mirror of
https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-13 06:42:35 +00:00
Moved shaders to cyberarm_engine, patched up settings menu, updated gems.
This commit is contained in:
23
Gemfile.lock
23
Gemfile.lock
@@ -1,9 +1,8 @@
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GIT
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remote: https://github.com/cyberarm/cyberarm_engine
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revision: ab9f9e8e7a4e02df7fefbb9b5add248b7629a2f7
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revision: d1d87db070578fefe97f275b63157b4212a44a89
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specs:
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cyberarm_engine (0.21.0)
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clipboard (~> 1.3)
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cyberarm_engine (0.22.0)
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excon (~> 0.88)
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gosu (~> 1.1)
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gosu_more_drawables (~> 0.3)
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@@ -21,26 +20,26 @@ GIT
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GEM
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remote: https://rubygems.org/
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specs:
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clipboard (1.3.6)
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concurrent-ruby (1.1.10)
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cri (2.1.0)
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excon (0.92.3)
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gosu (1.4.3)
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excon (0.96.0)
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gosu (1.4.5)
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gosu_more_drawables (0.3.1)
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i18n (1.11.0)
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i18n (1.12.0)
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concurrent-ruby (~> 1.0)
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mini_portile2 (2.8.0)
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nokogiri (1.13.6)
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mini_portile2 (2.8.1)
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nokogiri (1.14.0.rc1)
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mini_portile2 (~> 2.8.0)
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racc (~> 1.4)
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ocra (1.3.11)
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opengl-bindings (1.6.12)
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racc (1.6.0)
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opengl-bindings (1.6.13)
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racc (1.6.2)
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rake (13.0.6)
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rubyzip (2.3.2)
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PLATFORMS
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ruby
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x64-mingw-ucrt
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x64-mingw32
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DEPENDENCIES
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@@ -55,4 +54,4 @@ DEPENDENCIES
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rubyzip
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BUNDLED WITH
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2.3.17
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2.4.1
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@@ -30,15 +30,17 @@ class IMICFPS
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stack(width: 0.25, height: 1.0) do
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end
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stack(width: 0.5, height: 1.0) do
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stack(width: 1.0, height: 0.25) do
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title "Settings"
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stack(fill: true, height: 1.0) do
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title "Settings", width: 1.0, text_align: :center
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stack(width: 1.0, height: 96) do
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flow(width: 1.0) do
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link I18n.t("menus.back"), width: nil do
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pop_state
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end
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flow(fill: true)
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button get_image("#{GAME_ROOT_PATH}/static/icons/settings_display.png"), image_width: 64, tip: I18n.t("settings.display") do
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show_page(:display)
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end
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@@ -61,9 +63,12 @@ class IMICFPS
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end
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end
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@page_container = stack(width: 1.0, height: 0.75, scroll: true) do
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@page_container = stack(width: 1.0, fill: true, scroll: true, padding: 10) do
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end
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end
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stack(width: 0.25, height: 1.0) do
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end
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end
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# @categories.each do |category|
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@@ -90,41 +95,42 @@ class IMICFPS
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def page_display
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label "Display", text_size: 50
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label "Resolution"
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flow do
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stack do
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label "Width"
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label "Height"
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stack(width: 1.0, height: 128) do
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flow(width: 1.0) do
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label "Width", width: 96
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edit_line window.width.to_s, fill: true
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end
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stack do
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edit_line window.width.to_s
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edit_line window.height.to_s
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flow(width: 1.0) do
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label "Height", width: 96
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edit_line window.height.to_s, fill: true
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end
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end
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check_box "Fullscreen", margin_top: 25, margin_bottom: 25
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# check_box "Fullscreen", margin_top: 25, margin_bottom: 25, width: 1.0
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stack do
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longest_string = "Gamma Correction"
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flow do
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label "Gamma Correction".ljust(longest_string.length, " ")
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@display_gamma_correction = slider range: 0.0..1.0, value: 0.5
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stack(width: 1.0, height: 128, margin_top: 20) do
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flow(width: 1.0, fill: true) do
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label "Gamma Correction", width: 256
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@display_gamma_correction = slider range: 0.0..1.0, value: 0.5, fill: true
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@display_gamma_correction.subscribe(:changed) do |_sender, value|
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@display_gamma_correction_label.value = value.round(1).to_s
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end
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@display_gamma_correction_label = label "0.0"
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end
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flow do
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label "Brightness".ljust(longest_string.length, " ")
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@display_brightness = slider range: 0.0..1.0, value: 0.5
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flow(width: 1.0, fill: true) do
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label "Brightness", width: 256
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@display_brightness = slider range: 0.0..1.0, value: 0.5, fill: true
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@display_brightness.subscribe(:changed) do |_sender, value|
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@display_brightness_label.value = value.round(1).to_s
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end
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@display_brightness_label = label "0.0"
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end
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flow do
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label "Contrast".ljust(longest_string.length, " ")
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@display_contrast = slider range: 0.0..1.0, value: 0.5
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flow(width: 1.0, fill: true) do
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label "Contrast", width: 256
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@display_contrast = slider range: 0.0..1.0, value: 0.5, fill: true
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@display_contrast.subscribe(:changed) do |_sender, value|
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@display_contrast_label.value = value.round(1).to_s
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end
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@@ -135,29 +141,22 @@ class IMICFPS
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def page_audio
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label "Audio", text_size: 50
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longest_string = "Dialogue".length
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volumes = %i[master sound_effects music dialogue]
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stack(width: 1.0) do
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stack(width: 1.0, height: 48 * volumes.count) do
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volumes.each do |volume|
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config_value = window.config.get(:options, :audio, :"volume_#{volume}")
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flow(width: 1.0, margin_bottom: 10) do
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flow(width: 0.25) do
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label volume.to_s.split("_").map(&:capitalize).join(" ").ljust(longest_string, " ")
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flow(width: 1.0, fill: true, margin_bottom: 10) do
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label volume.to_s.split("_").map(&:capitalize).join(" "), width: 172
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instance_variable_set(:"@volume_#{volume}", slider(range: 0.0..1.0, value: config_value, fill: true))
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instance_variable_get(:"@volume_#{volume}").subscribe(:changed) do |_sender, value|
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instance_variable_get(:"@volume_#{volume}_label").value = format("%03.2f%%", value * 100.0)
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window.config[:options, :audio, :"volume_#{volume}"] = value
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end
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flow(width: 0.5) do
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instance_variable_set(:"@volume_#{volume}", slider(range: 0.0..1.0, value: config_value, width: 1.0))
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instance_variable_get(:"@volume_#{volume}").subscribe(:changed) do |_sender, value|
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instance_variable_get(:"@volume_#{volume}_label").value = format("%03.2f%%", value * 100.0)
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window.config[:options, :audio, :"volume_#{volume}"] = value
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end
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end
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flow(width: 0.25) do
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instance_variable_set(:"@volume_#{volume}_label", label(format("%03.2f%%", config_value * 100.0)))
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end
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instance_variable_set(:"@volume_#{volume}_label", label(format("%03.2f%%", config_value * 100.0), width: 96, text_align: :right))
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end
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end
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end
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@@ -167,16 +166,16 @@ class IMICFPS
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label "Controls", text_size: 50
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InputMapper.keymap.each do |key, values|
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flow do
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label key.to_s
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flow(width: 1.0, height: 64) do
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label key.to_s, width: 0.5, max_width: 312
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[values].flatten.each do |value|
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if name = Gosu.button_name(value)
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else
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unless (name = Gosu.button_name(value))
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name = Gosu.constants.find { |const| Gosu.const_get(const) == value }
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name = name.to_s.capitalize.split("_").join(" ") if name
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end
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button name
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button name, fill: true
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end
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end
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end
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@@ -185,61 +184,55 @@ class IMICFPS
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def page_graphics
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label "Graphics", text_size: 50
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longest_string = "Surface Effect Detail"
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check_box "V-Sync (Not Disableable, Yet.)", checked: true, enabled: false, width: 1.0
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flow do
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check_box "V-Sync (Not Disableable, Yet.)", checked: true, enabled: false
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end
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flow do
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label "Field of View".ljust(longest_string.length, " ")
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@fov = slider range: 70.0..110.0
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flow(width: 1.0, height: 64) do
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label "Field of View", width: 128
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@fov = slider range: 70.0..110.0, fill: true
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@fov.subscribe(:changed) do |_sender, value|
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@fov_label.value = value.round.to_s
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end
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@fov_label = label "90.0"
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end
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flow do
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label "Detail".ljust(longest_string.length, " ")
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list_box items: %i[high medium low], width: 250
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flow(width: 1.0, height: 64) do
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label "Detail", width: 128
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list_box items: %i[high medium low], fill: true
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end
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label ""
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advanced_mode = check_box "Advanced Settings"
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label ""
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advanced_mode = check_box "Advanced Settings", margin_top: 20, margin_bottom: 20
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advanced_settings = stack width: 1.0 do |element|
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advanced_settings = stack(width: 1.0) do |element|
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element.hide
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stack do
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flow do
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label "Geometry Detail".ljust(longest_string.length, " ")
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list_box items: %i[high medium low], width: 250
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stack(width: 1.0, height: 64 * 7) do
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flow(width: 1.0, height: 64) do
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label "Geometry Detail", width: 312
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list_box items: %i[high medium low], fill: true
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end
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flow do
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label "Shadow Detail".ljust(longest_string.length, " ")
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list_box items: %i[high medium low off], width: 250
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flow(width: 1.0, height: 64) do
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label "Shadow Detail", width: 312
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list_box items: %i[high medium low off], fill: true
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end
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flow do
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label "Texture Detail".ljust(longest_string.length, " ")
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list_box items: %i[high medium low], width: 250
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flow(width: 1.0, height: 64) do
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label "Texture Detail", width: 312
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list_box items: %i[high medium low], fill: true
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end
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flow do
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label "Particle Detail".ljust(longest_string.length, " ")
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list_box items: %i[high medium low off], width: 250
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flow(width: 1.0, height: 64) do
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label "Particle Detail", width: 312
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list_box items: %i[high medium low off], fill: true
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end
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flow do
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label "Surface Effect Detail".ljust(longest_string.length, " ")
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list_box items: %i[high medium low], width: 250
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flow(width: 1.0, height: 64) do
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label "Surface Effect Detail", width: 312
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list_box items: %i[high medium low], fill: true
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end
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flow do
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label "Lighting Mode".ljust(longest_string.length, " ")
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list_box items: %i[per_pixel per_vertex], width: 250
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flow(width: 1.0, height: 64) do
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label "Lighting Mode", width: 312
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list_box items: %i[per_pixel per_vertex], fill: true
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end
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flow do
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label "Texture Filtering".ljust(longest_string.length, " ")
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list_box items: [:none], width: 250
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flow(width: 1.0, height: 64) do
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label "Texture Filtering", width: 312
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list_box items: [:none], fill: true
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end
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end
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end
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@@ -253,10 +246,11 @@ class IMICFPS
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def page_multiplayer
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label "Multiplayer", text_size: 50
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flow do
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label "Player Name"
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edit_line "player-#{SecureRandom.hex(2)}"
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flow(width: 1.0, height: 64) do
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label "Player Name", width: 172
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edit_line "player-#{SecureRandom.hex(2)}", fill: true
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end
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check_box "Show player names"
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end
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end
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|
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@@ -27,7 +27,6 @@ class IMICFPS
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SettingsMenu.set_defaults
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@renderer = Renderer.new
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preload_default_shaders
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@scene = TurnTableScene.new
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@overlay = Overlay.new
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@@ -42,18 +41,6 @@ class IMICFPS
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@delta_time = Gosu.milliseconds
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end
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|
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def preload_default_shaders
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shaders = %w[g_buffer lighting]
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shaders.each do |shader|
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Shader.new(
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name: shader,
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includes_dir: "shaders/include",
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vertex: "shaders/vertex/#{shader}.glsl",
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fragment: "shaders/fragment/#{shader}.glsl"
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)
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end
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||||
end
|
||||
|
||||
def input_hijack=(hijacker)
|
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@input_hijacker = hijacker
|
||||
|
||||
|
||||
@@ -1,30 +0,0 @@
|
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# version 330 core
|
||||
|
||||
layout(location = 0) out vec3 fragPosition;
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||||
layout (location = 1) out vec4 fragColor;
|
||||
layout (location = 2) out vec3 fragNormal;
|
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layout (location = 3) out vec3 fragUV;
|
||||
|
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in vec3 outPosition, outColor, outNormal, outUV, outFragPos, outCameraPos;
|
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out vec4 outputFragColor;
|
||||
flat in int outHasTexture;
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||||
|
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uniform sampler2D diffuse_texture;
|
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|
||||
void main() {
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||||
vec3 result;
|
||||
|
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if (outHasTexture == 0) {
|
||||
result = outColor;
|
||||
} else {
|
||||
result = texture(diffuse_texture, outUV.xy).xyz + 0.25;
|
||||
}
|
||||
|
||||
fragPosition = outPosition;
|
||||
fragColor = vec4(result, 1.0);
|
||||
fragNormal = outNormal;
|
||||
fragUV = outUV;
|
||||
|
||||
float gamma = 2.2;
|
||||
outputFragColor.rgb = pow(fragColor.rgb, vec3(1.0 / gamma));
|
||||
}
|
||||
@@ -1,63 +0,0 @@
|
||||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
@include "light_struct"
|
||||
const int DIRECTIONAL = 0;
|
||||
const int POINT = 1;
|
||||
const int SPOT = 2;
|
||||
|
||||
in vec2 outTexCoords;
|
||||
flat in Light outLight[1];
|
||||
|
||||
uniform sampler2D diffuse, position, texcoord, normal, depth;
|
||||
|
||||
vec4 directionalLight(Light light) {
|
||||
vec3 norm = normalize(texture(normal, outTexCoords).rgb);
|
||||
vec3 diffuse_color = texture(diffuse, outTexCoords).rgb;
|
||||
vec3 fragPos = texture(position, outTexCoords).rgb;
|
||||
|
||||
vec3 lightDir = normalize(light.position - fragPos);
|
||||
float diff = max(dot(norm, lightDir), 0);
|
||||
|
||||
vec3 _ambient = light.ambient;
|
||||
vec3 _diffuse = light.diffuse * diff;
|
||||
vec3 _specular = light.specular;
|
||||
|
||||
return vec4(_diffuse + _ambient + _specular, 1.0);
|
||||
}
|
||||
|
||||
vec4 pointLight(Light light) {
|
||||
return vec4(0.25, 0.25, 0.25, 1);
|
||||
}
|
||||
|
||||
vec4 spotLight(Light light) {
|
||||
return vec4(0.5, 0.5, 0.5, 1);
|
||||
}
|
||||
|
||||
vec4 calculateLighting(Light light) {
|
||||
vec4 result;
|
||||
|
||||
// switch(light.type) {
|
||||
// case DIRECTIONAL: {
|
||||
// result = directionalLight(light);
|
||||
// }
|
||||
// case SPOT: {
|
||||
// result = spotLight(light);
|
||||
// }
|
||||
// default: {
|
||||
// result = pointLight(light);
|
||||
// }
|
||||
// }
|
||||
|
||||
if (light.type == DIRECTIONAL) {
|
||||
result = directionalLight(light);
|
||||
} else {
|
||||
result = pointLight(light);
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
void main() {
|
||||
FragColor = texture(diffuse, outTexCoords) * calculateLighting(outLight[0]);
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
struct Light {
|
||||
int type;
|
||||
vec3 direction;
|
||||
vec3 position;
|
||||
|
||||
vec3 diffuse;
|
||||
vec3 ambient;
|
||||
vec3 specular;
|
||||
|
||||
float intensity;
|
||||
};
|
||||
@@ -1,28 +0,0 @@
|
||||
# version 330 core
|
||||
|
||||
layout(location = 0) in vec3 inPosition;
|
||||
layout(location = 1) in vec3 inColor;
|
||||
layout(location = 2) in vec3 inNormal;
|
||||
layout(location = 3) in vec3 inUV;
|
||||
|
||||
uniform mat4 projection, view, model;
|
||||
uniform int hasTexture;
|
||||
uniform vec3 cameraPos;
|
||||
|
||||
out vec3 outPosition, outColor, outNormal, outUV;
|
||||
out vec3 outFragPos, outViewPos, outCameraPos;
|
||||
flat out int outHasTexture;
|
||||
|
||||
void main() {
|
||||
// projection * view * model * position
|
||||
outPosition = inPosition;
|
||||
outColor = inColor;
|
||||
outNormal= normalize(transpose(inverse(mat3(model))) * inNormal);
|
||||
outUV = inUV;
|
||||
outHasTexture = hasTexture;
|
||||
outCameraPos = cameraPos;
|
||||
|
||||
outFragPos = vec3(model * vec4(inPosition, 1.0));
|
||||
|
||||
gl_Position = projection * view * model * vec4(inPosition, 1.0);
|
||||
}
|
||||
@@ -1,17 +0,0 @@
|
||||
#version 330 core
|
||||
@include "light_struct"
|
||||
|
||||
layout (location = 0) in vec3 inPosition;
|
||||
layout (location = 1) in vec2 inTexCoords;
|
||||
|
||||
uniform sampler2D diffuse, position, texcoord, normal, depth;
|
||||
uniform Light light[1];
|
||||
|
||||
out vec2 outTexCoords;
|
||||
flat out Light outLight[1];
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(inPosition.x, inPosition.y, inPosition.z, 1.0);
|
||||
outTexCoords = inTexCoords;
|
||||
outLight = light;
|
||||
}
|
||||
Reference in New Issue
Block a user