Added shaders from i-mic-fps, preload shaders if cyberarm_engine/opengl has been required.

This commit is contained in:
2023-01-08 17:30:37 -06:00
parent d1d87db070
commit 458731a534
9 changed files with 166 additions and 3 deletions

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@@ -0,0 +1,30 @@
# version 330 core
layout(location = 0) out vec3 fragPosition;
layout (location = 1) out vec4 fragColor;
layout (location = 2) out vec3 fragNormal;
layout (location = 3) out vec3 fragUV;
in vec3 outPosition, outColor, outNormal, outUV, outFragPos, outCameraPos;
out vec4 outputFragColor;
flat in int outHasTexture;
uniform sampler2D diffuse_texture;
void main() {
vec3 result;
if (outHasTexture == 0) {
result = outColor;
} else {
result = texture(diffuse_texture, outUV.xy).xyz + 0.25;
}
fragPosition = outPosition;
fragColor = vec4(result, 1.0);
fragNormal = outNormal;
fragUV = outUV;
float gamma = 2.2;
outputFragColor.rgb = pow(fragColor.rgb, vec3(1.0 / gamma));
}

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@@ -0,0 +1,63 @@
#version 330 core
out vec4 FragColor;
@include "light_struct"
const int DIRECTIONAL = 0;
const int POINT = 1;
const int SPOT = 2;
in vec2 outTexCoords;
flat in Light outLight[1];
uniform sampler2D diffuse, position, texcoord, normal, depth;
vec4 directionalLight(Light light) {
vec3 norm = normalize(texture(normal, outTexCoords).rgb);
vec3 diffuse_color = texture(diffuse, outTexCoords).rgb;
vec3 fragPos = texture(position, outTexCoords).rgb;
vec3 lightDir = normalize(light.position - fragPos);
float diff = max(dot(norm, lightDir), 0);
vec3 _ambient = light.ambient;
vec3 _diffuse = light.diffuse * diff;
vec3 _specular = light.specular;
return vec4(_diffuse + _ambient + _specular, 1.0);
}
vec4 pointLight(Light light) {
return vec4(0.25, 0.25, 0.25, 1);
}
vec4 spotLight(Light light) {
return vec4(0.5, 0.5, 0.5, 1);
}
vec4 calculateLighting(Light light) {
vec4 result;
// switch(light.type) {
// case DIRECTIONAL: {
// result = directionalLight(light);
// }
// case SPOT: {
// result = spotLight(light);
// }
// default: {
// result = pointLight(light);
// }
// }
if (light.type == DIRECTIONAL) {
result = directionalLight(light);
} else {
result = pointLight(light);
}
return result;
}
void main() {
FragColor = texture(diffuse, outTexCoords) * calculateLighting(outLight[0]);
}

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@@ -0,0 +1,11 @@
struct Light {
int type;
vec3 direction;
vec3 position;
vec3 diffuse;
vec3 ambient;
vec3 specular;
float intensity;
};

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@@ -0,0 +1,28 @@
# version 330 core
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inColor;
layout(location = 2) in vec3 inNormal;
layout(location = 3) in vec3 inUV;
uniform mat4 projection, view, model;
uniform int hasTexture;
uniform vec3 cameraPos;
out vec3 outPosition, outColor, outNormal, outUV;
out vec3 outFragPos, outViewPos, outCameraPos;
flat out int outHasTexture;
void main() {
// projection * view * model * position
outPosition = inPosition;
outColor = inColor;
outNormal= normalize(transpose(inverse(mat3(model))) * inNormal);
outUV = inUV;
outHasTexture = hasTexture;
outCameraPos = cameraPos;
outFragPos = vec3(model * vec4(inPosition, 1.0));
gl_Position = projection * view * model * vec4(inPosition, 1.0);
}

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@@ -0,0 +1,17 @@
#version 330 core
@include "light_struct"
layout (location = 0) in vec3 inPosition;
layout (location = 1) in vec2 inTexCoords;
uniform sampler2D diffuse, position, texcoord, normal, depth;
uniform Light light[1];
out vec2 outTexCoords;
flat out Light outLight[1];
void main() {
gl_Position = vec4(inPosition.x, inPosition.y, inPosition.z, 1.0);
outTexCoords = inTexCoords;
outLight = light;
}

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@@ -7,8 +7,8 @@ module CyberarmEngine
@title_size = 56
@caption_size = 24
@title = CyberarmEngine::Text.new("", size: @title_size, shadow_color: 0xaa_222222)
@caption = CyberarmEngine::Text.new("", size: @caption_size, shadow_color: 0xaa_222222)
@title = CyberarmEngine::Text.new("", size: @title_size, shadow_color: 0xaa_222222, static: true)
@caption = CyberarmEngine::Text.new("", size: @caption_size, shadow_color: 0xaa_222222, static: true)
@spacer_width = 256
@spacer_height = 6

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@@ -11,7 +11,19 @@ module CyberarmEngine
if e != GL_NO_ERROR
warn "OpenGL error detected by handler at: #{caller[0]}"
warn " #{gluErrorString(e)} (#{e})\n"
exit if window.exit_on_opengl_error?
exit if Window.instance&.exit_on_opengl_error?
end
end
def preload_default_shaders
shaders = %w[g_buffer lighting]
shaders.each do |shader|
Shader.new(
name: shader,
includes_dir: "#{CYBERARM_ENGINE_ROOT_PATH}/assets/shaders/include",
vertex: "#{CYBERARM_ENGINE_ROOT_PATH}/assets/shaders/vertex/#{shader}.glsl",
fragment: "#{CYBERARM_ENGINE_ROOT_PATH}/assets/shaders/fragment/#{shader}.glsl"
)
end
end
end

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@@ -1,6 +1,7 @@
module CyberarmEngine
class GBuffer
attr_reader :screen_vbo, :vertices, :uvs
attr_reader :width, :height
def initialize(width:, height:)
@width = width

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@@ -41,6 +41,7 @@ module CyberarmEngine
@states = []
@exit_on_opengl_error = false
preload_default_shaders if respond_to?(:preload_default_shaders)
setup if defined?(setup)
end