ruby-sfml-example/example.rb

126 lines
3.1 KiB
Ruby
Executable File

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