mirror of
				https://github.com/GayPizzaSpecifications/voxelotl-engine.git
				synced 2025-11-04 10:59:39 +00:00 
			
		
		
		
	initial modelbatch
This commit is contained in:
		@ -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()
 | 
			
		||||
 | 
			
		||||
@ -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
 | 
			
		||||
 | 
			
		||||
@ -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>) {
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										73
									
								
								Sources/Voxelotl/Renderer/ModelBatch.swift
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										73
									
								
								Sources/Voxelotl/Renderer/ModelBatch.swift
									
									
									
									
									
										Normal file
									
								
							@ -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
 | 
			
		||||
}
 | 
			
		||||
@ -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))
 | 
			
		||||
      }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
@ -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>
 | 
			
		||||
 | 
			
		||||
		Reference in New Issue
	
	Block a user