mirror of
https://github.com/GayPizzaSpecifications/voxelotl-engine.git
synced 2025-08-03 05:10:57 +00:00
initial modelbatch
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@ -1,24 +1,5 @@
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import simd
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struct Instance {
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let position: SIMD3<Float>
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let scale: SIMD3<Float>
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let rotation: simd_quatf
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let color: Color<Float>
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init(
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position: SIMD3<Float> = .zero,
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scale: SIMD3<Float> = .one,
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rotation: simd_quatf = .identity,
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color: Color<Float> = .white
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) {
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self.position = position
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self.scale = scale
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self.rotation = rotation
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self.color = color
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}
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}
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class Game: GameDelegate {
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private var fpsCalculator = FPSCalculator()
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var camera = Camera(fov: 60, size: .one, range: 0.06...900)
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@ -28,6 +9,7 @@ class Game: GameDelegate {
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var cubeMesh: RendererMesh?
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var renderChunks = [SIMD3<Int>: RendererMesh]()
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var chunkMeshGeneration: ChunkMeshGeneration!
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var modelBatch: ModelBatch!
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func create(_ renderer: Renderer) {
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self.resetPlayer()
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@ -39,6 +21,7 @@ class Game: GameDelegate {
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self.chunkMeshGeneration = .init(queue: .global(qos: .userInitiated))
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self.chunkMeshGeneration.game = self
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self.chunkMeshGeneration.renderer = renderer
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self.modelBatch = renderer.createModelBatch()
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}
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private func resetPlayer() {
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@ -118,32 +101,24 @@ class Game: GameDelegate {
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}
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self.chunkMeshGeneration.acceptReadyMeshes()
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self.modelBatch.begin(camera: camera, environment: env)
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for (id, chunk) in self.renderChunks {
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let drawPos = SIMD3<Float>(id &<< Chunk.shift)
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renderer.draw(
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model: .translate(drawPos),
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color: .white,
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mesh: chunk,
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material: material,
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environment: env,
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camera: self.camera)
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self.modelBatch.draw(.init(mesh: chunk, material: material), position: drawPos)
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}
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var instances = [Instance]()
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if let position = player.rayhitPos {
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instances.append(
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Instance(
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position: position,
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scale: .init(repeating: 0.0725 * 0.5),
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rotation:
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.init(angle: totalTime * 3.0, axis: .init(0, 1, 0)) *
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.init(angle: totalTime * 1.5, axis: .init(1, 0, 0)) *
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.init(angle: totalTime * 0.7, axis: .init(0, 0, 1)),
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color: .init(r: 0.5, g: 0.5, b: 1).linear))
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}
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if self.cubeMesh != nil && !instances.isEmpty {
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renderer.batch(instances: instances, mesh: self.cubeMesh!, material: material, environment: env, camera: self.camera)
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let rotation: simd_quatf =
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.init(angle: totalTime * 3.0, axis: .Y) *
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.init(angle: totalTime * 1.5, axis: .X) *
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.init(angle: totalTime * 0.7, axis: .Z)
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self.modelBatch.draw(.init(mesh: self.cubeMesh!, material: material),
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position: position, scale: 0.0725 * 0.5, rotation: rotation,
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color: .init(r: 0.5, g: 0.5, b: 1))
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}
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self.modelBatch.end()
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}
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func resize(_ size: Size<Int>) {
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