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