Class: Mittsu::OpenGLRenderer
- Inherits:
-
Object
- Object
- Mittsu::OpenGLRenderer
- Defined in:
- lib/mittsu/renderers/opengl_renderer.rb
Instance Attribute Summary collapse
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#auto_clear ⇒ Object
Returns the value of attribute auto_clear.
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#auto_clear_color ⇒ Object
Returns the value of attribute auto_clear_color.
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#auto_clear_depth ⇒ Object
Returns the value of attribute auto_clear_depth.
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#auto_clear_stencil ⇒ Object
Returns the value of attribute auto_clear_stencil.
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#gamma_factor ⇒ Object
Returns the value of attribute gamma_factor.
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#gamma_input ⇒ Object
Returns the value of attribute gamma_input.
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#gamma_output ⇒ Object
Returns the value of attribute gamma_output.
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#height ⇒ Object
Returns the value of attribute height.
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#info ⇒ Object
Returns the value of attribute info.
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#max_morph_normals ⇒ Object
Returns the value of attribute max_morph_normals.
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#max_morph_targets ⇒ Object
Returns the value of attribute max_morph_targets.
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#pixel_ratio ⇒ Object
Returns the value of attribute pixel_ratio.
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#shadow_map_cascade ⇒ Object
Returns the value of attribute shadow_map_cascade.
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#shadow_map_cull_face ⇒ Object
Returns the value of attribute shadow_map_cull_face.
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#shadow_map_debug ⇒ Object
Returns the value of attribute shadow_map_debug.
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#shadow_map_enabled ⇒ Object
Returns the value of attribute shadow_map_enabled.
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#shadow_map_type ⇒ Object
Returns the value of attribute shadow_map_type.
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#sort_objects ⇒ Object
Returns the value of attribute sort_objects.
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#state ⇒ Object
Returns the value of attribute state.
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#width ⇒ Object
Returns the value of attribute width.
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#window ⇒ Object
Returns the value of attribute window.
Instance Method Summary collapse
- #clear(color = true, depth = true, stencil = true) ⇒ Object
- #clear_depth ⇒ Object
- #clear_stencil ⇒ Object
- #clear_target(render_target, color, depth, stencil) ⇒ Object
- #enable_scissor_test(enable) ⇒ Object
- #get_clear_alpha ⇒ Object
-
#get_clear_color ⇒ Object
clearing.
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#initialize(parameters = {}) ⇒ OpenGLRenderer
constructor
A new instance of OpenGLRenderer.
-
#max_anisotropy ⇒ Object
TODO: supports_float_textures? ??? TODO: supports[half|standard|compressed|blend min max] …
- #render(scene, camera, render_target = nil, force_clear = false) ⇒ Object
- #render_buffer(camera, lights, fog, material, geometry_group, object) ⇒ Object
- #reset_gl_state ⇒ Object
- #set_clear_alpha(alpha) ⇒ Object
- #set_clear_color(color, alpha = 1.0) ⇒ Object
- #set_material_faces(material) ⇒ Object
- #set_render_target(render_target = nil) ⇒ Object
- #set_scissor(x, y, width, height) ⇒ Object
- #set_size(width, height) ⇒ Object
- #set_texture(texture, slot) ⇒ Object
- #set_viewport(x, y, width, height) ⇒ Object
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#supports_vertex_textures? ⇒ Boolean
TODO: get_context ??? TODO: force_context_loss ???.
- #upload_texture(texture) ⇒ Object
Constructor Details
#initialize(parameters = {}) ⇒ OpenGLRenderer
Returns a new instance of OpenGLRenderer.
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# File 'lib/mittsu/renderers/opengl_renderer.rb', line 23 def initialize(parameters = {}) puts "OpenGLRenderer (Revision #{REVISION})" @pixel_ratio = 1.0 @precision = parameters.fetch(:precision, 'highp') # not sure if OpenGL works with the whole 'highp' thing... @_alpha = parameters.fetch(:alpha, false) @_depth = parameters.fetch(:depth, true) @_stencil = parameters.fetch(:stencil, true) @_antialias = parameters.fetch(:antialias, false) @_premultiplied_alpha = parameters.fetch(:premultiplied_alpha, true) @_preserve_drawing_buffer = parameters.fetch(:preserve_drawing_buffer, false) @_logarithmic_depth_buffer = parameters.fetch(:logarithmic_depth_buffer, false) @_clear_color = Color.new(0x000000) @_clear_alpha = 0.0 @width = parameters.fetch(:width, 800) @height = parameters.fetch(:height, 600) @title = parameters.fetch(:title, "Mittsu #{REVISION}") @lights = [] @_opengl_objects = {} @_opengl_objects_immediate = [] @opaque_objects = [] @transparent_objects = [] @sprites = [] @lens_flares = [] # public properties # @dom_element = _canvas # @context = nil # clearing @auto_clear = true @auto_clear_color = true @auto_clear_depth = true @auto_clear_stencil = true # scene graph @sort_objects = true # physically based shading @gamma_factor = 2.0 # backwards compat??? @gamma_input = false @gamma_output = false # shadow map @shadow_map_enabled = false @shadow_map_type = PCFShadowMap @shadow_map_cull_face = CullFaceFront @shadow_map_debug = false @shadow_map_cascade = false # morphs @max_morph_targets = 8 @max_morph_normals = 4 # info @info = { memory: { programs: 0, geometries: 0, textures: 0 }, render: { calls: 0, vertices: 0, faces: 0, points: 0 } } # internal properties @_programs = [] # internal state cache @_current_program = nil @_current_framebuffer = nil @_current_material_id = -1 @_current_geometry_program = '' @_current_camera = nil @_used_texture_units = 0 @_viewport_x = 0 @_viewport_y = 0 @_current_width = 0 @_current_height = 0 # frustum @_frustum = Frustum.new # camera matrices cache @_proj_screen_matrix = Matrix4.new @_vector3 = Vector3.new # light arrays cache @_direction = Vector3.new @_lights_need_update = true # TODO: re-imagine this thing as a bunch of classes... @_lights = { ambient: [0, 0, 0], directional: { length: 0, colors: [], positions: [] }, point: { length: 0, colors: [], positions: [], distances: [], decays: [] }, spot: { length: 0, colors: [], positions: [], distances: [], directions: [], angles_cos: [], exponents: [], decays: [] }, hemi: { length: 0, sky_colors: [], ground_colors: [], positions: []} } @geometry_groups = {} @geometry_group_counter = 0 @shader_ids = { # MeshDepthMaterial => :depth, # TODO... # MeshNormalMaterial => :normal, # TODO... MeshBasicMaterial => :basic, MeshLambertMaterial => :lambert, MeshPhongMaterial => :phong, LineBasicMaterial => :basic, # LineDashedMaterial => :dashed, # TODO... # PointCloudMaterial => :particle_basic # TODO... } # initialize begin # attributes = { # alpha: _alpha, # depth: _depth, # stencil: _stencil, # antialias: _antialias, # premultiplied_alpha: _premultiplied_alpha, # preserve_drawing_buffer: _preserve_drawing_buffer # } @window = GLFW::Window.new(@width, @height, @title) @_viewport_width, @_viewport_height = *(@window.framebuffer_size) # TODO: handle losing opengl context?? rescue => error puts "ERROR: Mittsu::OpenGLRenderer: #{error.inspect}" end @state = OpenGLState.new(self.method(:param_mittsu_to_gl)) # TODO: get shader precision format??? # TODO: load extensions?? reset_gl_state set_default_gl_state # GPU capabilities @_max_textures = get_gl_parameter(GL_MAX_TEXTURE_IMAGE_UNITS) @_max_vertex_textures = get_gl_parameter(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS) @_max_texture_size = get_gl_parameter(GL_MAX_TEXTURE_SIZE) @_max_cubemap_size = get_gl_parameter(GL_MAX_CUBE_MAP_TEXTURE_SIZE) @_supports_vertex_textures = @_max_vertex_textures > 0 @_supports_bone_textures = @_supports_vertex_textures && false # TODO: extensions.get('OES_texture_float') ???? # # TODO: get more shader precision formats ??? # TODO: clear precision to maximum available ??? # Plugins # TODO: when plugins are ready @shadow_map_plugin = ShadowMapPlugin.new(self, @lights, @_opengl_objects, @_opengl_objects_immediate) # # @sprite_plugin = SpritePlugin(self, @sprites) # @lens_flare_plugin = LensFlarePlugin(self, @lens_flares) # Events @on_object_removed = -> (event) { object = event.target object.traverse do |child| child.remove_event_listener(:remove, @on_object_removed) remove_child(child) end } @on_geometry_dispose = -> (event) { geometry = event.target geometry.remove_event_listener(:dispose, @on_geometry_dispose) deallocate_geometry(geometry) } @on_texture_dispose = -> (event) { texture = event.target texture.remove_event_listener(:dispose, @on_texture_dispose) deallocate_texture(texture) @info[:memory][:textures] -= 1 } @on_render_target_dispose = -> (event) { render_target = event.target render_target.remove_event_listener(:dispose, @on_render_target_dispose) deallocate_render_target(render_target) @info[:memory][:textures] -= 1 } @on_material_dispose = -> (event) { material = event.target material.remove_event_listener(:dispose, @on_material_dispose) deallocate_material(material) } end |
Instance Attribute Details
#auto_clear ⇒ Object
Returns the value of attribute auto_clear.
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# File 'lib/mittsu/renderers/opengl_renderer.rb', line 21 def auto_clear @auto_clear end |
#auto_clear_color ⇒ Object
Returns the value of attribute auto_clear_color.
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# File 'lib/mittsu/renderers/opengl_renderer.rb', line 21 def auto_clear_color @auto_clear_color end |
#auto_clear_depth ⇒ Object
Returns the value of attribute auto_clear_depth.
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# File 'lib/mittsu/renderers/opengl_renderer.rb', line 21 def auto_clear_depth @auto_clear_depth end |
#auto_clear_stencil ⇒ Object
Returns the value of attribute auto_clear_stencil.
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# File 'lib/mittsu/renderers/opengl_renderer.rb', line 21 def auto_clear_stencil @auto_clear_stencil end |
#gamma_factor ⇒ Object
Returns the value of attribute gamma_factor.
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# File 'lib/mittsu/renderers/opengl_renderer.rb', line 21 def gamma_factor @gamma_factor end |
#gamma_input ⇒ Object
Returns the value of attribute gamma_input.
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# File 'lib/mittsu/renderers/opengl_renderer.rb', line 21 def gamma_input @gamma_input end |
#gamma_output ⇒ Object
Returns the value of attribute gamma_output.
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# File 'lib/mittsu/renderers/opengl_renderer.rb', line 21 def gamma_output @gamma_output end |
#height ⇒ Object
Returns the value of attribute height.
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# File 'lib/mittsu/renderers/opengl_renderer.rb', line 21 def height @height end |
#info ⇒ Object
Returns the value of attribute info.
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# File 'lib/mittsu/renderers/opengl_renderer.rb', line 21 def info @info end |
#max_morph_normals ⇒ Object
Returns the value of attribute max_morph_normals.
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# File 'lib/mittsu/renderers/opengl_renderer.rb', line 21 def max_morph_normals @max_morph_normals end |
#max_morph_targets ⇒ Object
Returns the value of attribute max_morph_targets.
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# File 'lib/mittsu/renderers/opengl_renderer.rb', line 21 def max_morph_targets @max_morph_targets end |
#pixel_ratio ⇒ Object
Returns the value of attribute pixel_ratio.
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# File 'lib/mittsu/renderers/opengl_renderer.rb', line 21 def pixel_ratio @pixel_ratio end |
#shadow_map_cascade ⇒ Object
Returns the value of attribute shadow_map_cascade.
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# File 'lib/mittsu/renderers/opengl_renderer.rb', line 21 def shadow_map_cascade @shadow_map_cascade end |
#shadow_map_cull_face ⇒ Object
Returns the value of attribute shadow_map_cull_face.
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# File 'lib/mittsu/renderers/opengl_renderer.rb', line 21 def shadow_map_cull_face @shadow_map_cull_face end |
#shadow_map_debug ⇒ Object
Returns the value of attribute shadow_map_debug.
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# File 'lib/mittsu/renderers/opengl_renderer.rb', line 21 def shadow_map_debug @shadow_map_debug end |
#shadow_map_enabled ⇒ Object
Returns the value of attribute shadow_map_enabled.
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# File 'lib/mittsu/renderers/opengl_renderer.rb', line 21 def shadow_map_enabled @shadow_map_enabled end |
#shadow_map_type ⇒ Object
Returns the value of attribute shadow_map_type.
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# File 'lib/mittsu/renderers/opengl_renderer.rb', line 21 def shadow_map_type @shadow_map_type end |
#sort_objects ⇒ Object
Returns the value of attribute sort_objects.
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# File 'lib/mittsu/renderers/opengl_renderer.rb', line 21 def sort_objects @sort_objects end |
#state ⇒ Object
Returns the value of attribute state.
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# File 'lib/mittsu/renderers/opengl_renderer.rb', line 21 def state @state end |
#width ⇒ Object
Returns the value of attribute width.
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# File 'lib/mittsu/renderers/opengl_renderer.rb', line 21 def width @width end |
#window ⇒ Object
Returns the value of attribute window.
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# File 'lib/mittsu/renderers/opengl_renderer.rb', line 21 def window @window end |
Instance Method Details
#clear(color = true, depth = true, stencil = true) ⇒ Object
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# File 'lib/mittsu/renderers/opengl_renderer.rb', line 314 def clear(color = true, depth = true, stencil = true) bits = 0 bits |= GL_COLOR_BUFFER_BIT if color bits |= GL_DEPTH_BUFFER_BIT if depth bits |= GL_STENCIL_BUFFER_BIT if stencil glClear(bits) end |
#clear_depth ⇒ Object
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# File 'lib/mittsu/renderers/opengl_renderer.rb', line 324 def clear_depth glClear(GL_DEPTH_BUFFER_BIT) end |
#clear_stencil ⇒ Object
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# File 'lib/mittsu/renderers/opengl_renderer.rb', line 328 def clear_stencil glClear(GL_STENCIL_BUFFER_BIT) end |
#clear_target(render_target, color, depth, stencil) ⇒ Object
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# File 'lib/mittsu/renderers/opengl_renderer.rb', line 332 def clear_target(render_target, color, depth, stencil) set_render_target(render_target) clear(color, depth, stencil) end |
#enable_scissor_test(enable) ⇒ Object
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# File 'lib/mittsu/renderers/opengl_renderer.rb', line 289 def enable_scissor_test(enable) enable ? glEnable(GL_SCISSOR_TEST) : glDisable(GL_SCISSOR_TEST) end |
#get_clear_alpha ⇒ Object
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# File 'lib/mittsu/renderers/opengl_renderer.rb', line 305 def get_clear_alpha @_clear_alpha end |
#get_clear_color ⇒ Object
clearing
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# File 'lib/mittsu/renderers/opengl_renderer.rb', line 295 def get_clear_color @_clear_color end |
#max_anisotropy ⇒ Object
TODO: supports_float_textures? ??? TODO: supports[half|standard|compressed|blend min max] … ???
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# File 'lib/mittsu/renderers/opengl_renderer.rb', line 260 def max_anisotropy @_max_anisotropy ||= nil # TODO: get max anisotropy ???? end |
#render(scene, camera, render_target = nil, force_clear = false) ⇒ Object
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# File 'lib/mittsu/renderers/opengl_renderer.rb', line 445 def render(scene, camera, render_target = nil, force_clear = false) if !camera.is_a?(Camera) puts "ERROR: Mittsu::OpenGLRenderer#render: camera is not an instance of Mittsu::Camera" return end fog = scene.fog # reset caching for this frame @_current_geometry_program = '' @_current_material_id = -1 @_current_camera = nil @_lights_need_update = true # update scene graph scene.update_matrix_world if scene.auto_update # update camera matrices and frustum camera.update_matrix_world if camera.parent.nil? # update skeleton objects # TODO: when SkinnedMesh is defined # scene.traverse do |object| # if object.is_a? SkinnedMesh # object.skeleton.update # end # end camera.matrix_world_inverse.inverse(camera.matrix_world) @_proj_screen_matrix.multiply_matrices(camera.projection_matrix, camera.matrix_world_inverse) @_frustum.set_from_matrix(@_proj_screen_matrix) @lights.clear @opaque_objects.clear @transparent_objects.clear @sprites.clear @lens_flares.clear project_object(scene) if @sort_objects @opaque_objects.sort { |a,b| painter_sort_stable(a,b) } @transparent_objects.sort { |a,b| reverse_painter_sort_stable(a,b) } end # custom render plugins # TODO: when plugins are ready @shadow_map_plugin.render(scene, camera) # @info[:render][:calls] = 0 @info[:render][:vertices] = 0 @info[:render][:faces] = 0 @info[:render][:points] = 0 set_render_target(render_target) if @auto_clear || force_clear clear(@auto_clear_color, @auto_clear_depth, @auto_clear_stencil) end # set matrices for immediate objects @_opengl_objects_immediate.each do |opengl_object| object = opengl_object[:object] if object.visible setup_matrices(object, camera) unroll_immediate_buffer_material(opengl_object) end end if scene.override_material override_material = scene.override_material set_material(override_material) render_objects(opaque_object, camera, @lights, fog, override_material) render_objects(transparent_objects, camera, @lights, fog, override_material) render_objects_immediate(@_opengl_objects_immediate, nil, camera, @lights, fog, override_material) else # opaque pass (front-to-back order) @state.set_blending(NoBlending) render_objects(@opaque_objects, camera, @lights, fog, nil) render_objects_immediate(@_opengl_objects_immediate, :opaque, camera, @lights, fog, nil) # transparent pass (back-to-front-order) render_objects(@transparent_objects, camera, @lights, fog, nil) render_objects_immediate(@_opengl_objects_immediate, :transparent, camera, @lights, fog, nil) end # custom render plugins (post pass) # TODO: when plugins are ready # @sprite_plugin.render(scene, camera) # lens_flare_plugin.render(scene, camera, @_current_width, @_current_height) # generate mipmap if we're using any kind of mipmap filtering if render_target && render_target.generate_mipmaps && render_target.min_filter != NearestFilter && render_target.min_filter != LinearFilter update_render_target_mipmap(render_target) end # endure depth buffer writing is enabled so it can be cleared on next render @state.set_depth_test(true) @state.set_depth_write(true) @state.set_color_write(true) #glFinish ?????? end |
#render_buffer(camera, lights, fog, material, geometry_group, object) ⇒ Object
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# File 'lib/mittsu/renderers/opengl_renderer.rb', line 567 def render_buffer(camera, lights, fog, material, geometry_group, object) return unless material.visible # TODO: place to put this ??? vertex_array = geometry_group[:_opengl_vertex_array] if vertex_array glBindVertexArray(vertex_array) end update_object(object) program = set_program(camera, lights, fog, material, object) attributes = program.attributes update_buffers = false wireframe_bit = material.wireframe ? 1 : 0 geometry_program = "#{geometry_group[:id]}_#{program.id}_#{wireframe_bit}" if geometry_program != @_current_geometry_program @_current_geometry_program = geometry_program update_buffers = true end @state.init_attributes if update_buffers # vertices if !material.morph_targets && attributes['position'] && attributes['position'] >= 0 if update_buffers glBindBuffer(GL_ARRAY_BUFFER, geometry_group[:_opengl_vertex_buffer]) @state.enable_attribute(attributes['position']) glVertexAttribPointer(attributes['position'], 3, GL_FLOAT, GL_FALSE, 0, 0) end elsif object.morph_target_base setup_morph_targets(material, geometry_group, object) end if update_buffers # custom attributes # use the per-geometry_group custom attribute arrays which are setup in init_mesh_buffers if geometry_group[:_opengl_custom_attributes_list] geometry_group[:_opengl_custom_attributes_list].each do |attribute| if attributes[attribute.buffer.belongs_to_attribute] >= 0 glBindBuffer(GL_ARRAY_BUFFER, attribute.buffer) @state.enable_attribute(attributes[attribute.buffer.belongs_to_attribute]) glVertexAttribPointer(attributes[attribute.buffer.belongs_to_attribute], attribute.size, GL_FLOAT, GL_FALSE, 0, 0) end end end # colors if attributes['color'] && attributes['color'] >= 0 glBindBuffer(GL_ARRAY_BUFFER, geometry_group[:_opengl_color_buffer]) @state.enable_attribute(attributes['color']) glVertexAttribPointer(attributes['color'], 3, GL_FLOAT, GL_FALSE, 0, 0) elsif !material.default_attribute_values.nil? glVertexAttrib3fv(attributes['color'], material.default_attribute_values.color) end # normals if attributes['normal'] && attributes['normal'] >= 0 glBindBuffer(GL_ARRAY_BUFFER, geometry_group[:_opengl_normal_buffer]) @state.enable_attribute(attributes['normal']) glVertexAttribPointer(attributes['normal'], 3, GL_FLOAT, GL_FALSE, 0, 0) end # tangents if attributes['tangent'] && attributes['tangent'] >= 0 glBindBuffer(GL_ARRAY_BUFFER, geometry_group[:_opengl_tangent_buffer]) @state.enable_attribute(attributes['tangent']) glVertexAttribPointer(attributes['tangent'], 4, GL_FLOAT, GL_FALSE, 0, 0) end # uvs if attributes['uv'] && attributes['uv'] >= 0 if object.geometry.face_vertex_uvs[0] glBindBuffer(GL_ARRAY_BUFFER, geometry_group[:_opengl_uv_buffer]) @state.enable_attribute(attributes['uv']) glVertexAttribPointer(attributes['uv'], 2, GL_FLOAT, GL_FALSE, 0, 0) elsif !material.default_attribute_values.nil? glVertexAttrib2fv(attributes['uv'], material.default_attribute_values.uv) end end if attributes['uv2'] && attributes['uv2'] >= 0 if object.geometry.face_vertex_uvs[1] glBindBuffer(GL_ARRAY_BUFFER, geometry_group[:_opengl_uv2_buffer]) @state.enable_attribute(attributes['uv2']) glVertexAttribPointer(attributes['uv2'], 2, GL_FLOAT, GL_FALSE, 0, 0) elsif !material.default_attribute_values.nil? glVertexAttrib2fv(attributes['uv2'], material.default_attribute_values.uv2) end end if material.skinning && attributes['skin_index'] && attributes['skin_weight'] && attributes['skin_index'] >= 0 && attributes['skin_weight'] >= 0 glBindBuffer(GL_ARRAY_BUFFER, geometry_group[:_opengl_skin_indices_buffer]) @state.enable_attribute(attributes['skin_index']) glVertexAttribPointer(attributes['skin_index'], 4, GL_FLOAT, GL_FALSE, 0, 0) glBindBuffer(GL_ARRAY_BUFFER, geometry_group[:_opengl_skin_weight_buffer]) @state.enable_attribute(attributes['skin_weight']) glVertexAttribPointer(attributes['skin_weight'], 4, GL_FLOAT, GL_FALSE, 0, 0) end # line distances if attributes['line_distances'] && attributes['line_distances'] >= 0 glBindBuffer(GL_ARRAY_BUFFER, geometry_group[:_opengl_line_distance_buffer]) @state.enable_attribute(attributes['line_distance']) glVertexAttribPointer(attributes['line_distance'], 1, GL_FLOAT, GL_FALSE, 0, 0) end end @state.disable_unused_attributes case object # render mesh when Mesh type = GL_UNSIGNED_INT # geometry_group[:_type_array] == Uint32Array ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT # wireframe if material.wireframe @state.set_line_width(material.wireframe_linewidth * @pixel_ratio) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, geometry_group[:_opengl_line_buffer]) if update_buffers glDrawElements(GL_LINES, geometry_group[:_opengl_line_count], type, 0) # triangles else glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, geometry_group[:_opengl_face_buffer]) if update_buffers glDrawElements(GL_TRIANGLES, geometry_group[:_opengl_face_count], type, 0) end @info[:render][:calls] += 1 @info[:render][:vertices] += geometry_group[:_opengl_face_count] @info[:render][:faces] += geometry_group[:_opengl_face_count] / 3 when Line mode = object.mode == LineStrip ? GL_LINE_STRIP : GL_LINES @state.set_line_width(material.line_width * @pixel_ratio) glDrawArrays(mode, 0, geometry_group[:_opengl_line_count]) @info[:render][:calls] += 1 # TODO: render particles # when PointCloud # glDrawArrays(GL_POINTS, 0, geometry_group[:_opengl_particle_count]) # # @info[:render][:calls] += 1 # @info[:render][:points] += geometry_group[:_opengl_particle_count] end end |
#reset_gl_state ⇒ Object
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# File 'lib/mittsu/renderers/opengl_renderer.rb', line 337 def reset_gl_state @_current_program = nil @_current_camera = nil @_current_geometry_program = '' @_current_material_id = -1 @_lights_need_update = true @state.reset end |
#set_clear_alpha(alpha) ⇒ Object
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# File 'lib/mittsu/renderers/opengl_renderer.rb', line 309 def set_clear_alpha(alpha) @_clear_alpha = alpha clear_color(@_clear_color.r, @_clear_color.g, @_clear_color.b, @_clear_alpha) end |
#set_clear_color(color, alpha = 1.0) ⇒ Object
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# File 'lib/mittsu/renderers/opengl_renderer.rb', line 299 def set_clear_color(color, alpha = 1.0) @_clear_color.set(color) @_clear_alpha = alpha clear_color(@_clear_color.r, @_clear_color.g, @_clear_color.b, @_clear_alpha) end |
#set_material_faces(material) ⇒ Object
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# File 'lib/mittsu/renderers/opengl_renderer.rb', line 562 def set_material_faces(material) @state.set_double_sided(material.side == DoubleSide) @state.set_flip_sided(material.side == BackSide) end |
#set_render_target(render_target = nil) ⇒ Object
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# File 'lib/mittsu/renderers/opengl_renderer.rb', line 349 def set_render_target(render_target = nil) # TODO: when OpenGLRenderTargetCube exists is_cube = false # render_target.is_a? OpenGLRenderTargetCube if render_target && render_target[:_opengl_framebuffer].nil? render_target.depth_buffer = true if render_target.depth_buffer.nil? render_target.stencil_buffer = true if render_target.stencil_buffer.nil? render_target.add_event_listener(:dispose, @on_render_target_dispose) render_target[:_opengl_texture] = glCreateTexture @info[:memory][:textures] += 1 # Setup texture, create render and frame buffers is_target_power_of_two = Math.power_of_two?(render_target.width) && Math.power_of_two?(render_target.height) gl_format = param_mittsu_to_gl(render_target.format) gl_type = param_mittsu_to_gl(render_target.type) if is_cube # TODO else render_target[:_opengl_framebuffer] = glCreateFramebuffer if render_target.share_depth_from render_target[:_opengl_renderbuffer] = render_target.share_depth_from[:_opengl_renderbuffer] else render_target[:_opengl_renderbuffer] = glCreateRenderbuffer end glBindTexture(GL_TEXTURE_2D, render_target[:_opengl_texture]) set_texture_parameters(GL_TEXTURE_2D, render_target, is_target_power_of_two) glTexImage2D(GL_TEXTURE_2D, 0, gl_format, render_target.width, render_target.height, 0, gl_format, gl_type, nil) setup_framebuffer(render_target[:_opengl_framebuffer], render_target, GL_TEXTURE_2D) if render_target.share_depth_from if render_target.depth_buffer && !render_target.stencil_buffer glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, render_target[:_opengl_renderbuffer]) elsif render_target.depth_buffer && render_target.stencil_buffer glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, render_target[:_opengl_renderbuffer]) end else setup_renderbuffer(render_target[:_opengl_renderbuffer], render_target) end glGenerateMipmap(GL_TEXTURE_2D) if is_target_power_of_two end # Release everything if is_cube # TODO else glBindTexture(GL_TEXTURE_2D, 0) end glBindRenderbuffer(GL_RENDERBUFFER, 0) glBindFramebuffer(GL_FRAMEBUFFER, 0) end if render_target if is_cube # TODO else framebuffer = render_target[:_opengl_framebuffer] end width = render_target.width height = render_target.height vx = 0 vy = 0 else framebuffer = nil width = @_viewport_width height = @_viewport_height vx = @_viewport_x vy = @_viewport_y end if framebuffer != @_current_framebuffer glBindFramebuffer(GL_FRAMEBUFFER, framebuffer || 0) glViewport(vx, vy, width, height) @_current_framebuffer = framebuffer end @_current_width = width @_current_height = height end |
#set_scissor(x, y, width, height) ⇒ Object
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# File 'lib/mittsu/renderers/opengl_renderer.rb', line 280 def set_scissor(x, y, width, height) glScissor( x * pixel_ratio, y * pixel_ratio, width * pixel_ratio, height * pixel_ratio ) end |
#set_size(width, height) ⇒ Object
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# File 'lib/mittsu/renderers/opengl_renderer.rb', line 265 def set_size(width, height) @width, @height = width, height self.(0, 0, width, height) end |
#set_texture(texture, slot) ⇒ Object
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# File 'lib/mittsu/renderers/opengl_renderer.rb', line 748 def set_texture(texture, slot) glActiveTexture(GL_TEXTURE0 + slot) if texture.needs_update? upload_texture(texture) else glBindTexture(GL_TEXTURE_2D, texture[:_opengl_texture]) end end |
#set_viewport(x, y, width, height) ⇒ Object
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# File 'lib/mittsu/renderers/opengl_renderer.rb', line 270 def (x, y, width, height) @_viewport_x = x * pixel_ratio @_viewport_x = y * pixel_ratio @_viewport_width = width * pixel_ratio @_viewport_height = height * pixel_ratio glViewport(@_viewport_x, @_viewport_y, @_viewport_width, @_viewport_height) end |
#supports_vertex_textures? ⇒ Boolean
TODO: get_context ??? TODO: force_context_loss ???
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# File 'lib/mittsu/renderers/opengl_renderer.rb', line 253 def supports_vertex_textures? @_supports_vertex_textures end |
#upload_texture(texture) ⇒ Object
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# File 'lib/mittsu/renderers/opengl_renderer.rb', line 758 def upload_texture(texture) if texture[:_opengl_init].nil? texture[:_opengl_init] = true texture.add_event_listener :dispose, @on_texture_dispose texture[:_opengl_texture] = glCreateTexture @info[:memory][:textures] += 1 end glBindTexture(GL_TEXTURE_2D, texture[:_opengl_texture]) # glPixelStorei(GL_UNPACK_FLIP_Y_WEBGL, texture.flip_y) ??? # glPixelStorei(GL_UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiply_alpha) ??? glPixelStorei(GL_UNPACK_ALIGNMENT, texture.unpack_alignment) texture.image = clamp_to_max_size(texture.image, @_max_texture_size) image = texture.image is_image_power_of_two = Math.power_of_two?(image.width) && Math.power_of_two?(image.height) gl_format = param_mittsu_to_gl(texture.format) gl_type = param_mittsu_to_gl(texture.type) set_texture_parameters(GL_TEXTURE_2D, texture, is_image_power_of_two) mipmaps = texture.mipmaps if texture.is_a?(DataTexture) # use manually created mipmaps if available # if there are no manual mipmaps # set 0 level mipmap and then use GL to generate other mipmap levels if !mipmaps.empty? && is_image_power_of_two mipmaps.each_with_index do |mipmap, i| glTexImage2D(GL_TEXTURE_2D, i, gl_format, mipmap.width, mipmap.height, 0, gl_format, gl_type, mipmap.data) end else glTexImage2D(GL_TEXTURE_2D, 0, gl_format, image.width, image.height, 0, gl_format, gl_type, image.data) end elsif texture.is_a?(CompressedTexture) mipmaps.each_with_index do |mipmap, i| if texture.format != RGBAFormat && texture.format != RGBFormat if get_compressed_texture_formats.index(gl_format) glCompressedTexImage2D(GL_TEXTURE_2D, i, gl_format, mipmap.width, mipmap.height, 0, mipmap.data) else puts 'WARNING: Mittsu::OpenGLRenderer: Attempt to load unsupported compressed texture format in #upload_texture' end else glTexImage2D(GL_TEXTURE_2D, i, gl_format, mipmap.width, mipmap.height, 0, gl_format, gl_type, mipmap.data) end end else # regular texture (image, video, canvas) # use manually created mipmaps if available # if there are no manual mipmaps # set 0 level mipmap and then use GL to generate other mipmap levels if !mipmaps.empty? && is_image_power_of_two mipmaps.each_with_index do |mipmap, i| glTexImage2D(GL_TEXTURE_2D, i, gl_format, mipmap.width, mipmap.height, 0, gl_format, gl_type, mipmap.data) end texture.generate_mipmaps = false else glTexImage2D(GL_TEXTURE_2D, 0, gl_format, texture.image.width, texture.image.height, 0, gl_format, gl_type, texture.image.data) end end if texture.generate_mipmaps && is_image_power_of_two glGenerateMipmap(GL_TEXTURE_2D) end texture.needs_update = false if texture.on_update texture.on_update.() end end |