diff --git a/bindings/ruby/sfml-graphics/graphics/Shader.cpp b/bindings/ruby/sfml-graphics/graphics/Shader.cpp new file mode 100644 index 000000000..8bea44bd7 --- /dev/null +++ b/bindings/ruby/sfml-graphics/graphics/Shader.cpp @@ -0,0 +1,269 @@ +/* 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 + +VALUE globalShaderClass; +/* External classes */ +extern VALUE globalVector2Class; +extern VALUE globalVector3Class; +extern VALUE globalImageClass; + +static void Shader_Free( sf::Shader *anObject ) +{ + delete anObject; +} + +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; + } +} + +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; + } +} + +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; +} + +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; +} + +static VALUE Shader_Bind( VALUE self ) +{ + sf::Shader *object = NULL; + Data_Get_Struct( self, sf::Shader, object ); + object->Bind(); + return Qnil; +} + +static VALUE Shader_Unbind( VALUE self ) +{ + sf::Shader *object = NULL; + Data_Get_Struct( self, sf::Shader, object ); + object->Unbind(); + return Qnil; +} + +static VALUE Shader_New( int argc, VALUE *args, VALUE aKlass ) +{ + sf::Shader *object = new sf::Shader(); + VALUE rbData = Data_Wrap_Struct( aKlass, 0, Shader_Free, object ); + rb_obj_call_init( rbData, argc, args ); + return rbData; +} + +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_singleton_method( globalShaderClass, "isAvailable", Shader_IsAvailable, 0 ); + + // Class Constants + rb_define_const( globalShaderClass, "CurrentTexture", CreateCurrentTextureWrapper() ); + + // Instance methods + 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" ); +} diff --git a/bindings/ruby/sfml-graphics/graphics/Shader.hpp b/bindings/ruby/sfml-graphics/graphics/Shader.hpp new file mode 100644 index 000000000..19a832036 --- /dev/null +++ b/bindings/ruby/sfml-graphics/graphics/Shader.hpp @@ -0,0 +1,31 @@ +/* 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. + */ + +#ifndef SFML_RUBYEXT_SHADER_HEADER_ +#define SFML_RUBYEXT_SHADER_HEADER_ + +#include "ruby.h" + +// Ruby initiation function +void Init_Shader( void ); + +#endif // SFML_RUBYEXT_SHADER_HEADER_