mirror of
https://github.com/cyberarm/cyberarm_engine.git
synced 2025-12-16 13:12:34 +00:00
Updated README, added some docs for Shader
This commit is contained in:
@@ -3,7 +3,7 @@ module CyberarmEngine
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include Common
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attr_accessor :options, :global_pause
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attr_reader :game_objects, :containers
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attr_reader :game_objects
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def initialize(options={})
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@options = options
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@@ -2,13 +2,29 @@ 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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@@shaders = {}
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PREPROCESSOR_CHARACTER = "@"
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@@shaders = {} # Cache for {Shader} instances
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PREPROCESSOR_CHARACTER = "@".freeze # magic character for preprocessor phase of {Shader} compilation
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# add instance of {Shader} to cache
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#
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# @param name [String]
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# @param instance [Shader]
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def self.add(name, instance)
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@@shaders[name] = instance
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end
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##
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# runs _block_ using {Shader} with _name_
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#
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# @example
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#
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# CyberarmEngine::Shader.use("blur") do |shader|
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# shader.uniform_float("radius", 20.0)
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# # OpenGL Code that uses shader
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# end
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#
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# @param name [String] name of {Shader} to use
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# @return [void]
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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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@@ -18,22 +34,37 @@ module CyberarmEngine
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end
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end
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# returns whether {Shader} with _name_ is in cache
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#
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# @param name [String]
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# @return [Boolean]
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def self.available?(name)
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@@shaders.dig(name).is_a?(Shader)
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end
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# returns instance of {Shader}, if it exists
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#
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# @param name [String]
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# @return [Shader?]
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def self.get(name)
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@@shaders.dig(name)
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end
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# returns currently active {Shader}, if one is active
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#
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# @return [Shader?]
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def self.active_shader
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@active_shader
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end
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# sets currently active {Shader}
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#
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# @param instance [Shader] instance of {Shader} to set as active
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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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# stops using currently active {Shader}
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def self.stop
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shader = Shader.active_shader
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@@ -44,11 +75,18 @@ module CyberarmEngine
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end
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end
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# returns location of OpenGL Shader uniform
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#
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# @param variable [String]
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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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# sets _variable_ to _value_
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#
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# @param variable [String]
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# @param value
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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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@@ -90,10 +128,17 @@ module CyberarmEngine
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end
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end
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# whether vertex and fragment files exist on disk
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#
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# @return [Boolean]
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def shader_files_exist?(vertex:, fragment:)
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File.exist?(vertex) && File.exist?(fragment)
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end
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# creates an OpenGL Shader of _type_ using _source_
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#
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# @param type [Symbol] valid values are: :vertex, :fragment
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# @param source [String] source code for shader
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def create_shader(type:, source:)
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_shader = nil
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@@ -103,7 +148,7 @@ module CyberarmEngine
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when :fragment
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_shader = glCreateShader(GL_FRAGMENT_SHADER)
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else
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warn "Unsupported shader type: #{type.inspect}"
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raise ArgumentError, "Unsupported shader type: #{type.inspect}"
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end
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processed_source = preprocess_source(source: source)
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@@ -115,6 +160,23 @@ module CyberarmEngine
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@data[:shaders][type] =_shader
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end
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# evaluates shader preprocessors
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#
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# currently supported preprocessors:
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#
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# @include "file/path" "another/file/path" # => Replace line with contents of file; Shader includes_dir must be specified in constructor
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#
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# @example
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# # Example Vertex Shader #
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# # #version 330 core
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# # @include "material_struct"
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# # void main() {
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# # gl_Position = vec4(1, 1, 1, 1);
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# # }
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#
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# Shader.new(name: "model_renderer", includes_dir: "path/to/includes", vertex: "path/to/vertex_shader.glsl")
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#
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# @param source shader source code
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def preprocess_source(source:)
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lines = source.lines
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@@ -141,6 +203,9 @@ module CyberarmEngine
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lines.join
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end
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# compile OpenGL Shader of _type_
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#
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# @return [Boolean] whether compilation succeeded
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def compile_shader(type:)
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_compiled = false
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_shader = @data[:shaders][type]
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@@ -166,6 +231,11 @@ module CyberarmEngine
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return _compiled
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end
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# link compiled OpenGL Shaders in to a OpenGL Program
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#
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# @note linking must succeed or shader cannot be used
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#
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# @return [Boolean] whether linking succeeded
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def link_shaders
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@program = glCreateProgram
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@data[:shaders].values.each do |_shader|
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@@ -187,7 +257,10 @@ module CyberarmEngine
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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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# Returns the location of a uniform _variable_
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#
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# @param variable [String]
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# @return [Integer] location of uniform
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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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@@ -197,6 +270,7 @@ module CyberarmEngine
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return loc
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end
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# @see Shader.use Shader.use
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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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@@ -210,49 +284,93 @@ module CyberarmEngine
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end
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end
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# stop using shader, if shader is active
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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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# @return [Boolean] whether {Shader} successfully compiled
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def compiled?
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@compiled
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end
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# returns location of a uniform _variable_
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#
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# @note Use {#variable} for friendly error handling
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# @see #variable Shader#variable
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#
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# @param variable [String]
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# @return [Integer]
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def attribute_location(variable)
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glGetUniformLocation(@program, variable)
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end
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# send {Transform} to {Shader}
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#
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# @param variable [String]
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# @param value [Transform]
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# @param location [Integer]
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# @return [void]
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def uniform_transform(variable, value, location = nil)
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attr_loc = location ? location : attribute_location(variable)
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glUniformMatrix4fv(attr_loc, 1, GL_FALSE, value.to_gl.pack("F16"))
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end
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# send Boolean to {Shader}
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#
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# @param variable [String]
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# @param value [Boolean]
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# @param location [Integer]
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# @return [void]
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def uniform_boolean(variable, value, location = nil)
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attr_loc = location ? location : attribute_location(variable)
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glUniform1i(attr_loc, value ? 1 : 0)
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end
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# send Integer to {Shader}
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# @param variable [String]
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# @param value [Integer]
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# @param location [Integer]
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# @return [void]
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def uniform_integer(variable, value, location = nil)
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attr_loc = location ? location : attribute_location(variable)
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glUniform1i(attr_loc, value)
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end
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# send Float to {Shader}
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#
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# @param variable [String]
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# @param value [Float]
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# @param location [Integer]
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# @return [void]
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def uniform_float(variable, value, location = nil)
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attr_loc = location ? location : attribute_location(variable)
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glUniform1f(attr_loc, value)
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end
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# send {Vector} (x, y, z) to {Shader}
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#
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# @param variable [String]
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# @param value [Vector]
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# @param location [Integer]
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# @return [void]
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def uniform_vec3(variable, value, location = nil)
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attr_loc = location ? location : attribute_location(variable)
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glUniform3f(attr_loc, *value.to_a[0..2])
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end
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# send {Vector} to {Shader}
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#
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# @param variable [String]
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# @param value [Vector]
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# @param location [Integer]
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# @return [void]
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def uniform_vec4(variable, value, location = nil)
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attr_loc = location ? location : attribute_location(variable)
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