mirror of
https://github.com/cyberarm/cyberarm_engine.git
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Merge branch 'master' of https://github.com/cyberarm/cyberarm_engine
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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@@ -1,25 +1,61 @@
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module CyberarmEngine
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class Vector
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##
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# Creates a up vector
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#
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# Vector.new(0, 1, 0)
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#
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# @return [CyberarmEngine::Vector]
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def self.up
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Vector.new(0, 1, 0)
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end
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##
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# Creates a down vector
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#
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# Vector.new(0, -1, 0)
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#
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# @return [CyberarmEngine::Vector]
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def self.down
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Vector.new(0, -1, 0)
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end
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##
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# Creates a left vector
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#
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# Vector.new(-1, 0, 0)
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#
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# @return [CyberarmEngine::Vector]
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def self.left
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Vector.new(-1, 0, 0)
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end
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##
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# Creates a right vector
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#
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# Vector.new(1, 0, 0)
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#
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# @return [CyberarmEngine::Vector]
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def self.right
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Vector.new(1, 0, 0)
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end
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##
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# Creates a forward vector
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#
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# Vector.new(0, 0, 1)
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#
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# @return [CyberarmEngine::Vector]
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def self.forward
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Vector.new(0, 0, 1)
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end
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##
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# Creates a backward vector
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#
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# Vector.new(0, 0, -1)
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#
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# @return [CyberarmEngine::Vector]
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def self.backward
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Vector.new(0, 0, -1)
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end
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@@ -43,6 +79,7 @@ module CyberarmEngine
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alias w weight
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alias w= weight=
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# @return [Boolean]
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def ==(other)
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if other.is_a?(Numeric)
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@x == other &&
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@@ -57,11 +94,13 @@ module CyberarmEngine
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end
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end
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# Create a new vector using {x} and {y} values
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# @return [CyberarmEngine::Vector]
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def xy
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Vector.new(@x, @y)
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end
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# Performs math operation, excluding @weight
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# Performs math operation, excluding {weight}
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private def operator(function, other)
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if other.is_a?(Numeric)
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Vector.new(
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@@ -78,22 +117,26 @@ module CyberarmEngine
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end
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end
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# Adds Vector and Numberic or Vector and Vector, excluding @weight
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# Adds Vector and Numeric or Vector and Vector, excluding {weight}
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# @return [CyberarmEngine::Vector]
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def +(other)
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operator("+", other)
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end
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|
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# Subtracts Vector and Numberic or Vector and Vector, excluding @weight
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# Subtracts Vector and Numeric or Vector and Vector, excluding {weight}
|
||||
# @return [CyberarmEngine::Vector]
|
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def -(other)
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operator("-", other)
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end
|
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|
||||
# Multiplies Vector and Numberic or Vector and Vector, excluding @weight
|
||||
# Multiplies Vector and Numeric or Vector and Vector, excluding {weight}
|
||||
# @return [CyberarmEngine::Vector]
|
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def *(other)
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operator("*", other)
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end
|
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|
||||
# Divides Vector and Numberic or Vector and Vector, excluding @weight
|
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# Divides Vector and Numeric or Vector and Vector, excluding {weight}
|
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# @return [CyberarmEngine::Vector]
|
||||
def /(other)
|
||||
# Duplicated to protect from DivideByZero
|
||||
if other.is_a?(Numeric)
|
||||
@@ -111,6 +154,8 @@ module CyberarmEngine
|
||||
end
|
||||
end
|
||||
|
||||
# dot product of {Vector}
|
||||
# @return [Integer|Float]
|
||||
def dot(other)
|
||||
product = 0
|
||||
|
||||
@@ -124,6 +169,8 @@ module CyberarmEngine
|
||||
return product
|
||||
end
|
||||
|
||||
# cross product of {Vector}
|
||||
# @return [CyberarmEngine::Vector]
|
||||
def cross(other)
|
||||
a = self.to_a
|
||||
b = other.to_a
|
||||
@@ -136,24 +183,40 @@ module CyberarmEngine
|
||||
end
|
||||
|
||||
# returns degrees
|
||||
# @return [Float]
|
||||
def angle(other)
|
||||
Math.acos( self.normalized.dot(other.normalized) ) * 180 / Math::PI
|
||||
end
|
||||
|
||||
# returns magnitude of Vector, ignoring #weight
|
||||
# @return [Float]
|
||||
def magnitude
|
||||
Math.sqrt((@x * @x) + (@y * @y) + (@z * @z))
|
||||
end
|
||||
|
||||
##
|
||||
# returns normalized {Vector}
|
||||
#
|
||||
# @example
|
||||
# CyberarmEngine::Vector.new(50, 21.2, 45).normalized
|
||||
# # => <CyberarmEngine::Vector:0x001 @x=0.7089... @y=0.3005... @z=0.6380... @weight=0>
|
||||
#
|
||||
# @return [CyberarmEngine::Vector]
|
||||
def normalized
|
||||
mag = magnitude
|
||||
self / Vector.new(mag, mag, mag)
|
||||
end
|
||||
|
||||
|
||||
# returns a direction {Vector}
|
||||
#
|
||||
# z is pitch
|
||||
#
|
||||
# y is yaw
|
||||
#
|
||||
# x is roll
|
||||
# @return [CyberarmEngine::Vector]
|
||||
def direction
|
||||
# z is pitch
|
||||
# y is yaw
|
||||
# x is roll
|
||||
_x = -Math.sin(@y.degrees_to_radians) * Math.cos(@z.degrees_to_radians)
|
||||
_y = Math.sin(@z.degrees_to_radians)
|
||||
_z = Math.cos(@y.degrees_to_radians) * Math.cos(@z.degrees_to_radians)
|
||||
@@ -161,41 +224,63 @@ module CyberarmEngine
|
||||
Vector.new(_x, _y, _z)
|
||||
end
|
||||
|
||||
# returns an inverse {Vector}
|
||||
# @return [CyberarmEngine::Vector]
|
||||
def inverse
|
||||
Vector.new(1.0 / @x, 1.0 / @y, 1.0 / @z)
|
||||
end
|
||||
|
||||
# Adds up values of {x}, {y}, and {z}
|
||||
# @return [Integer|Float]
|
||||
def sum
|
||||
@x + @y + @z
|
||||
end
|
||||
|
||||
##
|
||||
# Linear interpolation: smoothly transition between two {Vector}
|
||||
#
|
||||
# CyberarmEngine::Vector.new(100, 100, 100).lerp( CyberarmEngine::Vector.new(0, 0, 0), 0.75 )
|
||||
# # => <CyberarmEngine::Vector:0x0001 @x=75.0, @y=75.0, @z=75.0, @weight=0>
|
||||
#
|
||||
# @param other [CyberarmEngine::Vector | Integer | Float] value to subtract from
|
||||
# @param factor [Float] how complete transition to _other_ is, in range [0.0..1.0]
|
||||
# @return [CyberarmEngine::Vector]
|
||||
def lerp(other, factor)
|
||||
(self - other) * factor.clamp(0.0, 1.0)
|
||||
end
|
||||
|
||||
# 2D distance using X and Y
|
||||
# @return [Float]
|
||||
def distance(other)
|
||||
Math.sqrt((@x-other.x)**2 + (@y-other.y)**2)
|
||||
end
|
||||
|
||||
# 2D distance using X and Z
|
||||
# @return [Float]
|
||||
def gl_distance2d(other)
|
||||
Math.sqrt((@x-other.x)**2 + (@z-other.z)**2)
|
||||
end
|
||||
|
||||
# 3D distance using X, Y, and Z
|
||||
# @return [Float]
|
||||
def distance3d(other)
|
||||
Math.sqrt((@x-other.x)**2 + (@y-other.y)**2 + (@z-other.z)**2)
|
||||
end
|
||||
|
||||
# Converts {Vector} to Array
|
||||
# @return [Array]
|
||||
def to_a
|
||||
[@x, @y, @z, @weight]
|
||||
end
|
||||
|
||||
# Converts {Vector} to String
|
||||
# @return [String]
|
||||
def to_s
|
||||
"X: #{@x}, Y: #{@y}, Z: #{@z}, Weight: #{@weight}"
|
||||
end
|
||||
|
||||
# Converts {Vector} to Hash
|
||||
# @return [Hash]
|
||||
def to_h
|
||||
{x: @x, y: @y, z: @z, weight: @weight}
|
||||
end
|
||||
|
||||
Reference in New Issue
Block a user