mirror of
https://github.com/GayPizzaSpecifications/voxelotl-engine.git
synced 2025-08-03 21:21:34 +00:00
initial modelbatch
This commit is contained in:
@ -4,7 +4,7 @@ import QuartzCore.CAMetalLayer
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public class Application {
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public class Application {
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private let cfg: ApplicationConfiguration
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private let cfg: ApplicationConfiguration
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private let del: GameDelegate
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private var del: GameDelegate!
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private var window: OpaquePointer? = nil
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private var window: OpaquePointer? = nil
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private var view: SDL_MetalView? = nil
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private var view: SDL_MetalView? = nil
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@ -71,7 +71,8 @@ public class Application {
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}
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}
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private func deinitialize() {
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private func deinitialize() {
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renderer = nil
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self.del = nil
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self.renderer = nil
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SDL_Metal_DestroyView(view)
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SDL_Metal_DestroyView(view)
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SDL_DestroyWindow(window)
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SDL_DestroyWindow(window)
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SDL_Quit()
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SDL_Quit()
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@ -45,6 +45,7 @@ add_executable(Voxelotl MACOSX_BUNDLE
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Renderer/Material.swift
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Renderer/Material.swift
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Renderer/Environment.swift
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Renderer/Environment.swift
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Renderer/Mesh.swift
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Renderer/Mesh.swift
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Renderer/ModelBatch.swift
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Renderer/Renderer.swift
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Renderer/Renderer.swift
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# Input wrappers
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# Input wrappers
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@ -1,24 +1,5 @@
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import simd
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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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class Game: GameDelegate {
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private var fpsCalculator = FPSCalculator()
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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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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 cubeMesh: RendererMesh?
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var renderChunks = [SIMD3<Int>: RendererMesh]()
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var renderChunks = [SIMD3<Int>: RendererMesh]()
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var chunkMeshGeneration: ChunkMeshGeneration!
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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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func create(_ renderer: Renderer) {
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self.resetPlayer()
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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 = .init(queue: .global(qos: .userInitiated))
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self.chunkMeshGeneration.game = self
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self.chunkMeshGeneration.game = self
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self.chunkMeshGeneration.renderer = renderer
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self.chunkMeshGeneration.renderer = renderer
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self.modelBatch = renderer.createModelBatch()
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}
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}
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private func resetPlayer() {
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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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}
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self.chunkMeshGeneration.acceptReadyMeshes()
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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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for (id, chunk) in self.renderChunks {
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let drawPos = SIMD3<Float>(id &<< Chunk.shift)
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let drawPos = SIMD3<Float>(id &<< Chunk.shift)
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renderer.draw(
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self.modelBatch.draw(.init(mesh: chunk, material: material), position: drawPos)
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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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}
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}
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var instances = [Instance]()
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if let position = player.rayhitPos {
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if let position = player.rayhitPos {
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instances.append(
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let rotation: simd_quatf =
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Instance(
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.init(angle: totalTime * 3.0, axis: .Y) *
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position: position,
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.init(angle: totalTime * 1.5, axis: .X) *
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scale: .init(repeating: 0.0725 * 0.5),
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.init(angle: totalTime * 0.7, axis: .Z)
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rotation:
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self.modelBatch.draw(.init(mesh: self.cubeMesh!, material: material),
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.init(angle: totalTime * 3.0, axis: .init(0, 1, 0)) *
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position: position, scale: 0.0725 * 0.5, rotation: rotation,
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.init(angle: totalTime * 1.5, axis: .init(1, 0, 0)) *
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color: .init(r: 0.5, g: 0.5, b: 1))
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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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}
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}
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self.modelBatch.end()
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}
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}
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func resize(_ size: Size<Int>) {
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func resize(_ size: Size<Int>) {
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73
Sources/Voxelotl/Renderer/ModelBatch.swift
Normal file
73
Sources/Voxelotl/Renderer/ModelBatch.swift
Normal file
@ -0,0 +1,73 @@
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import simd
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public struct ModelBatch {
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private let _renderer: Renderer
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private var _active = false
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private var _cam: Camera!
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private var _env: Environment!
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internal init(_ renderer: Renderer) {
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self._renderer = renderer
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}
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//TODO: Sort, Blend
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mutating func begin(camera: Camera, environment: Environment) {
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self._active = true
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self._cam = camera
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self._env = environment
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}
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mutating func end() {
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self._active = false
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}
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mutating func draw(_ model: ModelInstance, position: SIMD3<Float>, color: Color<Float> = .white
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) {
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self.draw(model, world: .translate(position), color: color)
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}
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mutating func draw(_ model: ModelInstance,
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position: SIMD3<Float>, scale: Float, rotation: simd_quatf,
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color: Color<Float> = .white
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) {
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self.draw(model, position: position, scale: .init(repeating: scale), rotation: rotation, color: color)
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}
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mutating func draw(_ model: ModelInstance,
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position: SIMD3<Float>, scale: SIMD3<Float>, rotation: simd_quatf,
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color: Color<Float> = .white
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) {
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let world =
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.translate(position) *
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simd_float4x4(rotation) *
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.scale(scale)
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self.draw(model, world: world, color: color)
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}
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mutating func draw(_ model: ModelInstance, world: simd_float4x4, color: Color<Float> = .white) {
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assert(self._active)
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self._renderer.draw(
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model: world,
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color: color.linear,
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mesh: model.mesh,
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material: model.material,
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environment: self._env,
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camera: self._cam)
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}
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internal struct Instance {
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let model: simd_float4x4
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let color: Color<Float>
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init(model: simd_float4x4, color: Color<Float> = .white) {
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self.model = model
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self.color = color
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}
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}
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}
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//TODO: delet
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public struct ModelInstance {
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let mesh: RendererMesh
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let material: Material
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}
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@ -415,7 +415,11 @@ public class Renderer {
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indexBufferOffset: 0)
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indexBufferOffset: 0)
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}
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}
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func batch(instances: [Instance], mesh: RendererMesh, material: Material, environment: Environment, camera: Camera) {
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func createModelBatch() -> ModelBatch {
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return ModelBatch(self)
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}
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func batch(instances: [ModelBatch.Instance], mesh: RendererMesh, material: Material, environment: Environment, camera: Camera) {
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assert(self._encoder != nil, "batch can't be called outside of a frame being rendered")
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assert(self._encoder != nil, "batch 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 vertUniforms = VertexShaderUniforms(projView: camera.viewProjection)
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@ -447,12 +451,9 @@ public class Renderer {
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instanceBuffer.contents().withMemoryRebound(to: VertexShaderInstance.self, capacity: numInstances) { data in
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instanceBuffer.contents().withMemoryRebound(to: VertexShaderInstance.self, capacity: numInstances) { data in
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for i in 0..<numInstances {
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for i in 0..<numInstances {
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let instance = instances[i]
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let instance = instances[i]
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let model =
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.translate(instance.position) *
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matrix_float4x4(instance.rotation) *
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.scale(instance.scale)
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data[i] = VertexShaderInstance(
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data[i] = VertexShaderInstance(
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model: model, normalModel: model.inverse.transpose,
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model: instance.model,
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normalModel: instance.model.inverse.transpose,
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color: SIMD4(instance.color))
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color: SIMD4(instance.color))
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}
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}
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}
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}
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@ -4,8 +4,10 @@
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#ifdef __METAL_VERSION__
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#ifdef __METAL_VERSION__
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# define NS_ENUM(TYPE, NAME) enum NAME : TYPE NAME; enum NAME : TYPE
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# define NS_ENUM(TYPE, NAME) enum NAME : TYPE NAME; enum NAME : TYPE
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# define NSInteger metal::int32_t
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# define NSInteger metal::int32_t
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# define CONSTANT_PTR(TYPE) constant TYPE*
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#else
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#else
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# import <Foundation/Foundation.h>
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# import <Foundation/Foundation.h>
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# define CONSTANT_PTR(TYPE) uint64_t
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#endif
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#endif
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#include <simd/simd.h>
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#include <simd/simd.h>
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