mirror of
https://github.com/GayPizzaSpecifications/voxelotl-engine.git
synced 2025-08-03 13:11:33 +00:00
RIP to Float16, it's sad that Intel doesn't support you.
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@ -141,7 +141,7 @@ public class Renderer {
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if mesh.vertices.isEmpty || mesh.indices.isEmpty { return nil }
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let vertices = mesh.vertices.map {
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ShaderVertex(position: $0.position, normal: $0.normal, color: $0.color.reinterpretUShort, texCoord: $0.texCoord)
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ShaderVertex(position: $0.position, normal: $0.normal, color: $0.color, texCoord: $0.texCoord)
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}
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guard let vtxBuffer = self.device.makeBuffer(
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bytes: vertices,
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@ -165,9 +165,9 @@ public class Renderer {
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func createMesh(_ mesh: Mesh<VertexPositionNormalTexcoord, UInt16>) -> RendererMesh? {
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if mesh.vertices.isEmpty || mesh.indices.isEmpty { return nil }
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let color = Color<Float16>.white.reinterpretUShort
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let color = Color<Float>.white
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let vertices = mesh.vertices.map {
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ShaderVertex(position: $0.position, normal: $0.normal, color: color, texCoord: $0.texCoord)
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ShaderVertex(position: $0.position, normal: $0.normal, color: color.values, texCoord: $0.texCoord)
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}
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guard let vtxBuffer = self.device.makeBuffer(
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bytes: vertices,
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@ -341,21 +341,21 @@ public class Renderer {
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}
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}
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func draw(model: matrix_float4x4, color: Color<Float16>, mesh: RendererMesh, material: Material, environment: Environment, camera: Camera) {
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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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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: material.ambient.reinterpretUShort,
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diffuseColor: material.diffuse.reinterpretUShort,
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specularColor: material.specular.reinterpretUShort,
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ambientColor: material.ambient.values,
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diffuseColor: material.diffuse.values,
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specularColor: material.specular.values,
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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: color.reinterpretUShort)
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color: color.values)
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self._encoder.setCullMode(.init(environment.cullFace))
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@ -386,9 +386,9 @@ public class Renderer {
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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: material.ambient.reinterpretUShort,
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diffuseColor: material.diffuse.reinterpretUShort,
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specularColor: material.specular.reinterpretUShort,
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ambientColor: material.ambient.values,
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diffuseColor: material.diffuse.values,
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specularColor: material.specular.values,
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specularIntensity: material.gloss)
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let numInstances = instances.count
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@ -417,7 +417,7 @@ public class Renderer {
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.scale(instance.scale)
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data[i] = VertexShaderInstance(
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model: model, normalModel: model.inverse.transpose,
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color: instance.color.reinterpretUShort)
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color: instance.color.values)
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}
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}
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instanceBuffer.didModifyRange(0..<instancesBytes)
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@ -468,13 +468,13 @@ fileprivate extension MTLCullMode {
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}
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}
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fileprivate extension Color where T == Float16 {
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var reinterpretUShort: SIMD4<UInt16> {
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fileprivate extension Color where T == Float {
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var reinterpretUInt: SIMD4<UInt32> {
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.init(self.r.bitPattern, self.g.bitPattern, self.b.bitPattern, self.a.bitPattern)
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}
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}
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fileprivate extension SIMD4 where Scalar == Float16 {
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var reinterpretUShort: SIMD4<UInt16> {
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fileprivate extension SIMD4 where Scalar == Float {
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var reinterpretUShort: SIMD4<UInt32> {
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.init(self.x.bitPattern, self.y.bitPattern, self.z.bitPattern, self.w.bitPattern)
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}
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}
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