instancing

This commit is contained in:
2024-08-09 21:16:07 +10:00
parent 89780d87d4
commit 5f69da369d
3 changed files with 36 additions and 21 deletions

View File

@ -286,24 +286,26 @@ class Renderer {
let projection = matrix_float4x4.perspective(
verticalFov: Float(60.0).radians,
aspect: aspectRatio,
near: 0.003,
far: 100)
near: 0.03,
far: 25)
#else
let projection = matrix_float4x4.orthographic(
left: -aspectRatio, right: aspectRatio,
bottom: -1, top: 1,
near: 0, far: -4)
near: -0.03, far: -25)
#endif
let view = camera.view
let model: matrix_float4x4 =
.translate(.init(0, -1, 0)) * .scale(.init(10, 0.1, 10))
//.translate(.init(0, sin(time * 0.5) * 0.75, -2)) *
//.scale(0.5) *
//.rotate(y: time)
let instances: [ShaderInstance] = [
ShaderInstance(model: .translate(.init(0, sin(time * 0.5) * 0.5, -2)) * .rotate(y: time) * .scale(0.25), color: .init(0.5, 0.5, 1, 1)),
ShaderInstance(model: .translate(.init(0, -1, 0)) * .scale(.init(10, 0.1, 10)), color: .init(1, 1, 1, 1)),
ShaderInstance(model: .translate(.init(-2.5, 0, -3)), color: .init(1, 0.5, 0.75, 1)),
ShaderInstance(model: .translate(.init(-2.5, -0.5, -5)), color: .init(0.75, 1, 1, 1))
]
time += 0.025
var uniforms = ShaderUniforms(model: model, projView: projection * view)
var uniforms = ShaderUniforms(projView: projection * view)
guard let rt = layer.nextDrawable() else {
throw RendererError.drawFailure("Failed to get next drawable render target")
@ -318,7 +320,7 @@ class Renderer {
throw RendererError.drawFailure("Failed to make render encoder from command buffer")
}
encoder.setCullMode(.none)
encoder.setCullMode(.back)
encoder.setFrontFacing(.counterClockwise) // OpenGL default
encoder.setViewport(viewport)
encoder.setRenderPipelineState(pso)
@ -328,16 +330,22 @@ class Renderer {
encoder.setVertexBuffer(vtxBuffer,
offset: 0,
index: ShaderInputIdx.vertices.rawValue)
// Ideal as long as our uniforms total 4 KB or less
encoder.setVertexBytes(instances,
length: instances.count * MemoryLayout<ShaderInstance>.stride,
index: ShaderInputIdx.instance.rawValue)
encoder.setVertexBytes(&uniforms,
length: MemoryLayout<ShaderUniforms>.stride,
index: ShaderInputIdx.uniforms.rawValue)
encoder.drawIndexedPrimitives(
type: .triangle,
indexCount: cubeIndices.count,
indexType: .uint16,
indexBuffer: idxBuffer,
indexBufferOffset: 0)
indexBufferOffset: 0,
instanceCount: instances.count)
encoder.endEncoding()
commandBuf.present(rt)