mirror of
https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-15 15:42:35 +00:00
Use new @include preprocessor added to CyberarmEngin::Shader
This commit is contained in:
@@ -1,6 +1,6 @@
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GIT
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GIT
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remote: https://github.com/cyberarm/cyberarm_engine
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remote: https://github.com/cyberarm/cyberarm_engine
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revision: e59771e4127f51e3c6b3aa239dd2a5f8d2a4b7fe
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revision: 9a3caabc7e36f572ef458dc473edd2961dad8f40
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specs:
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specs:
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cyberarm_engine (0.12.1)
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cyberarm_engine (0.12.1)
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gosu (~> 0.14.0)
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gosu (~> 0.14.0)
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@@ -56,8 +56,7 @@ class IMICFPS
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ModelLoader.new(manifest: hash[:manifest], entity: @dummy_entity)
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ModelLoader.new(manifest: hash[:manifest], entity: @dummy_entity)
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when :shader
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when :shader
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if $debug.get(:use_shaders)
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if $debug.get(:use_shaders)
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shader = Shader.new(name: hash[:name], vertex: "shaders/vertex/#{hash[:name]}.glsl", fragment: "shaders/fragment/#{hash[:name]}.glsl")
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shader = Shader.new(name: hash[:name], includes_dir: "shaders/include", vertex: "shaders/vertex/#{hash[:name]}.glsl", fragment: "shaders/fragment/#{hash[:name]}.glsl")
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Shader.add(hash[:name], shader) if shader.compiled?
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else
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else
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warn "Skipping shader: #{hash[:name]}..."
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warn "Skipping shader: #{hash[:name]}..."
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end
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end
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@@ -4,7 +4,7 @@ class IMICFPS
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attr_reader :camera
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attr_reader :camera
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attr_reader :console, :delta_time
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attr_reader :console, :delta_time
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def initialize(window_width = 1280, window_height = 800, fullscreen = false)
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def initialize(window_width = 1280, window_height = 720, fullscreen = false)
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fps_target = (ARGV.first.to_i != 0) ? ARGV.first.to_i : 60
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fps_target = (ARGV.first.to_i != 0) ? ARGV.first.to_i : 60
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if ARGV.join.include?("--native")
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if ARGV.join.include?("--native")
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super(width: Gosu.screen_width, height: Gosu.screen_height, fullscreen: true, resizable: true, update_interval: 1000.0/fps_target)
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super(width: Gosu.screen_width, height: Gosu.screen_height, fullscreen: true, resizable: true, update_interval: 1000.0/fps_target)
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@@ -1,20 +1,6 @@
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# version 330 core
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# version 330 core
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const int MAX_LIGHTS = 4;
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struct Light {
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float end;
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float type;
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vec3 position;
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vec3 diffuse;
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vec3 ambient;
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vec3 specular;
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vec3 direction;
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float intensity;
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};
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@include "light_struct"
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in vec3 outPosition;
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in vec3 outPosition;
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in vec3 outColor;
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in vec3 outColor;
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15
shaders/include/light_struct.glsl
Normal file
15
shaders/include/light_struct.glsl
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@@ -0,0 +1,15 @@
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const int MAX_LIGHTS = 4;
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struct Light {
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float end;
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float type;
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vec3 position;
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vec3 diffuse;
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vec3 ambient;
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vec3 specular;
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vec3 direction;
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float intensity;
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};
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@@ -1,19 +1,6 @@
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# version 330 core
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# version 330 core
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const int MAX_LIGHTS = 4;
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struct Light {
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@include "light_struct"
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float end;
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float type;
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vec3 position;
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vec3 diffuse;
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vec3 ambient;
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vec3 specular;
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vec3 direction;
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float intensity;
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};
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layout(location = 0) in vec3 inPosition;
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inColor;
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layout(location = 1) in vec3 inColor;
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