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Spooner edited this page Jul 22, 2012
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#to_opengl- Converts to [1.0, 1.0, 1.0, 1.0] rgba format (as used by OpenGL). -
.from_opengl- Creates new Color object from [1.0, 1.0, 1.0, 1.0] rgba format (as used by OpenGL). -
#to_i- converts Color object into Gosu integer: 0xAARRGGBB
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#draw- Added :shader hash option to choose optional shader to use. -
#draw_rot- Added :shader hash option to choose optional shader to use. -
#draw_as_points- Draw many sprites, with different x,y but otherwise identical. - [TODO]
#flip!,#flip,#mirror!,#mirror,#scale!,#scale, etc. - [TODO]
#resize(Well, create another image which is smaller/larger). - [TODO]
#to_framebuffer
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.back_buffer- Window-sized framebuffer for general use. -
#post_process {}- Apply a shader (or shaders) to the contents of the block, after they have been drawn. - [TODO]
#to_framebuffer- Copy the contents of the window as a {Ashton::Framebuffer}. - [TODO]
#to_image- Create Gosu::Image from window contents. - [TODO]
#draw_line- Added :shader hash option - [TODO]
#draw_quad- Added :shader hash option - [TODO]
#draw_triangle- Added :shader hash option
- Wrapper around a GLSL shader program, which allows for complex, real-time, graphical manipulations.
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#use {}- Inside the block, all draw operations are affected by the shader (Generally best to use Window#post_process or Image.draw* for this). - Supports vertex and fragment shaders. Geometry shaders would require OpenGL at a higher level.
- Includes a small library of example shaders, which can be used to both affect individual draw actions or post-process the whole screen (:radial_blur, :pixelate, etc).
- A source of illumination with radius and color. Generally easiest to use as part of a Lighting::Manager
- Manages one or more LightSource objects and merges them to create a screen-sized lighting effect.
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#create_lightCreates a new light-source.
- A relatively low-level graphics buffer that can be drawn onto and drawn onto the Window.
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#use {}- Inside the block, draw operations go into the framebuffer, rather than onto the window. -
#to_image- Convert to Gosu::Image. -
#draw- Draw directly onto a Gosu::Window (Only accepts x, y coordinate). #clear-
#[x, y]- Get Gosu::Color of a specific pixel. -
#transparent?(x, y)- true if the pixel at that point has alpha == 0 (useful for pixel-based collision). VERY FAST! - [TODO]
#flip!,#flip- Invert framebuffer's vertical orientation. - [TODO] Support for stencils.
- [TODO] Support RGB, RGBA, etc. (only RGBA currently).
- Generates and managed particles with acceleration, gravity, velocity, angular velocity, direction, image, color, etc.
- Particle velocity affected by acceleration and gravity, fade (affects alpha) and zoom (affects scale).
- [TODO] Changes rgb color over time.