Class: CyberarmEngine::OpenGLRenderer

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

Constant Summary collapse

@@immediate_mode_warning =
false

Constants included from CyberarmEngine

NAME, VERSION

Instance Attribute Summary collapse

Instance Method Summary collapse

Methods included from CyberarmEngine

#gl_error?, #preload_default_shaders

Constructor Details

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

Returns a new instance of OpenGLRenderer.



11
12
13
14
15
16
17
18
19
# File 'lib/cyberarm_engine/opengl/renderer/opengl_renderer.rb', line 11

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

  @number_of_vertices = 0

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

Instance Attribute Details

#number_of_verticesObject (readonly)

Returns the value of attribute number_of_vertices.



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

def number_of_vertices
  @number_of_vertices
end

#show_wireframeObject

Returns the value of attribute show_wireframe.



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

def show_wireframe
  @show_wireframe
end

Instance Method Details

#canvas_size_changedObject



21
22
23
24
25
26
# File 'lib/cyberarm_engine/opengl/renderer/opengl_renderer.rb', line 21

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



111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
# File 'lib/cyberarm_engine/opengl/renderer/opengl_renderer.rb', line 111

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



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
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
# File 'lib/cyberarm_engine/opengl/renderer/opengl_renderer.rb', line 253

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



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
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
# File 'lib/cyberarm_engine/opengl/renderer/opengl_renderer.rb', line 203

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("has_texture", 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



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
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
# File 'lib/cyberarm_engine/opengl/renderer/opengl_renderer.rb', line 133

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)

    # FIXME: Try to figure out how to up this to 32 and/or beyond
    #        (currently fails with more then 7 lights passed in to shader)
    lights.each_slice(7).each do |light_group|
      light_group.each_with_index do |light, _i|
        shader.uniform_integer("light_count", light_group.size)

        shader.uniform_integer("lights[#{_i}].type",      light.type)
        shader.uniform_vector3("lights[#{_i}].direction", light.direction)
        shader.uniform_vector3("lights[#{_i}].position",  light.position)
        shader.uniform_vector3("lights[#{_i}].diffuse",   light.diffuse)
        shader.uniform_vector3("lights[#{_i}].ambient",   light.ambient)
        shader.uniform_vector3("lights[#{_i}].specular",  light.specular)

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

    glBindVertexArray(0)
  end
end

#post_processingObject



181
182
# File 'lib/cyberarm_engine/opengl/renderer/opengl_renderer.rb', line 181

def post_processing
end

#render(camera, lights, entities) ⇒ Object



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
98
99
100
101
102
103
104
105
106
107
108
109
# File 'lib/cyberarm_engine/opengl/renderer/opengl_renderer.rb', line 28

def render(camera, lights, entities)
  @number_of_vertices = 0

  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_vector3("camera_position", camera.position)

        gl_error?
        draw_model(entity.model, shader)
        entity.draw

        @number_of_vertices += entity.model.vertices_count
      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

      @number_of_vertices += entity.model.vertices_count
    end
  end

  gl_error?
end

#render_framebufferObject



184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
# File 'lib/cyberarm_engine/opengl/renderer/opengl_renderer.rb', line 184

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