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/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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#version 330 core
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in vec2 TexCoords;
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out vec4 FragColor;
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uniform sampler2D screenTexture;
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uniform sampler2D depthTexture;
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uniform sampler2D normalTexture;
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uniform samplerCube skyboxCubemap;
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uniform mat4 inverseVP;
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uniform mat4 viewProj;
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uniform vec3 cameraPos;
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uniform int maxSteps;
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uniform float maxRayDistance;
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uniform float thickness;
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uniform float rayOffset;
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uniform float nearPlane;
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uniform float farPlane;
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float linearizeDepth(float d) {
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return nearPlane * farPlane / (farPlane - d * (farPlane - nearPlane));
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}
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vec3 worldPosFromDepth(vec2 uv, float depth) {
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vec4 ndc = vec4(uv * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0);
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vec4 world = inverseVP * ndc;
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return world.xyz / world.w;
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}
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void main() {
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float depth = texture(depthTexture, TexCoords).r;
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// No reflection for skybox
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if (depth >= 1.0) {
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FragColor = vec4(0.0, 0.0, 0.0, 0.0);
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return;
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}
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vec4 normalRough = texture(normalTexture, TexCoords);
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float roughness = normalRough.a;
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// No reflection for fully rough surfaces
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if (roughness >= 1.0) {
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FragColor = vec4(0.0, 0.0, 0.0, 0.0);
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return;
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}
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vec3 worldPos = worldPosFromDepth(TexCoords, depth);
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vec3 normal = normalize(normalRough.rgb * 2.0 - 1.0);
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vec3 viewDir = normalize(worldPos - cameraPos);
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vec3 reflectDir = reflect(viewDir, normal);
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// Project ray start/end to screen space once
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vec3 rayStart = worldPos + reflectDir * rayOffset;
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vec3 rayEnd = worldPos + reflectDir * maxRayDistance;
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vec4 clipStart = viewProj * vec4(rayStart, 1.0);
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vec4 clipEnd = viewProj * vec4(rayEnd, 1.0);
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if (clipEnd.w < 0.0) {
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float t = clipStart.w / (clipStart.w - clipEnd.w);
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clipEnd = mix(clipStart, clipEnd, t);
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}
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vec3 screenStart = clipStart.xyz / clipStart.w;
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vec3 screenEnd = clipEnd.xyz / clipEnd.w;
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screenStart.xy = screenStart.xy * 0.5 + 0.5;
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screenEnd.xy = screenEnd.xy * 0.5 + 0.5;
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screenStart.z = screenStart.z * 0.5 + 0.5;
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screenEnd.z = screenEnd.z * 0.5 + 0.5;
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// Ray march in screen space with perspective-correct depth
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float linearDepthStart = linearizeDepth(screenStart.z);
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float linearDepthEnd = linearizeDepth(screenEnd.z);
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bool hitFound = false;
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vec2 hitUV;
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for (int i = 0; i < maxSteps; i++) {
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float t = float(i) / float(maxSteps - 1);
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vec2 screenPos = mix(screenStart.xy, screenEnd.xy, t);
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if (screenPos.x < 0.0 || screenPos.x > 1.0 ||
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screenPos.y < 0.0 || screenPos.y > 1.0) {
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break;
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}
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float rayLinearDepth = (linearDepthStart * linearDepthEnd) /
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mix(linearDepthEnd, linearDepthStart, t);
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float sceneDepthRaw = texture(depthTexture, screenPos).r;
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if (sceneDepthRaw >= 1.0) continue;
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float sceneLinearDepth = linearizeDepth(sceneDepthRaw);
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float depthDiff = rayLinearDepth - sceneLinearDepth;
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if (depthDiff > 0.0 && depthDiff < thickness) {
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hitFound = true;
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hitUV = screenPos;
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break;
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}
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}
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float reflectivity = 1.0 - roughness;
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// Output: RGB = reflection color, A = reflectivity
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if (hitFound) {
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vec3 reflectionColor = texture(screenTexture, hitUV).rgb;
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FragColor = vec4(reflectionColor, reflectivity);
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} else {
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vec3 skyColor = texture(skyboxCubemap, reflectDir).rgb;
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FragColor = vec4(skyColor, reflectivity);
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}
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}
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#version 330 core
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in vec2 TexCoords;
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out vec4 color;
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uniform sampler2D screenTexture;
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uniform vec4 tintColor; // rgba, alpha controls intensity
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void main()
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{
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vec4 texColor = texture(screenTexture, TexCoords);
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vec3 tinted = mix(texColor.rgb, texColor.rgb * tintColor.rgb, tintColor.a);
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color = vec4(tinted, texColor.a);
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}
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#version 330 core
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in vec2 TexCoords;
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out vec4 FragColor;
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uniform vec3 groundColour = vec3(0.2, 0.2, 0.2); // neutral grey
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uniform vec3 horizonColour = vec3(0.7, 0.8, 0.9); // light hazy blue
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uniform vec3 skyColour = vec3(0.3, 0.5, 0.8); // deeper blue
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uniform float groundY = -0.1; // ground gradient ends here
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uniform float horizonY = 0; // horizon line
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uniform float skyY = 0.2; // sky gradient completes here
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uniform int faceIndex;
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vec3 getDirection(vec2 uv, int face) {
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vec2 st = uv * 2.0 - 1.0;
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vec3 dir;
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switch(face) {
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case 0: dir = vec3( 1.0, -st.y, -st.x); break; // +X
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case 1: dir = vec3(-1.0, -st.y, st.x); break; // -X
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case 2: dir = vec3( st.x, 1.0, st.y); break; // +Y
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case 3: dir = vec3( st.x, -1.0, -st.y); break; // -Y
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case 4: dir = vec3( st.x, -st.y, 1.0); break; // +Z
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case 5: dir = vec3(-st.x, -st.y, -1.0); break; // -Z
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default: dir = vec3(0.0, 1.0, 0.0); break;
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}
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return normalize(dir);
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}
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void main() {
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vec3 dir = getDirection(TexCoords, faceIndex);
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vec3 color;
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if (dir.y >= horizonY) {
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// Above horizon: blend horizon -> sky
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float mixFactor = clamp((dir.y - horizonY) / (skyY - horizonY), 0.0, 1.0);
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color = mix(horizonColour, skyColour, mixFactor);
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} else {
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// Below horizon: blend ground -> horizon
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float mixFactor = clamp((dir.y - groundY) / (horizonY - groundY), 0.0, 1.0);
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color = mix(groundColour, horizonColour, mixFactor);
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}
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FragColor = vec4(color, 1.0);
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}
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#version
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#version 400 core
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in vec3 Normal;
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in vec3 FragPos;
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@@ -7,83 +7,27 @@ in vec3 Diffuse;
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in vec3 Specular;
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in vec3 Albedo;
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out vec4
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layout(location = 0) out vec4 FragColour;
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layout(location = 1) out vec4 normalRoughness;
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uniform vec3 cameraPos;
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uniform float roughness;
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uniform float diffuseStrength;
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uniform float specularStrength;
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uniform float specularPower;
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uniform vec3 ambientLight;
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vec3 direction;
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vec3 colour;
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};
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#define NR_DIRECTIONAL_LIGHTS 4
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uniform DirectionalLight directionalLights[NR_DIRECTIONAL_LIGHTS];
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struct PointLight {
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vec3 position;
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float sqrRange;
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vec3 colour;
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};
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#define NR_POINT_LIGHTS 16
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uniform PointLight pointLights[NR_POINT_LIGHTS];
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vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
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{
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vec3 lightOffset = light.position - fragPos;
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float sqrDistance = dot(lightOffset, lightOffset);
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vec3 lightDir = normalize(lightOffset);
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float diff = max(dot(normal, lightDir), 0.0);
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vec3 reflectDir = reflect(lightDir, normal);
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float spec = pow(max(dot(-viewDir, reflectDir), 0.0), specularPower);
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float attenuation = light.sqrRange / sqrDistance;
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float diffuse = diff * diffuseStrength;
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float specular = spec * specularStrength;
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return light.colour * (diffuse + specular) * attenuation;
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}
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-
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vec3 CalcDirectionalLight(DirectionalLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
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{
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float diff = max(dot(normal, -light.direction), 0.0);
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vec3 reflectDir = reflect(-light.direction, normal);
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float spec = pow(max(dot(-viewDir, reflectDir), 0.0), specularPower);
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float diffuse = diff * diffuseStrength;
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float specular = spec * specularStrength;
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61
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return light.colour * (diffuse + specular);
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}
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#include "lighting/lighting.glsl"
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63
20
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64
21
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void main()
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65
22
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{
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66
23
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vec3 norm = normalize(Normal);
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67
24
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vec3 viewDir = normalize(cameraPos - FragPos);
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25
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69
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vec3 result =
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-
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for (int i = 0; i < NR_POINT_LIGHTS; i++) {
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72
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if (pointLights[i].sqrRange == 0.0)
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73
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{
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break;
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}
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76
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result += CalcPointLight(pointLights[i], norm, FragPos, viewDir);
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}
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for (int i = 0; i < NR_DIRECTIONAL_LIGHTS; i++) {
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80
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if (directionalLights[i].colour == vec3(0.0))
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{
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82
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break;
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83
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}
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84
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result += CalcDirectionalLight(directionalLights[i], norm, FragPos, viewDir);
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85
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}
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26
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vec3 result = CalcAllLights(norm, FragPos, viewDir, diffuseStrength, specularStrength, specularPower);
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86
27
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87
28
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vec4 c = vec4(Diffuse, 1.0);
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88
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-
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29
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FragColour = c * vec4(result, 1.0);
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30
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+
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31
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// Output world-space normal (encoded to 0-1) and roughness in alpha
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32
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normalRoughness = vec4(norm * 0.5 + 0.5, roughness);
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89
33
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}
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@@ -0,0 +1,26 @@
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1
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# frozen_string_literal: true
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2
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3
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module Engine
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4
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class QuadMesh
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5
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# Vertex format: pos(3) + uv(2) + normal(3) + tangent(3) + bitangent(3) + extra(6) = 20 floats
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6
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def vertex_data
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7
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@vertex_data ||= [
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8
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# top-left
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9
|
+
-0.5, 0.5, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,
|
|
10
|
+
# top-right
|
|
11
|
+
0.5, 0.5, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,
|
|
12
|
+
# bottom-right
|
|
13
|
+
0.5, -0.5, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,
|
|
14
|
+
# bottom-left
|
|
15
|
+
-0.5, -0.5, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,
|
|
16
|
+
]
|
|
17
|
+
end
|
|
18
|
+
|
|
19
|
+
def index_data
|
|
20
|
+
@index_data ||= [
|
|
21
|
+
0, 2, 1,
|
|
22
|
+
2, 0, 3
|
|
23
|
+
]
|
|
24
|
+
end
|
|
25
|
+
end
|
|
26
|
+
end
|
|
@@ -0,0 +1,23 @@
|
|
|
1
|
+
# frozen_string_literal: true
|
|
2
|
+
|
|
3
|
+
module Engine
|
|
4
|
+
module StandardObjects
|
|
5
|
+
module Cube
|
|
6
|
+
def self.create(pos: Vector[0, 0, 0], rotation: 0, scale: Vector[1, 1, 1], components: [], material: nil)
|
|
7
|
+
Engine::GameObject.create(
|
|
8
|
+
name: "Cube",
|
|
9
|
+
pos: pos,
|
|
10
|
+
rotation: rotation,
|
|
11
|
+
scale: scale,
|
|
12
|
+
components: [
|
|
13
|
+
Engine::Components::MeshRenderer.create(
|
|
14
|
+
mesh: Engine::Mesh.for("cube", source: :engine),
|
|
15
|
+
material: material || StandardObjects.default_material
|
|
16
|
+
),
|
|
17
|
+
*components
|
|
18
|
+
]
|
|
19
|
+
)
|
|
20
|
+
end
|
|
21
|
+
end
|
|
22
|
+
end
|
|
23
|
+
end
|
|
@@ -0,0 +1,20 @@
|
|
|
1
|
+
# frozen_string_literal: true
|
|
2
|
+
|
|
3
|
+
module Engine
|
|
4
|
+
module StandardObjects
|
|
5
|
+
def self.default_material
|
|
6
|
+
@default_material ||= begin
|
|
7
|
+
mat = Engine::Material.create(shader: Engine::Shader.default)
|
|
8
|
+
mat.set_vec3("baseColour", Vector[1.0, 1.0, 1.0])
|
|
9
|
+
mat.set_texture("image", nil)
|
|
10
|
+
mat.set_texture("normalMap", nil)
|
|
11
|
+
mat.set_float("diffuseStrength", 0.5)
|
|
12
|
+
mat.set_float("specularStrength", 0.5)
|
|
13
|
+
mat.set_float("specularPower", 32.0)
|
|
14
|
+
mat.set_vec3("ambientLight", Vector[0.02, 0.02, 0.02])
|
|
15
|
+
mat.set_float("roughness", 0.5)
|
|
16
|
+
mat
|
|
17
|
+
end
|
|
18
|
+
end
|
|
19
|
+
end
|
|
20
|
+
end
|
|
@@ -0,0 +1,23 @@
|
|
|
1
|
+
# frozen_string_literal: true
|
|
2
|
+
|
|
3
|
+
module Engine
|
|
4
|
+
module StandardObjects
|
|
5
|
+
module Plane
|
|
6
|
+
def self.create(pos: Vector[0, 0, 0], rotation: 0, scale: Vector[1, 1, 1], components: [], material: nil)
|
|
7
|
+
Engine::GameObject.create(
|
|
8
|
+
name: "Plane",
|
|
9
|
+
pos: pos,
|
|
10
|
+
rotation: rotation,
|
|
11
|
+
scale: scale,
|
|
12
|
+
components: [
|
|
13
|
+
Engine::Components::MeshRenderer.create(
|
|
14
|
+
mesh: Engine::Mesh.for("plane", source: :engine),
|
|
15
|
+
material: material || StandardObjects.default_material
|
|
16
|
+
),
|
|
17
|
+
*components
|
|
18
|
+
]
|
|
19
|
+
)
|
|
20
|
+
end
|
|
21
|
+
end
|
|
22
|
+
end
|
|
23
|
+
end
|
|
@@ -0,0 +1,23 @@
|
|
|
1
|
+
# frozen_string_literal: true
|
|
2
|
+
|
|
3
|
+
module Engine
|
|
4
|
+
module StandardObjects
|
|
5
|
+
module Sphere
|
|
6
|
+
def self.create(pos: Vector[0, 0, 0], rotation: 0, scale: Vector[1, 1, 1], components: [], material: nil)
|
|
7
|
+
Engine::GameObject.create(
|
|
8
|
+
name: "Sphere",
|
|
9
|
+
pos: pos,
|
|
10
|
+
rotation: rotation,
|
|
11
|
+
scale: scale,
|
|
12
|
+
components: [
|
|
13
|
+
Engine::Components::MeshRenderer.create(
|
|
14
|
+
mesh: Engine::Mesh.for("sphere", source: :engine),
|
|
15
|
+
material: material || StandardObjects.default_material
|
|
16
|
+
),
|
|
17
|
+
*components
|
|
18
|
+
]
|
|
19
|
+
)
|
|
20
|
+
end
|
|
21
|
+
end
|
|
22
|
+
end
|
|
23
|
+
end
|
data/lib/engine/texture.rb
CHANGED
|
@@ -2,44 +2,53 @@ require 'chunky_png'
|
|
|
2
2
|
|
|
3
3
|
module Engine
|
|
4
4
|
class Texture
|
|
5
|
-
|
|
6
|
-
private_class_method :new
|
|
5
|
+
include Serializable
|
|
7
6
|
|
|
8
|
-
|
|
9
|
-
|
|
10
|
-
|
|
7
|
+
attr_reader :texture, :source
|
|
8
|
+
|
|
9
|
+
def self.from_serializable_data(data)
|
|
10
|
+
self.for(data[:path], flip: data[:flip] || false, source: (data[:source] || :game).to_sym)
|
|
11
|
+
end
|
|
12
|
+
|
|
13
|
+
def serializable_data
|
|
14
|
+
{ path: @relative_path, flip: @flip, source: @source }
|
|
15
|
+
end
|
|
16
|
+
|
|
17
|
+
def awake
|
|
11
18
|
@texture = ' ' * 4
|
|
12
19
|
load_texture
|
|
13
20
|
end
|
|
14
21
|
|
|
15
|
-
def self.for(path, flip: false)
|
|
16
|
-
full_path =
|
|
17
|
-
|
|
22
|
+
def self.for(path, flip: false, source: :game)
|
|
23
|
+
full_path = if source == :engine
|
|
24
|
+
File.expand_path(File.join(ENGINE_DIR, "assets", path))
|
|
25
|
+
else
|
|
26
|
+
File.expand_path(File.join(GAME_DIR, path))
|
|
27
|
+
end
|
|
28
|
+
texture_cache[[path, flip, source]] ||= create(relative_path: path, file_path: full_path, flip: flip, source: source)
|
|
18
29
|
end
|
|
19
30
|
|
|
20
31
|
def self.texture_cache
|
|
21
|
-
@texture_cache ||=
|
|
22
|
-
hash[key] = new(key[0], key[1])
|
|
23
|
-
end
|
|
32
|
+
@texture_cache ||= {}
|
|
24
33
|
end
|
|
25
34
|
|
|
26
35
|
def load_texture
|
|
27
36
|
tex = ' ' * 4
|
|
28
|
-
GL.GenTextures(1, tex)
|
|
37
|
+
Engine::GL.GenTextures(1, tex)
|
|
29
38
|
@texture = tex.unpack('L')[0]
|
|
30
|
-
GL.BindTexture(GL::TEXTURE_2D, @texture)
|
|
31
|
-
GL.TexParameteri(GL::TEXTURE_2D, GL::TEXTURE_WRAP_S, GL::REPEAT)
|
|
32
|
-
GL.TexParameteri(GL::TEXTURE_2D, GL::TEXTURE_WRAP_T, GL::REPEAT)
|
|
33
|
-
GL.TexParameteri(GL::TEXTURE_2D, GL::TEXTURE_MIN_FILTER, GL::LINEAR)
|
|
34
|
-
GL.TexParameteri(GL::TEXTURE_2D, GL::TEXTURE_MAG_FILTER, GL::LINEAR)
|
|
39
|
+
Engine::GL.BindTexture(Engine::GL::TEXTURE_2D, @texture)
|
|
40
|
+
Engine::GL.TexParameteri(Engine::GL::TEXTURE_2D, Engine::GL::TEXTURE_WRAP_S, Engine::GL::REPEAT)
|
|
41
|
+
Engine::GL.TexParameteri(Engine::GL::TEXTURE_2D, Engine::GL::TEXTURE_WRAP_T, Engine::GL::REPEAT)
|
|
42
|
+
Engine::GL.TexParameteri(Engine::GL::TEXTURE_2D, Engine::GL::TEXTURE_MIN_FILTER, Engine::GL::LINEAR)
|
|
43
|
+
Engine::GL.TexParameteri(Engine::GL::TEXTURE_2D, Engine::GL::TEXTURE_MAG_FILTER, Engine::GL::LINEAR)
|
|
35
44
|
|
|
36
45
|
image = read_image
|
|
37
46
|
image_data = image.to_rgba_stream
|
|
38
47
|
image_width = image.width
|
|
39
48
|
image_height = image.height
|
|
40
49
|
|
|
41
|
-
GL.TexImage2D(GL::TEXTURE_2D, 0, GL::
|
|
42
|
-
GL.GenerateMipmap(GL::TEXTURE_2D)
|
|
50
|
+
Engine::GL.TexImage2D(Engine::GL::TEXTURE_2D, 0, Engine::GL::RGBA32F, image_width, image_height, 0, Engine::GL::RGBA, Engine::GL::UNSIGNED_BYTE, image_data)
|
|
51
|
+
Engine::GL.GenerateMipmap(Engine::GL::TEXTURE_2D)
|
|
43
52
|
end
|
|
44
53
|
|
|
45
54
|
def read_image
|
|
@@ -0,0 +1,16 @@
|
|
|
1
|
+
# frozen_string_literal: true
|
|
2
|
+
|
|
3
|
+
module Engine
|
|
4
|
+
module UI
|
|
5
|
+
Rect = Struct.new(:left, :bottom, :right, :top, keyword_init: true) do
|
|
6
|
+
def width
|
|
7
|
+
right - left
|
|
8
|
+
end
|
|
9
|
+
|
|
10
|
+
def height
|
|
11
|
+
# Y-down: bottom > top
|
|
12
|
+
bottom - top
|
|
13
|
+
end
|
|
14
|
+
end
|
|
15
|
+
end
|
|
16
|
+
end
|
data/lib/engine/window.rb
CHANGED
|
@@ -109,8 +109,8 @@ module Engine
|
|
|
109
109
|
end
|
|
110
110
|
|
|
111
111
|
def set_opengl_version
|
|
112
|
-
GLFW.WindowHint(GLFW::CONTEXT_VERSION_MAJOR,
|
|
113
|
-
GLFW.WindowHint(GLFW::CONTEXT_VERSION_MINOR, 3)
|
|
112
|
+
GLFW.WindowHint(GLFW::CONTEXT_VERSION_MAJOR, 4)
|
|
113
|
+
GLFW.WindowHint(GLFW::CONTEXT_VERSION_MINOR, OS.mac? ? 1 : 3)
|
|
114
114
|
GLFW.WindowHint(GLFW::OPENGL_PROFILE, GLFW::OPENGL_CORE_PROFILE)
|
|
115
115
|
GLFW.WindowHint(GLFW::OPENGL_FORWARD_COMPAT, GLFW::TRUE)
|
|
116
116
|
end
|
data/lib/ruby_rpg.rb
CHANGED
|
@@ -1,14 +1,43 @@
|
|
|
1
1
|
# frozen_string_literal: true
|
|
2
2
|
|
|
3
|
-
|
|
4
|
-
|
|
3
|
+
# Preload vendored DLLs on Windows before loading native extensions
|
|
4
|
+
if RUBY_PLATFORM =~ /mingw|mswin/
|
|
5
|
+
require 'fiddle'
|
|
6
|
+
glew_dll = File.expand_path('../vendor/glew-2.2.0-win32/bin/Release/x64/glew32.dll', __dir__)
|
|
7
|
+
Fiddle.dlopen(glew_dll)
|
|
8
|
+
end
|
|
9
|
+
|
|
10
|
+
require_relative 'engine/gl'
|
|
11
|
+
require_relative 'engine/glfw'
|
|
5
12
|
require 'concurrent'
|
|
6
13
|
require 'os'
|
|
7
14
|
require 'native_audio'
|
|
8
15
|
|
|
9
16
|
require_relative 'engine/autoloader'
|
|
17
|
+
require_relative 'engine/serialization/serializable'
|
|
18
|
+
require_relative 'engine/serialization/object_serializer'
|
|
19
|
+
require_relative 'engine/serialization/graph_serializer'
|
|
20
|
+
require_relative 'engine/serialization/yaml_persistence'
|
|
21
|
+
require_relative 'engine/matrix_helpers'
|
|
10
22
|
require_relative "engine/debugging"
|
|
23
|
+
require_relative 'engine/rendering/render_texture'
|
|
24
|
+
require_relative 'engine/rendering/shadow_map_array'
|
|
25
|
+
require_relative 'engine/rendering/cubemap_shadow_map_array'
|
|
26
|
+
require_relative 'engine/rendering/screen_quad'
|
|
27
|
+
require_relative 'engine/rendering/post_processing/post_processing_effect'
|
|
28
|
+
require_relative 'engine/rendering/post_processing/effect'
|
|
29
|
+
require_relative 'engine/rendering/post_processing/single_pass_effect'
|
|
30
|
+
require_relative 'engine/rendering/post_processing/bloom_effect'
|
|
31
|
+
require_relative 'engine/rendering/post_processing/tint_effect'
|
|
32
|
+
require_relative 'engine/rendering/post_processing/depth_of_field_effect'
|
|
33
|
+
require_relative 'engine/rendering/post_processing/depth_debug_effect'
|
|
34
|
+
require_relative 'engine/rendering/post_processing/ssr_effect'
|
|
35
|
+
require_relative 'engine/rendering/post_processing/ssao_effect'
|
|
36
|
+
require_relative 'engine/rendering/skybox_cubemap'
|
|
37
|
+
require_relative 'engine/rendering/skybox_renderer'
|
|
38
|
+
require_relative 'engine/rendering/gpu_timer'
|
|
11
39
|
require_relative 'engine/rendering/render_pipeline'
|
|
40
|
+
require_relative 'engine/rendering/ui/stencil_manager'
|
|
12
41
|
require_relative 'engine/rendering/instance_renderer'
|
|
13
42
|
require_relative 'engine/screenshoter'
|
|
14
43
|
require_relative 'engine/input'
|
|
@@ -17,6 +46,11 @@ require_relative 'engine/game_object'
|
|
|
17
46
|
require_relative 'engine/texture'
|
|
18
47
|
require_relative 'engine/material'
|
|
19
48
|
require_relative 'engine/mesh'
|
|
49
|
+
require_relative 'engine/standard_meshes/quad_mesh'
|
|
50
|
+
require_relative 'engine/standard_objects/default_material'
|
|
51
|
+
require_relative 'engine/standard_objects/cube'
|
|
52
|
+
require_relative 'engine/standard_objects/sphere'
|
|
53
|
+
require_relative 'engine/standard_objects/plane'
|
|
20
54
|
require_relative "engine/font"
|
|
21
55
|
require_relative 'engine/path'
|
|
22
56
|
require_relative 'engine/polygon_mesh'
|
|
@@ -29,15 +63,22 @@ require_relative "engine/window"
|
|
|
29
63
|
require_relative "engine/video_mode"
|
|
30
64
|
require_relative "engine/cursor"
|
|
31
65
|
|
|
66
|
+
require_relative "engine/ui/rect"
|
|
67
|
+
require_relative "engine/components/ui/rect"
|
|
68
|
+
require_relative "engine/components/ui/flex"
|
|
69
|
+
require_relative "engine/components/ui/sprite_renderer"
|
|
70
|
+
require_relative "engine/components/ui/sprite_clickbox"
|
|
32
71
|
require_relative "engine/components/orthographic_camera"
|
|
33
72
|
require_relative "engine/components/perspective_camera"
|
|
34
|
-
require_relative "engine/components/sprite_renderer"
|
|
35
|
-
require_relative "engine/components/
|
|
36
|
-
require_relative "engine/components/mesh_renderer"
|
|
37
|
-
require_relative "engine/components/
|
|
38
|
-
require_relative "engine/components/
|
|
73
|
+
require_relative "engine/components/renderers/sprite_renderer"
|
|
74
|
+
require_relative "engine/components/sprite_animator"
|
|
75
|
+
require_relative "engine/components/renderers/mesh_renderer"
|
|
76
|
+
require_relative "engine/components/renderers/font_renderer_base"
|
|
77
|
+
require_relative "engine/components/renderers/font_renderer"
|
|
78
|
+
require_relative "engine/components/ui/font_renderer"
|
|
39
79
|
require_relative "engine/components/point_light"
|
|
40
80
|
require_relative "engine/components/direction_light"
|
|
81
|
+
require_relative "engine/components/spot_light"
|
|
41
82
|
require_relative "engine/components/audio_source"
|
|
42
83
|
|
|
43
84
|
require_relative "engine/physics/physics_resolver"
|
|
@@ -46,10 +87,29 @@ require_relative "engine/physics/components/sphere_collider"
|
|
|
46
87
|
require_relative "engine/physics/components/cube_collider"
|
|
47
88
|
require_relative "engine/physics/components/rigidbody"
|
|
48
89
|
|
|
90
|
+
# Platform-specific compute shader implementations
|
|
91
|
+
if OS.mac?
|
|
92
|
+
# Metal compute shaders (Mac)
|
|
93
|
+
require_relative "engine/metal/metal_bindings"
|
|
94
|
+
require_relative "engine/metal/device"
|
|
95
|
+
require_relative "engine/metal/compute_shader"
|
|
96
|
+
require_relative "engine/metal/compute_texture"
|
|
97
|
+
else
|
|
98
|
+
# OpenGL compute shaders (Windows/Linux)
|
|
99
|
+
require_relative "engine/opengl/compute_shader"
|
|
100
|
+
require_relative "engine/opengl/compute_texture"
|
|
101
|
+
end
|
|
102
|
+
|
|
103
|
+
# Platform-agnostic compute shader factories
|
|
104
|
+
require_relative "engine/compute_shader"
|
|
105
|
+
require_relative "engine/compute_texture"
|
|
106
|
+
|
|
49
107
|
if OS.windows?
|
|
50
|
-
GLFW.load_lib(File.expand_path(File.join(__dir__, "..", "glfw-3.4.bin.WIN64", "lib-static-ucrt", "glfw3.dll")))
|
|
108
|
+
GLFW.load_lib(File.expand_path(File.join(__dir__, "..", "vendor", "glfw-3.4.bin.WIN64", "lib-static-ucrt", "glfw3.dll")))
|
|
51
109
|
elsif OS.mac?
|
|
52
|
-
GLFW.load_lib(File.expand_path(File.join(__dir__, "..", "glfw-3.3.9.bin.MACOS", "lib-arm64", "libglfw.3.dylib")))
|
|
110
|
+
GLFW.load_lib(File.expand_path(File.join(__dir__, "..", "vendor", "glfw-3.3.9.bin.MACOS", "lib-arm64", "libglfw.3.dylib")))
|
|
111
|
+
elsif OS.linux?
|
|
112
|
+
GLFW.load_lib("libglfw.so.3")
|
|
53
113
|
end
|
|
54
114
|
GLFW.Init
|
|
55
115
|
|