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
@@ -1,153 +1,232 @@
1
- # frozen_string_literal: true
2
-
3
- module Rendering
4
- class InstanceRenderer
5
- attr_reader :mesh, :material
6
-
7
- def initialize(mesh, material)
8
- @mesh = mesh
9
- @material = material
10
- @mesh_renderers = []
11
- @mesh_matrix_data = []
12
-
13
- setup_vertex_attribute_buffer
14
- setup_vertex_buffer
15
- setup_index_buffer
16
- generate_instance_vbo_buf
17
- end
18
-
19
- def add_instance(mesh_renderer)
20
- @mesh_renderers << mesh_renderer
21
- @mesh_matrix_data += mesh_renderer.game_object.model_matrix.to_a.flatten
22
- end
23
-
24
- def remove_instance(mesh_renderer)
25
- index = @mesh_renderers.index(mesh_renderer)
26
- @mesh_renderers.delete_at(index)
27
- @mesh_matrix_data[index * 16, 16] = []
28
- end
29
-
30
- def update_instance(mesh_renderer)
31
- index = @mesh_renderers.index(mesh_renderer)
32
- @mesh_matrix_data[index * 16, 16] = mesh_renderer.game_object.model_matrix.to_a.flatten
33
- end
34
-
35
- def draw_all
36
- set_material_per_frame_data
37
-
38
- GL.BindVertexArray(@vao)
39
- update_vbo_buf
40
- GL.BindBuffer(GL::ELEMENT_ARRAY_BUFFER, @ebo)
41
- GL.BindBuffer(GL::ARRAY_BUFFER, @instance_vbo)
42
-
43
- GL.DrawElementsInstanced(GL::TRIANGLES, mesh.index_data.length, GL::UNSIGNED_INT, 0, @mesh_renderers.count)
44
- GL.BindVertexArray(0)
45
- GL.BindBuffer(GL::ELEMENT_ARRAY_BUFFER, 0)
46
- end
47
-
48
- private
49
-
50
- def set_material_per_frame_data
51
- material.set_mat4("camera", Engine::Camera.instance.matrix)
52
- material.set_vec3("cameraPos", Engine::Camera.instance.game_object.pos)
53
-
54
- update_light_data
55
- material.update_shader
56
- end
57
-
58
- def update_light_data
59
- Engine::Components::PointLight.point_lights.each_with_index do |light, i|
60
- material.set_float("pointLights[#{i}].sqrRange", light.range * light.range)
61
- material.set_vec3("pointLights[#{i}].position", light.game_object.pos)
62
- material.set_vec3("pointLights[#{i}].colour", light.colour)
63
- end
64
- Engine::Components::DirectionLight.direction_lights.each_with_index do |light, i|
65
- material.set_vec3("directionalLights[#{i}].direction", light.game_object.forward)
66
- material.set_vec3("directionalLights[#{i}].colour", light.colour)
67
- end
68
- end
69
-
70
- def setup_index_buffer
71
- indices = mesh.index_data
72
-
73
- ebo_buf = ' ' * 4
74
- GL.GenBuffers(1, ebo_buf)
75
- @ebo = ebo_buf.unpack('L')[0]
76
- GL.BindBuffer(GL::ELEMENT_ARRAY_BUFFER, @ebo)
77
- GL.BufferData(
78
- GL::ELEMENT_ARRAY_BUFFER, indices.length * Fiddle::SIZEOF_INT,
79
- indices.pack('I*'), GL::STATIC_DRAW
80
- )
81
- end
82
-
83
- def setup_vertex_attribute_buffer
84
- vao_buf = ' ' * 4
85
- GL.GenVertexArrays(1, vao_buf)
86
- @vao = vao_buf.unpack('L')[0]
87
- GL.BindVertexArray(@vao)
88
- end
89
-
90
- def setup_vertex_buffer
91
- vbo_buf = ' ' * 4
92
- GL.GenBuffers(1, vbo_buf)
93
- vbo = vbo_buf.unpack('L')[0]
94
- points = mesh.vertex_data
95
-
96
- GL.BindBuffer(GL::ARRAY_BUFFER, vbo)
97
- GL.BufferData(
98
- GL::ARRAY_BUFFER, @mesh.vertex_data.length * Fiddle::SIZEOF_FLOAT,
99
- points.pack('F*'), GL::STATIC_DRAW
100
- )
101
- vertex_data_size = 20 * Fiddle::SIZEOF_FLOAT
102
-
103
- GL.VertexAttribPointer(0, 3, GL::FLOAT, GL::FALSE, vertex_data_size, 0)
104
- GL.VertexAttribPointer(1, 2, GL::FLOAT, GL::FALSE, vertex_data_size, 3 * Fiddle::SIZEOF_FLOAT)
105
- GL.VertexAttribPointer(2, 3, GL::FLOAT, GL::FALSE, vertex_data_size, 5 * Fiddle::SIZEOF_FLOAT)
106
- GL.VertexAttribPointer(3, 3, GL::FLOAT, GL::FALSE, vertex_data_size, 8 * Fiddle::SIZEOF_FLOAT)
107
- GL.VertexAttribPointer(4, 3, GL::FLOAT, GL::FALSE, vertex_data_size, 11 * Fiddle::SIZEOF_FLOAT)
108
- GL.VertexAttribPointer(5, 3, GL::FLOAT, GL::FALSE, vertex_data_size, 14 * Fiddle::SIZEOF_FLOAT)
109
- GL.VertexAttribPointer(6, 3, GL::FLOAT, GL::FALSE, vertex_data_size, 17 * Fiddle::SIZEOF_FLOAT)
110
- GL.EnableVertexAttribArray(0)
111
- GL.EnableVertexAttribArray(1)
112
- GL.EnableVertexAttribArray(2)
113
- GL.EnableVertexAttribArray(3)
114
- GL.EnableVertexAttribArray(4)
115
- GL.EnableVertexAttribArray(5)
116
- GL.EnableVertexAttribArray(6)
117
- end
118
-
119
- def generate_instance_vbo_buf
120
- instance_vbo_buf = ' ' * 4
121
- GL.GenBuffers(1, instance_vbo_buf)
122
- @instance_vbo = instance_vbo_buf.unpack('L')[0]
123
- update_vbo_buf
124
- end
125
-
126
- def update_vbo_buf
127
- vertex_data = @mesh_matrix_data
128
-
129
- GL.BindBuffer(GL::ARRAY_BUFFER, @instance_vbo)
130
- GL.BufferData(
131
- GL::ARRAY_BUFFER, vertex_data.length * Fiddle::SIZEOF_FLOAT,
132
- vertex_data.pack('F*'), GL::STATIC_DRAW
133
- )
134
-
135
- vec4_size = Fiddle::SIZEOF_FLOAT * 4
136
-
137
- GL.EnableVertexAttribArray(7)
138
- GL.EnableVertexAttribArray(8)
139
- GL.EnableVertexAttribArray(9)
140
- GL.EnableVertexAttribArray(10)
141
-
142
- GL.VertexAttribPointer(7, 4, GL::FLOAT, GL::FALSE, 4 * vec4_size, 0)
143
- GL.VertexAttribPointer(8, 4, GL::FLOAT, GL::FALSE, 4 * vec4_size, 1 * vec4_size)
144
- GL.VertexAttribPointer(9, 4, GL::FLOAT, GL::FALSE, 4 * vec4_size, 2 * vec4_size)
145
- GL.VertexAttribPointer(10, 4, GL::FLOAT, GL::FALSE, 4 * vec4_size, 3 * vec4_size)
146
-
147
- GL.VertexAttribDivisor(7, 1)
148
- GL.VertexAttribDivisor(8, 1)
149
- GL.VertexAttribDivisor(9, 1)
150
- GL.VertexAttribDivisor(10, 1)
151
- end
152
- end
153
- end
1
+ # frozen_string_literal: true
2
+
3
+ module Rendering
4
+ class InstanceRenderer
5
+ attr_reader :mesh, :material
6
+
7
+ FLOATS_PER_MATRIX = 16
8
+ BYTES_PER_MATRIX = FLOATS_PER_MATRIX * Fiddle::SIZEOF_FLOAT
9
+
10
+ def initialize(mesh, material)
11
+ @mesh = mesh
12
+ @material = material
13
+ @mesh_renderers = []
14
+ @packed_data = String.new(encoding: Encoding::BINARY)
15
+
16
+ setup_vertex_attribute_buffer
17
+ setup_vertex_buffer
18
+ setup_index_buffer
19
+ generate_instance_vbo_buf
20
+ Engine::GL.BindVertexArray(0)
21
+ end
22
+
23
+ def add_instance(mesh_renderer)
24
+ @mesh_renderers << mesh_renderer
25
+ floats = mesh_renderer.game_object.model_matrix.to_a.flatten
26
+ @packed_data << floats.pack('F*')
27
+ end
28
+
29
+ def remove_instance(mesh_renderer)
30
+ index = @mesh_renderers.index(mesh_renderer)
31
+ @mesh_renderers.delete_at(index)
32
+ # Remove this instance's bytes from packed data
33
+ byte_offset = index * BYTES_PER_MATRIX
34
+ @packed_data[byte_offset, BYTES_PER_MATRIX] = ''
35
+ end
36
+
37
+ def update_instance(mesh_renderer)
38
+ index = @mesh_renderers.index(mesh_renderer)
39
+ floats = mesh_renderer.game_object.model_matrix.to_a.flatten
40
+ byte_offset = index * BYTES_PER_MATRIX
41
+ @packed_data[byte_offset, BYTES_PER_MATRIX] = floats.pack('F*')
42
+ end
43
+
44
+ def draw_all
45
+ set_material_per_frame_data
46
+
47
+ Engine::GL.BindVertexArray(@vao)
48
+ update_vbo_buf
49
+ Engine::GL.BindBuffer(Engine::GL::ELEMENT_ARRAY_BUFFER, @ebo)
50
+ Engine::GL.BindBuffer(Engine::GL::ARRAY_BUFFER, @instance_vbo)
51
+
52
+ Engine::GL.DrawElementsInstanced(Engine::GL::TRIANGLES, mesh.index_data.length, Engine::GL::UNSIGNED_INT, 0, @mesh_renderers.count)
53
+ end
54
+
55
+ def draw_depth_only(light_space_matrix)
56
+ return if @mesh_renderers.empty?
57
+
58
+ shadow_shader = Engine::Shader.shadow
59
+ shadow_shader.use
60
+ shadow_shader.set_mat4("lightSpaceMatrix", light_space_matrix)
61
+
62
+ Engine::GL.BindVertexArray(@vao)
63
+ update_vbo_buf
64
+ Engine::GL.BindBuffer(Engine::GL::ELEMENT_ARRAY_BUFFER, @ebo)
65
+ Engine::GL.BindBuffer(Engine::GL::ARRAY_BUFFER, @instance_vbo)
66
+
67
+ Engine::GL.DrawElementsInstanced(Engine::GL::TRIANGLES, mesh.index_data.length, Engine::GL::UNSIGNED_INT, 0, @mesh_renderers.count)
68
+ end
69
+
70
+ def draw_point_light_depth(light_space_matrix, light_pos, far_plane)
71
+ return if @mesh_renderers.empty?
72
+
73
+ shader = Engine::Shader.point_shadow
74
+ shader.use
75
+ shader.set_mat4("lightSpaceMatrix", light_space_matrix)
76
+ shader.set_vec3("lightPos", light_pos)
77
+ shader.set_float("farPlane", far_plane)
78
+
79
+ Engine::GL.BindVertexArray(@vao)
80
+ update_vbo_buf
81
+ Engine::GL.BindBuffer(Engine::GL::ELEMENT_ARRAY_BUFFER, @ebo)
82
+ Engine::GL.BindBuffer(Engine::GL::ARRAY_BUFFER, @instance_vbo)
83
+
84
+ Engine::GL.DrawElementsInstanced(Engine::GL::TRIANGLES, mesh.index_data.length, Engine::GL::UNSIGNED_INT, 0, @mesh_renderers.count)
85
+ end
86
+
87
+ private
88
+
89
+ def set_material_per_frame_data
90
+ material.set_mat4("camera", Engine::Camera.instance.matrix)
91
+ material.set_vec3("cameraPos", Engine::Camera.instance.game_object.pos)
92
+ material.set_cubemap("skybox", nil)
93
+
94
+ update_light_data
95
+ material.update_shader
96
+ end
97
+
98
+ def update_light_data
99
+ Engine::Components::PointLight.point_lights.each_with_index do |light, i|
100
+ break if i >= 16
101
+ material.set_float("pointLights[#{i}].sqrRange", light.range * light.range)
102
+ material.set_vec3("pointLights[#{i}].position", light.position)
103
+ material.set_vec3("pointLights[#{i}].colour", light.colour)
104
+ has_shadow = light.cast_shadows && !light.shadow_layer_index.nil?
105
+ material.set_int("pointLights[#{i}].castsShadows", has_shadow ? 1 : 0)
106
+ if has_shadow
107
+ material.set_int("pointLights[#{i}].shadowLayerIndex", light.shadow_layer_index)
108
+ material.set_float("pointLights[#{i}].shadowFar", light.shadow_far)
109
+ end
110
+ end
111
+ # Set shared point shadow map cubemap array
112
+ material.set_cubemap_array("pointShadowMaps", RenderPipeline.point_shadow_map_array.depth_texture)
113
+
114
+ Engine::Components::DirectionLight.direction_lights.each_with_index do |light, i|
115
+ break if i >= 4
116
+ material.set_vec3("directionalLights[#{i}].direction", light.direction)
117
+ material.set_vec3("directionalLights[#{i}].colour", light.colour)
118
+ has_shadow = light.cast_shadows && !light.shadow_layer_index.nil?
119
+ material.set_int("directionalLights[#{i}].castsShadows", has_shadow ? 1 : 0)
120
+
121
+ if has_shadow
122
+ material.set_mat4("directionalLights[#{i}].lightSpaceMatrix", light.light_space_matrix)
123
+ end
124
+ end
125
+ # Set shared directional shadow map array
126
+ material.set_texture_array("directionalShadowMaps", RenderPipeline.directional_shadow_map_array.depth_texture)
127
+
128
+ Engine::Components::SpotLight.spot_lights.each_with_index do |light, i|
129
+ break if i >= 8
130
+ material.set_vec3("spotLights[#{i}].position", light.position)
131
+ material.set_vec3("spotLights[#{i}].direction", light.direction)
132
+ material.set_float("spotLights[#{i}].sqrRange", light.range * light.range)
133
+ material.set_vec3("spotLights[#{i}].colour", light.colour)
134
+ material.set_float("spotLights[#{i}].innerCutoff", light.inner_cutoff)
135
+ material.set_float("spotLights[#{i}].outerCutoff", light.outer_cutoff)
136
+ has_shadow = light.cast_shadows && !light.shadow_layer_index.nil?
137
+ material.set_int("spotLights[#{i}].castsShadows", has_shadow ? 1 : 0)
138
+
139
+ if has_shadow
140
+ material.set_mat4("spotLights[#{i}].lightSpaceMatrix", light.light_space_matrix)
141
+ material.set_float("spotLights[#{i}].shadowNear", light.shadow_near)
142
+ material.set_float("spotLights[#{i}].shadowFar", light.shadow_far)
143
+ end
144
+ end
145
+ # Set shared spot shadow map array
146
+ material.set_texture_array("spotShadowMaps", RenderPipeline.spot_shadow_map_array.depth_texture)
147
+ end
148
+
149
+ def setup_index_buffer
150
+ indices = mesh.index_data
151
+
152
+ ebo_buf = ' ' * 4
153
+ Engine::GL.GenBuffers(1, ebo_buf)
154
+ @ebo = ebo_buf.unpack('L')[0]
155
+ Engine::GL.BindBuffer(Engine::GL::ELEMENT_ARRAY_BUFFER, @ebo)
156
+ Engine::GL.BufferData(
157
+ Engine::GL::ELEMENT_ARRAY_BUFFER, indices.length * Fiddle::SIZEOF_INT,
158
+ indices.pack('I*'), Engine::GL::STATIC_DRAW
159
+ )
160
+ end
161
+
162
+ def setup_vertex_attribute_buffer
163
+ vao_buf = ' ' * 4
164
+ Engine::GL.GenVertexArrays(1, vao_buf)
165
+ @vao = vao_buf.unpack('L')[0]
166
+ Engine::GL.BindVertexArray(@vao)
167
+ end
168
+
169
+ def setup_vertex_buffer
170
+ vbo_buf = ' ' * 4
171
+ Engine::GL.GenBuffers(1, vbo_buf)
172
+ vbo = vbo_buf.unpack('L')[0]
173
+ points = mesh.vertex_data
174
+
175
+ Engine::GL.BindBuffer(Engine::GL::ARRAY_BUFFER, vbo)
176
+ Engine::GL.BufferData(
177
+ Engine::GL::ARRAY_BUFFER, @mesh.vertex_data.length * Fiddle::SIZEOF_FLOAT,
178
+ points.pack('F*'), Engine::GL::STATIC_DRAW
179
+ )
180
+ vertex_data_size = 20 * Fiddle::SIZEOF_FLOAT
181
+
182
+ Engine::GL.VertexAttribPointer(0, 3, Engine::GL::FLOAT, Engine::GL::FALSE, vertex_data_size, 0)
183
+ Engine::GL.VertexAttribPointer(1, 2, Engine::GL::FLOAT, Engine::GL::FALSE, vertex_data_size, 3 * Fiddle::SIZEOF_FLOAT)
184
+ Engine::GL.VertexAttribPointer(2, 3, Engine::GL::FLOAT, Engine::GL::FALSE, vertex_data_size, 5 * Fiddle::SIZEOF_FLOAT)
185
+ Engine::GL.VertexAttribPointer(3, 3, Engine::GL::FLOAT, Engine::GL::FALSE, vertex_data_size, 8 * Fiddle::SIZEOF_FLOAT)
186
+ Engine::GL.VertexAttribPointer(4, 3, Engine::GL::FLOAT, Engine::GL::FALSE, vertex_data_size, 11 * Fiddle::SIZEOF_FLOAT)
187
+ Engine::GL.VertexAttribPointer(5, 3, Engine::GL::FLOAT, Engine::GL::FALSE, vertex_data_size, 14 * Fiddle::SIZEOF_FLOAT)
188
+ Engine::GL.VertexAttribPointer(6, 3, Engine::GL::FLOAT, Engine::GL::FALSE, vertex_data_size, 17 * Fiddle::SIZEOF_FLOAT)
189
+ Engine::GL.EnableVertexAttribArray(0)
190
+ Engine::GL.EnableVertexAttribArray(1)
191
+ Engine::GL.EnableVertexAttribArray(2)
192
+ Engine::GL.EnableVertexAttribArray(3)
193
+ Engine::GL.EnableVertexAttribArray(4)
194
+ Engine::GL.EnableVertexAttribArray(5)
195
+ Engine::GL.EnableVertexAttribArray(6)
196
+ end
197
+
198
+ def generate_instance_vbo_buf
199
+ instance_vbo_buf = ' ' * 4
200
+ Engine::GL.GenBuffers(1, instance_vbo_buf)
201
+ @instance_vbo = instance_vbo_buf.unpack('L')[0]
202
+
203
+ Engine::GL.BindBuffer(Engine::GL::ARRAY_BUFFER, @instance_vbo)
204
+
205
+ # Set up vertex attributes once (stored in VAO)
206
+ vec4_size = Fiddle::SIZEOF_FLOAT * 4
207
+
208
+ Engine::GL.EnableVertexAttribArray(7)
209
+ Engine::GL.EnableVertexAttribArray(8)
210
+ Engine::GL.EnableVertexAttribArray(9)
211
+ Engine::GL.EnableVertexAttribArray(10)
212
+
213
+ Engine::GL.VertexAttribPointer(7, 4, Engine::GL::FLOAT, Engine::GL::FALSE, 4 * vec4_size, 0)
214
+ Engine::GL.VertexAttribPointer(8, 4, Engine::GL::FLOAT, Engine::GL::FALSE, 4 * vec4_size, 1 * vec4_size)
215
+ Engine::GL.VertexAttribPointer(9, 4, Engine::GL::FLOAT, Engine::GL::FALSE, 4 * vec4_size, 2 * vec4_size)
216
+ Engine::GL.VertexAttribPointer(10, 4, Engine::GL::FLOAT, Engine::GL::FALSE, 4 * vec4_size, 3 * vec4_size)
217
+
218
+ Engine::GL.VertexAttribDivisor(7, 1)
219
+ Engine::GL.VertexAttribDivisor(8, 1)
220
+ Engine::GL.VertexAttribDivisor(9, 1)
221
+ Engine::GL.VertexAttribDivisor(10, 1)
222
+ end
223
+
224
+ def update_vbo_buf
225
+ Engine::GL.BindBuffer(Engine::GL::ARRAY_BUFFER, @instance_vbo)
226
+ Engine::GL.BufferData(
227
+ Engine::GL::ARRAY_BUFFER, @packed_data.bytesize,
228
+ @packed_data, Engine::GL::DYNAMIC_DRAW
229
+ )
230
+ end
231
+ end
232
+ end
@@ -0,0 +1,87 @@
1
+ # frozen_string_literal: true
2
+
3
+ module Rendering
4
+ class BloomEffect
5
+ include Effect
6
+
7
+ def initialize(threshold: 0.7, intensity: 1.0, blur_passes: 2, blur_scale: 1.0)
8
+ @threshold = threshold
9
+ @intensity = intensity
10
+ @blur_passes = blur_passes
11
+ @blur_scale = blur_scale
12
+
13
+ setup_materials
14
+ end
15
+
16
+ def apply(input_rt, output_rt, screen_quad)
17
+ ensure_textures(input_rt.width, input_rt.height)
18
+ Engine::GL.Disable(Engine::GL::DEPTH_TEST)
19
+
20
+ # Pass 1: Extract bright pixels
21
+ @ping.bind
22
+ Engine::GL.Clear(Engine::GL::COLOR_BUFFER_BIT)
23
+ screen_quad.draw(@threshold_material, input_rt.color_texture)
24
+
25
+ # Pass 2+: Blur passes (ping-pong between internal textures)
26
+ @blur_passes.times do
27
+ # Horizontal blur
28
+ @pong.bind
29
+ Engine::GL.Clear(Engine::GL::COLOR_BUFFER_BIT)
30
+ @blur_material.set_vec2("direction", [1.0, 0.0])
31
+ screen_quad.draw(@blur_material, @ping.color_texture)
32
+
33
+ # Vertical blur
34
+ @ping.bind
35
+ Engine::GL.Clear(Engine::GL::COLOR_BUFFER_BIT)
36
+ @blur_material.set_vec2("direction", [0.0, 1.0])
37
+ screen_quad.draw(@blur_material, @pong.color_texture)
38
+ end
39
+
40
+ # Pass 3: Combine original + bloom
41
+ output_rt.bind
42
+ Engine::GL.Clear(Engine::GL::COLOR_BUFFER_BIT)
43
+ @combine_material.set_runtime_texture("screenTexture", input_rt.color_texture)
44
+ @combine_material.set_runtime_texture("bloomTexture", @ping.color_texture)
45
+ screen_quad.draw_with_material(@combine_material)
46
+ output_rt
47
+ end
48
+
49
+ private
50
+
51
+ def setup_materials
52
+ @threshold_material = Engine::Material.create(
53
+ shader: Engine::Shader.for(
54
+ 'fullscreen_vertex.glsl',
55
+ 'post_process/bloom_threshold_frag.glsl',
56
+ source: :engine
57
+ )
58
+ )
59
+ @threshold_material.set_float("threshold", @threshold)
60
+
61
+ @blur_material = Engine::Material.create(
62
+ shader: Engine::Shader.for(
63
+ 'fullscreen_vertex.glsl',
64
+ 'post_process/bloom_blur_frag.glsl',
65
+ source: :engine
66
+ )
67
+ )
68
+ @blur_material.set_float("blurScale", @blur_scale)
69
+
70
+ @combine_material = Engine::Material.create(
71
+ shader: Engine::Shader.for(
72
+ 'fullscreen_vertex.glsl',
73
+ 'post_process/bloom_combine_frag.glsl',
74
+ source: :engine
75
+ )
76
+ )
77
+ @combine_material.set_float("intensity", @intensity)
78
+ end
79
+
80
+ def ensure_textures(width, height)
81
+ if @ping.nil? || @ping.width != width || @ping.height != height
82
+ @ping = RenderTexture.new(width, height)
83
+ @pong = RenderTexture.new(width, height)
84
+ end
85
+ end
86
+ end
87
+ end
@@ -0,0 +1,17 @@
1
+ # frozen_string_literal: true
2
+
3
+ module Rendering
4
+ class DepthDebugEffect
5
+ include SinglePassEffect
6
+
7
+ def initialize
8
+ @material = Engine::Material.create(
9
+ shader: Engine::Shader.for(
10
+ 'fullscreen_vertex.glsl',
11
+ 'post_process/depth_debug_frag.glsl',
12
+ source: :engine
13
+ )
14
+ )
15
+ end
16
+ end
17
+ end
@@ -0,0 +1,52 @@
1
+ # frozen_string_literal: true
2
+
3
+ module Rendering
4
+ class DepthOfFieldEffect
5
+ include Effect
6
+
7
+ def initialize(focus_distance: 10.0, focus_range: 50.0, blur_amount: 3.0, near: 0.1, far: 1000.0)
8
+ @focus_distance = focus_distance
9
+ @focus_range = focus_range
10
+ @blur_amount = blur_amount
11
+ @near = near
12
+ @far = far
13
+ end
14
+
15
+ def apply(rt_a, rt_b, screen_quad)
16
+ Engine::GL.Disable(Engine::GL::DEPTH_TEST)
17
+
18
+ blur_pass(rt_a, rt_b, [1.0, 0.0], screen_quad) # horizontal
19
+ blur_pass(rt_b, rt_a, [0.0, 1.0], screen_quad) # vertical
20
+
21
+ rt_a
22
+ end
23
+
24
+ def blur_pass(source_rt, dest_rt, direction, screen_quad)
25
+ dest_rt.bind
26
+ material.set_vec2("direction", direction)
27
+ material.set_runtime_texture("screenTexture", source_rt.color_texture)
28
+ material.set_runtime_texture("depthTexture", PostProcessingEffect.depth_texture)
29
+ screen_quad.draw_with_material(material)
30
+ end
31
+
32
+ private
33
+
34
+ def material
35
+ @material ||= begin
36
+ mat = Engine::Material.create(
37
+ shader: Engine::Shader.for(
38
+ 'fullscreen_vertex.glsl',
39
+ 'post_process/dof_blur_frag.glsl',
40
+ source: :engine
41
+ )
42
+ )
43
+ mat.set_float("focusDistance", @focus_distance)
44
+ mat.set_float("focusRange", @focus_range)
45
+ mat.set_float("blurAmount", @blur_amount)
46
+ mat.set_float("nearPlane", @near)
47
+ mat.set_float("farPlane", @far)
48
+ mat
49
+ end
50
+ end
51
+ end
52
+ end
@@ -0,0 +1,11 @@
1
+ # frozen_string_literal: true
2
+
3
+ module Rendering
4
+ module Effect
5
+ attr_accessor :enabled
6
+
7
+ def enabled
8
+ @enabled.nil? ? true : @enabled
9
+ end
10
+ end
11
+ end
@@ -0,0 +1,86 @@
1
+ # frozen_string_literal: true
2
+
3
+ module Rendering
4
+ module PostProcessingEffect
5
+ class << self
6
+ def add(effect)
7
+ effects << effect
8
+ effect
9
+ end
10
+
11
+ def add_all(effects_array)
12
+ effects_array.each { |effect| add(effect) }
13
+ effects_array
14
+ end
15
+
16
+ def remove(effect)
17
+ effects.delete(effect)
18
+ end
19
+
20
+ def clear
21
+ @effects = []
22
+ end
23
+
24
+ def apply_all(render_texture_a, render_texture_b, screen_quad, normal_buffer = nil, start_index: 0)
25
+ @depth_texture = render_texture_a.depth_texture
26
+ @normal_texture = normal_buffer || render_texture_a.normal_texture
27
+
28
+ enabled_effects = effects.select(&:enabled)
29
+ textures = [render_texture_a, render_texture_b]
30
+ return textures[start_index] if enabled_effects.empty?
31
+ current_index = start_index
32
+
33
+ enabled_effects.each do |effect|
34
+ input_rt = textures[current_index]
35
+ output_rt = textures[1 - current_index]
36
+
37
+ stage_name = "pp:#{effect.class.name.split('::').last}"
38
+ result_rt = GpuTimer.measure(stage_name) do
39
+ effect.apply(input_rt, output_rt, screen_quad)
40
+ end
41
+ current_index = 1 - current_index if result_rt == output_rt
42
+ end
43
+
44
+ textures[current_index]
45
+ end
46
+
47
+ def depth_texture
48
+ @depth_texture
49
+ end
50
+
51
+ def normal_texture
52
+ @normal_texture
53
+ end
54
+
55
+ def effects
56
+ @effects ||= []
57
+ end
58
+
59
+ # Built-in effects
60
+
61
+ def tint(color: [1.0, 1.0, 1.0], intensity: 0.5)
62
+ TintEffect.new(color: color, intensity: intensity)
63
+ end
64
+
65
+ def depth_of_field(focus_distance: 10.0, focus_range: 50.0, blur_amount: 3.0, near: 0.1, far: 1000.0)
66
+ DepthOfFieldEffect.new(focus_distance: focus_distance, focus_range: focus_range, blur_amount: blur_amount, near: near, far: far)
67
+ end
68
+
69
+ def depth_debug
70
+ DepthDebugEffect.new
71
+ end
72
+
73
+ def bloom(threshold: 0.7, intensity: 1.0, blur_passes: 2, blur_scale: 1.0)
74
+ BloomEffect.new(threshold: threshold, intensity: intensity, blur_passes: blur_passes, blur_scale: blur_scale)
75
+ end
76
+
77
+ def ssr(max_steps: 64, max_ray_distance: 50.0, thickness: 0.5, ray_offset: 2.0)
78
+ SSREffect.new(max_steps: max_steps, max_ray_distance: max_ray_distance, thickness: thickness, ray_offset: ray_offset)
79
+ end
80
+
81
+ def ssao(kernel_size: 16, radius: 0.5, bias: 0.025, power: 2.0, blur_size: 2, depth_threshold: 1000.0)
82
+ SSAOEffect.new(kernel_size: kernel_size, radius: radius, bias: bias, power: power, blur_size: blur_size, depth_threshold: depth_threshold)
83
+ end
84
+ end
85
+ end
86
+ end
@@ -0,0 +1,19 @@
1
+ # frozen_string_literal: true
2
+
3
+ module Rendering
4
+ module SinglePassEffect
5
+ include Effect
6
+
7
+ attr_reader :material
8
+
9
+ def apply(input_rt, output_rt, screen_quad)
10
+ output_rt.bind
11
+ Engine::GL.Clear(Engine::GL::COLOR_BUFFER_BIT)
12
+ Engine::GL.Disable(Engine::GL::DEPTH_TEST)
13
+
14
+ material.set_runtime_texture("depthTexture", PostProcessingEffect.depth_texture)
15
+ screen_quad.draw(material, input_rt.color_texture)
16
+ output_rt
17
+ end
18
+ end
19
+ end