mirror of
https://github.com/cyberarm/cyberarm_engine.git
synced 2025-12-16 13:12:34 +00:00
407 lines
11 KiB
Ruby
407 lines
11 KiB
Ruby
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 = {} # 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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# removes {Shader} from cache and cleans up
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#
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# @param name [String]
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def self.delete(name)
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shader = @@shaders.dig(name)
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if shader
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@@shaders.delete(name)
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glDeleteProgram(shader.program) if shader.compiled?
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end
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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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shader.use(&block)
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else
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raise ArgumentError, "Shader '#{name}' not found!"
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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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class << self
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attr_reader :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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class << self
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attr_writer :active_shader
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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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if shader
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shader.stop
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else
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raise ArgumentError, "No active shader to stop!"
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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 "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 "No active shader!" unless Shader.active_shader
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Shader.active_shader.set_uniform(variable, value)
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end
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attr_reader :name, :program
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def initialize(name:, fragment:, includes_dir: nil, vertex: "shaders/default.vert")
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raise "Shader name can not be blank" if name.length == 0
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@name = name
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@includes_dir = includes_dir
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@compiled = false
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@program = nil
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@error_buffer_size = 1024 * 8
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@variable_missing = {}
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@data = { shaders: {} }
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unless shader_files_exist?(vertex: vertex, fragment: fragment)
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raise ArgumentError, "Shader files not found: #{vertex} or #{fragment}"
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end
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create_shader(type: :vertex, source: File.read(vertex))
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create_shader(type: :fragment, source: File.read(fragment))
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compile_shader(type: :vertex)
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compile_shader(type: :fragment)
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link_shaders
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@data[:shaders].each { |_key, id| glDeleteShader(id) }
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# Only add shader if it successfully compiles
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if @compiled
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puts "compiled!"
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puts "Compiled shader: #{@name}"
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Shader.add(@name, self)
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else
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glDeleteProgram(@program)
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warn "FAILED to compile shader: #{@name}", ""
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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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case type
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when :vertex
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_shader = glCreateShader(GL_VERTEX_SHADER)
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when :fragment
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_shader = glCreateShader(GL_FRAGMENT_SHADER)
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else
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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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_source = [processed_source].pack("p")
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_size = [processed_source.length].pack("I")
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glShaderSource(_shader, 1, _source, _size)
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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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lines.each_with_index do |line, i|
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next unless line.start_with?(PREPROCESSOR_CHARACTER)
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preprocessor = line.strip.split(" ")
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lines.delete(line)
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case preprocessor.first
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when "@include"
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unless @includes_dir
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raise ArgumentError,
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"Shader preprocessor include directory was not given for shader #{@name}"
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end
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preprocessor[1..preprocessor.length - 1].join.scan(/"([^"]*)"/).flatten.each do |file|
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source = File.read("#{@includes_dir}/#{file}.glsl")
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lines.insert(i, source)
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end
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else
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warn "Unsupported preprocessor #{preprocessor.first} for #{@name}"
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end
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end
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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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raise ArgumentError, "No shader for #{type.inspect}" unless _shader
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glCompileShader(_shader)
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buffer = " "
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glGetShaderiv(_shader, GL_COMPILE_STATUS, buffer)
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compiled = buffer.unpack1("L")
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if compiled == 0
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log = " " * @error_buffer_size
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glGetShaderInfoLog(_shader, @error_buffer_size, nil, log)
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puts "Shader Error: Program \"#{@name}\""
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puts " #{type.to_s.capitalize} Shader InfoLog:", " #{log.strip.split("\n").join("\n ")}\n\n"
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puts " Shader Compiled status: #{compiled}"
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puts " NOTE: assignment of uniforms in shaders is illegal!"
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puts
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else
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_compiled = true
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end
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_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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glAttachShader(@program, _shader)
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end
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glLinkProgram(@program)
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buffer = " "
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glGetProgramiv(@program, GL_LINK_STATUS, buffer)
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linked = buffer.unpack1("L")
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if linked == 0
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log = " " * @error_buffer_size
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glGetProgramInfoLog(@program, @error_buffer_size, nil, log)
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puts "Shader Error: Program \"#{@name}\""
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puts " Program InfoLog:", " #{log.strip.split("\n").join("\n ")}\n\n"
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end
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@compiled = !(linked == 0)
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end
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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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unless @variable_missing[variable]
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puts "Shader Error: Program \"#{@name}\" has no such uniform named \"#{variable}\"",
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" Is it used in the shader? GLSL may have optimized it out.", " Is it miss spelled?"
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end
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@variable_missing[variable] = true
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end
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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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Shader.active_shader = self
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glUseProgram(@program)
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if block
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block.call(self)
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stop
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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 || 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 || 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 || 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 || 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_vector3(variable, value, location = nil)
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attr_loc = 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_vector4(variable, value, location = nil)
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attr_loc = location || attribute_location(variable)
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glUniform4f(attr_loc, *value.to_a)
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end
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end
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end
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