danabr75-ashton 0.1.5

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Files changed (111) hide show
  1. checksums.yaml +7 -0
  2. data/CHANGELOG +0 -0
  3. data/LICENSE +21 -0
  4. data/README.md +95 -0
  5. data/Rakefile +42 -0
  6. data/examples/bloom_example.rb +59 -0
  7. data/examples/lighting_example.rb +127 -0
  8. data/examples/media/Earth.png +0 -0
  9. data/examples/media/LargeStar.png +0 -0
  10. data/examples/media/SmallStar.png +0 -0
  11. data/examples/media/Star.png +0 -0
  12. data/examples/media/Starfighter.bmp +0 -0
  13. data/examples/media/Starfighter.png +0 -0
  14. data/examples/media/simple.png +0 -0
  15. data/examples/noise_example.rb +94 -0
  16. data/examples/outline_example.rb +86 -0
  17. data/examples/particle_emitter_example.rb +114 -0
  18. data/examples/pixelate_example.rb +52 -0
  19. data/examples/pixelated_texture_example.rb +69 -0
  20. data/examples/radial_blur_example.rb +61 -0
  21. data/examples/shader_image_example.rb +75 -0
  22. data/examples/shockwave_example.rb +75 -0
  23. data/examples/stencil_shader_example.rb +104 -0
  24. data/examples/texture_render_example.rb +54 -0
  25. data/examples/tv_screen_and_static_example.rb +60 -0
  26. data/ext/ashton/GLee.c +18170 -0
  27. data/ext/ashton/GLee.h +17648 -0
  28. data/ext/ashton/ashton.c +42 -0
  29. data/ext/ashton/ashton.h +31 -0
  30. data/ext/ashton/color.c +45 -0
  31. data/ext/ashton/color.h +25 -0
  32. data/ext/ashton/common.h +41 -0
  33. data/ext/ashton/extconf.rb +45 -0
  34. data/ext/ashton/fast_math.c +30 -0
  35. data/ext/ashton/fast_math.h +30 -0
  36. data/ext/ashton/font.c +8 -0
  37. data/ext/ashton/font.h +16 -0
  38. data/ext/ashton/gosu.c +18 -0
  39. data/ext/ashton/gosu.h +19 -0
  40. data/ext/ashton/image.c +8 -0
  41. data/ext/ashton/image.h +16 -0
  42. data/ext/ashton/particle_emitter.c +788 -0
  43. data/ext/ashton/particle_emitter.h +171 -0
  44. data/ext/ashton/pixel_cache.c +237 -0
  45. data/ext/ashton/pixel_cache.h +58 -0
  46. data/ext/ashton/shader.c +9 -0
  47. data/ext/ashton/shader.h +16 -0
  48. data/ext/ashton/texture.c +442 -0
  49. data/ext/ashton/texture.h +63 -0
  50. data/ext/ashton/vendor/gl/include/GL/GL.H +1526 -0
  51. data/ext/ashton/window.c +8 -0
  52. data/ext/ashton/window.h +16 -0
  53. data/lib/ashton.rb +38 -0
  54. data/lib/ashton/gosu_ext/color.rb +25 -0
  55. data/lib/ashton/gosu_ext/font.rb +58 -0
  56. data/lib/ashton/gosu_ext/gosu_module.rb +16 -0
  57. data/lib/ashton/gosu_ext/image.rb +96 -0
  58. data/lib/ashton/gosu_ext/window.rb +79 -0
  59. data/lib/ashton/image_stub.rb +33 -0
  60. data/lib/ashton/lighting/light_source.rb +146 -0
  61. data/lib/ashton/lighting/manager.rb +98 -0
  62. data/lib/ashton/mixins/version_checking.rb +23 -0
  63. data/lib/ashton/particle_emitter.rb +87 -0
  64. data/lib/ashton/pixel_cache.rb +24 -0
  65. data/lib/ashton/shader.rb +386 -0
  66. data/lib/ashton/shaders/bloom.frag +41 -0
  67. data/lib/ashton/shaders/color_inversion.frag +11 -0
  68. data/lib/ashton/shaders/contrast.frag +16 -0
  69. data/lib/ashton/shaders/default.frag +22 -0
  70. data/lib/ashton/shaders/default.vert +14 -0
  71. data/lib/ashton/shaders/fade.frag +14 -0
  72. data/lib/ashton/shaders/grayscale.frag +15 -0
  73. data/lib/ashton/shaders/include/classicnoise2d.glsl +113 -0
  74. data/lib/ashton/shaders/include/classicnoise3d.glsl +177 -0
  75. data/lib/ashton/shaders/include/classicnoise4d.glsl +302 -0
  76. data/lib/ashton/shaders/include/noise2d.glsl +70 -0
  77. data/lib/ashton/shaders/include/noise3d.glsl +102 -0
  78. data/lib/ashton/shaders/include/noise4d.glsl +128 -0
  79. data/lib/ashton/shaders/include/rand.glsl +5 -0
  80. data/lib/ashton/shaders/lighting/distort.frag +57 -0
  81. data/lib/ashton/shaders/lighting/draw_shadows.frag +60 -0
  82. data/lib/ashton/shaders/lighting/shadow_blur.frag +60 -0
  83. data/lib/ashton/shaders/mezzotint.frag +22 -0
  84. data/lib/ashton/shaders/multitexture2.vert +19 -0
  85. data/lib/ashton/shaders/outline.frag +45 -0
  86. data/lib/ashton/shaders/pixelate.frag +48 -0
  87. data/lib/ashton/shaders/radial_blur.frag +63 -0
  88. data/lib/ashton/shaders/sepia.frag +26 -0
  89. data/lib/ashton/shaders/shockwave.frag +38 -0
  90. data/lib/ashton/shaders/signed_distance_field.frag +80 -0
  91. data/lib/ashton/shaders/static.frag +25 -0
  92. data/lib/ashton/shaders/stencil.frag +27 -0
  93. data/lib/ashton/shaders/tv_screen.frag +23 -0
  94. data/lib/ashton/signed_distance_field.rb +151 -0
  95. data/lib/ashton/texture.rb +186 -0
  96. data/lib/ashton/version.rb +3 -0
  97. data/lib/ashton/window_buffer.rb +16 -0
  98. data/spec/ashton/ashton_spec.rb +22 -0
  99. data/spec/ashton/gosu_ext/color_spec.rb +34 -0
  100. data/spec/ashton/gosu_ext/font_spec.rb +57 -0
  101. data/spec/ashton/gosu_ext/gosu_spec.rb +11 -0
  102. data/spec/ashton/gosu_ext/image_spec.rb +66 -0
  103. data/spec/ashton/gosu_ext/window_spec.rb +71 -0
  104. data/spec/ashton/image_stub_spec.rb +46 -0
  105. data/spec/ashton/particle_emitter_spec.rb +123 -0
  106. data/spec/ashton/pixel_cache_spec.rb +153 -0
  107. data/spec/ashton/shader_spec.rb +152 -0
  108. data/spec/ashton/signed_distance_field_spec.rb +163 -0
  109. data/spec/ashton/texture_spec.rb +347 -0
  110. data/spec/helper.rb +12 -0
  111. metadata +309 -0
@@ -0,0 +1,86 @@
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+ # Use of GLSL shader in Gosu to post-process the entire screen.
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+
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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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+
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+ $LOAD_PATH.unshift File.expand_path('../lib/', File.dirname(__FILE__))
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+ require "ashton"
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+
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+ def media_path(file); File.expand_path "media/#{file}", File.dirname(__FILE__) end
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+
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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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+
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+ Gosu::enable_undocumented_retrofication
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+
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+ self.caption = "Image, font and buffer composition drawn with 'outline' shader"
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+
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+ @outline = Ashton::Shader.new fragment: :outline
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+
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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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+
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+ @buffer = Ashton::Texture.new width, height
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+
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+ render_to_buffer
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+ end
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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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+ @outline.outline_color = [Gosu::Color::RED, Gosu::Color::WHITE][i % 2]
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+
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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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+
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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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+
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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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+
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+ TestWindow.new.show
@@ -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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+
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+ $LOAD_PATH.unshift File.expand_path('../lib/', File.dirname(__FILE__))
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+ require "ashton"
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+
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+ def media_path(file); File.expand_path "media/#{file}", File.dirname(__FILE__) end
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+
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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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+
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+ @grayscale = Ashton::Shader.new fragment: :grayscale
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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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
71
+
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+ def needs_cursor?; true end
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+
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+ def update
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+ $gosu_blocks.clear if defined? $gosu_blocks # workaround for Gosu 0.7.45 bug.
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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.
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+ @last_update_at = Gosu::milliseconds
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+
82
+ @image_emitter.update delta unless button_down? Gosu::Kb1
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+ @shaded_image_emitter.update delta unless button_down? Gosu::Kb2
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+ @point_emitter.update delta unless button_down? Gosu::Kb3
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+ @shaded_point_emitter.update delta unless button_down? Gosu::Kb4
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+
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+ @mouse_emitter.x, @mouse_emitter.y = mouse_x, mouse_y
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+ @mouse_emitter.update delta unless button_down? Gosu::Kb5
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+ end
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+
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+ def button_down(id)
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+ if id == Gosu::KbEscape
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+ close
94
+ end
95
+ end
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+
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+ def draw
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+ @point_emitter.draw
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+ @shaded_image_emitter.draw
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+ @shaded_point_emitter.draw
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+ @image_emitter.draw
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+ @mouse_emitter.draw
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+
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+ num_particles = @point_emitter.count + @shaded_point_emitter.count +
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+ @image_emitter.count + @shaded_image_emitter.count +
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+ @mouse_emitter.count
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+ @font.draw "FPS: #{Gosu::fps} Particles: #{num_particles}", 0, 0, Float::INFINITY
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+
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+ totals = "Pnt: #{@point_emitter.count} ShaPnt: #{@shaded_point_emitter.count} Img: #{@image_emitter.count} ShaImg: #{@shaded_image_emitter.count} Mouse: #{@mouse_emitter.count}"
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+ @font.draw_rel totals, 0, height, Float::INFINITY, 0, 1
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+ end
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+ end
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+
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+ TestWindow.new.show
@@ -0,0 +1,52 @@
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+ # Use of GLSL shader in Gosu to post-process the entire screen.
2
+
3
+ begin
4
+ require 'rubygems'
5
+ rescue LoadError
6
+ end
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+
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+ $LOAD_PATH.unshift File.expand_path('../lib/', File.dirname(__FILE__))
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+ require "ashton"
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+
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+ def media_path(file); File.expand_path "media/#{file}", File.dirname(__FILE__) end
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+
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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 = "Post-processing with 'pixelate' - 1..9 affect pixel size"
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+
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+ @pixelate = Ashton::Shader.new fragment: :pixelate, uniforms: {
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+ pixel_size: @pixel_size = 4,
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+ }
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+
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+ @font = Gosu::Font.new self, Gosu::default_font_name, 40
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+ @star = Gosu::Image.new(self, media_path("LargeStar.png"), true)
24
+ end
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+
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+ def update
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+ $gosu_blocks.clear if defined? $gosu_blocks # Workaround for Gosu bug (0.7.45)
28
+ end
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+
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+ def button_down(id)
31
+ if (Gosu::Kb1..Gosu::Kb9).include? id
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+ @pixel_size = (id - Gosu::Kb1 + 1) ** 2
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+ @pixelate.pixel_size = @pixel_size
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+ elsif id == Gosu::KbEscape
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+ close
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+ end
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+ end
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+
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+ def draw
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+ post_process @pixelate do
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+ @font.draw_rel "Hello world!", 350, 50, 0, 0.5, 0.5
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+ @font.draw_rel "Goodbye world!", 400, 350, 0, 0.5, 0.5
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+ @star.draw 0, 0, 0
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+ @star.draw 200, 100, 0
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+ end
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+
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+ # Drawing after the effect isn't processed, which is useful for GUI elements.
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+ @font.draw "Pixel ratio: 1:#{@pixel_size}", 0, 0, 0
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+ end
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+ end
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+
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+ TestWindow.new.show
@@ -0,0 +1,69 @@
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+ # Use of GLSL shader in Gosu.
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+
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+ require_relative '../lib/ashton'
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+
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+ def media_path(file); File.expand_path "media/#{file}", File.dirname(__FILE__) end
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+
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+ class GameWindow < Gosu::Window
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+ def initialize
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+ super 800, 600, false
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+
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+ # Enable pixelation for all Gosu Images (must be called before creating any Images).
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+ # Comment this line out to see default Gosu behaviour (smoothing).
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+ Gosu.enable_undocumented_retrofication
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+
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+ self.caption = "Ashton::Texture pixelation example (Gosu::enable_undocumented_retrofication HAS "
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+ self.caption += "NOT " unless Ashton::Texture.pixelated?
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+ self.caption += "been called)"
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+
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+ @image = Gosu::Image.new self, media_path("Starfighter.bmp"), true
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+ @texture = @image.to_texture
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+ @font = Gosu::Font.new $window, Gosu::default_font_name, 15
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+ end
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+
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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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+ end
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+
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+ def draw
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+ # Drawing Textures will pixelate by default if Gosu::enable_undocumented_retrofication has ever been called.
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+ @font.draw "Gosu::Image", 0, 0, 0
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+ @font.draw "Ashton::Texture default", 200, 0, 0
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+ @font.draw "Ashton::Texture pixelated: true", 400, 0, 0
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+ @font.draw "Ashton::Texture pixelated: false", 600, 0, 0
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+
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+ # Zoom in a Texture, so smoothing/pixelation occurs based on preference.
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+ scale 4 do
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+ @image.draw 0, 10, 0
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+ @texture.draw 50, 10, 0
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+ @texture.draw 100, 10, 0, pixelated: true
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+ @texture.draw 150, 10, 0, pixelated: false
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+ end
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+
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+ # Actual size, so all will look the same.
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+ @image.draw 0, 300, 0
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+ @texture.draw 200, 300, 0
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+ @texture.draw 400, 300, 0, pixelated: true
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+ @texture.draw 600, 300, 0, pixelated: false
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+
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+ # 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
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+ @texture.draw 400, 900, 0
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+ @texture.draw 800, 900, 0, pixelated: true
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+ @texture.draw 1200, 900, 0, pixelated: false
55
+ end
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+
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+ @font.draw "Ashton::Texture is <i>always</i> smoothed when zoomed out, so it doesn't distort", 0, 400, 0
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+ end
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+
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+ def button_down(id)
61
+ case id
62
+ when 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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+
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+ window = GameWindow.new
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+ window.show
@@ -0,0 +1,61 @@
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"
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+
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+ def media_path(file); File.expand_path "media/#{file}", File.dirname(__FILE__) end
12
+
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+ class TestWindow < Gosu::Window
14
+ def initialize
15
+ super 640, 480, false
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+ self.caption = "Post-processing with 'radial_blur' - mouse pos affects spacing/strength"
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+
18
+ @blur = Ashton::Shader.new fragment: :radial_blur
19
+ @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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+
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+ update # Ensure the values are initially set.
23
+ end
24
+
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+ def update
26
+ $gosu_blocks.clear if defined? $gosu_blocks # Workaround for Gosu bug (0.7.45)
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+
28
+ @blur.spacing = [2.0 * mouse_x / width, 0.0].max
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+ @blur.strength = [4.4 * mouse_y / height, 0.0].max
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+ end
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+
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+ def needs_cursor?; true end
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+
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+ def button_down(id)
35
+ if (Gosu::Kb1..Gosu::Kb9).include? id
36
+ @blur_factor = (id - Gosu::Kb1 + 1).to_f
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+ @blur.blur_factor = @blur_factor
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+ elsif id == Gosu::KbEscape
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+ close
40
+ end
41
+ end
42
+
43
+ def draw
44
+ shaders = button_down?(Gosu::KbSpace) ? [] : [@blur]
45
+ post_process(*shaders) do
46
+ @background.draw 0, 0, 0, width.fdiv(@background.width), height.fdiv(@background.height)
47
+
48
+ @font.draw_rel "Hello world!", 100, 100, 0, 0.5, 0.5, 1, 1, Gosu::Color::RED
49
+ @font.draw_rel "Goodbye world!", 400, 280, 0, 0.5, 0.5, 1, 1, Gosu::Color::BLUE
50
+ end
51
+
52
+ # Drawing after the effect isn't processed, which is useful for GUI elements.
53
+ @font.draw_rel "Less spacing", 0, height / 2, 0, 0, 0.5
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+ @font.draw_rel "More spacing", width, height / 2, 0, 1, 0.5
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+
56
+ @font.draw_rel "Less strength", width / 2, 0, 0, 0.5, 0
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+ @font.draw_rel "More strength", width / 2, height, 0, 0.5, 1
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+ end
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+ end
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+
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+ TestWindow.new.show
@@ -0,0 +1,75 @@
1
+ # Use of GLSL shader in Gosu.
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+
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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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+
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+ $LOAD_PATH.unshift File.expand_path('../lib/', File.dirname(__FILE__))
9
+ require "ashton"
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+
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+ def media_path(file); File.expand_path "media/#{file}", File.dirname(__FILE__) end
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+ def output_path(file); File.expand_path "output/#{file}", File.dirname(__FILE__) end
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+
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+ class GameWindow < Gosu::Window
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+ def initialize
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+ super 640, 480, false
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+ self.caption = "Gosu & OpenGL Integration Demo (SHADERS)"
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+
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+ @font = Gosu::Font.new self, Gosu::default_font_name, 24
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+ @image = Gosu::Image.new self, media_path("Earth.png"), true
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+
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+ @sepia = Ashton::Shader.new fragment: :sepia
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+ @contrast = Ashton::Shader.new fragment: :contrast
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+ @mezzotint = Ashton::Shader.new fragment: :mezzotint
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+ @grayscale = Ashton::Shader.new fragment: :grayscale
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+ @color_inversion = Ashton::Shader.new fragment: :color_inversion
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+ @fade = Ashton::Shader.new fragment: :fade, uniforms: {
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+ fade: 0.75,
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+ }
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+
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+ update # Ensure values are set before draw.
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+ end
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+
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+ def update
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+ $gosu_blocks.clear if defined? $gosu_blocks # workaround for Gosu 0.7.45 bug.
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+
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+ @fade.fade = @fade_fade = Math::sin(Gosu::milliseconds / 1000.0) / 2 + 0.5
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+ @contrast.contrast = @contrast_contrast = Math::sin(Gosu::milliseconds / 1000.0) * 2 + 2
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+ @mezzotint.t = (Gosu::milliseconds / 100.0).to_i
40
+ end
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+
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+ def draw
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+ @image.draw 0, 0, 0, width.fdiv(@image.width), height.fdiv(@image.height)
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+
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+ # draw, with and without colour.
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+ @image.draw 10, 10, 0, :shader => @sepia
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+ @font.draw ":sepia", 10, 150, 0
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+
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+ @image.draw 10, @image.height + 120, 0, 1, 1, Gosu::Color::RED, :shader => @mezzotint
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+ @font.draw ":mezzotint", 10, 400, 0
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+
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+ # draw_rot, with and without colour.
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+ @image.draw_rot 235, 0, 0, 10, 0, 0, :shader => @contrast
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+ @font.draw ":contrast #{"%.2f" % @contrast_contrast}", 235, 150, 0
55
+
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+ @image.draw_rot 235, @image.height + 110, 0, 10, 0, 0, 1, 1, Gosu::Color::RED, :shader => @fade
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+ @font.draw ":fade #{"%.2f" % @fade_fade}", 235, 400, 0
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+
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+ # More draws.
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+ @image.draw 430, 10, 0, :shader => @grayscale
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+ @font.draw ":grayscale", 430, 150, 0
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+
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+ @image.draw 430, @image.height + 110, 0, :shader => @color_inversion
64
+ @font.draw ":color_inversion", 430, 400, 0
65
+ end
66
+
67
+ def button_down(id)
68
+ if id == Gosu::KbEscape
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+ close
70
+ end
71
+ end
72
+ end
73
+
74
+ window = GameWindow.new
75
+ window.show