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voxelotl-engine/Sources/Voxelotl/Game.swift

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import simd
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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}
class Game: GameDelegate {
private var fpsCalculator = FPSCalculator()
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var camera = Camera(fov: 60, size: .one, range: 0.06...900)
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var player = Player()
var projection: matrix_float4x4 = .identity
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var chunk = Chunk(position: .zero)
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init() {
self.resetPlayer()
self.generateWorld()
}
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private func resetPlayer() {
self.player.position = .init(repeating: 0.5) + .init(0, Float(Chunk.chunkSize), 0)
self.player.velocity = .zero
self.player.rotation = .init(.pi, 0)
}
private func generateWorld() {
#if true
let newSeed = UInt64(Arc4Random.instance.next()) | UInt64(Arc4Random.instance.next()) << 32
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printErr(newSeed)
var random = Xoroshiro128PlusPlus(seed: newSeed)
#else
var random = PCG32Random(
seed: UInt64(Arc4Random.instance.next()) | UInt64(Arc4Random.instance.next()) << 32,
sequence: UInt64(Arc4Random.instance.next()) | UInt64(Arc4Random.instance.next()) << 32)
#endif
self.chunk.fill(allBy: {
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if (random.next() & 0x1) == 0x1 {
.solid(.init(rgb888: UInt32(random.next(in: 0..<0xFFFFFF+1))).linear)
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} else {
.air
}
})
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}
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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)
if let pad = GameController.current?.state {
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// Delete block underneath player
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if pad.pressed(.south) {
self.chunk.setBlock(at: SIMD3(player.position + .down * 0.2), type: .air)
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}
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// Player reset
if pad.pressed(.back) {
self.resetPlayer()
}
// Regenerate
if pad.pressed(.start) {
self.generateWorld()
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}
}
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if Keyboard.pressed(.r) {
self.resetPlayer()
}
if Keyboard.pressed(.g) {
self.generateWorld()
}
self.player.update(deltaTime: deltaTime, chunk: chunk)
self.camera.position = player.eyePosition
self.camera.rotation = player.eyeRotation
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}
func draw(_ renderer: Renderer, _ time: GameTime) {
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let instances = chunk.compactMap { block, position in
if case let .solid(color) = block.type {
Instance(
position: SIMD3<Float>(position) + 0.5,
scale: .init(repeating: 0.5),
color: color)
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} else { nil }
}
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if !instances.isEmpty {
renderer.batch(instances: instances, camera: self.camera)
}
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}
func resize(_ size: Size<Int>) {
self.camera.setSize(size)
}
}