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a8a1c98a41
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1700 4e206d99-4929-0410-ac5d-dfc041789085
344 lines
12 KiB
C++
344 lines
12 KiB
C++
/* rbSFML - Copyright (c) 2010 Henrik Valter Vogelius Hansson - groogy@groogy.se
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* This software is provided 'as-is', without any express or
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* implied warranty. In no event will the authors be held
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* liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute
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* it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented;
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* you must not claim that you wrote the original software.
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* If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but
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* is not required.
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*
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* 2. Altered source versions must be plainly marked as such,
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* and must not be misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any
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* source distribution.
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*/
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#include "Shader.hpp"
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#include "Vector2.hpp"
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#include "Vector3.hpp"
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#include "Image.hpp"
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#include "main.hpp"
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#include <SFML/Graphics/Shader.hpp>
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VALUE globalShaderClass;
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/* External classes */
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extern VALUE globalVector2Class;
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extern VALUE globalVector3Class;
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extern VALUE globalImageClass;
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static void Shader_Free( sf::Shader *anObject )
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{
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delete anObject;
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}
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/* call-seq:
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* shader.loadFromFile( filename ) -> true or false
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*
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* Load the shader from a file.
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*
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* The source must be a text file containing a valid fragment shader in GLSL language. GLSL is a C-like language
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* dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.
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*/
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static VALUE Shader_LoadFromFile( VALUE self, VALUE aFileName )
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{
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sf::Shader *object = NULL;
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Data_Get_Struct( self, sf::Shader, object );
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if( object->LoadFromFile( rb_string_value_cstr( &aFileName ) ) == true )
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{
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return Qtrue;
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}
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else
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{
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return Qfalse;
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}
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}
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/* call-seq:
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* shader.loadFromMemory( filename ) -> true or false
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*
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* Load the shader from a source code in memory.
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*
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* The source code must be a valid fragment shader in GLSL language. GLSL is a C-like language dedicated to OpenGL
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* shaders; you'll probably need to read a good documentation for it before writing your own shaders.
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*/
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static VALUE Shader_LoadFromMemory( VALUE self, VALUE aShader )
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{
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sf::Shader *object = NULL;
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Data_Get_Struct( self, sf::Shader, object );
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if( object->LoadFromMemory( rb_string_value_cstr( &aShader ) ) == true )
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{
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return Qtrue;
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}
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else
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{
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return Qfalse;
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}
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}
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/* call-seq:
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* shader.setParameter( name, x )
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* shader.setParameter( name, x, y )
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* shader.setParameter( name, x, y, z )
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* shader.setParameter( name, x, y, z, w )
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* shader.setParameter( name, vector2 )
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* shader.setParameter( name, vector3 )
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*
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* Change a vector parameter of the shader.
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*/
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static VALUE Shader_SetParameter( int argc, VALUE *args, VALUE self )
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{
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sf::Shader *object = NULL;
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Data_Get_Struct( self, sf::Shader, object );
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const char * name;
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switch( argc )
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{
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case 2:
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{
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name = rb_string_value_cstr( &args[0] );
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if( rb_obj_is_kind_of( args[1], rb_cFloat ) == Qtrue )
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{
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object->SetParameter( name, NUM2DBL( args[1] ) );
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}
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else if( rb_obj_is_kind_of( args[1], globalVector2Class ) == Qtrue ||
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( rb_obj_is_kind_of( args[1], rb_cArray ) == Qtrue &&
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FIX2INT( rb_funcall( args[1], rb_intern( "size" ), 0 ) ) == 2 )
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)
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{
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VALUE arg1 = Vector2_ForceType( args[1] );
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sf::Vector2f vector;
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vector.x = NUM2DBL( Vector2_GetX( args[1] ) );
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vector.y = NUM2DBL( Vector2_GetY( args[1] ) );
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object->SetParameter( name, vector );
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}
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else if( rb_obj_is_kind_of( args[1], globalVector3Class ) == Qtrue ||
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( rb_obj_is_kind_of( args[1], rb_cArray ) == Qtrue &&
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FIX2INT( rb_funcall( args[1], rb_intern( "size" ), 0 ) ) == 3 )
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)
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{
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VALUE arg1 = Vector3_ForceType( args[1] );
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sf::Vector3f vector;
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vector.x = NUM2DBL( Vector3_GetX( args[1] ) );
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vector.y = NUM2DBL( Vector3_GetY( args[1] ) );
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vector.z = NUM2DBL( Vector3_GetZ( args[1] ) );
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object->SetParameter( name, vector );
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}
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break;
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}
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case 3:
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name = rb_string_value_cstr( &args[0] );
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object->SetParameter( name, NUM2DBL( args[1] ), NUM2DBL( args[2] ) );
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break;
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case 4:
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name = rb_string_value_cstr( &args[0] );
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object->SetParameter( name, NUM2DBL( args[1] ), NUM2DBL( args[2] ), NUM2DBL( args[3] ) );
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break;
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case 5:
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name = rb_string_value_cstr( &args[0] );
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object->SetParameter( name, NUM2DBL( args[1] ), NUM2DBL( args[2] ), NUM2DBL( args[3] ), NUM2DBL( args[4] ) );
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break;
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default:
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rb_raise( rb_eArgError, "Expected 2..5 arguments but was given %d", argc );
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}
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return Qnil;
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}
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/* call-seq:
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* shader.setParameter( name, texture )
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*
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* Change a texture parameter of the shader.
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*
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* name is the name of the texture to change in the shader. To tell the shader to use the current texture of the object
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* being drawn, pass Shader::CurrentTexture. Example:
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*
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* # These are the variables in the pixel shader
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* uniform sampler2D current;
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* uniform sampler2D other;
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*
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* image = SFML::Image.new
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* ...
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* shader.setParameter( "current", SFML::Shader::CurrentTexture )
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* shader.setParameter( "other", image )
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*
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* It is important to note that texture must remain alive as long as the shader uses it, no copy is made internally.
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*/
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static VALUE Shader_SetTexture( VALUE self, VALUE aName, VALUE aTexture )
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{
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VALIDATE_CLASS( aName, rb_cString, "name" );
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VALIDATE_CLASS( aTexture, globalImageClass, "texture" );
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sf::Image *texture = NULL;
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Data_Get_Struct( self, sf::Image, texture );
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const char * name = rb_string_value_cstr( &aName );
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sf::Shader *object = NULL;
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Data_Get_Struct( self, sf::Shader, object );
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object->SetTexture( name, *texture );
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return Qnil;
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}
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/* call-seq:
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* shader.bind()
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*
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* Bind the shader for rendering (activate it).
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*
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* This function is normally for internal use only, unless you want to use the shader with a custom OpenGL rendering
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* instead of a SFML drawable.
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*/
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static VALUE Shader_Bind( VALUE self )
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{
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sf::Shader *object = NULL;
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Data_Get_Struct( self, sf::Shader, object );
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object->Bind();
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return Qnil;
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}
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/* call-seq:
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* shader.unbind()
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*
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* Unbind the shader (deactivate it).
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*
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* This function is normally for internal use only, unless you want to use the shader with a custom OpenGL rendering
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* instead of a SFML drawable.
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*/
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static VALUE Shader_Unbind( VALUE self )
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{
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sf::Shader *object = NULL;
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Data_Get_Struct( self, sf::Shader, object );
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object->Unbind();
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return Qnil;
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}
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/* call-seq:
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* Shader.new()
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*
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* Create a new shader.
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*/
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static VALUE Shader_New( int argc, VALUE *args, VALUE aKlass )
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{
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sf::Shader *object = new sf::Shader();
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VALUE rbData = Data_Wrap_Struct( aKlass, 0, Shader_Free, object );
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rb_obj_call_init( rbData, argc, args );
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return rbData;
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}
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/* call-seq:
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* Shader.isAvailable()
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*
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* Tell whether or not the system supports shaders.
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*
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* This function should always be called before using the shader features. If it returns false, then any attempt to
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* use SFML::Shader will fail.
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*/
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static VALUE Shader_IsAvailable( VALUE aKlass )
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{
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return ( sf::Shader::IsAvailable() == true ? Qtrue : Qfalse );
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}
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static VALUE CreateCurrentTextureWrapper( void )
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{
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sf::Image * image = const_cast< sf::Image * >( &sf::Shader::CurrentTexture );
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VALUE rbData = Data_Wrap_Struct( globalImageClass, 0, 0, image );
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rb_obj_call_init( rbData, 0, 0 );
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return rbData;
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}
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void Init_Shader( void )
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{
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/* SFML namespace which contains the classes of this module. */
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VALUE sfml = rb_define_module( "SFML" );
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/* Pixel/fragment shader class.
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*
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* Pixel shaders (or fragment shaders) are programs written using a specific language, executed directly by the
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* graphics card and allowing to apply per-pixel real-time operations to the rendered entities.
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*
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* Pixel shaders are written in GLSL, which is a C-like language dedicated to OpenGL shaders. You'll probably need
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* to learn its basics before writing your own shaders for SFML.
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*
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* Like any program, a shader has its own variables that you can set from your Ruby application. SFML::Shader
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* handles 3 different types of variables:
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*
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* - floats
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* - vectors (2, 3 or 4 components)
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* - textures
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*
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* The value of the variables can be changed at any time with either SFML::Shader#setParameter or SFML::Shader#SetTexture:
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*
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* shader.setParameter( "offset", 2.0 )
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* shader.setParameter( "color", 0.5, 0.8, 0.3 )
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* shader.setTexture( "image", image ) # image is a SFML::Image
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* shader.setTexture( "current", SFML::Shader::CurrentTexture )
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*
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* Shader::CurrentTexture is a special value that represents the texture that the object being drawn is using.
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*
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* To apply a shader to a drawable, you must pass it as an additional parameter to the Draw function:
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*
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* window.draw( sprite, shader )
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*
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* Shaders can be used on any drawable, but they are mainly made for SFML::Sprite. Using a shader on a SFML::String is
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* more limited, because the texture of the string is not the actual text that you see on screen, it is a big image
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* containing all the characters of the font in an arbitrary order. Thus, texture lookups on pixels other than the
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* current one may not give you the expected result. Using a shader with SFML::Shape is even more limited, as shapes
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* don't use any texture.
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*
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* Shaders can also be used to apply global post-effects to the current contents of the target
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* (like the old sf::PostFx class in SFML 1). This can be done in two different ways:
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*
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* - draw everything to a SFML::RenderImage, then draw it to the main target using the shader
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* - draw everything directly to the main target, then use SFML::Image::CopyScreen to copy its contents to an image
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* and draw it to the main target using the shader
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*
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* The first technique is more optimized because it doesn't involve retrieving the target's pixels to system memory,
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* but the second one doesn't impact the rendering process and can be easily inserted anywhere.
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*
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* Like SFML::Image that can be used as a raw OpenGL texture, SFML::Shader can also be used directly as a raw fragment
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* shader for custom OpenGL geometry.
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*
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* window.setActive()
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* shader.bind()
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* # ... render OpenGL geometry ...
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* shader.unbind()
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*
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*/
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globalShaderClass = rb_define_class_under( sfml, "Shader", rb_cObject );
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// Class methods
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rb_define_singleton_method( globalShaderClass, "new", Shader_New, -1 );
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rb_define_singleton_method( globalShaderClass, "isAvailable", Shader_IsAvailable, 0 );
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// Class Constants
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rb_define_const( globalShaderClass, "CurrentTexture", CreateCurrentTextureWrapper() );
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// Instance methods
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rb_define_method( globalShaderClass, "loadFromFile", Shader_LoadFromFile, 1 );
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rb_define_method( globalShaderClass, "loadFromMemory", Shader_LoadFromMemory, 1 );
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rb_define_method( globalShaderClass, "setParameter", Shader_SetParameter, -1 );
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rb_define_method( globalShaderClass, "setTexture", Shader_SetTexture, 2 );
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rb_define_method( globalShaderClass, "bind", Shader_Bind, 0 );
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rb_define_method( globalShaderClass, "unbind", Shader_Unbind, 0 );
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// Class Aliases
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rb_define_alias( CLASS_OF( globalShaderClass ), "is_available", "isAvailable" );
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rb_define_alias( CLASS_OF( globalShaderClass ), "available?", "isAvailable" );
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// Instance Aliases
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rb_define_alias( globalShaderClass, "load_from_file", "loadFromFile" );
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rb_define_alias( globalShaderClass, "loadFile", "loadFromFile" );
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rb_define_alias( globalShaderClass, "load_file", "loadFromFile" );
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rb_define_alias( globalShaderClass, "load_from_memory", "loadFromMemory" );
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rb_define_alias( globalShaderClass, "loadMemory", "loadFromMemory" );
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rb_define_alias( globalShaderClass, "load_memory", "loadFromMemory" );
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rb_define_alias( globalShaderClass, "set_parameter", "setParameter" );
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rb_define_alias( globalShaderClass, "[]=", "setParameter" );
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rb_define_alias( globalShaderClass, "set_texture", "setTexture" );
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}
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