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 +1,78 @@
1
+ # frozen_string_literal: true
2
+
3
+ require 'securerandom'
4
+
5
+ module Engine
6
+ module Serializable
7
+ class InitializeNotAllowedError < StandardError; end
8
+
9
+ @allowed_classes = {}
10
+
11
+ def self.included(base)
12
+ base.extend(ClassMethods)
13
+ @allowed_classes[base.name] = base if base.name
14
+
15
+ # Prevent subclasses from defining initialize
16
+ base.define_singleton_method(:method_added) do |method_name|
17
+ if method_name == :initialize
18
+ raise InitializeNotAllowedError,
19
+ "#{self.name} cannot define 'initialize'. " \
20
+ "Serializable classes must use 'awake' for initialization logic and be created with '.create'"
21
+ end
22
+ super(method_name) if defined?(super)
23
+ end
24
+ end
25
+
26
+ # Default awake implementation - override in subclasses
27
+ def awake
28
+ end
29
+
30
+ def self.allowed_class?(class_name)
31
+ @allowed_classes.key?(class_name)
32
+ end
33
+
34
+ def self.get_class(class_name)
35
+ @allowed_classes[class_name]
36
+ end
37
+
38
+ def self.register_class(klass)
39
+ @allowed_classes[klass.name] = klass if klass.name
40
+ end
41
+
42
+ module ClassMethods
43
+ def inherited(subclass)
44
+ super
45
+ Serializable.register_class(subclass)
46
+ end
47
+
48
+ def serialize(*attributes)
49
+ @own_serializable_attributes ||= []
50
+ @own_serializable_attributes.concat(attributes)
51
+ end
52
+
53
+ def serializable_attributes
54
+ parent_attrs = if superclass.respond_to?(:serializable_attributes)
55
+ superclass.serializable_attributes
56
+ else
57
+ []
58
+ end
59
+ own_attrs = @own_serializable_attributes || []
60
+ parent_attrs + own_attrs
61
+ end
62
+
63
+ def create(**attrs)
64
+ instance = allocate
65
+ instance.instance_variable_set(:@uuid, SecureRandom.uuid)
66
+ attrs.each do |attr, value|
67
+ instance.instance_variable_set("@#{attr}", value)
68
+ end
69
+ instance.awake
70
+ instance
71
+ end
72
+ end
73
+
74
+ def uuid
75
+ @uuid ||= SecureRandom.uuid
76
+ end
77
+ end
78
+ end
@@ -0,0 +1,45 @@
1
+ # frozen_string_literal: true
2
+
3
+ require 'yaml'
4
+
5
+ module Engine
6
+ module Serialization
7
+ class YamlPersistence
8
+ class << self
9
+ def save(obj, path)
10
+ data = GraphSerializer.serialize(obj)
11
+ File.write(path, data.to_yaml)
12
+ end
13
+
14
+ def save_all(objects, path)
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
+ false
21
+ else
22
+ seen_uuids[uuid] = true
23
+ true
24
+ end
25
+ end
26
+ File.write(path, unique_data.to_yaml)
27
+ end
28
+
29
+ def load(path)
30
+ 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
+ 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
+ GraphSerializer.deserialize(data_array)
41
+ end
42
+ end
43
+ end
44
+ end
45
+ end
data/lib/engine/shader.rb CHANGED
@@ -1,23 +1,96 @@
1
1
  module Engine
2
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)
3
+ include Serializable
4
+
5
+ attr_reader :source
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 = 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)
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 set_vec3(name, vec)
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
- GL.Uniform3f(uniform_location(name), vector[0], vector[1], vector[2])
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
- uniform vec3 colour;
5
- out vec4 ourColour;
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
- uniform mat4 model;
11
+
12
+ out vec4 ourColour;
13
+ out vec3 Normal;
9
14
 
10
15
  void main()
11
16
  {
12
- gl_Position = camera * model * vec4(aPos, 1.0);
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 +1,11 @@
1
+ #version 330 core
2
+
3
+ in vec2 TexCoords;
4
+ out vec4 color;
5
+
6
+ uniform sampler2D screenTexture;
7
+
8
+ void main()
9
+ {
10
+ color = texture(screenTexture, TexCoords);
11
+ }
@@ -0,0 +1,12 @@
1
+ #version 330 core
2
+
3
+ layout (location = 0) in vec2 position;
4
+ layout (location = 1) in vec2 texCoord;
5
+
6
+ out vec2 TexCoords;
7
+
8
+ void main()
9
+ {
10
+ TexCoords = texCoord;
11
+ gl_Position = vec4(position, 0.0, 1.0);
12
+ }
@@ -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 vec3 FragPos;
7
+ out vec2 TexCoords;
7
8
 
8
9
  uniform mat4 camera;
9
10
 
10
11
  void main()
11
12
  {
12
- FragPos = vec3(model * vec4(vertex, 1.0));
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
+ }