self
235
- geometry_group.bind_vertex_array_object
236
-
237
- update_object(object)
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-
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- program = set_program(camera, lights, fog, material, object)
240
- attributes = program.attributes
241
- buffers_need_update = switch_geometry_program(program, material, geometry_group)
242
-
243
- @state.init_attributes if buffers_need_update
244
-
245
- if !material.morph_targets && attributes['position'] && attributes['position'] >= 0
246
- geometry_group.update_vertex_buffer(attributes['position']) if buffers_need_update
247
- elsif object.morph_target_base
248
- # TODO: when morphing is implemented
249
- # setup_morph_targets(material, geometry_group, object)
250
- end
251
-
252
- if buffers_need_update
253
- geometry_group.update_other_buffers(object, material, attributes)
254
- end
255
-
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- @state.disable_unused_attributes
257
-
258
- object.render_buffer(camera, lights, fog, material, geometry_group, buffers_need_update)
259
- end
260
-
261
- def compressed_texture_formats
262
- # TODO: needs extensions.get ...
263
-
264
- @_compressed_texture_formats ||= []
265
- end
266
-
267
- # Events
268
-
269
- def on_object_removed(event)
270
- object = event.target
271
- object.traverse do |child|
272
- child.remove_event_listener(:remove, method(:on_object_removed))
273
- remove_child(child)
274
- end
275
- end
276
-
277
- def on_geometry_dispose(event)
278
- geometry = event.target
279
- geometry.remove_event_listener(:dispose, method(:on_geometry_dispose))
280
- deallocate_geometry(geometry)
281
- end
282
-
283
- def on_texture_dispose(event)
284
- texture = event.target
285
- texture.remove_event_listener(:dispose, method(:on_texture_dispose))
286
- deallocate_texture(texture)
287
- @info[:memory][:textures] -= 1
288
- end
289
-
290
- def on_render_target_dispose(event)
291
- render_target = event.target
292
- render_target.remove_event_listener(:dispose, method(:on_render_target_dispose))
293
- deallocate_render_target(render_target)
294
- @info[:memory][:textures] -= 1
295
- end
296
-
297
- def on_material_dispose(event)
298
- material = event.target
299
- material.remove_event_listener(:dispose, method(:on_material_dispose))
300
- deallocate_material(material)
301
- end
302
-
303
- def clamp_to_max_size(image, max_size = @_max_texture_size)
304
- width, height = image.width, image.height
305
- if width > max_size || height > max_size
306
- # TODO: scale the image ...
307
-
308
- puts "WARNING: Mittsu::OpenGLRenderer: image is too big (#{width} x #{height}). Resized to #{@_max_texture_size} x #{@_max_texture_size}"
309
- end
310
- image
311
- end
312
-
313
- def add_opengl_object(buffer, object)
314
- add_buffer(@_opengl_objects, buffer, object)
315
- end
316
-
317
- def remove_opengl_object(object)
318
- @_opengl_objects.delete(object.id)
319
- end
320
-
321
- private
322
-
323
- def clear_color(r, g, b, a)
324
- if (@_premultiplied_alpha)
325
- r *= a; g *= a; b *= a
326
- end
327
-
328
- glClearColor(r, g, b, a)
329
- end
330
-
331
- def set_default_gl_state
332
- glClearColor(0.0, 0.0, 0.0, 1.0)
333
- glClearDepth(1)
334
- glClearStencil(0)
335
-
336
- glEnable(GL_DEPTH_TEST)
337
- glDepthFunc(GL_LEQUAL)
338
-
339
- glFrontFace(GL_CCW)
340
- glCullFace(GL_BACK)
341
- glEnable(GL_CULL_FACE)
342
-
343
- glEnable(GL_BLEND)
344
- glBlendEquation(GL_FUNC_ADD)
345
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
346
-
347
- default_target.use_viewport
348
-
349
- clear_color(@_clear_color.r, @_clear_color.g, @_clear_color.b, @_clear_alpha)
350
- end
351
-
352
- def render_objects(render_list, camera, lights, fog, override_material)
353
- material = nil
354
- render_list.each do |opengl_object|
355
- puts "-- RENDER_OBJECT #{opengl_object.name}" if DEBUG
356
- object = opengl_object.object
357
- buffer = opengl_object.buffer
358
-
359
- object.setup_matrices(camera)
360
-
361
- if override_material
362
- material = override_material
363
- else
364
- material = opengl_object.material
365
- next unless material
366
- material.set(self)
367
- end
368
-
369
- set_material_faces(material)
370
- if buffer.is_a? BufferGeometry
371
- # TODO
372
- # render_buffer_direct(camera, lights, fog, material, buffer, object)
373
- else
374
- puts "-- RENDER COLOR #{material.color}" if DEBUG
375
- render_buffer(camera, lights, fog, material, buffer, object)
376
- end
377
- end
378
- end
379
-
380
- def render_objects_immediate(render_list, material_type, camera, lights, fog, override_material)
381
- material = nil
382
- render_list.each do |opengl_object|
383
- object = opengl_object.object
384
- if object.visible
385
- if override_material
386
- material = override_material
387
- else
388
- material = case material_type
389
- when :transparent then opengl_object.transparent
390
- when :opaque then opengl_object.opaque
391
- else nil
392
- end
393
- next unless material
394
- material.set(self)
395
- end
396
- render_immediate_object(camera, lights, fog, material, object)
397
- end
398
- end
399
- end
400
-
401
- def add_buffer(objlist, buffer, object)
402
- id = object.id
403
- (objlist[id] ||= []) << OpenGLBuffer.new(
404
- buffer, object, nil, 0
405
- )
406
- end
407
-
408
- def unroll_immediate_buffer_material(opengl_object)
409
- object = opengl_object.object
410
- material = object.material
411
-
412
- if material.transparent
413
- opengl_object.transparent
414
- opengl_object.opaque = nil
415
- else
416
- opengl_object.opaque = material
417
- opengl_object.transparent = nil
418
- end
419
- end
420
-
421
- def unroll_buffer_material(opengl_object)
422
- object = opengl_object.object
423
- buffer = opengl_object.buffer
424
-
425
- geometry = object.geometry
426
- material = object.material
427
-
428
- if material
429
- puts "--- UNROLL #{opengl_object.name}" if DEBUG
430
- if material.is_a? MeshFaceMaterial
431
- material_index = geometry.is_a?(BufferGeometry) ? 0 : buffer.material_index
432
- material = material.materials[material_index]
433
- end
434
-
435
- opengl_object.material = material
436
-
437
- if material.transparent
438
- @transparent_objects << opengl_object
439
- else
440
- @opaque_objects << opengl_object
441
- end
442
- end
443
- end
444
-
445
- # FIXME: refactor
446
- def update_object(object)
447
- geometry = object.geometry
448
-
449
- if geometry.is_a? BufferGeometry
450
- # TODO: geometry vertex array ?????
451
- # glBindVertexArray geometry.vertex_array
452
-
453
- geometry.attributes.each do |(key, attribute)|
454
- buffer_type = (key == 'index') ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER
455
-
456
- if attribute.buffer.nil?
457
- attribute.buffer = glCreateBuffer
458
- glBindBuffer(buffer_type, attribute.buffer)
459
- glBufferData_easy(buffer_type, attribute.array, (attribute.is_a? DynamicBufferAttribute) ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW)
460
-
461
- attribute.needs_update = false
462
- elsif attribute.needs_update
463
- glBindBuffer(buffer_type, attribute.buffer)
464
- if attribute.update_range.nil? || attribute.update_range.count == -1 # Not using update ranged
465
- glBufferSubData(buffer_type, 0, attribute.array)
466
- elsif attribute.udpate_range.count.zero?
467
- puts 'ERROR: Mittsu::OpenGLRenderer#update_object: using update_range for Mittsu::DynamicBufferAttribute and marked as needs_update but count is 0, ensure you are using set methods or updating manually.'
468
- else
469
- # TODO: make a glBufferSubData_easy method
470
- glBufferSubData(buffer_type, attribute.update_range.offset * attribute.array.BYTES_PER_ELEMENT, attribute.array.subarray(attribute.update_range.offset, attribute.update_range.offset + attribute.update_range.count))
471
- attribute.update_range.count = 0 # reset range
472
- end
473
-
474
- attribute.needs_update = false
475
- end
476
- end
477
- else
478
- object.update
479
- end
480
- end
481
-
482
- # FIXME: refactor
483
- def set_program(camera, lights, fog, material, object)
484
- @_used_texture_units = 0
485
- if material.needs_update?
486
- deallocate_material(material) if material.program
487
-
488
- material.init(lights, fog, object, self)
489
- material.needs_update = false
490
- end
491
-
492
- if material.morph_targets
493
- if !object.morph_target_influences
494
- object.morph_target_influences = Array.new(@max_morph_targets) # Float32Array
495
- end
496
- end
497
-
498
- refresh_program = false
499
- refresh_material = false
500
- refresh_lights = false
501
-
502
- program = material.program
503
- program_uniforms = program.uniforms
504
- material_uniforms = material.shader[:uniforms]
505
-
506
- if program.id != @_current_program
507
- glUseProgram(program.program)
508
- @_current_program = program.id
509
-
510
- refresh_program = true
511
- refresh_material = true
512
- refresh_lights = true
513
- end
514
-
515
- if material.id != @_current_material_id
516
- refresh_lights = true if @_current_material_id == -1
517
- @_current_material_id = material.id
518
-
519
- refresh_material = true
520
- end
521
-
522
- if refresh_program || camera != @_current_camera
523
- @_current_camera = camera
524
- update_camera_uniforms(program_uniforms, camera, material)
525
- end
526
-
527
- if material.skinning
528
- # TODO: when skinning is implemented. Then also refactor
529
- # if object.bind_matrix && !program_uniforms['bindMatrix'].nil?
530
- # glUniformMatrix4fv(program_uniforms['bindMatrix'], GL_FALSE, object.bind_matrix.elements)
531
- # end
532
- #
533
- # if object.bind_matrix_inverse && !program_uniforms['bindMatrixInverse'].nil?
534
- # glUniformMatrix4fv(program_uniforms['bindMatrixInverse'], GL_FALSE, object.bind_matrix_inverse.elements)
535
- # end
536
- #
537
- # if @_supports_bone_textures && object.skeleton && object.skeleton.use_vertex_texture
538
- # if !program_uniforms['boneTexture'].nil?
539
- # texture_unit = get_texture_unit
540
- #
541
- # glUniform1i(program_uniforms['boneTexture'], texture_unit)
542
- # object.skeleton.bone_texture.set(texture_unit, self)
543
- # end
544
- #
545
- # if !program_uniforms['boneTextureWidth'].nil?
546
- # glUniform1i(program_uniforms['boneTextureWidth'], object.skeleton.bone_texture_width)
547
- # end
548
- #
549
- # if !program_uniforms['boneTextureHeight'].nil?
550
- # glUniform1i(program_uniforms['boneTextureHeight'], object.skeleton.bone_texture_height)
551
- # end
552
- # elsif object.skeleton && object.skeleton.bone_matrices
553
- # if !program_uniforms['boneGlobalMatrices'].nil?
554
- # glUniformMatrix4fv(program_uniforms['boneGlobalMatrices'], GL_FALSE, object.skeleton.bone_matrices)
555
- # end
556
- # end
557
- end
558
-
559
- if refresh_material
560
- # TODO: when fog is implemented
561
- # refresh_uniforms_fog(material_uniforms, fog) if fog && material.fog
562
-
563
- if material.needs_lights?
564
- if @light_renderer.lights_need_update
565
- refresh_lights = true
566
- @light_renderer.setup(lights)
567
- end
568
-
569
- if refresh_lights
570
- OpenGLHelper.refresh_uniforms_lights(material_uniforms, @light_renderer.cache)
571
- end
572
-
573
- OpenGLHelper.mark_uniforms_lights_needs_update(material_uniforms, refresh_lights)
574
- end
575
-
576
- material.refresh_uniforms(material_uniforms)
577
-
578
- # TODO: when all of these things exist
579
- # when LineDashedMaterial
580
- # refresh_uniforms_line(material_uniforms, material)
581
- # refresh_uniforms_dash(material_uniforms, material)
582
- # when MeshDepthMaterial
583
- # material_uniforms.m_near.value = camera.near
584
- # material_uniforms.m_far.value = camera.far
585
- # material_uniforms.opacity.value = material.opacity
586
- # when MeshNormalMaterial
587
- # material_uniforms.opactity.value = material.opacity
588
-
589
- if object.receive_shadow && !material.shadow_pass
590
- OpenGLHelper.refresh_uniforms_shadow(material_uniforms, lights)
591
- end
592
-
593
- load_uniforms_generic(material.uniforms_list)
594
- end
595
-
596
- object.load_uniforms_matrices(program_uniforms)
597
-
598
- if !program_uniforms['modelMatrix'].nil?
599
- glUniformMatrix4fv(program_uniforms['modelMatrix'], 1, GL_FALSE, array_to_ptr_easy(object.matrix_world.elements))
600
- end
601
-
602
- program
603
- end
604
-
605
- # FIXME: REFACTOR!?!?!?!?!???
606
- # MASSIVE CASE STATEMENT OMG!!!
607
- def load_uniforms_generic(uniforms)
608
- uniforms.each do |(uniform, location)|
609
- # needs_update property is not added to all uniforms.
610
- next if uniform.needs_update == false || location == -1
611
-
612
- type = uniform.type
613
- value = uniform.value
614
-
615
- # AAAAAHHHHH!!!!! \o/ *flips table*
616
- case type
617
- when :int
618
- glUniform1i(location, value)
619
- when :ivec2
620
- glUniform2i(location, value[0], value[1])
621
- when :ivec3
622
- glUniform3i(location, value[0], value[1], value[2])
623
- when :ivec4
624
- glUniform4i(location, value[0], value[1], value[2], value[3])
625
- when :float
626
- glUniform1f(location, value)
627
- when :vec2
628
- glUniform2f(location, value[0], value[1])
629
- when :vec3, :color
630
- glUniform3f(location, value[0], value[1], value[2])
631
- when :vec4
632
- glUniform4f(location, value[0], value[1], value[2], value[3])
633
- when :'int[]'
634
- glUniform1iv(location, value.length, array_to_ptr_easy(value))
635
- when :'ivec2[]'
636
- glUniform2iv(location, value.length / 2, array_to_ptr_easy(value))
637
- when :'ivec3[]'
638
- glUniform3iv(location, value.length / 3, array_to_ptr_easy(value))
639
- when :'ivec4[]'
640
- glUniform4iv(location, value.length / 4, array_to_ptr_easy(value))
641
- when :'float[]'
642
- glUniform1fv(location, value.length, array_to_ptr_easy(value))
643
- when :'vec2[]'
644
- if value[0].is_a? Vector2
645
- uniform.array ||= value.flat_map(&:to_a) # TODO: Float32Array
646
- glUniform2fv(location, value.length, array_to_ptr_easy(uniform.array))
647
- else
648
- glUniform2fv(location, value.length / 2, array_to_ptr_easy(value))
649
- end
650
- when :'vec3[]', :'color[]'
651
- if value.first.is_a?(Vector3) || value.first.is_a?(Color)
652
- uniform.array ||= value.flat_map(&:to_a) # TODO: Float32Array
653
- glUniform3fv(location, value.length, array_to_ptr_easy(uniform.array))
654
- else
655
- glUniform3fv(location, value.length / 3, array_to_ptr_easy(value))
656
- end
657
- when :'vec4[]'
658
- if value.first.is_a? Vector4
659
- uniform.array ||= value.flat_map(&:to_a) # TODO: Float32Array
660
- glUniform4fv(location, value.length, array_to_ptr_easy(uniform.array))
661
- else
662
- glUniform4fv(location, value.length / 4, array_to_ptr_easy(value))
663
- end
664
- when :mat3
665
- glUniformMatrix3fv(location, 1, GL_FALSE, array_to_ptr_easy(value.to_a))
666
- when :mat4
667
- glUniformMatrix4fv(location, 1, GL_FALSE, array_to_ptr_easy(value.to_a))
668
- when :'mat3[]'
669
- if value.first.is_a? Matrix3
670
- uniform.array ||= Array.new(9 * value.length) # Float32Array
671
-
672
- value.each_with_index do |v, i|
673
- value[i].flatten_to_array_offset(uniform.array, i * 9)
674
- end
675
-
676
- glUniformMatrix3fv(location, value.length, GL_FALSE, array_to_ptr_easy(uniform.array))
677
- else
678
- glUniformMatrix3fv(location, value.length / 9, GL_FALSE, array_to_ptr_easy(value))
679
- end
680
- when :'mat4[]'
681
- if value.first.is_a? Matrix4
682
- uniform.array ||= Array.new(16 * value.length) # Float32Array
683
-
684
- value.each_with_index do |v, i|
685
- value[i].flatten_to_array_offset(uniform.array, i * 16)
686
- end
687
-
688
- glUniformMatrix4fv(location, value.length, GL_FALSE, array_to_ptr_easy(uniform.array))
689
- else
690
- glUniformMatrix4fv(location, value.length / 16, GL_FALSE, array_to_ptr_easy(value))
691
- end
692
- when :texture
693
- # single Mittsu::Texture (2d or cube)
694
- texture = value
695
- texture_unit = get_texture_unit
696
-
697
- glUniform1i(location, texture_unit)
698
-
699
- next unless texture
700
-
701
- texture.set(texture_unit, self)
702
- # TODO: when OpenGLRenderTargetCube is defined
703
- # elsif texture.is_a?(OpenGLRenderTargetCube)
704
- # set_cube_texture_dynamic(texture, texture_unit)
705
- when :'texture[]'
706
- # array of Mittsu::Texture (2d)
707
- uniform.array ||= []
708
-
709
- uniform.value.each_index do |i|
710
- uniform.array[i] = get_texture_unit
711
- end
712
-
713
- glUniform1iv(location, uniform.array.length, array_to_ptr_easy(uniform.array))
714
-
715
- uniform.value.each_with_index do |tex, i|
716
- tex_unit = uniform.array[i]
717
-
718
- next unless tex
719
-
720
- tex.set(tex_unit, self)
721
- end
722
- else
723
- puts "WARNING: Mittsu::OpenGLRenderer: Unknown uniform type: #{type}"
724
- end
725
- end
726
- end
727
-
728
- def get_texture_unit
729
- texture_unit = @_used_texture_units
730
-
731
- if texture_unit >= @_max_textures
732
- puts "WARNING: OpenGLRenderer: trying to use #{texture_unit} texture units while this GPU supports only #{@_max_textures}"
733
- end
734
-
735
- @_used_texture_units += 1
736
- texture_unit
737
- end
738
-
739
- def ensure_depth_buffer_writing
740
- @state.set_depth_test(true)
741
- @state.set_depth_write(true)
742
- @state.set_color_write(true)
743
- end
744
-
745
- def reset_cache
746
- @_current_geometry_program = ''
747
- @_current_material_id = -1
748
- @_current_camera = nil
749
- @light_renderer.reset
750
- end
751
-
752
- def reset_objects_cache
753
- @lights.clear
754
- @opaque_objects.clear
755
- @transparent_objects.clear
756
- @sprites.clear
757
- @lens_flares.clear
758
- end
759
-
760
- def reset_info
761
- @info[:render][:calls] = 0
762
- @info[:render][:vertices] = 0
763
- @info[:render][:faces] = 0
764
- @info[:render][:points] = 0
765
- end
766
-
767
- def reset_cache_for_this_frame
768
- reset_cache
769
- reset_objects_cache
770
- reset_info
771
- end
772
-
773
- def update_screen_projection(camera)
774
- camera.matrix_world_inverse.inverse(camera.matrix_world)
775
-
776
- @proj_screen_matrix.multiply_matrices(camera.projection_matrix, camera.matrix_world_inverse)
777
- @_frustum.set_from_matrix(@proj_screen_matrix)
778
- end
779
-
780
- def sort_objects_for_render
781
- @opaque_objects.sort! { |a,b| OpenGLHelper.painter_sort_stable(a,b) }
782
- @transparent_objects.sort! { |a,b| OpenGLHelper.reverse_painter_sort_stable(a,b) }
783
- end
784
-
785
- def set_matrices_for_immediate_objects(camera)
786
- @_opengl_objects_immediate.each do |opengl_object|
787
- object = opengl_object.object
788
-
789
- if object.visible
790
- object.setup_matrices(camera)
791
- unroll_immediate_buffer_material(opengl_object)
792
- end
793
- end
794
- end
795
-
796
- def render_main_pass(scene, camera)
797
- if scene.override_material
798
- render_with_override_material(scene, camera)
799
- else
800
- render_with_default_materials(scene, camera)
801
- end
802
- end
803
-
804
- def render_with_override_material(scene, camera)
805
- override_material = scene.override_material
806
-
807
- override_material.set(self)
808
-
809
- render_objects(@opaque_objects, camera, @lights, scene.fog, override_material)
810
- render_objects(@transparent_objects, camera, @lights, scene.fog, override_material)
811
- render_objects_immediate(@_opengl_objects_immediate, nil, camera, @lights, scene.fog, override_material)
812
- end
813
-
814
- def render_with_default_materials(scene, camera)
815
- render_opaque_pass(scene, camera)
816
- render_transparent_pass(scene, camera)
817
- end
818
-
819
- def render_opaque_pass(scene, camera)
820
- # front-to-back order
821
- @state.set_blending(NoBlending)
822
-
823
- render_objects(@opaque_objects, camera, @lights, scene.fog, nil)
824
- render_objects_immediate(@_opengl_objects_immediate, :opaque, camera, @lights, scene.fog, nil)
825
- end
826
-
827
- def render_transparent_pass(scene, camera)
828
- # back-to-front-order
829
- render_objects(@transparent_objects, camera, @lights, scene.fog, nil)
830
- render_objects_immediate(@_opengl_objects_immediate, :transparent, camera, @lights, scene.fog, nil)
831
- end
832
-
833
- def render_custom_plugins_pre_pass(scene, camera)
834
- @shadow_map_plugin.render(scene, camera)
835
- end
836
-
837
- def render_custom_plugins_post_pass(scene, camera)
838
- @sprite_plugin.render(scene, camera)
839
-
840
- # TODO: when these custom plugins are implemented
841
- # lens_flare_plugin.render(scene, camera, @_current_render_target.width, @_current_render_target.height)
842
- end
843
-
844
- def update_skeleton_objects(scene)
845
- # TODO: when SkinnedMesh is defined
846
- # scene.traverse do |object|
847
- # if object.is_a? SkinnedMesh
848
- # object.skeleton.update
849
- # end
850
- # end
851
- end
852
-
853
- def perform_auto_clear
854
- clear(@auto_clear_color, @auto_clear_depth, @auto_clear_stencil)
855
- end
856
-
857
- def init_clearing
858
- @_clear_color = Color.new(0x000000)
859
- @_clear_alpha = 0.0
860
-
861
- @auto_clear = true
862
- @auto_clear_color = true
863
- @auto_clear_depth = true
864
- @auto_clear_stencil = true
865
- end
866
-
867
- def init_gamma
868
- @gamma_factor = 2.0 # backwards compat???
869
- @gamma_input = false
870
- @gamma_output = false
871
- end
872
-
873
- def init_shadow_properties
874
- @shadow_map_enabled = false
875
- @shadow_map_type = PCFShadowMap
876
- @shadow_map_cull_face = CullFaceFront
877
- @shadow_map_debug = false
878
- @shadow_map_cascade = false
879
- end
880
-
881
- def init_morphs
882
- @max_morph_targets = 8
883
- @max_morph_normals = 4
884
- end
885
-
886
- def init_collections
887
- @lights = []
888
- @sprites = []
889
-
890
- @_opengl_objects = {}
891
- @_opengl_objects_immediate = []
892
-
893
- @opaque_objects = []
894
- @transparent_objects = []
895
-
896
- @sprites = []
897
- @lens_flares = []
898
-
899
- @programs = []
900
- end
901
-
902
- def init_info
903
- @info = {
904
- memory: {
905
- programs: 0,
906
- geometries: 0,
907
- textures: 0
908
- },
909
- render: {
910
- calls: 0,
911
- vertices: 0,
912
- faces: 0,
913
- points: 0
914
- }
915
- }
916
- end
917
-
918
- def init_state_cache
919
- @_current_program = nil
920
- @_current_render_target = default_target
921
- @_current_material_id = -1
922
- @_current_geometry_program = ''
923
- @_current_camera = nil
924
-
925
- @_used_texture_units = 0
926
- end
927
-
928
- def init_camera_matrix_cache
929
- @_frustum = Frustum.new
930
- @proj_screen_matrix = Matrix4.new
931
- @_vector3 = Vector3.new
932
- end
933
-
934
- def fetch_parameters(parameters)
935
- @_alpha = parameters.fetch(:alpha, false)
936
- @_depth = parameters.fetch(:depth, true)
937
- @_stencil = parameters.fetch(:stencil, true)
938
- @_premultiplied_alpha = parameters.fetch(:premultiplied_alpha, true)
939
- @_preserve_drawing_buffer = parameters.fetch(:preserve_drawing_buffer, false)
940
- @logarithmic_depth_buffer = parameters.fetch(:logarithmic_depth_buffer, false)
941
-
942
- @width = parameters.fetch(:width, 800)
943
- @height = parameters.fetch(:height, 600)
944
- @title = parameters.fetch(:title, "Mittsu #{VERSION}")
945
- @antialias = parameters.fetch(:antialias, 0)
946
- end
947
-
948
- def get_gpu_capabilities
949
- @_max_textures = glGetParameter(GL_MAX_TEXTURE_IMAGE_UNITS)
950
- @_max_vertex_textures = glGetParameter(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS)
951
- @_max_texture_size = glGetParameter(GL_MAX_TEXTURE_SIZE)
952
- @_max_cubemap_size = glGetParameter(GL_MAX_CUBE_MAP_TEXTURE_SIZE)
953
-
954
- @_supports_vertex_textures = @_max_vertex_textures > 0
955
- @_supports_bone_textures = @_supports_vertex_textures && false # TODO: extensions.get('OES_texture_float') ????
956
- end
957
-
958
- def init_plugins
959
- @shadow_map_plugin = ShadowMapPlugin.new(self, @lights, @_opengl_objects, @_opengl_objects_immediate)
960
-
961
- @sprite_plugin = SpritePlugin.new(self, @sprites)
962
-
963
- # TODO: when these custom plugins are implemented
964
- # @lens_flare_plugin = LensFlarePlugin.new(self, @lens_flares)
965
- end
966
-
967
- def create_window
968
- # attributes = {
969
- # alpha: _alpha,
970
- # depth: _depth,
971
- # stencil: _stencil,
972
- # antialias: _antialias,
973
- # premultiplied_alpha: _premultiplied_alpha,
974
- # preserve_drawing_buffer: _preserve_drawing_buffer
975
- # }
976
-
977
- @window = GLFW::Window.new(@width, @height, @title, antialias: @antialias)
978
-
979
- default_target.set_viewport_size(*(@window.framebuffer_size))
980
-
981
- # TODO: handle losing opengl context??
982
- end
983
-
984
- def switch_geometry_program(program, material, geometry_group)
985
- wireframe_bit = material.wireframe ? 1 : 0
986
- geometry_program = "#{geometry_group.id}_#{program.id}_#{wireframe_bit}"
987
-
988
- if geometry_program != @_current_geometry_program
989
- @_current_geometry_program = geometry_program
990
- true
991
- else
992
- false
993
- end
994
- end
995
-
996
- def default_target
997
- @_defualt_target ||= OpenGLDefaultTarget.new(self)
998
- end
999
-
1000
- def update_camera_uniforms(uniforms, camera, material)
1001
- glUniformMatrix4fv(uniforms['projectionMatrix'], 1, GL_FALSE, array_to_ptr_easy(camera.projection_matrix.elements))
1002
-
1003
- if @logarithmic_depth_buffer
1004
- glUniform1f(uniforms['logDepthBuffFC'], 2.0 / ::Math.log(camera.far + 1.0) / Math::LN2)
1005
- end
1006
-
1007
- if material.needs_camera_position_uniform? && !uniforms['cameraPosition'].nil?
1008
- @_vector3.set_from_matrix_position(camera.matrix_world)
1009
- glUniform3f(uniforms['cameraPosition'], @_vector3.x, @_vector3.y, @_vector3.z)
1010
- end
1011
-
1012
- if material.needs_view_matrix_uniform? && !uniforms['viewMatrix'].nil?
1013
- glUniformMatrix4fv(uniforms['viewMatrix'], 1, GL_FALSE, array_to_ptr_easy(camera.matrix_world_inverse.elements))
1014
- end
1015
- end
1016
-
1017
- def remove_child(object)
1018
- if object.is_a?(Mesh) || object.is_a?(PointCloud) || object.is_a?(Line)
1019
- @_opengl_objects.delete(object.id)
1020
-
1021
- # elsif object.is_a?(ImmediateRenderObject) || object.immediate_render_callback
1022
- # removeInstances( _webglObjectsImmediate, object );
1023
- end
1024
-
1025
- object.deinit
1026
- end
1027
- end
1028
- end