127 lines
3.2 KiB
Ruby
Executable File
127 lines
3.2 KiB
Ruby
Executable File
#!/usr/bin/env ruby
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require 'sfml/all'
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require 'opengl'
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class Example
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include SFML
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TITLE = "Josh's Ruby SFML/OpenGL Example"
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def initialize
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@fullscreen = false
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@window = Window.new
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create_window
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end
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def load_shaders
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v_id = glCreateShader(GL_VERTEX_SHADER)
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glShaderSource(v_id, <<-EOS)
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uniform vec2 offset;
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uniform vec2 screen_size;
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attribute vec2 pos;
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varying vec4 pos_i;
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void main()
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{
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vec2 scaled_pos = vec2((offset.x - screen_size.x / 2) / screen_size.x * 2,
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(offset.y - screen_size.y / 2) / screen_size.y * 2);
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pos_i = vec4(pos.x * screen_size.y / screen_size.x + scaled_pos.x,
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pos.y + scaled_pos.y, 0, 1);
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gl_Position = pos_i;
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}
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EOS
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glCompileShader(v_id)
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unless glGetShaderiv(v_id, GL_COMPILE_STATUS)
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raise glGetShaderInfoLog(v_id)
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end
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f_id = glCreateShader(GL_FRAGMENT_SHADER)
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glShaderSource(f_id, <<-EOS)
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varying vec4 pos_i;
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void main()
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{
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gl_FragColor = vec4((pos_i.x + 1.0) / 2.0,
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(pos_i.y + 1.0) / 2.0,
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0, 1);
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}
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EOS
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glCompileShader(f_id)
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unless glGetShaderiv(f_id, GL_COMPILE_STATUS)
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raise glGetShaderInfoLog(f_id)
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end
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p_id = glCreateProgram()
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glAttachShader(p_id, v_id)
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glAttachShader(p_id, f_id)
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glLinkProgram(p_id)
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unless glGetProgramiv(p_id, GL_LINK_STATUS)
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raise glGetProgramInfoLog(p_id)
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end
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$offset_loc = glGetUniformLocation(p_id, "offset")
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$screen_size_loc = glGetUniformLocation(p_id, "screen_size")
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glUseProgram(p_id)
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end
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def create_window
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if @fullscreen
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@window.create(VideoMode.get_desktop_mode, TITLE, Style::Fullscreen)
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else
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@window.create([1200, 900], TITLE)
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end
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glClearColor(1, 0.5, 0, 0)
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load_shaders
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end
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def run
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quad_attrs = [0.02, 0.02,
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-0.02, 0.02,
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-0.02, -0.02,
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0.02, -0.02].pack("f*")
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b_id = glGenBuffers(1).first
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glBindBuffer(GL_ARRAY_BUFFER, b_id);
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glBufferData(GL_ARRAY_BUFFER, 2 * 4 * 4, quad_attrs, GL_STATIC_DRAW);
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x, y = 0, 0
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while @window.open?
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@window.each_event do |event|
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case event.type
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when Event::Closed
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@window.close
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when Event::KeyPressed
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case event.key.code
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when Keyboard::Escape
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@window.close
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when Keyboard::F
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@fullscreen = !@fullscreen
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create_window
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end
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when Event::MouseMoved
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x = event.mouse_move.x
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y = event.mouse_move.y
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when Event::Resized # Resize event : adjust viewport
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x = event.size.width / 2
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y = event.size.height / 2
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glViewport(0, 0, event.size.width, event.size.height)
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end
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end
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break unless @window.open?
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glClear(GL_COLOR_BUFFER_BIT)
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glUniform2f($offset_loc, x, @window.getSize.y - y)
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glUniform2f($screen_size_loc, @window.getSize.x, @window.getSize.y)
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glEnableVertexAttribArray(0)
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * 4, 0);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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@window.display
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end
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end
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end
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Example.new.run
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