SFML/bindings/ruby/sfml-graphics/graphics/Shader.cpp

371 lines
13 KiB
C++
Raw Normal View History

/* rbSFML - Copyright (c) 2010 Henrik Valter Vogelius Hansson - groogy@groogy.se
* This software is provided 'as-is', without any express or
* implied warranty. In no event will the authors be held
* liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute
* it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented;
* you must not claim that you wrote the original software.
* If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but
* is not required.
*
* 2. Altered source versions must be plainly marked as such,
* and must not be misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any
* source distribution.
*/
#include "Shader.hpp"
#include "Vector2.hpp"
#include "Vector3.hpp"
#include "Image.hpp"
#include "main.hpp"
#include <SFML/Graphics/Shader.hpp>
VALUE globalShaderClass;
/* External classes */
extern VALUE globalVector2Class;
extern VALUE globalVector3Class;
extern VALUE globalImageClass;
static void Shader_Free( sf::Shader *anObject )
{
delete anObject;
}
/* call-seq:
* shader.loadFromFile( filename ) -> true or false
*
* Load the shader from a file.
*
* The source must be a text file containing a valid fragment shader in GLSL language. GLSL is a C-like language
* dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.
*/
static VALUE Shader_LoadFromFile( VALUE self, VALUE aFileName )
{
sf::Shader *object = NULL;
Data_Get_Struct( self, sf::Shader, object );
if( object->LoadFromFile( rb_string_value_cstr( &aFileName ) ) == true )
{
return Qtrue;
}
else
{
return Qfalse;
}
}
/* call-seq:
* shader.loadFromMemory( filename ) -> true or false
*
* Load the shader from a source code in memory.
*
* The source code must be a valid fragment shader in GLSL language. GLSL is a C-like language dedicated to OpenGL
* shaders; you'll probably need to read a good documentation for it before writing your own shaders.
*/
static VALUE Shader_LoadFromMemory( VALUE self, VALUE aShader )
{
sf::Shader *object = NULL;
Data_Get_Struct( self, sf::Shader, object );
if( object->LoadFromMemory( rb_string_value_cstr( &aShader ) ) == true )
{
return Qtrue;
}
else
{
return Qfalse;
}
}
/* call-seq:
* shader.setParameter( name, x )
* shader.setParameter( name, x, y )
* shader.setParameter( name, x, y, z )
* shader.setParameter( name, x, y, z, w )
* shader.setParameter( name, vector2 )
* shader.setParameter( name, vector3 )
*
* Change a vector parameter of the shader.
*/
static VALUE Shader_SetParameter( int argc, VALUE *args, VALUE self )
{
sf::Shader *object = NULL;
Data_Get_Struct( self, sf::Shader, object );
const char * name;
switch( argc )
{
case 2:
{
name = rb_string_value_cstr( &args[0] );
if( rb_obj_is_kind_of( args[1], rb_cFloat ) == Qtrue )
{
object->SetParameter( name, NUM2DBL( args[1] ) );
}
else if( rb_obj_is_kind_of( args[1], globalVector2Class ) == Qtrue ||
( rb_obj_is_kind_of( args[1], rb_cArray ) == Qtrue &&
FIX2INT( rb_funcall( args[1], rb_intern( "size" ), 0 ) ) == 2 )
)
{
VALUE arg1 = Vector2_ForceType( args[1] );
sf::Vector2f vector;
vector.x = NUM2DBL( Vector2_GetX( args[1] ) );
vector.y = NUM2DBL( Vector2_GetY( args[1] ) );
object->SetParameter( name, vector );
}
else if( rb_obj_is_kind_of( args[1], globalVector3Class ) == Qtrue ||
( rb_obj_is_kind_of( args[1], rb_cArray ) == Qtrue &&
FIX2INT( rb_funcall( args[1], rb_intern( "size" ), 0 ) ) == 3 )
)
{
VALUE arg1 = Vector3_ForceType( args[1] );
sf::Vector3f vector;
vector.x = NUM2DBL( Vector3_GetX( args[1] ) );
vector.y = NUM2DBL( Vector3_GetY( args[1] ) );
vector.z = NUM2DBL( Vector3_GetZ( args[1] ) );
object->SetParameter( name, vector );
}
break;
}
case 3:
name = rb_string_value_cstr( &args[0] );
object->SetParameter( name, NUM2DBL( args[1] ), NUM2DBL( args[2] ) );
break;
case 4:
name = rb_string_value_cstr( &args[0] );
object->SetParameter( name, NUM2DBL( args[1] ), NUM2DBL( args[2] ), NUM2DBL( args[3] ) );
break;
case 5:
name = rb_string_value_cstr( &args[0] );
object->SetParameter( name, NUM2DBL( args[1] ), NUM2DBL( args[2] ), NUM2DBL( args[3] ), NUM2DBL( args[4] ) );
break;
default:
rb_raise( rb_eArgError, "Expected 2..5 arguments but was given %d", argc );
}
return Qnil;
}
/* call-seq:
* shader.setParameter( name, texture )
*
* Change a texture parameter of the shader.
*
* name is the name of the texture to change in the shader. To tell the shader to use the current texture of the object
* being drawn, pass Shader::CurrentTexture. Example:
*
* # These are the variables in the pixel shader
* uniform sampler2D current;
* uniform sampler2D other;
*
* image = SFML::Image.new
* ...
* shader.setParameter( "current", SFML::Shader::CurrentTexture )
* shader.setParameter( "other", image )
*
* It is important to note that texture must remain alive as long as the shader uses it, no copy is made internally.
*/
static VALUE Shader_SetTexture( VALUE self, VALUE aName, VALUE aTexture )
{
VALIDATE_CLASS( aName, rb_cString, "name" );
VALIDATE_CLASS( aTexture, globalImageClass, "texture" );
sf::Image *texture = NULL;
Data_Get_Struct( self, sf::Image, texture );
const char * name = rb_string_value_cstr( &aName );
sf::Shader *object = NULL;
Data_Get_Struct( self, sf::Shader, object );
object->SetTexture( name, *texture );
return Qnil;
}
/* call-seq:
* shader.bind()
*
* Bind the shader for rendering (activate it).
*
* This function is normally for internal use only, unless you want to use the shader with a custom OpenGL rendering
* instead of a SFML drawable.
*/
static VALUE Shader_Bind( VALUE self )
{
sf::Shader *object = NULL;
Data_Get_Struct( self, sf::Shader, object );
object->Bind();
return Qnil;
}
/* call-seq:
* shader.unbind()
*
* Unbind the shader (deactivate it).
*
* This function is normally for internal use only, unless you want to use the shader with a custom OpenGL rendering
* instead of a SFML drawable.
*/
static VALUE Shader_Unbind( VALUE self )
{
sf::Shader *object = NULL;
Data_Get_Struct( self, sf::Shader, object );
object->Unbind();
return Qnil;
}
/* call-seq:
* Shader.new() -> shader
* Shader.new( filename ) -> shader
*
* Will create a new shader instance.
*
* If a filename argument is specified then shader#loadFromFile will be called on the created instance.
*/
static VALUE Shader_Initialize( int argc, VALUE *args, VALUE self )
{
if( argc > 0 )
{
rb_funcall2( self, rb_intern( "loadFromFile" ), argc, args );
}
return self;
}
static VALUE Shader_InitializeCopy( VALUE self, VALUE aSource )
{
sf::Shader *object = NULL;
Data_Get_Struct( self, sf::Shader, object );
sf::Shader *source = NULL;
Data_Get_Struct( aSource, sf::Shader, source );
*object = *source;
}
/* call-seq:
* Shader.new()
*
* Create a new shader.
*/
static VALUE Shader_Alloc( VALUE aKlass )
{
sf::Shader *object = new sf::Shader();
return Data_Wrap_Struct( aKlass, 0, Shader_Free, object );
}
/* call-seq:
* Shader.isAvailable()
*
* Tell whether or not the system supports shaders.
*
* This function should always be called before using the shader features. If it returns false, then any attempt to
* use SFML::Shader will fail.
*/
static VALUE Shader_IsAvailable( VALUE aKlass )
{
return ( sf::Shader::IsAvailable() == true ? Qtrue : Qfalse );
}
static VALUE CreateCurrentTextureWrapper( void )
{
sf::Image * image = const_cast< sf::Image * >( &sf::Shader::CurrentTexture );
VALUE rbData = Data_Wrap_Struct( globalImageClass, 0, 0, image );
rb_obj_call_init( rbData, 0, 0 );
return rbData;
}
void Init_Shader( void )
{
/* SFML namespace which contains the classes of this module. */
VALUE sfml = rb_define_module( "SFML" );
/* Pixel/fragment shader class.
*
* Pixel shaders (or fragment shaders) are programs written using a specific language, executed directly by the
* graphics card and allowing to apply per-pixel real-time operations to the rendered entities.
*
* Pixel shaders are written in GLSL, which is a C-like language dedicated to OpenGL shaders. You'll probably need
* to learn its basics before writing your own shaders for SFML.
*
* Like any program, a shader has its own variables that you can set from your Ruby application. SFML::Shader
* handles 3 different types of variables:
*
* - floats
* - vectors (2, 3 or 4 components)
* - textures
*
* The value of the variables can be changed at any time with either SFML::Shader#setParameter or SFML::Shader#SetTexture:
*
* shader.setParameter( "offset", 2.0 )
* shader.setParameter( "color", 0.5, 0.8, 0.3 )
* shader.setTexture( "image", image ) # image is a SFML::Image
* shader.setTexture( "current", SFML::Shader::CurrentTexture )
*
* Shader::CurrentTexture is a special value that represents the texture that the object being drawn is using.
*
* To apply a shader to a drawable, you must pass it as an additional parameter to the Draw function:
*
* window.draw( sprite, shader )
*
* Shaders can be used on any drawable, but they are mainly made for SFML::Sprite. Using a shader on a SFML::String is
* more limited, because the texture of the string is not the actual text that you see on screen, it is a big image
* containing all the characters of the font in an arbitrary order. Thus, texture lookups on pixels other than the
* current one may not give you the expected result. Using a shader with SFML::Shape is even more limited, as shapes
* don't use any texture.
*
* Shaders can also be used to apply global post-effects to the current contents of the target
* (like the old sf::PostFx class in SFML 1). This can be done in two different ways:
*
* - draw everything to a SFML::RenderImage, then draw it to the main target using the shader
* - draw everything directly to the main target, then use SFML::Image::CopyScreen to copy its contents to an image
* and draw it to the main target using the shader
*
* The first technique is more optimized because it doesn't involve retrieving the target's pixels to system memory,
* but the second one doesn't impact the rendering process and can be easily inserted anywhere.
*
* Like SFML::Image that can be used as a raw OpenGL texture, SFML::Shader can also be used directly as a raw fragment
* shader for custom OpenGL geometry.
*
* window.setActive()
* shader.bind()
* # ... render OpenGL geometry ...
* shader.unbind()
*
*/
globalShaderClass = rb_define_class_under( sfml, "Shader", rb_cObject );
// Class methods
//rb_define_singleton_method( globalShaderClass, "new", Shader_New, -1 );
rb_define_alloc_func( globalShaderClass, Shader_Alloc );
rb_define_singleton_method( globalShaderClass, "isAvailable", Shader_IsAvailable, 0 );
// Class Constants
rb_define_const( globalShaderClass, "CurrentTexture", CreateCurrentTextureWrapper() );
// Instance methods
rb_define_method( globalShaderClass, "initialize", Shader_Initialize, -1 );
rb_define_method( globalShaderClass, "initialize_copy", Shader_InitializeCopy, 1 );
rb_define_method( globalShaderClass, "loadFromFile", Shader_LoadFromFile, 1 );
rb_define_method( globalShaderClass, "loadFromMemory", Shader_LoadFromMemory, 1 );
rb_define_method( globalShaderClass, "setParameter", Shader_SetParameter, -1 );
rb_define_method( globalShaderClass, "setTexture", Shader_SetTexture, 2 );
rb_define_method( globalShaderClass, "bind", Shader_Bind, 0 );
rb_define_method( globalShaderClass, "unbind", Shader_Unbind, 0 );
// Class Aliases
rb_define_alias( CLASS_OF( globalShaderClass ), "is_available", "isAvailable" );
rb_define_alias( CLASS_OF( globalShaderClass ), "available?", "isAvailable" );
// Instance Aliases
rb_define_alias( globalShaderClass, "load_from_file", "loadFromFile" );
rb_define_alias( globalShaderClass, "loadFile", "loadFromFile" );
rb_define_alias( globalShaderClass, "load_file", "loadFromFile" );
rb_define_alias( globalShaderClass, "load_from_memory", "loadFromMemory" );
rb_define_alias( globalShaderClass, "loadMemory", "loadFromMemory" );
rb_define_alias( globalShaderClass, "load_memory", "loadFromMemory" );
rb_define_alias( globalShaderClass, "set_parameter", "setParameter" );
rb_define_alias( globalShaderClass, "[]=", "setParameter" );
rb_define_alias( globalShaderClass, "set_texture", "setTexture" );
}