1 Commits

Author SHA1 Message Date
07d2d8ea05 Work In Progress 2020-03-25 16:16:47 -05:00
20 changed files with 115 additions and 279 deletions

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@@ -1,23 +1,22 @@
GIT
remote: https://github.com/cyberarm/cyberarm_engine
revision: 4055f645f3446c61f57ad1c7748284106c1516ff
revision: d8551c7428da98bb7da76c138e5fbde50ef0137f
specs:
cyberarm_engine (0.13.1)
gosu (~> 0.15.0)
gosu_more_drawables (~> 0.3)
GEM
remote: https://rubygems.org/
specs:
gosu (0.15.1)
gosu (0.15.1-x64-mingw32)
gosu_more_drawables (0.3.0)
mini_portile2 (2.5.0)
nokogiri (1.11.0.rc2)
mini_portile2 (~> 2.5.0)
nokogiri (1.11.0.rc2-x64-mingw32)
mini_portile2 (2.4.0)
nokogiri (1.11.0.rc1)
mini_portile2 (~> 2.4.0)
nokogiri (1.11.0.rc1-x64-mingw32)
mini_portile2 (~> 2.4.0)
ocra (1.3.11)
opengl-bindings (1.6.10)
opengl-bindings (1.6.9)
PLATFORMS
ruby

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@@ -106,7 +106,6 @@ require_relative "lib/scenes/turn_table"
require_relative "lib/crosshair"
require_relative "lib/demo"
require_relative "lib/overlay"
require_relative "lib/window"
require_relative "lib/tools/asset_viewer"

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@@ -14,6 +14,7 @@ class IMICFPS
@lights = []
@collision_manager = CollisionManager.new(map: self)
@renderer = window.renderer
Publisher.new
end
@@ -32,11 +33,8 @@ class IMICFPS
add_entity(Player.new(spawnpoint: @map_parser.spawnpoints.sample, manifest: Manifest.new(package: "base", name: "character")))
# Default lights if non are defined
if @map_parser.lights.size == 0
add_light(Light.new(id: available_light, position: Vector.new(30, 10.0, 30)))
add_light(Light.new(id: available_light, position: Vector.new(0, 100, 0), diffuse: Color.new(1.0, 0.5, 0.1)))
end
# add_light(Light.new(id: available_light, position: Vector.new(30, 10.0, 30)))
# add_light(Light.new(id: available_light, position: Vector.new(0, 100, 0), diffuse: Color.new(1.0, 0.5, 0.1)))
end
def data
@@ -53,7 +51,7 @@ class IMICFPS
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # clear the screen and the depth buffer
gl_error?
window.renderer.draw(camera, @lights, @entities)
@renderer.draw(camera, @lights, @entities)
end
end

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@@ -1,59 +0,0 @@
class IMICFPS
class Overlay
include CommonMethods
Slot = Struct.new(:value, :width)
def initialize
@text = CyberarmEngine::Text.new("", x: 3, y: 3, shadow_color: Gosu::Color::BLACK)
@slots = []
@space_width = @text.textobject.text_width(" ")
end
def draw
return if @text.text.empty?
width = @text.width + 8
Gosu.draw_rect(0, 0, width, (@text.height + 4), Gosu::Color.rgba(0, 0, 0, 100))
Gosu.draw_rect(2, 2, width - 4, (@text.height + 4) - 4, Gosu::Color.rgba(100, 100, 100, 100))
@text.draw
end
def update
rebuild_slots
end
def rebuild_slots
@slots.clear
if window.config.get(:options, :fps)
create_slot "FPS: #{Gosu.fps}"
create_slot "Frame time: #{Gosu.milliseconds - window.delta_time}ms" if window.config.get(:debug_options, :stats)
end
if window.config.get(:debug_options, :stats)
create_slot "Vertices: #{formatted_number(window.number_of_vertices)}"
create_slot "Face: #{formatted_number(window.number_of_vertices / 3)}"
end
if window.config.get(:debug_options, :boundingboxes)
create_slot "Boundingboxes: #{window.config.get(:debug_options, :boundingboxes) ? 'On' : 'Off'}"
end
if window.config.get(:debug_options, :wireframe)
create_slot "Wireframes: #{window.config.get(:debug_options, :wireframe) ? 'On' : 'Off'}"
end
@text.text = ""
@slots.each_with_index do |slot, i|
@text.text += "#{slot.value} <c=ff000000>•</c> " unless i == @slots.size - 1
@text.text += "#{slot.value}" if i == @slots.size - 1
end
end
def create_slot(string)
@slots << Slot.new(string, @text.textobject.text_width(string))
end
end
end

View File

@@ -5,7 +5,7 @@ class IMICFPS
attr_reader :screen_vbo, :vertices, :uvs
def initialize
@framebuffer = nil
@buffers = [:position, :diffuse, :normal, :texcoord]
@buffers = [:position, :diffuse, :normal, :texcoord, :scene]
@textures = {}
@screen_vbo = nil
@ready = false
@@ -86,9 +86,9 @@ class IMICFPS
@textures[@buffers[i]] = texture_id
glBindTexture(GL_TEXTURE_2D, texture_id)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, nil)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGBA, GL_FLOAT, nil)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, texture_id, 0)
end
@@ -101,7 +101,7 @@ class IMICFPS
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nil)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texture_id, 0)
draw_buffers = [ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 ]
draw_buffers = @buffers.each_with_index.map { |b ,i| Object.const_get("GL_COLOR_ATTACHMENT#{i}") }
glDrawBuffers(draw_buffers.size, draw_buffers.pack("I*"))
end

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@@ -16,7 +16,7 @@ class IMICFPS
end
def render(camera, lights, entities)
if Shader.available?("default") && Shader.available?("render_screen")
if Shader.available?("default") && Shader.available?("render_screen") && Shader.available?("lighting")
@g_buffer.bind_for_writing
gl_error?
@@ -24,19 +24,6 @@ class IMICFPS
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
Shader.use("default") do |shader|
lights.each_with_index do |light, i|
shader.uniform_float("lights[#{i}.end", -1.0);
shader.uniform_float("lights[#{i}.type", light.type);
shader.uniform_vec3("lights[#{i}].position", light.position)
shader.uniform_vec3("lights[#{i}].ambient", light.ambient)
shader.uniform_vec3("lights[#{i}].diffuse", light.diffuse)
shader.uniform_vec3("lights[#{i}].specular", light.specular)
end
gl_error?
shader.uniform_integer("totalLights", lights.size)
entities.each do |entity|
next unless entity.visible && entity.renderable
@@ -52,6 +39,9 @@ class IMICFPS
end
end
lighting(lights)
post_processing
@g_buffer.unbind_framebuffer
gl_error?
@@ -59,8 +49,6 @@ class IMICFPS
@g_buffer.bind_for_reading
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0)
# lighting(lights)
post_processing
render_framebuffer
@g_buffer.unbind_framebuffer
@@ -96,25 +84,32 @@ class IMICFPS
end
def lighting(lights)
@g_buffer.set_read_buffer(:position)
glBlitFramebuffer(0, 0, @g_buffer.width, @g_buffer.height,
0, 0, @g_buffer.width / 2, @g_buffer.height / 2,
GL_COLOR_BUFFER_BIT, GL_LINEAR)
if Shader.available?("lighting")
Shader.use("lighting") do |shader|
lights.each do |light|
shader.uniform_integer("inLightType", light.type);
shader.uniform_vec3("inLightPosition", light.position)
shader.uniform_vec3("inLightAmbient", light.ambient)
shader.uniform_vec3("inLightDiffuse", light.diffuse)
shader.uniform_vec3("inLightSpecular", light.specular)
@g_buffer.set_read_buffer(:diffuse)
glBlitFramebuffer(0, 0, @g_buffer.width, @g_buffer.height,
0, @g_buffer.height / 2, @g_buffer.width / 2, @g_buffer.height,
GL_COLOR_BUFFER_BIT, GL_LINEAR)
glBindVertexArray(@g_buffer.screen_vbo)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
@g_buffer.set_read_buffer(:normal)
glBlitFramebuffer(0, 0, @g_buffer.width, @g_buffer.height,
@g_buffer.width / 2, @g_buffer.height / 2, @g_buffer.width, @g_buffer.height,
GL_COLOR_BUFFER_BIT, GL_LINEAR)
glDisable(GL_DEPTH_TEST)
glEnable(GL_BLEND)
@g_buffer.set_read_buffer(:texcoord)
glBlitFramebuffer(0, 0, @g_buffer.width, @g_buffer.height,
@g_buffer.width / 2, 0, @g_buffer.width, @g_buffer.height / 2,
GL_COLOR_BUFFER_BIT, GL_LINEAR)
glDrawArrays(GL_TRIANGLES, 0, @g_buffer.vertices.size)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(0)
glBindVertexArray(0)
end
gl_error?
end
end
end
def post_processing
@@ -131,7 +126,7 @@ class IMICFPS
glEnable(GL_BLEND)
glActiveTexture(GL_TEXTURE0)
glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:diffuse))
glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:scene))
glDrawArrays(GL_TRIANGLES, 0, @g_buffer.vertices.size)
@@ -155,7 +150,6 @@ class IMICFPS
end
if window.config.get(:debug_options, :wireframe)
glLineWidth(2)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
Shader.active_shader.uniform_boolean("disableLighting", true)
@@ -164,7 +158,6 @@ class IMICFPS
Shader.active_shader.uniform_boolean("disableLighting", false)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
glLineWidth(1)
end
glDrawArrays(GL_TRIANGLES, 0, model.faces.count * 3)

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@@ -10,7 +10,7 @@ class IMICFPS
end
def preload_default_shaders
shaders = ["default", "render_screen"]
shaders = ["default", "render_screen", "lighting"]
shaders.each do |shader|
Shader.new(
name: shader,

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@@ -12,7 +12,7 @@ class IMICFPS
@crosshair = Crosshair.new
@text = Text.new("Pending...", x: 10, y: 22, z: 1, size: 18, font: "DejaVu Sans", shadow_color: Gosu::Color::BLACK)
@text = Text.new("Pending...", x: 10, y: 10, z: 1, size: 18, font: "DejaVu Sans", shadow_color: Gosu::Color::BLACK)
if ARGV.join.include?("--playdemo")
@demo = Demo.new(camera: @camera, player: @player, demo: "./demo.dat", mode: :play) if File.exist?("./demo.dat")
@@ -42,11 +42,15 @@ class IMICFPS
if window.config.get(:debug_options, :stats)
@text.text = update_text
elsif window.config.get(:options, :fps)
@text.text = "FPS: #{Gosu.fps}"
else
@text.text = ""
end
@demo.update if @demo
window.number_of_vertices = 0
end
def update_text
@@ -62,6 +66,10 @@ Camera Field Of View: #{@camera.field_of_view}
Camera Mouse Sesitivity: #{@camera.mouse_sensitivity}
#{if @camera.entity then "Actor X: #{@camera.entity.position.x.round(2)} Y: #{@camera.entity.position.y.round(2)} Z: #{@camera.entity.position.z.round(2)}";end}
Last Frame: #{Gosu.milliseconds - window.delta_time}ms (#{Gosu.fps} fps)
Vertices: #{formatted_number(window.number_of_vertices)}
Faces: #{formatted_number(window.number_of_vertices/3)}
eos
end

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@@ -2,13 +2,7 @@ class IMICFPS
class LoadingState < Menu
def setup
window.needs_cursor = false
if @options[:map_file]
@map_parser = MapParser.new(map_file: @options[:map_file])
elsif @options[:map_parser]
@map_parser = @options[:map_parser]
else
raise "Unable to load map, missing :map_file or :map_parser"
end
@map_parser = MapParser.new(map_file: @options[:map_file])
title "I-MIC FPS"
@subheading = Text.new("Loading Map: #{@map_parser.metadata.name}", y: 100, size: 50, alignment: :center)

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@@ -31,6 +31,7 @@ class IMICFPS
@lights << @light
@camera = Camera.new(position: Vector.new(0, 1.5, 5), orientation: Vector.forward)
@renderer = Renderer.new
label @manifest.name, text_size: 50
label @manifest.model
@@ -54,7 +55,7 @@ class IMICFPS
)
Gosu.gl do
window.renderer.draw(@camera, [@light], @map.entities)
@renderer.draw(@camera, [@light], @map.entities)
end
@crosshair.draw

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@@ -1,2 +1 @@
require_relative "map_editor/lib/main_menu"
require_relative "map_editor/lib/editor"
require_relative "map_editor/lib/main_menu"

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@@ -1,59 +0,0 @@
class IMICFPS
class MapEditorTool
class Editor < CyberarmEngine::GuiState
attr_reader :map
def setup
# TODO: Move everything required for a playable game map
# in to a Scene or Scene3D container object
# and refactor Game to use it.
Publisher.new
@map = Map.new( map_parser: @options[:map_parser] )
@camera = Camera.new( position: Vector.new )
@crosshair = Crosshair.new
@map.setup
end
def draw
super
@map.render(@camera)
@crosshair.draw
end
def update
super
Publisher.instance.publish(:tick, Gosu.milliseconds - window.delta_time)
@map.update
@camera.update
end
def button_down(id)
if id == Gosu::KB_ESCAPE
# TODO: Use Editor specific menu
push_state(GamePauseMenu)
return
end
InputMapper.keydown(id)
Publisher.instance.publish(:button_down, nil, id)
@map.entities.each do |entity|
entity.button_down(id) if defined?(entity.button_down)
end
end
def button_up(id)
InputMapper.keyup(id)
Publisher.instance.publish(:button_up, nil, id)
@map.entities.each do |entity|
entity.button_up(id) if defined?(entity.button_up)
end
@camera.button_up(id)
end
end
end
end

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@@ -29,7 +29,7 @@ class IMICFPS
flow(margin: 10) do
@maps.each do |map|
button map.metadata.name do
push_state(LoadingState, map_parser: map, forward: Editor)
# push_state(TurnTable, manifest: manifest)
end
end
end

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@@ -16,7 +16,7 @@ class IMICFPS
push_state(ExtrasMenu)
end
link "Exit Game" do
link "Exit" do
window.close
end

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@@ -26,7 +26,6 @@ class IMICFPS
@renderer = Renderer.new
@renderer.preload_default_shaders
@scene = TurnTableScene.new
@overlay = Overlay.new
@canvas_size = Vector.new(self.width, self.height)
@@ -47,7 +46,6 @@ class IMICFPS
super
@console.draw if @show_console
@overlay.draw
draw_cursor if needs_cursor
_canvas_size = Vector.new(self.width, self.height)
@@ -67,9 +65,6 @@ class IMICFPS
super
@console.update if @show_console
@overlay.update
@number_of_vertices = 0
@delta_time = Gosu.milliseconds
end

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@@ -1,19 +1,15 @@
# version 330 core
@include "light_struct"
layout(location = 0) out vec3 fragPosition;
layout (location = 0) out vec4 fragPosition;
layout (location = 1) out vec4 fragColor;
layout (location = 2) out vec3 fragNormal;
layout (location = 3) out vec3 fragUV;
layout (location = 2) out vec4 fragNormal;
layout (location = 3) out vec4 fragUV;
in vec3 outPosition;
in vec3 outColor;
in vec3 outNormal;
in vec3 outUV;
in float outTextureID;
in Light outLights[MAX_LIGHTS];
flat in int outTotalLights;
in vec3 outFragPos;
in vec3 outCameraPos;
flat in int outHasTexture;
@@ -21,88 +17,17 @@ flat in int outDisableLighting;
uniform sampler2D diffuse_texture;
// optimizing compilers are annoying at this stage of my understanding of GLSL
vec4 lokiVar;
// https://learnopengl.com/Lighting/Multiple-lights
vec3 calculatePointLight(Light light) {
vec3 viewDir = normalize(outCameraPos - outFragPos);
vec3 lightDir = normalize(light.position - outFragPos);
float diff = max(dot(vec3(outNormal), lightDir), 0.0);
vec3 reflectDir = reflect(-lightDir, vec3(outNormal));
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 16.0);
float distance = length(light.position - outFragPos);
float attenuation = 1.0 / (1.0 + 0.09 * distance +
0.032 * (distance * distance));
vec3 ambient = light.ambient * outColor;
vec3 diffuse = light.diffuse * outColor;
vec3 specular = light.specular * spec * vec3(1.0, 1.0, 1.0);
ambient *= attenuation;
diffuse *= attenuation;
specular *= attenuation;
return (ambient + diffuse + specular);
}
// https://learnopengl.com/Lighting/Basic-Lighting
vec3 calculateBasicLight(Light light) {
vec3 lightDir = normalize(light.position - outFragPos);
float ambientStrength = 0.25;
vec3 ambient = ambientStrength * light.ambient;
float diff = max(dot(normalize(vec3(outNormal)), lightDir), 0.0);
vec3 diffuse = diff * light.diffuse;
float specularStrength = 0.5;
vec3 viewDir = normalize(outCameraPos - outFragPos);
vec3 reflectDir = reflect(-lightDir, outNormal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
vec3 specular = specularStrength * spec * light.specular;
return vec3(ambient + diffuse + specular);
}
vec3 calculateLighting() {
vec3 result = vec3(0.0, 0.0, 0.0);
for (int i = 0; i < min(outTotalLights, MAX_LIGHTS); i++) {
if (int(outLights[i].type) == 0) {
result += calculateBasicLight(outLights[i]);
} else if (int(outLights[i].type) == 1) {
result += calculateBasicLight(outLights[i]);
}
}
return result;
}
void main() {
lokiVar = vec4(outColor, 1.0) + vec4(outNormal, 1.0) + vec4(outUV, 1.0) + vec4(outTextureID, 1.0, 1.0, 1.0);
lokiVar = normalize(lokiVar);
vec3 result;
if (outHasTexture == 0) {
if (outDisableLighting == 1.0) {
result = outColor + 0.25;
} else {
result = calculateLighting() * outColor;
}
result = outColor;
} else {
if (outDisableLighting == 1.0) {
result = texture(diffuse_texture, outUV.xy).xyz + 0.25;
} else {
result = calculateLighting() * texture(diffuse_texture, outUV.xy).xyz;
}
result = texture(diffuse_texture, outUV.xy).xyz;
}
fragPosition = outPosition;
fragPosition = vec4(outPosition, 1.0);
fragColor = vec4(result, 1.0);
fragNormal = outNormal;
fragUV = outUV;
fragNormal = vec4(outNormal, 1.0);
fragUV = vec4(outUV, 1.0);
}

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@@ -0,0 +1,17 @@
# version 330 core
layout (location = 4) out vec4 sceneColor;
flat in int outLightType;
in vec3 outLightPosition;
in vec3 outLightAmbient;
in vec3 outLightDiffuse;
in vec3 outLightSpecular;
in vec2 outTexCoords;
@include "light_struct"
void main() {
sceneColor = vec4(1.0, 0.5, 0.25, 1.0);
}

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@@ -39,8 +39,6 @@ void main() {
outUV = inUV;
outTextureID = inTextureID;
outHasTexture = hasTexture;
outLights = lights;
outTotalLights = totalLights;
outCameraPos = cameraPos;
outDisableLighting = disableLighting;

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@@ -0,0 +1,28 @@
#version 330 core
layout (location = 0) in vec3 inPosition;
layout (location = 1) in vec2 inTexCoords;
in int inLightType;
in vec3 inLightPosition;
in vec3 inLightAmbient;
in vec3 inLightDiffuse;
in vec3 inLightSpecular;
flat out int outLightType;
out vec3 outLightPosition;
out vec3 outLightAmbient;
out vec3 outLightDiffuse;
out vec3 outLightSpecular;
out vec2 outTexCoords;
void main() {
gl_Position = vec4(inPosition.x, inPosition.y, inPosition.z, 1.0);
outLightType = inLightType;
outLightPosition = inLightPosition;
outLightAmbient = inLightAmbient;
outLightDiffuse = inLightDiffuse;
outLightSpecular = inLightSpecular;
outTexCoords = inTexCoords;
}

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@@ -5,6 +5,6 @@ layout (location = 1) in vec2 inTexCoords;
out vec2 outTexCoords;
void main() {
gl_Position = vec4(inPosition.x, inPosition.y, inPosition.z, 1.0);
gl_Position = vec4(inPosition.x, inPosition.y, inPosition.z, 1.0);
outTexCoords = inTexCoords;
}
}