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.
- checksums.yaml +4 -4
- data/README.md +22 -0
- data/bin/build.bash +1 -1
- data/bin/import +11 -1
- data/ext/gl_native/extconf.rb +20 -0
- data/ext/gl_native/gl_native.c +563 -0
- data/ext/glfw_native/extconf.rb +18 -0
- data/ext/glfw_native/glfw_native.c +451 -0
- data/lib/engine/assets/_imported/cube.index_data +36 -0
- data/lib/engine/assets/_imported/cube.vertex_data +720 -0
- data/lib/engine/assets/_imported/plane.index_data +6 -0
- data/lib/engine/assets/_imported/plane.vertex_data +120 -0
- data/lib/engine/assets/_imported/sphere.index_data +2880 -0
- data/lib/engine/assets/_imported/sphere.vertex_data +57600 -0
- data/lib/engine/assets/cube.obj +46 -0
- data/lib/engine/assets/plane.obj +16 -0
- data/lib/engine/assets/sphere.obj +2488 -0
- data/lib/engine/component.rb +2 -0
- data/lib/engine/components/audio_source.rb +6 -4
- data/lib/engine/components/direction_light.rb +83 -4
- data/lib/engine/components/orthographic_camera.rb +31 -25
- data/lib/engine/components/perspective_camera.rb +35 -12
- data/lib/engine/components/point_light.rb +61 -5
- data/lib/engine/components/renderers/font_renderer.rb +19 -0
- data/lib/engine/components/renderers/font_renderer_base.rb +134 -0
- data/lib/engine/components/renderers/mesh_renderer.rb +41 -0
- data/lib/engine/components/renderers/sprite_renderer.rb +46 -0
- data/lib/engine/components/spot_light.rb +90 -0
- data/lib/engine/components/sprite_animator.rb +42 -0
- data/lib/engine/components/ui/flex/layout.rb +94 -0
- data/lib/engine/components/ui/flex/pack_layout.rb +65 -0
- data/lib/engine/components/ui/flex/stretch_layout.rb +52 -0
- data/lib/engine/components/ui/flex.rb +60 -0
- data/lib/engine/components/ui/font_renderer.rb +57 -0
- data/lib/engine/components/ui/rect.rb +117 -0
- data/lib/engine/components/ui/sprite_clickbox.rb +47 -0
- data/lib/engine/components/ui/sprite_renderer.rb +117 -0
- data/lib/engine/compute_shader.rb +14 -0
- data/lib/engine/compute_texture.rb +13 -0
- data/lib/engine/debugging.rb +4 -4
- data/lib/engine/engine.rb +8 -12
- data/lib/engine/font.rb +29 -4
- data/lib/engine/game_object.rb +121 -49
- data/lib/engine/gl.rb +439 -0
- data/lib/engine/glfw.rb +151 -0
- data/lib/engine/input.rb +115 -7
- data/lib/engine/material.rb +146 -11
- data/lib/engine/matrix_helpers.rb +38 -0
- data/lib/engine/mesh.rb +41 -16
- data/lib/engine/metal/compute_shader.rb +118 -0
- data/lib/engine/metal/compute_texture.rb +176 -0
- data/lib/engine/metal/device.rb +98 -0
- data/lib/engine/metal/metal_bindings.rb +126 -0
- data/lib/engine/opengl/compute_shader.rb +77 -0
- data/lib/engine/opengl/compute_texture.rb +31 -0
- data/lib/engine/physics/components/rigidbody.rb +23 -20
- data/lib/engine/physics/components/sphere_collider.rb +13 -3
- data/lib/engine/physics/physics_resolver.rb +24 -12
- data/lib/engine/rendering/cubemap_shadow_map_array.rb +77 -0
- data/lib/engine/rendering/gpu_timer.rb +68 -0
- data/lib/engine/rendering/instance_renderer.rb +140 -61
- data/lib/engine/rendering/post_processing/bloom_effect.rb +87 -0
- data/lib/engine/rendering/post_processing/depth_debug_effect.rb +17 -0
- data/lib/engine/rendering/post_processing/depth_of_field_effect.rb +52 -0
- data/lib/engine/rendering/post_processing/effect.rb +11 -0
- data/lib/engine/rendering/post_processing/post_processing_effect.rb +86 -0
- data/lib/engine/rendering/post_processing/single_pass_effect.rb +19 -0
- data/lib/engine/rendering/post_processing/ssao_effect.rb +182 -0
- data/lib/engine/rendering/post_processing/ssr_effect.rb +89 -0
- data/lib/engine/rendering/post_processing/tint_effect.rb +18 -0
- data/lib/engine/rendering/render_pipeline.rb +238 -6
- data/lib/engine/rendering/render_texture.rb +118 -0
- data/lib/engine/rendering/screen_quad.rb +64 -0
- data/lib/engine/rendering/shadow_map_array.rb +72 -0
- data/lib/engine/rendering/skybox_cubemap.rb +119 -0
- data/lib/engine/rendering/skybox_renderer.rb +64 -0
- data/lib/engine/rendering/ui/stencil_manager.rb +69 -0
- data/lib/engine/screenshoter.rb +1 -1
- data/lib/engine/serialization/graph_serializer.rb +74 -0
- data/lib/engine/serialization/object_serializer.rb +98 -0
- data/lib/engine/serialization/serializable.rb +78 -0
- data/lib/engine/serialization/yaml_persistence.rb +45 -0
- data/lib/engine/shader.rb +149 -25
- data/lib/engine/shaders/colour_frag.glsl +9 -1
- data/lib/engine/shaders/colour_vertex.glsl +12 -5
- data/lib/engine/shaders/fullscreen_frag.glsl +11 -0
- data/lib/engine/shaders/fullscreen_vertex.glsl +12 -0
- data/lib/engine/shaders/instanced_sprite_frag.glsl +21 -0
- data/lib/engine/shaders/{skybox_vert.glsl → instanced_sprite_vertex.glsl} +3 -2
- data/lib/engine/shaders/lighting/directional_light.glsl +49 -0
- data/lib/engine/shaders/lighting/lighting.glsl +33 -0
- data/lib/engine/shaders/lighting/lighting_common.glsl +13 -0
- data/lib/engine/shaders/lighting/point_light.glsl +46 -0
- data/lib/engine/shaders/lighting/spot_light.glsl +80 -0
- data/lib/engine/shaders/mesh_frag.glsl +28 -77
- data/lib/engine/shaders/mesh_vertex.glsl +5 -5
- data/lib/engine/shaders/point_shadow_frag.glsl +12 -0
- data/lib/engine/shaders/point_shadow_vertex.glsl +15 -0
- data/lib/engine/shaders/post_process/bloom_blur_frag.glsl +25 -0
- data/lib/engine/shaders/post_process/bloom_combine_frag.glsl +19 -0
- data/lib/engine/shaders/post_process/bloom_threshold_frag.glsl +19 -0
- data/lib/engine/shaders/post_process/debug_normals_frag.glsl +21 -0
- data/lib/engine/shaders/post_process/depth_debug_frag.glsl +17 -0
- data/lib/engine/shaders/post_process/dof_blur_frag.glsl +52 -0
- data/lib/engine/shaders/post_process/skybox_frag.glsl +29 -0
- data/lib/engine/shaders/post_process/ssao/blur_frag.glsl +50 -0
- data/lib/engine/shaders/post_process/ssao/combine_frag.glsl +15 -0
- data/lib/engine/shaders/post_process/ssao/frag.glsl +99 -0
- data/lib/engine/shaders/post_process/ssr/combine_frag.glsl +16 -0
- data/lib/engine/shaders/post_process/ssr/frag.glsl +118 -0
- data/lib/engine/shaders/post_process/tint_frag.glsl +14 -0
- data/lib/engine/shaders/shadow_frag.glsl +6 -0
- data/lib/engine/shaders/shadow_vertex.glsl +11 -0
- data/lib/engine/shaders/skybox_cubemap_frag.glsl +46 -0
- data/lib/engine/shaders/vertex_lit_frag.glsl +10 -66
- data/lib/engine/shaders/vertex_lit_vertex.glsl +1 -1
- data/lib/engine/standard_meshes/quad_mesh.rb +26 -0
- data/lib/engine/standard_objects/cube.rb +23 -0
- data/lib/engine/standard_objects/default_material.rb +20 -0
- data/lib/engine/standard_objects/plane.rb +23 -0
- data/lib/engine/standard_objects/sphere.rb +23 -0
- data/lib/engine/texture.rb +28 -19
- data/lib/engine/ui/rect.rb +16 -0
- data/lib/engine/window.rb +2 -2
- data/lib/ruby_rpg.rb +69 -9
- data/vendor/glew-2.2.0-win32/LICENSE.txt +73 -0
- data/vendor/glew-2.2.0-win32/bin/Release/x64/glew32.dll +0 -0
- data/vendor/glew-2.2.0-win32/include/GL/glew.h +26427 -0
- data/vendor/glew-2.2.0-win32/lib/Release/x64/glew32.lib +0 -0
- metadata +124 -466
- data/glfw-3.3.9.bin.MACOS/README.md +0 -5
- 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 +0 -81
- data/glfw-3.3.9.bin.MACOS/docs/html/build_guide.html +0 -199
- 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 +0 -81
- data/glfw-3.3.9.bin.MACOS/docs/html/compat_guide.html +0 -153
- data/glfw-3.3.9.bin.MACOS/docs/html/compile_8dox.html +0 -81
- data/glfw-3.3.9.bin.MACOS/docs/html/compile_guide.html +0 -223
- data/glfw-3.3.9.bin.MACOS/docs/html/context_8dox.html +0 -81
- data/glfw-3.3.9.bin.MACOS/docs/html/context_guide.html +0 -259
- data/glfw-3.3.9.bin.MACOS/docs/html/deprecated.html +0 -88
- data/glfw-3.3.9.bin.MACOS/docs/html/dir_08423ce7729c4554356a7de7171ba263.html +0 -85
- data/glfw-3.3.9.bin.MACOS/docs/html/dir_2dcebcdf14b42e92a6ed85c61bda6b9d.html +0 -93
- data/glfw-3.3.9.bin.MACOS/docs/html/dir_62ce056722ee97c199075aa1d6eca309.html +0 -95
- data/glfw-3.3.9.bin.MACOS/docs/html/dir_dddf4cf62655095a666cf715de3a31a2.html +0 -91
- data/glfw-3.3.9.bin.MACOS/docs/html/doc.svg +0 -12
- data/glfw-3.3.9.bin.MACOS/docs/html/docd.svg +0 -12
- data/glfw-3.3.9.bin.MACOS/docs/html/doxygen.css +0 -1685
- data/glfw-3.3.9.bin.MACOS/docs/html/doxygen.svg +0 -28
- data/glfw-3.3.9.bin.MACOS/docs/html/dynsections.js +0 -192
- data/glfw-3.3.9.bin.MACOS/docs/html/extra.css +0 -1
- data/glfw-3.3.9.bin.MACOS/docs/html/files.html +0 -91
- data/glfw-3.3.9.bin.MACOS/docs/html/folderclosed.svg +0 -11
- data/glfw-3.3.9.bin.MACOS/docs/html/folderclosedd.svg +0 -11
- data/glfw-3.3.9.bin.MACOS/docs/html/folderopen.svg +0 -17
- data/glfw-3.3.9.bin.MACOS/docs/html/folderopend.svg +0 -12
- data/glfw-3.3.9.bin.MACOS/docs/html/glfw3_8h.html +0 -1661
- data/glfw-3.3.9.bin.MACOS/docs/html/glfw3_8h_source.html +0 -1175
- data/glfw-3.3.9.bin.MACOS/docs/html/glfw3native_8h.html +0 -167
- data/glfw-3.3.9.bin.MACOS/docs/html/glfw3native_8h_source.html +0 -303
- data/glfw-3.3.9.bin.MACOS/docs/html/group__buttons.html +0 -282
- data/glfw-3.3.9.bin.MACOS/docs/html/group__context.html +0 -304
- data/glfw-3.3.9.bin.MACOS/docs/html/group__errors.html +0 -304
- data/glfw-3.3.9.bin.MACOS/docs/html/group__gamepad__axes.html +0 -202
- data/glfw-3.3.9.bin.MACOS/docs/html/group__gamepad__buttons.html +0 -410
- data/glfw-3.3.9.bin.MACOS/docs/html/group__hat__state.html +0 -234
- data/glfw-3.3.9.bin.MACOS/docs/html/group__init.html +0 -570
- data/glfw-3.3.9.bin.MACOS/docs/html/group__input.html +0 -2255
- data/glfw-3.3.9.bin.MACOS/docs/html/group__joysticks.html +0 -362
- data/glfw-3.3.9.bin.MACOS/docs/html/group__keys.html +0 -2034
- data/glfw-3.3.9.bin.MACOS/docs/html/group__mods.html +0 -198
- data/glfw-3.3.9.bin.MACOS/docs/html/group__monitor.html +0 -848
- data/glfw-3.3.9.bin.MACOS/docs/html/group__native.html +0 -812
- data/glfw-3.3.9.bin.MACOS/docs/html/group__shapes.html +0 -198
- data/glfw-3.3.9.bin.MACOS/docs/html/group__vulkan.html +0 -359
- data/glfw-3.3.9.bin.MACOS/docs/html/group__window.html +0 -3434
- data/glfw-3.3.9.bin.MACOS/docs/html/index.html +0 -100
- data/glfw-3.3.9.bin.MACOS/docs/html/input_8dox.html +0 -81
- data/glfw-3.3.9.bin.MACOS/docs/html/input_guide.html +0 -570
- data/glfw-3.3.9.bin.MACOS/docs/html/internal_8dox.html +0 -81
- data/glfw-3.3.9.bin.MACOS/docs/html/internals_guide.html +0 -132
- data/glfw-3.3.9.bin.MACOS/docs/html/intro_8dox.html +0 -81
- data/glfw-3.3.9.bin.MACOS/docs/html/intro_guide.html +0 -351
- data/glfw-3.3.9.bin.MACOS/docs/html/jquery.js +0 -34
- data/glfw-3.3.9.bin.MACOS/docs/html/main_8dox.html +0 -81
- data/glfw-3.3.9.bin.MACOS/docs/html/menu.js +0 -136
- data/glfw-3.3.9.bin.MACOS/docs/html/menudata.js +0 -29
- data/glfw-3.3.9.bin.MACOS/docs/html/minus.svg +0 -8
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- data/glfw-3.3.9.bin.MACOS/docs/html/monitor_8dox.html +0 -81
- data/glfw-3.3.9.bin.MACOS/docs/html/monitor_guide.html +0 -229
- data/glfw-3.3.9.bin.MACOS/docs/html/moving_8dox.html +0 -81
- data/glfw-3.3.9.bin.MACOS/docs/html/moving_guide.html +0 -374
- data/glfw-3.3.9.bin.MACOS/docs/html/nav_f.png +0 -0
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- data/glfw-3.3.9.bin.MACOS/docs/html/news.html +0 -634
- data/glfw-3.3.9.bin.MACOS/docs/html/news_8dox.html +0 -81
- data/glfw-3.3.9.bin.MACOS/docs/html/open.png +0 -0
- data/glfw-3.3.9.bin.MACOS/docs/html/pages.html +0 -99
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- data/glfw-3.4.bin.WIN64/lib-vc2013/glfw3_mt.lib +0 -0
- data/glfw-3.4.bin.WIN64/lib-vc2013/glfw3dll.lib +0 -0
- data/glfw-3.4.bin.WIN64/lib-vc2015/glfw3.dll +0 -0
- data/glfw-3.4.bin.WIN64/lib-vc2015/glfw3.lib +0 -0
- data/glfw-3.4.bin.WIN64/lib-vc2015/glfw3_mt.lib +0 -0
- data/glfw-3.4.bin.WIN64/lib-vc2015/glfw3dll.lib +0 -0
- data/glfw-3.4.bin.WIN64/lib-vc2017/glfw3.dll +0 -0
- data/glfw-3.4.bin.WIN64/lib-vc2017/glfw3.lib +0 -0
- data/glfw-3.4.bin.WIN64/lib-vc2017/glfw3_mt.lib +0 -0
- data/glfw-3.4.bin.WIN64/lib-vc2017/glfw3dll.lib +0 -0
- data/glfw-3.4.bin.WIN64/lib-vc2019/glfw3.dll +0 -0
- data/glfw-3.4.bin.WIN64/lib-vc2019/glfw3.lib +0 -0
- data/glfw-3.4.bin.WIN64/lib-vc2019/glfw3_mt.lib +0 -0
- data/glfw-3.4.bin.WIN64/lib-vc2019/glfw3dll.lib +0 -0
- data/glfw-3.4.bin.WIN64/lib-vc2022/glfw3.dll +0 -0
- data/glfw-3.4.bin.WIN64/lib-vc2022/glfw3.lib +0 -0
- data/glfw-3.4.bin.WIN64/lib-vc2022/glfw3_mt.lib +0 -0
- data/glfw-3.4.bin.WIN64/lib-vc2022/glfw3dll.lib +0 -0
- data/lib/engine/components/font_renderer.rb +0 -134
- data/lib/engine/components/mesh_renderer.rb +0 -31
- data/lib/engine/components/sprite_renderer.rb +0 -141
- data/lib/engine/components/ui_font_renderer.rb +0 -140
- data/lib/engine/components/ui_sprite_renderer.rb +0 -101
- data/lib/engine/shaders/skybox_frag.glsl +0 -12
- /data/{glfw-3.3.9.bin.MACOS → vendor/glfw-3.3.9.bin.MACOS}/LICENSE.md +0 -0
- /data/{glfw-3.3.9.bin.MACOS → vendor/glfw-3.3.9.bin.MACOS}/lib-arm64/libglfw.3.dylib +0 -0
- /data/{glfw-3.4.bin.WIN64 → vendor/glfw-3.4.bin.WIN64}/LICENSE.md +0 -0
- /data/{glfw-3.4.bin.WIN64 → vendor/glfw-3.4.bin.WIN64}/lib-static-ucrt/glfw3.dll +0 -0
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@@ -0,0 +1,78 @@
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# frozen_string_literal: true
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require 'securerandom'
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module Engine
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module Serializable
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class InitializeNotAllowedError < StandardError; end
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@allowed_classes = {}
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def self.included(base)
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base.extend(ClassMethods)
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@allowed_classes[base.name] = base if base.name
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# Prevent subclasses from defining initialize
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base.define_singleton_method(:method_added) do |method_name|
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if method_name == :initialize
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raise InitializeNotAllowedError,
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"#{self.name} cannot define 'initialize'. " \
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"Serializable classes must use 'awake' for initialization logic and be created with '.create'"
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end
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super(method_name) if defined?(super)
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end
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end
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# Default awake implementation - override in subclasses
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def awake
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end
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def self.allowed_class?(class_name)
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@allowed_classes.key?(class_name)
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end
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def self.get_class(class_name)
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@allowed_classes[class_name]
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end
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def self.register_class(klass)
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@allowed_classes[klass.name] = klass if klass.name
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end
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module ClassMethods
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43
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def inherited(subclass)
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super
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Serializable.register_class(subclass)
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end
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def serialize(*attributes)
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@own_serializable_attributes ||= []
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@own_serializable_attributes.concat(attributes)
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end
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def serializable_attributes
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parent_attrs = if superclass.respond_to?(:serializable_attributes)
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superclass.serializable_attributes
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else
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[]
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end
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own_attrs = @own_serializable_attributes || []
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parent_attrs + own_attrs
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end
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def create(**attrs)
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instance = allocate
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instance.instance_variable_set(:@uuid, SecureRandom.uuid)
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attrs.each do |attr, value|
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instance.instance_variable_set("@#{attr}", value)
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end
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instance.awake
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instance
|
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+
end
|
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|
+
end
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def uuid
|
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75
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@uuid ||= SecureRandom.uuid
|
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76
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end
|
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+
end
|
|
78
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end
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|
@@ -0,0 +1,45 @@
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# frozen_string_literal: true
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2
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3
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require 'yaml'
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4
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5
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module Engine
|
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6
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module Serialization
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7
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class YamlPersistence
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8
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class << self
|
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9
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def save(obj, path)
|
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10
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data = GraphSerializer.serialize(obj)
|
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11
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File.write(path, data.to_yaml)
|
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12
|
+
end
|
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13
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+
|
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14
|
+
def save_all(objects, path)
|
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15
|
+
all_data = objects.flat_map { |obj| GraphSerializer.serialize(obj) }
|
|
16
|
+
seen_uuids = {}
|
|
17
|
+
unique_data = all_data.select do |obj_data|
|
|
18
|
+
uuid = obj_data[:uuid]
|
|
19
|
+
if seen_uuids[uuid]
|
|
20
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false
|
|
21
|
+
else
|
|
22
|
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seen_uuids[uuid] = true
|
|
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true
|
|
24
|
+
end
|
|
25
|
+
end
|
|
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File.write(path, unique_data.to_yaml)
|
|
27
|
+
end
|
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28
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+
|
|
29
|
+
def load(path)
|
|
30
|
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data = YAML.load_file(path, permitted_classes: [Symbol])
|
|
31
|
+
data_array = data.is_a?(Array) ? data : [data]
|
|
32
|
+
GraphSerializer.deserialize(data_array).first
|
|
33
|
+
end
|
|
34
|
+
|
|
35
|
+
def load_all(paths)
|
|
36
|
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data_array = paths.flat_map do |path|
|
|
37
|
+
data = YAML.load_file(path, permitted_classes: [Symbol])
|
|
38
|
+
data.is_a?(Array) ? data : [data]
|
|
39
|
+
end
|
|
40
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+
GraphSerializer.deserialize(data_array)
|
|
41
|
+
end
|
|
42
|
+
end
|
|
43
|
+
end
|
|
44
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+
end
|
|
45
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+
end
|
data/lib/engine/shader.rb
CHANGED
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@@ -1,23 +1,96 @@
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1
1
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module Engine
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2
2
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class Shader
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3
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-
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4
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-
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5
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-
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6
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-
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7
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-
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8
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-
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9
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-
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3
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include Serializable
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4
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+
|
|
5
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attr_reader :source
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|
6
|
+
|
|
7
|
+
@cache = {}
|
|
8
|
+
|
|
9
|
+
def self.for(vertex_path, fragment_path, source: :game)
|
|
10
|
+
key = [vertex_path, fragment_path, source]
|
|
11
|
+
@cache[key] ||= create(vertex_path: vertex_path, fragment_path: fragment_path, source: source)
|
|
12
|
+
end
|
|
13
|
+
|
|
14
|
+
def self.from_file(vertex_path, fragment_path, source: :game)
|
|
15
|
+
self.for(vertex_path, fragment_path, source: source)
|
|
16
|
+
end
|
|
17
|
+
|
|
18
|
+
def self.from_serializable_data(data)
|
|
19
|
+
self.for(data[:vertex_path], data[:fragment_path], source: (data[:source] || :game).to_sym)
|
|
20
|
+
end
|
|
21
|
+
|
|
22
|
+
def serializable_data
|
|
23
|
+
{ vertex_path: @vertex_path, fragment_path: @fragment_path, source: @source }
|
|
24
|
+
end
|
|
25
|
+
|
|
26
|
+
def self.default
|
|
27
|
+
@default ||= Shader.for('mesh_vertex.glsl', 'mesh_frag.glsl', source: :engine)
|
|
28
|
+
end
|
|
29
|
+
|
|
30
|
+
def self.vertex_lit
|
|
31
|
+
@vertex_lit ||= Engine::Shader.for('vertex_lit_vertex.glsl', 'vertex_lit_frag.glsl', source: :engine)
|
|
32
|
+
end
|
|
33
|
+
|
|
34
|
+
def self.skybox_cubemap
|
|
35
|
+
@skybox_cubemap ||= Shader.for('fullscreen_vertex.glsl', 'skybox_cubemap_frag.glsl', source: :engine)
|
|
36
|
+
end
|
|
37
|
+
|
|
38
|
+
def self.sprite
|
|
39
|
+
@sprite ||= Engine::Shader.for('sprite_vertex.glsl', 'sprite_frag.glsl', source: :engine)
|
|
40
|
+
end
|
|
41
|
+
|
|
42
|
+
def self.instanced_sprite
|
|
43
|
+
@instanced_sprite ||= Engine::Shader.for('instanced_sprite_vertex.glsl', 'instanced_sprite_frag.glsl', source: :engine)
|
|
44
|
+
end
|
|
45
|
+
|
|
46
|
+
def self.text
|
|
47
|
+
@text ||= Engine::Shader.for('text_vertex.glsl', 'text_frag.glsl', source: :engine)
|
|
48
|
+
end
|
|
49
|
+
|
|
50
|
+
def self.ui_text
|
|
51
|
+
@ui_text ||= Engine::Shader.for('text_vertex.glsl', 'text_frag.glsl', source: :engine)
|
|
52
|
+
end
|
|
53
|
+
|
|
54
|
+
def self.ui_sprite
|
|
55
|
+
@ui_sprite ||= Engine::Shader.for('ui_sprite_vertex.glsl', 'ui_sprite_frag.glsl', source: :engine)
|
|
56
|
+
end
|
|
57
|
+
|
|
58
|
+
def self.fullscreen
|
|
59
|
+
@fullscreen ||= Engine::Shader.for('fullscreen_vertex.glsl', 'fullscreen_frag.glsl', source: :engine)
|
|
60
|
+
end
|
|
61
|
+
|
|
62
|
+
def self.colour
|
|
63
|
+
@colour ||= Engine::Shader.for('colour_vertex.glsl', 'colour_frag.glsl', source: :engine)
|
|
64
|
+
end
|
|
65
|
+
|
|
66
|
+
def self.shadow
|
|
67
|
+
@shadow ||= Engine::Shader.for('shadow_vertex.glsl', 'shadow_frag.glsl', source: :engine)
|
|
68
|
+
end
|
|
69
|
+
|
|
70
|
+
def self.point_shadow
|
|
71
|
+
@point_shadow ||= Engine::Shader.for('point_shadow_vertex.glsl', 'point_shadow_frag.glsl', source: :engine)
|
|
72
|
+
end
|
|
73
|
+
|
|
74
|
+
def awake
|
|
75
|
+
@texture_fallbacks = {}
|
|
76
|
+
@cubemap_fallbacks = {}
|
|
77
|
+
@vertex_shader = compile_shader(@vertex_path, Engine::GL::VERTEX_SHADER)
|
|
78
|
+
@fragment_shader = compile_shader(@fragment_path, Engine::GL::FRAGMENT_SHADER)
|
|
79
|
+
@program = Engine::GL.CreateProgram
|
|
80
|
+
Engine::GL.AttachShader(@program, @vertex_shader)
|
|
81
|
+
Engine::GL.AttachShader(@program, @fragment_shader)
|
|
82
|
+
Engine::GL.LinkProgram(@program)
|
|
10
83
|
|
|
11
84
|
linked_buf = ' ' * 4
|
|
12
|
-
GL.GetProgramiv(@program, GL::LINK_STATUS, linked_buf)
|
|
85
|
+
Engine::GL.GetProgramiv(@program, Engine::GL::LINK_STATUS, linked_buf)
|
|
13
86
|
linked = linked_buf.unpack('L')[0]
|
|
14
87
|
if linked == 0
|
|
15
88
|
compile_log = ' ' * 1024
|
|
16
|
-
GL.GetProgramInfoLog(@program, 1023, nil, compile_log)
|
|
89
|
+
Engine::GL.GetProgramInfoLog(@program, 1023, nil, compile_log)
|
|
17
90
|
vertex_log = ' ' * 1024
|
|
18
|
-
GL.GetShaderInfoLog(@vertex_shader, 1023, nil, vertex_log)
|
|
91
|
+
Engine::GL.GetShaderInfoLog(@vertex_shader, 1023, nil, vertex_log)
|
|
19
92
|
fragment_log = ' ' * 1024
|
|
20
|
-
GL.GetShaderInfoLog(@fragment_shader, 1023, nil, fragment_log)
|
|
93
|
+
Engine::GL.GetShaderInfoLog(@fragment_shader, 1023, nil, fragment_log)
|
|
21
94
|
puts "Shader program failed to link"
|
|
22
95
|
puts compile_log.strip
|
|
23
96
|
puts vertex_log.strip
|
|
@@ -28,34 +101,76 @@ module Engine
|
|
|
28
101
|
end
|
|
29
102
|
|
|
30
103
|
def compile_shader(shader, type)
|
|
31
|
-
handle = GL.CreateShader(type)
|
|
32
|
-
path =
|
|
33
|
-
|
|
34
|
-
|
|
35
|
-
|
|
36
|
-
|
|
104
|
+
handle = Engine::GL.CreateShader(type)
|
|
105
|
+
path = resolve_shader_path(shader)
|
|
106
|
+
source = preprocess_shader(path)
|
|
107
|
+
parse_texture_fallbacks(source)
|
|
108
|
+
s_srcs = [source].pack('p')
|
|
109
|
+
s_lens = [source.bytesize].pack('I')
|
|
110
|
+
Engine::GL.ShaderSource(handle, 1, s_srcs, s_lens)
|
|
111
|
+
Engine::GL.CompileShader(handle)
|
|
37
112
|
handle
|
|
38
113
|
end
|
|
39
114
|
|
|
115
|
+
def resolve_shader_path(shader)
|
|
116
|
+
if @source == :engine
|
|
117
|
+
File.join(ENGINE_DIR, "shaders", shader)
|
|
118
|
+
else
|
|
119
|
+
File.join(GAME_DIR, "shaders", shader)
|
|
120
|
+
end
|
|
121
|
+
end
|
|
122
|
+
|
|
123
|
+
def texture_fallback(name)
|
|
124
|
+
@texture_fallbacks[name] || :white
|
|
125
|
+
end
|
|
126
|
+
|
|
127
|
+
def expected_textures
|
|
128
|
+
@texture_fallbacks.keys
|
|
129
|
+
end
|
|
130
|
+
|
|
131
|
+
def cubemap_fallback(name)
|
|
132
|
+
@cubemap_fallbacks[name]
|
|
133
|
+
end
|
|
134
|
+
|
|
135
|
+
def preprocess_shader(path, included = [])
|
|
136
|
+
return "" if included.include?(path)
|
|
137
|
+
included << path
|
|
138
|
+
|
|
139
|
+
source = File.read(path)
|
|
140
|
+
dir = File.dirname(path)
|
|
141
|
+
|
|
142
|
+
source.gsub(/#include\s+"([^"]+)"/) do
|
|
143
|
+
include_path = File.join(dir, $1)
|
|
144
|
+
preprocess_shader(include_path, included)
|
|
145
|
+
end
|
|
146
|
+
end
|
|
147
|
+
|
|
40
148
|
def use
|
|
41
|
-
GL.UseProgram(@program)
|
|
149
|
+
Engine::GL.UseProgram(@program)
|
|
42
150
|
end
|
|
43
151
|
|
|
44
|
-
def
|
|
152
|
+
def set_vec2(name, vec)
|
|
45
153
|
return if @uniform_cache[name] == vec
|
|
46
154
|
@uniform_cache[name] = vec
|
|
155
|
+
Engine::GL.Uniform2f(uniform_location(name), vec[0], vec[1])
|
|
156
|
+
end
|
|
157
|
+
|
|
158
|
+
def set_vec3(name, vec)
|
|
47
159
|
vector = if vec.is_a?(Vector)
|
|
48
160
|
vec
|
|
49
161
|
else
|
|
50
162
|
Vector[vec[:r], vec[:g], vec[:b]]
|
|
51
163
|
end
|
|
52
|
-
|
|
164
|
+
cache_key = [vector[0], vector[1], vector[2]]
|
|
165
|
+
return if @uniform_cache[name] == cache_key
|
|
166
|
+
@uniform_cache[name] = cache_key
|
|
167
|
+
Engine::GL.Uniform3f(uniform_location(name), vector[0], vector[1], vector[2])
|
|
53
168
|
end
|
|
54
169
|
|
|
55
170
|
def set_vec4(name, vec)
|
|
56
171
|
return if @uniform_cache[name] == vec
|
|
57
172
|
@uniform_cache[name] = vec
|
|
58
|
-
GL.Uniform4f(uniform_location(name), vec[0], vec[1], vec[2], vec[3])
|
|
173
|
+
Engine::GL.Uniform4f(uniform_location(name), vec[0], vec[1], vec[2], vec[3])
|
|
59
174
|
end
|
|
60
175
|
|
|
61
176
|
def set_mat4(name, mat)
|
|
@@ -67,25 +182,34 @@ module Engine
|
|
|
67
182
|
mat[2, 0], mat[2, 1], mat[2, 2], mat[2, 3],
|
|
68
183
|
mat[3, 0], mat[3, 1], mat[3, 2], mat[3, 3]
|
|
69
184
|
]
|
|
70
|
-
GL.UniformMatrix4fv(uniform_location(name), 1, GL::FALSE, mat_array.pack('F*'))
|
|
185
|
+
Engine::GL.UniformMatrix4fv(uniform_location(name), 1, Engine::GL::FALSE, mat_array.pack('F*'))
|
|
71
186
|
end
|
|
72
187
|
|
|
73
188
|
def set_int(name, int)
|
|
74
189
|
return if @uniform_cache[name] == int
|
|
75
190
|
@uniform_cache[name] = int
|
|
76
|
-
GL.Uniform1i(uniform_location(name), int)
|
|
191
|
+
Engine::GL.Uniform1i(uniform_location(name), int)
|
|
77
192
|
end
|
|
78
193
|
|
|
79
194
|
def set_float(name, float)
|
|
80
195
|
return if @uniform_cache[name] == float
|
|
81
196
|
@uniform_cache[name] = float
|
|
82
|
-
GL.Uniform1f(uniform_location(name), float)
|
|
197
|
+
Engine::GL.Uniform1f(uniform_location(name), float)
|
|
83
198
|
end
|
|
84
199
|
|
|
85
200
|
private
|
|
86
201
|
|
|
202
|
+
def parse_texture_fallbacks(source)
|
|
203
|
+
source.scan(/uniform\s+sampler2D\s+(\w+)\s*;.*\/\/\s*@fallback\s+(\w+)/) do |name, fallback|
|
|
204
|
+
@texture_fallbacks[name] = fallback.to_sym
|
|
205
|
+
end
|
|
206
|
+
source.scan(/uniform\s+samplerCube\s+(\w+)\s*;.*\/\/\s*@fallback\s+(\w+)/) do |name, fallback|
|
|
207
|
+
@cubemap_fallbacks[name] = fallback.to_sym
|
|
208
|
+
end
|
|
209
|
+
end
|
|
210
|
+
|
|
87
211
|
def uniform_location(name)
|
|
88
|
-
@uniform_locations[name] ||= GL.GetUniformLocation(@program, name)
|
|
212
|
+
@uniform_locations[name] ||= Engine::GL.GetUniformLocation(@program, name)
|
|
89
213
|
end
|
|
90
214
|
end
|
|
91
215
|
end
|
|
@@ -1,9 +1,17 @@
|
|
|
1
1
|
#version 330 core
|
|
2
2
|
|
|
3
|
-
out vec4 FragColour;
|
|
3
|
+
layout(location = 0) out vec4 FragColour;
|
|
4
|
+
layout(location = 1) out vec4 normalRoughness;
|
|
5
|
+
|
|
4
6
|
in vec4 ourColour;
|
|
7
|
+
in vec3 Normal;
|
|
8
|
+
|
|
9
|
+
uniform float roughness;
|
|
5
10
|
|
|
6
11
|
void main()
|
|
7
12
|
{
|
|
8
13
|
FragColour = ourColour;
|
|
14
|
+
// Output world-space normal (encoded to 0-1) and roughness
|
|
15
|
+
vec3 norm = normalize(Normal);
|
|
16
|
+
normalRoughness = vec4(norm * 0.5 + 0.5, roughness);
|
|
9
17
|
}
|
|
@@ -1,14 +1,21 @@
|
|
|
1
1
|
#version 330 core
|
|
2
|
-
layout (location = 0) in vec3 aPos;
|
|
3
2
|
|
|
4
|
-
|
|
5
|
-
|
|
3
|
+
layout (location = 0) in vec3 vertex;
|
|
4
|
+
layout (location = 1) in vec2 texCoord;
|
|
5
|
+
layout (location = 2) in vec3 normal;
|
|
6
|
+
layout (location = 3) in vec3 tangent;
|
|
7
|
+
layout (location = 7) in mat4 model;
|
|
6
8
|
|
|
9
|
+
uniform vec3 colour;
|
|
7
10
|
uniform mat4 camera;
|
|
8
|
-
|
|
11
|
+
|
|
12
|
+
out vec4 ourColour;
|
|
13
|
+
out vec3 Normal;
|
|
9
14
|
|
|
10
15
|
void main()
|
|
11
16
|
{
|
|
12
|
-
gl_Position = camera * model * vec4(
|
|
17
|
+
gl_Position = camera * model * vec4(vertex, 1.0);
|
|
13
18
|
ourColour = vec4(colour, 1.0);
|
|
19
|
+
// Transform normal to world space (using upper-left 3x3 of model matrix)
|
|
20
|
+
Normal = mat3(model) * normal;
|
|
14
21
|
}
|
|
@@ -0,0 +1,21 @@
|
|
|
1
|
+
#version 330 core
|
|
2
|
+
|
|
3
|
+
in vec2 TexCoords;
|
|
4
|
+
out vec4 color;
|
|
5
|
+
|
|
6
|
+
uniform sampler2D image;
|
|
7
|
+
uniform vec4 spriteColor;
|
|
8
|
+
uniform vec4 frameCoords;
|
|
9
|
+
|
|
10
|
+
void main()
|
|
11
|
+
{
|
|
12
|
+
vec2 interpolatedCoords = vec2(
|
|
13
|
+
frameCoords.x + (TexCoords.x * frameCoords.z),
|
|
14
|
+
frameCoords.y + TexCoords.y * frameCoords.w
|
|
15
|
+
);
|
|
16
|
+
vec4 texColor = texture(image, interpolatedCoords);
|
|
17
|
+
if (texColor.a < 0.05)
|
|
18
|
+
discard;
|
|
19
|
+
else
|
|
20
|
+
color = spriteColor * texColor;
|
|
21
|
+
}
|
|
@@ -1,14 +1,15 @@
|
|
|
1
1
|
#version 330 core
|
|
2
2
|
|
|
3
3
|
layout (location = 0) in vec3 vertex;
|
|
4
|
+
layout (location = 1) in vec2 texCoord;
|
|
4
5
|
layout (location = 7) in mat4 model;
|
|
5
6
|
|
|
6
|
-
out
|
|
7
|
+
out vec2 TexCoords;
|
|
7
8
|
|
|
8
9
|
uniform mat4 camera;
|
|
9
10
|
|
|
10
11
|
void main()
|
|
11
12
|
{
|
|
12
|
-
|
|
13
|
+
TexCoords = texCoord;
|
|
13
14
|
gl_Position = camera * model * vec4(vertex, 1.0);
|
|
14
15
|
}
|
|
@@ -0,0 +1,49 @@
|
|
|
1
|
+
// Directional light structure and calculation functions
|
|
2
|
+
|
|
3
|
+
#include "lighting_common.glsl"
|
|
4
|
+
|
|
5
|
+
struct DirectionalLight {
|
|
6
|
+
vec3 direction;
|
|
7
|
+
vec3 colour;
|
|
8
|
+
mat4 lightSpaceMatrix;
|
|
9
|
+
bool castsShadows;
|
|
10
|
+
};
|
|
11
|
+
#define NR_DIRECTIONAL_LIGHTS 4
|
|
12
|
+
uniform DirectionalLight directionalLights[NR_DIRECTIONAL_LIGHTS];
|
|
13
|
+
uniform sampler2DArray directionalShadowMaps;
|
|
14
|
+
|
|
15
|
+
float CalcDirectionalShadow(DirectionalLight light, int lightIndex, vec3 fragPos)
|
|
16
|
+
{
|
|
17
|
+
if (!light.castsShadows) {
|
|
18
|
+
return 0.0;
|
|
19
|
+
}
|
|
20
|
+
|
|
21
|
+
vec4 fragPosLightSpace = light.lightSpaceMatrix * vec4(fragPos, 1.0);
|
|
22
|
+
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
|
|
23
|
+
projCoords = projCoords * 0.5 + 0.5;
|
|
24
|
+
|
|
25
|
+
// Fragment is beyond the shadow map frustum
|
|
26
|
+
if (projCoords.z > 1.0) {
|
|
27
|
+
return 0.0;
|
|
28
|
+
}
|
|
29
|
+
|
|
30
|
+
// Check if coords are in valid range
|
|
31
|
+
if (projCoords.x < 0.0 || projCoords.x > 1.0 ||
|
|
32
|
+
projCoords.y < 0.0 || projCoords.y > 1.0) {
|
|
33
|
+
return 0.0; // Outside frustum XY
|
|
34
|
+
}
|
|
35
|
+
|
|
36
|
+
float closestDepth = texture(directionalShadowMaps, vec3(projCoords.xy, float(lightIndex))).r;
|
|
37
|
+
float currentDepth = projCoords.z;
|
|
38
|
+
float bias = 0.005;
|
|
39
|
+
|
|
40
|
+
return currentDepth - bias > closestDepth ? 1.0 : 0.0;
|
|
41
|
+
}
|
|
42
|
+
|
|
43
|
+
vec3 CalcDirectionalLight(DirectionalLight light, int lightIndex, vec3 normal, vec3 fragPos, vec3 viewDir, float diffuseStrength, float specularStrength, float specularPower)
|
|
44
|
+
{
|
|
45
|
+
float shadow = CalcDirectionalShadow(light, lightIndex, fragPos);
|
|
46
|
+
vec3 lightDir = -light.direction;
|
|
47
|
+
vec2 phong = CalcPhong(normal, lightDir, viewDir, diffuseStrength, specularStrength, specularPower);
|
|
48
|
+
return light.colour * (phong.x + phong.y) * (1.0 - shadow);
|
|
49
|
+
}
|
|
@@ -0,0 +1,33 @@
|
|
|
1
|
+
// Lighting - includes all light types and provides combined calculation
|
|
2
|
+
// Include this file in shaders that need lighting support
|
|
3
|
+
|
|
4
|
+
#include "directional_light.glsl"
|
|
5
|
+
#include "point_light.glsl"
|
|
6
|
+
#include "spot_light.glsl"
|
|
7
|
+
|
|
8
|
+
uniform samplerCube skybox; // @fallback skybox
|
|
9
|
+
uniform float ambientStrength = 0.3;
|
|
10
|
+
|
|
11
|
+
vec3 CalcAllLights(vec3 normal, vec3 fragPos, vec3 viewDir, float diffuseStrength, float specularStrength, float specularPower)
|
|
12
|
+
{
|
|
13
|
+
// Sample skybox using surface normal for ambient lighting
|
|
14
|
+
vec3 ambientLight = texture(skybox, normal).rgb * ambientStrength;
|
|
15
|
+
vec3 result = ambientLight;
|
|
16
|
+
|
|
17
|
+
for (int i = 0; i < NR_POINT_LIGHTS; i++) {
|
|
18
|
+
if (pointLights[i].sqrRange == 0.0) break;
|
|
19
|
+
result += CalcPointLight(pointLights[i], i, normal, fragPos, viewDir, diffuseStrength, specularStrength, specularPower);
|
|
20
|
+
}
|
|
21
|
+
|
|
22
|
+
for (int i = 0; i < NR_DIRECTIONAL_LIGHTS; i++) {
|
|
23
|
+
if (directionalLights[i].colour == vec3(0.0)) break;
|
|
24
|
+
result += CalcDirectionalLight(directionalLights[i], i, normal, fragPos, viewDir, diffuseStrength, specularStrength, specularPower);
|
|
25
|
+
}
|
|
26
|
+
|
|
27
|
+
for (int i = 0; i < NR_SPOT_LIGHTS; i++) {
|
|
28
|
+
if (spotLights[i].sqrRange == 0.0) break;
|
|
29
|
+
result += CalcSpotLight(spotLights[i], i, normal, fragPos, viewDir, diffuseStrength, specularStrength, specularPower);
|
|
30
|
+
}
|
|
31
|
+
|
|
32
|
+
return result;
|
|
33
|
+
}
|
|
@@ -0,0 +1,13 @@
|
|
|
1
|
+
// Common lighting calculations shared by all light types
|
|
2
|
+
|
|
3
|
+
// Calculates Phong diffuse and specular contribution
|
|
4
|
+
// lightDir: normalized direction FROM fragment TO light
|
|
5
|
+
// Returns vec2(diffuse, specular)
|
|
6
|
+
vec2 CalcPhong(vec3 normal, vec3 lightDir, vec3 viewDir,
|
|
7
|
+
float diffuseStrength, float specularStrength, float specularPower)
|
|
8
|
+
{
|
|
9
|
+
float diff = max(dot(normal, lightDir), 0.0);
|
|
10
|
+
vec3 reflectDir = reflect(lightDir, normal);
|
|
11
|
+
float spec = pow(max(dot(-viewDir, reflectDir), 0.0), specularPower);
|
|
12
|
+
return vec2(diff * diffuseStrength, spec * specularStrength);
|
|
13
|
+
}
|
|
@@ -0,0 +1,46 @@
|
|
|
1
|
+
// Point light structure and calculation functions
|
|
2
|
+
|
|
3
|
+
#include "lighting_common.glsl"
|
|
4
|
+
|
|
5
|
+
struct PointLight {
|
|
6
|
+
vec3 position;
|
|
7
|
+
float sqrRange;
|
|
8
|
+
vec3 colour;
|
|
9
|
+
bool castsShadows;
|
|
10
|
+
int shadowLayerIndex;
|
|
11
|
+
float shadowFar;
|
|
12
|
+
};
|
|
13
|
+
#define NR_POINT_LIGHTS 16
|
|
14
|
+
#define NR_SHADOW_CASTING_POINT_LIGHTS 4
|
|
15
|
+
uniform PointLight pointLights[NR_POINT_LIGHTS];
|
|
16
|
+
uniform samplerCubeArray pointShadowMaps;
|
|
17
|
+
|
|
18
|
+
float CalcPointShadow(PointLight light, int lightIndex, vec3 fragPos)
|
|
19
|
+
{
|
|
20
|
+
if (!light.castsShadows) {
|
|
21
|
+
return 0.0;
|
|
22
|
+
}
|
|
23
|
+
|
|
24
|
+
vec3 fragToLight = fragPos - light.position;
|
|
25
|
+
float currentDepth = length(fragToLight);
|
|
26
|
+
|
|
27
|
+
// Sample from cubemap array using vec4(direction, layerIndex)
|
|
28
|
+
float closestDepth = texture(pointShadowMaps, vec4(fragToLight, float(light.shadowLayerIndex))).r;
|
|
29
|
+
closestDepth *= light.shadowFar; // Convert from [0,1] to world units
|
|
30
|
+
|
|
31
|
+
float bias = 0.5;
|
|
32
|
+
return currentDepth - bias > closestDepth ? 1.0 : 0.0;
|
|
33
|
+
}
|
|
34
|
+
|
|
35
|
+
vec3 CalcPointLight(PointLight light, int lightIndex, vec3 normal, vec3 fragPos, vec3 viewDir, float diffuseStrength, float specularStrength, float specularPower)
|
|
36
|
+
{
|
|
37
|
+
vec3 lightOffset = light.position - fragPos;
|
|
38
|
+
float sqrDistance = dot(lightOffset, lightOffset);
|
|
39
|
+
vec3 lightDir = normalize(lightOffset);
|
|
40
|
+
|
|
41
|
+
float attenuation = light.sqrRange / sqrDistance;
|
|
42
|
+
float shadow = CalcPointShadow(light, lightIndex, fragPos);
|
|
43
|
+
|
|
44
|
+
vec2 phong = CalcPhong(normal, lightDir, viewDir, diffuseStrength, specularStrength, specularPower);
|
|
45
|
+
return light.colour * (phong.x + phong.y) * attenuation * (1.0 - shadow);
|
|
46
|
+
}
|