mirror of
https://github.com/GayPizzaSpecifications/voxelotl-engine.git
synced 2025-08-03 13:11:33 +00:00
move some shared binds to a setup stage
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@ -22,7 +22,7 @@ public class Renderer {
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private let _defaultStorageMode: MTLResourceOptions
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private var depthTextures: [MTLTexture]
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private var _instances: [MTLBuffer?]
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//private var _instances: [MTLBuffer?]
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private var _encoder: MTLRenderCommandEncoder! = nil
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@ -99,7 +99,7 @@ public class Renderer {
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return depthStencilTexture
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}
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self._instances = [MTLBuffer?](repeating: nil, count: numFramesInFlight)
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//self._instances = [MTLBuffer?](repeating: nil, count: numFramesInFlight)
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let stencilDepthDescription = MTLDepthStencilDescriptor()
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stencilDepthDescription.depthCompareFunction = .less // OpenGL default
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@ -377,8 +377,12 @@ public class Renderer {
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}
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}
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func draw(model: matrix_float4x4, color: Color<Float>, mesh: RendererMesh, material: Material, environment: Environment, camera: Camera) {
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assert(self._encoder != nil, "draw can't be called outside of a frame being rendered")
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func createModelBatch() -> ModelBatch {
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return ModelBatch(self)
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}
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internal func setupBatch(material: Material, environment: Environment, camera: Camera) {
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assert(self._encoder != nil, "startBatch can't be called outside of a frame being rendered")
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var vertUniforms = VertexShaderUniforms(projView: camera.viewProjection)
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var fragUniforms = FragmentShaderUniforms(
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@ -388,50 +392,24 @@ public class Renderer {
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diffuseColor: SIMD4(material.diffuse),
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specularColor: SIMD4(material.specular),
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specularIntensity: material.gloss)
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var instance = VertexShaderInstance(
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model: model,
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normalModel: model.inverse.transpose,
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color: SIMD4(color))
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self._encoder.setCullMode(.init(environment.cullFace))
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self._encoder.setVertexBuffer(mesh._vertBuf, offset: 0, index: VertexShaderInputIdx.vertices.rawValue)
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// Ideal as long as our uniforms total 4 KB or less
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self._encoder.setVertexBytes(&instance,
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length: MemoryLayout<VertexShaderInstance>.stride,
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index: VertexShaderInputIdx.instance.rawValue)
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self._encoder.setVertexBytes(&vertUniforms,
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length: MemoryLayout<VertexShaderUniforms>.stride,
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index: VertexShaderInputIdx.uniforms.rawValue)
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self._encoder.setFragmentBytes(&fragUniforms,
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length: MemoryLayout<FragmentShaderUniforms>.stride,
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index: FragmentShaderInputIdx.uniforms.rawValue)
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self._encoder.drawIndexedPrimitives(
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type: .triangle,
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indexCount: mesh.numIndices,
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indexType: .uint16,
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indexBuffer: mesh._idxBuf,
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indexBufferOffset: 0)
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}
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func createModelBatch() -> ModelBatch {
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return ModelBatch(self)
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}
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func batch(instances: [ModelBatch.Instance], mesh: RendererMesh, material: Material, environment: Environment, camera: Camera) {
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assert(self._encoder != nil, "batch can't be called outside of a frame being rendered")
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var vertUniforms = VertexShaderUniforms(projView: camera.viewProjection)
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var fragUniforms = FragmentShaderUniforms(
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cameraPosition: camera.position,
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directionalLight: normalize(environment.lightDirection),
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ambientColor: SIMD4(material.ambient),
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diffuseColor: SIMD4(material.diffuse),
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specularColor: SIMD4(material.specular),
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specularIntensity: material.gloss)
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internal func submitBatch(mesh: RendererMesh, instances: [ModelBatch.Instance]) {
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assert(self._encoder != nil, "submitBatch can't be called outside of a frame being rendered")
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let numInstances = instances.count
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assert(numInstances > 0, "submitBatch called with zero instances")
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/*
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let instancesBytes = numInstances * MemoryLayout<VertexShaderInstance>.stride
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// (Re)create instance buffer if needed
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@ -463,27 +441,30 @@ public class Renderer {
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}
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#endif
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self._encoder.setCullMode(.init(environment.cullFace))
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self._encoder.setVertexBuffer(mesh._vertBuf, offset: 0, index: VertexShaderInputIdx.vertices.rawValue)
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self._encoder.setVertexBuffer(instanceBuffer,
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offset: 0,
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index: VertexShaderInputIdx.instance.rawValue)
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*/
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let instanceData = instances.map { instance in
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VertexShaderInstance(
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model: instance.world,
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normalModel: instance.world.inverse.transpose,
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color: SIMD4(instance.color))
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}
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self._encoder.setVertexBuffer(mesh._vertBuf, offset: 0, index: VertexShaderInputIdx.vertices.rawValue)
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// Ideal as long as our uniforms total 4 KB or less
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self._encoder.setVertexBytes(&vertUniforms,
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length: MemoryLayout<VertexShaderUniforms>.stride,
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index: VertexShaderInputIdx.uniforms.rawValue)
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self._encoder.setFragmentBytes(&fragUniforms,
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length: MemoryLayout<FragmentShaderUniforms>.stride,
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index: FragmentShaderInputIdx.uniforms.rawValue)
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self._encoder.setVertexBytes(instanceData,
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length: numInstances * MemoryLayout<VertexShaderInstance>.stride,
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index: VertexShaderInputIdx.instance.rawValue)
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self._encoder.drawIndexedPrimitives(
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type: .triangle,
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indexCount: mesh.numIndices,
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indexType: .uint16,
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indexBuffer: mesh._idxBuf,
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type: .triangle,
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indexCount: mesh.numIndices,
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indexType: .uint16,
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indexBuffer: mesh._idxBuf,
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indexBufferOffset: 0,
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instanceCount: numInstances)
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instanceCount: numInstances)
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}
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}
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