Added Shader handling class, made Text re-render text_shadow if anything affecting shadow is changed.

This commit is contained in:
2019-08-07 12:02:22 -05:00
parent 8f3d9ff193
commit 3ead2f5daf
3 changed files with 233 additions and 5 deletions

View File

@@ -9,6 +9,7 @@ require_relative "cyberarm_engine/engine"
require_relative "cyberarm_engine/lib/bounding_box" require_relative "cyberarm_engine/lib/bounding_box"
require_relative "cyberarm_engine/lib/vector" require_relative "cyberarm_engine/lib/vector"
require_relative "cyberarm_engine/lib/shader" if defined?(OpenGL)
require_relative "cyberarm_engine/background" require_relative "cyberarm_engine/background"
require_relative "cyberarm_engine/objects/text" require_relative "cyberarm_engine/objects/text"

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@@ -0,0 +1,197 @@
module CyberarmEngine
# Ref: https://github.com/vaiorabbit/ruby-opengl/blob/master/sample/OrangeBook/brick.rb
class Shader
include OpenGL
def self.add(name, instance)
@shaders ||= {}
@shaders[name] = instance
end
def self.use(name, &block)
shader = @shaders.dig(name)
if shader
shader.use(&block)
else
raise ArgumentError, "Shader '#{name}' not found!"
end
end
def self.active_shader
@active_shader
end
def self.active_shader=(instance)
@active_shader = instance
end
def self.stop
shader = Shader.active_shader
if shader
shader.stop
else
raise ArgumentError, "No active shader to stop!"
end
end
def self.attribute_location(variable)
raise RuntimeError, "No active shader!" unless Shader.active_shader
Shader.active_shader.attribute_location(variable)
end
def self.set_uniform(variable, value)
raise RuntimeError, "No active shader!" unless Shader.active_shader
Shader.active_shader.set_uniform(variable, value)
end
attr_reader :name, :program
def initialize(name:, vertex: "shaders/default.vert", fragment:)
@name = name
@vertex_file = vertex
@fragment_file = fragment
@compiled = false
@program = nil
@error_buffer_size = 1024
@variable_missing = {}
raise ArgumentError, "Shader files not found: #{@vertex_file} or #{@fragment_file}" unless shader_files_exist?
create_shaders
compile_shaders
# Only add shader if it successfully compiles
if @compiled
Shader.add(@name, self)
else
puts "FAILED to compile shader: #{@name}", ""
end
end
def shader_files_exist?
File.exist?(@vertex_file) && File.exist?(@fragment_file)
end
def create_shaders
@vertex = glCreateShader(GL_VERTEX_SHADER)
@fragment = glCreateShader(GL_FRAGMENT_SHADER)
source = [File.read(@vertex_file)].pack('p')
size = [File.size(@vertex_file)].pack('I')
glShaderSource(@vertex, 1, source, size)
source = [File.read(@fragment_file)].pack('p')
size = [File.size(@fragment_file)].pack('I')
glShaderSource(@fragment, 1, source, size)
end
def compile_shaders
return unless shader_files_exist?
glCompileShader(@vertex)
buffer = ' '
glGetShaderiv(@vertex, GL_COMPILE_STATUS, buffer)
compiled = buffer.unpack('L')[0]
if compiled == 0
log = ' ' * @error_buffer_size
glGetShaderInfoLog(@vertex, @error_buffer_size, nil, log)
puts "Shader Error: Program \"#{@name}\""
puts " Vectex Shader InfoLog:", " #{log.strip.split("\n").join("\n ")}\n\n"
puts " Shader Compiled status: #{compiled}"
puts " NOTE: assignment of uniforms in shaders is illegal!"
puts
return
end
glCompileShader(@fragment)
buffer = ' '
glGetShaderiv(@fragment, GL_COMPILE_STATUS, buffer)
compiled = buffer.unpack('L')[0]
if compiled == 0
log = ' ' * @error_buffer_size
glGetShaderInfoLog(@fragment, @error_buffer_size, nil, log)
puts "Shader Error: Program \"#{@name}\""
puts " Fragment Shader InfoLog:", " #{log.strip.split("\n").join("\n ")}\n\n"
puts " Shader Compiled status: #{compiled}"
puts " NOTE: assignment of uniforms in shader is illegal!"
puts
return
end
@program = glCreateProgram
glAttachShader(@program, @vertex)
glAttachShader(@program, @fragment)
glLinkProgram(@program)
buffer = ' '
glGetProgramiv(@program, GL_LINK_STATUS, buffer)
linked = buffer.unpack('L')[0]
if linked == 0
log = ' ' * @error_buffer_size
glGetProgramInfoLog(@program, @error_buffer_size, nil, log)
puts "Shader Error: Program \"#{@name}\""
puts " Program InfoLog:", " #{log.strip.split("\n").join("\n ")}\n\n"
end
@compiled = linked == 0 ? false : true
end
# Returns the location of a uniform variable
def variable(variable)
loc = glGetUniformLocation(@program, variable)
if (loc == -1)
puts "Shader Error: Program \"#{@name}\" has no such uniform named \"#{variable}\"", " Is it used in the shader? GLSL may have optimized it out.", " Is it miss spelled?" unless @variable_missing[variable]
@variable_missing[variable] = true
end
return loc
end
def use(&block)
return unless compiled?
raise "Another shader is already in use! #{Shader.active_shader.name.inspect}" if Shader.active_shader
Shader.active_shader=self
glUseProgram(@program)
if block
block.call(self)
stop
end
end
def stop
Shader.active_shader = nil if Shader.active_shader == self
glUseProgram(0)
end
def compiled?
@compiled
end
def attribute_location(variable)
glGetUniformLocation(@program, variable)
end
def set_uniform(variable, value, location = nil)
attr_loc = location ? location : attribute_location(variable)
case value.class.to_s.downcase.to_sym
when :integer
glUniform1i(attr_loc, value)
when :float
glUniform1f(attr_loc, value)
when :string
when :array
else
raise NotImplementedError, "Shader support for #{value.class.inspect} not implemented."
end
Window.handle_gl_error
end
end
end

View File

@@ -2,8 +2,8 @@ module CyberarmEngine
class Text class Text
CACHE = {} CACHE = {}
attr_accessor :x, :y, :z, :size, :factor_x, :factor_y, :color, :shadow, :shadow_size, :options attr_accessor :x, :y, :z, :size, :options
attr_reader :text, :textobject attr_reader :text, :textobject, :factor_x, :factor_y, :color, :shadow, :shadow_size, :shadow_alpha, :shadow_color
def initialize(text, options={}) def initialize(text, options={})
@text = text.to_s || "" @text = text.to_s || ""
@@ -22,6 +22,8 @@ module CyberarmEngine
@shadow = true if options[:shadow] == nil @shadow = true if options[:shadow] == nil
@shadow_size = options[:shadow_size] ? options[:shadow_size] : 1 @shadow_size = options[:shadow_size] ? options[:shadow_size] : 1
@shadow_alpha= options[:shadow_alpha] ? options[:shadow_alpha] : 30 @shadow_alpha= options[:shadow_alpha] ? options[:shadow_alpha] : 30
@shadow_alpha= options[:shadow_alpha] ? options[:shadow_alpha] : 30
@shadow_color= options[:shadow_color]
@textobject = check_cache(@size, @font) @textobject = check_cache(@size, @font)
if @alignment if @alignment
@@ -67,6 +69,35 @@ module CyberarmEngine
@text = string @text = string
end end
def factor_x=(n)
@rendered_shadow = nil
@factor_x = n
end
def factor_y=(n)
@rendered_shadow = nil
@factor_y = n
end
def color=(color)
@rendered_shadow = nil
@color = color
end
def shadow=(boolean)
@rendered_shadow = nil
@shadow = boolean
end
def shadow_size=(n)
@rendered_shadow = nil
@shadow_size = n
end
def shadow_alpha=(n)
@rendered_shadow = nil
@shadow_alpha = n
end
def shadow_color=(n)
@rendered_shadow = nil
@shadow_color = n
end
def width def width
textobject.text_width(@text) textobject.text_width(@text)
end end
@@ -77,9 +108,8 @@ module CyberarmEngine
def draw def draw
if @shadow && !ARGV.join.include?("--no-shadow") if @shadow && !ARGV.join.include?("--no-shadow")
@shadow_alpha = 30 if @color.alpha > 30 shadow_alpha = @color.alpha <= 30 ? @color.alpha : @shadow_alpha
@shadow_alpha = @color.alpha if @color.alpha <= 30 shadow_color = @shadow_color ? @shadow_color : Gosu::Color.rgba(@color.red, @color.green, @color.blue, shadow_alpha)
shadow_color = Gosu::Color.rgba(@color.red, @color.green, @color.blue, @shadow_alpha)
_x = @shadow_size _x = @shadow_size
_y = @shadow_size _y = @shadow_size