mirror of
https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-15 23:52:35 +00:00
Added shader support, removed unused debugging puts statements and fixed Gosu Font.draw deprecation warning.
This commit is contained in:
@@ -27,9 +27,17 @@ class IMICFPS
|
||||
|
||||
handleGlError
|
||||
|
||||
draw_mesh(object.model)
|
||||
object.draw
|
||||
|
||||
if ShaderManager.shader("lighting")
|
||||
ShaderManager.shader("lighting").use do |shader|
|
||||
handleGlError
|
||||
draw_mesh(object.model)
|
||||
object.draw
|
||||
end
|
||||
else
|
||||
handleGlError
|
||||
draw_mesh(object.model)
|
||||
object.draw
|
||||
end
|
||||
handleGlError
|
||||
|
||||
glPopMatrix
|
||||
@@ -56,21 +64,29 @@ class IMICFPS
|
||||
glColorPointer(3, GL_FLOAT, 0, o.flattened_materials)
|
||||
glNormalPointer(GL_FLOAT, 0, o.flattened_normals)
|
||||
|
||||
# glBindBuffer(GL_ARRAY_BUFFER, model.vertices_buffer)
|
||||
# glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0)
|
||||
|
||||
if $debug # This is kinda expensive
|
||||
glDisable(GL_LIGHTING)
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
|
||||
glPolygonOffset(2, 0.5)
|
||||
glLineWidth(3)
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size/4)
|
||||
|
||||
glLineWidth(1)
|
||||
glPolygonOffset(0, 0)
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
|
||||
glEnable(GL_LIGHTING)
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size/4)
|
||||
else
|
||||
glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size/4)
|
||||
end
|
||||
|
||||
# glBindBuffer(GL_ARRAY_BUFFER, 0)
|
||||
|
||||
glDisableClientState(GL_VERTEX_ARRAY)
|
||||
glDisableClientState(GL_COLOR_ARRAY)
|
||||
glDisableClientState(GL_NORMAL_ARRAY)
|
||||
|
||||
112
lib/renderer/shader.rb
Normal file
112
lib/renderer/shader.rb
Normal file
@@ -0,0 +1,112 @@
|
||||
class IMICFPS
|
||||
# Ref: https://github.com/vaiorabbit/ruby-opengl/blob/master/sample/OrangeBook/brick.rb
|
||||
class Shader
|
||||
include OpenGL
|
||||
|
||||
def initialize(name:, vertex_file:, fragment_file:)
|
||||
@name = name
|
||||
@vertex_file = vertex_file
|
||||
@fragment_file = fragment_file
|
||||
@compiled = false
|
||||
|
||||
@error_buffer_size = 1024
|
||||
|
||||
create_shaders
|
||||
compile_shaders
|
||||
|
||||
if @compiled
|
||||
ShaderManager.add_shader(@name, self)
|
||||
else
|
||||
puts "FAILED to compile shader: #{@name}", ""
|
||||
end
|
||||
end
|
||||
|
||||
def shader_files_exist?
|
||||
File.exists?(@vertex_file) && File.exists?(@fragment_file)
|
||||
end
|
||||
|
||||
def create_shaders
|
||||
return unless shader_files_exist?
|
||||
|
||||
@vertex = glCreateShader(GL_VERTEX_SHADER)
|
||||
@fragment = glCreateShader(GL_FRAGMENT_SHADER)
|
||||
|
||||
source = [File.read(@vertex_file)].pack('p')
|
||||
size = [File.size(@vertex_file)].pack('I')
|
||||
glShaderSource(@vertex, 1, source, size)
|
||||
|
||||
source = [File.read(@fragment_file)].pack('p')
|
||||
size = [File.size(@fragment_file)].pack('I')
|
||||
glShaderSource(@fragment, 1, source, size)
|
||||
end
|
||||
|
||||
def compile_shaders
|
||||
return unless shader_files_exist?
|
||||
|
||||
glCompileShader(@vertex)
|
||||
buffer = ' '
|
||||
glGetShaderiv(@vertex, GL_COMPILE_STATUS, buffer)
|
||||
compiled = buffer.unpack('L')[0]
|
||||
|
||||
if compiled == 0
|
||||
log = ' ' * @error_buffer_size
|
||||
glGetShaderInfoLog(@vertex, @error_buffer_size, nil, log)
|
||||
puts "Vertex Shader InfoLog:\n#{log.strip}\n"
|
||||
puts "Shader Compiled status: #{compiled}"
|
||||
puts
|
||||
end
|
||||
|
||||
glCompileShader(@fragment)
|
||||
buffer = ' '
|
||||
glGetShaderiv(@fragment, GL_COMPILE_STATUS, buffer)
|
||||
compiled = buffer.unpack('L')[0]
|
||||
|
||||
if compiled == 0
|
||||
log = ' ' * @error_buffer_size
|
||||
glGetShaderInfoLog(@fragment, @error_buffer_size, nil, log)
|
||||
puts "Fragment Shader InfoLog:\n#{log.strip}\n"
|
||||
puts "Shader Compiled status: #{compiled}"
|
||||
puts
|
||||
end
|
||||
|
||||
@program = glCreateProgram
|
||||
glAttachShader(@program, @vertex)
|
||||
glAttachShader(@program, @fragment)
|
||||
glLinkProgram(@program)
|
||||
|
||||
buffer = ' '
|
||||
glGetProgramiv(@program, GL_LINK_STATUS, buffer)
|
||||
linked = buffer.unpack('L')[0]
|
||||
|
||||
if linked == 0
|
||||
log = ' ' * @error_buffer_size
|
||||
glGetProgramInfoLog(@program, @error_buffer_size, nil, log)
|
||||
puts "Program InfoLog:\n#{log.strip}\n"
|
||||
end
|
||||
|
||||
@compiled = linked == 0 ? false : true
|
||||
end
|
||||
|
||||
# Returns the location of a uniform variable
|
||||
def variable(variable)
|
||||
loc = glGetUniformLocation(@program, variable)
|
||||
if (loc == -1)
|
||||
puts "Shader:\"#{@name}\" No such uniform named #{variable}"
|
||||
end
|
||||
return loc
|
||||
end
|
||||
|
||||
def use(&block)
|
||||
return unless compiled?
|
||||
glUseProgram(@program)
|
||||
|
||||
block.call(self) if block
|
||||
|
||||
glUseProgram(0)
|
||||
end
|
||||
|
||||
def compiled?
|
||||
@compiled
|
||||
end
|
||||
end
|
||||
end
|
||||
Reference in New Issue
Block a user