rbgl 1.0.0 → 1.0.2

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.
Files changed (78) hide show
  1. checksums.yaml +4 -4
  2. data/.codespellignore +4 -0
  3. data/.rubocop.yml +3 -0
  4. data/.yamllint +16 -0
  5. data/CHANGELOG.md +11 -1
  6. data/README.md +130 -74
  7. data/Rakefile +7 -0
  8. data/bench/renderer_bench.rb +283 -0
  9. data/docs/.nojekyll +1 -0
  10. data/docs/index.html +38 -0
  11. data/examples/array_test.rb +1 -1
  12. data/examples/color_test.rb +1 -1
  13. data/examples/cube_spinning.rb +1 -1
  14. data/examples/gradient.rb +1 -1
  15. data/examples/multi_return_test.rb +1 -1
  16. data/examples/plasma.rb +1 -1
  17. data/examples/sphere_raymarch.rb +1 -1
  18. data/examples/triangle_window.rb +1 -1
  19. data/exe/rbgl +42 -0
  20. data/lib/rbgl/cli/doctor.rb +155 -0
  21. data/lib/rbgl/engine/buffer.rb +55 -9
  22. data/lib/rbgl/engine/clip_space_clipper.rb +23 -3
  23. data/lib/rbgl/engine/context.rb +23 -6
  24. data/lib/rbgl/engine/framebuffer.rb +146 -41
  25. data/lib/rbgl/engine/immutable_color.rb +32 -0
  26. data/lib/rbgl/engine/rasterizer/attribute_interpolator.rb +100 -10
  27. data/lib/rbgl/engine/rasterizer/line_renderer.rb +30 -14
  28. data/lib/rbgl/engine/rasterizer/point_renderer.rb +3 -3
  29. data/lib/rbgl/engine/rasterizer/triangle_renderer.rb +72 -23
  30. data/lib/rbgl/engine/rasterizer.rb +3 -20
  31. data/lib/rbgl/engine/shader/base_shader.rb +3 -7
  32. data/lib/rbgl/engine/shader/builtins.rb +13 -10
  33. data/lib/rbgl/engine/shader/dynamic_data.rb +18 -10
  34. data/lib/rbgl/engine/texture.rb +74 -50
  35. data/lib/rbgl/engine.rb +3 -1
  36. data/lib/rbgl/gui/backend.rb +12 -7
  37. data/lib/rbgl/gui/backend_factory.rb +7 -3
  38. data/lib/rbgl/gui/cocoa/backend.rb +50 -17
  39. data/lib/rbgl/gui/cocoa/key_mapper.rb +48 -0
  40. data/lib/rbgl/gui/event.rb +4 -2
  41. data/lib/rbgl/gui/file_backend/bmp_writer.rb +2 -2
  42. data/lib/rbgl/gui/file_backend/frame_writer.rb +7 -0
  43. data/lib/rbgl/gui/file_backend/png_writer.rb +18 -0
  44. data/lib/rbgl/gui/file_backend/ppm_writer.rb +1 -0
  45. data/lib/rbgl/gui/file_backend.rb +24 -6
  46. data/lib/rbgl/gui/wayland/backend.rb +127 -55
  47. data/lib/rbgl/gui/wayland/codec.rb +7 -11
  48. data/lib/rbgl/gui/wayland/connection.rb +137 -20
  49. data/lib/rbgl/gui/wayland/event_dispatcher.rb +103 -12
  50. data/lib/rbgl/gui/wayland/global_binder.rb +6 -4
  51. data/lib/rbgl/gui/wayland/input_mapper.rb +61 -0
  52. data/lib/rbgl/gui/wayland/protocol_objects/arguments.rb +14 -2
  53. data/lib/rbgl/gui/wayland/protocol_objects/seat.rb +115 -0
  54. data/lib/rbgl/gui/wayland/protocol_objects/shm.rb +23 -12
  55. data/lib/rbgl/gui/wayland/protocol_objects/xdg_shell.rb +15 -0
  56. data/lib/rbgl/gui/wayland/protocol_objects.rb +1 -0
  57. data/lib/rbgl/gui/window/render_loop.rb +71 -18
  58. data/lib/rbgl/gui/window.rb +39 -8
  59. data/lib/rbgl/gui/x11/atom_cache.rb +4 -1
  60. data/lib/rbgl/gui/x11/backend.rb +66 -28
  61. data/lib/rbgl/gui/x11/connection.rb +216 -86
  62. data/lib/rbgl/gui/x11/event_parser.rb +13 -2
  63. data/lib/rbgl/gui/x11/key_mapper.rb +48 -0
  64. data/lib/rbgl/gui/x11/pixel_encoder.rb +164 -0
  65. data/lib/rbgl/gui/x11/request_encoder.rb +29 -28
  66. data/lib/rbgl/gui/x11/setup_parser.rb +138 -0
  67. data/lib/rbgl/gui/x11/transport.rb +52 -2
  68. data/lib/rbgl/gui/x11/x_authority.rb +107 -0
  69. data/lib/rbgl/gui.rb +2 -5
  70. data/lib/rbgl/version.rb +1 -1
  71. metadata +38 -24
  72. data/examples/chemical_heartbeat.rb +0 -166
  73. data/examples/dark_transit.rb +0 -166
  74. data/examples/fractured_orb.rb +0 -428
  75. data/examples/fractured_orb_rb.rb +0 -598
  76. data/examples/hexagonal_flow.rb +0 -333
  77. data/examples/teapot.rb +0 -362
  78. data/examples/teapot_mcu.rb +0 -344
@@ -1,166 +0,0 @@
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- # frozen_string_literal: true
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-
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- # chemical heartbeat
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- # Original: https://www.shadertoy.com/view/lXtXD4
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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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-
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- $LOAD_PATH.unshift File.expand_path("../lib", __dir__)
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-
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- require "rbgl"
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- require "rlsl"
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-
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- WIDTH = 640
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- HEIGHT = 480
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-
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- # Define shader using pure Ruby DSL
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- shader = RLSL.define(:chemical_heartbeat) do
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- uniforms do
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- float :time
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- float :camera_x
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- float :camera_y
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- end
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-
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- fragment do |frag_coord, resolution, u|
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- uv = frag_coord / resolution.y
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-
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- # Constants
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- inv_hex_size = 50.0
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- sqrt3_div3 = 0.5773502691896257
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- one_div3 = 0.3333333333333333
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- two_div3 = 0.6666666666666666
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- inv_warp_grid = 5.0
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- warp_clamp = 1.7
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- warp_scale = 4.4
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- warp_amplitude = 0.015
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- warp_speed = 1.5
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- time_dilation = 0.2
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-
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- # Colors
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- color_a = vec3(58.0 / 255.0, 1.0 / 255.0, 92.0 / 255.0)
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- color_b = vec3(201.0 / 255.0, 100.0 / 255.0, 128.0 / 255.0)
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- color_c = vec3(59.0 / 255.0, 206.0 / 255.0, 172.0 / 255.0)
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- color_d = vec3(17.0 / 255.0, 0.0 / 255.0, 28.0 / 255.0)
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-
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- # Apply camera offset
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- base_ux = uv.x - 0.5 + u.camera_x
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- base_uy = uv.y - 0.5 + u.camera_y
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-
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- # Zoomy warp
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- pos_x = base_ux * inv_warp_grid
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- pos_y = base_uy * inv_warp_grid
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- ax = floor(pos_x)
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- ay = floor(pos_y)
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-
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- hash_a = hash21(vec2(ax, ay))
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- hash_b = hash21(vec2(ax + 1.0, ay))
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- hash_c = hash21(vec2(ax, ay + 1.0))
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- hash_d = hash21(vec2(ax + 1.0, ay + 1.0))
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-
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- diff_x = pos_x - ax
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- diff_y = pos_y - ay
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-
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- warp = hash_a + (hash_b - hash_a) * diff_x
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- warp = warp + ((hash_c + (hash_d - hash_c) * diff_x) - warp) * diff_y
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- warp = warp + u.time * warp_speed
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-
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- smoothed = (1.0 + cos(warp * TAU)) * 0.5
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- clamped = smoothed * warp_scale - warp_clamp
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- clamped = clamp(clamped, 0.0, 1.0)
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-
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- ux = base_ux + cos(clamped) * warp_amplitude
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- uy = base_uy + sin(clamped) * warp_amplitude
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-
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- # Axial from pixel
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- axial_q = (sqrt3_div3 * ux - one_div3 * uy) * inv_hex_size
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- axial_r = two_div3 * uy * inv_hex_size
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- axial_s = 0.0 - axial_q - axial_r
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-
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- # Axial round
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- q = floor(axial_q)
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- r = floor(axial_r)
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- s = floor(axial_s)
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-
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- q_diff = abs(q - axial_q)
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- r_diff = abs(r - axial_r)
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- s_diff = abs(s - axial_s)
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-
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- if q_diff > r_diff && q_diff > s_diff
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- q = 0.0 - r - s
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- elsif r_diff > s_diff
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- r = 0.0 - q - s
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- end
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-
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- # Hash for hex cell
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- hash_val = hash21(vec2(q, r))
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-
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- # Animated color value
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- value = fract(hash_val + u.time * time_dilation)
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- value = smoothstep(0.0, 1.0, value)
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- value = (1.0 + cos(value * TAU)) * 0.5
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-
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- # Color mixing
103
- ab = mix(color_a, color_b, value)
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- bc = mix(color_b, color_c, value)
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- cd = mix(color_c, color_d, value)
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-
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- left = mix(ab, bc, value)
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- right = mix(bc, cd, value)
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-
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- mix(left, right, value)
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- end
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- end
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-
114
- # Initialize display
115
- window = RBGL::GUI::Window.new(width: WIDTH, height: HEIGHT, title: "Chemical Heartbeat")
116
-
117
- puts "Chemical Heartbeat"
118
- puts "Original: https://www.shadertoy.com/view/lXtXD4"
119
- puts "License: Creative Commons Attribution-NonCommercial-ShareAlike 3.0"
120
- puts "https://creativecommons.org/licenses/by-nc-sa/3.0/deed.en"
121
- puts "Press 'q' or Escape to quit"
122
-
123
- start_time = Time.now
124
- frame_count = 0
125
- last_fps_time = start_time
126
- running = true
127
-
128
- buffer = "\x00" * (WIDTH * HEIGHT * 4)
129
-
130
- while running && !window.should_close?
131
- time = Time.now - start_time
132
-
133
- # Camera movement
134
- circle_value = time * 0.1
135
- wave_value = time * 0.33
136
- radius = 1.0 + Math.cos(wave_value) * 0.25
137
- camera_x = Math.cos(circle_value) * radius
138
- camera_y = Math.sin(circle_value) * radius
139
-
140
- # Render using compiled shader
141
- shader.render(buffer, WIDTH, HEIGHT, {
142
- time: time,
143
- camera_x: camera_x,
144
- camera_y: camera_y
145
- })
146
-
147
- window.set_pixels(buffer)
148
-
149
- events = window.poll_events_raw
150
- events.each do |e|
151
- if e[:type] == :key_press && (e[:key] == 12 || e[:key] == "q")
152
- running = false
153
- end
154
- end
155
-
156
- frame_count += 1
157
- now = Time.now
158
- if now - last_fps_time >= 1.0
159
- fps = frame_count / (now - last_fps_time)
160
- puts "FPS: #{fps.round(1)}"
161
- frame_count = 0
162
- last_fps_time = now
163
- end
164
- end
165
-
166
- window.close
@@ -1,166 +0,0 @@
1
- # frozen_string_literal: true
2
-
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- # Dark Transit
4
- # Original: https://www.shadertoy.com/view/WcdczB
5
- # 28 steps raymarching tunnel
6
- # License: Creative Commons Attribution-NonCommercial-ShareAlike 3.0
7
- # https://creativecommons.org/licenses/by-nc-sa/3.0/deed.en
8
-
9
- $LOAD_PATH.unshift File.expand_path("../lib", __dir__)
10
-
11
- require "rbgl"
12
- require "rlsl"
13
-
14
- WIDTH = 640
15
- HEIGHT = 480
16
-
17
- shader = RLSL.define(:dark_transit) do
18
- uniforms do
19
- float :time
20
- end
21
-
22
- # Register helper function signatures for Ruby mode
23
- functions do
24
- define :get_t, returns: :float, params: { time: :float }
25
- define :path_point, returns: :vec3, params: { z: :float }
26
- define :noise_a, returns: :float, params: { f: :float, h: :float, k: :float, p: :vec3 }
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- define :cross_prod, returns: :vec3, params: { a: :vec3, b: :vec3 }
28
- define :mat3_mul, returns: :vec3, params: { c0: :vec3, c1: :vec3, c2: :vec3, v: :vec3 }
29
- end
30
-
31
- helpers do
32
- def get_t(time)
33
- time * 4.0 + 5.0 + 5.0 * sin(time * 0.3)
34
- end
35
-
36
- def path_point(z)
37
- vec3(12.0 * cos(z * 0.1), 12.0 * cos(z * 0.12), z)
38
- end
39
-
40
- def noise_a(f, h, k, p)
41
- abs(h * (sin(f * p.x * k) + sin(f * p.y * k) + sin(f * p.z * k))) / k
42
- end
43
-
44
- def cross_prod(a, b)
45
- vec3(
46
- a.y * b.z - a.z * b.y,
47
- a.z * b.x - a.x * b.z,
48
- a.x * b.y - a.y * b.x
49
- )
50
- end
51
-
52
- def mat3_mul(c0, c1, c2, v)
53
- vec3(
54
- c0.x * v.x + c1.x * v.y + c2.x * v.z,
55
- c0.y * v.x + c1.y * v.y + c2.y * v.z,
56
- c0.z * v.x + c1.z * v.y + c2.z * v.z
57
- )
58
- end
59
- end
60
-
61
- fragment do |frag_coord, resolution, u|
62
- i_time = u.time
63
- t_val = get_t(i_time)
64
-
65
- # Scaled coords
66
- screen_uv = vec2(
67
- (frag_coord.x - resolution.x * 0.5) / resolution.y,
68
- (frag_coord.y - resolution.y * 0.5) / resolution.y
69
- )
70
-
71
- # Cinema bars
72
- if abs(screen_uv.y) > 0.375
73
- vec3(0.0, 0.0, 0.0)
74
- else
75
- # Setup variables
76
- t = 0.0
77
- s = 0.0
78
- i = 0.0
79
- d = 0.0
80
- e = 0.0
81
- c = vec3(0.0, 0.0, 0.0)
82
-
83
- # Camera path
84
- p = path_point(t_val)
85
- z_dir = normalize(path_point(t_val + 4.0) - p)
86
- x_dir = normalize(vec3(z_dir.z, 0.0, 0.0 - z_dir.x))
87
-
88
- # View matrix
89
- neg_x = vec3(0.0 - x_dir.x, 0.0 - x_dir.y, 0.0 - x_dir.z)
90
- cross_xz = cross_prod(x_dir, z_dir)
91
- ray_d = mat3_mul(neg_x, cross_xz, z_dir, vec3(screen_uv.x, screen_uv.y, 1.0))
92
-
93
- # Raymarching loop
94
- while i < 28.0 && d < 30.0
95
- i = i + 1.0
96
- p = p + ray_d * s
97
- x_dir = path_point(p.z)
98
- t = sin(i_time)
99
-
100
- # Orb position
101
- orb = vec3(x_dir.x + t, x_dir.y + t * 2.0, 6.0 + t_val + t * 2.0)
102
- e = length(p - orb) - 0.01
103
-
104
- # Tunnel distance
105
- px_offset = x_dir.x + 6.0
106
- d1 = length(vec2(p.x - px_offset, p.y - px_offset))
107
- d2 = length(vec2(p.x - x_dir.x, p.y - x_dir.y))
108
-
109
- s = cos(p.z * 0.6) * 2.0 + 4.0 - min(d1, d2) + noise_a(4.0, 0.25, 0.1, p) + noise_a(8.0, 0.22, 2.0, p)
110
- s = min(e, 0.01 + 0.25 * abs(s))
111
- d = d + s
112
-
113
- # Accumulate color
114
- inv_s = 1.0 / s
115
- inv_e = 10.0 / max(e, 0.6)
116
- c = vec3(c.x + inv_s + inv_e, c.y + inv_s + inv_e * 2.0, c.z + inv_s + inv_e * 5.0)
117
- end
118
-
119
- # Output color
120
- vec3(c.x * c.x / 1000000.0, c.y * c.y / 1000000.0, c.z * c.z / 1000000.0)
121
- end
122
- end
123
- end
124
-
125
- # Initialize display
126
- window = RBGL::GUI::Window.new(width: WIDTH, height: HEIGHT, title: "Dark Transit")
127
-
128
- puts "Dark Transit"
129
- puts "Original: https://www.shadertoy.com/view/WcdczB"
130
- puts "License: Creative Commons Attribution-NonCommercial-ShareAlike 3.0"
131
- puts "https://creativecommons.org/licenses/by-nc-sa/3.0/deed.en"
132
- puts "Press 'q' or Escape to quit"
133
-
134
- start_time = Time.now
135
- frame_count = 0
136
- last_fps_time = start_time
137
- running = true
138
-
139
- buffer = "\x00" * (WIDTH * HEIGHT * 4)
140
-
141
- while running && !window.should_close?
142
- time = Time.now - start_time
143
-
144
- shader.render(buffer, WIDTH, HEIGHT, { time: time })
145
-
146
- window.set_pixels(buffer)
147
-
148
- events = window.poll_events_raw
149
- events.each do |e|
150
- case e[:type]
151
- when :key_press
152
- running = false if e[:key] == 12 || e[:key] == "q"
153
- end
154
- end
155
-
156
- frame_count += 1
157
- now = Time.now
158
- if now - last_fps_time >= 1.0
159
- fps = frame_count / (now - last_fps_time)
160
- puts "FPS: #{fps.round(1)}"
161
- frame_count = 0
162
- last_fps_time = now
163
- end
164
- end
165
-
166
- window.close