ruby_rpg 0.0.1 → 0.0.3
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- checksums.yaml +4 -4
- data/README.md +21 -0
- data/bin/build.bash +13 -0
- data/glfw-3.3.9.bin.MACOS/LICENSE.md +23 -0
- data/glfw-3.3.9.bin.MACOS/README.md +5 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/bc_s.png +0 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/bc_sd.png +0 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/build_8dox.html +81 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/build_guide.html +199 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/closed.png +0 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/compat_8dox.html +81 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/compat_guide.html +153 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/compile_8dox.html +81 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/compile_guide.html +223 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/context_8dox.html +81 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/context_guide.html +259 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/deprecated.html +88 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/dir_08423ce7729c4554356a7de7171ba263.html +85 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/dir_2dcebcdf14b42e92a6ed85c61bda6b9d.html +93 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/dir_62ce056722ee97c199075aa1d6eca309.html +95 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/dir_dddf4cf62655095a666cf715de3a31a2.html +91 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/doc.svg +12 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/docd.svg +12 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/doxygen.css +1685 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/doxygen.svg +28 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/dynsections.js +192 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/extra.css +1 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/files.html +91 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/folderclosed.svg +11 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/folderclosedd.svg +11 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/folderopen.svg +17 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/folderopend.svg +12 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/glfw3_8h.html +1661 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/glfw3_8h_source.html +1175 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/glfw3native_8h.html +167 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/glfw3native_8h_source.html +303 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/group__buttons.html +282 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/group__context.html +304 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/group__errors.html +304 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/group__gamepad__axes.html +202 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/group__gamepad__buttons.html +410 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/group__hat__state.html +234 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/group__init.html +570 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/group__input.html +2255 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/group__joysticks.html +362 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/group__keys.html +2034 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/group__mods.html +198 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/group__monitor.html +848 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/group__native.html +812 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/group__shapes.html +198 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/group__vulkan.html +359 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/group__window.html +3434 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/index.html +100 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/input_8dox.html +81 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/input_guide.html +570 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/internal_8dox.html +81 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/internals_guide.html +132 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/intro_8dox.html +81 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/intro_guide.html +351 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/jquery.js +34 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/main_8dox.html +81 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/menu.js +136 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/menudata.js +29 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/minus.svg +8 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/minusd.svg +8 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/monitor_8dox.html +81 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/monitor_guide.html +229 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/moving_8dox.html +81 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/moving_guide.html +374 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/nav_f.png +0 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/nav_fd.png +0 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/nav_g.png +0 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/nav_h.png +0 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/nav_hd.png +0 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/news.html +634 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/news_8dox.html +81 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/open.png +0 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/pages.html +99 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/plus.svg +9 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/plusd.svg +9 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/quick_8dox.html +81 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/quick_guide.html +397 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/all_0.js +5 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/all_1.js +4 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/all_10.js +65 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/all_11.js +26 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/all_12.js +44 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/all_13.js +34 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/all_14.js +12 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/all_15.js +52 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/all_16.js +69 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/all_17.js +51 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/all_18.js +14 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/all_19.js +36 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/all_1a.js +98 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/all_1b.js +12 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/all_2.js +6 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/all_3.js +9 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/all_4.js +57 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/all_5.js +22 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/all_6.js +103 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/all_7.js +23 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/all_8.js +35 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/all_9.js +63 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/all_a.js +505 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/all_b.js +24 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/all_c.js +50 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/all_d.js +17 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/all_e.js +12 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/all_f.js +35 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/classes_0.js +7 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/close.svg +18 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/defines_0.js +34 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/files_0.js +4 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/files_1.js +6 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/files_2.js +5 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/files_3.js +6 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/files_4.js +6 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/files_5.js +4 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/files_6.js +4 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/files_7.js +4 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/files_8.js +4 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/functions_0.js +146 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/groups_0.js +6 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/groups_1.js +4 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/groups_10.js +4 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/groups_2.js +6 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/groups_3.js +5 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/groups_4.js +4 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/groups_5.js +5 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/groups_6.js +4 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/groups_7.js +5 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/groups_8.js +5 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/groups_9.js +6 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/groups_a.js +6 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/groups_b.js +4 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/groups_c.js +4 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/groups_d.js +7 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/groups_e.js +4 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/groups_f.js +5 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/mag.svg +24 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/mag_d.svg +24 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/mag_sel.svg +31 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/mag_seld.svg +31 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/pages_0.js +4 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/pages_1.js +4 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/pages_10.js +4 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/pages_2.js +5 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/pages_3.js +4 -0
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- data/glfw-3.3.9.bin.MACOS/docs/html/search/pages_5.js +4 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/pages_6.js +4 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/pages_7.js +7 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/pages_8.js +6 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/pages_9.js +4 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/pages_a.js +5 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/pages_b.js +5 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/pages_c.js +4 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/pages_d.js +6 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/pages_e.js +6 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/pages_f.js +4 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/search.css +291 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/search.js +840 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/searchdata.js +39 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/typedefs_0.js +32 -0
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- data/glfw-3.3.9.bin.MACOS/docs/html/search/variables_1.js +6 -0
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- data/glfw-3.3.9.bin.MACOS/docs/html/search/variables_6.js +4 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/search/variables_7.js +4 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/spaces.svg +877 -0
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- data/glfw-3.3.9.bin.MACOS/docs/html/struct_g_l_f_wgamepadstate.html +134 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/struct_g_l_f_wgammaramp.html +170 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/struct_g_l_f_wimage.html +151 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/struct_g_l_f_wvidmode.html +204 -0
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- data/glfw-3.3.9.bin.MACOS/docs/html/sync_on.png +0 -0
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- data/glfw-3.3.9.bin.MACOS/docs/html/tabs.css +1 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/vulkan_8dox.html +81 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/vulkan_guide.html +196 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/window_8dox.html +81 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/window_guide.html +763 -0
- data/glfw-3.3.9.bin.MACOS/include/GLFW/glfw3.h +5932 -0
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- data/glfw-3.4.bin.WIN64/README.md +70 -0
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- data/glfw-3.4.bin.WIN64/docs/html/window_8md.html +81 -0
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- data/lib/ruby_rpg.rb +53 -0
- metadata +500 -2
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# frozen_string_literal: true
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module Rendering
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class InstanceRenderer
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attr_reader :mesh, :material
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def initialize(mesh, material)
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@mesh = mesh
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@material = material
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@mesh_renderers = []
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@mesh_matrix_data = []
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setup_vertex_attribute_buffer
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setup_vertex_buffer
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setup_index_buffer
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generate_instance_vbo_buf
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end
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def add_instance(mesh_renderer)
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@mesh_renderers << mesh_renderer
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@mesh_matrix_data += mesh_renderer.game_object.model_matrix.to_a.flatten
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end
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def remove_instance(mesh_renderer)
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index = @mesh_renderers.index(mesh_renderer)
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@mesh_renderers.delete_at(index)
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@mesh_matrix_data[index * 16, 16] = []
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end
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def update_instance(mesh_renderer)
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index = @mesh_renderers.index(mesh_renderer)
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@mesh_matrix_data[index * 16, 16] = mesh_renderer.game_object.model_matrix.to_a.flatten
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end
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def draw_all
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set_material_per_frame_data
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GL.BindVertexArray(@vao)
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update_vbo_buf
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GL.BindBuffer(GL::ELEMENT_ARRAY_BUFFER, @ebo)
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GL.BindBuffer(GL::ARRAY_BUFFER, @instance_vbo)
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GL.DrawElementsInstanced(GL::TRIANGLES, mesh.index_data.length, GL::UNSIGNED_INT, 0, @mesh_renderers.count)
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GL.BindVertexArray(0)
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GL.BindBuffer(GL::ELEMENT_ARRAY_BUFFER, 0)
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end
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private
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def set_material_per_frame_data
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material.set_mat4("camera", Engine::Camera.instance.matrix)
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material.set_vec3("cameraPos", Engine::Camera.instance.game_object.pos)
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+
|
54
|
+
update_light_data
|
55
|
+
material.update_shader
|
56
|
+
end
|
57
|
+
|
58
|
+
def update_light_data
|
59
|
+
Engine::Components::PointLight.point_lights.each_with_index do |light, i|
|
60
|
+
material.set_float("pointLights[#{i}].sqrRange", light.range * light.range)
|
61
|
+
material.set_vec3("pointLights[#{i}].position", light.game_object.pos)
|
62
|
+
material.set_vec3("pointLights[#{i}].colour", light.colour)
|
63
|
+
end
|
64
|
+
Engine::Components::DirectionLight.direction_lights.each_with_index do |light, i|
|
65
|
+
material.set_vec3("directionalLights[#{i}].direction", light.game_object.forward)
|
66
|
+
material.set_vec3("directionalLights[#{i}].colour", light.colour)
|
67
|
+
end
|
68
|
+
end
|
69
|
+
|
70
|
+
def setup_index_buffer
|
71
|
+
indices = mesh.index_data
|
72
|
+
|
73
|
+
ebo_buf = ' ' * 4
|
74
|
+
GL.GenBuffers(1, ebo_buf)
|
75
|
+
@ebo = ebo_buf.unpack('L')[0]
|
76
|
+
GL.BindBuffer(GL::ELEMENT_ARRAY_BUFFER, @ebo)
|
77
|
+
GL.BufferData(
|
78
|
+
GL::ELEMENT_ARRAY_BUFFER, indices.length * Fiddle::SIZEOF_INT,
|
79
|
+
indices.pack('I*'), GL::STATIC_DRAW
|
80
|
+
)
|
81
|
+
end
|
82
|
+
|
83
|
+
def setup_vertex_attribute_buffer
|
84
|
+
vao_buf = ' ' * 4
|
85
|
+
GL.GenVertexArrays(1, vao_buf)
|
86
|
+
@vao = vao_buf.unpack('L')[0]
|
87
|
+
GL.BindVertexArray(@vao)
|
88
|
+
end
|
89
|
+
|
90
|
+
def setup_vertex_buffer
|
91
|
+
vbo_buf = ' ' * 4
|
92
|
+
GL.GenBuffers(1, vbo_buf)
|
93
|
+
vbo = vbo_buf.unpack('L')[0]
|
94
|
+
points = mesh.vertex_data
|
95
|
+
|
96
|
+
GL.BindBuffer(GL::ARRAY_BUFFER, vbo)
|
97
|
+
GL.BufferData(
|
98
|
+
GL::ARRAY_BUFFER, @mesh.vertex_data.length * Fiddle::SIZEOF_FLOAT,
|
99
|
+
points.pack('F*'), GL::STATIC_DRAW
|
100
|
+
)
|
101
|
+
vertex_data_size = 20 * Fiddle::SIZEOF_FLOAT
|
102
|
+
|
103
|
+
GL.VertexAttribPointer(0, 3, GL::FLOAT, GL::FALSE, vertex_data_size, 0)
|
104
|
+
GL.VertexAttribPointer(1, 2, GL::FLOAT, GL::FALSE, vertex_data_size, 3 * Fiddle::SIZEOF_FLOAT)
|
105
|
+
GL.VertexAttribPointer(2, 3, GL::FLOAT, GL::FALSE, vertex_data_size, 5 * Fiddle::SIZEOF_FLOAT)
|
106
|
+
GL.VertexAttribPointer(3, 3, GL::FLOAT, GL::FALSE, vertex_data_size, 8 * Fiddle::SIZEOF_FLOAT)
|
107
|
+
GL.VertexAttribPointer(4, 3, GL::FLOAT, GL::FALSE, vertex_data_size, 11 * Fiddle::SIZEOF_FLOAT)
|
108
|
+
GL.VertexAttribPointer(5, 3, GL::FLOAT, GL::FALSE, vertex_data_size, 14 * Fiddle::SIZEOF_FLOAT)
|
109
|
+
GL.VertexAttribPointer(6, 3, GL::FLOAT, GL::FALSE, vertex_data_size, 17 * Fiddle::SIZEOF_FLOAT)
|
110
|
+
GL.EnableVertexAttribArray(0)
|
111
|
+
GL.EnableVertexAttribArray(1)
|
112
|
+
GL.EnableVertexAttribArray(2)
|
113
|
+
GL.EnableVertexAttribArray(3)
|
114
|
+
GL.EnableVertexAttribArray(4)
|
115
|
+
GL.EnableVertexAttribArray(5)
|
116
|
+
GL.EnableVertexAttribArray(6)
|
117
|
+
end
|
118
|
+
|
119
|
+
def generate_instance_vbo_buf
|
120
|
+
instance_vbo_buf = ' ' * 4
|
121
|
+
GL.GenBuffers(1, instance_vbo_buf)
|
122
|
+
@instance_vbo = instance_vbo_buf.unpack('L')[0]
|
123
|
+
update_vbo_buf
|
124
|
+
end
|
125
|
+
|
126
|
+
def update_vbo_buf
|
127
|
+
vertex_data = @mesh_matrix_data
|
128
|
+
|
129
|
+
GL.BindBuffer(GL::ARRAY_BUFFER, @instance_vbo)
|
130
|
+
GL.BufferData(
|
131
|
+
GL::ARRAY_BUFFER, vertex_data.length * Fiddle::SIZEOF_FLOAT,
|
132
|
+
vertex_data.pack('F*'), GL::STATIC_DRAW
|
133
|
+
)
|
134
|
+
|
135
|
+
vec4_size = Fiddle::SIZEOF_FLOAT * 4
|
136
|
+
|
137
|
+
GL.EnableVertexAttribArray(7)
|
138
|
+
GL.EnableVertexAttribArray(8)
|
139
|
+
GL.EnableVertexAttribArray(9)
|
140
|
+
GL.EnableVertexAttribArray(10)
|
141
|
+
|
142
|
+
GL.VertexAttribPointer(7, 4, GL::FLOAT, GL::FALSE, 4 * vec4_size, 0)
|
143
|
+
GL.VertexAttribPointer(8, 4, GL::FLOAT, GL::FALSE, 4 * vec4_size, 1 * vec4_size)
|
144
|
+
GL.VertexAttribPointer(9, 4, GL::FLOAT, GL::FALSE, 4 * vec4_size, 2 * vec4_size)
|
145
|
+
GL.VertexAttribPointer(10, 4, GL::FLOAT, GL::FALSE, 4 * vec4_size, 3 * vec4_size)
|
146
|
+
|
147
|
+
GL.VertexAttribDivisor(7, 1)
|
148
|
+
GL.VertexAttribDivisor(8, 1)
|
149
|
+
GL.VertexAttribDivisor(9, 1)
|
150
|
+
GL.VertexAttribDivisor(10, 1)
|
151
|
+
end
|
152
|
+
end
|
153
|
+
end
|
@@ -0,0 +1,35 @@
|
|
1
|
+
# frozen_string_literal: true
|
2
|
+
|
3
|
+
module Rendering
|
4
|
+
module RenderPipeline
|
5
|
+
def self.draw
|
6
|
+
Engine::GameObject.mesh_renderers.each do |mesh_renderer|
|
7
|
+
mesh_renderer.update(0)
|
8
|
+
end
|
9
|
+
|
10
|
+
instance_renderers.values.each do |renderer|
|
11
|
+
renderer.draw_all
|
12
|
+
end
|
13
|
+
end
|
14
|
+
|
15
|
+
def self.add_instance(mesh_renderer)
|
16
|
+
instance_renderers[[mesh_renderer.mesh, mesh_renderer.material]].add_instance(mesh_renderer)
|
17
|
+
end
|
18
|
+
|
19
|
+
def self.remove_instance(mesh_renderer)
|
20
|
+
instance_renderers[[mesh_renderer.mesh, mesh_renderer.material]].remove_instance(mesh_renderer)
|
21
|
+
end
|
22
|
+
|
23
|
+
def self.update_instance(mesh_renderer)
|
24
|
+
instance_renderers[[mesh_renderer.mesh, mesh_renderer.material]].update_instance(mesh_renderer)
|
25
|
+
end
|
26
|
+
|
27
|
+
private
|
28
|
+
|
29
|
+
def self.instance_renderers
|
30
|
+
@instance_renderers ||= Hash.new do |hash, key|
|
31
|
+
hash[key] = InstanceRenderer.new(key[0], key[1])
|
32
|
+
end
|
33
|
+
end
|
34
|
+
end
|
35
|
+
end
|
@@ -0,0 +1,34 @@
|
|
1
|
+
module Engine
|
2
|
+
class Screenshoter
|
3
|
+
def self.screenshot(&block)
|
4
|
+
@after_screenshot = block
|
5
|
+
end
|
6
|
+
|
7
|
+
def self.scheduled_screenshot
|
8
|
+
@after_screenshot != nil
|
9
|
+
end
|
10
|
+
|
11
|
+
def self.take_screenshot
|
12
|
+
@scheduled_screenshot = nil
|
13
|
+
width = Engine::Window.framebuffer_width
|
14
|
+
height = Engine::Window.framebuffer_height
|
15
|
+
pixels = ' ' * (width * height * 3)
|
16
|
+
GL.ReadPixels(0, 0, width, height, GL::RGB, GL::UNSIGNED_BYTE, pixels)
|
17
|
+
png = ChunkyPNG::Image.new(width, height, ChunkyPNG::Color::TRANSPARENT)
|
18
|
+
pixels = pixels.bytes.map { |b| b.to_i }
|
19
|
+
x = 0
|
20
|
+
y = 0
|
21
|
+
pixels.each_slice(3) do |r, g, b|
|
22
|
+
png[x, height - y - 1] = ChunkyPNG::Color.rgb(r, g, b)
|
23
|
+
x += 1
|
24
|
+
if x >= width
|
25
|
+
x = 0
|
26
|
+
y += 1
|
27
|
+
end
|
28
|
+
end
|
29
|
+
block = @after_screenshot
|
30
|
+
@after_screenshot = nil
|
31
|
+
block.call(png)
|
32
|
+
end
|
33
|
+
end
|
34
|
+
end
|
@@ -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 +1,14 @@
|
|
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
|
+
}
|