rbgl 0.1.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- checksums.yaml +7 -0
- data/CHANGELOG.md +7 -0
- data/LICENSE +21 -0
- data/README.md +123 -0
- data/Rakefile +12 -0
- data/examples/array_test.rb +99 -0
- data/examples/chemical_heartbeat.rb +166 -0
- data/examples/color_test.rb +61 -0
- data/examples/cube_spinning.rb +87 -0
- data/examples/dark_transit.rb +166 -0
- data/examples/fractured_orb.rb +428 -0
- data/examples/fractured_orb_rb.rb +598 -0
- data/examples/gradient.rb +84 -0
- data/examples/hexagonal_flow.rb +333 -0
- data/examples/multi_return_test.rb +98 -0
- data/examples/plasma.rb +78 -0
- data/examples/sphere_raymarch.rb +126 -0
- data/examples/teapot.rb +362 -0
- data/examples/teapot_mcu.rb +344 -0
- data/examples/triangle_basic.rb +36 -0
- data/examples/triangle_window.rb +62 -0
- data/examples/window_test.rb +36 -0
- data/lib/rbgl/engine/buffer.rb +160 -0
- data/lib/rbgl/engine/context.rb +157 -0
- data/lib/rbgl/engine/framebuffer.rb +115 -0
- data/lib/rbgl/engine/pipeline.rb +35 -0
- data/lib/rbgl/engine/rasterizer.rb +213 -0
- data/lib/rbgl/engine/shader.rb +324 -0
- data/lib/rbgl/engine/texture.rb +125 -0
- data/lib/rbgl/engine.rb +15 -0
- data/lib/rbgl/gui/backend.rb +76 -0
- data/lib/rbgl/gui/cocoa/backend.rb +121 -0
- data/lib/rbgl/gui/event.rb +34 -0
- data/lib/rbgl/gui/file_backend.rb +91 -0
- data/lib/rbgl/gui/wayland/backend.rb +126 -0
- data/lib/rbgl/gui/wayland/connection.rb +331 -0
- data/lib/rbgl/gui/window.rb +148 -0
- data/lib/rbgl/gui/x11/backend.rb +156 -0
- data/lib/rbgl/gui/x11/connection.rb +344 -0
- data/lib/rbgl/gui.rb +16 -0
- data/lib/rbgl/version.rb +5 -0
- data/lib/rbgl.rb +6 -0
- metadata +114 -0
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# frozen_string_literal: true
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# Fractured Orb (RLSL Ruby Mode)
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# Original: https://www.shadertoy.com/view/ttycWW
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# A mashup of 'Crystal Tetrahedron' and 'Buckyball Fracture'
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# License: Creative Commons Attribution-NonCommercial-ShareAlike 3.0
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# https://creativecommons.org/licenses/by-nc-sa/3.0/deed.en
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$LOAD_PATH.unshift File.expand_path("../lib", __dir__)
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require "rbgl"
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require "rlsl"
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WIDTH = 640
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HEIGHT = 480
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shader = RLSL.define(:fractured_orb_ruby) do
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uniforms do
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float :time
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float :rand_seed
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end
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functions do
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# Helper functions
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define :pR, returns: :vec2, params: { p: :vec2, a: :float }
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define :smax, returns: :float, params: { a: :float, b: :float, r: :float }
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define :vmax2, returns: :float, params: { v: :vec2 }
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define :vmax3, returns: :float, params: { v: :vec3 }
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define :fBox2, returns: :float, params: { p: :vec2, b: :vec2 }
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define :fBox3, returns: :float, params: { p: :vec3, b: :vec3 }
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define :erot, returns: :vec3, params: { p: :vec3, ax: :vec3, ro: :float }
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define :spectrum, returns: :vec3, params: { n: :float }
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define :expImpulse, returns: :float, params: { x: :float, k: :float }
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define :boolSign, returns: :float, params: { v: :float }
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define :boolSign3, returns: :vec3, params: { v: :vec3 }
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define :icosahedronVertex, returns: :vec3, params: { p: :vec3 }
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define :dodecahedronVertex, returns: :vec3, params: { p: :vec3 }
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define :object_sdf, returns: :float, params: { p: :vec3 }
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define :map_scene, returns: :vec2, params: { p: :vec3, anim_time: :float }
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define :calc_normal, returns: :vec3, params: { pos: :vec3, anim_time: :float }
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define :sphericalMatrix_mul, returns: :vec3, params: { tp: :vec2, v: :vec3 }
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define :light_func, returns: :vec3, params: { origin: :vec3, rayDir: :vec3, envOrientation: :vec2 }
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define :env_func, returns: :vec3, params: { origin: :vec3, rayDir: :vec3, envOrientation: :vec2 }
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define :simple_hash, returns: :float, params: { seed: :float }
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end
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helpers do
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# Constants
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PHI = 1.618033988749895
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OUTER = 0.35
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INNER = 0.24
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# pR - 2D rotation
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def pR(p, a)
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c = cos(a)
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s = sin(a)
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vec2(c * p.x + s * p.y, 0.0 - s * p.x + c * p.y)
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end
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# smax - smooth maximum
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def smax(a, b, r)
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ua = max(r + a, 0.0)
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ub = max(r + b, 0.0)
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min(0.0 - r, max(a, b)) + sqrt(ua * ua + ub * ub)
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end
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# vmax
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def vmax2(v)
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max(v.x, v.y)
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end
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def vmax3(v)
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max(max(v.x, v.y), v.z)
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end
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# fBox - box SDF
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def fBox2(p, b)
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d = vec2(abs(p.x) - b.x, abs(p.y) - b.y)
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mx = vec2(max(d.x, 0.0), max(d.y, 0.0))
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mn = vec2(min(d.x, 0.0), min(d.y, 0.0))
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length(mx) + vmax2(mn)
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end
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def fBox3(p, b)
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d = vec3(abs(p.x) - b.x, abs(p.y) - b.y, abs(p.z) - b.z)
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mx = vec3(max(d.x, 0.0), max(d.y, 0.0), max(d.z, 0.0))
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mn = vec3(min(d.x, 0.0), min(d.y, 0.0), min(d.z, 0.0))
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length(mx) + vmax3(mn)
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end
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# erot - rotate on axis
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def erot(p, ax, ro)
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d = ax.x * p.x + ax.y * p.y + ax.z * p.z
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dax = vec3(ax.x * d, ax.y * d, ax.z * d)
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c = cos(ro)
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s = sin(ro)
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# cross(ax, p)
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cx = ax.y * p.z - ax.z * p.y
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cy = ax.z * p.x - ax.x * p.z
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cz = ax.x * p.y - ax.y * p.x
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# mix(dax, p, c) + s * cross
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vec3(
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dax.x + (p.x - dax.x) * c + s * cx,
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dax.y + (p.y - dax.y) * c + s * cy,
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dax.z + (p.z - dax.z) * c + s * cz
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)
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end
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# Spectrum palette (IQ)
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def spectrum(n)
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# a + b * cos(TAU * (c * n + d))
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t = TAU * n
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vec3(
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0.5 + 0.5 * cos(t + 0.0),
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0.5 + 0.5 * cos(t + TAU * 0.33),
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0.5 + 0.5 * cos(t + TAU * 0.67)
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)
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end
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# expImpulse
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def expImpulse(x, k)
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h = k * x
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h * exp(1.0 - h)
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end
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# boolSign
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def boolSign(v)
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if v > 0.0
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1.0
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else
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0.0 - 1.0
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end
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end
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def boolSign3(v)
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vec3(boolSign(v.x), boolSign(v.y), boolSign(v.z))
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end
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# Icosahedron vertex (optimized by iq)
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def icosahedronVertex(p)
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ap = vec3(abs(p.x), abs(p.y), abs(p.z))
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v = vec3(PHI, 1.0, 0.0)
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test1 = ap.x + ap.z * PHI
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dot1 = ap.x * v.x + ap.y * v.y + ap.z * v.z
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if test1 > dot1
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v = vec3(1.0, 0.0, PHI)
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end
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test2 = ap.z + ap.y * PHI
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dot2 = ap.x * v.x + ap.y * v.y + ap.z * v.z
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if test2 > dot2
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v = vec3(0.0, PHI, 1.0)
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end
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bs = boolSign3(p)
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vec3(v.x * 0.52573111 * bs.x, v.y * 0.52573111 * bs.y, v.z * 0.52573111 * bs.z)
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end
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# Dodecahedron vertex (optimized by iq)
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def dodecahedronVertex(p)
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ap = vec3(abs(p.x), abs(p.y), abs(p.z))
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v = vec3(PHI, PHI, PHI)
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v2 = vec3(0.0, 1.0, PHI + 1.0)
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# v2.yzx = (1.0, PHI+1.0, 0.0)
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v3 = vec3(1.0, PHI + 1.0, 0.0)
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# v2.zxy = (PHI+1.0, 0.0, 1.0)
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v4 = vec3(PHI + 1.0, 0.0, 1.0)
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dotv = ap.x * v.x + ap.y * v.y + ap.z * v.z
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dotv2 = ap.x * v2.x + ap.y * v2.y + ap.z * v2.z
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if dotv2 > dotv
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v = v2
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end
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dotv = ap.x * v.x + ap.y * v.y + ap.z * v.z
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dotv3 = ap.x * v3.x + ap.y * v3.y + ap.z * v3.z
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if dotv3 > dotv
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v = v3
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end
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dotv = ap.x * v.x + ap.y * v.y + ap.z * v.z
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dotv4 = ap.x * v4.x + ap.y * v4.y + ap.z * v4.z
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if dotv4 > dotv
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v = v4
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end
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bs = boolSign3(p)
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vec3(v.x * 0.35682209 * bs.x, v.y * 0.35682209 * bs.y, v.z * 0.35682209 * bs.z)
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end
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# Object SDF
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def object_sdf(p)
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d = length(p) - OUTER
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max(d, 0.0 - d - (OUTER - INNER))
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end
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# Map function
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def map_scene(p, anim_time)
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scale = 2.5
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p = vec3(p.x / scale, p.y / scale, p.z / scale)
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outerBound = length(p) - OUTER
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spin = anim_time * (PI / 2.0) - 0.15
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rotated = pR(vec2(p.x, p.z), spin)
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p = vec3(rotated.x, p.y, rotated.y)
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# Buckyball faces
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va = icosahedronVertex(p)
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vb = dodecahedronVertex(p)
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# cross(va, vb)
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cx = va.y * vb.z - va.z * vb.y
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cy = va.z * vb.x - va.x * vb.z
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cz = va.x * vb.y - va.y * vb.x
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side = boolSign(p.x * cx + p.y * cy + p.z * cz)
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r = TAU / 5.0 * side
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vc = erot(vb, va, r)
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vd = erot(vb, va, 0.0 - r)
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d = 1000000.0
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pp = p
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i = 0.0
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while i < 4.0
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# Animation
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t = mod(anim_time * 2.0 / 3.0 + 0.25 - (va.x + 0.0 - va.y) / 30.0, 1.0)
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if t < 0.0
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t = t + 1.0
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end
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t2 = clamp(t * 5.0 - 1.7, 0.0, 1.0)
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explode = 1.0 - pow(1.0 - t2, 10.0)
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explode = explode * (1.0 - pow(t2, 5.0))
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explode = explode + (smoothstep(0.32, 0.34, t) - smoothstep(0.34, 0.5, t)) * 0.05
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explode = explode * 1.4
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t2 = max(t - 0.53, 0.0) * 1.2
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wobble = sin(expImpulse(t2, 20.0) * 2.2 + pow(3.0 * t2, 1.5) * 2.0 * TAU - PI) * smoothstep(0.4, 0.0, t2) * 0.2
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anim = wobble + explode
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p = vec3(pp.x - va.x * anim / 2.8, pp.y - va.y * anim / 2.8, pp.z - va.z * anim / 2.8)
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# Build boundary edge of face
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diffB = vec3(vb.x - va.x, vb.y - va.y, vb.z - va.z)
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normB = normalize(diffB)
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edgeA = p.x * normB.x + p.y * normB.y + p.z * normB.z
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diffC = vec3(vc.x - va.x, vc.y - va.y, vc.z - va.z)
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normC = normalize(diffC)
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edgeB = p.x * normC.x + p.y * normC.y + p.z * normC.z
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diffD = vec3(vd.x - va.x, vd.y - va.y, vd.z - va.z)
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normD = normalize(diffD)
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edgeC = p.x * normD.x + p.y * normD.y + p.z * normD.z
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edge = max(max(edgeA, edgeB), edgeC) - 0.005
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d = min(d, smax(object_sdf(p), edge, 0.002))
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p = pp
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# Cycle faces
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va2 = va
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va = vb
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+
vb = vc
|
|
259
|
+
vc = vd
|
|
260
|
+
vd = va2
|
|
261
|
+
|
|
262
|
+
i = i + 1.0
|
|
263
|
+
end
|
|
264
|
+
|
|
265
|
+
bound = outerBound - 0.002
|
|
266
|
+
if bound * scale > 0.002
|
|
267
|
+
d = min(d, bound)
|
|
268
|
+
end
|
|
269
|
+
|
|
270
|
+
vec2(d * scale, 1.0)
|
|
271
|
+
end
|
|
272
|
+
|
|
273
|
+
# Normal calculation
|
|
274
|
+
def calc_normal(pos, anim_time)
|
|
275
|
+
n = vec3(0.0, 0.0, 0.0)
|
|
276
|
+
k = 0.5773
|
|
277
|
+
e0 = vec3(k * (0.0 - 1.0), k * (0.0 - 1.0), k * (0.0 - 1.0))
|
|
278
|
+
e1 = vec3(k * (0.0 - 1.0), k * 1.0, k * 1.0)
|
|
279
|
+
e2 = vec3(k * 1.0, k * (0.0 - 1.0), k * 1.0)
|
|
280
|
+
e3 = vec3(k * 1.0, k * 1.0, k * (0.0 - 1.0))
|
|
281
|
+
|
|
282
|
+
d0 = map_scene(vec3(pos.x + 0.001 * e0.x, pos.y + 0.001 * e0.y, pos.z + 0.001 * e0.z), anim_time).x
|
|
283
|
+
d1 = map_scene(vec3(pos.x + 0.001 * e1.x, pos.y + 0.001 * e1.y, pos.z + 0.001 * e1.z), anim_time).x
|
|
284
|
+
d2 = map_scene(vec3(pos.x + 0.001 * e2.x, pos.y + 0.001 * e2.y, pos.z + 0.001 * e2.z), anim_time).x
|
|
285
|
+
d3 = map_scene(vec3(pos.x + 0.001 * e3.x, pos.y + 0.001 * e3.y, pos.z + 0.001 * e3.z), anim_time).x
|
|
286
|
+
|
|
287
|
+
n = vec3(
|
|
288
|
+
e0.x * d0 + e1.x * d1 + e2.x * d2 + e3.x * d3,
|
|
289
|
+
e0.y * d0 + e1.y * d1 + e2.y * d2 + e3.y * d3,
|
|
290
|
+
e0.z * d0 + e1.z * d1 + e2.z * d2 + e3.z * d3
|
|
291
|
+
)
|
|
292
|
+
normalize(n)
|
|
293
|
+
end
|
|
294
|
+
|
|
295
|
+
# Spherical matrix multiply
|
|
296
|
+
def sphericalMatrix_mul(tp, v)
|
|
297
|
+
theta = tp.x
|
|
298
|
+
phi = tp.y
|
|
299
|
+
cx = cos(theta)
|
|
300
|
+
cy = cos(phi)
|
|
301
|
+
sx = sin(theta)
|
|
302
|
+
sy = sin(phi)
|
|
303
|
+
vec3(
|
|
304
|
+
cy * v.x + (0.0 - sy) * (0.0 - sx) * v.y + (0.0 - sy) * cx * v.z,
|
|
305
|
+
cx * v.y + sx * v.z,
|
|
306
|
+
sy * v.x + cy * (0.0 - sx) * v.y + cy * cx * v.z
|
|
307
|
+
)
|
|
308
|
+
end
|
|
309
|
+
|
|
310
|
+
# Light function
|
|
311
|
+
def light_func(origin, rayDir, envOrientation)
|
|
312
|
+
org = vec3(0.0 - origin.x, 0.0 - origin.y, 0.0 - origin.z)
|
|
313
|
+
rd = vec3(0.0 - rayDir.x, 0.0 - rayDir.y, 0.0 - rayDir.z)
|
|
314
|
+
org = sphericalMatrix_mul(envOrientation, org)
|
|
315
|
+
rd = sphericalMatrix_mul(envOrientation, rd)
|
|
316
|
+
|
|
317
|
+
pos = vec3(0.0 - 6.0, 0.0 - 6.0, 0.0 - 6.0)
|
|
318
|
+
normal = normalize(pos)
|
|
319
|
+
up = normalize(vec3(0.0 - 1.0, 1.0, 0.0))
|
|
320
|
+
|
|
321
|
+
denom = rd.x * normal.x + rd.y * normal.y + rd.z * normal.z
|
|
322
|
+
|
|
323
|
+
result = vec3(0.0, 0.0, 0.0)
|
|
324
|
+
|
|
325
|
+
if abs(denom) >= 0.0001
|
|
326
|
+
diff = vec3(pos.x - org.x, pos.y - org.y, pos.z - org.z)
|
|
327
|
+
t = (diff.x * normal.x + diff.y * normal.y + diff.z * normal.z) / denom
|
|
328
|
+
|
|
329
|
+
if t >= 0.0
|
|
330
|
+
point = vec3(org.x + t * rd.x - pos.x, org.y + t * rd.y - pos.y, org.z + t * rd.z - pos.z)
|
|
331
|
+
# cross(normal, up)
|
|
332
|
+
tangent_x = normal.y * up.z - normal.z * up.y
|
|
333
|
+
tangent_y = normal.z * up.x - normal.x * up.z
|
|
334
|
+
tangent_z = normal.x * up.y - normal.y * up.x
|
|
335
|
+
tangent = vec3(tangent_x, tangent_y, tangent_z)
|
|
336
|
+
# cross(normal, tangent)
|
|
337
|
+
bitangent = vec3(
|
|
338
|
+
normal.y * tangent.z - normal.z * tangent.y,
|
|
339
|
+
normal.z * tangent.x - normal.x * tangent.z,
|
|
340
|
+
normal.x * tangent.y - normal.y * tangent.x
|
|
341
|
+
)
|
|
342
|
+
uv_l = vec2(
|
|
343
|
+
tangent.x * point.x + tangent.y * point.y + tangent.z * point.z,
|
|
344
|
+
bitangent.x * point.x + bitangent.y * point.y + bitangent.z * point.z
|
|
345
|
+
)
|
|
346
|
+
|
|
347
|
+
l = smoothstep(0.75, 0.0, fBox2(uv_l, vec2(0.5, 2.0)) - 1.0)
|
|
348
|
+
l = l * smoothstep(6.0, 0.0, length(uv_l))
|
|
349
|
+
result = vec3(l, l, l)
|
|
350
|
+
end
|
|
351
|
+
end
|
|
352
|
+
|
|
353
|
+
result
|
|
354
|
+
end
|
|
355
|
+
|
|
356
|
+
# Environment function
|
|
357
|
+
def env_func(origin, rayDir, envOrientation)
|
|
358
|
+
origin = vec3(0.0 - origin.x, 0.0 - origin.y, 0.0 - origin.z)
|
|
359
|
+
rayDir = vec3(0.0 - rayDir.x, 0.0 - rayDir.y, 0.0 - rayDir.z)
|
|
360
|
+
origin = sphericalMatrix_mul(envOrientation, origin)
|
|
361
|
+
rayDir = sphericalMatrix_mul(envOrientation, rayDir)
|
|
362
|
+
|
|
363
|
+
l = smoothstep(0.0, 1.7, rayDir.x * 0.5 + rayDir.y * (0.0 - 0.3) + rayDir.z * 1.0) * 0.4
|
|
364
|
+
vec3(0.9 * l, 0.83 * l, 1.0 * l)
|
|
365
|
+
end
|
|
366
|
+
|
|
367
|
+
# Simple hash
|
|
368
|
+
def simple_hash(seed)
|
|
369
|
+
fract(sin(seed * 12.9898) * 43758.5453)
|
|
370
|
+
end
|
|
371
|
+
end
|
|
372
|
+
|
|
373
|
+
fragment do |frag_coord, resolution, u|
|
|
374
|
+
duration = 10.0 / 3.0
|
|
375
|
+
anim_time = mod(u.time / duration, 1.0)
|
|
376
|
+
|
|
377
|
+
envOrientation = vec2(
|
|
378
|
+
(81.5 / 187.0 * 2.0 - 1.0) * 2.0,
|
|
379
|
+
(119.0 / 187.0 * 2.0 - 1.0) * 2.0
|
|
380
|
+
)
|
|
381
|
+
|
|
382
|
+
# UV (same as Metal: frag_coord / resolution.y)
|
|
383
|
+
uv = vec2(frag_coord.x / resolution.y, frag_coord.y / resolution.y)
|
|
384
|
+
|
|
385
|
+
# Shadertoy-style centered UV
|
|
386
|
+
screen_uv = vec2(uv.x - resolution.x / resolution.y * 0.5, uv.y - 0.5)
|
|
387
|
+
|
|
388
|
+
col = vec3(0.0, 0.0, 0.0)
|
|
389
|
+
bgCol = vec3(0.9 * 0.22, 0.83 * 0.22, 1.0 * 0.22)
|
|
390
|
+
|
|
391
|
+
maxDist = 30.0
|
|
392
|
+
camOrigin = vec3(0.0, 0.0, 25.0)
|
|
393
|
+
camDir = normalize(vec3(screen_uv.x * 0.168, screen_uv.y * 0.168, 0.0 - 1.0))
|
|
394
|
+
|
|
395
|
+
# First march for depth
|
|
396
|
+
firstLen = 0.0
|
|
397
|
+
firstResY = 0.0
|
|
398
|
+
len = 0.0
|
|
399
|
+
dist = 0.0
|
|
400
|
+
mi = 0.0
|
|
401
|
+
p = vec3(0.0, 0.0, 0.0)
|
|
402
|
+
res = vec2(0.0, 0.0)
|
|
403
|
+
while mi < 300.0
|
|
404
|
+
len = len + dist * 0.8
|
|
405
|
+
p = vec3(camOrigin.x + len * camDir.x, camOrigin.y + len * camDir.y, camOrigin.z + len * camDir.z)
|
|
406
|
+
res = map_scene(p, anim_time)
|
|
407
|
+
dist = res.x
|
|
408
|
+
if dist < 0.001
|
|
409
|
+
firstResY = res.y
|
|
410
|
+
break
|
|
411
|
+
end
|
|
412
|
+
if len >= maxDist
|
|
413
|
+
len = maxDist
|
|
414
|
+
firstResY = 0.0
|
|
415
|
+
break
|
|
416
|
+
end
|
|
417
|
+
mi = mi + 1.0
|
|
418
|
+
end
|
|
419
|
+
firstLen = len
|
|
420
|
+
firstP = vec3(camOrigin.x + len * camDir.x, camOrigin.y + len * camDir.y, camOrigin.z + len * camDir.z)
|
|
421
|
+
|
|
422
|
+
# Dispersion loop (3 samples for CPU, original uses 5)
|
|
423
|
+
maxDisperse = 3.0
|
|
424
|
+
disperse = 0.0
|
|
425
|
+
while disperse < maxDisperse
|
|
426
|
+
invert = 1.0
|
|
427
|
+
sam = vec3(0.0, 0.0, 0.0)
|
|
428
|
+
origin = camOrigin
|
|
429
|
+
rayDir = camDir
|
|
430
|
+
|
|
431
|
+
extinctionDist = 0.0
|
|
432
|
+
wavelength = disperse / maxDisperse
|
|
433
|
+
|
|
434
|
+
rand_val = simple_hash(u.rand_seed + disperse * 0.1 + uv.x * 100.0 + uv.y * 1000.0)
|
|
435
|
+
wavelength = wavelength + (rand_val * 2.0 - 1.0) * 0.1
|
|
436
|
+
|
|
437
|
+
bounceCount = 0.0
|
|
438
|
+
|
|
439
|
+
bounce = 0.0
|
|
440
|
+
hitLen = 0.0
|
|
441
|
+
hitResY = 0.0
|
|
442
|
+
while bounce < 5.0
|
|
443
|
+
if bounce < 0.5
|
|
444
|
+
hitLen = firstLen
|
|
445
|
+
hitResY = firstResY
|
|
446
|
+
p = firstP
|
|
447
|
+
else
|
|
448
|
+
# March
|
|
449
|
+
len2 = 0.0
|
|
450
|
+
dist2 = 0.0
|
|
451
|
+
hitResY = 0.0
|
|
452
|
+
mi2 = 0.0
|
|
453
|
+
while mi2 < 150.0
|
|
454
|
+
len2 = len2 + dist2
|
|
455
|
+
p = vec3(origin.x + len2 * rayDir.x, origin.y + len2 * rayDir.y, origin.z + len2 * rayDir.z)
|
|
456
|
+
res2 = map_scene(p, anim_time)
|
|
457
|
+
dist2 = res2.x * invert
|
|
458
|
+
if dist2 < 0.001
|
|
459
|
+
hitResY = res2.y
|
|
460
|
+
break
|
|
461
|
+
end
|
|
462
|
+
if len2 >= maxDist / 2.0
|
|
463
|
+
len2 = maxDist / 2.0
|
|
464
|
+
hitResY = 0.0
|
|
465
|
+
break
|
|
466
|
+
end
|
|
467
|
+
mi2 = mi2 + 1.0
|
|
468
|
+
end
|
|
469
|
+
hitLen = len2
|
|
470
|
+
end
|
|
471
|
+
|
|
472
|
+
if invert < 0.0
|
|
473
|
+
extinctionDist = extinctionDist + hitLen
|
|
474
|
+
end
|
|
475
|
+
|
|
476
|
+
if hitResY < 0.001
|
|
477
|
+
break
|
|
478
|
+
end
|
|
479
|
+
|
|
480
|
+
nor = calc_normal(p, anim_time)
|
|
481
|
+
nor = vec3(nor.x * invert, nor.y * invert, nor.z * invert)
|
|
482
|
+
ref = reflect(rayDir, nor)
|
|
483
|
+
|
|
484
|
+
# Shade
|
|
485
|
+
light = light_func(p, ref, envOrientation)
|
|
486
|
+
sam = vec3(sam.x + light.x * 0.5, sam.y + light.y * 0.5, sam.z + light.z * 0.5)
|
|
487
|
+
fresnel = 1.0 - abs(rayDir.x * nor.x + rayDir.y * nor.y + rayDir.z * nor.z)
|
|
488
|
+
fresnel5 = pow(fresnel, 5.0) * 0.1
|
|
489
|
+
sam = vec3(sam.x + fresnel5, sam.y + fresnel5, sam.z + fresnel5)
|
|
490
|
+
sam = vec3(sam.x * 0.85, sam.y * 0.85, sam.z * 0.98)
|
|
491
|
+
|
|
492
|
+
# Refract
|
|
493
|
+
ior = mix(1.2, 1.8, wavelength)
|
|
494
|
+
if invert < 0.0
|
|
495
|
+
ior = ior
|
|
496
|
+
else
|
|
497
|
+
ior = 1.0 / ior
|
|
498
|
+
end
|
|
499
|
+
|
|
500
|
+
raf = refract(rayDir, nor, ior)
|
|
501
|
+
tif = length(raf) < 0.001
|
|
502
|
+
if tif
|
|
503
|
+
rayDir = ref
|
|
504
|
+
else
|
|
505
|
+
rayDir = raf
|
|
506
|
+
end
|
|
507
|
+
|
|
508
|
+
dotRN = abs(rayDir.x * nor.x + rayDir.y * nor.y + rayDir.z * nor.z)
|
|
509
|
+
offset = 0.01 / (dotRN + 0.0001)
|
|
510
|
+
origin = vec3(p.x + offset * rayDir.x, p.y + offset * rayDir.y, p.z + offset * rayDir.z)
|
|
511
|
+
invert = invert * (0.0 - 1.0)
|
|
512
|
+
|
|
513
|
+
bounceCount = bounce
|
|
514
|
+
|
|
515
|
+
bounce = bounce + 1.0
|
|
516
|
+
end
|
|
517
|
+
|
|
518
|
+
# Add background or environment
|
|
519
|
+
if bounceCount < 0.5
|
|
520
|
+
sam = vec3(sam.x + bgCol.x, sam.y + bgCol.y, sam.z + bgCol.z)
|
|
521
|
+
else
|
|
522
|
+
env = env_func(firstP, rayDir, envOrientation)
|
|
523
|
+
sam = vec3(sam.x + env.x, sam.y + env.y, sam.z + env.z)
|
|
524
|
+
end
|
|
525
|
+
|
|
526
|
+
# Accumulate color with spectrum weighting
|
|
527
|
+
if bounceCount < 0.5
|
|
528
|
+
# No hit - add background with boost and break early
|
|
529
|
+
col = vec3(col.x + sam.x * maxDisperse / 2.0, col.y + sam.y * maxDisperse / 2.0, col.z + sam.z * maxDisperse / 2.0)
|
|
530
|
+
break
|
|
531
|
+
else
|
|
532
|
+
spec = spectrum(0.0 - wavelength + 0.25)
|
|
533
|
+
col = vec3(col.x + sam.x * spec.x, col.y + sam.y * spec.y, col.z + sam.z * spec.z)
|
|
534
|
+
end
|
|
535
|
+
|
|
536
|
+
disperse = disperse + 1.0
|
|
537
|
+
end
|
|
538
|
+
|
|
539
|
+
# Average over dispersion samples
|
|
540
|
+
col = vec3(col.x / maxDisperse, col.y / maxDisperse, col.z / maxDisperse)
|
|
541
|
+
|
|
542
|
+
# Tonemap
|
|
543
|
+
col = vec3(pow(col.x, 1.25) * 2.5, pow(col.y, 1.25) * 2.5, pow(col.z, 1.25) * 2.5)
|
|
544
|
+
col = vec3(col.x / 2.0 * 16.0, col.y / 2.0 * 16.0, col.z / 2.0 * 16.0)
|
|
545
|
+
col = vec3(max(0.0, col.x - 0.004), max(0.0, col.y - 0.004), max(0.0, col.z - 0.004))
|
|
546
|
+
col = vec3(
|
|
547
|
+
(col.x * (6.2 * col.x + 0.5)) / (col.x * (6.2 * col.x + 1.7) + 0.06),
|
|
548
|
+
(col.y * (6.2 * col.y + 0.5)) / (col.y * (6.2 * col.y + 1.7) + 0.06),
|
|
549
|
+
(col.z * (6.2 * col.z + 0.5)) / (col.z * (6.2 * col.z + 1.7) + 0.06)
|
|
550
|
+
)
|
|
551
|
+
|
|
552
|
+
col
|
|
553
|
+
end
|
|
554
|
+
end
|
|
555
|
+
|
|
556
|
+
# Initialize display
|
|
557
|
+
window = RBGL::GUI::Window.new(width: WIDTH, height: HEIGHT, title: "Fractured Orb (Ruby Mode)")
|
|
558
|
+
|
|
559
|
+
puts "Fractured Orb (RLSL Ruby Mode)"
|
|
560
|
+
puts "Original: https://www.shadertoy.com/view/ttycWW"
|
|
561
|
+
puts "License: Creative Commons Attribution-NonCommercial-ShareAlike 3.0"
|
|
562
|
+
puts "https://creativecommons.org/licenses/by-nc-sa/3.0/deed.en"
|
|
563
|
+
puts "Note: Simplified version (3 dispersion samples, 5 bounces) for CPU performance"
|
|
564
|
+
puts "Press 'q' or Escape to quit"
|
|
565
|
+
|
|
566
|
+
start_time = Time.now
|
|
567
|
+
frame_count = 0
|
|
568
|
+
last_fps_time = start_time
|
|
569
|
+
running = true
|
|
570
|
+
|
|
571
|
+
buffer = "\x00" * (WIDTH * HEIGHT * 4)
|
|
572
|
+
|
|
573
|
+
while running && !window.should_close?
|
|
574
|
+
time = Time.now - start_time
|
|
575
|
+
rand_seed = rand * 1000.0
|
|
576
|
+
|
|
577
|
+
shader.render(buffer, WIDTH, HEIGHT, { time: time, rand_seed: rand_seed })
|
|
578
|
+
|
|
579
|
+
window.set_pixels(buffer)
|
|
580
|
+
|
|
581
|
+
events = window.poll_events_raw
|
|
582
|
+
events.each do |e|
|
|
583
|
+
if e[:type] == :key_press && (e[:key] == 12 || e[:key] == "q")
|
|
584
|
+
running = false
|
|
585
|
+
end
|
|
586
|
+
end
|
|
587
|
+
|
|
588
|
+
frame_count += 1
|
|
589
|
+
now = Time.now
|
|
590
|
+
if now - last_fps_time >= 1.0
|
|
591
|
+
fps = frame_count / (now - last_fps_time)
|
|
592
|
+
puts "FPS: #{fps.round(1)}"
|
|
593
|
+
frame_count = 0
|
|
594
|
+
last_fps_time = now
|
|
595
|
+
end
|
|
596
|
+
end
|
|
597
|
+
|
|
598
|
+
window.close
|
|
@@ -0,0 +1,84 @@
|
|
|
1
|
+
# frozen_string_literal: true
|
|
2
|
+
|
|
3
|
+
# Simple gradient shader to verify Metal pipeline works
|
|
4
|
+
|
|
5
|
+
$LOAD_PATH.unshift File.expand_path("../lib", __dir__)
|
|
6
|
+
|
|
7
|
+
require "rbgl"
|
|
8
|
+
require "rlsl"
|
|
9
|
+
|
|
10
|
+
WIDTH = 640
|
|
11
|
+
HEIGHT = 480
|
|
12
|
+
|
|
13
|
+
# Define a simple Metal shader using pure Ruby DSL
|
|
14
|
+
shader = RLSL.define_metal(:metal_test) do
|
|
15
|
+
uniforms do
|
|
16
|
+
float :time
|
|
17
|
+
end
|
|
18
|
+
|
|
19
|
+
fragment do |frag_coord, resolution, u|
|
|
20
|
+
p = frag_coord / resolution
|
|
21
|
+
|
|
22
|
+
r = 0.5 + 0.5 * sin(p.x * 10.0 + u.time)
|
|
23
|
+
g = 0.5 + 0.5 * sin(p.y * 10.0 + u.time * 1.3)
|
|
24
|
+
b = 0.5 + 0.5 * sin((p.x + p.y) * 10.0 + u.time * 0.7)
|
|
25
|
+
|
|
26
|
+
vec3(r, g, b)
|
|
27
|
+
end
|
|
28
|
+
end
|
|
29
|
+
|
|
30
|
+
puts "Generated MSL source:"
|
|
31
|
+
puts "-" * 40
|
|
32
|
+
puts shader.msl_source
|
|
33
|
+
puts "-" * 40
|
|
34
|
+
|
|
35
|
+
# Initialize display
|
|
36
|
+
window = RBGL::GUI::Window.new(width: WIDTH, height: HEIGHT, title: "Metal Test")
|
|
37
|
+
|
|
38
|
+
puts "Metal Test - Gradient Shader"
|
|
39
|
+
puts "Press 'q' or Escape to quit"
|
|
40
|
+
|
|
41
|
+
# Check Metal availability
|
|
42
|
+
if window.metal_available?
|
|
43
|
+
puts "Metal compute is available!"
|
|
44
|
+
else
|
|
45
|
+
puts "Metal compute is NOT available"
|
|
46
|
+
exit 1
|
|
47
|
+
end
|
|
48
|
+
|
|
49
|
+
start_time = Time.now
|
|
50
|
+
frame_count = 0
|
|
51
|
+
last_fps_time = start_time
|
|
52
|
+
running = true
|
|
53
|
+
|
|
54
|
+
while running && !window.should_close?
|
|
55
|
+
time = Time.now - start_time
|
|
56
|
+
|
|
57
|
+
begin
|
|
58
|
+
shader.render_metal(window.native_handle, WIDTH, HEIGHT, { time: time })
|
|
59
|
+
rescue => e
|
|
60
|
+
puts "Error: #{e.message}"
|
|
61
|
+
puts e.backtrace.first(5).join("\n")
|
|
62
|
+
running = false
|
|
63
|
+
break
|
|
64
|
+
end
|
|
65
|
+
|
|
66
|
+
events = window.poll_events_raw
|
|
67
|
+
events.each do |e|
|
|
68
|
+
case e[:type]
|
|
69
|
+
when :key_press
|
|
70
|
+
running = false if e[:key] == 12 || e[:key] == "q"
|
|
71
|
+
end
|
|
72
|
+
end
|
|
73
|
+
|
|
74
|
+
frame_count += 1
|
|
75
|
+
now = Time.now
|
|
76
|
+
if now - last_fps_time >= 1.0
|
|
77
|
+
fps = frame_count / (now - last_fps_time)
|
|
78
|
+
puts "FPS: #{fps.round(1)}"
|
|
79
|
+
frame_count = 0
|
|
80
|
+
last_fps_time = now
|
|
81
|
+
end
|
|
82
|
+
end
|
|
83
|
+
|
|
84
|
+
window.close
|