6 Commits

7 changed files with 307 additions and 8 deletions

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@@ -9,6 +9,8 @@ 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/background"
require_relative "cyberarm_engine/objects/text"

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@@ -0,0 +1,55 @@
module CyberarmEngine
class Ray
def initialize(origin, direction)
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
@inverse_direction = @direction.inverse
end
def intersect?(intersectable)
if intersectable.is_a?(BoundingBox)
intersect_bounding_box?(intersectable)
else
raise NotImplementedError, "Ray intersection test for #{intersectable.class} not implemented."
end
end
# Based on: https://tavianator.com/fast-branchless-raybounding-box-intersections/
def intersect_bounding_box?(box)
tmin = -Float::INFINITY
tmax = Float::INFINITY
tx1 = (box.min.x - @origin.x) * @inverse_direction.x
tx2 = (box.max.x - @origin.x) * @inverse_direction.x
tmin = max(tmin, min(tx1, tx2))
tmax = min(tmax, max(tx1, tx2))
ty1 = (box.min.y - @origin.y) * @inverse_direction.y
ty2 = (box.max.y - @origin.y) * @inverse_direction.y
tmin = max(tmin, min(ty1, ty2))
tmax = min(tmax, max(ty1, ty2))
tz1 = (box.min.z - @origin.z) * @inverse_direction.z
tz2 = (box.max.z - @origin.z) * @inverse_direction.z
tmin = max(tmin, min(tz1, tz2))
tmax = min(tmax, max(tz1, tz2))
return tmax >= max(tmin, 0.0);
end
def min(x, y)
((x) < (y) ? (x) : (y))
end
def max(x, y)
((x) > (y) ? (x) : (y))
end
end
end

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@@ -0,0 +1,201 @@
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.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

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@@ -2,8 +2,8 @@ module CyberarmEngine
class Text
CACHE = {}
attr_accessor :x, :y, :z, :size, :factor_x, :factor_y, :color, :shadow, :shadow_size, :options
attr_reader :text, :textobject
attr_accessor :x, :y, :z, :size, :options
attr_reader :text, :textobject, :factor_x, :factor_y, :color, :shadow, :shadow_size, :shadow_alpha, :shadow_color
def initialize(text, options={})
@text = text.to_s || ""
@@ -22,6 +22,8 @@ module CyberarmEngine
@shadow = true if options[:shadow] == nil
@shadow_size = options[:shadow_size] ? options[:shadow_size] : 1
@shadow_alpha= options[:shadow_alpha] ? options[:shadow_alpha] : 30
@shadow_alpha= options[:shadow_alpha] ? options[:shadow_alpha] : 30
@shadow_color= options[:shadow_color]
@textobject = check_cache(@size, @font)
if @alignment
@@ -67,6 +69,35 @@ module CyberarmEngine
@text = string
end
def factor_x=(n)
@rendered_shadow = nil
@factor_x = n
end
def factor_y=(n)
@rendered_shadow = nil
@factor_y = n
end
def color=(color)
@rendered_shadow = nil
@color = color
end
def shadow=(boolean)
@rendered_shadow = nil
@shadow = boolean
end
def shadow_size=(n)
@rendered_shadow = nil
@shadow_size = n
end
def shadow_alpha=(n)
@rendered_shadow = nil
@shadow_alpha = n
end
def shadow_color=(n)
@rendered_shadow = nil
@shadow_color = n
end
def width
textobject.text_width(@text)
end
@@ -77,9 +108,8 @@ module CyberarmEngine
def draw
if @shadow && !ARGV.join.include?("--no-shadow")
@shadow_alpha = 30 if @color.alpha > 30
@shadow_alpha = @color.alpha if @color.alpha <= 30
shadow_color = Gosu::Color.rgba(@color.red, @color.green, @color.blue, @shadow_alpha)
shadow_alpha = @color.alpha <= 30 ? @color.alpha : @shadow_alpha
shadow_color = @shadow_color ? @shadow_color : Gosu::Color.rgba(@color.red, @color.green, @color.blue, shadow_alpha)
_x = @shadow_size
_y = @shadow_size

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@@ -162,7 +162,7 @@ module CyberarmEngine
def width
if visible?
(@style.border_thickness_left + @style.padding_left) + @width + (@style.padding_right + @style.border_thickness_right)
inner_width + @width
else
0
end
@@ -172,9 +172,13 @@ module CyberarmEngine
@style.margin_left + width + @style.margin_right
end
def inner_width
(@style.border_thickness_left + @style.padding_left) + (@style.padding_right + @style.border_thickness_right)
end
def height
if visible?
(@style.border_thickness_top + @style.padding_top) + @height + (@style.padding_bottom + @style.border_thickness_bottom)
inner_height + @height
else
0
end
@@ -184,6 +188,10 @@ module CyberarmEngine
@style.margin_top + height + @style.margin_bottom
end
def inner_height
(@style.border_thickness_top + @style.padding_top) + (@style.padding_bottom + @style.border_thickness_bottom)
end
private def dimensional_size(size, dimension)
raise "dimension must be either :width or :height" unless dimension == :width || dimension == :height
if size && size.is_a?(Numeric)

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@@ -43,6 +43,9 @@ module CyberarmEngine
def left_mouse_button(sender, x, y)
super
window.text_input = @text_input
@caret_last_interval = Gosu.milliseconds
@show_caret = true
end
def enter(sender)

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@@ -1,4 +1,4 @@
module CyberarmEngine
NAME = "InDev"
VERSION = "0.9.0"
VERSION = "0.10.1"
end