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https://github.com/GayPizzaSpecifications/voxelotl-engine.git
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sRGB aware framebuffer & colour handling
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761fb71af3
commit
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@ -10,6 +10,7 @@ add_executable(Voxelotl MACOSX_BUNDLE
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Matrix4x4.swift
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Rectangle.swift
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AABB.swift
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Color.swift
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NSImageLoader.swift
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Renderer.swift
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183
Sources/Voxelotl/Color.swift
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183
Sources/Voxelotl/Color.swift
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@ -0,0 +1,183 @@
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import Foundation
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public struct Color<T: SIMDScalar>: Equatable {
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private var _values: SIMD4<T>
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internal var values: SIMD4<T> { self._values }
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public init(r newR: T, g newG: T, b newB: T, a newA: T) {
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self._values = .init(newR, newG, newB, newA)
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}
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@inline(__always) public var r: T { get { self._values.x } set(newR) { self._values.x = newR } }
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@inline(__always) public var g: T { get { self._values.y } set(newG) { self._values.y = newG } }
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@inline(__always) public var b: T { get { self._values.z } set(newB) { self._values.z = newB } }
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@inline(__always) public var a: T { get { self._values.w } set(newA) { self._values.w = newA } }
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}
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// Sadly doesn't seem to be a better way to do this generically at the moment
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public extension Color where T: AdditiveArithmetic {
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@inline(__always) static var zero: T { T.zero }
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}
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public extension Color where T: FixedWidthInteger {
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static var black: Self { .init(r: zero, g: zero, b: zero, a: one) }
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static var white: Self { .init(r: one, g: one, b: one, a: one) }
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static var red: Self { .init(r: one, g: zero, b: zero, a: one) }
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static var green: Self { .init(r: zero, g: one, b: zero, a: one) }
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static var blue: Self { .init(r: zero, g: zero, b: one, a: one) }
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static var yellow: Self { .init(r: one, g: one, b: zero, a: one) }
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static var magenta: Self { .init(r: one, g: zero, b: one, a: one) }
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static var cyan: Self { .init(r: zero, g: one, b: one, a: one) }
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}
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public extension Color where T: BinaryFloatingPoint {
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static var black: Self { .init(r: zero, g: zero, b: zero, a: one) }
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static var white: Self { .init(r: one, g: one, b: one, a: one) }
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static var red: Self { .init(r: one, g: zero, b: zero, a: one) }
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static var green: Self { .init(r: zero, g: one, b: zero, a: one) }
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static var blue: Self { .init(r: zero, g: zero, b: one, a: one) }
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static var yellow: Self { .init(r: one, g: one, b: zero, a: one) }
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static var magenta: Self { .init(r: one, g: zero, b: one, a: one) }
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static var cyan: Self { .init(r: zero, g: one, b: one, a: one) }
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}
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public extension Color where T: FixedWidthInteger {
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@inline(__always) static var one: T { T.max }
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init(r newR: T, g newG: T, b newB: T) {
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self.init(r: newR, g: newG, b: newB, a: Self.one)
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}
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init<U: BinaryFloatingPoint>(_ other: Color<U>) {
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self.init(
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r: T((other.r * U(0xFF)).clamp(0, 0xFF)),
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g: T((other.g * U(0xFF)).clamp(0, 0xFF)),
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b: T((other.b * U(0xFF)).clamp(0, 0xFF)),
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a: T((other.a * U(0xFF)).clamp(0, 0xFF)))
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}
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func mix(_ other: Self, _ n: Float) -> Self {
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Self(Color<Float>(self).mix(Color<Float>(other), n.saturated))
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}
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var linear: Self { Self(Color<Float>(self).linear) }
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var sRGB: Self { Self(Color<Float>(self).sRGB) }
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}
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public extension Color where T == UInt8 {
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init(rgba8888 c: UInt32) {
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self.init(
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r: UInt8((c & 0xFF000000) >> 24),
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g: UInt8((c & 0x00FF0000) >> 16),
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b: UInt8((c & 0x0000FF00) >> 8),
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a: UInt8((c & 0x000000FF) >> 0))
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}
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init(rgb888 c: UInt32) {
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self.init(
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r: UInt8((c & 0xFF0000) >> 16),
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g: UInt8((c & 0x00FF00) >> 8),
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b: UInt8((c & 0x0000FF) >> 0))
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}
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var sRGB: Self {
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return Self(
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r: sRGB8FromLinear8Table[Int(r)],
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g: sRGB8FromLinear8Table[Int(g)],
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b: sRGB8FromLinear8Table[Int(b)],
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a: a)
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}
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}
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fileprivate var sRGB8FromLinear8Table: [UInt8] = {
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(0..<0x100).map { i in
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var x = Double(i) / 0xFF
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if x < 0.0031308 {
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x *= 12.92
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} else {
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x = 1.055 * pow(abs(x), 1 / 2.4) - 0.055
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}
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x = floor((x * 0xFF) + 0.5)
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return UInt8(truncating: NSNumber(value: x))
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}
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}()
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public extension Color where T: BinaryFloatingPoint {
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@inline(__always) static var one: T { T(1) }
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init(r newR: T, g newG: T, b newB: T) {
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self.init(r: newR, g: newG, b: newB, a: Self.one)
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}
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init<U: BinaryInteger>(_ other: Color<U>) {
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let mul = 1 / T(0xFF)
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self.init(
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r: T(other.r) * mul,
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g: T(other.g) * mul,
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b: T(other.b) * mul,
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a: T(other.a) * mul)
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}
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init(rgba8888 c: UInt32) {
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self.init(Color<UInt8>(rgba8888: c))
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}
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init(rgb888 c: UInt32) {
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self.init(Color<UInt8>(rgb888: c))
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}
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func mix(_ other: Self, _ n: T) -> Self{
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let x = n.saturated
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return .init(
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r: x.lerp(r, other.r),
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g: x.lerp(g, other.g),
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b: x.lerp(b, other.b),
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a: x.lerp(a, other.a))
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}
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var linear: Self {
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Self(
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r: linearFromSRGB(r),
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g: linearFromSRGB(g),
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b: linearFromSRGB(b),
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a: a)
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}
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var sRGB: Self {
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Self(
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r: sRGBFromLinear(r),
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g: sRGBFromLinear(g),
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b: sRGBFromLinear(b),
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a: a)
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}
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@inline(__always) fileprivate func linearFromSRGB(_ x: T) -> T {
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if x < 0.04045 {
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x / 12.92
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} else {
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T(pow((Double(x) + 0.055) / 1.055, 2.4))
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}
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}
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@inline(__always) fileprivate func sRGBFromLinear(_ x: T) -> T {
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if x.isNaN || x <= 0 {
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0
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} else if x >= 1 {
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1
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} else if x < 0.0031308 {
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x * 12.92
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} else {
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#if false
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// Approximation
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1.13005 * sqrt(abs(x - 0.00228)) - 0.13448 * x + 0.005719
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#else
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T(1.055 * pow(Double(abs(x)), 1 / 2.4) - 0.055)
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#endif
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}
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}
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}
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public extension SIMD4 {
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init(_ other: Color<Scalar>) {
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self = other.values
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}
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}
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@ -6,5 +6,5 @@ public extension FloatingPoint {
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@inline(__always) func mlerp(_ a: Self, _ b: Self) -> Self { a + (b - a) * self }
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@inline(__always) func clamp(_ a: Self, _ b: Self) -> Self { min(max(self, a), b) }
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@inline(__always) func saturate() -> Self { self.clamp(0, 1) }
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@inline(__always) var saturated: Self { self.clamp(0, 1) }
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}
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@ -2,20 +2,20 @@ import simd
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struct Box {
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var geometry: AABB
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var color: SIMD4<Float> = .one
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var color: Color<Float16> = .white
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}
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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: SIMD4<Float>
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let color: Color<Float16>
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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: SIMD4<Float> = .one
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color: Color<Float16> = .white
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) {
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self.position = position
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self.scale = scale
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@ -25,13 +25,20 @@ struct Instance {
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}
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let boxes: [Box] = [
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Box(geometry: .fromUnitCube(position: .init(0, -1, 0) * 2, scale: .init(10, 0.1, 10) * 2)),
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Box(geometry: .fromUnitCube(position: .init(-2.5, 0, -3) * 2, scale: .init(repeating: 2)), color: .init(1, 0.5, 0.75, 1)),
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Box(geometry: .fromUnitCube(position: .init(-2.5, -0.5, -5) * 2, scale: .init(repeating: 2)), color: .init(0.75, 1, 1, 1))
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Box(geometry: .fromUnitCube(
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position: .init( 0, -1, 0) * 2,
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scale: .init(10, 0.1, 10) * 2)),
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Box(geometry: .fromUnitCube(
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position: .init(-2.5, 0, -3) * 2,
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scale: .init(repeating: 2)),
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color: .init(rgb888: 0xFF80BF).linear),
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Box(geometry: .fromUnitCube(
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position: .init(-2.5, -0.5, -5) * 2,
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scale: .init(repeating: 2)),
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color: .init(rgb888: 0xBFFFFF).linear)
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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...50)
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var player = Player()
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@ -61,15 +68,15 @@ class Game: GameDelegate {
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var instances: [Instance] = boxes.map {
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Instance(
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position: $0.geometry.center,
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scale: $0.geometry.size * 0.5,
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color: $0.color)
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scale: $0.geometry.size * 0.5,
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color: $0.color)
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}
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instances.append(
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Instance(
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position: .init(0, sin(totalTime * 1.5) * 0.5, -2) * 2,
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scale: .init(repeating: 0.5),
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scale: .init(repeating: 0.5),
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rotation: .init(angle: totalTime * 3.0, axis: .init(0, 1, 0)),
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color: .init(0.5, 0.5, 1, 1)))
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color: .init(r: 0.5, g: 0.5, b: 1).linear))
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renderer.batch(instances: instances, camera: self.camera)
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}
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@ -41,7 +41,9 @@ fileprivate let cubeIndices: [UInt16] = [
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]
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fileprivate let numFramesInFlight: Int = 3
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fileprivate let colorFormat: MTLPixelFormat = .bgra8Unorm_srgb
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fileprivate let depthFormat: MTLPixelFormat = .depth16Unorm
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fileprivate let clearColor: Color<Double> = .black.mix(.white, 0.1).linear
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public class Renderer {
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private var device: MTLDevice
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@ -86,7 +88,7 @@ public class Renderer {
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self.device = device
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layer.device = device
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layer.pixelFormat = MTLPixelFormat.bgra8Unorm
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layer.pixelFormat = colorFormat
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// Setup command queue
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guard let queue = device.makeCommandQueue() else {
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@ -99,7 +101,7 @@ public class Renderer {
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passDescription.colorAttachments[0].loadAction = .clear
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passDescription.colorAttachments[0].storeAction = .store
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passDescription.colorAttachments[0].clearColor = MTLClearColorMake(0.1, 0.1, 0.1, 1.0)
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passDescription.colorAttachments[0].clearColor = MTLClearColor(clearColor)
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passDescription.depthAttachment.loadAction = .clear
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passDescription.depthAttachment.storeAction = .dontCare
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passDescription.depthAttachment.clearDepth = 1.0
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@ -349,11 +351,7 @@ public class Renderer {
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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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color: .init(
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UInt8(truncating: NSNumber(value: instance.color.x * 0xFF)),
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UInt8(truncating: NSNumber(value: instance.color.y * 0xFF)),
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UInt8(truncating: NSNumber(value: instance.color.z * 0xFF)),
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UInt8(truncating: NSNumber(value: instance.color.w * 0xFF))))
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color: SIMD4(Color<UInt8>(instance.color)))
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}
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// Ideal as long as our uniforms total 4 KB or less
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@ -374,6 +372,12 @@ public class Renderer {
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}
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}
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extension MTLClearColor {
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init(_ color: Color<Double>) {
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self.init(red: color.r, green: color.g, blue: color.b, alpha: color.a)
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}
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}
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enum RendererError: Error {
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case initFailure(_ message: String)
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case loadFailure(_ message: String)
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