ruby_rpg 0.0.4 → 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.
Files changed (564) hide show
  1. checksums.yaml +4 -4
  2. data/README.md +22 -0
  3. data/bin/build.bash +1 -1
  4. data/bin/import +11 -1
  5. data/ext/gl_native/extconf.rb +20 -0
  6. data/ext/gl_native/gl_native.c +563 -0
  7. data/ext/glfw_native/extconf.rb +18 -0
  8. data/ext/glfw_native/glfw_native.c +451 -0
  9. data/lib/engine/assets/_imported/cube.index_data +36 -0
  10. data/lib/engine/assets/_imported/cube.vertex_data +720 -0
  11. data/lib/engine/assets/_imported/plane.index_data +6 -0
  12. data/lib/engine/assets/_imported/plane.vertex_data +120 -0
  13. data/lib/engine/assets/_imported/sphere.index_data +2880 -0
  14. data/lib/engine/assets/_imported/sphere.vertex_data +57600 -0
  15. data/lib/engine/assets/cube.obj +46 -0
  16. data/lib/engine/assets/plane.obj +16 -0
  17. data/lib/engine/assets/sphere.obj +2488 -0
  18. data/lib/engine/component.rb +2 -0
  19. data/lib/engine/components/audio_source.rb +6 -4
  20. data/lib/engine/components/direction_light.rb +83 -4
  21. data/lib/engine/components/orthographic_camera.rb +31 -25
  22. data/lib/engine/components/perspective_camera.rb +35 -12
  23. data/lib/engine/components/point_light.rb +61 -5
  24. data/lib/engine/components/renderers/font_renderer.rb +19 -0
  25. data/lib/engine/components/renderers/font_renderer_base.rb +134 -0
  26. data/lib/engine/components/renderers/mesh_renderer.rb +41 -0
  27. data/lib/engine/components/renderers/sprite_renderer.rb +46 -0
  28. data/lib/engine/components/spot_light.rb +90 -0
  29. data/lib/engine/components/sprite_animator.rb +42 -0
  30. data/lib/engine/components/ui/flex/layout.rb +94 -0
  31. data/lib/engine/components/ui/flex/pack_layout.rb +65 -0
  32. data/lib/engine/components/ui/flex/stretch_layout.rb +52 -0
  33. data/lib/engine/components/ui/flex.rb +60 -0
  34. data/lib/engine/components/ui/font_renderer.rb +57 -0
  35. data/lib/engine/components/ui/rect.rb +117 -0
  36. data/lib/engine/components/ui/sprite_clickbox.rb +47 -0
  37. data/lib/engine/components/ui/sprite_renderer.rb +117 -0
  38. data/lib/engine/compute_shader.rb +14 -0
  39. data/lib/engine/compute_texture.rb +13 -0
  40. data/lib/engine/debugging.rb +4 -4
  41. data/lib/engine/engine.rb +8 -12
  42. data/lib/engine/font.rb +29 -4
  43. data/lib/engine/game_object.rb +121 -49
  44. data/lib/engine/gl.rb +439 -0
  45. data/lib/engine/glfw.rb +151 -0
  46. data/lib/engine/input.rb +115 -7
  47. data/lib/engine/material.rb +146 -11
  48. data/lib/engine/matrix_helpers.rb +38 -0
  49. data/lib/engine/mesh.rb +41 -16
  50. data/lib/engine/metal/compute_shader.rb +118 -0
  51. data/lib/engine/metal/compute_texture.rb +176 -0
  52. data/lib/engine/metal/device.rb +98 -0
  53. data/lib/engine/metal/metal_bindings.rb +126 -0
  54. data/lib/engine/opengl/compute_shader.rb +77 -0
  55. data/lib/engine/opengl/compute_texture.rb +31 -0
  56. data/lib/engine/physics/components/rigidbody.rb +23 -20
  57. data/lib/engine/physics/components/sphere_collider.rb +13 -3
  58. data/lib/engine/physics/physics_resolver.rb +24 -12
  59. data/lib/engine/rendering/cubemap_shadow_map_array.rb +77 -0
  60. data/lib/engine/rendering/gpu_timer.rb +68 -0
  61. data/lib/engine/rendering/instance_renderer.rb +140 -61
  62. data/lib/engine/rendering/post_processing/bloom_effect.rb +87 -0
  63. data/lib/engine/rendering/post_processing/depth_debug_effect.rb +17 -0
  64. data/lib/engine/rendering/post_processing/depth_of_field_effect.rb +52 -0
  65. data/lib/engine/rendering/post_processing/effect.rb +11 -0
  66. data/lib/engine/rendering/post_processing/post_processing_effect.rb +86 -0
  67. data/lib/engine/rendering/post_processing/single_pass_effect.rb +19 -0
  68. data/lib/engine/rendering/post_processing/ssao_effect.rb +182 -0
  69. data/lib/engine/rendering/post_processing/ssr_effect.rb +89 -0
  70. data/lib/engine/rendering/post_processing/tint_effect.rb +18 -0
  71. data/lib/engine/rendering/render_pipeline.rb +238 -6
  72. data/lib/engine/rendering/render_texture.rb +118 -0
  73. data/lib/engine/rendering/screen_quad.rb +64 -0
  74. data/lib/engine/rendering/shadow_map_array.rb +72 -0
  75. data/lib/engine/rendering/skybox_cubemap.rb +119 -0
  76. data/lib/engine/rendering/skybox_renderer.rb +64 -0
  77. data/lib/engine/rendering/ui/stencil_manager.rb +69 -0
  78. data/lib/engine/screenshoter.rb +1 -1
  79. data/lib/engine/serialization/graph_serializer.rb +74 -0
  80. data/lib/engine/serialization/object_serializer.rb +98 -0
  81. data/lib/engine/serialization/serializable.rb +78 -0
  82. data/lib/engine/serialization/yaml_persistence.rb +45 -0
  83. data/lib/engine/shader.rb +149 -25
  84. data/lib/engine/shaders/colour_frag.glsl +9 -1
  85. data/lib/engine/shaders/colour_vertex.glsl +12 -5
  86. data/lib/engine/shaders/fullscreen_frag.glsl +11 -0
  87. data/lib/engine/shaders/fullscreen_vertex.glsl +12 -0
  88. data/lib/engine/shaders/instanced_sprite_frag.glsl +21 -0
  89. data/lib/engine/shaders/{skybox_vert.glsl → instanced_sprite_vertex.glsl} +3 -2
  90. data/lib/engine/shaders/lighting/directional_light.glsl +49 -0
  91. data/lib/engine/shaders/lighting/lighting.glsl +33 -0
  92. data/lib/engine/shaders/lighting/lighting_common.glsl +13 -0
  93. data/lib/engine/shaders/lighting/point_light.glsl +46 -0
  94. data/lib/engine/shaders/lighting/spot_light.glsl +80 -0
  95. data/lib/engine/shaders/mesh_frag.glsl +28 -77
  96. data/lib/engine/shaders/mesh_vertex.glsl +5 -5
  97. data/lib/engine/shaders/point_shadow_frag.glsl +12 -0
  98. data/lib/engine/shaders/point_shadow_vertex.glsl +15 -0
  99. data/lib/engine/shaders/post_process/bloom_blur_frag.glsl +25 -0
  100. data/lib/engine/shaders/post_process/bloom_combine_frag.glsl +19 -0
  101. data/lib/engine/shaders/post_process/bloom_threshold_frag.glsl +19 -0
  102. data/lib/engine/shaders/post_process/debug_normals_frag.glsl +21 -0
  103. data/lib/engine/shaders/post_process/depth_debug_frag.glsl +17 -0
  104. data/lib/engine/shaders/post_process/dof_blur_frag.glsl +52 -0
  105. data/lib/engine/shaders/post_process/skybox_frag.glsl +29 -0
  106. data/lib/engine/shaders/post_process/ssao/blur_frag.glsl +50 -0
  107. data/lib/engine/shaders/post_process/ssao/combine_frag.glsl +15 -0
  108. data/lib/engine/shaders/post_process/ssao/frag.glsl +99 -0
  109. data/lib/engine/shaders/post_process/ssr/combine_frag.glsl +16 -0
  110. data/lib/engine/shaders/post_process/ssr/frag.glsl +118 -0
  111. data/lib/engine/shaders/post_process/tint_frag.glsl +14 -0
  112. data/lib/engine/shaders/shadow_frag.glsl +6 -0
  113. data/lib/engine/shaders/shadow_vertex.glsl +11 -0
  114. data/lib/engine/shaders/skybox_cubemap_frag.glsl +46 -0
  115. data/lib/engine/shaders/vertex_lit_frag.glsl +10 -66
  116. data/lib/engine/shaders/vertex_lit_vertex.glsl +1 -1
  117. data/lib/engine/standard_meshes/quad_mesh.rb +26 -0
  118. data/lib/engine/standard_objects/cube.rb +23 -0
  119. data/lib/engine/standard_objects/default_material.rb +20 -0
  120. data/lib/engine/standard_objects/plane.rb +23 -0
  121. data/lib/engine/standard_objects/sphere.rb +23 -0
  122. data/lib/engine/texture.rb +28 -19
  123. data/lib/engine/ui/rect.rb +16 -0
  124. data/lib/engine/window.rb +2 -2
  125. data/lib/ruby_rpg.rb +69 -9
  126. data/vendor/glew-2.2.0-win32/LICENSE.txt +73 -0
  127. data/vendor/glew-2.2.0-win32/bin/Release/x64/glew32.dll +0 -0
  128. data/vendor/glew-2.2.0-win32/include/GL/glew.h +26427 -0
  129. data/vendor/glew-2.2.0-win32/lib/Release/x64/glew32.lib +0 -0
  130. metadata +124 -466
  131. data/glfw-3.3.9.bin.MACOS/README.md +0 -5
  132. data/glfw-3.3.9.bin.MACOS/docs/html/bc_s.png +0 -0
  133. data/glfw-3.3.9.bin.MACOS/docs/html/bc_sd.png +0 -0
  134. data/glfw-3.3.9.bin.MACOS/docs/html/build_8dox.html +0 -81
  135. data/glfw-3.3.9.bin.MACOS/docs/html/build_guide.html +0 -199
  136. data/glfw-3.3.9.bin.MACOS/docs/html/closed.png +0 -0
  137. data/glfw-3.3.9.bin.MACOS/docs/html/compat_8dox.html +0 -81
  138. data/glfw-3.3.9.bin.MACOS/docs/html/compat_guide.html +0 -153
  139. data/glfw-3.3.9.bin.MACOS/docs/html/compile_8dox.html +0 -81
  140. data/glfw-3.3.9.bin.MACOS/docs/html/compile_guide.html +0 -223
  141. data/glfw-3.3.9.bin.MACOS/docs/html/context_8dox.html +0 -81
  142. data/glfw-3.3.9.bin.MACOS/docs/html/context_guide.html +0 -259
  143. data/glfw-3.3.9.bin.MACOS/docs/html/deprecated.html +0 -88
  144. data/glfw-3.3.9.bin.MACOS/docs/html/dir_08423ce7729c4554356a7de7171ba263.html +0 -85
  145. data/glfw-3.3.9.bin.MACOS/docs/html/dir_2dcebcdf14b42e92a6ed85c61bda6b9d.html +0 -93
  146. data/glfw-3.3.9.bin.MACOS/docs/html/dir_62ce056722ee97c199075aa1d6eca309.html +0 -95
  147. data/glfw-3.3.9.bin.MACOS/docs/html/dir_dddf4cf62655095a666cf715de3a31a2.html +0 -91
  148. data/glfw-3.3.9.bin.MACOS/docs/html/doc.svg +0 -12
  149. data/glfw-3.3.9.bin.MACOS/docs/html/docd.svg +0 -12
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  151. data/glfw-3.3.9.bin.MACOS/docs/html/doxygen.svg +0 -28
  152. data/glfw-3.3.9.bin.MACOS/docs/html/dynsections.js +0 -192
  153. data/glfw-3.3.9.bin.MACOS/docs/html/extra.css +0 -1
  154. data/glfw-3.3.9.bin.MACOS/docs/html/files.html +0 -91
  155. data/glfw-3.3.9.bin.MACOS/docs/html/folderclosed.svg +0 -11
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  158. data/glfw-3.3.9.bin.MACOS/docs/html/folderopend.svg +0 -12
  159. data/glfw-3.3.9.bin.MACOS/docs/html/glfw3_8h.html +0 -1661
  160. data/glfw-3.3.9.bin.MACOS/docs/html/glfw3_8h_source.html +0 -1175
  161. data/glfw-3.3.9.bin.MACOS/docs/html/glfw3native_8h.html +0 -167
  162. data/glfw-3.3.9.bin.MACOS/docs/html/glfw3native_8h_source.html +0 -303
  163. data/glfw-3.3.9.bin.MACOS/docs/html/group__buttons.html +0 -282
  164. data/glfw-3.3.9.bin.MACOS/docs/html/group__context.html +0 -304
  165. data/glfw-3.3.9.bin.MACOS/docs/html/group__errors.html +0 -304
  166. data/glfw-3.3.9.bin.MACOS/docs/html/group__gamepad__axes.html +0 -202
  167. data/glfw-3.3.9.bin.MACOS/docs/html/group__gamepad__buttons.html +0 -410
  168. data/glfw-3.3.9.bin.MACOS/docs/html/group__hat__state.html +0 -234
  169. data/glfw-3.3.9.bin.MACOS/docs/html/group__init.html +0 -570
  170. data/glfw-3.3.9.bin.MACOS/docs/html/group__input.html +0 -2255
  171. data/glfw-3.3.9.bin.MACOS/docs/html/group__joysticks.html +0 -362
  172. data/glfw-3.3.9.bin.MACOS/docs/html/group__keys.html +0 -2034
  173. data/glfw-3.3.9.bin.MACOS/docs/html/group__mods.html +0 -198
  174. data/glfw-3.3.9.bin.MACOS/docs/html/group__monitor.html +0 -848
  175. data/glfw-3.3.9.bin.MACOS/docs/html/group__native.html +0 -812
  176. data/glfw-3.3.9.bin.MACOS/docs/html/group__shapes.html +0 -198
  177. data/glfw-3.3.9.bin.MACOS/docs/html/group__vulkan.html +0 -359
  178. data/glfw-3.3.9.bin.MACOS/docs/html/group__window.html +0 -3434
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  180. data/glfw-3.3.9.bin.MACOS/docs/html/input_8dox.html +0 -81
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  182. data/glfw-3.3.9.bin.MACOS/docs/html/internal_8dox.html +0 -81
  183. data/glfw-3.3.9.bin.MACOS/docs/html/internals_guide.html +0 -132
  184. data/glfw-3.3.9.bin.MACOS/docs/html/intro_8dox.html +0 -81
  185. data/glfw-3.3.9.bin.MACOS/docs/html/intro_guide.html +0 -351
  186. data/glfw-3.3.9.bin.MACOS/docs/html/jquery.js +0 -34
  187. data/glfw-3.3.9.bin.MACOS/docs/html/main_8dox.html +0 -81
  188. data/glfw-3.3.9.bin.MACOS/docs/html/menu.js +0 -136
  189. data/glfw-3.3.9.bin.MACOS/docs/html/menudata.js +0 -29
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  506. data/glfw-3.4.bin.WIN64/docs/html/splitbar.png +0 -0
  507. data/glfw-3.4.bin.WIN64/docs/html/splitbard.png +0 -0
  508. data/glfw-3.4.bin.WIN64/docs/html/struct_g_l_f_wallocator.html +0 -168
  509. data/glfw-3.4.bin.WIN64/docs/html/struct_g_l_f_wgamepadstate.html +0 -134
  510. data/glfw-3.4.bin.WIN64/docs/html/struct_g_l_f_wgammaramp.html +0 -170
  511. data/glfw-3.4.bin.WIN64/docs/html/struct_g_l_f_wimage.html +0 -151
  512. data/glfw-3.4.bin.WIN64/docs/html/struct_g_l_f_wvidmode.html +0 -204
  513. data/glfw-3.4.bin.WIN64/docs/html/sync_off.png +0 -0
  514. data/glfw-3.4.bin.WIN64/docs/html/sync_on.png +0 -0
  515. data/glfw-3.4.bin.WIN64/docs/html/tab_a.png +0 -0
  516. data/glfw-3.4.bin.WIN64/docs/html/tab_ad.png +0 -0
  517. data/glfw-3.4.bin.WIN64/docs/html/tab_b.png +0 -0
  518. data/glfw-3.4.bin.WIN64/docs/html/tab_bd.png +0 -0
  519. data/glfw-3.4.bin.WIN64/docs/html/tab_h.png +0 -0
  520. data/glfw-3.4.bin.WIN64/docs/html/tab_hd.png +0 -0
  521. data/glfw-3.4.bin.WIN64/docs/html/tab_s.png +0 -0
  522. data/glfw-3.4.bin.WIN64/docs/html/tab_sd.png +0 -0
  523. data/glfw-3.4.bin.WIN64/docs/html/tabs.css +0 -1
  524. data/glfw-3.4.bin.WIN64/docs/html/topics.html +0 -101
  525. data/glfw-3.4.bin.WIN64/docs/html/vulkan_8md.html +0 -81
  526. data/glfw-3.4.bin.WIN64/docs/html/vulkan_guide.html +0 -206
  527. data/glfw-3.4.bin.WIN64/docs/html/window_8md.html +0 -81
  528. data/glfw-3.4.bin.WIN64/docs/html/window_guide.html +0 -806
  529. data/glfw-3.4.bin.WIN64/include/GLFW/glfw3.h +0 -6547
  530. data/glfw-3.4.bin.WIN64/include/GLFW/glfw3native.h +0 -663
  531. data/glfw-3.4.bin.WIN64/lib-mingw-w64/glfw3.dll +0 -0
  532. data/glfw-3.4.bin.WIN64/lib-mingw-w64/libglfw3.a +0 -0
  533. data/glfw-3.4.bin.WIN64/lib-mingw-w64/libglfw3dll.a +0 -0
  534. data/glfw-3.4.bin.WIN64/lib-static-ucrt/glfw3dll.lib +0 -0
  535. data/glfw-3.4.bin.WIN64/lib-vc2013/glfw3.dll +0 -0
  536. data/glfw-3.4.bin.WIN64/lib-vc2013/glfw3.lib +0 -0
  537. data/glfw-3.4.bin.WIN64/lib-vc2013/glfw3_mt.lib +0 -0
  538. data/glfw-3.4.bin.WIN64/lib-vc2013/glfw3dll.lib +0 -0
  539. data/glfw-3.4.bin.WIN64/lib-vc2015/glfw3.dll +0 -0
  540. data/glfw-3.4.bin.WIN64/lib-vc2015/glfw3.lib +0 -0
  541. data/glfw-3.4.bin.WIN64/lib-vc2015/glfw3_mt.lib +0 -0
  542. data/glfw-3.4.bin.WIN64/lib-vc2015/glfw3dll.lib +0 -0
  543. data/glfw-3.4.bin.WIN64/lib-vc2017/glfw3.dll +0 -0
  544. data/glfw-3.4.bin.WIN64/lib-vc2017/glfw3.lib +0 -0
  545. data/glfw-3.4.bin.WIN64/lib-vc2017/glfw3_mt.lib +0 -0
  546. data/glfw-3.4.bin.WIN64/lib-vc2017/glfw3dll.lib +0 -0
  547. data/glfw-3.4.bin.WIN64/lib-vc2019/glfw3.dll +0 -0
  548. data/glfw-3.4.bin.WIN64/lib-vc2019/glfw3.lib +0 -0
  549. data/glfw-3.4.bin.WIN64/lib-vc2019/glfw3_mt.lib +0 -0
  550. data/glfw-3.4.bin.WIN64/lib-vc2019/glfw3dll.lib +0 -0
  551. data/glfw-3.4.bin.WIN64/lib-vc2022/glfw3.dll +0 -0
  552. data/glfw-3.4.bin.WIN64/lib-vc2022/glfw3.lib +0 -0
  553. data/glfw-3.4.bin.WIN64/lib-vc2022/glfw3_mt.lib +0 -0
  554. data/glfw-3.4.bin.WIN64/lib-vc2022/glfw3dll.lib +0 -0
  555. data/lib/engine/components/font_renderer.rb +0 -134
  556. data/lib/engine/components/mesh_renderer.rb +0 -31
  557. data/lib/engine/components/sprite_renderer.rb +0 -141
  558. data/lib/engine/components/ui_font_renderer.rb +0 -140
  559. data/lib/engine/components/ui_sprite_renderer.rb +0 -101
  560. data/lib/engine/shaders/skybox_frag.glsl +0 -12
  561. /data/{glfw-3.3.9.bin.MACOS → vendor/glfw-3.3.9.bin.MACOS}/LICENSE.md +0 -0
  562. /data/{glfw-3.3.9.bin.MACOS → vendor/glfw-3.3.9.bin.MACOS}/lib-arm64/libglfw.3.dylib +0 -0
  563. /data/{glfw-3.4.bin.WIN64 → vendor/glfw-3.4.bin.WIN64}/LICENSE.md +0 -0
  564. /data/{glfw-3.4.bin.WIN64 → vendor/glfw-3.4.bin.WIN64}/lib-static-ucrt/glfw3.dll +0 -0
@@ -0,0 +1,77 @@
1
+ # frozen_string_literal: true
2
+
3
+ module Rendering
4
+ class CubemapShadowMapArray
5
+ attr_reader :size, :layer_count, :framebuffer, :depth_texture
6
+
7
+ def initialize(size: 1024, layer_count: 4)
8
+ @size = size
9
+ @layer_count = layer_count
10
+ create_framebuffer
11
+ create_depth_cubemap_array
12
+ check_framebuffer_complete
13
+ end
14
+
15
+ def bind_face(layer_index, face_index)
16
+ raise "Layer index #{layer_index} out of bounds" if layer_index >= @layer_count
17
+ raise "Face index #{face_index} out of bounds" if face_index >= 6
18
+
19
+ Engine::GL.BindFramebuffer(Engine::GL::FRAMEBUFFER, @framebuffer)
20
+ # In a cubemap array, layers are: layer0_face0, layer0_face1, ..., layer0_face5, layer1_face0, ...
21
+ array_layer = layer_index * 6 + face_index
22
+ Engine::GL.FramebufferTextureLayer(Engine::GL::FRAMEBUFFER, Engine::GL::DEPTH_ATTACHMENT, @depth_texture, 0, array_layer)
23
+ Engine::GL.Viewport(0, 0, @size, @size)
24
+ Engine::GL.Clear(Engine::GL::DEPTH_BUFFER_BIT)
25
+ end
26
+
27
+ private
28
+
29
+ def create_framebuffer
30
+ fbo_buf = ' ' * 4
31
+ Engine::GL.GenFramebuffers(1, fbo_buf)
32
+ @framebuffer = fbo_buf.unpack1('L')
33
+ end
34
+
35
+ def create_depth_cubemap_array
36
+ tex_buf = ' ' * 4
37
+ Engine::GL.GenTextures(1, tex_buf)
38
+ @depth_texture = tex_buf.unpack1('L')
39
+
40
+ Engine::GL.BindTexture(Engine::GL::TEXTURE_CUBE_MAP_ARRAY, @depth_texture)
41
+
42
+ # For cubemap arrays, depth = layer_count * 6 (6 faces per cubemap)
43
+ Engine::GL.TexImage3D(
44
+ Engine::GL::TEXTURE_CUBE_MAP_ARRAY,
45
+ 0,
46
+ Engine::GL::DEPTH_COMPONENT32F,
47
+ @size,
48
+ @size,
49
+ @layer_count * 6,
50
+ 0,
51
+ Engine::GL::DEPTH_COMPONENT,
52
+ Engine::GL::FLOAT,
53
+ nil
54
+ )
55
+
56
+ Engine::GL.TexParameteri(Engine::GL::TEXTURE_CUBE_MAP_ARRAY, Engine::GL::TEXTURE_MIN_FILTER, Engine::GL::NEAREST)
57
+ Engine::GL.TexParameteri(Engine::GL::TEXTURE_CUBE_MAP_ARRAY, Engine::GL::TEXTURE_MAG_FILTER, Engine::GL::NEAREST)
58
+ Engine::GL.TexParameteri(Engine::GL::TEXTURE_CUBE_MAP_ARRAY, Engine::GL::TEXTURE_WRAP_S, Engine::GL::CLAMP_TO_EDGE)
59
+ Engine::GL.TexParameteri(Engine::GL::TEXTURE_CUBE_MAP_ARRAY, Engine::GL::TEXTURE_WRAP_T, Engine::GL::CLAMP_TO_EDGE)
60
+ Engine::GL.TexParameteri(Engine::GL::TEXTURE_CUBE_MAP_ARRAY, Engine::GL::TEXTURE_WRAP_R, Engine::GL::CLAMP_TO_EDGE)
61
+
62
+ Engine::GL.BindFramebuffer(Engine::GL::FRAMEBUFFER, @framebuffer)
63
+ # Attach first layer's first face for completeness check
64
+ Engine::GL.FramebufferTextureLayer(Engine::GL::FRAMEBUFFER, Engine::GL::DEPTH_ATTACHMENT, @depth_texture, 0, 0)
65
+ Engine::GL.DrawBuffer(Engine::GL::NONE)
66
+ Engine::GL.ReadBuffer(Engine::GL::NONE)
67
+ end
68
+
69
+ def check_framebuffer_complete
70
+ Engine::GL.BindFramebuffer(Engine::GL::FRAMEBUFFER, @framebuffer)
71
+ status = Engine::GL.CheckFramebufferStatus(Engine::GL::FRAMEBUFFER)
72
+ unless status == Engine::GL::FRAMEBUFFER_COMPLETE
73
+ raise "Cubemap shadow map array framebuffer not complete: #{status}"
74
+ end
75
+ end
76
+ end
77
+ end
@@ -0,0 +1,68 @@
1
+ # frozen_string_literal: true
2
+
3
+ module Rendering
4
+ class GpuTimer
5
+ class << self
6
+ def enabled?
7
+ @enabled ||= false
8
+ end
9
+
10
+ def enable
11
+ @enabled = true
12
+ @frame_count = 0
13
+ @stages = []
14
+ @queries = {}
15
+ puts "GPU Profiler: ON"
16
+ end
17
+
18
+ def measure(stage)
19
+ unless enabled?
20
+ return yield
21
+ end
22
+
23
+ query_id = query_for(stage)
24
+ Engine::GL.BeginQuery(Engine::GL::TIME_ELAPSED, query_id)
25
+ result = yield
26
+ Engine::GL.EndQuery(Engine::GL::TIME_ELAPSED)
27
+ result
28
+ end
29
+
30
+ def print_results
31
+ return unless enabled?
32
+
33
+ @frame_count += 1
34
+ return unless (@frame_count % 60) == 0
35
+
36
+ results = {}
37
+ @stages.each do |stage|
38
+ buf = ' ' * 8
39
+ Engine::GL.GetQueryObjectui64v(@queries[stage], Engine::GL::QUERY_RESULT, buf)
40
+ results[stage] = buf.unpack1('Q') / 1_000_000.0
41
+ end
42
+
43
+ total = results.values.sum
44
+ puts "\n=== GPU Timing ==="
45
+ @stages.each do |stage|
46
+ ms = results[stage]
47
+ pct = total > 0 ? (ms / total * 100).round(1) : 0
48
+ bar = "█" * (pct / 5).to_i
49
+ puts format("%-20s %6.2f ms (%5.1f%%) %s", stage, ms, pct, bar)
50
+ end
51
+ puts format("%-20s %6.2f ms", "TOTAL", total)
52
+ puts "===================="
53
+ end
54
+
55
+ private
56
+
57
+ def query_for(stage)
58
+ return @queries[stage] if @queries[stage]
59
+
60
+ buf = ' ' * 4
61
+ Engine::GL.GenQueries(1, buf)
62
+ @queries[stage] = buf.unpack1('L')
63
+ @stages << stage
64
+ @queries[stage]
65
+ end
66
+ end
67
+ end
68
+ end
@@ -4,45 +4,84 @@ module Rendering
4
4
  class InstanceRenderer
5
5
  attr_reader :mesh, :material
6
6
 
7
+ FLOATS_PER_MATRIX = 16
8
+ BYTES_PER_MATRIX = FLOATS_PER_MATRIX * Fiddle::SIZEOF_FLOAT
9
+
7
10
  def initialize(mesh, material)
8
11
  @mesh = mesh
9
12
  @material = material
10
13
  @mesh_renderers = []
11
- @mesh_matrix_data = []
14
+ @packed_data = String.new(encoding: Encoding::BINARY)
12
15
 
13
16
  setup_vertex_attribute_buffer
14
17
  setup_vertex_buffer
15
18
  setup_index_buffer
16
19
  generate_instance_vbo_buf
20
+ Engine::GL.BindVertexArray(0)
17
21
  end
18
22
 
19
23
  def add_instance(mesh_renderer)
20
24
  @mesh_renderers << mesh_renderer
21
- @mesh_matrix_data += mesh_renderer.game_object.model_matrix.to_a.flatten
25
+ floats = mesh_renderer.game_object.model_matrix.to_a.flatten
26
+ @packed_data << floats.pack('F*')
22
27
  end
23
28
 
24
29
  def remove_instance(mesh_renderer)
25
30
  index = @mesh_renderers.index(mesh_renderer)
26
31
  @mesh_renderers.delete_at(index)
27
- @mesh_matrix_data[index * 16, 16] = []
32
+ # Remove this instance's bytes from packed data
33
+ byte_offset = index * BYTES_PER_MATRIX
34
+ @packed_data[byte_offset, BYTES_PER_MATRIX] = ''
28
35
  end
29
36
 
30
37
  def update_instance(mesh_renderer)
31
38
  index = @mesh_renderers.index(mesh_renderer)
32
- @mesh_matrix_data[index * 16, 16] = mesh_renderer.game_object.model_matrix.to_a.flatten
39
+ floats = mesh_renderer.game_object.model_matrix.to_a.flatten
40
+ byte_offset = index * BYTES_PER_MATRIX
41
+ @packed_data[byte_offset, BYTES_PER_MATRIX] = floats.pack('F*')
33
42
  end
34
43
 
35
44
  def draw_all
36
45
  set_material_per_frame_data
37
46
 
38
- GL.BindVertexArray(@vao)
47
+ Engine::GL.BindVertexArray(@vao)
48
+ update_vbo_buf
49
+ Engine::GL.BindBuffer(Engine::GL::ELEMENT_ARRAY_BUFFER, @ebo)
50
+ Engine::GL.BindBuffer(Engine::GL::ARRAY_BUFFER, @instance_vbo)
51
+
52
+ Engine::GL.DrawElementsInstanced(Engine::GL::TRIANGLES, mesh.index_data.length, Engine::GL::UNSIGNED_INT, 0, @mesh_renderers.count)
53
+ end
54
+
55
+ def draw_depth_only(light_space_matrix)
56
+ return if @mesh_renderers.empty?
57
+
58
+ shadow_shader = Engine::Shader.shadow
59
+ shadow_shader.use
60
+ shadow_shader.set_mat4("lightSpaceMatrix", light_space_matrix)
61
+
62
+ Engine::GL.BindVertexArray(@vao)
63
+ update_vbo_buf
64
+ Engine::GL.BindBuffer(Engine::GL::ELEMENT_ARRAY_BUFFER, @ebo)
65
+ Engine::GL.BindBuffer(Engine::GL::ARRAY_BUFFER, @instance_vbo)
66
+
67
+ Engine::GL.DrawElementsInstanced(Engine::GL::TRIANGLES, mesh.index_data.length, Engine::GL::UNSIGNED_INT, 0, @mesh_renderers.count)
68
+ end
69
+
70
+ def draw_point_light_depth(light_space_matrix, light_pos, far_plane)
71
+ return if @mesh_renderers.empty?
72
+
73
+ shader = Engine::Shader.point_shadow
74
+ shader.use
75
+ shader.set_mat4("lightSpaceMatrix", light_space_matrix)
76
+ shader.set_vec3("lightPos", light_pos)
77
+ shader.set_float("farPlane", far_plane)
78
+
79
+ Engine::GL.BindVertexArray(@vao)
39
80
  update_vbo_buf
40
- GL.BindBuffer(GL::ELEMENT_ARRAY_BUFFER, @ebo)
41
- GL.BindBuffer(GL::ARRAY_BUFFER, @instance_vbo)
81
+ Engine::GL.BindBuffer(Engine::GL::ELEMENT_ARRAY_BUFFER, @ebo)
82
+ Engine::GL.BindBuffer(Engine::GL::ARRAY_BUFFER, @instance_vbo)
42
83
 
43
- GL.DrawElementsInstanced(GL::TRIANGLES, mesh.index_data.length, GL::UNSIGNED_INT, 0, @mesh_renderers.count)
44
- GL.BindVertexArray(0)
45
- GL.BindBuffer(GL::ELEMENT_ARRAY_BUFFER, 0)
84
+ Engine::GL.DrawElementsInstanced(Engine::GL::TRIANGLES, mesh.index_data.length, Engine::GL::UNSIGNED_INT, 0, @mesh_renderers.count)
46
85
  end
47
86
 
48
87
  private
@@ -50,6 +89,7 @@ module Rendering
50
89
  def set_material_per_frame_data
51
90
  material.set_mat4("camera", Engine::Camera.instance.matrix)
52
91
  material.set_vec3("cameraPos", Engine::Camera.instance.game_object.pos)
92
+ material.set_cubemap("skybox", nil)
53
93
 
54
94
  update_light_data
55
95
  material.update_shader
@@ -57,97 +97,136 @@ module Rendering
57
97
 
58
98
  def update_light_data
59
99
  Engine::Components::PointLight.point_lights.each_with_index do |light, i|
100
+ break if i >= 16
60
101
  material.set_float("pointLights[#{i}].sqrRange", light.range * light.range)
61
- material.set_vec3("pointLights[#{i}].position", light.game_object.pos)
102
+ material.set_vec3("pointLights[#{i}].position", light.position)
62
103
  material.set_vec3("pointLights[#{i}].colour", light.colour)
104
+ has_shadow = light.cast_shadows && !light.shadow_layer_index.nil?
105
+ material.set_int("pointLights[#{i}].castsShadows", has_shadow ? 1 : 0)
106
+ if has_shadow
107
+ material.set_int("pointLights[#{i}].shadowLayerIndex", light.shadow_layer_index)
108
+ material.set_float("pointLights[#{i}].shadowFar", light.shadow_far)
109
+ end
63
110
  end
111
+ # Set shared point shadow map cubemap array
112
+ material.set_cubemap_array("pointShadowMaps", RenderPipeline.point_shadow_map_array.depth_texture)
113
+
64
114
  Engine::Components::DirectionLight.direction_lights.each_with_index do |light, i|
65
- material.set_vec3("directionalLights[#{i}].direction", light.game_object.forward)
115
+ break if i >= 4
116
+ material.set_vec3("directionalLights[#{i}].direction", light.direction)
66
117
  material.set_vec3("directionalLights[#{i}].colour", light.colour)
118
+ has_shadow = light.cast_shadows && !light.shadow_layer_index.nil?
119
+ material.set_int("directionalLights[#{i}].castsShadows", has_shadow ? 1 : 0)
120
+
121
+ if has_shadow
122
+ material.set_mat4("directionalLights[#{i}].lightSpaceMatrix", light.light_space_matrix)
123
+ end
124
+ end
125
+ # Set shared directional shadow map array
126
+ material.set_texture_array("directionalShadowMaps", RenderPipeline.directional_shadow_map_array.depth_texture)
127
+
128
+ Engine::Components::SpotLight.spot_lights.each_with_index do |light, i|
129
+ break if i >= 8
130
+ material.set_vec3("spotLights[#{i}].position", light.position)
131
+ material.set_vec3("spotLights[#{i}].direction", light.direction)
132
+ material.set_float("spotLights[#{i}].sqrRange", light.range * light.range)
133
+ material.set_vec3("spotLights[#{i}].colour", light.colour)
134
+ material.set_float("spotLights[#{i}].innerCutoff", light.inner_cutoff)
135
+ material.set_float("spotLights[#{i}].outerCutoff", light.outer_cutoff)
136
+ has_shadow = light.cast_shadows && !light.shadow_layer_index.nil?
137
+ material.set_int("spotLights[#{i}].castsShadows", has_shadow ? 1 : 0)
138
+
139
+ if has_shadow
140
+ material.set_mat4("spotLights[#{i}].lightSpaceMatrix", light.light_space_matrix)
141
+ material.set_float("spotLights[#{i}].shadowNear", light.shadow_near)
142
+ material.set_float("spotLights[#{i}].shadowFar", light.shadow_far)
143
+ end
67
144
  end
145
+ # Set shared spot shadow map array
146
+ material.set_texture_array("spotShadowMaps", RenderPipeline.spot_shadow_map_array.depth_texture)
68
147
  end
69
148
 
70
149
  def setup_index_buffer
71
150
  indices = mesh.index_data
72
151
 
73
152
  ebo_buf = ' ' * 4
74
- GL.GenBuffers(1, ebo_buf)
153
+ Engine::GL.GenBuffers(1, ebo_buf)
75
154
  @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
155
+ Engine::GL.BindBuffer(Engine::GL::ELEMENT_ARRAY_BUFFER, @ebo)
156
+ Engine::GL.BufferData(
157
+ Engine::GL::ELEMENT_ARRAY_BUFFER, indices.length * Fiddle::SIZEOF_INT,
158
+ indices.pack('I*'), Engine::GL::STATIC_DRAW
80
159
  )
81
160
  end
82
161
 
83
162
  def setup_vertex_attribute_buffer
84
163
  vao_buf = ' ' * 4
85
- GL.GenVertexArrays(1, vao_buf)
164
+ Engine::GL.GenVertexArrays(1, vao_buf)
86
165
  @vao = vao_buf.unpack('L')[0]
87
- GL.BindVertexArray(@vao)
166
+ Engine::GL.BindVertexArray(@vao)
88
167
  end
89
168
 
90
169
  def setup_vertex_buffer
91
170
  vbo_buf = ' ' * 4
92
- GL.GenBuffers(1, vbo_buf)
171
+ Engine::GL.GenBuffers(1, vbo_buf)
93
172
  vbo = vbo_buf.unpack('L')[0]
94
173
  points = mesh.vertex_data
95
174
 
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
175
+ Engine::GL.BindBuffer(Engine::GL::ARRAY_BUFFER, vbo)
176
+ Engine::GL.BufferData(
177
+ Engine::GL::ARRAY_BUFFER, @mesh.vertex_data.length * Fiddle::SIZEOF_FLOAT,
178
+ points.pack('F*'), Engine::GL::STATIC_DRAW
100
179
  )
101
180
  vertex_data_size = 20 * Fiddle::SIZEOF_FLOAT
102
181
 
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)
182
+ Engine::GL.VertexAttribPointer(0, 3, Engine::GL::FLOAT, Engine::GL::FALSE, vertex_data_size, 0)
183
+ Engine::GL.VertexAttribPointer(1, 2, Engine::GL::FLOAT, Engine::GL::FALSE, vertex_data_size, 3 * Fiddle::SIZEOF_FLOAT)
184
+ Engine::GL.VertexAttribPointer(2, 3, Engine::GL::FLOAT, Engine::GL::FALSE, vertex_data_size, 5 * Fiddle::SIZEOF_FLOAT)
185
+ Engine::GL.VertexAttribPointer(3, 3, Engine::GL::FLOAT, Engine::GL::FALSE, vertex_data_size, 8 * Fiddle::SIZEOF_FLOAT)
186
+ Engine::GL.VertexAttribPointer(4, 3, Engine::GL::FLOAT, Engine::GL::FALSE, vertex_data_size, 11 * Fiddle::SIZEOF_FLOAT)
187
+ Engine::GL.VertexAttribPointer(5, 3, Engine::GL::FLOAT, Engine::GL::FALSE, vertex_data_size, 14 * Fiddle::SIZEOF_FLOAT)
188
+ Engine::GL.VertexAttribPointer(6, 3, Engine::GL::FLOAT, Engine::GL::FALSE, vertex_data_size, 17 * Fiddle::SIZEOF_FLOAT)
189
+ Engine::GL.EnableVertexAttribArray(0)
190
+ Engine::GL.EnableVertexAttribArray(1)
191
+ Engine::GL.EnableVertexAttribArray(2)
192
+ Engine::GL.EnableVertexAttribArray(3)
193
+ Engine::GL.EnableVertexAttribArray(4)
194
+ Engine::GL.EnableVertexAttribArray(5)
195
+ Engine::GL.EnableVertexAttribArray(6)
117
196
  end
118
197
 
119
198
  def generate_instance_vbo_buf
120
199
  instance_vbo_buf = ' ' * 4
121
- GL.GenBuffers(1, instance_vbo_buf)
200
+ Engine::GL.GenBuffers(1, instance_vbo_buf)
122
201
  @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
202
 
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
- )
203
+ Engine::GL.BindBuffer(Engine::GL::ARRAY_BUFFER, @instance_vbo)
134
204
 
205
+ # Set up vertex attributes once (stored in VAO)
135
206
  vec4_size = Fiddle::SIZEOF_FLOAT * 4
136
207
 
137
- GL.EnableVertexAttribArray(7)
138
- GL.EnableVertexAttribArray(8)
139
- GL.EnableVertexAttribArray(9)
140
- GL.EnableVertexAttribArray(10)
208
+ Engine::GL.EnableVertexAttribArray(7)
209
+ Engine::GL.EnableVertexAttribArray(8)
210
+ Engine::GL.EnableVertexAttribArray(9)
211
+ Engine::GL.EnableVertexAttribArray(10)
212
+
213
+ Engine::GL.VertexAttribPointer(7, 4, Engine::GL::FLOAT, Engine::GL::FALSE, 4 * vec4_size, 0)
214
+ Engine::GL.VertexAttribPointer(8, 4, Engine::GL::FLOAT, Engine::GL::FALSE, 4 * vec4_size, 1 * vec4_size)
215
+ Engine::GL.VertexAttribPointer(9, 4, Engine::GL::FLOAT, Engine::GL::FALSE, 4 * vec4_size, 2 * vec4_size)
216
+ Engine::GL.VertexAttribPointer(10, 4, Engine::GL::FLOAT, Engine::GL::FALSE, 4 * vec4_size, 3 * vec4_size)
141
217
 
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)
218
+ Engine::GL.VertexAttribDivisor(7, 1)
219
+ Engine::GL.VertexAttribDivisor(8, 1)
220
+ Engine::GL.VertexAttribDivisor(9, 1)
221
+ Engine::GL.VertexAttribDivisor(10, 1)
222
+ end
146
223
 
147
- GL.VertexAttribDivisor(7, 1)
148
- GL.VertexAttribDivisor(8, 1)
149
- GL.VertexAttribDivisor(9, 1)
150
- GL.VertexAttribDivisor(10, 1)
224
+ def update_vbo_buf
225
+ Engine::GL.BindBuffer(Engine::GL::ARRAY_BUFFER, @instance_vbo)
226
+ Engine::GL.BufferData(
227
+ Engine::GL::ARRAY_BUFFER, @packed_data.bytesize,
228
+ @packed_data, Engine::GL::DYNAMIC_DRAW
229
+ )
151
230
  end
152
231
  end
153
232
  end
@@ -0,0 +1,87 @@
1
+ # frozen_string_literal: true
2
+
3
+ module Rendering
4
+ class BloomEffect
5
+ include Effect
6
+
7
+ def initialize(threshold: 0.7, intensity: 1.0, blur_passes: 2, blur_scale: 1.0)
8
+ @threshold = threshold
9
+ @intensity = intensity
10
+ @blur_passes = blur_passes
11
+ @blur_scale = blur_scale
12
+
13
+ setup_materials
14
+ end
15
+
16
+ def apply(input_rt, output_rt, screen_quad)
17
+ ensure_textures(input_rt.width, input_rt.height)
18
+ Engine::GL.Disable(Engine::GL::DEPTH_TEST)
19
+
20
+ # Pass 1: Extract bright pixels
21
+ @ping.bind
22
+ Engine::GL.Clear(Engine::GL::COLOR_BUFFER_BIT)
23
+ screen_quad.draw(@threshold_material, input_rt.color_texture)
24
+
25
+ # Pass 2+: Blur passes (ping-pong between internal textures)
26
+ @blur_passes.times do
27
+ # Horizontal blur
28
+ @pong.bind
29
+ Engine::GL.Clear(Engine::GL::COLOR_BUFFER_BIT)
30
+ @blur_material.set_vec2("direction", [1.0, 0.0])
31
+ screen_quad.draw(@blur_material, @ping.color_texture)
32
+
33
+ # Vertical blur
34
+ @ping.bind
35
+ Engine::GL.Clear(Engine::GL::COLOR_BUFFER_BIT)
36
+ @blur_material.set_vec2("direction", [0.0, 1.0])
37
+ screen_quad.draw(@blur_material, @pong.color_texture)
38
+ end
39
+
40
+ # Pass 3: Combine original + bloom
41
+ output_rt.bind
42
+ Engine::GL.Clear(Engine::GL::COLOR_BUFFER_BIT)
43
+ @combine_material.set_runtime_texture("screenTexture", input_rt.color_texture)
44
+ @combine_material.set_runtime_texture("bloomTexture", @ping.color_texture)
45
+ screen_quad.draw_with_material(@combine_material)
46
+ output_rt
47
+ end
48
+
49
+ private
50
+
51
+ def setup_materials
52
+ @threshold_material = Engine::Material.create(
53
+ shader: Engine::Shader.for(
54
+ 'fullscreen_vertex.glsl',
55
+ 'post_process/bloom_threshold_frag.glsl',
56
+ source: :engine
57
+ )
58
+ )
59
+ @threshold_material.set_float("threshold", @threshold)
60
+
61
+ @blur_material = Engine::Material.create(
62
+ shader: Engine::Shader.for(
63
+ 'fullscreen_vertex.glsl',
64
+ 'post_process/bloom_blur_frag.glsl',
65
+ source: :engine
66
+ )
67
+ )
68
+ @blur_material.set_float("blurScale", @blur_scale)
69
+
70
+ @combine_material = Engine::Material.create(
71
+ shader: Engine::Shader.for(
72
+ 'fullscreen_vertex.glsl',
73
+ 'post_process/bloom_combine_frag.glsl',
74
+ source: :engine
75
+ )
76
+ )
77
+ @combine_material.set_float("intensity", @intensity)
78
+ end
79
+
80
+ def ensure_textures(width, height)
81
+ if @ping.nil? || @ping.width != width || @ping.height != height
82
+ @ping = RenderTexture.new(width, height)
83
+ @pong = RenderTexture.new(width, height)
84
+ end
85
+ end
86
+ end
87
+ end
@@ -0,0 +1,17 @@
1
+ # frozen_string_literal: true
2
+
3
+ module Rendering
4
+ class DepthDebugEffect
5
+ include SinglePassEffect
6
+
7
+ def initialize
8
+ @material = Engine::Material.create(
9
+ shader: Engine::Shader.for(
10
+ 'fullscreen_vertex.glsl',
11
+ 'post_process/depth_debug_frag.glsl',
12
+ source: :engine
13
+ )
14
+ )
15
+ end
16
+ end
17
+ end
@@ -0,0 +1,52 @@
1
+ # frozen_string_literal: true
2
+
3
+ module Rendering
4
+ class DepthOfFieldEffect
5
+ include Effect
6
+
7
+ def initialize(focus_distance: 10.0, focus_range: 50.0, blur_amount: 3.0, near: 0.1, far: 1000.0)
8
+ @focus_distance = focus_distance
9
+ @focus_range = focus_range
10
+ @blur_amount = blur_amount
11
+ @near = near
12
+ @far = far
13
+ end
14
+
15
+ def apply(rt_a, rt_b, screen_quad)
16
+ Engine::GL.Disable(Engine::GL::DEPTH_TEST)
17
+
18
+ blur_pass(rt_a, rt_b, [1.0, 0.0], screen_quad) # horizontal
19
+ blur_pass(rt_b, rt_a, [0.0, 1.0], screen_quad) # vertical
20
+
21
+ rt_a
22
+ end
23
+
24
+ def blur_pass(source_rt, dest_rt, direction, screen_quad)
25
+ dest_rt.bind
26
+ material.set_vec2("direction", direction)
27
+ material.set_runtime_texture("screenTexture", source_rt.color_texture)
28
+ material.set_runtime_texture("depthTexture", PostProcessingEffect.depth_texture)
29
+ screen_quad.draw_with_material(material)
30
+ end
31
+
32
+ private
33
+
34
+ def material
35
+ @material ||= begin
36
+ mat = Engine::Material.create(
37
+ shader: Engine::Shader.for(
38
+ 'fullscreen_vertex.glsl',
39
+ 'post_process/dof_blur_frag.glsl',
40
+ source: :engine
41
+ )
42
+ )
43
+ mat.set_float("focusDistance", @focus_distance)
44
+ mat.set_float("focusRange", @focus_range)
45
+ mat.set_float("blurAmount", @blur_amount)
46
+ mat.set_float("nearPlane", @near)
47
+ mat.set_float("farPlane", @far)
48
+ mat
49
+ end
50
+ end
51
+ end
52
+ end
@@ -0,0 +1,11 @@
1
+ # frozen_string_literal: true
2
+
3
+ module Rendering
4
+ module Effect
5
+ attr_accessor :enabled
6
+
7
+ def enabled
8
+ @enabled.nil? ? true : @enabled
9
+ end
10
+ end
11
+ end