move some shared binds to a setup stage

This commit is contained in:
a dinosaur 2024-09-06 23:54:23 +10:00
parent 34ec6f71eb
commit 2a11080eba
4 changed files with 41 additions and 74 deletions

View File

@ -84,17 +84,18 @@ class Game: GameDelegate {
self.world.update()
}
public static let material = Material(
ambient: Color(rgba8888: 0x4F4F4F00).linear,
diffuse: Color(rgba8888: 0xDFDFDF00).linear,
specular: Color(rgba8888: 0x2F2F2F00).linear,
gloss: 75)
func draw(_ renderer: Renderer, _ time: GameTime) {
let totalTime = Float(time.total.asFloat)
let env = Environment(
cullFace: .back,
lightDirection: .init(0.75, -1, 0.5))
let material = Material(
ambient: Color(rgba8888: 0x4F4F4F00).linear,
diffuse: Color(rgba8888: 0xDFDFDF00).linear,
specular: Color(rgba8888: 0x2F2F2F00).linear,
gloss: 75)
// Update chunk meshes if needed
self.world.handleRenderDamagedChunks { id, chunk in
@ -109,7 +110,7 @@ class Game: GameDelegate {
continue
}
let drawPos = SIMD3<Float>(id &<< Chunk.shift)
self.modelBatch.draw(.init(mesh: chunk!, material: material), position: drawPos)
self.modelBatch.draw(.init(mesh: chunk!, material: Self.material), position: drawPos)
}
if let position = player.rayhitPos {
@ -117,7 +118,7 @@ class Game: GameDelegate {
.init(angle: totalTime * 3.0, axis: .Y) *
.init(angle: totalTime * 1.5, axis: .X) *
.init(angle: totalTime * 0.7, axis: .Z)
self.modelBatch.draw(.init(mesh: self.cubeMesh!, material: material),
self.modelBatch.draw(.init(mesh: self.cubeMesh!, material: Self.material),
position: position, scale: 0.0725 * 0.5, rotation: rotation,
color: .init(r: 0.5, g: 0.5, b: 1))
}

View File

@ -1,3 +1,4 @@
//TODO: Sort, Blend
public struct Environment {
public var cullFace: Face
public var lightDirection: SIMD3<Float>

View File

@ -13,33 +13,17 @@ public struct ModelBatch {
self._instances = Array()
}
//TODO: Sort, Blend
public mutating func begin(camera: Camera, environment: Environment) {
self._active = true
self._cam = camera
self._env = environment
self._prev = nil
self._renderer.setupBatch(material: Game.material, environment: environment, camera: camera)
}
private mutating func flush() {
assert(self._instances.count > 0)
if self._instances.count == 1 {
let instance = self._instances.first!
self._renderer.draw(
model: instance.world,
color: instance.color,
mesh: self._prev.mesh,
material: self._prev.material,
environment: self._env,
camera: self._cam)
} else {
self._renderer.batch(
instances: self._instances,
mesh: self._prev.mesh,
material: self._prev.material,
environment: self._env,
camera: self._cam)
}
self._renderer.submitBatch(mesh: self._prev.mesh, instances: self._instances)
self._instances.removeAll(keepingCapacity: true)
self._prev = nil
}

View File

@ -22,7 +22,7 @@ public class Renderer {
private let _defaultStorageMode: MTLResourceOptions
private var depthTextures: [MTLTexture]
private var _instances: [MTLBuffer?]
//private var _instances: [MTLBuffer?]
private var _encoder: MTLRenderCommandEncoder! = nil
@ -99,7 +99,7 @@ public class Renderer {
return depthStencilTexture
}
self._instances = [MTLBuffer?](repeating: nil, count: numFramesInFlight)
//self._instances = [MTLBuffer?](repeating: nil, count: numFramesInFlight)
let stencilDepthDescription = MTLDepthStencilDescriptor()
stencilDepthDescription.depthCompareFunction = .less // OpenGL default
@ -377,8 +377,12 @@ public class Renderer {
}
}
func draw(model: matrix_float4x4, color: Color<Float>, mesh: RendererMesh, material: Material, environment: Environment, camera: Camera) {
assert(self._encoder != nil, "draw can't be called outside of a frame being rendered")
func createModelBatch() -> ModelBatch {
return ModelBatch(self)
}
internal func setupBatch(material: Material, environment: Environment, camera: Camera) {
assert(self._encoder != nil, "startBatch can't be called outside of a frame being rendered")
var vertUniforms = VertexShaderUniforms(projView: camera.viewProjection)
var fragUniforms = FragmentShaderUniforms(
@ -388,50 +392,24 @@ public class Renderer {
diffuseColor: SIMD4(material.diffuse),
specularColor: SIMD4(material.specular),
specularIntensity: material.gloss)
var instance = VertexShaderInstance(
model: model,
normalModel: model.inverse.transpose,
color: SIMD4(color))
self._encoder.setCullMode(.init(environment.cullFace))
self._encoder.setVertexBuffer(mesh._vertBuf, offset: 0, index: VertexShaderInputIdx.vertices.rawValue)
// Ideal as long as our uniforms total 4 KB or less
self._encoder.setVertexBytes(&instance,
length: MemoryLayout<VertexShaderInstance>.stride,
index: VertexShaderInputIdx.instance.rawValue)
self._encoder.setVertexBytes(&vertUniforms,
length: MemoryLayout<VertexShaderUniforms>.stride,
index: VertexShaderInputIdx.uniforms.rawValue)
self._encoder.setFragmentBytes(&fragUniforms,
length: MemoryLayout<FragmentShaderUniforms>.stride,
index: FragmentShaderInputIdx.uniforms.rawValue)
self._encoder.drawIndexedPrimitives(
type: .triangle,
indexCount: mesh.numIndices,
indexType: .uint16,
indexBuffer: mesh._idxBuf,
indexBufferOffset: 0)
}
func createModelBatch() -> ModelBatch {
return ModelBatch(self)
}
func batch(instances: [ModelBatch.Instance], mesh: RendererMesh, material: Material, environment: Environment, camera: Camera) {
assert(self._encoder != nil, "batch can't be called outside of a frame being rendered")
var vertUniforms = VertexShaderUniforms(projView: camera.viewProjection)
var fragUniforms = FragmentShaderUniforms(
cameraPosition: camera.position,
directionalLight: normalize(environment.lightDirection),
ambientColor: SIMD4(material.ambient),
diffuseColor: SIMD4(material.diffuse),
specularColor: SIMD4(material.specular),
specularIntensity: material.gloss)
internal func submitBatch(mesh: RendererMesh, instances: [ModelBatch.Instance]) {
assert(self._encoder != nil, "submitBatch can't be called outside of a frame being rendered")
let numInstances = instances.count
assert(numInstances > 0, "submitBatch called with zero instances")
/*
let instancesBytes = numInstances * MemoryLayout<VertexShaderInstance>.stride
// (Re)create instance buffer if needed
@ -463,27 +441,30 @@ public class Renderer {
}
#endif
self._encoder.setCullMode(.init(environment.cullFace))
self._encoder.setVertexBuffer(mesh._vertBuf, offset: 0, index: VertexShaderInputIdx.vertices.rawValue)
self._encoder.setVertexBuffer(instanceBuffer,
offset: 0,
index: VertexShaderInputIdx.instance.rawValue)
*/
let instanceData = instances.map { instance in
VertexShaderInstance(
model: instance.world,
normalModel: instance.world.inverse.transpose,
color: SIMD4(instance.color))
}
self._encoder.setVertexBuffer(mesh._vertBuf, offset: 0, index: VertexShaderInputIdx.vertices.rawValue)
// Ideal as long as our uniforms total 4 KB or less
self._encoder.setVertexBytes(&vertUniforms,
length: MemoryLayout<VertexShaderUniforms>.stride,
index: VertexShaderInputIdx.uniforms.rawValue)
self._encoder.setFragmentBytes(&fragUniforms,
length: MemoryLayout<FragmentShaderUniforms>.stride,
index: FragmentShaderInputIdx.uniforms.rawValue)
self._encoder.setVertexBytes(instanceData,
length: numInstances * MemoryLayout<VertexShaderInstance>.stride,
index: VertexShaderInputIdx.instance.rawValue)
self._encoder.drawIndexedPrimitives(
type: .triangle,
indexCount: mesh.numIndices,
indexType: .uint16,
indexBuffer: mesh._idxBuf,
type: .triangle,
indexCount: mesh.numIndices,
indexType: .uint16,
indexBuffer: mesh._idxBuf,
indexBufferOffset: 0,
instanceCount: numInstances)
instanceCount: numInstances)
}
}