ashton 0.0.1alpha → 0.0.2alpha
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- data/LICENSE +21 -21
- data/README.md +95 -68
- data/Rakefile +41 -23
- data/examples/bloom_example.rb +59 -0
- data/examples/lighting_example.rb +127 -0
- data/examples/media/SmallStar.png +0 -0
- data/examples/media/Starfighter.png +0 -0
- data/examples/media/simple.png +0 -0
- data/examples/noise_example.rb +94 -0
- data/examples/outline_example.rb +86 -0
- data/examples/particle_emitter_example.rb +114 -0
- data/examples/pixelate_example.rb +51 -49
- data/examples/pixelated_texture_example.rb +69 -0
- data/examples/radial_blur_example.rb +60 -62
- data/examples/shader_image_example.rb +74 -41
- data/examples/{shockwave2_example.rb → shockwave_example.rb} +74 -75
- data/examples/stencil_shader_example.rb +104 -0
- data/examples/{framebuffer_example.rb → texture_render_example.rb} +53 -49
- data/examples/{tv_screen_and_noise_example.rb → tv_screen_and_static_example.rb} +59 -59
- data/ext/ashton/GLee.c +18170 -0
- data/ext/ashton/GLee.h +17647 -0
- data/ext/ashton/ashton.c +42 -0
- data/ext/ashton/ashton.h +31 -0
- data/ext/ashton/color.c +45 -0
- data/ext/ashton/color.h +25 -0
- data/ext/ashton/common.h +41 -0
- data/ext/ashton/extconf.rb +42 -0
- data/ext/ashton/fast_math.c +30 -0
- data/ext/ashton/fast_math.h +30 -0
- data/ext/ashton/font.c +8 -0
- data/ext/ashton/font.h +16 -0
- data/ext/ashton/gosu.c +18 -0
- data/ext/ashton/gosu.h +19 -0
- data/ext/ashton/image.c +8 -0
- data/ext/ashton/image.h +16 -0
- data/ext/ashton/particle_emitter.c +788 -0
- data/ext/ashton/particle_emitter.h +171 -0
- data/ext/ashton/pixel_cache.c +237 -0
- data/ext/ashton/pixel_cache.h +58 -0
- data/ext/ashton/shader.c +9 -0
- data/ext/ashton/shader.h +16 -0
- data/ext/ashton/texture.c +442 -0
- data/ext/ashton/texture.h +63 -0
- data/ext/ashton/window.c +8 -0
- data/ext/ashton/window.h +16 -0
- data/lib/ashton.rb +38 -26
- data/lib/ashton/1.9/ashton.so +0 -0
- data/lib/ashton/gosu_ext/color.rb +24 -11
- data/lib/ashton/gosu_ext/font.rb +58 -0
- data/lib/ashton/gosu_ext/gosu_module.rb +16 -0
- data/lib/ashton/gosu_ext/image.rb +95 -31
- data/lib/ashton/gosu_ext/window.rb +78 -35
- data/lib/ashton/image_stub.rb +32 -36
- data/lib/ashton/lighting/light_source.rb +146 -0
- data/lib/ashton/lighting/manager.rb +98 -0
- data/lib/ashton/mixins/version_checking.rb +23 -0
- data/lib/ashton/particle_emitter.rb +87 -0
- data/lib/ashton/pixel_cache.rb +24 -0
- data/lib/ashton/shader.rb +353 -35
- data/lib/ashton/shaders/bloom.frag +41 -0
- data/lib/ashton/shaders/color_inversion.frag +11 -0
- data/lib/ashton/{post_process → shaders}/contrast.frag +16 -16
- data/lib/ashton/{shader → shaders}/default.frag +22 -19
- data/lib/ashton/{shader → shaders}/default.vert +13 -13
- data/lib/ashton/shaders/fade.frag +14 -0
- data/lib/ashton/shaders/grayscale.frag +15 -0
- data/lib/ashton/shaders/include/classicnoise2d.glsl +113 -0
- data/lib/ashton/shaders/include/classicnoise3d.glsl +177 -0
- data/lib/ashton/shaders/include/classicnoise4d.glsl +302 -0
- data/lib/ashton/{include/simplex.glsl → shaders/include/noise2d.glsl} +70 -63
- data/lib/ashton/shaders/include/noise3d.glsl +102 -0
- data/lib/ashton/shaders/include/noise4d.glsl +128 -0
- data/lib/ashton/shaders/include/rand.glsl +5 -0
- data/lib/ashton/shaders/lighting/distort.frag +57 -0
- data/lib/ashton/shaders/lighting/draw_shadows.frag +60 -0
- data/lib/ashton/shaders/lighting/shadow_blur.frag +60 -0
- data/lib/ashton/shaders/mezzotint.frag +22 -0
- data/lib/ashton/shaders/multitexture2.vert +19 -0
- data/lib/ashton/shaders/outline.frag +45 -0
- data/lib/ashton/{post_process → shaders}/pixelate.frag +48 -48
- data/lib/ashton/shaders/radial_blur.frag +63 -0
- data/lib/ashton/shaders/sepia.frag +26 -0
- data/lib/ashton/{post_process/shockwave2.frag → shaders/shockwave.frag} +38 -35
- data/lib/ashton/shaders/signed_distance_field.frag +80 -0
- data/lib/ashton/{post_process/noise.frag → shaders/static.frag} +25 -27
- data/lib/ashton/shaders/stencil.frag +27 -0
- data/lib/ashton/shaders/tv_screen.frag +23 -0
- data/lib/ashton/signed_distance_field.rb +151 -0
- data/lib/ashton/texture.rb +186 -0
- data/lib/ashton/version.rb +2 -2
- data/lib/ashton/window_buffer.rb +16 -0
- data/spec/ashton/ashton_spec.rb +22 -0
- data/spec/ashton/gosu_ext/color_spec.rb +34 -0
- data/spec/ashton/gosu_ext/font_spec.rb +57 -0
- data/spec/ashton/gosu_ext/gosu_spec.rb +11 -0
- data/spec/ashton/gosu_ext/image_spec.rb +66 -0
- data/spec/ashton/gosu_ext/window_spec.rb +71 -0
- data/spec/ashton/image_stub_spec.rb +46 -0
- data/spec/ashton/particle_emitter_spec.rb +123 -0
- data/spec/ashton/pixel_cache_spec.rb +153 -0
- data/spec/ashton/shader_spec.rb +152 -0
- data/spec/ashton/signed_distance_field_spec.rb +163 -0
- data/spec/ashton/texture_spec.rb +347 -0
- data/spec/helper.rb +12 -0
- metadata +159 -28
- data/examples/output/README.txt +0 -1
- data/lib/ashton/base_shader.rb +0 -172
- data/lib/ashton/framebuffer.rb +0 -183
- data/lib/ashton/post_process.rb +0 -83
- data/lib/ashton/post_process/default.vert +0 -9
- data/lib/ashton/post_process/fade.frag +0 -11
- data/lib/ashton/post_process/mezzotint.frag +0 -24
- data/lib/ashton/post_process/radial_blur.frag +0 -31
- data/lib/ashton/post_process/sepia.frag +0 -19
- data/lib/ashton/post_process/shockwave.frag +0 -40
- data/lib/ashton/post_process/tv_screen.frag +0 -32
Binary file
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Binary file
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data/examples/media/simple.png
CHANGED
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# Use of GLSL shader in Gosu to post-process the entire screen.
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begin
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require 'rubygems'
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rescue LoadError
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end
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$LOAD_PATH.unshift File.expand_path('../lib/', File.dirname(__FILE__))
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require "ashton"
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def media_path(file); File.expand_path "media/#{file}", File.dirname(__FILE__) end
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class TestWindow < Gosu::Window
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NOISE_FRAGMENT =<<-END
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#version 110
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// Use 3D Simplex noise, even though the shader operates on a 2D
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// texture, since then we can make the Z-coordinate act as time.
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#include <noise3d>
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uniform sampler2D in_Texture;
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uniform float in_T;
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uniform vec4 in_BlobColor;
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varying vec2 var_TexCoord;
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void main()
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{
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gl_FragColor = texture2D(in_Texture, var_TexCoord);
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// First layer. faster, low intensity, small scale blobbing.
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// Use [x, y, t] to create a 2D noise that varies over time.
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vec3 position1 = vec3(var_TexCoord * 25.0, in_T * 1.6);
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// Gives range 0.75..1.25
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float brightness1 = snoise(position1) / 4.0 + 1.0;
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// Second layer - slow, high intensity, large-scale blobbing
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// This decides where the first layer will be "seen"
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// Use [x, y, t] to create a 2D noise that varies over time.
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vec3 position2 = vec3(var_TexCoord * 3.0, in_T * 0.16);
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// Gives range 0.3..1.3
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float brightness2 = snoise(position2) / 2.0 + 0.8;
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if(brightness2 > 0.8)
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{
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gl_FragColor.rgb += in_BlobColor.rgb;
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gl_FragColor.rgb *= brightness1 * brightness2;
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}
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}
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END
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def initialize
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super 640, 480, false
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self.caption = "Post-processing with the simplex noise function - intelligent blob?"
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@noise = Ashton::Shader.new fragment: NOISE_FRAGMENT, uniforms: {
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blob_color: Gosu::Color.rgb(0, 40, 0),
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}
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@font = Gosu::Font.new self, Gosu::default_font_name, 40
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@background = Gosu::Image.new(self, media_path("Earth.png"), true)
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@start_time = Time.now
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update # Ensure the values are initially set.
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end
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def update
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$gosu_blocks.clear if defined? $gosu_blocks # Workaround for Gosu bug (0.7.45)
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@noise.t = Time.now - @start_time
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end
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def draw
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post_process @noise do
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@background.draw 0, 0, 0, width.fdiv(@background.width), height.fdiv(@background.height)
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78
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@font.draw_rel "Hello world!", 350, 50, 0, 0.5, 0.5, 1, 1, Gosu::Color::GREEN
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@font.draw_rel "Goodbye world!", 400, 350, 0, 0.5, 0.5, 2, 2, Gosu::Color::BLUE
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end
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# Drawing after the effect isn't processed, which is useful for GUI elements.
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@font.draw "FPS: #{Gosu::fps}", 0, 0, 0
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end
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86
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def button_down(id)
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if id == Gosu::KbEscape
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close
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end
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end
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end
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94
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TestWindow.new.show
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# Use of GLSL shader in Gosu to post-process the entire screen.
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begin
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require 'rubygems'
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rescue LoadError
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end
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$LOAD_PATH.unshift File.expand_path('../lib/', File.dirname(__FILE__))
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require "ashton"
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def media_path(file); File.expand_path "media/#{file}", File.dirname(__FILE__) end
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class TestWindow < Gosu::Window
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def initialize
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super 640, 480, false
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Gosu::enable_undocumented_retrofication
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self.caption = "Image, font and buffer composition drawn with 'outline' shader"
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@outline = Ashton::Shader.new fragment: :outline
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@font = Gosu::Font.new self, Gosu::default_font_name, 40
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@ship = Gosu::Image.new(self, media_path("Starfighter.png"), true)
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@background = Gosu::Image.new(self, media_path("Earth.png"), true)
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@buffer = Ashton::Texture.new width, height
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render_to_buffer
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end
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def update
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$gosu_blocks.clear if defined? $gosu_blocks # Workaround for Gosu bug (0.7.45)
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render_to_buffer
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end
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def render_to_buffer
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# Draw together into a temp buffer, before outlining all together.
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@buffer.render do |buffer|
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buffer.clear
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10.downto(1) do |i|
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scale = i / 2.0
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angle = i * 15 + Time.now.to_f * 10
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@ship.draw_rot i * 25, 15 + i * 30, 0, angle, 0.5, 0.5, scale, scale
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end
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end
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end
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def button_down(id)
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if id == Gosu::KbEscape
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close
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end
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end
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def draw
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@background.draw 0, 0, 0, width.fdiv(@background.width), height.fdiv(@background.height)
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@outline.outline_width = 2.0
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@outline.outline_color = Gosu::Color::YELLOW
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@buffer.draw 0, 0, 0, shader: @outline
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# Draw individually, each with their own outline.
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10.downto(1) do |i|
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scale = i / 2.0
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angle = i * 15 + Time.now.to_f * 10
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@outline.outline_color = [Gosu::Color::RED, Gosu::Color::WHITE][i % 2]
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# This keeps the outline of constant width on the screen,
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# compared to the sprite pixels. Wouldn't keep updating this in real usage, of course.
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@outline.outline_width = 0.9 / scale
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@ship.draw_rot 225 + i * 25, 15 + i * 30, 0, angle, 0.5, 0.5, scale, scale, :shader => @outline
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end
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# Guitastic!
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@outline.outline_width = 2.0
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@outline.outline_color = Gosu::Color::BLACK
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@font.draw "FPS:", 0, 0, 0, 1, 1, Gosu::Color::BLUE, shader: @outline
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@font.draw_rel "#{Gosu::fps}", 150, 0, 0, 1, 0, 1, 1, Gosu::Color::GREEN, shader: @outline
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end
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end
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TestWindow.new.show
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@@ -0,0 +1,114 @@
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begin
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require 'rubygems'
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rescue LoadError
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end
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$LOAD_PATH.unshift File.expand_path('../lib/', File.dirname(__FILE__))
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require "ashton"
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def media_path(file); File.expand_path "media/#{file}", File.dirname(__FILE__) end
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class TestWindow < Gosu::Window
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def initialize
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super 640, 480, false
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self.caption = "Particle emitters - 4 emitters at static positions and one on mouse"
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@grayscale = Ashton::Shader.new fragment: :grayscale
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@font = Gosu::Font.new self, Gosu::default_font_name, 24
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@star = Gosu::Image.new self, media_path("SmallStar.png"), true
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@image_emitter = Ashton::ParticleEmitter.new 450, 100, 0,
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image: @star,
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scale: 0.2,
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speed: 40,
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friction: 0.1,
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max_particles: 30000,
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interval: 0.00015,
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fade: 57, # loses 25 alpha/s
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angular_velocity: -50..50
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@shaded_image_emitter = Ashton::ParticleEmitter.new 450, 350, 0,
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image: @star,
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shader: @grayscale,
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interval: 0.00015,
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offset: 0..10,
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max_particles: 30000,
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angular_velocity: 20..50,
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center_x: 3..8, center_y: 3..8,
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zoom: -0.22 # Shrinks, so doesn't need TTL.
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@point_emitter = Ashton::ParticleEmitter.new 100, 100, 1,
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scale: 10,
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speed: 200,
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interval: 0.0002,
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max_particles: 30000,
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interval: 0.0001,
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color: Gosu::Color.rgba(255, 0, 0, 150),
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fade: 50 # loses 50 alpha/s
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@shaded_point_emitter = Ashton::ParticleEmitter.new 100, 300, 2,
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scale: 4..10,
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shader: @grayscale,
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speed: 60..100,
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offset: 0..10,
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time_to_live: 12,
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interval: 0.0003,
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max_particles: 30000,
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color: Gosu::Color.rgba(255, 0, 0, 100),
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gravity: 60 # pixels/s*s
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60
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@mouse_emitter = Ashton::ParticleEmitter.new 0, 0, 3,
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scale: 4,
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speed: 20..50,
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max_particles: 5000,
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offset: 0..5,
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interval: 0.0010,
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color: Gosu::Color.rgba(0, 255, 255, 100),
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fade: 25,
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gravity: 60 # pixels/s*s
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end
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+
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def needs_cursor?; true end
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def update
|
75
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$gosu_blocks.clear if defined? $gosu_blocks # workaround for Gosu 0.7.45 bug.
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76
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+
|
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# Calculate delta from milliseconds.
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@last_update_at ||= Gosu::milliseconds
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+
delta = [Gosu::milliseconds - @last_update_at, 100].min * 0.001 # Limit delta to 100ms (10fps), in case of freezing.
|
80
|
+
@last_update_at = Gosu::milliseconds
|
81
|
+
|
82
|
+
@image_emitter.update delta unless button_down? Gosu::Kb1
|
83
|
+
@shaded_image_emitter.update delta unless button_down? Gosu::Kb2
|
84
|
+
@point_emitter.update delta unless button_down? Gosu::Kb3
|
85
|
+
@shaded_point_emitter.update delta unless button_down? Gosu::Kb4
|
86
|
+
|
87
|
+
@mouse_emitter.x, @mouse_emitter.y = mouse_x, mouse_y
|
88
|
+
@mouse_emitter.update delta unless button_down? Gosu::Kb5
|
89
|
+
end
|
90
|
+
|
91
|
+
def button_down(id)
|
92
|
+
if id == Gosu::KbEscape
|
93
|
+
close
|
94
|
+
end
|
95
|
+
end
|
96
|
+
|
97
|
+
def draw
|
98
|
+
@point_emitter.draw
|
99
|
+
@shaded_image_emitter.draw
|
100
|
+
@shaded_point_emitter.draw
|
101
|
+
@image_emitter.draw
|
102
|
+
@mouse_emitter.draw
|
103
|
+
|
104
|
+
num_particles = @point_emitter.count + @shaded_point_emitter.count +
|
105
|
+
@image_emitter.count + @shaded_image_emitter.count +
|
106
|
+
@mouse_emitter.count
|
107
|
+
@font.draw "FPS: #{Gosu::fps} Particles: #{num_particles}", 0, 0, Float::INFINITY
|
108
|
+
|
109
|
+
totals = "Pnt: #{@point_emitter.count} ShaPnt: #{@shaded_point_emitter.count} Img: #{@image_emitter.count} ShaImg: #{@shaded_image_emitter.count} Mouse: #{@mouse_emitter.count}"
|
110
|
+
@font.draw_rel totals, 0, height, Float::INFINITY, 0, 1
|
111
|
+
end
|
112
|
+
end
|
113
|
+
|
114
|
+
TestWindow.new.show
|
@@ -1,50 +1,52 @@
|
|
1
|
-
# Use of GLSL shader in Gosu to post-process the entire screen.
|
2
|
-
|
3
|
-
begin
|
4
|
-
require 'rubygems'
|
5
|
-
rescue LoadError
|
6
|
-
end
|
7
|
-
|
8
|
-
$LOAD_PATH.unshift File.expand_path('../lib/', File.dirname(__FILE__))
|
9
|
-
require "ashton"
|
10
|
-
|
11
|
-
def
|
12
|
-
|
13
|
-
|
14
|
-
|
15
|
-
|
16
|
-
|
17
|
-
|
18
|
-
|
19
|
-
|
20
|
-
|
21
|
-
|
22
|
-
@font = Gosu::Font.new self, Gosu::default_font_name, 40
|
23
|
-
@star = Gosu::Image.new(self, media_path("LargeStar.png"), true)
|
24
|
-
|
25
|
-
|
26
|
-
|
27
|
-
|
28
|
-
|
29
|
-
|
30
|
-
|
31
|
-
|
32
|
-
|
33
|
-
|
34
|
-
|
35
|
-
|
36
|
-
|
37
|
-
|
38
|
-
|
39
|
-
|
40
|
-
|
41
|
-
@
|
42
|
-
@
|
43
|
-
|
44
|
-
|
45
|
-
|
46
|
-
|
47
|
-
|
48
|
-
|
49
|
-
|
1
|
+
# Use of GLSL shader in Gosu to post-process the entire screen.
|
2
|
+
|
3
|
+
begin
|
4
|
+
require 'rubygems'
|
5
|
+
rescue LoadError
|
6
|
+
end
|
7
|
+
|
8
|
+
$LOAD_PATH.unshift File.expand_path('../lib/', File.dirname(__FILE__))
|
9
|
+
require "ashton"
|
10
|
+
|
11
|
+
def media_path(file); File.expand_path "media/#{file}", File.dirname(__FILE__) end
|
12
|
+
|
13
|
+
class TestWindow < Gosu::Window
|
14
|
+
def initialize
|
15
|
+
super 640, 480, false
|
16
|
+
self.caption = "Post-processing with 'pixelate' - 1..9 affect pixel size"
|
17
|
+
|
18
|
+
@pixelate = Ashton::Shader.new fragment: :pixelate, uniforms: {
|
19
|
+
pixel_size: @pixel_size = 4,
|
20
|
+
}
|
21
|
+
|
22
|
+
@font = Gosu::Font.new self, Gosu::default_font_name, 40
|
23
|
+
@star = Gosu::Image.new(self, media_path("LargeStar.png"), true)
|
24
|
+
end
|
25
|
+
|
26
|
+
def update
|
27
|
+
$gosu_blocks.clear if defined? $gosu_blocks # Workaround for Gosu bug (0.7.45)
|
28
|
+
end
|
29
|
+
|
30
|
+
def button_down(id)
|
31
|
+
if (Gosu::Kb1..Gosu::Kb9).include? id
|
32
|
+
@pixel_size = (id - Gosu::Kb1 + 1) ** 2
|
33
|
+
@pixelate.pixel_size = @pixel_size
|
34
|
+
elsif id == Gosu::KbEscape
|
35
|
+
close
|
36
|
+
end
|
37
|
+
end
|
38
|
+
|
39
|
+
def draw
|
40
|
+
post_process @pixelate do
|
41
|
+
@font.draw_rel "Hello world!", 350, 50, 0, 0.5, 0.5
|
42
|
+
@font.draw_rel "Goodbye world!", 400, 350, 0, 0.5, 0.5
|
43
|
+
@star.draw 0, 0, 0
|
44
|
+
@star.draw 200, 100, 0
|
45
|
+
end
|
46
|
+
|
47
|
+
# Drawing after the effect isn't processed, which is useful for GUI elements.
|
48
|
+
@font.draw "Pixel ratio: 1:#{@pixel_size}", 0, 0, 0
|
49
|
+
end
|
50
|
+
end
|
51
|
+
|
50
52
|
TestWindow.new.show
|
@@ -0,0 +1,69 @@
|
|
1
|
+
# Use of GLSL shader in Gosu.
|
2
|
+
|
3
|
+
require_relative '../lib/ashton'
|
4
|
+
|
5
|
+
def media_path(file); File.expand_path "media/#{file}", File.dirname(__FILE__) end
|
6
|
+
|
7
|
+
class GameWindow < Gosu::Window
|
8
|
+
def initialize
|
9
|
+
super 800, 600, false
|
10
|
+
|
11
|
+
# Enable pixelation for all Gosu Images (must be called before creating any Images).
|
12
|
+
# Comment this line out to see default Gosu behaviour (smoothing).
|
13
|
+
Gosu.enable_undocumented_retrofication
|
14
|
+
|
15
|
+
self.caption = "Ashton::Texture pixelation example (Gosu::enable_undocumented_retrofication HAS "
|
16
|
+
self.caption += "NOT " unless Ashton::Texture.pixelated?
|
17
|
+
self.caption += "been called)"
|
18
|
+
|
19
|
+
@image = Gosu::Image.new self, media_path("Starfighter.bmp"), true
|
20
|
+
@texture = @image.to_texture
|
21
|
+
@font = Gosu::Font.new $window, Gosu::default_font_name, 15
|
22
|
+
end
|
23
|
+
|
24
|
+
def update
|
25
|
+
$gosu_blocks.clear if defined? $gosu_blocks # Workaround for Gosu bug (0.7.45)
|
26
|
+
end
|
27
|
+
|
28
|
+
def draw
|
29
|
+
# Drawing Textures will pixelate by default if Gosu::enable_undocumented_retrofication has ever been called.
|
30
|
+
@font.draw "Gosu::Image", 0, 0, 0
|
31
|
+
@font.draw "Ashton::Texture default", 200, 0, 0
|
32
|
+
@font.draw "Ashton::Texture pixelated: true", 400, 0, 0
|
33
|
+
@font.draw "Ashton::Texture pixelated: false", 600, 0, 0
|
34
|
+
|
35
|
+
# Zoom in a Texture, so smoothing/pixelation occurs based on preference.
|
36
|
+
scale 4 do
|
37
|
+
@image.draw 0, 10, 0
|
38
|
+
@texture.draw 50, 10, 0
|
39
|
+
@texture.draw 100, 10, 0, pixelated: true
|
40
|
+
@texture.draw 150, 10, 0, pixelated: false
|
41
|
+
end
|
42
|
+
|
43
|
+
# Actual size, so all will look the same.
|
44
|
+
@image.draw 0, 300, 0
|
45
|
+
@texture.draw 200, 300, 0
|
46
|
+
@texture.draw 400, 300, 0, pixelated: true
|
47
|
+
@texture.draw 600, 300, 0, pixelated: false
|
48
|
+
|
49
|
+
# Zooming out a Texture will _always_ smooth (with Gosu::Image it will pixelate on zooming out, which looks terrible!)
|
50
|
+
scale 0.5 do
|
51
|
+
@image.draw 0, 900, 0
|
52
|
+
@texture.draw 400, 900, 0
|
53
|
+
@texture.draw 800, 900, 0, pixelated: true
|
54
|
+
@texture.draw 1200, 900, 0, pixelated: false
|
55
|
+
end
|
56
|
+
|
57
|
+
@font.draw "Ashton::Texture is <i>always</i> smoothed when zoomed out, so it doesn't distort", 0, 400, 0
|
58
|
+
end
|
59
|
+
|
60
|
+
def button_down(id)
|
61
|
+
case id
|
62
|
+
when Gosu::KbEscape
|
63
|
+
close
|
64
|
+
end
|
65
|
+
end
|
66
|
+
end
|
67
|
+
|
68
|
+
window = GameWindow.new
|
69
|
+
window.show
|