class IMICFPS class OpenGLRenderer include CommonMethods @@immediate_mode_warning = false def initialize @g_buffer = GBuffer.new end def canvas_size_changed @g_buffer.unbind_framebuffer @g_buffer.clean_up @g_buffer = GBuffer.new end def render(camera, lights, entities) if window.config.get(:debug_options, :use_shaders) && Shader.available?("default") && Shader.available?("render_screen") @g_buffer.bind_for_writing gl_error? glClearColor(0.0, 0.0, 0.0, 0.0) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) Shader.use("default") do |shader| lights.each_with_index do |light, i| shader.uniform_float("lights[#{i}.end", -1.0); shader.uniform_float("lights[#{i}.type", light.type); shader.uniform_vec3("lights[#{i}].position", light.position) shader.uniform_vec3("lights[#{i}].ambient", light.ambient) shader.uniform_vec3("lights[#{i}].diffuse", light.diffuse) shader.uniform_vec3("lights[#{i}].specular", light.specular) end gl_error? shader.uniform_integer("totalLights", lights.size) entities.each do |entity| next unless entity.visible && entity.renderable shader.uniform_transform("projection", camera.projection_matrix) shader.uniform_transform("view", camera.view_matrix) shader.uniform_transform("model", entity.model_matrix) shader.uniform_boolean("hasTexture", entity.model.has_texture?) shader.uniform_vec3("cameraPosition", camera.position) gl_error? draw_model(entity.model, shader) entity.draw end end @g_buffer.unbind_framebuffer gl_error? @g_buffer.bind_for_reading glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0) # lighting(lights) post_processing render_framebuffer @g_buffer.unbind_framebuffer gl_error? else puts "Shader 'default' failed to compile, using immediate mode for rendering..." unless @@immediate_mode_warning @@immediate_mode_warning = true gl_error? lights.each(&:draw) camera.draw glEnable(GL_NORMALIZE) entities.each do |entity| next unless entity.visible && entity.renderable glPushMatrix glTranslatef(entity.position.x, entity.position.y, entity.position.z) glScalef(entity.scale.x, entity.scale.y, entity.scale.z) glRotatef(entity.orientation.x, 1.0, 0, 0) glRotatef(entity.orientation.y, 0, 1.0, 0) glRotatef(entity.orientation.z, 0, 0, 1.0) gl_error? draw_mesh(entity.model) entity.draw glPopMatrix end end gl_error? end def lighting(lights) @g_buffer.set_read_buffer(:position) glBlitFramebuffer(0, 0, @g_buffer.width, @g_buffer.height, 0, 0, @g_buffer.width / 2, @g_buffer.height / 2, GL_COLOR_BUFFER_BIT, GL_LINEAR) @g_buffer.set_read_buffer(:diffuse) glBlitFramebuffer(0, 0, @g_buffer.width, @g_buffer.height, 0, @g_buffer.height / 2, @g_buffer.width / 2, @g_buffer.height, GL_COLOR_BUFFER_BIT, GL_LINEAR) @g_buffer.set_read_buffer(:normal) glBlitFramebuffer(0, 0, @g_buffer.width, @g_buffer.height, @g_buffer.width / 2, @g_buffer.height / 2, @g_buffer.width, @g_buffer.height, GL_COLOR_BUFFER_BIT, GL_LINEAR) @g_buffer.set_read_buffer(:texcoord) glBlitFramebuffer(0, 0, @g_buffer.width, @g_buffer.height, @g_buffer.width / 2, 0, @g_buffer.width, @g_buffer.height / 2, GL_COLOR_BUFFER_BIT, GL_LINEAR) end def post_processing end def render_framebuffer if Shader.available?("render_screen") Shader.use("render_screen") do |shader| glBindVertexArray(@g_buffer.screen_vbo) glEnableVertexAttribArray(0) glEnableVertexAttribArray(1) glDisable(GL_DEPTH_TEST) glEnable(GL_BLEND) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:diffuse)) glDrawArrays(GL_TRIANGLES, 0, @g_buffer.vertices.size) glDisableVertexAttribArray(1) glDisableVertexAttribArray(0) glBindVertexArray(0) end end end def draw_model(model, shader) glBindVertexArray(model.vertex_array_id) glEnableVertexAttribArray(0) glEnableVertexAttribArray(1) glEnableVertexAttribArray(2) if model.has_texture? glBindTexture(GL_TEXTURE_2D, model.materials[model.textured_material].texture_id) glEnableVertexAttribArray(3) glEnableVertexAttribArray(4) end if window.config.get(:debug_options, :wireframe) glLineWidth(2) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE) Shader.active_shader.uniform_boolean("disableLighting", true) glDrawArrays(GL_TRIANGLES, 0, model.faces.count * 3) window.number_of_vertices += model.faces.count * 3 Shader.active_shader.uniform_boolean("disableLighting", false) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL) glLineWidth(1) end glDrawArrays(GL_TRIANGLES, 0, model.faces.count * 3) window.number_of_vertices += model.faces.count * 3 if model.has_texture? glDisableVertexAttribArray(4) glDisableVertexAttribArray(3) glBindTexture(GL_TEXTURE_2D, 0) end glDisableVertexAttribArray(2) glDisableVertexAttribArray(1) glDisableVertexAttribArray(0) glBindBuffer(GL_ARRAY_BUFFER, 0) glBindVertexArray(0) end def draw_mesh(model) model.objects.each_with_index do |o, i| glEnable(GL_CULL_FACE) if model.entity.backface_culling glEnable(GL_COLOR_MATERIAL) glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE) glShadeModel(GL_FLAT) unless o.faces.first[4] glShadeModel(GL_SMOOTH) if o.faces.first[4] glEnableClientState(GL_VERTEX_ARRAY) glEnableClientState(GL_COLOR_ARRAY) glEnableClientState(GL_NORMAL_ARRAY) if model.has_texture? glEnable(GL_TEXTURE_2D) glBindTexture(GL_TEXTURE_2D, model.materials[model.textured_material].texture_id) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glTexCoordPointer(3, GL_FLOAT, 0, o.flattened_textures) end glVertexPointer(4, GL_FLOAT, 0, o.flattened_vertices) glColorPointer(3, GL_FLOAT, 0, o.flattened_materials) glNormalPointer(GL_FLOAT, 0, o.flattened_normals) if window.config.get(:debug_options, :wireframe) # 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) window.number_of_vertices+=model.vertices.size glLineWidth(1) glPolygonOffset(0, 0) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL) glEnable(GL_LIGHTING) glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size/4) window.number_of_vertices+=model.vertices.size else glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size/4) window.number_of_vertices+=model.vertices.size end # glBindBuffer(GL_ARRAY_BUFFER, 0) glDisableClientState(GL_VERTEX_ARRAY) glDisableClientState(GL_COLOR_ARRAY) glDisableClientState(GL_NORMAL_ARRAY) if model.has_texture? glDisableClientState(GL_TEXTURE_COORD_ARRAY) glDisable(GL_TEXTURE_2D) end glDisable(GL_CULL_FACE) if model.entity.backface_culling glDisable(GL_COLOR_MATERIAL) end end end end