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voxelotl-engine/Sources/Voxelotl/Renderer/ModelBatch.swift

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import simd
public struct ModelBatch {
private let _renderer: Renderer
private var _active = false
private var _cam: Camera!
private var _env: Environment!
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private var _prev: ModelInstance!
private var _instances: [Instance]
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internal init(_ renderer: Renderer) {
self._renderer = renderer
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self._instances = Array()
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}
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public mutating func begin(camera: Camera, environment: Environment) {
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self._active = true
self._cam = camera
self._env = environment
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self._prev = nil
self._renderer.setupBatch(environment: environment, camera: camera)
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}
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private mutating func flush() {
assert(self._instances.count > 0)
self._renderer.submitBatch(mesh: self._prev.mesh, instances: self._instances, material: self._prev.material)
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self._instances.removeAll(keepingCapacity: true)
self._prev = nil
}
public mutating func end() {
if !self._instances.isEmpty {
self.flush()
}
self._cam = nil
self._env = nil
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self._active = false
}
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public mutating func draw(_ model: ModelInstance, position: SIMD3<Float>, color: Color<Float> = .white
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) {
self.draw(model, world: .translate(position), color: color)
}
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public mutating func draw(_ model: ModelInstance,
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position: SIMD3<Float>, scale: Float, rotation: simd_quatf,
color: Color<Float> = .white
) {
self.draw(model, position: position, scale: .init(repeating: scale), rotation: rotation, color: color)
}
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public mutating func draw(_ model: ModelInstance,
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position: SIMD3<Float>, scale: SIMD3<Float>, rotation: simd_quatf,
color: Color<Float> = .white
) {
let world =
.translate(position) *
simd_float4x4(rotation) *
.scale(scale)
self.draw(model, world: world, color: color)
}
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public mutating func draw(_ model: ModelInstance, world: simd_float4x4, color: Color<Float> = .white) {
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assert(self._active)
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if self._prev == nil {
self._prev = model
} else if model != self._prev {
self.flush()
self._prev = model
}
self._instances.append(.init(
world: world,
color: color.linear))
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}
internal struct Instance {
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let world: simd_float4x4
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let color: Color<Float>
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init(world: simd_float4x4, color: Color<Float> = .white) {
self.world = world
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self.color = color
}
}
}
//TODO: delet
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public struct ModelInstance: Hashable {
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let mesh: RendererMesh
let material: Material
}