mirror of
https://github.com/cyberarm/i-mic-fps.git
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204 lines
6.3 KiB
Ruby
204 lines
6.3 KiB
Ruby
class IMICFPS
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class OpenGLRenderer
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include CommonMethods
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@@immediate_mode_warning = false
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def initialize
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@g_buffer = GBuffer.new
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end
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def render(camera, lights, entities)
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if Shader.available?("default")
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@g_buffer.bind_for_writing
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gl_error?
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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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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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shader.uniform_transform("projection", camera.projection_matrix)
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shader.uniform_transform("view", camera.view_matrix)
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shader.uniform_transform("model", entity.model_matrix)
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shader.uniform_boolean("hasTexture", entity.model.has_texture?)
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shader.uniform_vec3("cameraPosition", camera.position)
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gl_error?
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draw_model(entity.model, shader)
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entity.draw
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end
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end
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@g_buffer.unbind_framebuffer
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gl_error?
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lighting(lights)
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post_processing
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render_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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@@immediate_mode_warning = true
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gl_error?
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lights.each(&:draw)
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camera.draw
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glEnable(GL_NORMALIZE)
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entities.each do |entity|
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next unless entity.visible && entity.renderable
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glPushMatrix
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glTranslatef(entity.position.x, entity.position.y, entity.position.z)
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glScalef(entity.scale.x, entity.scale.y, entity.scale.z)
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glRotatef(entity.orientation.x, 1.0, 0, 0)
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glRotatef(entity.orientation.y, 0, 1.0, 0)
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glRotatef(entity.orientation.z, 0, 0, 1.0)
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gl_error?
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draw_mesh(entity.model)
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entity.draw
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glPopMatrix
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end
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end
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gl_error?
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end
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def lighting(lights)
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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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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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glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:diffuse))
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glDrawArrays(GL_TRIANGLES, 0, @g_buffer.vertices.size)
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end
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end
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end
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def draw_model(model, shader)
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glBindVertexArray(model.vertex_array_id)
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glEnableVertexAttribArray(0)
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glEnableVertexAttribArray(1)
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glEnableVertexAttribArray(2)
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if model.has_texture?
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glBindTexture(GL_TEXTURE_2D, model.materials[model.textured_material].texture_id)
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glEnableVertexAttribArray(3)
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glEnableVertexAttribArray(4)
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end
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if window.config.get(:debug_options, :wireframe)
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
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Shader.active_shader.uniform_boolean("disableLighting", true)
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glDrawArrays(GL_TRIANGLES, 0, model.faces.count * 3)
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window.number_of_vertices += model.faces.count * 3
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Shader.active_shader.uniform_boolean("disableLighting", false)
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
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end
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glDrawArrays(GL_TRIANGLES, 0, model.faces.count * 3)
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window.number_of_vertices += model.faces.count * 3
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if model.has_texture?
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glDisableVertexAttribArray(4)
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glDisableVertexAttribArray(3)
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glBindTexture(GL_TEXTURE_2D, 0)
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end
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glDisableVertexAttribArray(2)
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glDisableVertexAttribArray(1)
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glDisableVertexAttribArray(0)
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glBindBuffer(GL_ARRAY_BUFFER, 0)
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glBindVertexArray(0)
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end
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def draw_mesh(model)
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model.objects.each_with_index do |o, i|
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glEnable(GL_CULL_FACE) if model.entity.backface_culling
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glEnable(GL_COLOR_MATERIAL)
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glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE)
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glShadeModel(GL_FLAT) unless o.faces.first[4]
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glShadeModel(GL_SMOOTH) if o.faces.first[4]
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glEnableClientState(GL_VERTEX_ARRAY)
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glEnableClientState(GL_COLOR_ARRAY)
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glEnableClientState(GL_NORMAL_ARRAY)
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if model.has_texture?
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glEnable(GL_TEXTURE_2D)
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glBindTexture(GL_TEXTURE_2D, model.materials[model.textured_material].texture_id)
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glEnableClientState(GL_TEXTURE_COORD_ARRAY)
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glTexCoordPointer(3, GL_FLOAT, 0, o.flattened_textures)
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end
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glVertexPointer(4, GL_FLOAT, 0, o.flattened_vertices)
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glColorPointer(3, GL_FLOAT, 0, o.flattened_materials)
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glNormalPointer(GL_FLOAT, 0, o.flattened_normals)
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if window.config.get(:debug_options, :wireframe) # This is kinda expensive
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glDisable(GL_LIGHTING)
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
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glPolygonOffset(2, 0.5)
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glLineWidth(3)
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glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size/4)
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window.number_of_vertices+=model.vertices.size
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glLineWidth(1)
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glPolygonOffset(0, 0)
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
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glEnable(GL_LIGHTING)
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glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size/4)
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window.number_of_vertices+=model.vertices.size
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else
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glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size/4)
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window.number_of_vertices+=model.vertices.size
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end
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# glBindBuffer(GL_ARRAY_BUFFER, 0)
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glDisableClientState(GL_VERTEX_ARRAY)
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glDisableClientState(GL_COLOR_ARRAY)
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glDisableClientState(GL_NORMAL_ARRAY)
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if model.has_texture?
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glDisableClientState(GL_TEXTURE_COORD_ARRAY)
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glDisable(GL_TEXTURE_2D)
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end
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glDisable(GL_CULL_FACE) if model.entity.backface_culling
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glDisable(GL_COLOR_MATERIAL)
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end
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end
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end
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end
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