Class: Engine::Shader
- Inherits:
-
Object
- Object
- Engine::Shader
- Defined in:
- lib/engine/shader.rb
Instance Method Summary collapse
- #compile_shader(shader, type) ⇒ Object
-
#initialize(vertex_shader, fragment_shader) ⇒ Shader
constructor
A new instance of Shader.
- #set_float(name, float) ⇒ Object
- #set_int(name, int) ⇒ Object
- #set_mat4(name, mat) ⇒ Object
- #set_vec3(name, vec) ⇒ Object
- #set_vec4(name, vec) ⇒ Object
- #use ⇒ Object
Constructor Details
#initialize(vertex_shader, fragment_shader) ⇒ Shader
Returns a new instance of Shader.
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# File 'lib/engine/shader.rb', line 3 def initialize(vertex_shader, fragment_shader) @vertex_shader = compile_shader(vertex_shader, GL::VERTEX_SHADER) @fragment_shader = compile_shader(fragment_shader, GL::FRAGMENT_SHADER) @program = GL.CreateProgram GL.AttachShader(@program, @vertex_shader) GL.AttachShader(@program, @fragment_shader) GL.LinkProgram(@program) linked_buf = ' ' * 4 GL.GetProgramiv(@program, GL::LINK_STATUS, linked_buf) linked = linked_buf.unpack('L')[0] if linked == 0 compile_log = ' ' * 1024 GL.GetProgramInfoLog(@program, 1023, nil, compile_log) vertex_log = ' ' * 1024 GL.GetShaderInfoLog(@vertex_shader, 1023, nil, vertex_log) fragment_log = ' ' * 1024 GL.GetShaderInfoLog(@fragment_shader, 1023, nil, fragment_log) puts "Shader program failed to link" puts compile_log.strip puts vertex_log.strip puts fragment_log.strip end @uniform_cache = {} @uniform_locations = {} end |
Instance Method Details
#compile_shader(shader, type) ⇒ Object
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# File 'lib/engine/shader.rb', line 30 def compile_shader(shader, type) handle = GL.CreateShader(type) path = File.join(File.dirname(__FILE__), shader) s_srcs = [File.read(path)].pack('p') s_lens = [File.size(path)].pack('I') GL.ShaderSource(handle, 1, s_srcs, s_lens) GL.CompileShader(handle) handle end |
#set_float(name, float) ⇒ Object
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# File 'lib/engine/shader.rb', line 79 def set_float(name, float) return if @uniform_cache[name] == float @uniform_cache[name] = float GL.Uniform1f(uniform_location(name), float) end |
#set_int(name, int) ⇒ Object
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# File 'lib/engine/shader.rb', line 73 def set_int(name, int) return if @uniform_cache[name] == int @uniform_cache[name] = int GL.Uniform1i(uniform_location(name), int) end |
#set_mat4(name, mat) ⇒ Object
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# File 'lib/engine/shader.rb', line 61 def set_mat4(name, mat) return if @uniform_cache[name] == mat @uniform_cache[name] = mat mat_array = [ mat[0, 0], mat[0, 1], mat[0, 2], mat[0, 3], mat[1, 0], mat[1, 1], mat[1, 2], mat[1, 3], mat[2, 0], mat[2, 1], mat[2, 2], mat[2, 3], mat[3, 0], mat[3, 1], mat[3, 2], mat[3, 3] ] GL.UniformMatrix4fv(uniform_location(name), 1, GL::FALSE, mat_array.pack('F*')) end |
#set_vec3(name, vec) ⇒ Object
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# File 'lib/engine/shader.rb', line 44 def set_vec3(name, vec) return if @uniform_cache[name] == vec @uniform_cache[name] = vec vector = if vec.is_a?(Vector) vec else Vector[vec[:r], vec[:g], vec[:b]] end GL.Uniform3f(uniform_location(name), vector[0], vector[1], vector[2]) end |
#set_vec4(name, vec) ⇒ Object
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# File 'lib/engine/shader.rb', line 55 def set_vec4(name, vec) return if @uniform_cache[name] == vec @uniform_cache[name] = vec GL.Uniform4f(uniform_location(name), vec[0], vec[1], vec[2], vec[3]) end |
#use ⇒ Object
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# File 'lib/engine/shader.rb', line 40 def use GL.UseProgram(@program) end |