The Skung Rockification of Ziggy Skungdust and the SIMD's

This commit is contained in:
2024-05-13 01:11:03 +10:00
parent b62cd056b5
commit 6c44476062
40 changed files with 2066 additions and 386 deletions

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@ -22,8 +22,8 @@ import JolkEngine
class CavesOfJolk: ApplicationImplementation
{
private lazy var scene = Scene1()
//private lazy var scene = CaveScene()
//private lazy var scene = Scene1()
private lazy var scene = CaveScene()
private var aspect: Float = 0
private var frameCount = 0
private var frameTimer: Float = 1

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@ -1,4 +1,5 @@
import Foundation
import Maths
import JolkEngine

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@ -1,4 +1,6 @@
import JolkEngine
import Maths
protocol Actor
{

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@ -1,4 +1,5 @@
import SDL2
import Maths
import simd
import OpenGL.GL
import JolkEngine
@ -13,7 +14,19 @@ struct Colin: Actor
{
//.rotate(yaw: angle.x, pitch: angle.y, roll: sin(time)) *
//.scale(Vec3f(1.0 + 0.25 * cos(time), 1.0 + 0.25 * sin(time), 1.0)) *
.rotate(yawPitch: angle) * .translate(-position - Vec3f(0, 1, 0))
.rotate(yawPitch: angle)
//.rotate(x: angle.y) * .rotate(y: angle.x)
//.rotate(axis: .left, angle: angle.y) * .rotate(y: angle.x)
//.rotate(axis: .left, angle: angle.y) * .rotate(axis: .up, angle: angle.x)
//Mat4f(quat: Quatf(axis: .X, angle: angle.y) * Quatf(axis: .Y, angle: angle.x))
//simd_matrix4x4(simd_quatf(angle: angle.y, axis: .X) * simd_quatf(angle: angle.x, axis: .Y))
//.lookAt(to: Mat4f.rotate(yawPitch: angle) * -Vec3f.Z * 20.0)
//Mat4f(quat: Quatf.lookAt(to: .rotate(yawPitch: angle).transpose * -Vec3f.Z)).transpose
//Mat4f(Mat3f.lookAt(to: .rotate(yawPitch: angle) * -Vec3f.Z))
//.lookAt(from: _pos, to: .zero)
* .translate(-position - Vec3f(0, 1, 0))
}
var angle: Vec2f { return Vec2f(ofsAngle.x + _angle, ofsAngle.y) }
@ -45,13 +58,13 @@ struct Colin: Actor
for edge in edges
{
let diff = _pos2D - lastPos
if simd_dot(edge.n, diff) > 0 && simd_dot(edge.n, velocity) > 0 { continue }
if edge.n.dot(diff) > 0 && edge.n.dot(velocity) > 0 { continue }
let deltaPos = _pos2D - edge.p
let something = deltaPos.cross(edge.n)
if abs(something) * 2.0 < edge.w
{
let dot = simd_dot(edge.n, deltaPos)
let dot = edge.n.dot(deltaPos)
if dot > 0 && dot < colinWidth
{
lastPos = _pos2D
@ -246,5 +259,10 @@ struct Colin: Actor
// jumpVel = max(jumpVel, 0.0)
// _pos.y = 0.0
//}
//let piss = Quatf(axis: .X, angle: angle.y) * Quatf(axis: .Y, angle: angle.x)
//let shit = simd_quatf(angle: angle.y, axis: .X) * simd_quatf(angle: angle.x, axis: .Y)
//print(piss.w - shit.real, piss.x - shit.imag.x, piss.y - shit.imag.y, piss.z - shit.imag.z)
}
}

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@ -1,4 +1,5 @@
import Foundation
import Maths
import simd
import JolkEngine

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@ -1,4 +1,5 @@
import Foundation
import Maths
import simd
import JolkEngine
@ -8,12 +9,18 @@ struct CaveScene: Scene
private var colin = Colin()
private var world = Collision()
private var worldModel = RenderMesh<VertexPositionNormalColourTexcoord>.empty
private var rockModel = RenderMesh<VMeshVertex>.empty, axisModel = RenderMesh<VMeshVertex>.empty
private var rockAlbedo = Texture2D.empty, rockNormal = Texture2D.empty, axisAlbedo = Texture2D.empty
private var skung = Quatf.init(), skungFrom = Quatf.init(), skungTo = Quatf.init()
private var skungx: Float = 0.0
private var axisPos = Vec3f(2.0, 0.5, 0.0)
private var drawEdges = false
mutating func setup(render: inout any JolkEngine.Renderer)
{
colin.setPosition(Vec3f(3.55475903, 0.0667395443, 0.221960306))
colin.setAngle(Vec2f(-1.47447872, 0.0))
skungTo = .lookAt(from: axisPos, to: colin.position + .up)
}
mutating func loadContent(content: inout JolkEngine.ContentManager) throws
@ -21,6 +28,11 @@ struct CaveScene: Scene
let obj = try ObjReader.read(url: try content.getResource("CaveScene.obj"))
let mesh: Mesh = try ObjLoader.read(model: obj, content: &content)
worldModel = try content.create(mesh: mesh)
rockModel = try content.load("rock.mesh")
rockAlbedo = try content.load("rock.dds")
rockNormal = try content.load("rocknorm.dds")
axisModel = try content.load("Axis.obj.cache")
axisAlbedo = try content.load("AxisTex.png")
if let collision = obj.objects["Collision3D"]
{
@ -31,6 +43,23 @@ struct CaveScene: Scene
mutating func update(deltaTime: Float)
{
colin.update(deltaTime: deltaTime, world: world)
skungx = skungx + deltaTime
if skungx >= 1
{
skungx = fmod(skungx, 1.0)
skungFrom = skungTo
skungTo = .lookAt(from: axisPos, to: colin.position + .up)
}
skung = skungFrom.slerp(skungTo, skungx.smoothStep())
if let pad = GamePad.current?.state
{
if pad.down(.north)
{
axisPos += .forward * skung * deltaTime
}
}
if Input.instance.keyboard.keyPressed(.c) { drawEdges = !drawEdges }
}
@ -41,7 +70,7 @@ struct CaveScene: Scene
aspect: aspect, zNear: 0.1, zFar: 4000.0))
render.setView(matrix: colin.transform)
let env = Environment()
var env = Environment()
let drawRanges =
{ [render](range: any Sequence<Int>) in
for i in range
@ -53,6 +82,25 @@ struct CaveScene: Scene
}
if colin.position.x < 14 { drawRanges([ 0, 1, 2, 6 ]) }
else { drawRanges(3...5) }
//print(Mat4f.rotate(yawPitch: colin.angle) * -Vec3f.Z)
env.addDirectionalLight(direction: -.init(-0.6199881, 0.7049423, 0.34448668), colour: .white)
render.setMaterial(.init(
//specular: .init(grey: 0.5),
specular: .white,
gloss: 1,
texture: axisAlbedo.id))
render.draw(mesh: axisModel, model: .translate(axisPos) * Mat4f(quat: skung), environment: env)
render.setMaterial(.init(
diffuse: XnaColour.DarkGray.lighten(by: -0.1),
//specular: .init(grey: 0.9),
specular: .white,
emmision: XnaColour.Green.mix(with: .black, 0.876),
gloss: 20,
texture: rockAlbedo.id))
render.draw(mesh: rockModel, model: .translate(.init(27.622196, 0.8187093, -19.366903)), environment: env)
if drawEdges { world.draw(render, position: colin.position) }
}
}

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@ -1,5 +1,6 @@
import JolkEngine
import Foundation
import Maths
import simd
@ -57,18 +58,18 @@ struct Scene1: Scene
try loadWorld(&content)
cube = try content.create(mesh: .init(
vertices: [
.init(position: Vec3f(-1, -1, 1), normal: .forward, texCoord: Vec2f(0, 0)),
.init(position: Vec3f( 1, -1, 1), normal: .forward, texCoord: Vec2f(1, 0)),
.init(position: Vec3f(-1, 1, 1), normal: .forward, texCoord: Vec2f(0, 1)),
.init(position: Vec3f( 1, 1, 1), normal: .forward, texCoord: Vec2f(1, 1)),
.init(position: Vec3f(-1, -1, 1), normal: .back, texCoord: Vec2f(0, 0)),
.init(position: Vec3f( 1, -1, 1), normal: .back, texCoord: Vec2f(1, 0)),
.init(position: Vec3f(-1, 1, 1), normal: .back, texCoord: Vec2f(0, 1)),
.init(position: Vec3f( 1, 1, 1), normal: .back, texCoord: Vec2f(1, 1)),
.init(position: Vec3f( 1, -1, 1), normal: .right, texCoord: Vec2f(0, 0)),
.init(position: Vec3f( 1, -1, -1), normal: .right, texCoord: Vec2f(1, 0)),
.init(position: Vec3f( 1, 1, 1), normal: .right, texCoord: Vec2f(0, 1)),
.init(position: Vec3f( 1, 1, -1), normal: .right, texCoord: Vec2f(1, 1)),
.init(position: Vec3f( 1, -1, -1), normal: .back, texCoord: Vec2f(0, 0)),
.init(position: Vec3f(-1, -1, -1), normal: .back, texCoord: Vec2f(1, 0)),
.init(position: Vec3f( 1, 1, -1), normal: .back, texCoord: Vec2f(0, 1)),
.init(position: Vec3f(-1, 1, -1), normal: .back, texCoord: Vec2f(1, 1)),
.init(position: Vec3f( 1, -1, -1), normal: .forward, texCoord: Vec2f(0, 0)),
.init(position: Vec3f(-1, -1, -1), normal: .forward, texCoord: Vec2f(1, 0)),
.init(position: Vec3f( 1, 1, -1), normal: .forward, texCoord: Vec2f(0, 1)),
.init(position: Vec3f(-1, 1, -1), normal: .forward, texCoord: Vec2f(1, 1)),
.init(position: Vec3f(-1, -1, -1), normal: .left, texCoord: Vec2f(0, 0)),
.init(position: Vec3f(-1, -1, 1), normal: .left, texCoord: Vec2f(1, 0)),
.init(position: Vec3f(-1, 1, -1), normal: .left, texCoord: Vec2f(0, 1)),
@ -158,37 +159,33 @@ struct Scene1: Scene
// Draw world
for s in worldMesh.subMeshes
{
//render.setMaterial(Material(
// specular: XnaColour.BlanchedAlmond.mix(with: .black, 0.12),
// texture: texture.id))
if s.material != -1
{
render.setMaterial(worldMesh.materials[s.material])
}
else
{
render.setMaterial(.init())
}
let material = s.material != -1
? worldMesh.materials[s.material]
: .init(specular: XnaColour.BlanchedAlmond.mix(with: .black, 0.12))
render.setMaterial(material)
render.draw(mesh: worldMesh, subMesh: s, environment: env)
}
// Draw jolked up shit
render.setMaterial(Material(
specular: XnaColour.Gray,
gloss: 20.0,
gloss: 28.0,
texture: jolkTex.id))
render.draw(mesh: cube, model: jolkCube.transform, environment: env)
render.setMaterial(Material(texture: suzanneDiffuse.id))
render.draw(mesh: suzanne, model: .translate(.up + Vec3f(3.0, 0.0, -3.5) * 2.5), environment: env)
render.setMaterial(Material(
specular: .init(grey: 0.5),
gloss: 15.0,
texture: suzanneDiffuse.id))
let suzannePos = .up + Vec3f(3.0, 0.0, -3.5) * 2.5
render.draw(mesh: suzanne, model:
.translate(suzannePos) *
.lookAt(from: suzannePos, to: colin.position + .up) * .rotate(y: .pi), environment: env)
render.draw(mesh: toybox,
model: .translate(Vec3f(6.0, 0.667, -3.5) * Vec3f(2.5, 1, 2.5))
* .rotate(y: lightTheta * 0.5) * .scale(scalar: 0.25), environment: env)
if drawEdges
{
world.draw(render, position: colin.position)
}
if drawEdges { world.draw(render, position: colin.position) }
}
}