Class: CyberarmEngine::OpenGLRenderer

Inherits:
Object
  • Object
show all
Defined in:
lib/cyberarm_engine/opengl/renderer/opengl_renderer.rb

Constant Summary collapse

@@immediate_mode_warning =
false

Instance Attribute Summary collapse

Instance Method Summary collapse

Constructor Details

#initialize(width:, height:, show_wireframe: false) ⇒ OpenGLRenderer

Returns a new instance of OpenGLRenderer.



7
8
9
10
11
12
13
# File 'lib/cyberarm_engine/opengl/renderer/opengl_renderer.rb', line 7

def initialize(width:, height:, show_wireframe: false)
  @width = width
  @height = height
  @show_wireframe = show_wireframe

  @g_buffer = GBuffer.new(width: @width, height: @height)
end

Instance Attribute Details

#show_wireframeObject

Returns the value of attribute show_wireframe.



5
6
7
# File 'lib/cyberarm_engine/opengl/renderer/opengl_renderer.rb', line 5

def show_wireframe
  @show_wireframe
end

Instance Method Details

#canvas_size_changedObject



15
16
17
18
19
20
# File 'lib/cyberarm_engine/opengl/renderer/opengl_renderer.rb', line 15

def canvas_size_changed
  @g_buffer.unbind_framebuffer
  @g_buffer.clean_up

  @g_buffer = GBuffer.new(width: @width, height: @height)
end

#copy_g_buffer_to_screenObject



99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
# File 'lib/cyberarm_engine/opengl/renderer/opengl_renderer.rb', line 99

def copy_g_buffer_to_screen
  @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

#draw_mesh(model) ⇒ Object



235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
# File 'lib/cyberarm_engine/opengl/renderer/opengl_renderer.rb', line 235

def draw_mesh(model)
  model.objects.each_with_index do |o, _i|
    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 o.has_texture?
      glEnable(GL_TEXTURE_2D)
      glBindTexture(GL_TEXTURE_2D, o.materials.find { |mat| mat.texture_id }.texture_id)
      glEnableClientState(GL_TEXTURE_COORD_ARRAY)
      glTexCoordPointer(3, GL_FLOAT, 0, o.flattened_uvs)
    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 @show_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)

      glLineWidth(1)
      glPolygonOffset(0, 0)
      glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
      glEnable(GL_LIGHTING)

      glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size / 4)
    else
      glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size / 4)
    end

    # glBindBuffer(GL_ARRAY_BUFFER, 0)

    glDisableClientState(GL_VERTEX_ARRAY)
    glDisableClientState(GL_COLOR_ARRAY)
    glDisableClientState(GL_NORMAL_ARRAY)

    if o.has_texture?
      glDisableClientState(GL_TEXTURE_COORD_ARRAY)
      glDisable(GL_TEXTURE_2D)
    end

    glDisable(GL_COLOR_MATERIAL)
  end
end

#draw_model(model, shader) ⇒ Object



185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
# File 'lib/cyberarm_engine/opengl/renderer/opengl_renderer.rb', line 185

def draw_model(model, shader)
  glBindVertexArray(model.vertex_array_id)
  glEnableVertexAttribArray(0)
  glEnableVertexAttribArray(1)
  glEnableVertexAttribArray(2)
  if model.has_texture?
    glEnableVertexAttribArray(3)
    glEnableVertexAttribArray(4)
  end

  if @show_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)

    Shader.active_shader.uniform_boolean("disableLighting", false)
    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
    glLineWidth(1)
  end

  offset = 0
  model.objects.each do |object|
    shader.uniform_boolean("hasTexture", object.has_texture?)

    if object.has_texture?
      glBindTexture(GL_TEXTURE_2D, object.materials.find { |mat| mat.texture_id }.texture_id)
    else
      glBindTexture(GL_TEXTURE_2D, 0)
    end

    glDrawArrays(GL_TRIANGLES, offset, object.faces.count * 3)
    offset += object.faces.count * 3
  end

  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

#lighting(lights) ⇒ Object



121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
# File 'lib/cyberarm_engine/opengl/renderer/opengl_renderer.rb', line 121

def lighting(lights)
  Shader.use("lighting") do |shader|
    glBindVertexArray(@g_buffer.screen_vbo)

    glDisable(GL_DEPTH_TEST)
    glEnable(GL_BLEND)

    glActiveTexture(GL_TEXTURE0)
    glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:diffuse))
    shader.uniform_integer("diffuse", 0)

    glActiveTexture(GL_TEXTURE1)
    glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:position))
    shader.uniform_integer("position", 1)

    glActiveTexture(GL_TEXTURE2)
    glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:texcoord))
    shader.uniform_integer("texcoord", 2)

    glActiveTexture(GL_TEXTURE3)
    glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:normal))
    shader.uniform_integer("normal", 3)

    glActiveTexture(GL_TEXTURE4)
    glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:depth))
    shader.uniform_integer("depth", 4)

    lights.each_with_index do |light, _i|
      shader.uniform_integer("light[0].type", light.type)
      shader.uniform_vec3("light[0].direction", light.direction)
      shader.uniform_vec3("light[0].position", light.position)
      shader.uniform_vec3("light[0].diffuse", light.diffuse)
      shader.uniform_vec3("light[0].ambient", light.ambient)
      shader.uniform_vec3("light[0].specular", light.specular)

      glDrawArrays(GL_TRIANGLES, 0, @g_buffer.vertices.size)
    end

    glBindVertexArray(0)
  end
end

#post_processingObject



163
164
# File 'lib/cyberarm_engine/opengl/renderer/opengl_renderer.rb', line 163

def post_processing
end

#render(camera, lights, entities) ⇒ Object



22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
# File 'lib/cyberarm_engine/opengl/renderer/opengl_renderer.rb', line 22

def render(camera, lights, entities)
  glViewport(0, 0, @width, @height)
  glEnable(GL_DEPTH_TEST)

  if Shader.available?("g_buffer") && Shader.available?("lighting")
    @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("g_buffer") do |shader|
      gl_error?

      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_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)
    gl_error?

    post_processing
    gl_error?

    # render_framebuffer
    gl_error?

    @g_buffer.unbind_framebuffer
    gl_error?
  else
    unless @@immediate_mode_warning
      puts "Shaders are disabled or failed to compile, using immediate mode for rendering..."
    end
    @@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

#render_framebufferObject



166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
# File 'lib/cyberarm_engine/opengl/renderer/opengl_renderer.rb', line 166

def render_framebuffer
  if Shader.available?("lighting")
    Shader.use("lighting") do |shader|
      glBindVertexArray(@g_buffer.screen_vbo)

      glDisable(GL_DEPTH_TEST)
      glEnable(GL_BLEND)

      glActiveTexture(GL_TEXTURE0)
      glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:diffuse))
      shader.uniform_integer("diffuse_texture", 0)

      glDrawArrays(GL_TRIANGLES, 0, @g_buffer.vertices.size)

      glBindVertexArray(0)
    end
  end
end