Class: CyberarmEngine::Shader
- Inherits:
-
Object
- Object
- CyberarmEngine::Shader
- Includes:
- OpenGL
- Defined in:
- lib/cyberarm_engine/shader.rb
Overview
Constant Summary collapse
- PREPROCESSOR_CHARACTER =
magic character for preprocessor phase of CyberarmEngine::Shader compilation
"@".freeze
- @@shaders =
Cache for CyberarmEngine::Shader instances
{}
Instance Attribute Summary collapse
-
#name ⇒ Object
readonly
Returns the value of attribute name.
-
#program ⇒ Object
readonly
Returns the value of attribute program.
Class Method Summary collapse
-
.active_shader ⇒ Shader?
returns currently active Shader, if one is active.
-
.active_shader=(instance) ⇒ Object
sets currently active Shader.
-
.add(name, instance) ⇒ Object
add instance of Shader to cache.
-
.attribute_location(variable) ⇒ Object
returns location of OpenGL Shader uniform.
-
.available?(name) ⇒ Boolean
returns whether Shader with name is in cache.
-
.delete(name) ⇒ Object
removes Shader from cache and cleans up.
-
.get(name) ⇒ Shader?
returns instance of Shader, if it exists.
-
.set_uniform(variable, value) ⇒ Object
sets variable to value.
-
.stop ⇒ Object
stops using currently active Shader.
-
.use(name, &block) ⇒ void
runs block using Shader with name.
Instance Method Summary collapse
-
#attribute_location(variable) ⇒ Integer
returns location of a uniform variable.
-
#compile_shader(type:) ⇒ Boolean
compile OpenGL Shader of type.
-
#compiled? ⇒ Boolean
Whether Shader successfully compiled.
-
#create_shader(type:, source:) ⇒ Object
creates an OpenGL Shader of type using source.
-
#initialize(name:, includes_dir: nil, vertex: "shaders/default.vert", fragment:) ⇒ Shader
constructor
A new instance of Shader.
-
#link_shaders ⇒ Boolean
link compiled OpenGL Shaders in to a OpenGL Program.
-
#preprocess_source(source:) ⇒ Object
evaluates shader preprocessors.
-
#shader_files_exist?(vertex:, fragment:) ⇒ Boolean
whether vertex and fragment files exist on disk.
-
#stop ⇒ Object
stop using shader, if shader is active.
-
#uniform_boolean(variable, value, location = nil) ⇒ void
send Boolean to Shader.
-
#uniform_float(variable, value, location = nil) ⇒ void
send Float to Shader.
-
#uniform_integer(variable, value, location = nil) ⇒ void
send Integer to Shader.
- #uniform_transform(variable, value, location = nil) ⇒ void
- #uniform_vec3(variable, value, location = nil) ⇒ void
- #uniform_vec4(variable, value, location = nil) ⇒ void
- #use(&block) ⇒ Object
-
#variable(variable) ⇒ Integer
Returns the location of a uniform variable.
Constructor Details
#initialize(name:, includes_dir: nil, vertex: "shaders/default.vert", fragment:) ⇒ Shader
Returns a new instance of Shader.
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# File 'lib/cyberarm_engine/shader.rb', line 111 def initialize(name:, includes_dir: nil, vertex: "shaders/default.vert", fragment:) raise "Shader name can not be blank" if name.length == 0 @name = name @includes_dir = includes_dir @compiled = false @program = nil @error_buffer_size = 1024 * 8 @variable_missing = {} @data = {shaders: {}} unless shader_files_exist?(vertex: vertex, fragment: fragment) raise ArgumentError, "Shader files not found: #{vertex} or #{fragment}" end create_shader(type: :vertex, source: File.read(vertex)) create_shader(type: :fragment, source: File.read(fragment)) compile_shader(type: :vertex) compile_shader(type: :fragment) link_shaders @data[:shaders].each { |key, id| glDeleteShader(id) } # Only add shader if it successfully compiles if @compiled puts "compiled!" puts "Compiled shader: #{@name}" Shader.add(@name, self) else glDeleteProgram(@program) warn "FAILED to compile shader: #{@name}", "" end end |
Instance Attribute Details
#name ⇒ Object (readonly)
Returns the value of attribute name.
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# File 'lib/cyberarm_engine/shader.rb', line 110 def name @name end |
#program ⇒ Object (readonly)
Returns the value of attribute program.
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# File 'lib/cyberarm_engine/shader.rb', line 110 def program @program end |
Class Method Details
.active_shader ⇒ Shader?
returns currently active CyberarmEngine::Shader, if one is active
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# File 'lib/cyberarm_engine/shader.rb', line 71 def self.active_shader @active_shader end |
.active_shader=(instance) ⇒ Object
sets currently active CyberarmEngine::Shader
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# File 'lib/cyberarm_engine/shader.rb', line 78 def self.active_shader=(instance) @active_shader = instance end |
.add(name, instance) ⇒ Object
add instance of CyberarmEngine::Shader to cache
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# File 'lib/cyberarm_engine/shader.rb', line 12 def self.add(name, instance) @@shaders[name] = instance end |
.attribute_location(variable) ⇒ Object
returns location of OpenGL Shader uniform
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# File 'lib/cyberarm_engine/shader.rb', line 96 def self.attribute_location(variable) raise RuntimeError, "No active shader!" unless Shader.active_shader Shader.active_shader.attribute_location(variable) end |
.available?(name) ⇒ Boolean
returns whether CyberarmEngine::Shader with name is in cache
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# File 'lib/cyberarm_engine/shader.rb', line 56 def self.available?(name) @@shaders.dig(name).is_a?(Shader) end |
.delete(name) ⇒ Object
removes CyberarmEngine::Shader from cache and cleans up
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# File 'lib/cyberarm_engine/shader.rb', line 19 def self.delete(name) shader = @@shaders.dig(name) if shader @@shaders.delete(name) if shader.compiled? glDeleteProgram(shader.program) end end end |
.get(name) ⇒ Shader?
returns instance of CyberarmEngine::Shader, if it exists
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# File 'lib/cyberarm_engine/shader.rb', line 64 def self.get(name) @@shaders.dig(name) end |
.set_uniform(variable, value) ⇒ Object
sets variable to value
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# File 'lib/cyberarm_engine/shader.rb', line 105 def self.set_uniform(variable, value) raise RuntimeError, "No active shader!" unless Shader.active_shader Shader.active_shader.set_uniform(variable, value) end |
.stop ⇒ Object
stops using currently active CyberarmEngine::Shader
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# File 'lib/cyberarm_engine/shader.rb', line 83 def self.stop shader = Shader.active_shader if shader shader.stop else raise ArgumentError, "No active shader to stop!" end end |
.use(name, &block) ⇒ void
This method returns an undefined value.
runs block using CyberarmEngine::Shader with name
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# File 'lib/cyberarm_engine/shader.rb', line 43 def self.use(name, &block) shader = @@shaders.dig(name) if shader shader.use(&block) else raise ArgumentError, "Shader '#{name}' not found!" end end |
Instance Method Details
#attribute_location(variable) ⇒ Integer
Use #variable for friendly error handling
returns location of a uniform variable
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# File 'lib/cyberarm_engine/shader.rb', line 323 def attribute_location(variable) glGetUniformLocation(@program, variable) end |
#compile_shader(type:) ⇒ Boolean
compile OpenGL Shader of type
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# File 'lib/cyberarm_engine/shader.rb', line 227 def compile_shader(type:) _compiled = false _shader = @data[:shaders][type] raise ArgumentError, "No shader for #{type.inspect}" unless _shader glCompileShader(_shader) buffer = ' ' glGetShaderiv(_shader, GL_COMPILE_STATUS, buffer) compiled = buffer.unpack('L')[0] if compiled == 0 log = ' ' * @error_buffer_size glGetShaderInfoLog(_shader, @error_buffer_size, nil, log) puts "Shader Error: Program \"#{@name}\"" puts " #{type.to_s.capitalize} Shader InfoLog:", " #{log.strip.split("\n").join("\n ")}\n\n" puts " Shader Compiled status: #{compiled}" puts " NOTE: assignment of uniforms in shaders is illegal!" puts else _compiled = true end return _compiled end |
#compiled? ⇒ Boolean
Returns whether CyberarmEngine::Shader successfully compiled.
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# File 'lib/cyberarm_engine/shader.rb', line 312 def compiled? @compiled end |
#create_shader(type:, source:) ⇒ Object
creates an OpenGL Shader of type using source
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# File 'lib/cyberarm_engine/shader.rb', line 160 def create_shader(type:, source:) _shader = nil case type when :vertex _shader = glCreateShader(GL_VERTEX_SHADER) when :fragment _shader = glCreateShader(GL_FRAGMENT_SHADER) else raise ArgumentError, "Unsupported shader type: #{type.inspect}" end processed_source = preprocess_source(source: source) _source = [processed_source].pack("p") _size = [processed_source.length].pack("I") glShaderSource(_shader, 1, _source, _size) @data[:shaders][type] =_shader end |
#link_shaders ⇒ Boolean
linking must succeed or shader cannot be used
link compiled OpenGL Shaders in to a OpenGL Program
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# File 'lib/cyberarm_engine/shader.rb', line 257 def link_shaders @program = glCreateProgram @data[:shaders].values.each do |_shader| glAttachShader(@program, _shader) end 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 "Shader Error: Program \"#{@name}\"" puts " Program InfoLog:", " #{log.strip.split("\n").join("\n ")}\n\n" end @compiled = linked == 0 ? false : true end |
#preprocess_source(source:) ⇒ Object
evaluates shader preprocessors
currently supported preprocessors:
@include "file/path" "another/file/path" # => Replace line with contents of file; Shader includes_dir must be specified in constructor
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# File 'lib/cyberarm_engine/shader.rb', line 198 def preprocess_source(source:) lines = source.lines lines.each_with_index do |line, i| if line.start_with?(PREPROCESSOR_CHARACTER) preprocessor = line.strip.split(" ") lines.delete(line) case preprocessor.first when "@include" raise ArgumentError, "Shader preprocessor include directory was not given for shader #{@name}" unless @includes_dir preprocessor[1..preprocessor.length - 1].join.scan(/"([^"]*)"/).flatten.each do |file| source = File.read("#{@includes_dir}/#{file}.glsl") lines.insert(i, source) end else warn "Unsupported preprocessor #{preprocessor.first} for #{@name}" end end end lines.join end |
#shader_files_exist?(vertex:, fragment:) ⇒ Boolean
whether vertex and fragment files exist on disk
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# File 'lib/cyberarm_engine/shader.rb', line 152 def shader_files_exist?(vertex:, fragment:) File.exist?(vertex) && File.exist?(fragment) end |
#stop ⇒ Object
stop using shader, if shader is active
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# File 'lib/cyberarm_engine/shader.rb', line 306 def stop Shader.active_shader = nil if Shader.active_shader == self glUseProgram(0) end |
#uniform_boolean(variable, value, location = nil) ⇒ void
This method returns an undefined value.
send Boolean to CyberarmEngine::Shader
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# File 'lib/cyberarm_engine/shader.rb', line 345 def uniform_boolean(variable, value, location = nil) attr_loc = location ? location : attribute_location(variable) glUniform1i(attr_loc, value ? 1 : 0) end |
#uniform_float(variable, value, location = nil) ⇒ void
This method returns an undefined value.
send Float to CyberarmEngine::Shader
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# File 'lib/cyberarm_engine/shader.rb', line 368 def uniform_float(variable, value, location = nil) attr_loc = location ? location : attribute_location(variable) glUniform1f(attr_loc, value) end |
#uniform_integer(variable, value, location = nil) ⇒ void
This method returns an undefined value.
send Integer to CyberarmEngine::Shader
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# File 'lib/cyberarm_engine/shader.rb', line 356 def uniform_integer(variable, value, location = nil) attr_loc = location ? location : attribute_location(variable) glUniform1i(attr_loc, value) end |
#uniform_transform(variable, value, location = nil) ⇒ void
This method returns an undefined value.
send Transform to CyberarmEngine::Shader
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# File 'lib/cyberarm_engine/shader.rb', line 333 def uniform_transform(variable, value, location = nil) attr_loc = location ? location : attribute_location(variable) glUniformMatrix4fv(attr_loc, 1, GL_FALSE, value.to_gl.pack("F16")) end |
#uniform_vec3(variable, value, location = nil) ⇒ void
This method returns an undefined value.
send Vector (x, y, z) to CyberarmEngine::Shader
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# File 'lib/cyberarm_engine/shader.rb', line 380 def uniform_vec3(variable, value, location = nil) attr_loc = location ? location : attribute_location(variable) glUniform3f(attr_loc, *value.to_a[0..2]) end |
#uniform_vec4(variable, value, location = nil) ⇒ void
This method returns an undefined value.
send Vector to CyberarmEngine::Shader
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# File 'lib/cyberarm_engine/shader.rb', line 392 def uniform_vec4(variable, value, location = nil) attr_loc = location ? location : attribute_location(variable) glUniform4f(attr_loc, *value.to_a) end |
#use(&block) ⇒ Object
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# File 'lib/cyberarm_engine/shader.rb', line 292 def use(&block) return unless compiled? raise "Another shader is already in use! #{Shader.active_shader.name.inspect}" if Shader.active_shader Shader.active_shader=self glUseProgram(@program) if block block.call(self) stop end end |
#variable(variable) ⇒ Integer
Returns the location of a uniform variable
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# File 'lib/cyberarm_engine/shader.rb', line 282 def variable(variable) loc = glGetUniformLocation(@program, variable) if (loc == -1) puts "Shader Error: Program \"#{@name}\" has no such uniform named \"#{variable}\"", " Is it used in the shader? GLSL may have optimized it out.", " Is it miss spelled?" unless @variable_missing[variable] @variable_missing[variable] = true end return loc end |