basilisk-engine 0.2.7__cp310-cp310-macosx_11_0_arm64.whl

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+ #version 330 core
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+
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+ #include "include/material.glsl"
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+ #include "include/texture.glsl"
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+
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+ in vec3 position;
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+ in vec2 uv;
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+ in vec3 normal;
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+ flat in Material material;
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+
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+ uniform sampler2D uTexture;
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+ uniform vec3 uCameraPosition;
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+ uniform vec3 uViewDirection;
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+
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+ out vec4 fragColor;
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+
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+ void main() {
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+ vec3 N = normalize(normal);
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+ vec3 L = normalize(vec3(.5, 1.0, .25));
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+ vec3 V = normalize(uCameraPosition - position);
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+ vec3 H = normalize(L + V);
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+
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+ float ambient = 0.1;
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+ float diffuse = max(dot(N, L), 0.0);
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+ float specular = pow(max(dot(N, H), 0.0), 64);
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+ float brightness = (ambient + diffuse + specular);
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+
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+ vec4 textureColor = getTextureValue(material, uv);
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+ fragColor = vec4(brightness * textureColor.rgb, textureColor.a);
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+ }
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+ #version 330 core
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+
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+ #include "include/material.glsl"
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+
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+ layout (location = 0) in vec3 vPosition;
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+ layout (location = 1) in vec2 vUV;
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+ layout (location = 2) in vec3 vNormal;
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+
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+
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+ uniform mat4 uModel;
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+ uniform mat4 uView;
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+ uniform mat4 uProjection;
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+ uniform int uMaterialID;
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+
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+ out vec3 position;
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+ out vec2 uv;
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+ out vec3 normal;
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+ flat out Material material;
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+
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+ void main() {
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+ position = vPosition;
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+ uv = vUV;
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+ normal = vNormal;
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+ material = getMaterial(uMaterialID);
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+
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+ gl_Position = uProjection * uView * uModel * vec4(vPosition, 1.0);
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+ }
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+ #version 330 core
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+
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+ #include "include/material.glsl"
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+ #include "include/texture.glsl"
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+
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+ in vec2 uv;
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+ flat in Material material;
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+ out vec4 fragColor;
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+
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+ void main() {
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+ vec4 textureColor = getTextureValue(material, uv);
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+ if (textureColor.a <= 0.01) { discard; }
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+ fragColor = textureColor;
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+ }
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+ #version 330 core
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+
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+ layout (location = 0) in vec3 vPosition;
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+ layout (location = 1) in vec2 vUV;
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+
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+ #include "include/material.glsl"
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+
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+ uniform mat4 uModel;
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+ uniform mat4 uView;
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+ uniform mat4 uProjection;
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+ uniform int uMaterialID;
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+
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+ out vec2 uv;
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+ flat out Material material;
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+
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+ void main() {
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+ uv = vUV;
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+ material = getMaterial(uMaterialID);
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+ gl_Position = uProjection * uView * uModel * vec4(vPosition, 1.0);
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+ }
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+ #version 330 core
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+
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+ in vec2 uv;
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+
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+ struct textArray {
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+ sampler2DArray array;
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+ };
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+
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+ uniform textArray textureArrays[4];
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+
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+ out vec4 fragColor;
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+
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+ void main() {
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+ fragColor = texture(textureArrays[1].array, vec3(uv, 0));
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+ }
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+ #version 330 core
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+
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+ layout (location = 0) in vec3 vPosition;
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+ layout (location = 1) in vec2 vUV;
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+
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+ out vec2 uv;
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+
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+ void main() {
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+ uv = vUV;
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+ gl_Position = vec4(vPosition, 1.0);
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+ }
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+ Metadata-Version: 2.2
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+ Name: basilisk-engine
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+ Version: 0.2.7
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+ Summary: Python bindings for the Basilisk C++ library
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+ Keywords: graphics,game-engine,3d,2d,opengl,physics,simulation,rendering
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+ Author-Email: Jonah Coffelt <coffelt.jonah0918@gmail.com>, Isaac Lagoy <isaacblagoy@gmail.com>
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+ Maintainer-Email: Jonah Coffelt <coffelt.jonah0918@gmail.com>, Isaac Lagoy <isaacblagoy@gmail.com>
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+ License: MIT
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+ Classifier: Development Status :: 4 - Beta
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+ Classifier: Intended Audience :: Developers
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+ Classifier: License :: OSI Approved :: MIT License
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+ Classifier: Operating System :: MacOS :: MacOS X
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+ Classifier: Operating System :: Microsoft :: Windows
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+ Classifier: Operating System :: POSIX :: Linux
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+ Classifier: Programming Language :: Python :: 3
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+ Classifier: Programming Language :: Python :: 3.9
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+ Classifier: Programming Language :: Python :: 3.10
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+ Classifier: Programming Language :: Python :: 3.11
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+ Classifier: Programming Language :: Python :: 3.12
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+ Classifier: Programming Language :: C++
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+ Classifier: Topic :: Multimedia :: Graphics
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+ Classifier: Topic :: Software Development :: Libraries :: Python Modules
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+ Classifier: Topic :: Games/Entertainment
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+ Project-URL: Homepage, https://github.com/BasiliskGroup/BasiliskEngine
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+ Project-URL: Repository, https://github.com/BasiliskGroup/BasiliskEngine
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+ Project-URL: Documentation, https://github.com/BasiliskGroup/BasiliskEngine#readme
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+ Project-URL: Bug Tracker, https://github.com/BasiliskGroup/BasiliskEngine/issues
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+ Requires-Python: >=3.9
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+ Description-Content-Type: text/markdown
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+
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+ # Basilisk Engine
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+
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+ ## Building and Running the Project
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+
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+ To build this project from source, you'll use **CMake**. Follow these steps from the command line:
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+
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+ 1. First, navigate to the `build` directory:
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+ ```bash
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+ cd build
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+ ```
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+ 2. Next, run CMake to configure the project. This generates the necessary build files for your system.
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+ ```bash
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+ cmake ..
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+ ```
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+ 3. Then, use CMake to build the project. This compiles the source code and creates the executable file.
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+ ```bash
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+ cmake --build .
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+ ```
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+
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+ Once the build is complete, you can run the final program with this command:
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+
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+ ```bash
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+ ./render
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+ ```
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+
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+ ## steps for publishing wheels
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+
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+ ```
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+ cmake .. (from build)
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+ cmake --build build (from root)
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+ cmake --install build --prefix ./python
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+ pip install build (run once)
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+ python -m build
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+ ```
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+
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+ # Todo
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+
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+ ## Rendering
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+ - [ ] Lighting System
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+ - [ ] Directional
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+ - [ ] Point
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+ - [ ] Spot
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+ - [ ] Ambient
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+ - [ ] Skybox
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+ - [ ] Shadows
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+ - [ ] Basic PBR
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+ - [ ] Bloom
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+ - [ ] Text Rendering
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+ - [ ] SSAO
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+
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+ ## Optimizations
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+ - [ ] Frustum Culling
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+ - [ ] Auto LOD (meshoptimizer)
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+ - [ ] Instancing (After and with previous)
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+
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+ ## Physics
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+ basilisk/basilisk.cpython-310-darwin.so,sha256=kkHjn7W4j8abFdjhADeGHC6iZi28YY0esFxh9brwABQ,6855344
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+ basilisk/__init__.py,sha256=g6GcpCfuqYyIQ06RyFedldVWs-Ghrcu3oJoece8HLkI,23
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+ basilisk/basilisk.pyi,sha256=2Lku8hsIZDZoUOKOfiyFi0sC_KdHgIEsr7mI3rwLh5U,17018
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+ basilisk/shaders/instance2D.vert,sha256=aZADfLgkQki8Z7P91HNxQ3u8sis4aqt8okMKNbF-B4s,407
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+ basilisk/shaders/default2D.frag,sha256=6ytl7pPzJXGVpdgFzgigp1tjR2pSH1Y0pkDy-MjLzDU,137
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+ basilisk/shaders/frame.vert,sha256=tuJhU4Baoex7QGheaOvFLkp-4izkHG0i-aCP_Hk1K0s,185
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+ basilisk/shaders/test.frag,sha256=o4AhiJGcKtjm0FA0Dw2lKtPSj1f9w_e7knC3fw6qnKc,217
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+ basilisk/shaders/default.vert,sha256=SXGhxEbqm8pscfRcEItG2mC0_lrGjHzx4VZyKgnoblw,358
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+ basilisk/shaders/instance.frag,sha256=C_U6Zh42l0QsljYdc8C7WzOpzszaXOg8CzOVmEnsg_s,741
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+ basilisk/shaders/frame.frag,sha256=6ytl7pPzJXGVpdgFzgigp1tjR2pSH1Y0pkDy-MjLzDU,137
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+ basilisk/shaders/default2D.vert,sha256=LXHmC24RUImAkScyCKYsByGZjGgo5gkugBFgMHEzU3c,280
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+ basilisk/shaders/instance2D.frag,sha256=3EGAEaV54NK2PFoPyXCErw2WQSWUVHN3Nig4E3JwUcI,290
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+ basilisk/shaders/instance.vert,sha256=UKXcRaEGJt9ppC9mO29mcL01-xTDgJunqokbwm38aME,532
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+ basilisk/shaders/default.frag,sha256=oh9VvhC879Q9pdKHckY0k2YSU1j0Pjan0-pM3_nA50c,278
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+ basilisk/shaders/test.vert,sha256=NKjuoE2fnyu-Wr-ZCm7V2ywVAtDn788J5y6dgoDwgDE,181
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+ basilisk/shaders/include/material.glsl,sha256=6VZsWsyQ2g7wFJ4sJRwRYDaw7crwfm_PJ-ivUYHYE9I,1207
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+ basilisk/shaders/include/texture.glsl,sha256=YMBVBtj3G9I-lyYO66H4UVajpsMVkF0bKteGWb_OVEU,260
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+ include/GLFW/glfw3.h,sha256=CZKjDwHrqkHDLz8FiOlClhq7ippSyodkvTLuTX1xpG0,215860
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+ include/GLFW/glfw3native.h,sha256=sFycBNo_U06EjiGuJsuUp-UGJ0sQHAqnESaPE3sRxss,20034
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+ basilisk_engine-0.2.7.dist-info/RECORD,,
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+ basilisk_engine-0.2.7.dist-info/WHEEL,sha256=ARvpZEbgFu-cAxZINNemqHWSYlsYgHkQqksAmhPJqFw,141
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+ basilisk_engine-0.2.7.dist-info/METADATA,sha256=jL9hX6jhpNGFm-INV0t7hT4LaG4zYGETZfUHewLwvHc,2626
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+ lib/libglfw3.a,sha256=9OcVPNxCm1it1qflWXni7sh6BXJeO0nwzT7XdoA-EDc,289136
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+ lib/pkgconfig/glfw3.pc,sha256=cLXA9ukcY0tw7XLiU0wV4rxRaaJ-NN74lH3iuKruK24,549
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+ lib/cmake/glfw3/glfw3Targets-release.cmake,sha256=BpDZPBIm6Qs3gqDUufi-ocWC39UDWZwGtCkxm_4dB3M,789
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+ lib/cmake/glfw3/glfw3ConfigVersion.cmake,sha256=44h7SRLq0LgdtbGC2SuOcgvcbm3AnV8k2LEPuKJS4eo,2762
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+ lib/cmake/glfw3/glfw3Targets.cmake,sha256=t23yHJZKUmj6t7NuNxiFGE4qthzCrg4YF9fXwcaFDVc,4163
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+ lib/cmake/glfw3/glfw3Config.cmake,sha256=7myl65bLoQkelmVugKtPG57RuKUaiGmyhwjOWuSy8p0,56
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+ Wheel-Version: 1.0
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+ Generator: scikit-build-core 0.11.6
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+ Root-Is-Purelib: false
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+ Tag: cp310-cp310-macosx_11_0_arm64
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+ Generator: delocate 0.13.0
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+