mirror of
https://github.com/cyberarm/cyberarm_engine.git
synced 2025-12-16 05:02:34 +00:00
Added Shader handling class, made Text re-render text_shadow if anything affecting shadow is changed.
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@@ -9,6 +9,7 @@ require_relative "cyberarm_engine/engine"
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require_relative "cyberarm_engine/lib/bounding_box"
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require_relative "cyberarm_engine/lib/bounding_box"
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require_relative "cyberarm_engine/lib/vector"
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require_relative "cyberarm_engine/lib/vector"
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require_relative "cyberarm_engine/lib/shader" if defined?(OpenGL)
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require_relative "cyberarm_engine/background"
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require_relative "cyberarm_engine/background"
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require_relative "cyberarm_engine/objects/text"
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require_relative "cyberarm_engine/objects/text"
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197
lib/cyberarm_engine/lib/shader.rb
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197
lib/cyberarm_engine/lib/shader.rb
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@@ -0,0 +1,197 @@
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module CyberarmEngine
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# Ref: https://github.com/vaiorabbit/ruby-opengl/blob/master/sample/OrangeBook/brick.rb
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class Shader
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include OpenGL
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def self.add(name, instance)
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@shaders ||= {}
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@shaders[name] = instance
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end
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def self.use(name, &block)
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shader = @shaders.dig(name)
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if shader
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shader.use(&block)
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else
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raise ArgumentError, "Shader '#{name}' not found!"
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end
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end
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def self.active_shader
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@active_shader
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end
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def self.active_shader=(instance)
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@active_shader = instance
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end
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def self.stop
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shader = Shader.active_shader
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if shader
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shader.stop
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else
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raise ArgumentError, "No active shader to stop!"
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end
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end
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def self.attribute_location(variable)
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raise RuntimeError, "No active shader!" unless Shader.active_shader
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Shader.active_shader.attribute_location(variable)
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end
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def self.set_uniform(variable, value)
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raise RuntimeError, "No active shader!" unless Shader.active_shader
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Shader.active_shader.set_uniform(variable, value)
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end
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attr_reader :name, :program
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def initialize(name:, vertex: "shaders/default.vert", fragment:)
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@name = name
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@vertex_file = vertex
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@fragment_file = fragment
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@compiled = false
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@program = nil
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@error_buffer_size = 1024
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@variable_missing = {}
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raise ArgumentError, "Shader files not found: #{@vertex_file} or #{@fragment_file}" unless shader_files_exist?
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create_shaders
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compile_shaders
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# Only add shader if it successfully compiles
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if @compiled
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Shader.add(@name, self)
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else
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puts "FAILED to compile shader: #{@name}", ""
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end
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end
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def shader_files_exist?
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File.exist?(@vertex_file) && File.exist?(@fragment_file)
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end
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def create_shaders
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@vertex = glCreateShader(GL_VERTEX_SHADER)
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@fragment = glCreateShader(GL_FRAGMENT_SHADER)
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source = [File.read(@vertex_file)].pack('p')
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size = [File.size(@vertex_file)].pack('I')
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glShaderSource(@vertex, 1, source, size)
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source = [File.read(@fragment_file)].pack('p')
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size = [File.size(@fragment_file)].pack('I')
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glShaderSource(@fragment, 1, source, size)
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end
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def compile_shaders
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return unless shader_files_exist?
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glCompileShader(@vertex)
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buffer = ' '
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glGetShaderiv(@vertex, GL_COMPILE_STATUS, buffer)
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compiled = buffer.unpack('L')[0]
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if compiled == 0
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log = ' ' * @error_buffer_size
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glGetShaderInfoLog(@vertex, @error_buffer_size, nil, log)
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puts "Shader Error: Program \"#{@name}\""
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puts " Vectex Shader InfoLog:", " #{log.strip.split("\n").join("\n ")}\n\n"
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puts " Shader Compiled status: #{compiled}"
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puts " NOTE: assignment of uniforms in shaders is illegal!"
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puts
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return
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end
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glCompileShader(@fragment)
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buffer = ' '
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glGetShaderiv(@fragment, GL_COMPILE_STATUS, buffer)
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compiled = buffer.unpack('L')[0]
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if compiled == 0
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log = ' ' * @error_buffer_size
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glGetShaderInfoLog(@fragment, @error_buffer_size, nil, log)
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puts "Shader Error: Program \"#{@name}\""
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puts " Fragment Shader InfoLog:", " #{log.strip.split("\n").join("\n ")}\n\n"
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puts " Shader Compiled status: #{compiled}"
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puts " NOTE: assignment of uniforms in shader is illegal!"
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puts
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return
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end
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@program = glCreateProgram
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glAttachShader(@program, @vertex)
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glAttachShader(@program, @fragment)
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glLinkProgram(@program)
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buffer = ' '
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glGetProgramiv(@program, GL_LINK_STATUS, buffer)
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linked = buffer.unpack('L')[0]
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if linked == 0
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log = ' ' * @error_buffer_size
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glGetProgramInfoLog(@program, @error_buffer_size, nil, log)
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puts "Shader Error: Program \"#{@name}\""
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puts " Program InfoLog:", " #{log.strip.split("\n").join("\n ")}\n\n"
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end
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@compiled = linked == 0 ? false : true
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end
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# Returns the location of a uniform variable
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def variable(variable)
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loc = glGetUniformLocation(@program, variable)
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if (loc == -1)
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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]
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@variable_missing[variable] = true
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end
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return loc
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end
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def use(&block)
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return unless compiled?
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raise "Another shader is already in use! #{Shader.active_shader.name.inspect}" if Shader.active_shader
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Shader.active_shader=self
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glUseProgram(@program)
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if block
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block.call(self)
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stop
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end
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end
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def stop
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Shader.active_shader = nil if Shader.active_shader == self
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glUseProgram(0)
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end
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def compiled?
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@compiled
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end
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def attribute_location(variable)
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glGetUniformLocation(@program, variable)
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end
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def set_uniform(variable, value, location = nil)
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attr_loc = location ? location : attribute_location(variable)
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case value.class.to_s.downcase.to_sym
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when :integer
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glUniform1i(attr_loc, value)
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when :float
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glUniform1f(attr_loc, value)
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when :string
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when :array
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else
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raise NotImplementedError, "Shader support for #{value.class.inspect} not implemented."
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end
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Window.handle_gl_error
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end
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end
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end
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@@ -2,8 +2,8 @@ module CyberarmEngine
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class Text
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class Text
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CACHE = {}
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CACHE = {}
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attr_accessor :x, :y, :z, :size, :factor_x, :factor_y, :color, :shadow, :shadow_size, :options
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attr_accessor :x, :y, :z, :size, :options
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attr_reader :text, :textobject
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attr_reader :text, :textobject, :factor_x, :factor_y, :color, :shadow, :shadow_size, :shadow_alpha, :shadow_color
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def initialize(text, options={})
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def initialize(text, options={})
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@text = text.to_s || ""
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@text = text.to_s || ""
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@@ -22,6 +22,8 @@ module CyberarmEngine
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@shadow = true if options[:shadow] == nil
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@shadow = true if options[:shadow] == nil
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@shadow_size = options[:shadow_size] ? options[:shadow_size] : 1
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@shadow_size = options[:shadow_size] ? options[:shadow_size] : 1
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@shadow_alpha= options[:shadow_alpha] ? options[:shadow_alpha] : 30
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@shadow_alpha= options[:shadow_alpha] ? options[:shadow_alpha] : 30
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@shadow_alpha= options[:shadow_alpha] ? options[:shadow_alpha] : 30
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@shadow_color= options[:shadow_color]
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@textobject = check_cache(@size, @font)
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@textobject = check_cache(@size, @font)
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if @alignment
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if @alignment
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@@ -67,6 +69,35 @@ module CyberarmEngine
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@text = string
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@text = string
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end
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end
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def factor_x=(n)
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@rendered_shadow = nil
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@factor_x = n
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end
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def factor_y=(n)
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@rendered_shadow = nil
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@factor_y = n
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end
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def color=(color)
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@rendered_shadow = nil
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@color = color
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end
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def shadow=(boolean)
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@rendered_shadow = nil
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@shadow = boolean
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end
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def shadow_size=(n)
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@rendered_shadow = nil
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@shadow_size = n
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end
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def shadow_alpha=(n)
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@rendered_shadow = nil
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@shadow_alpha = n
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end
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def shadow_color=(n)
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@rendered_shadow = nil
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@shadow_color = n
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end
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def width
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def width
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textobject.text_width(@text)
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textobject.text_width(@text)
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end
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end
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@@ -77,9 +108,8 @@ module CyberarmEngine
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def draw
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def draw
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if @shadow && !ARGV.join.include?("--no-shadow")
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if @shadow && !ARGV.join.include?("--no-shadow")
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@shadow_alpha = 30 if @color.alpha > 30
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shadow_alpha = @color.alpha <= 30 ? @color.alpha : @shadow_alpha
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@shadow_alpha = @color.alpha if @color.alpha <= 30
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shadow_color = @shadow_color ? @shadow_color : Gosu::Color.rgba(@color.red, @color.green, @color.blue, shadow_alpha)
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shadow_color = Gosu::Color.rgba(@color.red, @color.green, @color.blue, @shadow_alpha)
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_x = @shadow_size
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_x = @shadow_size
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_y = @shadow_size
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_y = @shadow_size
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