2024-08-13 08:38:21 +10:00
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import simd
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class Game: GameDelegate {
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private var fpsCalculator = FPSCalculator()
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2024-08-18 18:16:27 -07:00
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var camera = Camera(fov: 60, size: .one, range: 0.06...900)
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2024-08-13 08:38:21 +10:00
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var player = Player()
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var projection: matrix_float4x4 = .identity
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2024-09-05 22:32:30 +10:00
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var world = World(generator: StandardWorldGenerator())
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2024-09-01 21:16:05 +10:00
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var cubeMesh: RendererMesh?
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var renderChunks = [SIMD3<Int>: RendererMesh?]()
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var chunkMeshGeneration: ChunkMeshGeneration!
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var modelBatch: ModelBatch!
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2024-08-25 14:49:07 +10:00
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func create(_ renderer: Renderer) {
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self.resetPlayer()
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self.generateWorld()
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self.world.waitForActiveOperations()
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2024-09-01 21:16:05 +10:00
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self.cubeMesh = renderer.createMesh(CubeMeshBuilder.build(bound: .fromUnitCube(position: .zero, scale: .one)))
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2024-08-25 14:49:07 +10:00
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renderer.clearColor = Color<Double>.black.mix(.white, 0.1).linear
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2024-09-03 09:48:29 -04:00
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self.chunkMeshGeneration = .init(queue: .global(qos: .userInitiated))
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self.chunkMeshGeneration.game = self
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self.chunkMeshGeneration.renderer = renderer
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2024-09-06 06:37:19 +10:00
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self.modelBatch = renderer.createModelBatch()
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2024-08-22 03:37:29 +10:00
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}
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2024-08-20 01:03:58 +10:00
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2024-08-22 17:08:28 +10:00
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private func resetPlayer() {
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2024-09-05 22:32:30 +10:00
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self.player.position = .init(repeating: 0.5) + .up * Float(Chunk.size) * 1.6
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2024-08-22 17:08:28 +10:00
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self.player.velocity = .zero
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self.player.rotation = .init(.pi, 0)
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}
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2024-08-22 03:37:29 +10:00
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private func generateWorld() {
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2024-09-07 04:05:50 +10:00
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self.world.removeAllChunks()
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self.renderChunks.removeAll()
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2024-08-30 21:56:39 +10:00
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let seed = UInt64(Arc4Random.instance.next()) | UInt64(Arc4Random.instance.next()) << 32
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printErr(seed)
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2024-08-25 19:23:47 +10:00
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#if DEBUG
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self.world.generate(width: 2, height: 2, depth: 2, seed: seed)
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#else
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self.world.generate(width: 5, height: 3, depth: 5, seed: seed)
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#endif
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}
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2024-08-20 01:03:58 +10:00
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2024-08-18 18:37:32 -07:00
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func fixedUpdate(_ time: GameTime) {
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}
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func update(_ time: GameTime) {
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fpsCalculator.frame(deltaTime: time.delta) { fps in
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print("FPS: \(fps)")
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}
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let deltaTime = min(Float(time.delta.asFloat), 1.0 / 15)
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2024-09-02 02:38:48 +10:00
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var reset = false, generate = false, regenChunk = false
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2024-08-18 18:37:32 -07:00
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if let pad = GameController.current?.state {
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if pad.pressed(.back) { reset = true }
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if pad.pressed(.start) { generate = true }
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if pad.pressed(.guide) { regenChunk = true }
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}
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if Keyboard.pressed(.r) { reset = true }
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if Keyboard.pressed(.g) { generate = true }
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2024-09-02 02:38:48 +10:00
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if Keyboard.pressed(.p) { regenChunk = true }
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2024-08-25 19:23:47 +10:00
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// Player reset
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if reset {
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self.resetPlayer()
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}
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// Regenerate world
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if generate {
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self.generateWorld()
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}
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2024-08-28 02:28:24 +10:00
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self.player.update(deltaTime: deltaTime, world: world, camera: &camera)
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// Regenerate current chunk
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if regenChunk {
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2024-09-03 09:18:35 -04:00
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let chunkID = World.makeID(position: self.player.position)
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let chunk = self.world.generateSingleChunkUncommitted(chunkID: chunkID)
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self.world.addChunk(chunkID: chunkID, chunk: chunk)
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}
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self.world.generateAdjacentChunksIfNeeded(position: self.player.position)
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self.world.update()
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}
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2024-09-06 23:54:23 +10:00
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public static let material = Material(
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ambient: Color(rgba8888: 0x4F4F4F00).linear,
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diffuse: Color(rgba8888: 0xDFDFDF00).linear,
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specular: Color(rgba8888: 0x2F2F2F00).linear,
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gloss: 75)
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func draw(_ renderer: Renderer, _ time: GameTime) {
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let totalTime = Float(time.total.asFloat)
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2024-08-25 14:49:07 +10:00
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let env = Environment(
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cullFace: .back,
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lightDirection: .init(0.75, -1, 0.5))
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2024-09-02 02:38:48 +10:00
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// Update chunk meshes if needed
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self.world.handleRenderDamagedChunks { id, chunk in
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self.chunkMeshGeneration.generate(chunkID: id, chunk: chunk)
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}
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self.chunkMeshGeneration.acceptReadyMeshes()
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2024-09-01 23:34:32 +10:00
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2024-09-06 06:37:19 +10:00
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self.modelBatch.begin(camera: camera, environment: env)
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for (id, chunk) in self.renderChunks {
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if chunk == nil {
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continue
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}
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2024-09-02 02:38:48 +10:00
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let drawPos = SIMD3<Float>(id &<< Chunk.shift)
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2024-09-06 23:54:23 +10:00
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self.modelBatch.draw(.init(mesh: chunk!, material: Self.material), position: drawPos)
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}
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2024-08-28 02:28:24 +10:00
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if let position = player.rayhitPos {
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let rotation: simd_quatf =
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.init(angle: totalTime * 3.0, axis: .Y) *
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.init(angle: totalTime * 1.5, axis: .X) *
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.init(angle: totalTime * 0.7, axis: .Z)
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self.modelBatch.draw(.init(mesh: self.cubeMesh!, material: Self.material),
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position: position, scale: 0.0725 * 0.5, rotation: rotation,
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color: .init(r: 0.5, g: 0.5, b: 1))
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2024-08-22 03:09:53 +10:00
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}
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self.modelBatch.end()
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2024-08-13 08:38:21 +10:00
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}
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func resize(_ size: Size<Int>) {
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self.camera.size = size
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}
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}
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