31 Commits

Author SHA1 Message Date
8c34293307 Updated required gosu to 0.15 series, bumped version 2020-01-28 10:53:58 -06:00
8172dafa8c Refactored Shader to duplicate code in shader compilation step, added support for @include preprocessor in shaders 2020-01-28 10:51:36 -06:00
9a3caabc7e Make UI events travel up parent hierarchy until event is either :handled or there is no parent to notify 2020-01-15 21:03:21 -06:00
4b25d724b5 Improved shoes-iness; no longer need to pass clear blocks an element to parent to, todo: replace global var with something else. 2020-01-13 20:13:03 -06:00
a267695b1c dry up DSL's flow/stack methods 2019-12-29 11:30:33 -06:00
d76da62ee1 Update animator pass in from and to objects 2019-12-19 16:54:33 -06:00
3a83e616d3 Added Animator for creating animations with various tweeners, supports Gosu::Color's and numbers 2019-12-19 13:08:29 -06:00
52940d1cfe Fixed element borders not always lining up when using dynamic width/height 2019-12-19 11:17:31 -06:00
e59771e412 Refactored Shader.set_uniform into multiple methods 2019-12-09 11:49:46 -06:00
b382bf6960 Fix passing Vector (as vec3) to Shader 2019-12-09 08:51:31 -06:00
a5ed650970 Got 3D rotations working as expected 2019-12-08 17:16:12 -06:00
935d6e9178 Added Transform.perspective and .view matrix helpers, fixed array index out of bounds for Transform * Vector 2019-12-07 09:59:47 -06:00
cc813c023f Added initial 3D support to Transform 2019-12-05 17:23:47 -06:00
5f359a8313 Fixed wrong method called in DSL.progress, removed unneed line, and made DSL.background use element_parent 2019-11-22 17:20:03 -06:00
c67d6f9d26 Trigger recalculate when Container#clear is called 2019-11-21 14:24:01 -06:00
7f97ec85dd Added Container#clear to remove child elements and optionally eval block, improvements to EditLine to show current selection. 2019-11-21 14:07:42 -06:00
89a54e90a1 Added Vector.xy 2019-10-25 13:57:23 -05:00
48d2924c9b Probably fixed Element dynamic width/height 2019-10-24 10:47:13 -05:00
7cc733dee4 Bumped version 2019-10-15 11:41:53 -05:00
28c4acdedf Added Gosu.draw_circle 2019-10-09 11:35:40 -05:00
57313a33a6 Bump version 2019-10-08 08:54:15 -05:00
5d16500edd Added support for passing flags to get_image, aliased Vector#weight/= to Vector#w/= 2019-10-08 08:53:37 -05:00
51dd3803fa Moved files around, renamed Matrix to Transform 2019-10-07 12:30:48 -05:00
c6beab3e99 Added Matrix, incomplete. 2019-10-06 21:35:10 -05:00
8ce594753e Bumped version 2019-10-01 14:58:00 -05:00
ae44083cf2 Fixed default theme border to thick, fixed BoundingBox#point? order dependent 2019-10-01 14:57:17 -05:00
b25f76e124 Bumped version 2019-10-01 11:48:43 -05:00
8f9e671340 Added Vector#lerp 2019-10-01 11:48:22 -05:00
bb482f4463 Sync 2019-09-26 12:41:34 -05:00
788d987da1 Elements now return :handled when they're supposed to, GameState initialization and setup are now seperated 2019-09-12 08:15:02 -05:00
6fafe98008 Removed 'require "gosu"' from background 2019-09-12 08:03:27 -05:00
29 changed files with 899 additions and 322 deletions

View File

@@ -28,7 +28,7 @@ Gem::Specification.new do |spec|
spec.executables = spec.files.grep(%r{^exe/}) { |f| File.basename(f) }
spec.require_paths = ["lib"]
spec.add_dependency "gosu", "~> 0.14.0"
spec.add_dependency "gosu", "~> 0.15.0"
spec.add_development_dependency "bundler", "~> 1.16"
spec.add_development_dependency "rake", "~> 10.0"

View File

@@ -1,20 +1,31 @@
require "gosu"
begin
require File.expand_path("../../ffi-gosu/lib/gosu", File.dirname(__FILE__))
rescue LoadError => e
pp e
require "gosu"
end
require_relative "cyberarm_engine/version"
require_relative "cyberarm_engine/common"
require_relative "cyberarm_engine/gosu_ext/circle"
require_relative "cyberarm_engine/game_object"
require_relative "cyberarm_engine/engine"
require_relative "cyberarm_engine/lib/bounding_box"
require_relative "cyberarm_engine/lib/vector"
require_relative "cyberarm_engine/lib/ray"
require_relative "cyberarm_engine/lib/shader" if defined?(OpenGL)
require_relative "cyberarm_engine/bounding_box"
require_relative "cyberarm_engine/vector"
require_relative "cyberarm_engine/transform"
require_relative "cyberarm_engine/ray"
require_relative "cyberarm_engine/shader" if defined?(OpenGL)
require_relative "cyberarm_engine/background"
require_relative "cyberarm_engine/animator"
require_relative "cyberarm_engine/objects/text"
require_relative "cyberarm_engine/objects/timer"
require_relative "cyberarm_engine/text"
require_relative "cyberarm_engine/timer"
require_relative "cyberarm_engine/ui/dsl"
require_relative "cyberarm_engine/ui/theme"
require_relative "cyberarm_engine/ui/event"
@@ -32,7 +43,5 @@ require_relative "cyberarm_engine/ui/elements/stack"
require_relative "cyberarm_engine/ui/elements/check_box"
require_relative "cyberarm_engine/ui/elements/progress"
require_relative "cyberarm_engine/ui/dsl"
require_relative "cyberarm_engine/game_state"
require_relative "cyberarm_engine/ui/gui_state"

View File

@@ -0,0 +1,54 @@
module CyberarmEngine
class Animator
DEFAULT_TWEEN = :linear
def initialize(start_time:, duration:, from:, to:, &block)
@start_time, @duration = start_time, duration
@from, @to = from.dup, to.dup
@block = block
end
def update
@block.call(self, @from, @to) if @block
end
def progress
(@start_time.to_f + (Gosu.milliseconds - @start_time)) / (@start_time + @duration.to_f)
end
def complete?
progress >= 1.0
end
def transition(from, to, tween = DEFAULT_TWEEN)
from + (to - from) * send("tween_#{tween}", progress)
end
def color_transition(from, to, tween = DEFAULT_TWEEN)
r = transition(from.red, to.red)
g = transition(from.green, to.green)
b = transition(from.blue, to.blue)
a = transition(from.alpha, to.alpha)
Gosu::Color.rgba(r, g, b, a)
end
def color_hsv_transition(from, to, tween = DEFAULT_TWEEN)
hue = transition(from.hue, to.hue, tween)
saturation = transition(from.saturation, to.saturation, tween)
value = transition(from.value, to.value, tween)
alpha = transition(from.alpha, to.alpha, tween)
Gosu::Color.from_ahsv(alpha, hue, saturation, value)
end
# NOTE: Use this for future reference? https://github.com/danro/easing-js/blob/master/easing.js
def tween_linear(t)
t
end
def tween_sine(t)
Math.sin(t) * t
end
end
end

View File

@@ -1,5 +1,3 @@
require "gosu"
module CyberarmEngine
class Background
attr_accessor :x, :y, :z, :width, :height, :angle, :debug

View File

@@ -68,11 +68,17 @@ module CyberarmEngine
other.max.x <= max.x && other.max.y <= max.y && other.max.z <= max.z
end
# returns whether the vector is inside of the bounding box
# returns whether the 3D vector is inside of the bounding box
def inside?(vector)
(vector.x.between?(@min.x, @max.x) || vector.x.between?(@max.x, @min.x)) &&
(vector.y.between?(@min.y, @max.y) || vector.y.between?(@max.y, @min.y)) &&
(vector.z.between?(@min.z, @max.z) || vector.z.between?(@max.z, @min.z))
end
# returns whether the 2D vector is inside of the bounding box
def point?(vector)
vector.x.between?(@min.x, @max.x) &&
vector.y.between?(@min.y, @max.y) &&
vector.z.between?(@min.z, @max.z)
(vector.x.between?(@min.x, @max.x) || vector.x.between?(@max.x, @min.x)) &&
(vector.y.between?(@min.y, @max.y) || vector.y.between?(@max.y, @min.y))
end
def volume
@@ -93,26 +99,26 @@ module CyberarmEngine
def normalize(entity)
temp = BoundingBox.new
temp.min.x = @min.x.to_f * entity.scale
temp.min.y = @min.y.to_f * entity.scale
temp.min.z = @min.z.to_f * entity.scale
temp.min.x = @min.x.to_f * entity.scale.x
temp.min.y = @min.y.to_f * entity.scale.y
temp.min.z = @min.z.to_f * entity.scale.z
temp.max.x = @max.x.to_f * entity.scale
temp.max.y = @max.y.to_f * entity.scale
temp.max.z = @max.z.to_f * entity.scale
temp.max.x = @max.x.to_f * entity.scale.x
temp.max.y = @max.y.to_f * entity.scale.y
temp.max.z = @max.z.to_f * entity.scale.z
return temp
end
def normalize_with_offset(entity)
temp = BoundingBox.new
temp.min.x = @min.x.to_f * entity.scale + entity.position.x
temp.min.y = @min.y.to_f * entity.scale + entity.position.y
temp.min.z = @min.z.to_f * entity.scale + entity.position.z
temp.min.x = @min.x.to_f * entity.scale.x + entity.position.x
temp.min.y = @min.y.to_f * entity.scale.y + entity.position.y
temp.min.z = @min.z.to_f * entity.scale.z + entity.position.z
temp.max.x = @max.x.to_f * entity.scale + entity.position.x
temp.max.y = @max.y.to_f * entity.scale + entity.position.y
temp.max.z = @max.z.to_f * entity.scale + entity.position.z
temp.max.x = @max.x.to_f * entity.scale.x + entity.position.x
temp.max.y = @max.y.to_f * entity.scale.y + entity.position.y
temp.max.z = @max.z.to_f * entity.scale.z + entity.position.z
return temp
end

View File

@@ -1,50 +1,50 @@
module CyberarmEngine
module Common
def push_state(klass, options={})
$window.push_state(klass, options)
window.push_state(klass, options)
end
def current_state
$window.current_state
window.current_state
end
def previous_state
$window.previous_state
window.previous_state
end
def pop_state
$window.pop_state
window.pop_state
end
def show_cursor
$window.show_cursor
window.show_cursor
end
def show_cursor=boolean
$window.show_cursor = boolean
window.show_cursor = boolean
end
def draw_rect(x, y, width, height, color, z = 0)
$window.draw_rect(x,y,width,height,color,z)
Gosu.draw_rect(x, y, width, height, color, z)
end
def fill(color, z = 0)
draw_rect(0, 0, $window.width, $window.height, color, z)
draw_rect(0, 0, window.width, window.height, color, z)
end
def lighten(color, amount = 25)
if defined?(color.alpha)
return Gosu::Color.rgba(color.red+amount, color.green+amount, color.blue+amount, color.alpha)
return Gosu::Color.rgba(color.red + amount, color.green + amount, color.blue + amount, color.alpha)
else
return Gosu::Color.rgb(color.red+amount, color.green+amount, color.blue+amount)
return Gosu::Color.rgb(color.red + amount, color.green + amount, color.blue + amount)
end
end
def darken(color, amount = 25)
if defined?(color.alpha)
return Gosu::Color.rgba(color.red-amount, color.green-amount, color.blue-amount, color.alpha)
return Gosu::Color.rgba(color.red - amount, color.green - amount, color.blue - amount, color.alpha)
else
return Gosu::Color.rgb(color.red-amount, color.green-amount, color.blue-amount)
return Gosu::Color.rgb(color.red - amount, color.green - amount, color.blue - amount)
end
end
@@ -54,7 +54,7 @@ module CyberarmEngine
return Gosu::Color.rgba(color.red, color.green, color.blue, alpha)
end
def get_asset(path, hash, klass)
def get_asset(path, hash, klass, retro = false, tileable = false)
asset = nil
hash.detect do |_asset, instance|
if _asset == path
@@ -64,7 +64,12 @@ module CyberarmEngine
end
unless asset
instance = klass.new(path)
instance = nil
if klass == Gosu::Image
instance = klass.new(path, retro: retro, tileable: tileable)
else
instance = klass.new(path)
end
hash[path] = instance
asset = instance
end
@@ -72,8 +77,8 @@ module CyberarmEngine
return asset
end
def get_image(path)
get_asset(path, Engine::IMAGES, Gosu::Image)
def get_image(path, retro: false, tileable: false)
get_asset(path, Engine::IMAGES, Gosu::Image, retro, tileable)
end
def get_sample(path)
@@ -88,4 +93,4 @@ module CyberarmEngine
$window
end
end
end
end

View File

@@ -58,11 +58,15 @@ module CyberarmEngine
end
def push_state(klass, options={})
options = {setup: true}.merge(options)
if klass.instance_of?(klass.class) && defined?(klass.options)
@states << klass
klass.setup if options[:setup]
else
@states << klass.new(options) if child_of?(klass, GameState)
@states << klass.new if child_of?(klass, Element::Container)
current_state.setup if current_state.class == klass && options[:setup]
end
end
@@ -94,4 +98,4 @@ module CyberarmEngine
end
end
end
end
end

View File

@@ -155,7 +155,7 @@ module CyberarmEngine
def button_up(id)
end
def button_down?(id)
def button_down(id)
end
def find_closest(game_object_class)

View File

@@ -12,8 +12,6 @@ module CyberarmEngine
$window.text_input = nil unless options[:preserve_text_input]
@down_keys = {}
setup
end
def setup

View File

@@ -0,0 +1,9 @@
module Gosu
# Sourced from https://gist.github.com/ippa/662583
def self.draw_circle(cx,cy,r, z = 9999,color = Gosu::Color::GREEN, step = 10)
0.step(360, step) do |a1|
a2 = a1 + step
draw_line(cx + Gosu.offset_x(a1, r), cy + Gosu.offset_y(a1, r), color, cx + Gosu.offset_x(a2, r), cy + Gosu.offset_y(a2, r), color, z)
end
end
end

View File

@@ -1,205 +0,0 @@
module CyberarmEngine
# Ref: https://github.com/vaiorabbit/ruby-opengl/blob/master/sample/OrangeBook/brick.rb
class Shader
include OpenGL
@@shaders = {}
def self.add(name, instance)
@@shaders[name] = instance
end
def self.use(name, &block)
shader = @@shaders.dig(name)
if shader
shader.use(&block)
else
raise ArgumentError, "Shader '#{name}' not found!"
end
end
def self.available?(name)
@@shaders.dig(name).is_a?(Shader)
end
def self.get(name)
@@shaders.dig(name)
end
def self.active_shader
@active_shader
end
def self.active_shader=(instance)
@active_shader = instance
end
def self.stop
shader = Shader.active_shader
if shader
shader.stop
else
raise ArgumentError, "No active shader to stop!"
end
end
def self.attribute_location(variable)
raise RuntimeError, "No active shader!" unless Shader.active_shader
Shader.active_shader.attribute_location(variable)
end
def self.set_uniform(variable, value)
raise RuntimeError, "No active shader!" unless Shader.active_shader
Shader.active_shader.set_uniform(variable, value)
end
attr_reader :name, :program
def initialize(name:, vertex: "shaders/default.vert", fragment:)
@name = name
@vertex_file = vertex
@fragment_file = fragment
@compiled = false
@program = nil
@error_buffer_size = 1024
@variable_missing = {}
raise ArgumentError, "Shader files not found: #{@vertex_file} or #{@fragment_file}" unless shader_files_exist?
create_shaders
compile_shaders
# Only add shader if it successfully compiles
if @compiled
Shader.add(@name, self)
else
puts "FAILED to compile shader: #{@name}", ""
end
end
def shader_files_exist?
File.exist?(@vertex_file) && File.exist?(@fragment_file)
end
def create_shaders
@vertex = glCreateShader(GL_VERTEX_SHADER)
@fragment = glCreateShader(GL_FRAGMENT_SHADER)
source = [File.read(@vertex_file)].pack('p')
size = [File.size(@vertex_file)].pack('I')
glShaderSource(@vertex, 1, source, size)
source = [File.read(@fragment_file)].pack('p')
size = [File.size(@fragment_file)].pack('I')
glShaderSource(@fragment, 1, source, size)
end
def compile_shaders
return unless shader_files_exist?
glCompileShader(@vertex)
buffer = ' '
glGetShaderiv(@vertex, GL_COMPILE_STATUS, buffer)
compiled = buffer.unpack('L')[0]
if compiled == 0
log = ' ' * @error_buffer_size
glGetShaderInfoLog(@vertex, @error_buffer_size, nil, log)
puts "Shader Error: Program \"#{@name}\""
puts " Vectex Shader InfoLog:", " #{log.strip.split("\n").join("\n ")}\n\n"
puts " Shader Compiled status: #{compiled}"
puts " NOTE: assignment of uniforms in shaders is illegal!"
puts
return
end
glCompileShader(@fragment)
buffer = ' '
glGetShaderiv(@fragment, GL_COMPILE_STATUS, buffer)
compiled = buffer.unpack('L')[0]
if compiled == 0
log = ' ' * @error_buffer_size
glGetShaderInfoLog(@fragment, @error_buffer_size, nil, log)
puts "Shader Error: Program \"#{@name}\""
puts " Fragment Shader InfoLog:", " #{log.strip.split("\n").join("\n ")}\n\n"
puts " Shader Compiled status: #{compiled}"
puts " NOTE: assignment of uniforms in shader is illegal!"
puts
return
end
@program = glCreateProgram
glAttachShader(@program, @vertex)
glAttachShader(@program, @fragment)
glLinkProgram(@program)
buffer = ' '
glGetProgramiv(@program, GL_LINK_STATUS, buffer)
linked = buffer.unpack('L')[0]
if linked == 0
log = ' ' * @error_buffer_size
glGetProgramInfoLog(@program, @error_buffer_size, nil, log)
puts "Shader Error: Program \"#{@name}\""
puts " Program InfoLog:", " #{log.strip.split("\n").join("\n ")}\n\n"
end
@compiled = linked == 0 ? false : true
end
# Returns the location of a uniform variable
def variable(variable)
loc = glGetUniformLocation(@program, variable)
if (loc == -1)
puts "Shader Error: Program \"#{@name}\" has no such uniform named \"#{variable}\"", " Is it used in the shader? GLSL may have optimized it out.", " Is it miss spelled?" unless @variable_missing[variable]
@variable_missing[variable] = true
end
return loc
end
def use(&block)
return unless compiled?
raise "Another shader is already in use! #{Shader.active_shader.name.inspect}" if Shader.active_shader
Shader.active_shader=self
glUseProgram(@program)
if block
block.call(self)
stop
end
end
def stop
Shader.active_shader = nil if Shader.active_shader == self
glUseProgram(0)
end
def compiled?
@compiled
end
def attribute_location(variable)
glGetUniformLocation(@program, variable)
end
def set_uniform(variable, value, location = nil)
attr_loc = location ? location : attribute_location(variable)
case value.class.to_s.downcase.to_sym
when :integer
glUniform1i(attr_loc, value)
when :float
glUniform1f(attr_loc, value)
when :string
when :array
else
raise NotImplementedError, "Shader support for #{value.class.inspect} not implemented."
end
Window.handle_gl_error
end
end
end

View File

@@ -1,11 +1,12 @@
module CyberarmEngine
class Ray
def initialize(origin, direction)
def initialize(origin, direction, range = Float::INFINITY)
raise "Origin must be a Vector!" unless origin.is_a?(Vector)
raise "Direction must be a Vector!" unless direction.is_a?(Vector)
@origin = origin
@direction = direction
@range = range
@inverse_direction = @direction.inverse
end
@@ -20,8 +21,8 @@ module CyberarmEngine
# Based on: https://tavianator.com/fast-branchless-raybounding-box-intersections/
def intersect_bounding_box?(box)
tmin = -Float::INFINITY
tmax = Float::INFINITY
tmin = -@range
tmax = @range
tx1 = (box.min.x - @origin.x) * @inverse_direction.x
tx2 = (box.max.x - @origin.x) * @inverse_direction.x

View File

@@ -0,0 +1,262 @@
module CyberarmEngine
# Ref: https://github.com/vaiorabbit/ruby-opengl/blob/master/sample/OrangeBook/brick.rb
class Shader
include OpenGL
@@shaders = {}
PREPROCESSOR_CHARACTER = "@"
def self.add(name, instance)
@@shaders[name] = instance
end
def self.use(name, &block)
shader = @@shaders.dig(name)
if shader
shader.use(&block)
else
raise ArgumentError, "Shader '#{name}' not found!"
end
end
def self.available?(name)
@@shaders.dig(name).is_a?(Shader)
end
def self.get(name)
@@shaders.dig(name)
end
def self.active_shader
@active_shader
end
def self.active_shader=(instance)
@active_shader = instance
end
def self.stop
shader = Shader.active_shader
if shader
shader.stop
else
raise ArgumentError, "No active shader to stop!"
end
end
def self.attribute_location(variable)
raise RuntimeError, "No active shader!" unless Shader.active_shader
Shader.active_shader.attribute_location(variable)
end
def self.set_uniform(variable, value)
raise RuntimeError, "No active shader!" unless Shader.active_shader
Shader.active_shader.set_uniform(variable, value)
end
attr_reader :name, :program
def initialize(name:, includes_dir: nil, vertex: "shaders/default.vert", fragment:)
raise "Shader name can not be blank" if name.length == 0
@name = name
@includes_dir = includes_dir
@compiled = false
@program = nil
@error_buffer_size = 1024
@variable_missing = {}
@data = {shaders: {}}
unless shader_files_exist?(vertex: vertex, fragment: fragment)
raise ArgumentError, "Shader files not found: #{vertex} or #{fragment}"
end
create_shader(type: :vertex, source: File.read(vertex))
create_shader(type: :fragment, source: File.read(fragment))
compile_shader(type: :vertex)
compile_shader(type: :fragment)
link_shaders
# Only add shader if it successfully compiles
if @compiled
puts "compiled!"
puts "Compiled shader: #{@name}"
Shader.add(@name, self)
else
warn "FAILED to compile shader: #{@name}", ""
end
end
def shader_files_exist?(vertex:, fragment:)
File.exist?(vertex) && File.exist?(fragment)
end
def create_shader(type:, source:)
_shader = nil
case type
when :vertex
_shader = glCreateShader(GL_VERTEX_SHADER)
when :fragment
_shader = glCreateShader(GL_FRAGMENT_SHADER)
else
warn "Unsupported shader type: #{type.inspect}"
end
processed_source = preprocess_source(source: source)
_source = [processed_source].pack("p")
_size = [processed_source.length].pack("I")
glShaderSource(_shader, 1, _source, _size)
@data[:shaders][type] =_shader
end
def preprocess_source(source:)
lines = source.lines
lines.each_with_index do |line, i|
if line.start_with?(PREPROCESSOR_CHARACTER)
preprocessor = line.strip.split(" ")
lines.delete(line)
case preprocessor.first
when "@include"
raise ArgumentError, "Shader preprocessor include directory was not given for shader #{@name}" unless @includes_dir
preprocessor[1..preprocessor.length - 1].join.scan(/"([^"]*)"/).flatten.each do |file|
source = File.read("#{@includes_dir}/#{file}.glsl")
lines.insert(i, source)
end
else
warn "Unsupported preprocessor #{preprocessor.first} for #{@name}"
end
end
end
lines.join
end
def compile_shader(type:)
_compiled = false
_shader = @data[:shaders][type]
raise ArgumentError, "No shader for #{type.inspect}" unless _shader
glCompileShader(_shader)
buffer = ' '
glGetShaderiv(_shader, GL_COMPILE_STATUS, buffer)
compiled = buffer.unpack('L')[0]
if compiled == 0
log = ' ' * @error_buffer_size
glGetShaderInfoLog(_shader, @error_buffer_size, nil, log)
puts "Shader Error: Program \"#{@name}\""
puts " #{type.to_s.capitalize} Shader InfoLog:", " #{log.strip.split("\n").join("\n ")}\n\n"
puts " Shader Compiled status: #{compiled}"
puts " NOTE: assignment of uniforms in shaders is illegal!"
puts
else
_compiled = true
end
return _compiled
end
def link_shaders
@program = glCreateProgram
@data[:shaders].values.each do |_shader|
glAttachShader(@program, _shader)
end
glLinkProgram(@program)
buffer = ' '
glGetProgramiv(@program, GL_LINK_STATUS, buffer)
linked = buffer.unpack('L')[0]
if linked == 0
log = ' ' * @error_buffer_size
glGetProgramInfoLog(@program, @error_buffer_size, nil, log)
puts "Shader Error: Program \"#{@name}\""
puts " Program InfoLog:", " #{log.strip.split("\n").join("\n ")}\n\n"
end
@compiled = linked == 0 ? false : true
end
# Returns the location of a uniform variable
def variable(variable)
loc = glGetUniformLocation(@program, variable)
if (loc == -1)
puts "Shader Error: Program \"#{@name}\" has no such uniform named \"#{variable}\"", " Is it used in the shader? GLSL may have optimized it out.", " Is it miss spelled?" unless @variable_missing[variable]
@variable_missing[variable] = true
end
return loc
end
def use(&block)
return unless compiled?
raise "Another shader is already in use! #{Shader.active_shader.name.inspect}" if Shader.active_shader
Shader.active_shader=self
glUseProgram(@program)
if block
block.call(self)
stop
end
end
def stop
Shader.active_shader = nil if Shader.active_shader == self
glUseProgram(0)
end
def compiled?
@compiled
end
def attribute_location(variable)
glGetUniformLocation(@program, variable)
end
def uniform_transform(variable, value, location = nil)
attr_loc = location ? location : attribute_location(variable)
glUniformMatrix4fv(attr_loc, 1, GL_FALSE, value.to_gl.pack("F16"))
end
def uniform_boolean(variable, value, location = nil)
attr_loc = location ? location : attribute_location(variable)
glUniform1i(attr_loc, value ? 1 : 0)
end
def uniform_integer(variable, value, location = nil)
attr_loc = location ? location : attribute_location(variable)
glUniform1i(attr_loc, value)
end
def uniform_float(variable, value, location = nil)
attr_loc = location ? location : attribute_location(variable)
glUniform1f(attr_loc, value)
end
def uniform_vec3(variable, value, location = nil)
attr_loc = location ? location : attribute_location(variable)
glUniform3f(attr_loc, *value.to_a[0..2])
end
def uniform_vec4(variable, value, location = nil)
attr_loc = location ? location : attribute_location(variable)
glUniform4f(attr_loc, *value.to_a)
end
end
end

View File

@@ -0,0 +1,273 @@
module CyberarmEngine
# Basic 4x4 matrix operations
class Transform
attr_reader :elements
def initialize(matrix)
@elements = matrix
raise "Transform is wrong size! Got #{@elements.size}, expected 16" if 16 != @elements.size
raise "Invalid value for matrix, must all be numeric!" if @elements.any? { |e| e.nil? || !e.is_a?(Numeric)}
end
def self.identity
Transform.new(
[
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
]
)
end
### 2D Operations meant for interacting with Gosu ###
# 2d rotate operation, replicates Gosu's Gosu.rotate function
def self.rotate(angle, rotate_around = nil)
double c = Math.cos(angle).degrees_to_radians
double s = Math.sin(angle).degrees_to_radians
matrix = [
+c, +s, 0, 0,
-s, +c, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
]
rotate_matrix = Transform.new(matrix, rows: 4, columns: 4)
if rotate_around && (rotate_around.x != 0.0 || rotate_around.y != 0.0)
negative_rotate_around = Vector.new(-rotate_around.x, -rotate_around.y, -rotate_around.z)
rotate_matrix = concat(
concat(translate(negative_rotate_around), rotate_matrix),
translate(rotate_around)
)
end
return rotate_matrix
end
# 2d translate operation, replicates Gosu's Gosu.translate function
def self.translate(vector)
x, y, z = vector.to_a[0..2]
matrix = [
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
x, y, z, 1,
]
Transform.new(matrix)
end
# 2d scale operation, replicates Gosu's Gosu.rotate function
def self.scale(vector, center_around = nil)
scale_x, scale_y, scale_z = vector.to_a[0..2]
matrix = [
scale_x, 0, 0, 0,
0, scale_y, 0, 0,
0, 0, scale_z, 0,
0, 0, 0, 1,
]
scale_matrix = Transform.new(matrix)
if center_around && (center_around.x != 0.0 || center_around.y != 0.0)
negative_center_around = Vector.new(-center_around.x, -center_around.y, -center_around.z)
scale_matrix = concat(
concat(translate(negative_center_around), scale_matrix),
translate(center_around)
)
end
return scale_matrix
end
def self.concat(left, right)
matrix = Array.new(left.elements.size)
rows = 4
matrix.size.times do |i|
matrix[i] = 0
rows.times do |j|
matrix[i] += left.elements[i / rows * rows + j] * right.elements[i % rows + j * rows]
end
end
Transform.new(matrix)
end
#### 3D Operations meant for OpenGL ###
def self.translate_3d(vector)
x, y, z = vector.to_a[0..2]
matrix = [
1, 0, 0, x,
0, 1, 0, y,
0, 0, 1, z,
0, 0, 0, 1,
]
Transform.new(matrix)
end
def self.rotate_3d(vector, order = "zyx")
x, y, z = vector.to_a[0..2].map { |axis| axis * Math::PI / 180.0 }
rotation_x = Transform.new(
[
1, 0, 0, 0,
0, Math.cos(x), -Math.sin(x), 0,
0, Math.sin(x), Math.cos(x), 0,
0, 0, 0, 1
]
)
rotation_y = Transform.new(
[
Math.cos(y), 0, Math.sin(y), 0,
0, 1, 0, 0,
-Math.sin(y), 0, Math.cos(y), 0,
0, 0, 0, 1
]
)
rotation_z = Transform.new(
[
Math.cos(z), -Math.sin(z), 0, 0,
Math.sin(z), Math.cos(z), 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
]
)
rotation_z * rotation_y * rotation_x
end
# Implements glRotatef
# https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glRotate.xml
def self.rotate_gl(angle, axis)
radians = angle * Math::PI / 180.0
s = Math.sin(radians)
c = Math.cos(radians)
axis = axis.normalized
x, y, z = axis.to_a[0..2]
n = (1.0 - c)
Transform.new(
[
x * x * n + c, x * y * n - z * s, x * z * n + y * s, 0,
y * x * n + z * s, y * y * n + c, y * z * n - x * s, 0,
x * z * n - y * s, y * z * n + x * s, z * z * n + c, 0,
0, 0, 0, 1.0
]
)
end
def self.scale_3d(vector)
x, y, z = vector.to_a[0..2]
Transform.new(
[
x, 0, 0, 0,
0, y, 0, 0,
0, 0, z, 0,
0, 0, 0, 1
]
)
end
def self.perspective(fov_y, aspect_ratio, near, far)
f = 1.0 / Math.tan(fov_y.degrees_to_radians / 2.0) # cotangent
zn = (far + near.to_f) / (near - far.to_f)
zf = (2.0 * far * near.to_f) / (near - far.to_f)
Transform.new(
[
f / aspect_ratio, 0.0, 0.0, 0.0,
0.0, f, 0.0, 0.0,
0.0, 0.0, zn, zf,
0.0, 0.0, -1.0, 0.0
]
)
end
def self.view(eye, orientation)
# https://www.3dgep.com/understanding-the-view-matrix/#The_View_Matrix
cosPitch = Math.cos(orientation.z * Math::PI / 180.0)
sinPitch = Math.sin(orientation.z * Math::PI / 180.0)
cosYaw = Math.cos(orientation.y * Math::PI / 180.0)
sinYaw = Math.sin(orientation.y * Math::PI / 180.0)
x_axis = Vector.new(cosYaw, 0, -sinYaw)
y_axis = Vector.new(sinYaw * sinPitch, cosPitch, cosYaw * sinPitch)
z_axis = Vector.new(sinYaw * cosPitch, -sinPitch, cosPitch * cosYaw)
Transform.new(
[
x_axis.x, y_axis.y, z_axis.z, 0,
x_axis.x, y_axis.y, z_axis.z, 0,
x_axis.x, y_axis.y, z_axis.z, 0,
-x_axis.dot(eye), -y_axis.dot(eye), -z_axis.dot(eye), 1
]
)
end
def *(other)
case other
when CyberarmEngine::Vector
matrix = @elements.clone
list = other.to_a
@elements.each_with_index do |e, i|
matrix[i] = e + list[i % 4]
end
Transform.new(matrix)
when CyberarmEngine::Transform
return multiply_matrices(other)
else
p other.class
raise TypeError, "Expected CyberarmEngine::Vector or CyberarmEngine::Transform got #{other.class}"
end
end
def get(x, y)
width = 4
# puts "Transform|#{self.object_id} -> #{@elements[width * y + x].inspect} (index: #{width * y + x})"
@elements[width * y + x]
end
def multiply_matrices(other)
matrix = Array.new(16, 0)
4.times do |x|
4.times do |y|
4.times do |k|
matrix[4 * y + x] += get(x, k) * other.get(k, y)
end
end
end
return Transform.new(matrix)
end
# arranges Matrix in column major form
def to_gl
e = @elements
[
e[0], e[4], e[8], e[12],
e[1], e[5], e[9], e[13],
e[2], e[6], e[10], e[14],
e[3], e[7], e[11], e[15]
]
end
end
end

View File

@@ -1,102 +1,99 @@
module CyberarmEngine
module DSL
def flow(options = {}, &block)
options[:parent] = @containers.last
options[:theme] = current_theme
_container = Element::Flow.new(options, block)
@containers << _container
_container.build
_container.parent.add(_container)
@containers.pop
return _container
container(CyberarmEngine::Element::Flow, options, &block)
end
def stack(options = {}, &block)
options[:parent] = @containers.last
options[:theme] = current_theme
_container = Element::Stack.new(options, block)
@containers << _container
_container.build
_container.parent.add(_container)
@containers.pop
return _container
container(CyberarmEngine::Element::Stack, options, &block)
end
def label(text, options = {}, &block)
options[:parent] = @containers.last
options[:parent] = element_parent
options[:theme] = current_theme
_element = Element::Label.new(text, options, block)
@containers.last.add(_element)
return _element
add_element( Element::Label.new(text, options, block) )
end
def button(text, options = {}, &block)
options[:parent] = @containers.last
options[:parent] = element_parent
options[:theme] = current_theme
_element = Element::Button.new(text, options, block) { if block.is_a?(Proc); block.call; end }
@containers.last.add(_element)
return _element
add_element( Element::Button.new(text, options, block) { if block.is_a?(Proc); block.call; end } )
end
def edit_line(text, options = {}, &block)
options[:parent] = @containers.last
options[:parent] = element_parent
options[:theme] = current_theme
_element = Element::EditLine.new(text, options, block)
@containers.last.add(_element)
return _element
add_element( Element::EditLine.new(text, options, block) )
end
def toggle_button(options = {}, &block)
options[:parent] = @containers.last
options[:parent] = element_parent
options[:theme] = current_theme
_element = Element::ToggleButton.new(options, block)
@containers.last.add(_element)
return _element
add_element( Element::ToggleButton.new(options, block) )
end
def check_box(text, options = {}, &block)
options[:parent] = @containers.last
options[:parent] = element_parent
options[:theme] = current_theme
_element = Element::CheckBox.new(text, options, block)
@containers.last.add(_element)
return _element
add_element( Element::CheckBox.new(text, options, block) )
end
def image(path, options = {}, &block)
options[:parent] = @containers.last
options[:parent] = element_parent
options[:theme] = current_theme
_element = Element::Image.new(path, options, block)
@containers.last.add(_element)
return _element
add_element( Element::Image.new(path, options, block) )
end
def progress(options = {}, &block)
options[:parent] = @containers.last
options[:parent] = element_parent
options[:theme] = current_theme
_element = Element::Progress.new(options, block)
@containers.last.add(_element)
return _element
add_element( Element::Progress.new(options, block) )
end
def background(color = Gosu::Color::NONE)
@containers.last.style.background = color
element_parent.style.background = color
end
def theme(theme)
@containers.last.options[:theme] = theme
element_parent.options[:theme] = theme
end
def current_theme
@containers.last.options[:theme]
element_parent.options[:theme]
end
private def add_element(element)
element_parent.add(element)
return element
end
private def element_parent
$__current_container__
end
private def container(klass, options = {}, &block)
options[:parent] = element_parent
options[:theme] = current_theme
_container = klass.new(options, block)
old_parent = element_parent
$__current_container__ = _container
_container.build
_container.parent.add(_container)
$__current_container__ = old_parent
return _container
end
end
end

View File

@@ -32,6 +32,9 @@ module CyberarmEngine
@style.width = default(:width) || nil
@style.height = default(:height) || nil
@style.background_canvas = Background.new
@style.border_canvas = BorderCanvas.new(element: self)
stylize
default_events
@@ -44,9 +47,6 @@ module CyberarmEngine
set_margin(@style.margin)
@style.background_canvas = Background.new
@style.border_canvas = BorderCanvas.new(element: self)
set_background(@style.background)
set_border_color(@style.border_color)
end
@@ -168,6 +168,14 @@ module CyberarmEngine
end
end
def content_width
@width
end
def noncontent_width
(inner_width + outer_width) - width
end
def outer_width
@style.margin_left + width + @style.margin_right
end
@@ -184,6 +192,14 @@ module CyberarmEngine
end
end
def content_height
@height
end
def noncontent_height
(inner_height + outer_height) - height
end
def outer_height
@style.margin_top + height + @style.margin_bottom
end
@@ -196,7 +212,7 @@ module CyberarmEngine
raise "dimension must be either :width or :height" unless dimension == :width || dimension == :height
if size && size.is_a?(Numeric)
if size.between?(0.0, 1.0)
@parent.send(:"#{dimension}") * size
((@parent.send(:"content_#{dimension}") - self.send(:"noncontent_#{dimension}") - 1) * size).round
else
size
end

View File

@@ -25,6 +25,8 @@ module CyberarmEngine
@style.background_canvas.background = default(:hover, :background)
@text.color = default(:hover, :color)
end
return :handled
end
def left_mouse_button(sender, x, y)
@@ -32,23 +34,33 @@ module CyberarmEngine
@style.background_canvas.background = default(:active, :background)
window.current_state.focus = self
@text.color = default(:active, :color)
return :handled
end
def released_left_mouse_button(sender,x, y)
enter(sender)
return :handled
end
def clicked_left_mouse_button(sender, x, y)
@block.call(self) if @block
return :handled
end
def leave(sender)
@style.background_canvas.background = default(:background)
@text.color = default(:color)
return :handled
end
def blur(sender)
@focus = false
return :handled
end
end
end

View File

@@ -31,6 +31,20 @@ module CyberarmEngine
recalculate
end
def clear(&block)
@children.clear
old_container = $__current_container__
$__current_container__ = self
block.call(self) if block
$__current_container__ = old_container
recalculate
root.gui_state.request_recalculate
end
def render
Gosu.clip_to(@x, @y, width, height) do
@children.each(&:draw)
@@ -67,8 +81,11 @@ module CyberarmEngine
@width = @style.width = window.width
@height = @style.height = window.height
else
@width, @height = 0, 0
_width = dimensional_size(@style.width, :width)
_height= dimensional_size(@style.height,:height)
@width = _width ? _width : (@children.map {|c| c.x + c.outer_width }.max || 0).round
@height = _height ? _height : (@children.map {|c| c.y + c.outer_height}.max || 0).round
end
@@ -156,4 +173,4 @@ module CyberarmEngine
end
end
end
end
end

View File

@@ -16,16 +16,31 @@ module CyberarmEngine
@text_input = Gosu::TextInput.new
@text_input.text = text
@offset_x = 0
return self
end
def render
Gosu.clip_to(@text.x, @text.y, @style.width, @text.height) do
draw_text
Gosu.draw_rect(caret_position, @text.y, @caret_width, @caret_height, @caret_color, @z + 40) if @focus && @show_caret
Gosu.translate(-@offset_x, 0) do
draw_selection
draw_caret if @focus && @show_caret
draw_text
end
end
end
def draw_caret
Gosu.draw_rect(caret_position, @text.y, @caret_width, @caret_height, @caret_color, @z)
end
def draw_selection
selection_width = caret_position - selection_start_position
Gosu.draw_rect(selection_start_position, @text.y, selection_width, @text.height, default(:selection_color), @z)
end
def update
if @type == :password
@text.text = default(:password_character) * @text_input.text.length
@@ -38,6 +53,51 @@ module CyberarmEngine
@show_caret = !@show_caret
end
keep_caret_visible
end
def move_caret_to_mouse(mouse_x)
1.upto(@text.text.length) do |i|
if mouse_x < @text.x + @text.textobject.text_width(@text.text[0...i])
@text_input.caret_pos = @text_input.selection_start = i - 1;
return
end
end
@text_input.caret_pos = @text_input.selection_start = @text_input.text.length
end
def keep_caret_visible
caret_pos = (caret_position - @text.x) + @caret_width
@last_text ||= "/\\"
@last_pos ||= -1
puts "caret pos: #{caret_pos}, width: #{@width}, offset: #{@offset_x}" if (@last_text != @text.text) || (@last_pos != caret_pos)
@last_text = @text.text
@last_pos = caret_pos
if caret_pos.between?(@offset_x, @width + @offset_x)
# Do nothing
elsif caret_pos < @offset_x
if caret_pos > @width
@offset_x = caret_pos + @width
else
@offset_x = 0
end
elsif caret_pos > @width
@offset_x = caret_pos - @width
puts "triggered"
else
# Reset to Zero
@offset_x = 0
end
end
def left_mouse_button(sender, x, y)
@@ -46,6 +106,10 @@ module CyberarmEngine
@caret_last_interval = Gosu.milliseconds
@show_caret = true
move_caret_to_mouse(x)
return :handled
end
def enter(sender)
@@ -56,12 +120,16 @@ module CyberarmEngine
@style.background_canvas.background = default(:hover, :background)
@text.color = default(:hover, :color)
end
return :handled
end
def leave(sender)
unless @focus
super
end
return :handled
end
def blur(sender)
@@ -69,14 +137,23 @@ module CyberarmEngine
@style.background_canvas.background = default(:background)
@text.color = default(:color)
window.text_input = nil
return :handled
end
# TODO: Fix caret rendering in wrong position unless caret_pos is at end of text
def caret_position
text_input_position_for(:caret_pos)
end
def selection_start_position
text_input_position_for(:selection_start)
end
def text_input_position_for(method)
if @type == :password
@text.x + @text.textobject.text_width(default(:password_character) * @text_input.text[0..@text_input.caret_pos-1].length)
@text.x + @text.textobject.text_width(default(:password_character) * @text_input.text[0..@text_input.send(method)].length)
else
@text.x + @text.textobject.text_width(@text_input.text[0..@text_input.caret_pos-1])
@text.x + @text.textobject.text_width(@text_input.text[0..@text_input.send(method)])
end
end

View File

@@ -19,6 +19,8 @@ module CyberarmEngine
def clicked_left_mouse_button(sender, x, y)
@block.call(self) if @block
return :handled
end
def recalculate

View File

@@ -13,11 +13,16 @@ module CyberarmEngine
def clicked_left_mouse_button(sender, x, y)
@block.call(self) if @block
return :handled
end
def recalculate
@width, @height = 0, 0
_width = dimensional_size(@style.width, :width)
_height= dimensional_size(@style.height,:height)
@width = _width ? _width : @text.width.round
@height= _height ? _height : @text.height.round

View File

@@ -24,6 +24,8 @@ module CyberarmEngine
toggle
@block.call(self) if @block
return :handled
end
def toggle

View File

@@ -23,6 +23,7 @@ module CyberarmEngine
return :handled if handler.call(self, *args) == :handled
end
parent.publish(event, *args) if parent
return nil
end

View File

@@ -12,7 +12,7 @@ module CyberarmEngine
@root_container = Element::Stack.new(gui_state: self)
@game_objects << @root_container
@containers = [@root_container]
$__current_container__ = @root_container
@active_width = window.width
@active_height = window.height
@@ -22,8 +22,6 @@ module CyberarmEngine
@mouse_down_on = {}
@mouse_down_position = {}
@pending_recalculate_request = false
setup
end
# throws :blur event to focused element and sets GuiState focused element

View File

@@ -65,7 +65,7 @@ module CyberarmEngine
Button: { # < Label
margin: 1,
padding: 4,
border_thickness: 4,
border_thickness: 1,
border_color: ["ffd59674".hex, "ffff8746".hex],
border_radius: 0,
background: ["ffc75e61".to_i(16), "ffe26623".to_i(16)],
@@ -88,6 +88,7 @@ module CyberarmEngine
caret_width: 2,
caret_color: Gosu::Color::WHITE,
caret_interval: 500,
selection_color: Gosu::Color::GREEN,
},
Image: { # < Element
@@ -111,7 +112,7 @@ module CyberarmEngine
height: 36,
background: 0xff111111,
fraction_background: [0xffc75e61, 0xffe26623],
border_thickness: 4,
border_thickness: 1,
border_color: [0xffd59674, 0xffff8746]
}
}.freeze

View File

@@ -1,5 +1,29 @@
module CyberarmEngine
class Vector
def self.up
Vector.new(0, 1, 0)
end
def self.down
Vector.new(0, -1, 0)
end
def self.left
Vector.new(-1, 0, 0)
end
def self.right
Vector.new(1, 0, 0)
end
def self.forward
Vector.new(0, 0, 1)
end
def self.backward
Vector.new(0, 0, -1)
end
def initialize(x = 0, y = 0, z = 0, weight = 0)
@x, @y, @z, @weight = x, y, z, weight
end
@@ -16,6 +40,9 @@ module CyberarmEngine
def weight; @weight; end
def weight=(n); @weight = n; end
alias w weight
alias w= weight=
def ==(other)
if other.is_a?(Numeric)
@x == other &&
@@ -30,6 +57,10 @@ module CyberarmEngine
end
end
def xy
Vector.new(@x, @y)
end
# Performs math operation, excluding @weight
private def operator(function, other)
if other.is_a?(Numeric)
@@ -138,6 +169,10 @@ module CyberarmEngine
@x + @y + @z
end
def lerp(other, factor)
(self - other) * factor.clamp(0.0, 1.0)
end
# 2D distance using X and Y
def distance(other)
Math.sqrt((@x-other.x)**2 + (@y-other.y)**2)

View File

@@ -1,4 +1,4 @@
module CyberarmEngine
NAME = "InDev"
VERSION = "0.10.2"
VERSION = "0.13.0"
end