cube now spinn in 3d

This commit is contained in:
a dinosaur 2024-08-06 17:35:38 +10:00
parent c30ba9a5ca
commit 3b33842260
4 changed files with 83 additions and 3 deletions

View File

@ -6,6 +6,9 @@ add_executable(Voxelotl MACOSX_BUNDLE
shadertypes.h
shader.metal
FloatExtensions.swift
Matrix4x4.swift
NSImageLoader.swift
Renderer.swift
FPSCalculator.swift

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@ -0,0 +1,4 @@
public extension FloatingPoint {
@inline(__always) var degrees: Self { self * (180 / Self.pi) }
@inline(__always) var radians: Self { self * (Self.pi / 180) }
}

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@ -0,0 +1,60 @@
import simd
public extension simd_float4x4 {
typealias T = Float
@inline(__always) static var identity: Self { matrix_identity_float4x4 }
@inline(__always) static func translate(_ v: SIMD3<T>) -> Self {
Self(
.init( 1, 0, 0, 0),
.init( 0, 1, 0, 0),
.init( 0, 0, 1, 0),
.init(v.x, v.y, v.z, 1))
}
@inline(__always) static func scale(_ v: SIMD3<T>) -> Self { Self(diagonal: .init(v.x, v.y, v.z, 1)) }
@inline(__always) static func scale(_ s: T) -> Self { Self(diagonal: .init(s, s, s, 1)) }
static func rotate(x theta: T) -> Self {
let c = cos(theta), s = sin(theta)
return Self(
.init(1, 0, 0, 0),
.init(0, c, s, 0),
.init(0, -s, c, 0),
.init(0, 0, 0, 1))
}
static func rotate(y theta: T) -> Self {
let c = cos(theta), s = sin(theta)
return Self(
.init(c, 0, -s, 0),
.init(0, 1, 0, 0),
.init(s, 0, c, 0),
.init(0, 0, 0, 1))
}
static func rotate(z theta: T) -> Self {
let c = cos(theta), s = sin(theta)
return Self(
.init(c, -s, 0, 0),
.init(s, c, 0, 0),
.init(0, 0, 1, 0),
.init(0, 0, 0, 1))
}
static func perspective(verticalFov: T, aspect: T, near: T, far: T) -> Self {
let h = 1 / tan(verticalFov * T(0.5))
let w = h / aspect
let invClipRange = 1 / (far - near)
let z = -(far + near) * invClipRange
let z2 = -(2 * far * near) * invClipRange
return .init(
.init(w, 0, 0, 0),
.init(0, h, 0, 0),
.init(0, 0, z, -1),
.init(0, 0, z2, 0))
}
}

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@ -217,10 +217,23 @@ class Renderer {
zfar: -1.0)
}
var time: Float = 0 //FIXME: temp
func paint() throws {
var uniforms = ShaderUniforms(
model: .init(diagonal: .init(0.5, 0.5, 0.5, 1.0)),
projView: matrix_identity_float4x4)
let projection = matrix_float4x4.perspective(
verticalFov: Float(90.0).radians,
aspect: Float(self.viewport.width / self.viewport.height),
near: 0.1,
far: 10)
let view = matrix_float4x4.identity
let model: matrix_float4x4 =
.translate(.init(0, sin(time * 0.5) * 0.5, -2)) *
.scale(0.5) *
.rotate(y: time)
time += 0.025
var uniforms = ShaderUniforms(model: model, projView: projection * view)
guard let rt = layer.nextDrawable() else {
throw RendererError.drawFailure("Failed to get next drawable render target")