mirror of
https://github.com/cyberarm/cyberarm_engine.git
synced 2026-03-22 12:06:13 +00:00
Added shaders from i-mic-fps, preload shaders if cyberarm_engine/opengl has been required.
This commit is contained in:
30
assets/shaders/fragment/g_buffer.glsl
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30
assets/shaders/fragment/g_buffer.glsl
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# version 330 core
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layout(location = 0) out vec3 fragPosition;
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layout (location = 1) out vec4 fragColor;
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layout (location = 2) out vec3 fragNormal;
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layout (location = 3) out vec3 fragUV;
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in vec3 outPosition, outColor, outNormal, outUV, outFragPos, outCameraPos;
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out vec4 outputFragColor;
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flat in int outHasTexture;
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uniform sampler2D diffuse_texture;
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void main() {
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vec3 result;
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if (outHasTexture == 0) {
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result = outColor;
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} else {
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result = texture(diffuse_texture, outUV.xy).xyz + 0.25;
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}
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fragPosition = outPosition;
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fragColor = vec4(result, 1.0);
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fragNormal = outNormal;
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fragUV = outUV;
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float gamma = 2.2;
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outputFragColor.rgb = pow(fragColor.rgb, vec3(1.0 / gamma));
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}
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63
assets/shaders/fragment/lighting.glsl
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63
assets/shaders/fragment/lighting.glsl
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#version 330 core
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out vec4 FragColor;
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@include "light_struct"
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const int DIRECTIONAL = 0;
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const int POINT = 1;
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const int SPOT = 2;
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in vec2 outTexCoords;
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flat in Light outLight[1];
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uniform sampler2D diffuse, position, texcoord, normal, depth;
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vec4 directionalLight(Light light) {
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vec3 norm = normalize(texture(normal, outTexCoords).rgb);
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vec3 diffuse_color = texture(diffuse, outTexCoords).rgb;
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vec3 fragPos = texture(position, outTexCoords).rgb;
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vec3 lightDir = normalize(light.position - fragPos);
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float diff = max(dot(norm, lightDir), 0);
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vec3 _ambient = light.ambient;
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vec3 _diffuse = light.diffuse * diff;
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vec3 _specular = light.specular;
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return vec4(_diffuse + _ambient + _specular, 1.0);
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}
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vec4 pointLight(Light light) {
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return vec4(0.25, 0.25, 0.25, 1);
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}
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vec4 spotLight(Light light) {
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return vec4(0.5, 0.5, 0.5, 1);
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}
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vec4 calculateLighting(Light light) {
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vec4 result;
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// switch(light.type) {
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// case DIRECTIONAL: {
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// result = directionalLight(light);
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// }
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// case SPOT: {
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// result = spotLight(light);
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// }
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// default: {
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// result = pointLight(light);
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// }
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// }
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if (light.type == DIRECTIONAL) {
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result = directionalLight(light);
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} else {
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result = pointLight(light);
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}
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return result;
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}
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void main() {
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FragColor = texture(diffuse, outTexCoords) * calculateLighting(outLight[0]);
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}
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11
assets/shaders/include/light_struct.glsl
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11
assets/shaders/include/light_struct.glsl
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struct Light {
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int type;
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vec3 direction;
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vec3 position;
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vec3 diffuse;
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vec3 ambient;
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vec3 specular;
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float intensity;
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};
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28
assets/shaders/vertex/g_buffer.glsl
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28
assets/shaders/vertex/g_buffer.glsl
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# version 330 core
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inColor;
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layout(location = 2) in vec3 inNormal;
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layout(location = 3) in vec3 inUV;
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uniform mat4 projection, view, model;
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uniform int hasTexture;
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uniform vec3 cameraPos;
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out vec3 outPosition, outColor, outNormal, outUV;
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out vec3 outFragPos, outViewPos, outCameraPos;
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flat out int outHasTexture;
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void main() {
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// projection * view * model * position
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outPosition = inPosition;
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outColor = inColor;
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outNormal= normalize(transpose(inverse(mat3(model))) * inNormal);
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outUV = inUV;
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outHasTexture = hasTexture;
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outCameraPos = cameraPos;
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outFragPos = vec3(model * vec4(inPosition, 1.0));
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gl_Position = projection * view * model * vec4(inPosition, 1.0);
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}
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17
assets/shaders/vertex/lighting.glsl
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17
assets/shaders/vertex/lighting.glsl
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#version 330 core
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@include "light_struct"
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layout (location = 0) in vec3 inPosition;
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layout (location = 1) in vec2 inTexCoords;
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uniform sampler2D diffuse, position, texcoord, normal, depth;
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uniform Light light[1];
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out vec2 outTexCoords;
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flat out Light outLight[1];
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void main() {
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gl_Position = vec4(inPosition.x, inPosition.y, inPosition.z, 1.0);
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outTexCoords = inTexCoords;
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outLight = light;
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}
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@@ -7,8 +7,8 @@ module CyberarmEngine
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@title_size = 56
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@title_size = 56
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@caption_size = 24
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@caption_size = 24
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@title = CyberarmEngine::Text.new("", size: @title_size, shadow_color: 0xaa_222222)
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@title = CyberarmEngine::Text.new("", size: @title_size, shadow_color: 0xaa_222222, static: true)
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@caption = CyberarmEngine::Text.new("", size: @caption_size, shadow_color: 0xaa_222222)
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@caption = CyberarmEngine::Text.new("", size: @caption_size, shadow_color: 0xaa_222222, static: true)
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@spacer_width = 256
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@spacer_width = 256
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@spacer_height = 6
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@spacer_height = 6
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@@ -11,7 +11,19 @@ module CyberarmEngine
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if e != GL_NO_ERROR
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if e != GL_NO_ERROR
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warn "OpenGL error detected by handler at: #{caller[0]}"
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warn "OpenGL error detected by handler at: #{caller[0]}"
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warn " #{gluErrorString(e)} (#{e})\n"
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warn " #{gluErrorString(e)} (#{e})\n"
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exit if window.exit_on_opengl_error?
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exit if Window.instance&.exit_on_opengl_error?
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end
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end
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def preload_default_shaders
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shaders = %w[g_buffer lighting]
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shaders.each do |shader|
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Shader.new(
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name: shader,
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includes_dir: "#{CYBERARM_ENGINE_ROOT_PATH}/assets/shaders/include",
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vertex: "#{CYBERARM_ENGINE_ROOT_PATH}/assets/shaders/vertex/#{shader}.glsl",
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fragment: "#{CYBERARM_ENGINE_ROOT_PATH}/assets/shaders/fragment/#{shader}.glsl"
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)
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end
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end
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end
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end
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end
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end
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module CyberarmEngine
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module CyberarmEngine
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class GBuffer
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class GBuffer
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attr_reader :screen_vbo, :vertices, :uvs
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attr_reader :screen_vbo, :vertices, :uvs
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attr_reader :width, :height
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def initialize(width:, height:)
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def initialize(width:, height:)
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@width = width
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@width = width
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@states = []
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@states = []
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@exit_on_opengl_error = false
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@exit_on_opengl_error = false
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preload_default_shaders if respond_to?(:preload_default_shaders)
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setup if defined?(setup)
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setup if defined?(setup)
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end
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end
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