ruby_rpg 0.0.1 → 0.0.2

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Files changed (483) hide show
  1. checksums.yaml +4 -4
  2. data/README.md +19 -0
  3. data/glfw-3.3.9.bin.MACOS/LICENSE.md +23 -0
  4. data/glfw-3.3.9.bin.MACOS/README.md +5 -0
  5. data/glfw-3.3.9.bin.MACOS/docs/html/bc_s.png +0 -0
  6. data/glfw-3.3.9.bin.MACOS/docs/html/bc_sd.png +0 -0
  7. data/glfw-3.3.9.bin.MACOS/docs/html/build_8dox.html +81 -0
  8. data/glfw-3.3.9.bin.MACOS/docs/html/build_guide.html +199 -0
  9. data/glfw-3.3.9.bin.MACOS/docs/html/closed.png +0 -0
  10. data/glfw-3.3.9.bin.MACOS/docs/html/compat_8dox.html +81 -0
  11. data/glfw-3.3.9.bin.MACOS/docs/html/compat_guide.html +153 -0
  12. data/glfw-3.3.9.bin.MACOS/docs/html/compile_8dox.html +81 -0
  13. data/glfw-3.3.9.bin.MACOS/docs/html/compile_guide.html +223 -0
  14. data/glfw-3.3.9.bin.MACOS/docs/html/context_8dox.html +81 -0
  15. data/glfw-3.3.9.bin.MACOS/docs/html/context_guide.html +259 -0
  16. data/glfw-3.3.9.bin.MACOS/docs/html/deprecated.html +88 -0
  17. data/glfw-3.3.9.bin.MACOS/docs/html/dir_08423ce7729c4554356a7de7171ba263.html +85 -0
  18. data/glfw-3.3.9.bin.MACOS/docs/html/dir_2dcebcdf14b42e92a6ed85c61bda6b9d.html +93 -0
  19. data/glfw-3.3.9.bin.MACOS/docs/html/dir_62ce056722ee97c199075aa1d6eca309.html +95 -0
  20. data/glfw-3.3.9.bin.MACOS/docs/html/dir_dddf4cf62655095a666cf715de3a31a2.html +91 -0
  21. data/glfw-3.3.9.bin.MACOS/docs/html/doc.svg +12 -0
  22. data/glfw-3.3.9.bin.MACOS/docs/html/docd.svg +12 -0
  23. data/glfw-3.3.9.bin.MACOS/docs/html/doxygen.css +1685 -0
  24. data/glfw-3.3.9.bin.MACOS/docs/html/doxygen.svg +28 -0
  25. data/glfw-3.3.9.bin.MACOS/docs/html/dynsections.js +192 -0
  26. data/glfw-3.3.9.bin.MACOS/docs/html/extra.css +1 -0
  27. data/glfw-3.3.9.bin.MACOS/docs/html/files.html +91 -0
  28. data/glfw-3.3.9.bin.MACOS/docs/html/folderclosed.svg +11 -0
  29. data/glfw-3.3.9.bin.MACOS/docs/html/folderclosedd.svg +11 -0
  30. data/glfw-3.3.9.bin.MACOS/docs/html/folderopen.svg +17 -0
  31. data/glfw-3.3.9.bin.MACOS/docs/html/folderopend.svg +12 -0
  32. data/glfw-3.3.9.bin.MACOS/docs/html/glfw3_8h.html +1661 -0
  33. data/glfw-3.3.9.bin.MACOS/docs/html/glfw3_8h_source.html +1175 -0
  34. data/glfw-3.3.9.bin.MACOS/docs/html/glfw3native_8h.html +167 -0
  35. data/glfw-3.3.9.bin.MACOS/docs/html/glfw3native_8h_source.html +303 -0
  36. data/glfw-3.3.9.bin.MACOS/docs/html/group__buttons.html +282 -0
  37. data/glfw-3.3.9.bin.MACOS/docs/html/group__context.html +304 -0
  38. data/glfw-3.3.9.bin.MACOS/docs/html/group__errors.html +304 -0
  39. data/glfw-3.3.9.bin.MACOS/docs/html/group__gamepad__axes.html +202 -0
  40. data/glfw-3.3.9.bin.MACOS/docs/html/group__gamepad__buttons.html +410 -0
  41. data/glfw-3.3.9.bin.MACOS/docs/html/group__hat__state.html +234 -0
  42. data/glfw-3.3.9.bin.MACOS/docs/html/group__init.html +570 -0
  43. data/glfw-3.3.9.bin.MACOS/docs/html/group__input.html +2255 -0
  44. data/glfw-3.3.9.bin.MACOS/docs/html/group__joysticks.html +362 -0
  45. data/glfw-3.3.9.bin.MACOS/docs/html/group__keys.html +2034 -0
  46. data/glfw-3.3.9.bin.MACOS/docs/html/group__mods.html +198 -0
  47. data/glfw-3.3.9.bin.MACOS/docs/html/group__monitor.html +848 -0
  48. data/glfw-3.3.9.bin.MACOS/docs/html/group__native.html +812 -0
  49. data/glfw-3.3.9.bin.MACOS/docs/html/group__shapes.html +198 -0
  50. data/glfw-3.3.9.bin.MACOS/docs/html/group__vulkan.html +359 -0
  51. data/glfw-3.3.9.bin.MACOS/docs/html/group__window.html +3434 -0
  52. data/glfw-3.3.9.bin.MACOS/docs/html/index.html +100 -0
  53. data/glfw-3.3.9.bin.MACOS/docs/html/input_8dox.html +81 -0
  54. data/glfw-3.3.9.bin.MACOS/docs/html/input_guide.html +570 -0
  55. data/glfw-3.3.9.bin.MACOS/docs/html/internal_8dox.html +81 -0
  56. data/glfw-3.3.9.bin.MACOS/docs/html/internals_guide.html +132 -0
  57. data/glfw-3.3.9.bin.MACOS/docs/html/intro_8dox.html +81 -0
  58. data/glfw-3.3.9.bin.MACOS/docs/html/intro_guide.html +351 -0
  59. data/glfw-3.3.9.bin.MACOS/docs/html/jquery.js +34 -0
  60. data/glfw-3.3.9.bin.MACOS/docs/html/main_8dox.html +81 -0
  61. data/glfw-3.3.9.bin.MACOS/docs/html/menu.js +136 -0
  62. data/glfw-3.3.9.bin.MACOS/docs/html/menudata.js +29 -0
  63. data/glfw-3.3.9.bin.MACOS/docs/html/minus.svg +8 -0
  64. data/glfw-3.3.9.bin.MACOS/docs/html/minusd.svg +8 -0
  65. data/glfw-3.3.9.bin.MACOS/docs/html/monitor_8dox.html +81 -0
  66. data/glfw-3.3.9.bin.MACOS/docs/html/monitor_guide.html +229 -0
  67. data/glfw-3.3.9.bin.MACOS/docs/html/moving_8dox.html +81 -0
  68. data/glfw-3.3.9.bin.MACOS/docs/html/moving_guide.html +374 -0
  69. data/glfw-3.3.9.bin.MACOS/docs/html/nav_f.png +0 -0
  70. data/glfw-3.3.9.bin.MACOS/docs/html/nav_fd.png +0 -0
  71. data/glfw-3.3.9.bin.MACOS/docs/html/nav_g.png +0 -0
  72. data/glfw-3.3.9.bin.MACOS/docs/html/nav_h.png +0 -0
  73. data/glfw-3.3.9.bin.MACOS/docs/html/nav_hd.png +0 -0
  74. data/glfw-3.3.9.bin.MACOS/docs/html/news.html +634 -0
  75. data/glfw-3.3.9.bin.MACOS/docs/html/news_8dox.html +81 -0
  76. data/glfw-3.3.9.bin.MACOS/docs/html/open.png +0 -0
  77. data/glfw-3.3.9.bin.MACOS/docs/html/pages.html +99 -0
  78. data/glfw-3.3.9.bin.MACOS/docs/html/plus.svg +9 -0
  79. data/glfw-3.3.9.bin.MACOS/docs/html/plusd.svg +9 -0
  80. data/glfw-3.3.9.bin.MACOS/docs/html/quick_8dox.html +81 -0
  81. data/glfw-3.3.9.bin.MACOS/docs/html/quick_guide.html +397 -0
  82. data/glfw-3.3.9.bin.MACOS/docs/html/search/all_0.js +5 -0
  83. data/glfw-3.3.9.bin.MACOS/docs/html/search/all_1.js +4 -0
  84. data/glfw-3.3.9.bin.MACOS/docs/html/search/all_10.js +65 -0
  85. data/glfw-3.3.9.bin.MACOS/docs/html/search/all_11.js +26 -0
  86. data/glfw-3.3.9.bin.MACOS/docs/html/search/all_12.js +44 -0
  87. data/glfw-3.3.9.bin.MACOS/docs/html/search/all_13.js +34 -0
  88. data/glfw-3.3.9.bin.MACOS/docs/html/search/all_14.js +12 -0
  89. data/glfw-3.3.9.bin.MACOS/docs/html/search/all_15.js +52 -0
  90. data/glfw-3.3.9.bin.MACOS/docs/html/search/all_16.js +69 -0
  91. data/glfw-3.3.9.bin.MACOS/docs/html/search/all_17.js +51 -0
  92. data/glfw-3.3.9.bin.MACOS/docs/html/search/all_18.js +14 -0
  93. data/glfw-3.3.9.bin.MACOS/docs/html/search/all_19.js +36 -0
  94. data/glfw-3.3.9.bin.MACOS/docs/html/search/all_1a.js +98 -0
  95. data/glfw-3.3.9.bin.MACOS/docs/html/search/all_1b.js +12 -0
  96. data/glfw-3.3.9.bin.MACOS/docs/html/search/all_2.js +6 -0
  97. data/glfw-3.3.9.bin.MACOS/docs/html/search/all_3.js +9 -0
  98. data/glfw-3.3.9.bin.MACOS/docs/html/search/all_4.js +57 -0
  99. data/glfw-3.3.9.bin.MACOS/docs/html/search/all_5.js +22 -0
  100. data/glfw-3.3.9.bin.MACOS/docs/html/search/all_6.js +103 -0
  101. data/glfw-3.3.9.bin.MACOS/docs/html/search/all_7.js +23 -0
  102. data/glfw-3.3.9.bin.MACOS/docs/html/search/all_8.js +35 -0
  103. data/glfw-3.3.9.bin.MACOS/docs/html/search/all_9.js +63 -0
  104. data/glfw-3.3.9.bin.MACOS/docs/html/search/all_a.js +505 -0
  105. data/glfw-3.3.9.bin.MACOS/docs/html/search/all_b.js +24 -0
  106. data/glfw-3.3.9.bin.MACOS/docs/html/search/all_c.js +50 -0
  107. data/glfw-3.3.9.bin.MACOS/docs/html/search/all_d.js +17 -0
  108. data/glfw-3.3.9.bin.MACOS/docs/html/search/all_e.js +12 -0
  109. data/glfw-3.3.9.bin.MACOS/docs/html/search/all_f.js +35 -0
  110. data/glfw-3.3.9.bin.MACOS/docs/html/search/classes_0.js +7 -0
  111. data/glfw-3.3.9.bin.MACOS/docs/html/search/close.svg +18 -0
  112. data/glfw-3.3.9.bin.MACOS/docs/html/search/defines_0.js +34 -0
  113. data/glfw-3.3.9.bin.MACOS/docs/html/search/files_0.js +4 -0
  114. data/glfw-3.3.9.bin.MACOS/docs/html/search/files_1.js +6 -0
  115. data/glfw-3.3.9.bin.MACOS/docs/html/search/files_2.js +5 -0
  116. data/glfw-3.3.9.bin.MACOS/docs/html/search/files_3.js +6 -0
  117. data/glfw-3.3.9.bin.MACOS/docs/html/search/files_4.js +6 -0
  118. data/glfw-3.3.9.bin.MACOS/docs/html/search/files_5.js +4 -0
  119. data/glfw-3.3.9.bin.MACOS/docs/html/search/files_6.js +4 -0
  120. data/glfw-3.3.9.bin.MACOS/docs/html/search/files_7.js +4 -0
  121. data/glfw-3.3.9.bin.MACOS/docs/html/search/files_8.js +4 -0
  122. data/glfw-3.3.9.bin.MACOS/docs/html/search/functions_0.js +146 -0
  123. data/glfw-3.3.9.bin.MACOS/docs/html/search/groups_0.js +6 -0
  124. data/glfw-3.3.9.bin.MACOS/docs/html/search/groups_1.js +4 -0
  125. data/glfw-3.3.9.bin.MACOS/docs/html/search/groups_10.js +4 -0
  126. data/glfw-3.3.9.bin.MACOS/docs/html/search/groups_2.js +6 -0
  127. data/glfw-3.3.9.bin.MACOS/docs/html/search/groups_3.js +5 -0
  128. data/glfw-3.3.9.bin.MACOS/docs/html/search/groups_4.js +4 -0
  129. data/glfw-3.3.9.bin.MACOS/docs/html/search/groups_5.js +5 -0
  130. data/glfw-3.3.9.bin.MACOS/docs/html/search/groups_6.js +4 -0
  131. data/glfw-3.3.9.bin.MACOS/docs/html/search/groups_7.js +5 -0
  132. data/glfw-3.3.9.bin.MACOS/docs/html/search/groups_8.js +5 -0
  133. data/glfw-3.3.9.bin.MACOS/docs/html/search/groups_9.js +6 -0
  134. data/glfw-3.3.9.bin.MACOS/docs/html/search/groups_a.js +6 -0
  135. data/glfw-3.3.9.bin.MACOS/docs/html/search/groups_b.js +4 -0
  136. data/glfw-3.3.9.bin.MACOS/docs/html/search/groups_c.js +4 -0
  137. data/glfw-3.3.9.bin.MACOS/docs/html/search/groups_d.js +7 -0
  138. data/glfw-3.3.9.bin.MACOS/docs/html/search/groups_e.js +4 -0
  139. data/glfw-3.3.9.bin.MACOS/docs/html/search/groups_f.js +5 -0
  140. data/glfw-3.3.9.bin.MACOS/docs/html/search/mag.svg +24 -0
  141. data/glfw-3.3.9.bin.MACOS/docs/html/search/mag_d.svg +24 -0
  142. data/glfw-3.3.9.bin.MACOS/docs/html/search/mag_sel.svg +31 -0
  143. data/glfw-3.3.9.bin.MACOS/docs/html/search/mag_seld.svg +31 -0
  144. data/glfw-3.3.9.bin.MACOS/docs/html/search/pages_0.js +4 -0
  145. data/glfw-3.3.9.bin.MACOS/docs/html/search/pages_1.js +4 -0
  146. data/glfw-3.3.9.bin.MACOS/docs/html/search/pages_10.js +4 -0
  147. data/glfw-3.3.9.bin.MACOS/docs/html/search/pages_2.js +5 -0
  148. data/glfw-3.3.9.bin.MACOS/docs/html/search/pages_3.js +4 -0
  149. data/glfw-3.3.9.bin.MACOS/docs/html/search/pages_4.js +6 -0
  150. data/glfw-3.3.9.bin.MACOS/docs/html/search/pages_5.js +4 -0
  151. data/glfw-3.3.9.bin.MACOS/docs/html/search/pages_6.js +4 -0
  152. data/glfw-3.3.9.bin.MACOS/docs/html/search/pages_7.js +7 -0
  153. data/glfw-3.3.9.bin.MACOS/docs/html/search/pages_8.js +6 -0
  154. data/glfw-3.3.9.bin.MACOS/docs/html/search/pages_9.js +4 -0
  155. data/glfw-3.3.9.bin.MACOS/docs/html/search/pages_a.js +5 -0
  156. data/glfw-3.3.9.bin.MACOS/docs/html/search/pages_b.js +5 -0
  157. data/glfw-3.3.9.bin.MACOS/docs/html/search/pages_c.js +4 -0
  158. data/glfw-3.3.9.bin.MACOS/docs/html/search/pages_d.js +6 -0
  159. data/glfw-3.3.9.bin.MACOS/docs/html/search/pages_e.js +6 -0
  160. data/glfw-3.3.9.bin.MACOS/docs/html/search/pages_f.js +4 -0
  161. data/glfw-3.3.9.bin.MACOS/docs/html/search/search.css +291 -0
  162. data/glfw-3.3.9.bin.MACOS/docs/html/search/search.js +840 -0
  163. data/glfw-3.3.9.bin.MACOS/docs/html/search/searchdata.js +39 -0
  164. data/glfw-3.3.9.bin.MACOS/docs/html/search/typedefs_0.js +32 -0
  165. data/glfw-3.3.9.bin.MACOS/docs/html/search/variables_0.js +4 -0
  166. data/glfw-3.3.9.bin.MACOS/docs/html/search/variables_1.js +6 -0
  167. data/glfw-3.3.9.bin.MACOS/docs/html/search/variables_2.js +5 -0
  168. data/glfw-3.3.9.bin.MACOS/docs/html/search/variables_3.js +4 -0
  169. data/glfw-3.3.9.bin.MACOS/docs/html/search/variables_4.js +4 -0
  170. data/glfw-3.3.9.bin.MACOS/docs/html/search/variables_5.js +6 -0
  171. data/glfw-3.3.9.bin.MACOS/docs/html/search/variables_6.js +4 -0
  172. data/glfw-3.3.9.bin.MACOS/docs/html/search/variables_7.js +4 -0
  173. data/glfw-3.3.9.bin.MACOS/docs/html/spaces.svg +877 -0
  174. data/glfw-3.3.9.bin.MACOS/docs/html/splitbar.png +0 -0
  175. data/glfw-3.3.9.bin.MACOS/docs/html/splitbard.png +0 -0
  176. data/glfw-3.3.9.bin.MACOS/docs/html/struct_g_l_f_wgamepadstate.html +134 -0
  177. data/glfw-3.3.9.bin.MACOS/docs/html/struct_g_l_f_wgammaramp.html +170 -0
  178. data/glfw-3.3.9.bin.MACOS/docs/html/struct_g_l_f_wimage.html +151 -0
  179. data/glfw-3.3.9.bin.MACOS/docs/html/struct_g_l_f_wvidmode.html +204 -0
  180. data/glfw-3.3.9.bin.MACOS/docs/html/sync_off.png +0 -0
  181. data/glfw-3.3.9.bin.MACOS/docs/html/sync_on.png +0 -0
  182. data/glfw-3.3.9.bin.MACOS/docs/html/tab_a.png +0 -0
  183. data/glfw-3.3.9.bin.MACOS/docs/html/tab_ad.png +0 -0
  184. data/glfw-3.3.9.bin.MACOS/docs/html/tab_b.png +0 -0
  185. data/glfw-3.3.9.bin.MACOS/docs/html/tab_bd.png +0 -0
  186. data/glfw-3.3.9.bin.MACOS/docs/html/tab_h.png +0 -0
  187. data/glfw-3.3.9.bin.MACOS/docs/html/tab_hd.png +0 -0
  188. data/glfw-3.3.9.bin.MACOS/docs/html/tab_s.png +0 -0
  189. data/glfw-3.3.9.bin.MACOS/docs/html/tab_sd.png +0 -0
  190. data/glfw-3.3.9.bin.MACOS/docs/html/tabs.css +1 -0
  191. data/glfw-3.3.9.bin.MACOS/docs/html/vulkan_8dox.html +81 -0
  192. data/glfw-3.3.9.bin.MACOS/docs/html/vulkan_guide.html +196 -0
  193. data/glfw-3.3.9.bin.MACOS/docs/html/window_8dox.html +81 -0
  194. data/glfw-3.3.9.bin.MACOS/docs/html/window_guide.html +763 -0
  195. data/glfw-3.3.9.bin.MACOS/include/GLFW/glfw3.h +5932 -0
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  203. data/glfw-3.4.bin.WIN64/LICENSE.md +23 -0
  204. data/glfw-3.4.bin.WIN64/README.md +70 -0
  205. data/glfw-3.4.bin.WIN64/docs/html/bc_s.png +0 -0
  206. data/glfw-3.4.bin.WIN64/docs/html/bc_sd.png +0 -0
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  211. data/glfw-3.4.bin.WIN64/docs/html/compat_guide.html +156 -0
  212. data/glfw-3.4.bin.WIN64/docs/html/compile_8md.html +81 -0
  213. data/glfw-3.4.bin.WIN64/docs/html/compile_guide.html +219 -0
  214. data/glfw-3.4.bin.WIN64/docs/html/context_8md.html +81 -0
  215. data/glfw-3.4.bin.WIN64/docs/html/context_guide.html +258 -0
  216. data/glfw-3.4.bin.WIN64/docs/html/deprecated.html +88 -0
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  222. data/glfw-3.4.bin.WIN64/docs/html/docd.svg +12 -0
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  225. data/glfw-3.4.bin.WIN64/docs/html/dynsections.js +192 -0
  226. data/glfw-3.4.bin.WIN64/docs/html/extra.css +2 -0
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  483. metadata +482 -1
@@ -0,0 +1,91 @@
1
+ module Engine
2
+ class Shader
3
+ def initialize(vertex_shader, fragment_shader)
4
+ @vertex_shader = compile_shader(vertex_shader, GL::VERTEX_SHADER)
5
+ @fragment_shader = compile_shader(fragment_shader, GL::FRAGMENT_SHADER)
6
+ @program = GL.CreateProgram
7
+ GL.AttachShader(@program, @vertex_shader)
8
+ GL.AttachShader(@program, @fragment_shader)
9
+ GL.LinkProgram(@program)
10
+
11
+ linked_buf = ' ' * 4
12
+ GL.GetProgramiv(@program, GL::LINK_STATUS, linked_buf)
13
+ linked = linked_buf.unpack('L')[0]
14
+ if linked == 0
15
+ compile_log = ' ' * 1024
16
+ GL.GetProgramInfoLog(@program, 1023, nil, compile_log)
17
+ vertex_log = ' ' * 1024
18
+ GL.GetShaderInfoLog(@vertex_shader, 1023, nil, vertex_log)
19
+ fragment_log = ' ' * 1024
20
+ GL.GetShaderInfoLog(@fragment_shader, 1023, nil, fragment_log)
21
+ puts "Shader program failed to link"
22
+ puts compile_log.strip
23
+ puts vertex_log.strip
24
+ puts fragment_log.strip
25
+ end
26
+ @uniform_cache = {}
27
+ @uniform_locations = {}
28
+ end
29
+
30
+ def compile_shader(shader, type)
31
+ handle = GL.CreateShader(type)
32
+ path = File.join(File.dirname(__FILE__), shader)
33
+ s_srcs = [File.read(path)].pack('p')
34
+ s_lens = [File.size(path)].pack('I')
35
+ GL.ShaderSource(handle, 1, s_srcs, s_lens)
36
+ GL.CompileShader(handle)
37
+ handle
38
+ end
39
+
40
+ def use
41
+ GL.UseProgram(@program)
42
+ end
43
+
44
+ def set_vec3(name, vec)
45
+ return if @uniform_cache[name] == vec
46
+ @uniform_cache[name] = vec
47
+ vector = if vec.is_a?(Vector)
48
+ vec
49
+ else
50
+ Vector[vec[:r], vec[:g], vec[:b]]
51
+ end
52
+ GL.Uniform3f(uniform_location(name), vector[0], vector[1], vector[2])
53
+ end
54
+
55
+ def set_vec4(name, vec)
56
+ return if @uniform_cache[name] == vec
57
+ @uniform_cache[name] = vec
58
+ GL.Uniform4f(uniform_location(name), vec[0], vec[1], vec[2], vec[3])
59
+ end
60
+
61
+ def set_mat4(name, mat)
62
+ return if @uniform_cache[name] == mat
63
+ @uniform_cache[name] = mat
64
+ mat_array = [
65
+ mat[0, 0], mat[0, 1], mat[0, 2], mat[0, 3],
66
+ mat[1, 0], mat[1, 1], mat[1, 2], mat[1, 3],
67
+ mat[2, 0], mat[2, 1], mat[2, 2], mat[2, 3],
68
+ mat[3, 0], mat[3, 1], mat[3, 2], mat[3, 3]
69
+ ]
70
+ GL.UniformMatrix4fv(uniform_location(name), 1, GL::FALSE, mat_array.pack('F*'))
71
+ end
72
+
73
+ def set_int(name, int)
74
+ return if @uniform_cache[name] == int
75
+ @uniform_cache[name] = int
76
+ GL.Uniform1i(uniform_location(name), int)
77
+ end
78
+
79
+ def set_float(name, float)
80
+ return if @uniform_cache[name] == float
81
+ @uniform_cache[name] = float
82
+ GL.Uniform1f(uniform_location(name), float)
83
+ end
84
+
85
+ private
86
+
87
+ def uniform_location(name)
88
+ @uniform_locations[name] ||= GL.GetUniformLocation(@program, name)
89
+ end
90
+ end
91
+ end
@@ -0,0 +1,9 @@
1
+ #version 330 core
2
+
3
+ out vec4 FragColour;
4
+ in vec4 ourColour;
5
+
6
+ void main()
7
+ {
8
+ FragColour = ourColour;
9
+ }
@@ -0,0 +1,14 @@
1
+ #version 330 core
2
+ layout (location = 0) in vec3 aPos;
3
+
4
+ uniform vec3 colour;
5
+ out vec4 ourColour;
6
+
7
+ uniform mat4 camera;
8
+ uniform mat4 model;
9
+
10
+ void main()
11
+ {
12
+ gl_Position = camera * model * vec4(aPos, 1.0);
13
+ ourColour = vec4(colour, 1.0);
14
+ }
@@ -0,0 +1,102 @@
1
+ #version 330 core
2
+
3
+ in vec2 TexCoord;
4
+ in vec3 Normal;
5
+ in vec3 Tangent;
6
+ in vec3 FragPos;
7
+
8
+ out vec4 color;
9
+
10
+ uniform sampler2D image;
11
+ uniform sampler2D normalMap;
12
+ uniform vec3 cameraPos;
13
+ uniform float diffuseStrength;
14
+ uniform float specularStrength;
15
+ uniform float specularPower;
16
+ uniform vec3 ambientLight;
17
+
18
+ struct DirectionalLight {
19
+ vec3 direction;
20
+ vec3 colour;
21
+ };
22
+ #define NR_DIRECTIONAL_LIGHTS 4
23
+ uniform DirectionalLight directionalLights[NR_DIRECTIONAL_LIGHTS];
24
+
25
+ struct PointLight {
26
+ vec3 position;
27
+ float sqrRange;
28
+ vec3 colour;
29
+ };
30
+ #define NR_POINT_LIGHTS 16
31
+ uniform PointLight pointLights[NR_POINT_LIGHTS];
32
+
33
+ vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
34
+ {
35
+ vec3 lightOffset = light.position - fragPos;
36
+ float sqrDistance = dot(lightOffset, lightOffset);
37
+ vec3 lightDir = normalize(lightOffset);
38
+ float diff = max(dot(normal, lightDir), 0.0);
39
+
40
+ vec3 reflectDir = reflect(lightDir, normal);
41
+ float spec = pow(max(dot(-viewDir, reflectDir), 0.0), specularPower);
42
+
43
+ float attenuation = light.sqrRange / sqrDistance;
44
+
45
+ float diffuse = diff * diffuseStrength;
46
+ float specular = spec * specularStrength;
47
+
48
+ return light.colour * (diffuse + specular) * attenuation;
49
+ }
50
+
51
+ vec3 CalcDirectionalLight(DirectionalLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
52
+ {
53
+ float diff = max(dot(normal, -light.direction), 0.0);
54
+
55
+ vec3 reflectDir = reflect(-light.direction, normal);
56
+ float spec = pow(max(dot(-viewDir, reflectDir), 0.0), specularPower);
57
+
58
+ float diffuse = diff * diffuseStrength;
59
+ float specular = spec * specularStrength;
60
+
61
+ return light.colour * (diffuse + specular);
62
+ }
63
+
64
+ void main()
65
+ {
66
+ vec3 sampledNormal = texture(normalMap, TexCoord).rgb * 2.0 - 1.0;
67
+ if ( sampledNormal.r + sampledNormal.g + sampledNormal.b <= 0)
68
+ {
69
+ sampledNormal = vec3(0.0, 0.0, 1.0);
70
+ }
71
+ vec3 n = normalize(Normal);
72
+ vec3 t = normalize(Tangent);
73
+ vec3 norm = n;
74
+ if ( length(t) > 0.0 )
75
+ {
76
+ vec3 b = cross(t, n);
77
+ mat3 TBN = mat3(t, b, n);
78
+ norm = normalize(TBN * normalize(sampledNormal));
79
+ }
80
+ vec3 viewDir = normalize(cameraPos - FragPos);
81
+
82
+ vec3 result = ambientLight;
83
+
84
+ for (int i = 0; i < NR_POINT_LIGHTS; i++) {
85
+ if (pointLights[i].sqrRange == 0.0)
86
+ {
87
+ break;
88
+ }
89
+ result += CalcPointLight(pointLights[i], norm, FragPos, viewDir);
90
+ }
91
+
92
+ for (int i = 0; i < NR_DIRECTIONAL_LIGHTS; i++) {
93
+ if (directionalLights[i].colour == vec3(0.0))
94
+ {
95
+ break;
96
+ }
97
+ result += CalcDirectionalLight(directionalLights[i], norm, FragPos, viewDir);
98
+ }
99
+
100
+ vec4 tex = texture(image, TexCoord);
101
+ color = tex * vec4(result, 1.0);
102
+ }
@@ -0,0 +1,25 @@
1
+ #version 330 core
2
+
3
+ // <vec2 position, vec2 texCoords, vec3 normal, vec3 tangent>
4
+ layout (location = 0) in vec3 vertex;
5
+ layout (location = 1) in vec2 texCoord;
6
+ layout (location = 2) in vec3 normal;
7
+ layout (location = 3) in vec3 tangent;
8
+ layout (location = 7) in mat4 model;
9
+
10
+ out vec2 TexCoord;
11
+ out vec3 Normal;
12
+ out vec3 Tangent;
13
+ out vec3 FragPos;
14
+
15
+ uniform mat4 camera;
16
+
17
+ void main()
18
+ {
19
+ TexCoord = texCoord;
20
+ mat3 normalMatrix = mat3(transpose(inverse(model)));
21
+ Normal = normalMatrix * normal;
22
+ Tangent = normalMatrix * tangent;
23
+ FragPos = vec3(model * vec4(vertex, 1.0));
24
+ gl_Position = camera * model * vec4(vertex, 1.0);
25
+ }
@@ -0,0 +1,12 @@
1
+ #version 330 core
2
+
3
+ in vec3 FragPos;
4
+ out vec4 color;
5
+
6
+ void main()
7
+ {
8
+ vec4 ground = vec4(0.541176, 0.709804, 0.286275, 1);
9
+ vec4 sky = vec4(0.2, 0.6, 0.8, 1);
10
+ float mixFactor = clamp(FragPos.y / 2.0, 0.0, 1.0);
11
+ color = mix(ground, sky, mixFactor);
12
+ }
@@ -0,0 +1,14 @@
1
+ #version 330 core
2
+
3
+ layout (location = 0) in vec3 vertex;
4
+ layout (location = 7) in mat4 model;
5
+
6
+ out vec3 FragPos;
7
+
8
+ uniform mat4 camera;
9
+
10
+ void main()
11
+ {
12
+ FragPos = vec3(model * vec4(vertex, 1.0));
13
+ gl_Position = camera * model * vec4(vertex, 1.0);
14
+ }
@@ -0,0 +1,17 @@
1
+ #version 330 core
2
+ in vec2 TexCoords;
3
+ out vec4 color;
4
+
5
+ uniform sampler2D image;
6
+ uniform vec3 spriteColor;
7
+ uniform vec4 frameCoords;
8
+
9
+ void main()
10
+ {
11
+ vec2 interpolatedCoords = vec2(frameCoords.x + (TexCoords.x * frameCoords.z), frameCoords.y + TexCoords.y * frameCoords.w);;
12
+ vec4 texColor = texture(image, interpolatedCoords);
13
+ if(texColor.a < 0.05)
14
+ discard;
15
+ else
16
+ color = vec4(spriteColor, 1.0) * texColor;
17
+ }
@@ -0,0 +1,16 @@
1
+ #version 330 core
2
+
3
+ // <vec3 position, vec2 texCoords>
4
+ layout (location = 0) in vec3 vertex;
5
+ layout (location = 1) in vec2 texCoord;
6
+
7
+ out vec2 TexCoords;
8
+
9
+ uniform mat4 camera;
10
+ uniform mat4 model;
11
+
12
+ void main()
13
+ {
14
+ TexCoords = texCoord;
15
+ gl_Position = camera * model * vec4(vertex, 1.0);
16
+ }
@@ -0,0 +1,15 @@
1
+ #version 330 core
2
+
3
+ out vec4 color;
4
+
5
+ in vec2 TexCoords;
6
+
7
+ uniform sampler2D fontTexture;
8
+
9
+ void main()
10
+ {
11
+ vec4 textureColor = texture(fontTexture, TexCoords);
12
+ if(textureColor.a < 0.1)
13
+ discard;
14
+ color = vec4(1.0, 1.0, 1.0, textureColor.a);
15
+ }
@@ -0,0 +1,31 @@
1
+ #version 330 core
2
+
3
+ // <vec3 position, vec2 texCoords>
4
+ layout (location = 0) in vec3 vertex;
5
+ layout (location = 1) in vec2 texCoords;
6
+ layout (location = 2) in int textIndex;
7
+ layout (location = 3) in vec2 offset;
8
+
9
+ uniform mat4 camera;
10
+ uniform mat4 model;
11
+
12
+ out vec2 TexCoords;
13
+
14
+ vec2 getTexCoords()
15
+ {
16
+ int x = textIndex / 16;
17
+ int y = textIndex % 16;
18
+ return (vec2(x, y) + texCoords) / 16.0;
19
+ }
20
+
21
+ vec3 quadPosition()
22
+ {
23
+ return vertex + vec3(offset.x, offset.y, 0);
24
+ }
25
+
26
+
27
+ void main()
28
+ {
29
+ gl_Position = camera * model * vec4(quadPosition(), 1.0);
30
+ TexCoords = getTexCoords();
31
+ }
@@ -0,0 +1,15 @@
1
+ #version 330 core
2
+ in vec2 TexCoords;
3
+ out vec4 color;
4
+
5
+ uniform sampler2D image;
6
+ uniform vec4 spriteColor;
7
+
8
+ void main()
9
+ {
10
+ vec4 texColor = texture(image, TexCoords);
11
+ if(texColor.a < 0.05)
12
+ discard;
13
+ else
14
+ color = spriteColor * texColor;
15
+ }
@@ -0,0 +1,16 @@
1
+ #version 330 core
2
+
3
+ // <vec3 position, vec2 texCoords>
4
+ layout (location = 0) in vec3 vertex;
5
+ layout (location = 1) in vec2 texCoord;
6
+
7
+ out vec2 TexCoords;
8
+
9
+ uniform mat4 camera;
10
+ uniform mat4 model;
11
+
12
+ void main()
13
+ {
14
+ TexCoords = texCoord;
15
+ gl_Position = camera * model * vec4(vertex, 1.0);
16
+ }
@@ -0,0 +1,89 @@
1
+ #version 330 core
2
+
3
+ in vec3 Normal;
4
+ in vec3 FragPos;
5
+
6
+ in vec3 Diffuse;
7
+ in vec3 Specular;
8
+ in vec3 Albedo;
9
+
10
+ out vec4 color;
11
+
12
+ uniform vec3 cameraPos;
13
+ uniform float diffuseStrength;
14
+ uniform float specularStrength;
15
+ uniform float specularPower;
16
+ uniform vec3 ambientLight;
17
+
18
+ struct DirectionalLight {
19
+ vec3 direction;
20
+ vec3 colour;
21
+ };
22
+ #define NR_DIRECTIONAL_LIGHTS 4
23
+ uniform DirectionalLight directionalLights[NR_DIRECTIONAL_LIGHTS];
24
+
25
+ struct PointLight {
26
+ vec3 position;
27
+ float sqrRange;
28
+ vec3 colour;
29
+ };
30
+ #define NR_POINT_LIGHTS 16
31
+ uniform PointLight pointLights[NR_POINT_LIGHTS];
32
+
33
+ vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
34
+ {
35
+ vec3 lightOffset = light.position - fragPos;
36
+ float sqrDistance = dot(lightOffset, lightOffset);
37
+ vec3 lightDir = normalize(lightOffset);
38
+ float diff = max(dot(normal, lightDir), 0.0);
39
+
40
+ vec3 reflectDir = reflect(lightDir, normal);
41
+ float spec = pow(max(dot(-viewDir, reflectDir), 0.0), specularPower);
42
+
43
+ float attenuation = light.sqrRange / sqrDistance;
44
+
45
+ float diffuse = diff * diffuseStrength;
46
+ float specular = spec * specularStrength;
47
+
48
+ return light.colour * (diffuse + specular) * attenuation;
49
+ }
50
+
51
+ vec3 CalcDirectionalLight(DirectionalLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
52
+ {
53
+ float diff = max(dot(normal, -light.direction), 0.0);
54
+
55
+ vec3 reflectDir = reflect(-light.direction, normal);
56
+ float spec = pow(max(dot(-viewDir, reflectDir), 0.0), specularPower);
57
+
58
+ float diffuse = diff * diffuseStrength;
59
+ float specular = spec * specularStrength;
60
+
61
+ return light.colour * (diffuse + specular);
62
+ }
63
+
64
+ void main()
65
+ {
66
+ vec3 norm = normalize(Normal);
67
+ vec3 viewDir = normalize(cameraPos - FragPos);
68
+
69
+ vec3 result = ambientLight;
70
+
71
+ for (int i = 0; i < NR_POINT_LIGHTS; i++) {
72
+ if (pointLights[i].sqrRange == 0.0)
73
+ {
74
+ break;
75
+ }
76
+ result += CalcPointLight(pointLights[i], norm, FragPos, viewDir);
77
+ }
78
+
79
+ for (int i = 0; i < NR_DIRECTIONAL_LIGHTS; i++) {
80
+ if (directionalLights[i].colour == vec3(0.0))
81
+ {
82
+ break;
83
+ }
84
+ result += CalcDirectionalLight(directionalLights[i], norm, FragPos, viewDir);
85
+ }
86
+
87
+ vec4 c = vec4(Diffuse, 1.0);
88
+ color = c * vec4(result, 1.0);
89
+ }
@@ -0,0 +1,28 @@
1
+ #version 330 core
2
+
3
+ // <vec2 position, vec2 texCoords, vec3 normal, vec3 tangent>
4
+ layout (location = 0) in vec3 vertex;
5
+ layout (location = 2) in vec3 normal;
6
+ layout (location = 4) in vec3 diffuse;
7
+ layout (location = 5) in vec3 specular;
8
+ layout (location = 6) in vec3 albedo;
9
+ layout (location = 7) in mat4 model;
10
+
11
+ out vec3 Normal;
12
+ out vec3 FragPos;
13
+ out vec3 Diffuse;
14
+ out vec3 Specular;
15
+ out vec3 Albedo;
16
+
17
+ uniform mat4 camera;
18
+
19
+ void main()
20
+ {
21
+ mat3 normalMatrix = mat3(transpose(inverse(model)));
22
+ Normal = normalMatrix * normal;
23
+ FragPos = vec3(model * vec4(vertex, 1.0));
24
+ gl_Position = camera * model * vec4(vertex, 1.0);
25
+ Diffuse = diffuse;
26
+ Specular = specular;
27
+ Albedo = albedo;
28
+ }
@@ -0,0 +1,42 @@
1
+ # frozen_string_literal: true
2
+
3
+ module Engine
4
+ class TangentCalculator
5
+ attr_reader :vertices, :normals, :texture_coords
6
+
7
+ def initialize(vertices, normals, texture_coords)
8
+ @vertices = vertices
9
+ @normals = normals
10
+ @texture_coords = texture_coords
11
+ end
12
+
13
+ def calculate_tangents
14
+ delta_pos1 = @vertices[1] - @vertices[0]
15
+ delta_pos2 = @vertices[2] - @vertices[0]
16
+
17
+ delta_uv1 = @texture_coords[1] - @texture_coords[0]
18
+ delta_uv2 = @texture_coords[2] - @texture_coords[0]
19
+
20
+ if delta_uv1[0] * delta_uv2[1] - delta_uv1[1] * delta_uv2[0] == 0
21
+ return normals.map { |normal| Vector[0, 0, 0] }
22
+ end
23
+
24
+ uv_matrix = Matrix[
25
+ [delta_uv1[0], delta_uv1[1]],
26
+ [delta_uv2[0], delta_uv2[1]]
27
+ ]
28
+
29
+ world_matrix = Matrix[
30
+ [delta_pos1[0], delta_pos1[1], delta_pos1[2]],
31
+ [delta_pos2[0], delta_pos2[1], delta_pos2[2]]
32
+ ]
33
+
34
+ tangent_matrix = uv_matrix.inv * world_matrix
35
+
36
+ flat_tangent = Vector[tangent_matrix[0, 0], tangent_matrix[0, 1], tangent_matrix[0, 2]]
37
+ bitangents = normals.map { |normal| normal.cross(flat_tangent).normalize }
38
+
39
+ normals.map { |normal| bitangents[0].cross(normal).normalize }
40
+ end
41
+ end
42
+ end
@@ -0,0 +1,52 @@
1
+ require 'chunky_png'
2
+
3
+ module Engine
4
+ class Texture
5
+ attr_reader :texture
6
+ private_class_method :new
7
+
8
+ def initialize(file_path, flip)
9
+ @file_path = file_path
10
+ @flip = flip
11
+ @texture = ' ' * 4
12
+ load_texture
13
+ end
14
+
15
+ def self.for(file_path, flip: false)
16
+ texture_cache[[file_path, flip]]
17
+ end
18
+
19
+ def self.texture_cache
20
+ @texture_cache ||= Hash.new do |hash, key|
21
+ hash[key] = new(key[0], key[1])
22
+ end
23
+ end
24
+
25
+ def load_texture
26
+ tex = ' ' * 4
27
+ GL.GenTextures(1, tex)
28
+ @texture = tex.unpack('L')[0]
29
+ GL.BindTexture(GL::TEXTURE_2D, @texture)
30
+ GL.TexParameteri(GL::TEXTURE_2D, GL::TEXTURE_WRAP_S, GL::REPEAT)
31
+ GL.TexParameteri(GL::TEXTURE_2D, GL::TEXTURE_WRAP_T, GL::REPEAT)
32
+ GL.TexParameteri(GL::TEXTURE_2D, GL::TEXTURE_MIN_FILTER, GL::LINEAR)
33
+ GL.TexParameteri(GL::TEXTURE_2D, GL::TEXTURE_MAG_FILTER, GL::LINEAR)
34
+
35
+ image = read_image
36
+ image_data = image.to_rgba_stream
37
+ image_width = image.width
38
+ image_height = image.height
39
+
40
+ GL.TexImage2D(GL::TEXTURE_2D, 0, GL::RGBA, image_width, image_height, 0, GL::RGBA, GL::UNSIGNED_BYTE, image_data)
41
+ GL.GenerateMipmap(GL::TEXTURE_2D)
42
+ end
43
+
44
+ def read_image
45
+ if @flip
46
+ ChunkyPNG::Image.from_file(@file_path).flip_horizontally
47
+ else
48
+ ChunkyPNG::Image.from_file(@file_path)
49
+ end
50
+ end
51
+ end
52
+ end
@@ -0,0 +1,37 @@
1
+ # frozen_string_literal: true
2
+
3
+ module Engine
4
+ # https://www.glfw.org/docs/latest/struct_g_l_f_wvidmode.html
5
+ # https://www.glfw.org/docs/latest/monitor_guide.html#monitor_modes
6
+ class VideoMode
7
+ class << self
8
+ def current_video_mode(monitor: Window.primary_monitor)
9
+ video_mode_helper(GLFW.GetVideoMode(monitor), 0)
10
+ end
11
+
12
+ # Returns an array of video modes
13
+ def get_video_modes(monitor: Window.primary_monitor)
14
+ count_pointer = ' ' * Fiddle::SIZEOF_INT
15
+ modes_pointer = GLFW.GetVideoModes(monitor, count_pointer)
16
+ count = count_pointer.unpack1('L')
17
+
18
+ supported_video_modes = []
19
+ count.times do |i|
20
+ supported_video_modes << video_mode_helper(modes_pointer, i)
21
+ end
22
+ supported_video_modes
23
+ end
24
+
25
+ def print_video_mode(mode)
26
+ GLFW::GLFWvidmode.members.map(&:to_sym).map do |attr|
27
+ puts "#{attr}: #{mode.send(attr)}"
28
+ end
29
+ puts
30
+ end
31
+
32
+ def video_mode_helper(mode_pointer, index)
33
+ GLFW::GLFWvidmode.new(mode_pointer + index * GLFW::GLFWvidmode.size)
34
+ end
35
+ end
36
+ end
37
+ end