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https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-16 08:02:36 +00:00
Restructured deferred lighting/rendering
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@@ -127,6 +127,9 @@ class IMICFPS
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glBufferData(GL_ARRAY_BUFFER, @uvs.size * Fiddle::SIZEOF_FLOAT, @uvs.pack("f*"), GL_STATIC_DRAW);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, nil)
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glEnableVertexAttribArray(0)
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glEnableVertexAttribArray(1)
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glBindVertexArray(0)
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end
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@@ -16,27 +16,16 @@ class IMICFPS
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end
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def render(camera, lights, entities)
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if window.config.get(:debug_options, :use_shaders) && Shader.available?("default") && Shader.available?("render_screen")
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if window.config.get(:debug_options, :use_shaders) && Shader.available?("g_buffer") && Shader.available?("deferred_lighting")
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@g_buffer.bind_for_writing
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gl_error?
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glClearColor(0.0, 0.0, 0.0, 0.0)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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Shader.use("default") do |shader|
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lights.each_with_index do |light, i|
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shader.uniform_float("lights[#{i}.end", -1.0);
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shader.uniform_float("lights[#{i}.type", light.type);
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shader.uniform_vec3("lights[#{i}].position", light.position)
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shader.uniform_vec3("lights[#{i}].ambient", light.ambient)
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shader.uniform_vec3("lights[#{i}].diffuse", light.diffuse)
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shader.uniform_vec3("lights[#{i}].specular", light.specular)
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end
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Shader.use("g_buffer") do |shader|
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gl_error?
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shader.uniform_integer("totalLights", lights.size)
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entities.each do |entity|
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next unless entity.visible && entity.renderable
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@@ -54,7 +43,6 @@ class IMICFPS
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@g_buffer.unbind_framebuffer
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gl_error?
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@g_buffer.bind_for_reading
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0)
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@@ -65,7 +53,7 @@ class IMICFPS
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@g_buffer.unbind_framebuffer
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gl_error?
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else
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puts "Shader 'default' failed to compile, using immediate mode for rendering..." unless @@immediate_mode_warning
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puts "Shaders are disabled or failed to compile, using immediate mode for rendering..." unless @@immediate_mode_warning
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@@immediate_mode_warning = true
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gl_error?
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@@ -94,7 +82,7 @@ class IMICFPS
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gl_error?
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end
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def lighting(lights)
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def copy_g_buffer_to_screen
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@g_buffer.set_read_buffer(:position)
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glBlitFramebuffer(0, 0, @g_buffer.width, @g_buffer.height,
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0, 0, @g_buffer.width / 2, @g_buffer.height / 2,
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@@ -116,15 +104,50 @@ class IMICFPS
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GL_COLOR_BUFFER_BIT, GL_LINEAR)
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end
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def lighting(lights)
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Shader.use("deferred_lighting") do |shader|
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lights.each_with_index do |light, i|
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shader.uniform_float("light.type", light.type);
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shader.uniform_vec3("light.direction", light.direction)
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shader.uniform_vec3("light.position", light.position)
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shader.uniform_vec3("light.ambient", light.ambient)
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shader.uniform_vec3("light.diffuse", light.diffuse)
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shader.uniform_vec3("light.specular", light.specular)
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glBindVertexArray(@g_buffer.screen_vbo)
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glDisable(GL_DEPTH_TEST)
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glEnable(GL_BLEND)
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glActiveTexture(GL_TEXTURE0)
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glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:diffuse))
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glActiveTexture(GL_TEXTURE1)
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glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:position))
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glActiveTexture(GL_TEXTURE2)
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glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:texcoord))
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glActiveTexture(GL_TEXTURE3)
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glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:normal))
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glActiveTexture(GL_TEXTURE4)
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glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:depth))
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glDrawArrays(GL_TRIANGLES, 0, @g_buffer.vertices.size)
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glBindVertexArray(0)
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end
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end
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end
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def post_processing
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end
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def render_framebuffer
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if Shader.available?("render_screen")
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Shader.use("render_screen") do |shader|
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if Shader.available?("deferred_lighting")
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Shader.use("deferred_lighting") do |shader|
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glBindVertexArray(@g_buffer.screen_vbo)
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glEnableVertexAttribArray(0)
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glEnableVertexAttribArray(1)
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glDisable(GL_DEPTH_TEST)
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glEnable(GL_BLEND)
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@@ -134,8 +157,6 @@ class IMICFPS
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glDrawArrays(GL_TRIANGLES, 0, @g_buffer.vertices.size)
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glDisableVertexAttribArray(1)
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glDisableVertexAttribArray(0)
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glBindVertexArray(0)
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end
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end
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@@ -10,7 +10,7 @@ class IMICFPS
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end
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def preload_default_shaders
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shaders = ["default", "render_screen"]
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shaders = ["g_buffer", "deferred_lighting"]
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shaders.each do |shader|
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Shader.new(
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name: shader,
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