initial chunk render caching

This commit is contained in:
2024-09-01 23:34:32 +10:00
parent da26773221
commit 5f372a9398
9 changed files with 220 additions and 10 deletions

View File

@ -137,9 +137,37 @@ public class Renderer {
}
func createMesh(_ mesh: Mesh<VertexPositionNormalTexcoord, UInt16>) -> RendererMesh? {
func createMesh(_ mesh: Mesh<VertexPositionNormalColorTexcoord, UInt16>) -> RendererMesh? {
if mesh.vertices.isEmpty || mesh.indices.isEmpty { return nil }
let vertices = mesh.vertices.map {
ShaderVertex(position: $0.position, normal: $0.normal, texCoord: $0.texCoord)
ShaderVertex(position: $0.position, normal: $0.normal, color: $0.color.reinterpretUShort, texCoord: $0.texCoord)
}
guard let vtxBuffer = self.device.makeBuffer(
bytes: vertices,
length: vertices.count * MemoryLayout<ShaderVertex>.stride,
options: .storageModeManaged)
else {
printErr("Failed to create vertex buffer")
return nil
}
guard let idxBuffer = device.makeBuffer(
bytes: mesh.indices,
length: mesh.indices.count * MemoryLayout<UInt16>.stride,
options: .storageModeManaged)
else {
printErr("Failed to create index buffer")
return nil
}
return .init(_vertBuf: vtxBuffer, _idxBuf: idxBuffer, numIndices: mesh.indices.count)
}
func createMesh(_ mesh: Mesh<VertexPositionNormalTexcoord, UInt16>) -> RendererMesh? {
if mesh.vertices.isEmpty || mesh.indices.isEmpty { return nil }
let color = Color<Float16>.white.reinterpretUShort
let vertices = mesh.vertices.map {
ShaderVertex(position: $0.position, normal: $0.normal, color: color, texCoord: $0.texCoord)
}
guard let vtxBuffer = self.device.makeBuffer(
bytes: vertices,
@ -313,6 +341,44 @@ public class Renderer {
}
}
func draw(model: matrix_float4x4, color: Color<Float16>, mesh: RendererMesh, material: Material, environment: Environment, camera: Camera) {
assert(self._encoder != nil, "draw can't be called outside of a frame being rendered")
var vertUniforms = VertexShaderUniforms(projView: camera.viewProjection)
var fragUniforms = FragmentShaderUniforms(
cameraPosition: camera.position,
directionalLight: normalize(environment.lightDirection),
ambientColor: material.ambient.reinterpretUShort,
diffuseColor: material.diffuse.reinterpretUShort,
specularColor: material.specular.reinterpretUShort,
specularIntensity: material.gloss)
var instance = VertexShaderInstance(
model: model,
normalModel: model.inverse.transpose,
color: color.reinterpretUShort)
self._encoder.setCullMode(.init(environment.cullFace))
self._encoder.setVertexBuffer(mesh._vertBuf, offset: 0, index: VertexShaderInputIdx.vertices.rawValue)
// Ideal as long as our uniforms total 4 KB or less
self._encoder.setVertexBytes(&instance,
length: MemoryLayout<VertexShaderInstance>.stride,
index: VertexShaderInputIdx.instance.rawValue)
self._encoder.setVertexBytes(&vertUniforms,
length: MemoryLayout<VertexShaderUniforms>.stride,
index: VertexShaderInputIdx.uniforms.rawValue)
self._encoder.setFragmentBytes(&fragUniforms,
length: MemoryLayout<FragmentShaderUniforms>.stride,
index: FragmentShaderInputIdx.uniforms.rawValue)
self._encoder.drawIndexedPrimitives(
type: .triangle,
indexCount: mesh.numIndices,
indexType: .uint16,
indexBuffer: mesh._idxBuf,
indexBufferOffset: 0)
}
func batch(instances: [Instance], mesh: RendererMesh, material: Material, environment: Environment, camera: Camera) {
assert(self._encoder != nil, "batch can't be called outside of a frame being rendered")
@ -407,6 +473,11 @@ fileprivate extension Color where T == Float16 {
.init(self.r.bitPattern, self.g.bitPattern, self.b.bitPattern, self.a.bitPattern)
}
}
fileprivate extension SIMD4 where Scalar == Float16 {
var reinterpretUShort: SIMD4<UInt16> {
.init(self.x.bitPattern, self.y.bitPattern, self.z.bitPattern, self.w.bitPattern)
}
}
enum RendererError: Error {
case initFailure(_ message: String)