ruby_rpg 0.0.5 → 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 (584) hide show
  1. checksums.yaml +4 -4
  2. data/README.md +43 -21
  3. data/bin/build.bash +13 -13
  4. data/bin/import +54 -44
  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/autoloader.rb +11 -11
  19. data/lib/engine/camera.rb +12 -12
  20. data/lib/engine/component.rb +65 -63
  21. data/lib/engine/components/audio_source.rb +43 -41
  22. data/lib/engine/components/direction_light.rb +102 -23
  23. data/lib/engine/components/orthographic_camera.rb +60 -54
  24. data/lib/engine/components/perspective_camera.rb +76 -53
  25. data/lib/engine/components/point_light.rb +80 -24
  26. data/lib/engine/components/renderers/font_renderer.rb +19 -0
  27. data/lib/engine/components/renderers/font_renderer_base.rb +134 -0
  28. data/lib/engine/components/renderers/mesh_renderer.rb +41 -0
  29. data/lib/engine/components/renderers/sprite_renderer.rb +46 -0
  30. data/lib/engine/components/spot_light.rb +90 -0
  31. data/lib/engine/components/sprite_animator.rb +42 -0
  32. data/lib/engine/components/ui/flex/layout.rb +94 -0
  33. data/lib/engine/components/ui/flex/pack_layout.rb +65 -0
  34. data/lib/engine/components/ui/flex/stretch_layout.rb +52 -0
  35. data/lib/engine/components/ui/flex.rb +60 -0
  36. data/lib/engine/components/ui/font_renderer.rb +57 -0
  37. data/lib/engine/components/ui/rect.rb +117 -0
  38. data/lib/engine/components/ui/sprite_clickbox.rb +47 -0
  39. data/lib/engine/components/ui/sprite_renderer.rb +117 -0
  40. data/lib/engine/compute_shader.rb +14 -93
  41. data/lib/engine/compute_texture.rb +13 -0
  42. data/lib/engine/cursor.rb +43 -43
  43. data/lib/engine/debugging.rb +41 -41
  44. data/lib/engine/engine.rb +127 -131
  45. data/lib/engine/font.rb +99 -74
  46. data/lib/engine/game_object.rb +306 -234
  47. data/lib/engine/gl.rb +439 -0
  48. data/lib/engine/glfw.rb +151 -0
  49. data/lib/engine/importers/font_importer.rb +69 -69
  50. data/lib/engine/importers/obj_file.rb +244 -244
  51. data/lib/engine/importers/obj_importer.rb +33 -33
  52. data/lib/engine/input.rb +212 -105
  53. data/lib/engine/material.rb +214 -79
  54. data/lib/engine/matrix_helpers.rb +38 -0
  55. data/lib/engine/mesh.rb +68 -43
  56. data/lib/engine/metal/compute_shader.rb +118 -0
  57. data/lib/engine/metal/compute_texture.rb +176 -0
  58. data/lib/engine/metal/device.rb +98 -0
  59. data/lib/engine/metal/metal_bindings.rb +126 -0
  60. data/lib/engine/opengl/compute_shader.rb +77 -0
  61. data/lib/engine/opengl/compute_texture.rb +31 -0
  62. data/lib/engine/path.rb +92 -92
  63. data/lib/engine/physics/collision.rb +12 -12
  64. data/lib/engine/physics/components/cube_collider.rb +6 -6
  65. data/lib/engine/physics/components/rigidbody.rb +106 -103
  66. data/lib/engine/physics/components/sphere_collider.rb +103 -93
  67. data/lib/engine/physics/physics_resolver.rb +49 -37
  68. data/lib/engine/polygon_mesh.rb +45 -45
  69. data/lib/engine/quaternion.rb +234 -234
  70. data/lib/engine/rendering/cubemap_shadow_map_array.rb +77 -0
  71. data/lib/engine/rendering/gpu_timer.rb +68 -0
  72. data/lib/engine/rendering/instance_renderer.rb +232 -153
  73. data/lib/engine/rendering/post_processing/bloom_effect.rb +87 -0
  74. data/lib/engine/rendering/post_processing/depth_debug_effect.rb +17 -0
  75. data/lib/engine/rendering/post_processing/depth_of_field_effect.rb +52 -0
  76. data/lib/engine/rendering/post_processing/effect.rb +11 -0
  77. data/lib/engine/rendering/post_processing/post_processing_effect.rb +86 -0
  78. data/lib/engine/rendering/post_processing/single_pass_effect.rb +19 -0
  79. data/lib/engine/rendering/post_processing/ssao_effect.rb +182 -0
  80. data/lib/engine/rendering/post_processing/ssr_effect.rb +89 -0
  81. data/lib/engine/rendering/post_processing/tint_effect.rb +18 -0
  82. data/lib/engine/rendering/render_pipeline.rb +267 -35
  83. data/lib/engine/rendering/render_texture.rb +118 -0
  84. data/lib/engine/rendering/screen_quad.rb +64 -0
  85. data/lib/engine/rendering/shadow_map_array.rb +72 -0
  86. data/lib/engine/rendering/skybox_cubemap.rb +119 -0
  87. data/lib/engine/rendering/skybox_renderer.rb +64 -0
  88. data/lib/engine/rendering/ui/stencil_manager.rb +69 -0
  89. data/lib/engine/screenshoter.rb +34 -34
  90. data/lib/engine/serialization/graph_serializer.rb +74 -0
  91. data/lib/engine/serialization/object_serializer.rb +98 -0
  92. data/lib/engine/serialization/serializable.rb +78 -0
  93. data/lib/engine/serialization/yaml_persistence.rb +45 -0
  94. data/lib/engine/shader.rb +215 -119
  95. data/lib/engine/shaders/colour_frag.glsl +16 -8
  96. data/lib/engine/shaders/colour_vertex.glsl +20 -13
  97. data/lib/engine/shaders/fullscreen_frag.glsl +11 -0
  98. data/lib/engine/shaders/fullscreen_vertex.glsl +12 -0
  99. data/lib/engine/shaders/instanced_sprite_frag.glsl +21 -0
  100. data/lib/engine/shaders/{skybox_vert.glsl → instanced_sprite_vertex.glsl} +15 -14
  101. data/lib/engine/shaders/lighting/directional_light.glsl +49 -0
  102. data/lib/engine/shaders/lighting/lighting.glsl +33 -0
  103. data/lib/engine/shaders/lighting/lighting_common.glsl +13 -0
  104. data/lib/engine/shaders/lighting/point_light.glsl +46 -0
  105. data/lib/engine/shaders/lighting/spot_light.glsl +80 -0
  106. data/lib/engine/shaders/mesh_frag.glsl +53 -102
  107. data/lib/engine/shaders/mesh_vertex.glsl +25 -25
  108. data/lib/engine/shaders/point_shadow_frag.glsl +12 -0
  109. data/lib/engine/shaders/point_shadow_vertex.glsl +15 -0
  110. data/lib/engine/shaders/post_process/bloom_blur_frag.glsl +25 -0
  111. data/lib/engine/shaders/post_process/bloom_combine_frag.glsl +19 -0
  112. data/lib/engine/shaders/post_process/bloom_threshold_frag.glsl +19 -0
  113. data/lib/engine/shaders/post_process/debug_normals_frag.glsl +21 -0
  114. data/lib/engine/shaders/post_process/depth_debug_frag.glsl +17 -0
  115. data/lib/engine/shaders/post_process/dof_blur_frag.glsl +52 -0
  116. data/lib/engine/shaders/post_process/skybox_frag.glsl +29 -0
  117. data/lib/engine/shaders/post_process/ssao/blur_frag.glsl +50 -0
  118. data/lib/engine/shaders/post_process/ssao/combine_frag.glsl +15 -0
  119. data/lib/engine/shaders/post_process/ssao/frag.glsl +99 -0
  120. data/lib/engine/shaders/post_process/ssr/combine_frag.glsl +16 -0
  121. data/lib/engine/shaders/post_process/ssr/frag.glsl +118 -0
  122. data/lib/engine/shaders/post_process/tint_frag.glsl +14 -0
  123. data/lib/engine/shaders/shadow_frag.glsl +6 -0
  124. data/lib/engine/shaders/shadow_vertex.glsl +11 -0
  125. data/lib/engine/shaders/skybox_cubemap_frag.glsl +46 -0
  126. data/lib/engine/shaders/sprite_frag.glsl +17 -17
  127. data/lib/engine/shaders/sprite_vertex.glsl +15 -15
  128. data/lib/engine/shaders/text_frag.glsl +15 -15
  129. data/lib/engine/shaders/text_vertex.glsl +31 -31
  130. data/lib/engine/shaders/ui_sprite_frag.glsl +15 -15
  131. data/lib/engine/shaders/ui_sprite_vertex.glsl +15 -15
  132. data/lib/engine/shaders/vertex_lit_frag.glsl +33 -89
  133. data/lib/engine/shaders/vertex_lit_vertex.glsl +28 -28
  134. data/lib/engine/standard_meshes/quad_mesh.rb +26 -0
  135. data/lib/engine/standard_objects/cube.rb +23 -0
  136. data/lib/engine/standard_objects/default_material.rb +20 -0
  137. data/lib/engine/standard_objects/plane.rb +23 -0
  138. data/lib/engine/standard_objects/sphere.rb +23 -0
  139. data/lib/engine/tangent_calculator.rb +42 -42
  140. data/lib/engine/texture.rb +62 -53
  141. data/lib/engine/ui/rect.rb +16 -0
  142. data/lib/engine/video_mode.rb +37 -37
  143. data/lib/engine/window.rb +126 -126
  144. data/lib/ruby_rpg.rb +116 -58
  145. data/vendor/glew-2.2.0-win32/LICENSE.txt +73 -0
  146. data/vendor/glew-2.2.0-win32/bin/Release/x64/glew32.dll +0 -0
  147. data/vendor/glew-2.2.0-win32/include/GL/glew.h +26427 -0
  148. data/vendor/glew-2.2.0-win32/lib/Release/x64/glew32.lib +0 -0
  149. data/{glfw-3.3.9.bin.MACOS → vendor/glfw-3.3.9.bin.MACOS}/lib-arm64/libglfw.3.dylib +0 -0
  150. data/{glfw-3.3.9.bin.MACOS → vendor/glfw-3.4.bin.WIN64}/LICENSE.md +23 -23
  151. metadata +122 -463
  152. data/glfw-3.3.9.bin.MACOS/README.md +0 -5
  153. data/glfw-3.3.9.bin.MACOS/docs/html/bc_s.png +0 -0
  154. data/glfw-3.3.9.bin.MACOS/docs/html/bc_sd.png +0 -0
  155. data/glfw-3.3.9.bin.MACOS/docs/html/build_8dox.html +0 -81
  156. data/glfw-3.3.9.bin.MACOS/docs/html/build_guide.html +0 -199
  157. data/glfw-3.3.9.bin.MACOS/docs/html/closed.png +0 -0
  158. data/glfw-3.3.9.bin.MACOS/docs/html/compat_8dox.html +0 -81
  159. data/glfw-3.3.9.bin.MACOS/docs/html/compat_guide.html +0 -153
  160. data/glfw-3.3.9.bin.MACOS/docs/html/compile_8dox.html +0 -81
  161. data/glfw-3.3.9.bin.MACOS/docs/html/compile_guide.html +0 -223
  162. data/glfw-3.3.9.bin.MACOS/docs/html/context_8dox.html +0 -81
  163. data/glfw-3.3.9.bin.MACOS/docs/html/context_guide.html +0 -259
  164. data/glfw-3.3.9.bin.MACOS/docs/html/deprecated.html +0 -88
  165. data/glfw-3.3.9.bin.MACOS/docs/html/dir_08423ce7729c4554356a7de7171ba263.html +0 -85
  166. data/glfw-3.3.9.bin.MACOS/docs/html/dir_2dcebcdf14b42e92a6ed85c61bda6b9d.html +0 -93
  167. data/glfw-3.3.9.bin.MACOS/docs/html/dir_62ce056722ee97c199075aa1d6eca309.html +0 -95
  168. data/glfw-3.3.9.bin.MACOS/docs/html/dir_dddf4cf62655095a666cf715de3a31a2.html +0 -91
  169. data/glfw-3.3.9.bin.MACOS/docs/html/doc.svg +0 -12
  170. data/glfw-3.3.9.bin.MACOS/docs/html/docd.svg +0 -12
  171. data/glfw-3.3.9.bin.MACOS/docs/html/doxygen.css +0 -1685
  172. data/glfw-3.3.9.bin.MACOS/docs/html/doxygen.svg +0 -28
  173. data/glfw-3.3.9.bin.MACOS/docs/html/dynsections.js +0 -192
  174. data/glfw-3.3.9.bin.MACOS/docs/html/extra.css +0 -1
  175. data/glfw-3.3.9.bin.MACOS/docs/html/files.html +0 -91
  176. data/glfw-3.3.9.bin.MACOS/docs/html/folderclosed.svg +0 -11
  177. data/glfw-3.3.9.bin.MACOS/docs/html/folderclosedd.svg +0 -11
  178. data/glfw-3.3.9.bin.MACOS/docs/html/folderopen.svg +0 -17
  179. data/glfw-3.3.9.bin.MACOS/docs/html/folderopend.svg +0 -12
  180. data/glfw-3.3.9.bin.MACOS/docs/html/glfw3_8h.html +0 -1661
  181. data/glfw-3.3.9.bin.MACOS/docs/html/glfw3_8h_source.html +0 -1175
  182. data/glfw-3.3.9.bin.MACOS/docs/html/glfw3native_8h.html +0 -167
  183. data/glfw-3.3.9.bin.MACOS/docs/html/glfw3native_8h_source.html +0 -303
  184. data/glfw-3.3.9.bin.MACOS/docs/html/group__buttons.html +0 -282
  185. data/glfw-3.3.9.bin.MACOS/docs/html/group__context.html +0 -304
  186. data/glfw-3.3.9.bin.MACOS/docs/html/group__errors.html +0 -304
  187. data/glfw-3.3.9.bin.MACOS/docs/html/group__gamepad__axes.html +0 -202
  188. data/glfw-3.3.9.bin.MACOS/docs/html/group__gamepad__buttons.html +0 -410
  189. data/glfw-3.3.9.bin.MACOS/docs/html/group__hat__state.html +0 -234
  190. data/glfw-3.3.9.bin.MACOS/docs/html/group__init.html +0 -570
  191. data/glfw-3.3.9.bin.MACOS/docs/html/group__input.html +0 -2255
  192. data/glfw-3.3.9.bin.MACOS/docs/html/group__joysticks.html +0 -362
  193. data/glfw-3.3.9.bin.MACOS/docs/html/group__keys.html +0 -2034
  194. data/glfw-3.3.9.bin.MACOS/docs/html/group__mods.html +0 -198
  195. data/glfw-3.3.9.bin.MACOS/docs/html/group__monitor.html +0 -848
  196. data/glfw-3.3.9.bin.MACOS/docs/html/group__native.html +0 -812
  197. data/glfw-3.3.9.bin.MACOS/docs/html/group__shapes.html +0 -198
  198. data/glfw-3.3.9.bin.MACOS/docs/html/group__vulkan.html +0 -359
  199. data/glfw-3.3.9.bin.MACOS/docs/html/group__window.html +0 -3434
  200. data/glfw-3.3.9.bin.MACOS/docs/html/index.html +0 -100
  201. data/glfw-3.3.9.bin.MACOS/docs/html/input_8dox.html +0 -81
  202. data/glfw-3.3.9.bin.MACOS/docs/html/input_guide.html +0 -570
  203. data/glfw-3.3.9.bin.MACOS/docs/html/internal_8dox.html +0 -81
  204. data/glfw-3.3.9.bin.MACOS/docs/html/internals_guide.html +0 -132
  205. data/glfw-3.3.9.bin.MACOS/docs/html/intro_8dox.html +0 -81
  206. data/glfw-3.3.9.bin.MACOS/docs/html/intro_guide.html +0 -351
  207. data/glfw-3.3.9.bin.MACOS/docs/html/jquery.js +0 -34
  208. data/glfw-3.3.9.bin.MACOS/docs/html/main_8dox.html +0 -81
  209. data/glfw-3.3.9.bin.MACOS/docs/html/menu.js +0 -136
  210. data/glfw-3.3.9.bin.MACOS/docs/html/menudata.js +0 -29
  211. data/glfw-3.3.9.bin.MACOS/docs/html/minus.svg +0 -8
  212. data/glfw-3.3.9.bin.MACOS/docs/html/minusd.svg +0 -8
  213. data/glfw-3.3.9.bin.MACOS/docs/html/monitor_8dox.html +0 -81
  214. data/glfw-3.3.9.bin.MACOS/docs/html/monitor_guide.html +0 -229
  215. data/glfw-3.3.9.bin.MACOS/docs/html/moving_8dox.html +0 -81
  216. data/glfw-3.3.9.bin.MACOS/docs/html/moving_guide.html +0 -374
  217. data/glfw-3.3.9.bin.MACOS/docs/html/nav_f.png +0 -0
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  221. data/glfw-3.3.9.bin.MACOS/docs/html/nav_hd.png +0 -0
  222. data/glfw-3.3.9.bin.MACOS/docs/html/news.html +0 -634
  223. data/glfw-3.3.9.bin.MACOS/docs/html/news_8dox.html +0 -81
  224. data/glfw-3.3.9.bin.MACOS/docs/html/open.png +0 -0
  225. data/glfw-3.3.9.bin.MACOS/docs/html/pages.html +0 -99
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  229. data/glfw-3.3.9.bin.MACOS/docs/html/quick_guide.html +0 -397
  230. data/glfw-3.3.9.bin.MACOS/docs/html/search/all_0.js +0 -5
  231. data/glfw-3.3.9.bin.MACOS/docs/html/search/all_1.js +0 -4
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  258. data/glfw-3.3.9.bin.MACOS/docs/html/search/classes_0.js +0 -7
  259. data/glfw-3.3.9.bin.MACOS/docs/html/search/close.svg +0 -18
  260. data/glfw-3.3.9.bin.MACOS/docs/html/search/defines_0.js +0 -34
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  270. data/glfw-3.3.9.bin.MACOS/docs/html/search/functions_0.js +0 -146
  271. data/glfw-3.3.9.bin.MACOS/docs/html/search/groups_0.js +0 -6
  272. data/glfw-3.3.9.bin.MACOS/docs/html/search/groups_1.js +0 -4
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  511. data/glfw-3.4.bin.WIN64/docs/html/search/pages_f.js +0 -6
  512. data/glfw-3.4.bin.WIN64/docs/html/search/search.css +0 -291
  513. data/glfw-3.4.bin.WIN64/docs/html/search/search.js +0 -840
  514. data/glfw-3.4.bin.WIN64/docs/html/search/searchdata.js +0 -39
  515. data/glfw-3.4.bin.WIN64/docs/html/search/typedefs_0.js +0 -36
  516. data/glfw-3.4.bin.WIN64/docs/html/search/variables_0.js +0 -5
  517. data/glfw-3.4.bin.WIN64/docs/html/search/variables_1.js +0 -6
  518. data/glfw-3.4.bin.WIN64/docs/html/search/variables_2.js +0 -4
  519. data/glfw-3.4.bin.WIN64/docs/html/search/variables_3.js +0 -5
  520. data/glfw-3.4.bin.WIN64/docs/html/search/variables_4.js +0 -4
  521. data/glfw-3.4.bin.WIN64/docs/html/search/variables_5.js +0 -4
  522. data/glfw-3.4.bin.WIN64/docs/html/search/variables_6.js +0 -7
  523. data/glfw-3.4.bin.WIN64/docs/html/search/variables_7.js +0 -4
  524. data/glfw-3.4.bin.WIN64/docs/html/search/variables_8.js +0 -4
  525. data/glfw-3.4.bin.WIN64/docs/html/search/variables_9.js +0 -4
  526. data/glfw-3.4.bin.WIN64/docs/html/spaces.svg +0 -877
  527. data/glfw-3.4.bin.WIN64/docs/html/splitbar.png +0 -0
  528. data/glfw-3.4.bin.WIN64/docs/html/splitbard.png +0 -0
  529. data/glfw-3.4.bin.WIN64/docs/html/struct_g_l_f_wallocator.html +0 -168
  530. data/glfw-3.4.bin.WIN64/docs/html/struct_g_l_f_wgamepadstate.html +0 -134
  531. data/glfw-3.4.bin.WIN64/docs/html/struct_g_l_f_wgammaramp.html +0 -170
  532. data/glfw-3.4.bin.WIN64/docs/html/struct_g_l_f_wimage.html +0 -151
  533. data/glfw-3.4.bin.WIN64/docs/html/struct_g_l_f_wvidmode.html +0 -204
  534. data/glfw-3.4.bin.WIN64/docs/html/sync_off.png +0 -0
  535. data/glfw-3.4.bin.WIN64/docs/html/sync_on.png +0 -0
  536. data/glfw-3.4.bin.WIN64/docs/html/tab_a.png +0 -0
  537. data/glfw-3.4.bin.WIN64/docs/html/tab_ad.png +0 -0
  538. data/glfw-3.4.bin.WIN64/docs/html/tab_b.png +0 -0
  539. data/glfw-3.4.bin.WIN64/docs/html/tab_bd.png +0 -0
  540. data/glfw-3.4.bin.WIN64/docs/html/tab_h.png +0 -0
  541. data/glfw-3.4.bin.WIN64/docs/html/tab_hd.png +0 -0
  542. data/glfw-3.4.bin.WIN64/docs/html/tab_s.png +0 -0
  543. data/glfw-3.4.bin.WIN64/docs/html/tab_sd.png +0 -0
  544. data/glfw-3.4.bin.WIN64/docs/html/tabs.css +0 -1
  545. data/glfw-3.4.bin.WIN64/docs/html/topics.html +0 -101
  546. data/glfw-3.4.bin.WIN64/docs/html/vulkan_8md.html +0 -81
  547. data/glfw-3.4.bin.WIN64/docs/html/vulkan_guide.html +0 -206
  548. data/glfw-3.4.bin.WIN64/docs/html/window_8md.html +0 -81
  549. data/glfw-3.4.bin.WIN64/docs/html/window_guide.html +0 -806
  550. data/glfw-3.4.bin.WIN64/include/GLFW/glfw3.h +0 -6547
  551. data/glfw-3.4.bin.WIN64/include/GLFW/glfw3native.h +0 -663
  552. data/glfw-3.4.bin.WIN64/lib-mingw-w64/glfw3.dll +0 -0
  553. data/glfw-3.4.bin.WIN64/lib-mingw-w64/libglfw3.a +0 -0
  554. data/glfw-3.4.bin.WIN64/lib-mingw-w64/libglfw3dll.a +0 -0
  555. data/glfw-3.4.bin.WIN64/lib-static-ucrt/glfw3dll.lib +0 -0
  556. data/glfw-3.4.bin.WIN64/lib-vc2013/glfw3.dll +0 -0
  557. data/glfw-3.4.bin.WIN64/lib-vc2013/glfw3.lib +0 -0
  558. data/glfw-3.4.bin.WIN64/lib-vc2013/glfw3_mt.lib +0 -0
  559. data/glfw-3.4.bin.WIN64/lib-vc2013/glfw3dll.lib +0 -0
  560. data/glfw-3.4.bin.WIN64/lib-vc2015/glfw3.dll +0 -0
  561. data/glfw-3.4.bin.WIN64/lib-vc2015/glfw3.lib +0 -0
  562. data/glfw-3.4.bin.WIN64/lib-vc2015/glfw3_mt.lib +0 -0
  563. data/glfw-3.4.bin.WIN64/lib-vc2015/glfw3dll.lib +0 -0
  564. data/glfw-3.4.bin.WIN64/lib-vc2017/glfw3.dll +0 -0
  565. data/glfw-3.4.bin.WIN64/lib-vc2017/glfw3.lib +0 -0
  566. data/glfw-3.4.bin.WIN64/lib-vc2017/glfw3_mt.lib +0 -0
  567. data/glfw-3.4.bin.WIN64/lib-vc2017/glfw3dll.lib +0 -0
  568. data/glfw-3.4.bin.WIN64/lib-vc2019/glfw3.dll +0 -0
  569. data/glfw-3.4.bin.WIN64/lib-vc2019/glfw3.lib +0 -0
  570. data/glfw-3.4.bin.WIN64/lib-vc2019/glfw3_mt.lib +0 -0
  571. data/glfw-3.4.bin.WIN64/lib-vc2019/glfw3dll.lib +0 -0
  572. data/glfw-3.4.bin.WIN64/lib-vc2022/glfw3.dll +0 -0
  573. data/glfw-3.4.bin.WIN64/lib-vc2022/glfw3.lib +0 -0
  574. data/glfw-3.4.bin.WIN64/lib-vc2022/glfw3_mt.lib +0 -0
  575. data/glfw-3.4.bin.WIN64/lib-vc2022/glfw3dll.lib +0 -0
  576. data/lib/engine/components/font_renderer.rb +0 -134
  577. data/lib/engine/components/mesh_renderer.rb +0 -31
  578. data/lib/engine/components/sprite_renderer.rb +0 -141
  579. data/lib/engine/components/ui_font_renderer.rb +0 -140
  580. data/lib/engine/components/ui_sprite_clickbox.rb +0 -62
  581. data/lib/engine/components/ui_sprite_renderer.rb +0 -101
  582. data/lib/engine/shaders/skybox_frag.glsl +0 -12
  583. /data/{glfw-3.4.bin.WIN64 → vendor/glfw-3.3.9.bin.MACOS}/LICENSE.md +0 -0
  584. /data/{glfw-3.4.bin.WIN64 → vendor/glfw-3.4.bin.WIN64}/lib-static-ucrt/glfw3.dll +0 -0
@@ -0,0 +1,60 @@
1
+ # frozen_string_literal: true
2
+
3
+ require_relative "flex/layout"
4
+ require_relative "flex/stretch_layout"
5
+ require_relative "flex/pack_layout"
6
+
7
+ module Engine::Components
8
+ module UI
9
+ class Flex < Engine::Component
10
+ serialize :direction, :gap, :justify
11
+
12
+ attr_reader :direction, :gap, :justify
13
+
14
+ def awake
15
+ @direction ||= :row
16
+ @gap ||= 0
17
+ @justify ||= :stretch
18
+ end
19
+
20
+ def start
21
+ @ui_rect = game_object.component(UI::Rect)
22
+ raise "UI::Flex requires a UI::Rect component on the same GameObject" unless @ui_rect
23
+ end
24
+
25
+ def rect_for_child(child_ui_rect)
26
+ children = child_ui_rects
27
+ index = children.index(child_ui_rect)
28
+ return nil unless index
29
+
30
+ parent_rect = @ui_rect.computed_rect
31
+ layout.rect_for_child(child_ui_rect, index, children, parent_rect)
32
+ end
33
+
34
+ private
35
+
36
+ def layout
37
+ @layout ||= create_layout
38
+ end
39
+
40
+ def create_layout
41
+ if @justify == :stretch
42
+ FlexLayout::Stretch.new(direction: @direction, gap: @gap)
43
+ else
44
+ FlexLayout::Pack.new(direction: @direction, gap: @gap, justify: @justify)
45
+ end
46
+ end
47
+
48
+ def child_ui_rects
49
+ @child_ui_rects_cache ||= game_object.children
50
+ .map { |child| child.component(UI::Rect) }
51
+ .compact
52
+ end
53
+
54
+ def invalidate_cache
55
+ @child_ui_rects_cache = nil
56
+ @layout = nil
57
+ end
58
+ end
59
+ end
60
+ end
@@ -0,0 +1,57 @@
1
+ # frozen_string_literal: true
2
+
3
+ module Engine::Components
4
+ module UI
5
+ class FontRenderer < FontRendererBase
6
+ def ui_renderer?
7
+ true
8
+ end
9
+
10
+ def start
11
+ @ui_rect = game_object.component(UI::Rect)
12
+ raise "UI::FontRenderer requires a UI::Rect component on the same GameObject" unless @ui_rect
13
+
14
+ super
15
+ end
16
+
17
+ private
18
+
19
+ def shader
20
+ @shader ||= Engine::Shader.ui_text
21
+ end
22
+
23
+ def set_shader_camera_matrix
24
+ # Y-down coordinate system: (0,0) at top-left, Y increases downward
25
+ camera_matrix = Matrix[
26
+ [2.0 / Engine::Window.framebuffer_width, 0, 0, 0],
27
+ [0, -2.0 / Engine::Window.framebuffer_height, 0, 0],
28
+ [0, 0, 1, 0],
29
+ [-1, 1, 0, 1]
30
+ ]
31
+ shader.set_mat4("camera", camera_matrix)
32
+ end
33
+
34
+ def set_shader_model_matrix
35
+ rect = @ui_rect.computed_rect
36
+
37
+ # Scale text to match rect height
38
+ # The base quad is 1 unit tall, so scale = rect height
39
+ scale = rect.height
40
+
41
+ # Position at left edge of rect, vertically centered
42
+ # Y-down: position from top, with negative scale to flip
43
+ x = rect.left + (scale * 0.5)
44
+ y = rect.top + (scale * 0.5)
45
+
46
+ model_matrix = Matrix[
47
+ [scale, 0, 0, 0],
48
+ [0, scale, 0, 0],
49
+ [0, 0, 1, 0],
50
+ [x, y, 0, 1]
51
+ ]
52
+
53
+ shader.set_mat4("model", model_matrix)
54
+ end
55
+ end
56
+ end
57
+ end
@@ -0,0 +1,117 @@
1
+ # frozen_string_literal: true
2
+
3
+ module Engine::Components
4
+ module UI
5
+ class Rect < Engine::Component
6
+ serialize :left_ratio, :right_ratio, :top_ratio, :bottom_ratio,
7
+ :left_offset, :right_offset, :top_offset, :bottom_offset,
8
+ :flex_width, :flex_height, :flex_weight, :flex_align,
9
+ :z_layer, :mask
10
+
11
+ attr_reader :left_ratio, :right_ratio, :top_ratio, :bottom_ratio,
12
+ :left_offset, :right_offset, :top_offset, :bottom_offset,
13
+ :flex_width, :flex_height, :flex_weight, :flex_align,
14
+ :mask
15
+
16
+ def self.rects
17
+ @rects ||= []
18
+ end
19
+
20
+ def self.draw_all
21
+ rects.each do |rect|
22
+ Rendering::UI::StencilManager.setup_for_rect(rect)
23
+ rect.game_object.ui_renderers.each(&:draw)
24
+ end
25
+ Rendering::UI::StencilManager.reset
26
+ end
27
+
28
+ def awake
29
+ @left_ratio ||= 0.0
30
+ @right_ratio ||= 0.0
31
+ @bottom_ratio ||= 0.0
32
+ @top_ratio ||= 0.0
33
+ @left_offset ||= 0
34
+ @right_offset ||= 0
35
+ @bottom_offset ||= 0
36
+ @top_offset ||= 0
37
+ @flex_weight ||= 1
38
+ @mask ||= false
39
+ end
40
+
41
+ def start
42
+ insert_sorted
43
+ end
44
+
45
+ def destroy
46
+ Rect.rects.delete(self)
47
+ end
48
+
49
+ def z_layer=(value)
50
+ @z_layer = value
51
+ reposition
52
+ end
53
+
54
+ def z_layer
55
+ return @z_layer if @z_layer
56
+
57
+ parent_ui = game_object.parent&.component(UI::Rect)
58
+ parent_ui ? parent_ui.z_layer + 10 : 0
59
+ end
60
+
61
+ def parent_rect
62
+ parent_ui = game_object.parent&.component(UI::Rect)
63
+ parent_ui&.computed_rect || screen_rect
64
+ end
65
+
66
+ def screen_rect
67
+ # Y-down: top=0, bottom=height
68
+ Engine::UI::Rect.new(
69
+ left: 0,
70
+ right: Engine::Window.framebuffer_width,
71
+ top: 0,
72
+ bottom: Engine::Window.framebuffer_height
73
+ )
74
+ end
75
+
76
+ def computed_rect
77
+ # Check if parent has a layout component
78
+ parent_flex = game_object.parent&.component(UI::Flex)
79
+ return parent_flex.rect_for_child(self) if parent_flex
80
+
81
+ pr = parent_rect
82
+
83
+ # Y-down: top increases downward from parent top, bottom decreases upward from parent bottom
84
+ Engine::UI::Rect.new(
85
+ left: pr.left + (pr.width * @left_ratio) + @left_offset,
86
+ right: pr.right - (pr.width * @right_ratio) - @right_offset,
87
+ top: pr.top + (pr.height * @top_ratio) + @top_offset,
88
+ bottom: pr.bottom - (pr.height * @bottom_ratio) - @bottom_offset
89
+ )
90
+ end
91
+
92
+ def ancestor_masks
93
+ masks = []
94
+ current = game_object.parent
95
+ while current
96
+ rect_component = current.component(UI::Rect)
97
+ masks.unshift(rect_component) if rect_component&.mask
98
+ current = current.parent
99
+ end
100
+ masks
101
+ end
102
+
103
+ private
104
+
105
+ def insert_sorted
106
+ z = z_layer
107
+ index = Rect.rects.bsearch_index { |r| r.z_layer > z } || Rect.rects.length
108
+ Rect.rects.insert(index, self)
109
+ end
110
+
111
+ def reposition
112
+ Rect.rects.delete(self)
113
+ insert_sorted
114
+ end
115
+ end
116
+ end
117
+ end
@@ -0,0 +1,47 @@
1
+ # frozen_string_literal: true
2
+
3
+ module Engine::Components
4
+ module UI
5
+ class SpriteClickbox < Engine::Component
6
+ attr_reader :mouse_inside, :clicked, :mouse_entered, :mouse_exited
7
+
8
+ def awake
9
+ @mouse_inside = false
10
+ @clicked = false
11
+ @mouse_entered = false
12
+ @mouse_exited = false
13
+ end
14
+
15
+ def start
16
+ @ui_rect = game_object.component(UI::Rect)
17
+ raise "UI::SpriteClickbox requires a UI::Rect component" unless @ui_rect
18
+ end
19
+
20
+ def update(delta_time)
21
+ mouse_pos = Engine::Input.mouse_pos
22
+ return unless mouse_pos
23
+
24
+ if point_inside?(mouse_pos)
25
+ @mouse_entered = !@mouse_inside
26
+ @mouse_inside = true
27
+ @clicked = Engine::Input.key_down?(Engine::Input::MOUSE_BUTTON_LEFT)
28
+ else
29
+ @mouse_exited = @mouse_inside
30
+ @mouse_inside = false
31
+ end
32
+ end
33
+
34
+ private
35
+
36
+ def point_inside?(point)
37
+ rect = @ui_rect.computed_rect
38
+
39
+ # Y-down: top < bottom
40
+ point[0] >= rect.left &&
41
+ point[0] <= rect.right &&
42
+ point[1] >= rect.top &&
43
+ point[1] <= rect.bottom
44
+ end
45
+ end
46
+ end
47
+ end
@@ -0,0 +1,117 @@
1
+ # frozen_string_literal: true
2
+
3
+ module Engine::Components
4
+ module UI
5
+ class SpriteRenderer < Engine::Component
6
+ serialize :material
7
+
8
+ attr_reader :material
9
+
10
+ def ui_renderer?
11
+ true
12
+ end
13
+
14
+ def start
15
+ @ui_rect = game_object.component(UI::Rect)
16
+ raise "UI::SpriteRenderer requires a UI::Rect component on the same GameObject" unless @ui_rect
17
+
18
+ setup_vertex_attribute_buffer
19
+ setup_index_buffer
20
+ setup_vertex_buffer
21
+ Engine::GL.BindVertexArray(0)
22
+ end
23
+
24
+ def draw
25
+ rect = @ui_rect.computed_rect
26
+
27
+ Engine::GL.BindVertexArray(@vao)
28
+ Engine::GL.BindBuffer(Engine::GL::ELEMENT_ARRAY_BUFFER, @ebo)
29
+
30
+ update_vertex_buffer(rect)
31
+ set_material_per_frame_data
32
+
33
+ Engine::GL.DrawElements(Engine::GL::TRIANGLES, 6, Engine::GL::UNSIGNED_INT, 0)
34
+ end
35
+
36
+ private
37
+
38
+ def set_material_per_frame_data
39
+ set_camera_matrix
40
+ material.set_mat4("model", Matrix.identity(4))
41
+ material.update_shader
42
+ end
43
+
44
+ def set_camera_matrix
45
+ # Y-down coordinate system: (0,0) at top-left, Y increases downward
46
+ camera_matrix = Matrix[
47
+ [2.0 / Engine::Window.framebuffer_width, 0, 0, 0],
48
+ [0, -2.0 / Engine::Window.framebuffer_height, 0, 0],
49
+ [0, 0, 1, 0],
50
+ [-1, 1, 0, 1]
51
+ ]
52
+ material.set_mat4("camera", camera_matrix)
53
+ end
54
+
55
+ def setup_index_buffer
56
+ # Counter-clockwise winding for front faces
57
+ # v0=bottom-left, v1=bottom-right, v2=top-right, v3=top-left
58
+ indices = [
59
+ 0, 1, 2,
60
+ 0, 2, 3
61
+ ]
62
+
63
+ ebo_buf = ' ' * 4
64
+ Engine::GL.GenBuffers(1, ebo_buf)
65
+ @ebo = ebo_buf.unpack('L')[0]
66
+ Engine::GL.BindBuffer(Engine::GL::ELEMENT_ARRAY_BUFFER, @ebo)
67
+ Engine::GL.BufferData(
68
+ Engine::GL::ELEMENT_ARRAY_BUFFER, 6 * Fiddle::SIZEOF_INT,
69
+ indices.pack('I*'), Engine::GL::STATIC_DRAW
70
+ )
71
+ end
72
+
73
+ def setup_vertex_attribute_buffer
74
+ vao_buf = ' ' * 4
75
+ Engine::GL.GenVertexArrays(1, vao_buf)
76
+ @vao = vao_buf.unpack('L')[0]
77
+ Engine::GL.BindVertexArray(@vao)
78
+ end
79
+
80
+ def setup_vertex_buffer
81
+ vbo_buf = ' ' * 4
82
+ Engine::GL.GenBuffers(1, vbo_buf)
83
+ @vbo = vbo_buf.unpack('L')[0]
84
+
85
+ Engine::GL.BindBuffer(Engine::GL::ARRAY_BUFFER, @vbo)
86
+ Engine::GL.BufferData(
87
+ Engine::GL::ARRAY_BUFFER, 4 * 5 * Fiddle::SIZEOF_FLOAT,
88
+ nil, Engine::GL::DYNAMIC_DRAW
89
+ )
90
+
91
+ Engine::GL.VertexAttribPointer(0, 3, Engine::GL::FLOAT, Engine::GL::FALSE, 5 * Fiddle::SIZEOF_FLOAT, 0)
92
+ Engine::GL.VertexAttribPointer(1, 2, Engine::GL::FLOAT, Engine::GL::FALSE, 5 * Fiddle::SIZEOF_FLOAT, 3 * Fiddle::SIZEOF_FLOAT)
93
+ Engine::GL.EnableVertexAttribArray(0)
94
+ Engine::GL.EnableVertexAttribArray(1)
95
+ end
96
+
97
+ def update_vertex_buffer(rect)
98
+ return if @cached_rect == rect
99
+ @cached_rect = rect
100
+
101
+ # UV V=1 at screen bottom, V=0 at screen top (matches PNG top-to-bottom storage)
102
+ vertices = [
103
+ rect.left, rect.bottom, 0, 0, 1, # bottom-left
104
+ rect.right, rect.bottom, 0, 1, 1, # bottom-right
105
+ rect.right, rect.top, 0, 1, 0, # top-right
106
+ rect.left, rect.top, 0, 0, 0 # top-left
107
+ ]
108
+
109
+ Engine::GL.BindBuffer(Engine::GL::ARRAY_BUFFER, @vbo)
110
+ Engine::GL.BufferSubData(
111
+ Engine::GL::ARRAY_BUFFER, 0, vertices.length * Fiddle::SIZEOF_FLOAT,
112
+ vertices.pack('F*')
113
+ )
114
+ end
115
+ end
116
+ end
117
+ end
@@ -1,93 +1,14 @@
1
- module Engine
2
- class ComputeShader
3
- def initialize(compute_shader)
4
- @uniform_locations = {}
5
- @compute_shader = compile_shader(compute_shader)
6
- @program = GL.CreateProgram
7
- GL.AttachShader(@program, @compute_shader)
8
- GL.LinkProgram(@program)
9
-
10
- linked_buf = ' ' * 4
11
- GL.GetProgramiv(@program, GL::LINK_STATUS, linked_buf)
12
- linked = linked_buf.unpack('L')[0]
13
- if linked == 0
14
- compile_log = ' ' * 1024
15
- GL.GetProgramInfoLog(@program, 1023, nil, compile_log)
16
- compute_log = ' ' * 1024
17
- GL.GetShaderInfoLog(@compute_shader, 1023, nil, compute_log)
18
- puts "Shader program failed to link"
19
- puts compile_log.strip
20
- puts compute_log.strip
21
- end
22
- @uniform_cache = {}
23
- @uniform_locations = {}
24
- end
25
-
26
- def compile_shader(shader)
27
- handle = GL.CreateShader(GL::COMPUTE_SHADER)
28
- path = File.expand_path(File.join(GAME_DIR, shader))
29
- s_srcs = [File.read(path)].pack('p')
30
- s_lens = [File.size(path)].pack('I')
31
- GL.ShaderSource(handle, 1, s_srcs, s_lens)
32
- GL.CompileShader(handle)
33
- handle
34
- end
35
-
36
- def dispatch(x, y, z, floats: {}, textures: [], ints: {}, vec3s: {}, vec4s: {}, mat4s: {})
37
- textures.each_with_index { |texture, slot| set_texture(slot, texture) }
38
-
39
- GL.UseProgram(@program)
40
-
41
- floats.each { |name, value| set_float(name, value) }
42
- ints.each { |name, value| set_int(name, value) }
43
- vec3s.each { |name, value| set_vec3(name, value) }
44
- vec4s.each { |name, value| set_vec4(name, value) }
45
- mat4s.each { |name, value| set_mat4(name, value) }
46
-
47
- GL.DispatchCompute(x, y, z)
48
- GL.MemoryBarrier(GL::SHADER_IMAGE_ACCESS_BARRIER_BIT)
49
- end
50
-
51
- private
52
-
53
- def set_float(name, float)
54
- GL.Uniform1f(uniform_location(name), float)
55
- end
56
-
57
- def set_texture(slot, texture)
58
- #puts "set #{slot}, to #{texture}"
59
- GL.ActiveTexture(Object.const_get("GL::TEXTURE#{slot}"))
60
- if texture
61
- GL.BindImageTexture(slot, texture, 0, GL::FALSE, 0, GL::READ_WRITE, GL::RGBA32F)
62
- else
63
- GL.BindImageTexture(slot, 0, 0, GL::FALSE, 0, GL::READ_WRITE, GL::RGBA32F)
64
- end
65
- end
66
-
67
- def set_vec3(name, vec)
68
- GL.Uniform3f(uniform_location(name), vector[0], vector[1], vector[2])
69
- end
70
-
71
- def set_vec4(name, vec)
72
- GL.Uniform4f(uniform_location(name), vec[0], vec[1], vec[2], vec[3])
73
- end
74
-
75
- def set_mat4(name, mat)
76
- mat_array = [
77
- mat[0, 0], mat[0, 1], mat[0, 2], mat[0, 3],
78
- mat[1, 0], mat[1, 1], mat[1, 2], mat[1, 3],
79
- mat[2, 0], mat[2, 1], mat[2, 2], mat[2, 3],
80
- mat[3, 0], mat[3, 1], mat[3, 2], mat[3, 3]
81
- ]
82
- GL.UniformMatrix4fv(uniform_location(name), 1, GL::FALSE, mat_array.pack('F*'))
83
- end
84
-
85
- def set_int(name, int)
86
- GL.Uniform1i(uniform_location(name), int)
87
- end
88
-
89
- def uniform_location(name)
90
- @uniform_locations[name] ||= GL.GetUniformLocation(@program, name)
91
- end
92
- end
93
- end
1
+ # frozen_string_literal: true
2
+
3
+ module Engine
4
+ class ComputeShader
5
+ def self.new(shader_path)
6
+ if OS.mac?
7
+ metal_path = shader_path.sub(/\.(comp|glsl)$/, '.metal')
8
+ Metal::ComputeShader.new(metal_path)
9
+ else
10
+ OpenGL::ComputeShader.new(shader_path)
11
+ end
12
+ end
13
+ end
14
+ end
@@ -0,0 +1,13 @@
1
+ # frozen_string_literal: true
2
+
3
+ module Engine
4
+ class ComputeTexture
5
+ def self.new(width, height)
6
+ if OS.mac?
7
+ Metal::ComputeTexture.new(width, height)
8
+ else
9
+ OpenGL::ComputeTexture.new(width, height)
10
+ end
11
+ end
12
+ end
13
+ end
data/lib/engine/cursor.rb CHANGED
@@ -1,43 +1,43 @@
1
- # frozen_string_literal: true
2
-
3
- module Engine
4
- class Cursor
5
- class << self
6
-
7
- def supported_modes
8
- {
9
- :enable => GLFW::CURSOR_NORMAL,
10
- :disable => GLFW::CURSOR_DISABLED,
11
- :hide => GLFW::CURSOR_HIDDEN
12
- }
13
- end
14
-
15
- def enable
16
- set_input_mode(:enable)
17
- end
18
-
19
- def disable
20
- set_input_mode(:disable)
21
- end
22
-
23
- def hide
24
- set_input_mode(:hide)
25
- end
26
-
27
- # Expects a symbol present in supported_modes, e.g. ':hide'
28
- def set_input_mode(mode)
29
- GLFW.SetInputMode(Window.window, GLFW::CURSOR, supported_modes[mode])
30
- end
31
-
32
- # Returns a symbol from the supported_modes, e.g. ':hide'
33
- def get_input_mode
34
- supported_modes.key(GLFW.GetInputMode(Window.window, GLFW::CURSOR))
35
- end
36
-
37
- # Expects a symbol present in supported_modes, e.g. ':hide'
38
- def restore_input_mode(original_mode)
39
- set_input_mode(original_mode)
40
- end
41
- end
42
- end
43
- end
1
+ # frozen_string_literal: true
2
+
3
+ module Engine
4
+ class Cursor
5
+ class << self
6
+
7
+ def supported_modes
8
+ {
9
+ :enable => GLFW::CURSOR_NORMAL,
10
+ :disable => GLFW::CURSOR_DISABLED,
11
+ :hide => GLFW::CURSOR_HIDDEN
12
+ }
13
+ end
14
+
15
+ def enable
16
+ set_input_mode(:enable)
17
+ end
18
+
19
+ def disable
20
+ set_input_mode(:disable)
21
+ end
22
+
23
+ def hide
24
+ set_input_mode(:hide)
25
+ end
26
+
27
+ # Expects a symbol present in supported_modes, e.g. ':hide'
28
+ def set_input_mode(mode)
29
+ GLFW.SetInputMode(Window.window, GLFW::CURSOR, supported_modes[mode])
30
+ end
31
+
32
+ # Returns a symbol from the supported_modes, e.g. ':hide'
33
+ def get_input_mode
34
+ supported_modes.key(GLFW.GetInputMode(Window.window, GLFW::CURSOR))
35
+ end
36
+
37
+ # Expects a symbol present in supported_modes, e.g. ':hide'
38
+ def restore_input_mode(original_mode)
39
+ set_input_mode(original_mode)
40
+ end
41
+ end
42
+ end
43
+ end
@@ -1,41 +1,41 @@
1
- # frozen_string_literal: true
2
-
3
- module Engine
4
- module Debugging
5
-
6
- # Hit a breakpoint within the context of where the breakpoint is defined, assuming a block is passed
7
- # with a `binding.pry` (or an alternative debugger), otherwise hit a breakpoint within this method.
8
- def self.breakpoint(&block)
9
- orig_fullscreen = Window.full_screen?
10
- if orig_fullscreen
11
- Window.set_to_windowed
12
- GLFW.PollEvents # Required to trigger the switch from fullscreen to windowed within this breakpoint
13
- end
14
-
15
- orig_cursor_mode = Cursor.get_input_mode
16
- Cursor.enable
17
-
18
- block_given? ? yield : binding.pry
19
- Cursor.restore_input_mode(orig_cursor_mode)
20
- Window.set_to_full_screen if orig_fullscreen
21
- Window.focus_window
22
-
23
- # Reset the time, otherwise delta_time will be off for the next frame, and teleporting occurs
24
- @time = Time.now
25
- end
26
-
27
- def self.debug_opengl_call
28
- errors = []
29
- until GL.GetError == 0; end
30
- yield
31
- until (error = GL.GetError) == 0
32
- errors += error.to_s(16)
33
- end
34
- end
35
-
36
- def self.print_opengl_version
37
- puts "OpenGL Version: #{GL.GetString(GL::VERSION)}"
38
- puts "GLSL Version: #{GL.GetString(GL::SHADING_LANGUAGE_VERSION)}"
39
- end
40
- end
41
- end
1
+ # frozen_string_literal: true
2
+
3
+ module Engine
4
+ module Debugging
5
+
6
+ # Hit a breakpoint within the context of where the breakpoint is defined, assuming a block is passed
7
+ # with a `binding.pry` (or an alternative debugger), otherwise hit a breakpoint within this method.
8
+ def self.breakpoint(&block)
9
+ orig_fullscreen = Window.full_screen?
10
+ if orig_fullscreen
11
+ Window.set_to_windowed
12
+ GLFW.PollEvents # Required to trigger the switch from fullscreen to windowed within this breakpoint
13
+ end
14
+
15
+ orig_cursor_mode = Cursor.get_input_mode
16
+ Cursor.enable
17
+
18
+ block_given? ? yield : binding.pry
19
+ Cursor.restore_input_mode(orig_cursor_mode)
20
+ Window.set_to_full_screen if orig_fullscreen
21
+ Window.focus_window
22
+
23
+ # Reset the time, otherwise delta_time will be off for the next frame, and teleporting occurs
24
+ @time = Time.now
25
+ end
26
+
27
+ def self.debug_opengl_call
28
+ errors = []
29
+ until Engine::GL.GetError == 0; end
30
+ yield
31
+ until (error = Engine::GL.GetError) == 0
32
+ errors += error.to_s(16)
33
+ end
34
+ end
35
+
36
+ def self.print_opengl_version
37
+ puts "OpenGL Version: #{Engine::GL.GetString(Engine::GL::VERSION)}"
38
+ puts "GLSL Version: #{Engine::GL.GetString(Engine::GL::SHADING_LANGUAGE_VERSION)}"
39
+ end
40
+ end
41
+ end