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voxelotl-engine/Sources/Voxelotl/Game.swift

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import simd
struct Box {
var geometry: AABB
var color: Color<Float16> = .white
}
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struct Instance {
let position: SIMD3<Float>
let scale: SIMD3<Float>
let rotation: simd_quatf
let color: Color<Float16>
init(
position: SIMD3<Float> = .zero,
scale: SIMD3<Float> = .one,
rotation: simd_quatf = .identity,
color: Color<Float16> = .white
) {
self.position = position
self.scale = scale
self.rotation = rotation
self.color = color
}
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}
let boxes: [Box] = [
Box(geometry: .fromUnitCube(
position: .init( 0, -1, 0) * 2,
scale: .init(10, 0.1, 10) * 2)),
Box(geometry: .fromUnitCube(
position: .init(-2.5, 0, -3) * 2,
scale: .init(repeating: 2)),
color: .init(rgb888: 0xFF80BF).linear),
Box(geometry: .fromUnitCube(
position: .init(-2.5, -0.5, -5) * 2,
scale: .init(repeating: 2)),
color: .init(rgb888: 0xBFFFFF).linear)
]
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class Game: GameDelegate {
private var fpsCalculator = FPSCalculator()
var camera = Camera(fov: 60, size: .one, range: 0.06...50)
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var player = Player()
var projection: matrix_float4x4 = .identity
func fixedUpdate(_ time: GameTime) {
}
func update(_ time: GameTime) {
fpsCalculator.frame(deltaTime: time.delta) { fps in
print("FPS: \(fps)")
}
let deltaTime = min(Float(time.delta.asFloat), 1.0 / 15)
player.update(deltaTime: deltaTime, boxes: boxes)
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camera.position = player.position
camera.rotation =
simd_quatf(angle: player.rotation.y, axis: .init(1, 0, 0)) *
simd_quatf(angle: player.rotation.x, axis: .init(0, 1, 0))
}
func draw(_ renderer: Renderer, _ time: GameTime) {
let totalTime = Float(time.total.asFloat)
var instances: [Instance] = boxes.map {
Instance(
position: $0.geometry.center,
scale: $0.geometry.size * 0.5,
color: $0.color)
}
instances.append(
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Instance(
position: .init(0, sin(totalTime * 1.5) * 0.5, -2) * 2,
scale: .init(repeating: 0.5),
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rotation: .init(angle: totalTime * 3.0, axis: .init(0, 1, 0)),
color: .init(r: 0.5, g: 0.5, b: 1).linear))
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renderer.batch(instances: instances, camera: self.camera)
}
func resize(_ size: Size<Int>) {
self.camera.setSize(size)
}
}