initial modelbatch

This commit is contained in:
a dinosaur 2024-09-06 06:37:19 +10:00
parent 0289992e4b
commit 57b97148a4
6 changed files with 100 additions and 47 deletions

View File

@ -4,7 +4,7 @@ import QuartzCore.CAMetalLayer
public class Application {
private let cfg: ApplicationConfiguration
private let del: GameDelegate
private var del: GameDelegate!
private var window: OpaquePointer? = nil
private var view: SDL_MetalView? = nil
@ -71,7 +71,8 @@ public class Application {
}
private func deinitialize() {
renderer = nil
self.del = nil
self.renderer = nil
SDL_Metal_DestroyView(view)
SDL_DestroyWindow(window)
SDL_Quit()

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@ -45,6 +45,7 @@ add_executable(Voxelotl MACOSX_BUNDLE
Renderer/Material.swift
Renderer/Environment.swift
Renderer/Mesh.swift
Renderer/ModelBatch.swift
Renderer/Renderer.swift
# Input wrappers

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@ -1,24 +1,5 @@
import simd
struct Instance {
let position: SIMD3<Float>
let scale: SIMD3<Float>
let rotation: simd_quatf
let color: Color<Float>
init(
position: SIMD3<Float> = .zero,
scale: SIMD3<Float> = .one,
rotation: simd_quatf = .identity,
color: Color<Float> = .white
) {
self.position = position
self.scale = scale
self.rotation = rotation
self.color = color
}
}
class Game: GameDelegate {
private var fpsCalculator = FPSCalculator()
var camera = Camera(fov: 60, size: .one, range: 0.06...900)
@ -28,6 +9,7 @@ class Game: GameDelegate {
var cubeMesh: RendererMesh?
var renderChunks = [SIMD3<Int>: RendererMesh]()
var chunkMeshGeneration: ChunkMeshGeneration!
var modelBatch: ModelBatch!
func create(_ renderer: Renderer) {
self.resetPlayer()
@ -39,6 +21,7 @@ class Game: GameDelegate {
self.chunkMeshGeneration = .init(queue: .global(qos: .userInitiated))
self.chunkMeshGeneration.game = self
self.chunkMeshGeneration.renderer = renderer
self.modelBatch = renderer.createModelBatch()
}
private func resetPlayer() {
@ -118,32 +101,24 @@ class Game: GameDelegate {
}
self.chunkMeshGeneration.acceptReadyMeshes()
self.modelBatch.begin(camera: camera, environment: env)
for (id, chunk) in self.renderChunks {
let drawPos = SIMD3<Float>(id &<< Chunk.shift)
renderer.draw(
model: .translate(drawPos),
color: .white,
mesh: chunk,
material: material,
environment: env,
camera: self.camera)
self.modelBatch.draw(.init(mesh: chunk, material: material), position: drawPos)
}
var instances = [Instance]()
if let position = player.rayhitPos {
instances.append(
Instance(
position: position,
scale: .init(repeating: 0.0725 * 0.5),
rotation:
.init(angle: totalTime * 3.0, axis: .init(0, 1, 0)) *
.init(angle: totalTime * 1.5, axis: .init(1, 0, 0)) *
.init(angle: totalTime * 0.7, axis: .init(0, 0, 1)),
color: .init(r: 0.5, g: 0.5, b: 1).linear))
}
if self.cubeMesh != nil && !instances.isEmpty {
renderer.batch(instances: instances, mesh: self.cubeMesh!, material: material, environment: env, camera: self.camera)
let rotation: simd_quatf =
.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),
position: position, scale: 0.0725 * 0.5, rotation: rotation,
color: .init(r: 0.5, g: 0.5, b: 1))
}
self.modelBatch.end()
}
func resize(_ size: Size<Int>) {

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@ -0,0 +1,73 @@
import simd
public struct ModelBatch {
private let _renderer: Renderer
private var _active = false
private var _cam: Camera!
private var _env: Environment!
internal init(_ renderer: Renderer) {
self._renderer = renderer
}
//TODO: Sort, Blend
mutating func begin(camera: Camera, environment: Environment) {
self._active = true
self._cam = camera
self._env = environment
}
mutating func end() {
self._active = false
}
mutating func draw(_ model: ModelInstance, position: SIMD3<Float>, color: Color<Float> = .white
) {
self.draw(model, world: .translate(position), color: color)
}
mutating func draw(_ model: ModelInstance,
position: SIMD3<Float>, scale: Float, rotation: simd_quatf,
color: Color<Float> = .white
) {
self.draw(model, position: position, scale: .init(repeating: scale), rotation: rotation, color: color)
}
mutating func draw(_ model: ModelInstance,
position: SIMD3<Float>, scale: SIMD3<Float>, rotation: simd_quatf,
color: Color<Float> = .white
) {
let world =
.translate(position) *
simd_float4x4(rotation) *
.scale(scale)
self.draw(model, world: world, color: color)
}
mutating func draw(_ model: ModelInstance, world: simd_float4x4, color: Color<Float> = .white) {
assert(self._active)
self._renderer.draw(
model: world,
color: color.linear,
mesh: model.mesh,
material: model.material,
environment: self._env,
camera: self._cam)
}
internal struct Instance {
let model: simd_float4x4
let color: Color<Float>
init(model: simd_float4x4, color: Color<Float> = .white) {
self.model = model
self.color = color
}
}
}
//TODO: delet
public struct ModelInstance {
let mesh: RendererMesh
let material: Material
}

View File

@ -415,7 +415,11 @@ public class Renderer {
indexBufferOffset: 0)
}
func batch(instances: [Instance], mesh: RendererMesh, material: Material, environment: Environment, camera: Camera) {
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)
@ -447,12 +451,9 @@ public class Renderer {
instanceBuffer.contents().withMemoryRebound(to: VertexShaderInstance.self, capacity: numInstances) { data in
for i in 0..<numInstances {
let instance = instances[i]
let model =
.translate(instance.position) *
matrix_float4x4(instance.rotation) *
.scale(instance.scale)
data[i] = VertexShaderInstance(
model: model, normalModel: model.inverse.transpose,
model: instance.model,
normalModel: instance.model.inverse.transpose,
color: SIMD4(instance.color))
}
}

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@ -4,8 +4,10 @@
#ifdef __METAL_VERSION__
# define NS_ENUM(TYPE, NAME) enum NAME : TYPE NAME; enum NAME : TYPE
# define NSInteger metal::int32_t
# define CONSTANT_PTR(TYPE) constant TYPE*
#else
# import <Foundation/Foundation.h>
# define CONSTANT_PTR(TYPE) uint64_t
#endif
#include <simd/simd.h>