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
@@ -1,5 +1,7 @@
1
1
  module Engine
2
2
  class Component
3
+ include Serializable
4
+
3
5
  def self.method_added(name)
4
6
  @methods ||= Set.new
5
7
  return if name == :initialize || name == :destroyed?
@@ -2,10 +2,12 @@
2
2
 
3
3
  module Engine::Components
4
4
  class AudioSource < Engine::Component
5
- def initialize(clip, radius: 1000)
6
- @clip = clip
7
- @radius = radius
8
- @source = NativeAudio::AudioSource.new(clip)
5
+ serialize :clip_path, :radius
6
+
7
+ def awake
8
+ @radius ||= 1000
9
+ @clip = NativeAudio::Clip.new(@clip_path)
10
+ @source = NativeAudio::AudioSource.new(@clip)
9
11
  end
10
12
 
11
13
  def play
@@ -2,10 +2,34 @@
2
2
 
3
3
  module Engine::Components
4
4
  class DirectionLight < Engine::Component
5
- attr_accessor :colour
5
+ include Engine::MatrixHelpers
6
6
 
7
- def initialize(colour: [1.0, 1.0, 1.0])
8
- @colour = colour
7
+ serialize :colour, :cast_shadows, :shadow_distance
8
+
9
+ attr_reader :colour, :cast_shadows, :shadow_distance
10
+ attr_accessor :shadow_layer_index
11
+
12
+ def awake
13
+ @colour ||= [1.0, 1.0, 1.0]
14
+ @cast_shadows = true if @cast_shadows.nil?
15
+ @shadow_distance ||= 50.0
16
+ @shadow_layer_index = nil
17
+ @cached_light_space_matrix = nil
18
+ @cache_key = nil
19
+ end
20
+
21
+ def colour=(value)
22
+ @colour = value
23
+ end
24
+
25
+ def cast_shadows=(value)
26
+ @cast_shadows = value
27
+ invalidate_cache
28
+ end
29
+
30
+ def shadow_distance=(value)
31
+ @shadow_distance = value
32
+ invalidate_cache
9
33
  end
10
34
 
11
35
  def start
@@ -16,8 +40,63 @@ module Engine::Components
16
40
  DirectionLight.direction_lights.delete(self)
17
41
  end
18
42
 
43
+ def direction
44
+ game_object.forward.normalize
45
+ end
46
+
47
+ def light_space_matrix
48
+ current_key = compute_cache_key
49
+ if @cached_light_space_matrix && @cache_key == current_key
50
+ return @cached_light_space_matrix
51
+ end
52
+
53
+ @cache_key = current_key
54
+ @cached_light_space_matrix = compute_light_space_matrix
55
+ end
56
+
19
57
  def self.direction_lights
20
58
  @direction_lights ||= []
21
59
  end
60
+
61
+ private
62
+
63
+ def invalidate_cache
64
+ @cached_light_space_matrix = nil
65
+ @cache_key = nil
66
+ end
67
+
68
+ def compute_cache_key
69
+ camera_pos = Engine::Camera.instance&.position || Vector[0, 0, 0]
70
+ light_dir = direction
71
+ [camera_pos[0], camera_pos[1], camera_pos[2],
72
+ light_dir[0], light_dir[1], light_dir[2],
73
+ @shadow_distance]
74
+ end
75
+
76
+ def compute_light_space_matrix
77
+ light_dir = direction
78
+
79
+ # Center shadow frustum on the main camera's position
80
+ center = Engine::Camera.instance&.position || Vector[0, 0, 0]
81
+
82
+ # Position the light "camera" far back along the light direction from center
83
+ light_pos = center - light_dir * @shadow_distance
84
+
85
+ # Choose up vector that isn't parallel to light direction
86
+ up = if light_dir[1].abs > 0.9
87
+ Vector[0, 0, 1]
88
+ else
89
+ Vector[0, 1, 0]
90
+ end
91
+
92
+ # Create view matrix looking from light position toward center
93
+ view_matrix = look_at(light_pos, center, up)
94
+
95
+ # Orthographic projection covering the shadow area
96
+ half_size = @shadow_distance
97
+ proj_matrix = ortho(-half_size, half_size, -half_size, half_size, 0.1, @shadow_distance * 2)
98
+
99
+ (proj_matrix * view_matrix).transpose
100
+ end
22
101
  end
23
- end
102
+ end
@@ -2,13 +2,13 @@
2
2
 
3
3
  module Engine::Components
4
4
  class OrthographicCamera < Engine::Component
5
+ include Engine::MatrixHelpers
6
+ attr_reader :near, :far
5
7
 
6
- def initialize(width:, height:, far:)
7
- @width = width
8
- @height = height
9
- @far = far
10
- @near = 0
8
+ serialize :width, :height, :far
11
9
 
10
+ def awake
11
+ @near ||= 0
12
12
  Engine::Camera.instance = self
13
13
  end
14
14
 
@@ -19,36 +19,42 @@ module Engine::Components
19
19
  def matrix
20
20
  @matrix ||=
21
21
  begin
22
- camera_pos = game_object.pos - game_object.forward * (@far / 2)
23
- Matrix[
24
- [right[0], up[0], -front[0], 0],
25
- [right[1], up[1], -front[1], 0],
26
- [right[2], up[2], -front[2], 0],
27
- [-camera_pos.dot(right), -camera_pos.dot(up), camera_pos.dot(front), 1]
22
+ right = game_object.right
23
+ up = game_object.up
24
+ forward = game_object.forward
25
+
26
+ view_matrix = Matrix[
27
+ [right[0], right[1], right[2], -right.dot(game_object.pos)],
28
+ [up[0], up[1], up[2], -up.dot(game_object.pos)],
29
+ [forward[0], forward[1], forward[2], -forward.dot(game_object.pos)],
30
+ [0, 0, 0, 1]
28
31
  ]
32
+
33
+ (projection * view_matrix).transpose
29
34
  end
30
35
  end
31
36
 
32
- def update(delta_time)
33
- @right = nil if game_object.rotation != @rotation
34
- @up = nil if game_object.rotation != @rotation
35
- @front = nil if game_object.rotation != @rotation
36
- @matrix = nil if game_object.rotation.dup != @rotation
37
- @rotation = game_object.rotation.dup
37
+ def inverse_vp_matrix
38
+ @inverse_vp_matrix ||= matrix.inverse
38
39
  end
39
40
 
40
- private
41
-
42
- def right
43
- @right ||= game_object.right / (@width / 2)
41
+ def position
42
+ game_object.pos
44
43
  end
45
44
 
46
- def up
47
- @up ||= game_object.up / (@height / 2)
45
+ def projection
46
+ half_w = @width / 2.0
47
+ half_h = @height / 2.0
48
+ ortho(-half_w, half_w, -half_h, half_h, @near, @far)
48
49
  end
49
50
 
50
- def front
51
- @front ||= game_object.forward / (@far / 2)
51
+ def update(delta_time)
52
+ if game_object.rotation != @rotation || game_object.pos != @pos
53
+ @matrix = nil
54
+ @inverse_vp_matrix = nil
55
+ end
56
+ @rotation = game_object.rotation.dup
57
+ @pos = game_object.pos.dup
52
58
  end
53
59
  end
54
60
  end
@@ -2,12 +2,13 @@
2
2
 
3
3
  module Engine::Components
4
4
  class PerspectiveCamera < Engine::Component
5
- def initialize(fov:, aspect:, near:, far:)
6
- @fov = fov
7
- @aspect = aspect
8
- @near = near
9
- @far = far
5
+ include Engine::MatrixHelpers
10
6
 
7
+ serialize :fov, :aspect, :near, :far
8
+
9
+ attr_reader :near, :far
10
+
11
+ def awake
11
12
  Engine::Camera.instance = self
12
13
  end
13
14
 
@@ -33,18 +34,40 @@ module Engine::Components
33
34
  end
34
35
  end
35
36
 
37
+ def inverse_vp_matrix
38
+ # matrix is already transposed for OpenGL column-major format
39
+ # inverse of A^T is (A^-1)^T, so matrix.inverse gives us the inverse in column-major
40
+ @inverse_vp_matrix ||= matrix.inverse
41
+ end
42
+
43
+ def position
44
+ game_object.pos
45
+ end
46
+
36
47
  def projection
37
- fov = @fov * Math::PI / 180
48
+ fov_radians = @fov * Math::PI / 180.0
49
+ perspective(fov_radians, @aspect, @near, @far)
50
+ end
51
+
52
+ def view_matrix
53
+ right = game_object.right
54
+ up = game_object.up
55
+ forward = game_object.forward
56
+ pos = game_object.pos
57
+
38
58
  Matrix[
39
- [1 / (Math.tan(fov / 2) * @aspect), 0, 0, 0],
40
- [0, 1 / Math.tan(fov / 2), 0, 0],
41
- [0, 0, (@far + @near) / (@near - @far), 2 * @far * @near / (@near - @far)],
42
- [0, 0, -1, 0]
43
- ]
59
+ [right[0], right[1], right[2], -right.dot(pos)],
60
+ [up[0], up[1], up[2], -up.dot(pos)],
61
+ [forward[0], forward[1], forward[2], -forward.dot(pos)],
62
+ [0, 0, 0, 1]
63
+ ].transpose
44
64
  end
45
65
 
46
66
  def update(delta_time)
47
- @matrix = nil if game_object.rotation != @rotation || game_object.pos != @pos || game_object.scale != @scale
67
+ if game_object.rotation != @rotation || game_object.pos != @pos || game_object.scale != @scale
68
+ @matrix = nil
69
+ @inverse_vp_matrix = nil
70
+ end
48
71
  @rotation = game_object.rotation.dup
49
72
  @pos = game_object.pos.dup
50
73
  @scale = game_object.scale.dup
@@ -2,11 +2,30 @@
2
2
 
3
3
  module Engine::Components
4
4
  class PointLight < Engine::Component
5
- attr_accessor :range, :colour
5
+ include Engine::MatrixHelpers
6
6
 
7
- def initialize(range: 300, colour: [1.0, 1.0, 1.0])
8
- @range = range
9
- @colour = colour
7
+ NR_SHADOW_CASTING_POINT_LIGHTS = 4
8
+
9
+ # Cubemap face directions: +X, -X, +Y, -Y, +Z, -Z
10
+ CUBE_DIRECTIONS = [
11
+ { dir: Vector[1, 0, 0], up: Vector[0, -1, 0] }, # +X
12
+ { dir: Vector[-1, 0, 0], up: Vector[0, -1, 0] }, # -X
13
+ { dir: Vector[0, 1, 0], up: Vector[0, 0, 1] }, # +Y
14
+ { dir: Vector[0, -1, 0], up: Vector[0, 0, -1] }, # -Y
15
+ { dir: Vector[0, 0, 1], up: Vector[0, -1, 0] }, # +Z
16
+ { dir: Vector[0, 0, -1], up: Vector[0, -1, 0] } # -Z
17
+ ].freeze
18
+
19
+ serialize :range, :colour, :cast_shadows
20
+
21
+ attr_accessor :range, :colour, :cast_shadows, :shadow_layer_index
22
+
23
+ def awake
24
+ @range ||= 300
25
+ @colour ||= [1.0, 1.0, 1.0]
26
+ @cast_shadows = false if @cast_shadows.nil?
27
+ @shadow_layer_index = nil
28
+ @cached_light_space_matrices = nil
10
29
  end
11
30
 
12
31
  def start
@@ -17,8 +36,45 @@ module Engine::Components
17
36
  PointLight.point_lights.delete(self)
18
37
  end
19
38
 
39
+ def update(delta_time)
40
+ @cached_light_space_matrices = nil if @cast_shadows
41
+ end
42
+
43
+ def position
44
+ game_object.local_to_world_coordinate(Vector[0, 0, 0])
45
+ end
46
+
47
+ def shadow_near
48
+ @range * 0.01
49
+ end
50
+
51
+ def shadow_far
52
+ @range * 2.0
53
+ end
54
+
55
+ def light_space_matrices
56
+ @cached_light_space_matrices ||= compute_light_space_matrices
57
+ end
58
+
20
59
  def self.point_lights
21
60
  @point_lights ||= []
22
61
  end
62
+
63
+ def self.shadow_casting_lights
64
+ point_lights.select(&:cast_shadows).take(NR_SHADOW_CASTING_POINT_LIGHTS)
65
+ end
66
+
67
+ private
68
+
69
+ def compute_light_space_matrices
70
+ light_pos = position
71
+ proj = perspective(Math::PI / 2.0, 1.0, shadow_near, shadow_far)
72
+
73
+ CUBE_DIRECTIONS.map do |face|
74
+ target = light_pos + face[:dir]
75
+ view = look_at(light_pos, target, face[:up])
76
+ (proj * view).transpose
77
+ end
78
+ end
23
79
  end
24
- end
80
+ end
@@ -0,0 +1,19 @@
1
+ # frozen_string_literal: true
2
+
3
+ module Engine::Components
4
+ class FontRenderer < FontRendererBase
5
+ def renderer?
6
+ true
7
+ end
8
+
9
+ private
10
+
11
+ def shader
12
+ @shader ||= Engine::Shader.text
13
+ end
14
+
15
+ def set_shader_camera_matrix
16
+ shader.set_mat4("camera", Engine::Camera.instance.matrix)
17
+ end
18
+ end
19
+ end
@@ -0,0 +1,134 @@
1
+ # frozen_string_literal: true
2
+
3
+ module Engine::Components
4
+ class FontRendererBase < Engine::Component
5
+ serialize :font, :string
6
+
7
+ attr_reader :mesh, :texture
8
+
9
+ def awake
10
+ # Original vertex order for ear-clipping, UVs flipped for Y-down camera
11
+ @mesh = Engine::PolygonMesh.new(
12
+ [Vector[-0.5, 0.5], Vector[0.5, 0.5], Vector[0.5, -0.5], Vector[-0.5, -0.5]],
13
+ [[0, 1], [1, 1], [1, 0], [0, 0]]
14
+ )
15
+ @texture = @font.texture.texture
16
+ end
17
+
18
+ def start
19
+ setup_vertex_attribute_buffer
20
+ setup_vertex_buffer
21
+ setup_index_buffer
22
+ Engine::GL.BindVertexArray(0)
23
+ end
24
+
25
+ def update_string(string)
26
+ @string = string
27
+ update_vbo_buf
28
+ end
29
+
30
+ def draw
31
+ shader.use
32
+ Engine::GL.BindVertexArray(@vao)
33
+ Engine::GL.BindBuffer(Engine::GL::ELEMENT_ARRAY_BUFFER, @ebo)
34
+
35
+ set_shader_per_frame_data
36
+
37
+ Engine::GL.DrawElementsInstanced(Engine::GL::TRIANGLES, mesh.index_data.length, Engine::GL::UNSIGNED_INT, 0, @string.length)
38
+ end
39
+
40
+ private
41
+
42
+ def shader
43
+ raise NotImplementedError, "Subclasses must implement #shader"
44
+ end
45
+
46
+ def set_shader_camera_matrix
47
+ raise NotImplementedError, "Subclasses must implement #set_shader_camera_matrix"
48
+ end
49
+
50
+ def set_shader_per_frame_data
51
+ set_shader_camera_matrix
52
+ set_shader_model_matrix
53
+ set_shader_texture
54
+ end
55
+
56
+ def set_shader_model_matrix
57
+ shader.set_mat4("model", game_object.model_matrix)
58
+ end
59
+
60
+ def set_shader_texture
61
+ Engine::Material.bind_texture(0, Engine::GL::TEXTURE_2D, texture)
62
+ shader.set_int("fontTexture", 0)
63
+ end
64
+
65
+ def setup_index_buffer
66
+ indices = mesh.index_data
67
+
68
+ ebo_buf = ' ' * 4
69
+ Engine::GL.GenBuffers(1, ebo_buf)
70
+ @ebo = ebo_buf.unpack('L')[0]
71
+ Engine::GL.BindBuffer(Engine::GL::ELEMENT_ARRAY_BUFFER, @ebo)
72
+ Engine::GL.BufferData(
73
+ Engine::GL::ELEMENT_ARRAY_BUFFER, indices.length * Fiddle::SIZEOF_INT,
74
+ indices.pack('I*'), Engine::GL::STATIC_DRAW
75
+ )
76
+ end
77
+
78
+ def setup_vertex_attribute_buffer
79
+ vao_buf = ' ' * 4
80
+ Engine::GL.GenVertexArrays(1, vao_buf)
81
+ @vao = vao_buf.unpack('L')[0]
82
+ Engine::GL.BindVertexArray(@vao)
83
+ end
84
+
85
+ def setup_vertex_buffer
86
+ vbo_buf = ' ' * 4
87
+ Engine::GL.GenBuffers(1, vbo_buf)
88
+ vbo = vbo_buf.unpack('L')[0]
89
+ points = mesh.vertex_data
90
+
91
+ Engine::GL.BindBuffer(Engine::GL::ARRAY_BUFFER, vbo)
92
+ Engine::GL.BufferData(
93
+ Engine::GL::ARRAY_BUFFER, @mesh.vertex_data.length * Fiddle::SIZEOF_FLOAT,
94
+ points.pack('F*'), Engine::GL::STATIC_DRAW
95
+ )
96
+
97
+ Engine::GL.VertexAttribPointer(0, 3, Engine::GL::FLOAT, Engine::GL::FALSE, 5 * Fiddle::SIZEOF_FLOAT, 0)
98
+ Engine::GL.VertexAttribPointer(1, 2, Engine::GL::FLOAT, Engine::GL::FALSE, 5 * Fiddle::SIZEOF_FLOAT, 3 * Fiddle::SIZEOF_FLOAT)
99
+ Engine::GL.EnableVertexAttribArray(0)
100
+ Engine::GL.EnableVertexAttribArray(1)
101
+
102
+ generate_instance_vbo_buf
103
+ end
104
+
105
+ def generate_instance_vbo_buf
106
+ @instance_vbo = set_instance_vbo_buf
107
+ update_vbo_buf
108
+ end
109
+
110
+ def set_instance_vbo_buf
111
+ instance_vbo_buf = ' ' * 4
112
+ Engine::GL.GenBuffers(1, instance_vbo_buf)
113
+ instance_vbo_buf.unpack('L')[0]
114
+ end
115
+
116
+ def update_vbo_buf
117
+ vertex_data = @font.vertex_data(@string)
118
+ string_length = @string.chars.reject { |c| c == "\n" }.length
119
+
120
+ Engine::GL.BindBuffer(Engine::GL::ARRAY_BUFFER, @instance_vbo)
121
+ vertex_size = Fiddle::SIZEOF_INT + (Fiddle::SIZEOF_FLOAT * 2)
122
+ Engine::GL.BufferData(
123
+ Engine::GL::ARRAY_BUFFER, string_length * vertex_size,
124
+ vertex_data.pack('IFF' * string_length), Engine::GL::STATIC_DRAW
125
+ )
126
+ Engine::GL.VertexAttribIPointer(2, 1, Engine::GL::INT, vertex_size, 0)
127
+ Engine::GL.VertexAttribPointer(3, 2, Engine::GL::FLOAT, Engine::GL::FALSE, vertex_size, Fiddle::SIZEOF_INT)
128
+ Engine::GL.EnableVertexAttribArray(2)
129
+ Engine::GL.EnableVertexAttribArray(3)
130
+ Engine::GL.VertexAttribDivisor(2, 1)
131
+ Engine::GL.VertexAttribDivisor(3, 1)
132
+ end
133
+ end
134
+ end
@@ -0,0 +1,41 @@
1
+ # frozen_string_literal: true
2
+
3
+ module Engine::Components
4
+ class MeshRenderer < Engine::Component
5
+ serialize :mesh, :material, :static
6
+
7
+ attr_reader :mesh, :material, :static
8
+
9
+ def awake
10
+ @static = false if @static.nil?
11
+ @last_synced_version = nil
12
+ @renderer_key = nil
13
+ end
14
+
15
+ def renderer_key
16
+ @renderer_key ||= [mesh, material].freeze
17
+ end
18
+
19
+ def renderer?
20
+ true
21
+ end
22
+
23
+ def start
24
+ Rendering::RenderPipeline.add_instance(self)
25
+ end
26
+
27
+ def sync_transform
28
+ return if static
29
+
30
+ version = game_object.world_transform_version
31
+ return if @last_synced_version == version
32
+
33
+ @last_synced_version = version
34
+ Rendering::RenderPipeline.update_instance(self)
35
+ end
36
+
37
+ def destroy
38
+ Rendering::RenderPipeline.remove_instance(self)
39
+ end
40
+ end
41
+ end
@@ -0,0 +1,46 @@
1
+ # frozen_string_literal: true
2
+
3
+ module Engine::Components
4
+ class SpriteRenderer < Engine::Component
5
+ serialize :material
6
+
7
+ attr_reader :material
8
+
9
+ def colour=(value)
10
+ material.set_vec4("spriteColor", colour_to_vec4(value))
11
+ end
12
+
13
+ def colour_to_vec4(value)
14
+ if value.is_a?(Array)
15
+ value
16
+ else
17
+ [value[:r], value[:g], value[:b], value[:a] || 1.0]
18
+ end
19
+ end
20
+
21
+ def renderer?
22
+ true
23
+ end
24
+
25
+ def start
26
+ @mesh_renderer = MeshRenderer.create(mesh: Engine::Mesh.quad, material: material)
27
+ @mesh_renderer.set_game_object(game_object)
28
+ @mesh_renderer.start
29
+ set_default_frame_coords
30
+ end
31
+
32
+ def sync_transform
33
+ @mesh_renderer.sync_transform
34
+ end
35
+
36
+ def destroy
37
+ @mesh_renderer.destroy
38
+ end
39
+
40
+ private
41
+
42
+ def set_default_frame_coords
43
+ material.set_vec4("frameCoords", [0, 0, 1, 1])
44
+ end
45
+ end
46
+ end
@@ -0,0 +1,90 @@
1
+ # frozen_string_literal: true
2
+
3
+ module Engine::Components
4
+ class SpotLight < Engine::Component
5
+ include Engine::MatrixHelpers
6
+
7
+ serialize :range, :colour, :inner_angle, :outer_angle, :cast_shadows
8
+
9
+ attr_accessor :range, :colour, :inner_angle, :outer_angle, :cast_shadows, :shadow_layer_index
10
+
11
+ def awake
12
+ @range ||= 300
13
+ @colour ||= [1.0, 1.0, 1.0]
14
+ @inner_angle ||= 12.5
15
+ @outer_angle ||= 17.5
16
+ @cast_shadows = false if @cast_shadows.nil?
17
+ @shadow_layer_index = nil
18
+ @cached_light_space_matrix = nil
19
+ end
20
+
21
+ def start
22
+ SpotLight.spot_lights << self
23
+ end
24
+
25
+ def destroy!
26
+ SpotLight.spot_lights.delete(self)
27
+ end
28
+
29
+ def inner_cutoff
30
+ Math.cos(@inner_angle * Math::PI / 180.0)
31
+ end
32
+
33
+ def outer_cutoff
34
+ Math.cos(@outer_angle * Math::PI / 180.0)
35
+ end
36
+
37
+ def shadow_near
38
+ @range * 0.01
39
+ end
40
+
41
+ def shadow_far
42
+ # Factor of 2 needed to match shadow range with spotlight attenuation range
43
+ @range * 2.0
44
+ end
45
+
46
+ def direction
47
+ game_object.local_to_world_direction(Vector[0, 0, 1]).normalize
48
+ end
49
+
50
+ def position
51
+ game_object.local_to_world_coordinate(Vector[0, 0, 0])
52
+ end
53
+
54
+ def light_space_matrix
55
+ @cached_light_space_matrix ||= compute_light_space_matrix
56
+ end
57
+
58
+ def update(delta_time)
59
+ # Clear cache each frame so matrix is recomputed if light moves
60
+ @cached_light_space_matrix = nil
61
+ end
62
+
63
+ def compute_light_space_matrix
64
+ light_pos = position
65
+ light_dir = direction
66
+ target = light_pos + light_dir
67
+
68
+ # Choose up vector that's not parallel to light direction
69
+ # When light points mostly along Y axis, use Z as up instead
70
+ up = if light_dir[1].abs > 0.9
71
+ Vector[0, 0, 1]
72
+ else
73
+ Vector[0, 1, 0]
74
+ end
75
+
76
+ view_matrix = look_at(light_pos, target, up)
77
+
78
+ # Perspective projection based on spotlight cone angle
79
+ fov = (@outer_angle * 2.0 + 5.0) * Math::PI / 180.0
80
+ # near/far ratio affects depth precision
81
+ proj_matrix = perspective(fov, 1.0, shadow_near, shadow_far)
82
+
83
+ (proj_matrix * view_matrix).transpose
84
+ end
85
+
86
+ def self.spot_lights
87
+ @spot_lights ||= []
88
+ end
89
+ end
90
+ end