Updated README, added some docs for Shader

This commit is contained in:
2020-01-29 11:52:51 -06:00
parent 0ea1e5c2ff
commit 7e6a17fe9f
3 changed files with 156 additions and 8 deletions

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@@ -1,8 +1,13 @@
# CyberarmEngine
Welcome to your new gem! In this directory, you'll find the files you need to be able to package up your Ruby library into a gem. Put your Ruby code in the file `lib/cyberarm_engine`. To experiment with that code, run `bin/console` for an interactive prompt.
Yet Another Game Engine On Top Of Gosu
TODO: Delete this and the text above, and describe your gem
## Features
* [Shoes-like](http://shoesrb.com) GUI support
* OpenGL Shader support (requires [opengl-bindings](https://github.com/vaiorabbit/ruby-opengl) gem)
* Includes classes for handling Vectors, Rays, Bounding Boxes, and Transforms
* GameState system
* Monolithic GameObjects
## Installation
@@ -22,7 +27,32 @@ Or install it yourself as:
## Usage
TODO: Write usage instructions here
```ruby
require "cyberarm_engine"
class Hello < CyberarmEngine::GuiState
def setup
stack do
label "Hello World!"
button "close" do
window.close
end
end
end
end
class Window < CyberarmEngine::Engine
def initialize
super
self.show_cursor = true
push_state(Hello)
end
end
Window.new.show
```
## Development

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@@ -3,7 +3,7 @@ module CyberarmEngine
include Common
attr_accessor :options, :global_pause
attr_reader :game_objects, :containers
attr_reader :game_objects
def initialize(options={})
@options = options

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@@ -2,13 +2,29 @@ module CyberarmEngine
# Ref: https://github.com/vaiorabbit/ruby-opengl/blob/master/sample/OrangeBook/brick.rb
class Shader
include OpenGL
@@shaders = {}
PREPROCESSOR_CHARACTER = "@"
@@shaders = {} # Cache for {Shader} instances
PREPROCESSOR_CHARACTER = "@".freeze # magic character for preprocessor phase of {Shader} compilation
# add instance of {Shader} to cache
#
# @param name [String]
# @param instance [Shader]
def self.add(name, instance)
@@shaders[name] = instance
end
##
# runs _block_ using {Shader} with _name_
#
# @example
#
# CyberarmEngine::Shader.use("blur") do |shader|
# shader.uniform_float("radius", 20.0)
# # OpenGL Code that uses shader
# end
#
# @param name [String] name of {Shader} to use
# @return [void]
def self.use(name, &block)
shader = @@shaders.dig(name)
if shader
@@ -18,22 +34,37 @@ module CyberarmEngine
end
end
# returns whether {Shader} with _name_ is in cache
#
# @param name [String]
# @return [Boolean]
def self.available?(name)
@@shaders.dig(name).is_a?(Shader)
end
# returns instance of {Shader}, if it exists
#
# @param name [String]
# @return [Shader?]
def self.get(name)
@@shaders.dig(name)
end
# returns currently active {Shader}, if one is active
#
# @return [Shader?]
def self.active_shader
@active_shader
end
# sets currently active {Shader}
#
# @param instance [Shader] instance of {Shader} to set as active
def self.active_shader=(instance)
@active_shader = instance
end
# stops using currently active {Shader}
def self.stop
shader = Shader.active_shader
@@ -44,11 +75,18 @@ module CyberarmEngine
end
end
# returns location of OpenGL Shader uniform
#
# @param variable [String]
def self.attribute_location(variable)
raise RuntimeError, "No active shader!" unless Shader.active_shader
Shader.active_shader.attribute_location(variable)
end
# sets _variable_ to _value_
#
# @param variable [String]
# @param value
def self.set_uniform(variable, value)
raise RuntimeError, "No active shader!" unless Shader.active_shader
Shader.active_shader.set_uniform(variable, value)
@@ -90,10 +128,17 @@ module CyberarmEngine
end
end
# whether vertex and fragment files exist on disk
#
# @return [Boolean]
def shader_files_exist?(vertex:, fragment:)
File.exist?(vertex) && File.exist?(fragment)
end
# creates an OpenGL Shader of _type_ using _source_
#
# @param type [Symbol] valid values are: :vertex, :fragment
# @param source [String] source code for shader
def create_shader(type:, source:)
_shader = nil
@@ -103,7 +148,7 @@ module CyberarmEngine
when :fragment
_shader = glCreateShader(GL_FRAGMENT_SHADER)
else
warn "Unsupported shader type: #{type.inspect}"
raise ArgumentError, "Unsupported shader type: #{type.inspect}"
end
processed_source = preprocess_source(source: source)
@@ -115,6 +160,23 @@ module CyberarmEngine
@data[:shaders][type] =_shader
end
# evaluates shader preprocessors
#
# currently supported preprocessors:
#
# @include "file/path" "another/file/path" # => Replace line with contents of file; Shader includes_dir must be specified in constructor
#
# @example
# # Example Vertex Shader #
# # #version 330 core
# # @include "material_struct"
# # void main() {
# # gl_Position = vec4(1, 1, 1, 1);
# # }
#
# Shader.new(name: "model_renderer", includes_dir: "path/to/includes", vertex: "path/to/vertex_shader.glsl")
#
# @param source shader source code
def preprocess_source(source:)
lines = source.lines
@@ -141,6 +203,9 @@ module CyberarmEngine
lines.join
end
# compile OpenGL Shader of _type_
#
# @return [Boolean] whether compilation succeeded
def compile_shader(type:)
_compiled = false
_shader = @data[:shaders][type]
@@ -166,6 +231,11 @@ module CyberarmEngine
return _compiled
end
# link compiled OpenGL Shaders in to a OpenGL Program
#
# @note linking must succeed or shader cannot be used
#
# @return [Boolean] whether linking succeeded
def link_shaders
@program = glCreateProgram
@data[:shaders].values.each do |_shader|
@@ -187,7 +257,10 @@ module CyberarmEngine
@compiled = linked == 0 ? false : true
end
# Returns the location of a uniform variable
# Returns the location of a uniform _variable_
#
# @param variable [String]
# @return [Integer] location of uniform
def variable(variable)
loc = glGetUniformLocation(@program, variable)
if (loc == -1)
@@ -197,6 +270,7 @@ module CyberarmEngine
return loc
end
# @see Shader.use Shader.use
def use(&block)
return unless compiled?
raise "Another shader is already in use! #{Shader.active_shader.name.inspect}" if Shader.active_shader
@@ -210,49 +284,93 @@ module CyberarmEngine
end
end
# stop using shader, if shader is active
def stop
Shader.active_shader = nil if Shader.active_shader == self
glUseProgram(0)
end
# @return [Boolean] whether {Shader} successfully compiled
def compiled?
@compiled
end
# returns location of a uniform _variable_
#
# @note Use {#variable} for friendly error handling
# @see #variable Shader#variable
#
# @param variable [String]
# @return [Integer]
def attribute_location(variable)
glGetUniformLocation(@program, variable)
end
# send {Transform} to {Shader}
#
# @param variable [String]
# @param value [Transform]
# @param location [Integer]
# @return [void]
def uniform_transform(variable, value, location = nil)
attr_loc = location ? location : attribute_location(variable)
glUniformMatrix4fv(attr_loc, 1, GL_FALSE, value.to_gl.pack("F16"))
end
# send Boolean to {Shader}
#
# @param variable [String]
# @param value [Boolean]
# @param location [Integer]
# @return [void]
def uniform_boolean(variable, value, location = nil)
attr_loc = location ? location : attribute_location(variable)
glUniform1i(attr_loc, value ? 1 : 0)
end
# send Integer to {Shader}
# @param variable [String]
# @param value [Integer]
# @param location [Integer]
# @return [void]
def uniform_integer(variable, value, location = nil)
attr_loc = location ? location : attribute_location(variable)
glUniform1i(attr_loc, value)
end
# send Float to {Shader}
#
# @param variable [String]
# @param value [Float]
# @param location [Integer]
# @return [void]
def uniform_float(variable, value, location = nil)
attr_loc = location ? location : attribute_location(variable)
glUniform1f(attr_loc, value)
end
# send {Vector} (x, y, z) to {Shader}
#
# @param variable [String]
# @param value [Vector]
# @param location [Integer]
# @return [void]
def uniform_vec3(variable, value, location = nil)
attr_loc = location ? location : attribute_location(variable)
glUniform3f(attr_loc, *value.to_a[0..2])
end
# send {Vector} to {Shader}
#
# @param variable [String]
# @param value [Vector]
# @param location [Integer]
# @return [void]
def uniform_vec4(variable, value, location = nil)
attr_loc = location ? location : attribute_location(variable)