mirror of
				https://github.com/GayPizzaSpecifications/voxelotl-engine.git
				synced 2025-11-04 02:59:37 +00:00 
			
		
		
		
	extract shader types to module
This commit is contained in:
		@ -4,7 +4,9 @@ add_executable(Voxelotl MACOSX_BUNDLE
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  FPSCalculator.swift
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					  FPSCalculator.swift
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  Application.swift
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					  Application.swift
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  main.swift
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					  main.swift
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  shader.metal)
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					  shader.metal
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					  shadertypes.h
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					  module.modulemap)
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set_source_files_properties(
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					set_source_files_properties(
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  shader.metal PROPERTIES
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					  shader.metal PROPERTIES
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@ -12,6 +14,7 @@ set_source_files_properties(
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  COMPILE_OPTIONS "-I${PROJECT_SOURCE_DIR}"
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					  COMPILE_OPTIONS "-I${PROJECT_SOURCE_DIR}"
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)
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					)
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					target_include_directories(Voxelotl PRIVATE "${CMAKE_CURRENT_SOURCE_DIR}")
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target_link_libraries(Voxelotl PRIVATE SDLSwift)
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					target_link_libraries(Voxelotl PRIVATE SDLSwift)
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set_target_properties(Voxelotl PROPERTIES
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					set_target_properties(Voxelotl PROPERTIES
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  XCODE_ATTRIBUTE_ENABLE_HARDENED_RUNTIME YES
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					  XCODE_ATTRIBUTE_ENABLE_HARDENED_RUNTIME YES
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@ -33,6 +36,7 @@ set_target_properties(Voxelotl PROPERTIES
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  XCODE_ATTRIBUTE_CODE_SIGN_ENTITLEMENTS "${CMAKE_CURRENT_SOURCE_DIR}/Voxelotl.entitlements"
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					  XCODE_ATTRIBUTE_CODE_SIGN_ENTITLEMENTS "${CMAKE_CURRENT_SOURCE_DIR}/Voxelotl.entitlements"
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  MACOSX_BUNDLE_COPYRIGHT "© 2024 Gay Pizza Specifications")
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					  MACOSX_BUNDLE_COPYRIGHT "© 2024 Gay Pizza Specifications")
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set_source_files_properties(Assets.xcassets PROPERTIES MACOSX_PACKAGE_LOCATION "Resources")
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					set_source_files_properties(Assets.xcassets PROPERTIES MACOSX_PACKAGE_LOCATION "Resources")
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					set_source_files_properties(module.modulemap PROPERTIES MACOSX_PACKAGE_LOCATION Modules)
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source_group("Resources" FILES Assets.xcassets)
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					source_group("Resources" FILES Assets.xcassets)
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source_group("Source Files" REGULAR_EXPRESSION "\\.(swift|metal)$")
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					source_group("Source Files" REGULAR_EXPRESSION "\\.(swift|metal)$")
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@ -2,65 +2,18 @@ import Foundation
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import Metal
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					import Metal
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import QuartzCore.CAMetalLayer
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					import QuartzCore.CAMetalLayer
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import simd
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					import simd
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					import ShaderTypes
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// Temp:
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					//// Temp:
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@objc fileprivate enum ShaderInputIdx: NSInteger {
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					//@objc fileprivate enum ShaderInputIdx: NSInteger {
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  case ShaderInputIdxVertices = 0
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					//  case ShaderInputIdxVertices = 0
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}
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					//}
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fileprivate struct ShaderVertex {
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					//fileprivate struct ShaderVertex {
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  let position: SIMD4<Float>
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					//  let position: SIMD4<Float>
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  let color: SIMD4<Float>
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					//  let color: SIMD4<Float>
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}
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					//}
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class Renderer {
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					class Renderer {
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  fileprivate static let shaderSource = """
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  #ifndef SHADERTYPES_H
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  #define SHADERTYPES_H
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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 NSInteger metal::int32_t
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  #else
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  # import <Foundation/Foundation.h>
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  #endif
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  #include <simd/simd.h>
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  typedef NS_ENUM(NSInteger, ShaderInputIdx) {
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    ShaderInputIdxVertices = 0
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  };
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  typedef struct {
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    vector_float4 position;
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    vector_float4 color;
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					 | 
				
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  } ShaderVertex;
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  #endif//SHADERTYPES_H
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  #include <metal_stdlib>
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  using namespace metal;
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  struct FragmentInput {
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    float4 position [[position]];
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    float4 color;
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  };
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  vertex FragmentInput vertexMain(
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    uint vertexID [[vertex_id]],
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    device const ShaderVertex* vtx [[buffer(ShaderInputIdxVertices)]]
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  ){
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    FragmentInput out;
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    out.position = vtx[vertexID].position;
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    out.color    = vtx[vertexID].color;
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    return out;
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  }
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  fragment float4 fragmentMain(FragmentInput in [[stage_in]]) {
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    return in.color;
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  }
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  """
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  fileprivate static let vertices = [
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					  fileprivate static let vertices = [
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    ShaderVertex(position: SIMD4<Float>(-0.5, -0.5, 0.0, 1.0), color: SIMD4<Float>(1.0, 0.0, 0.0, 1.0)),
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					    ShaderVertex(position: SIMD4<Float>(-0.5, -0.5, 0.0, 1.0), color: SIMD4<Float>(1.0, 0.0, 0.0, 1.0)),
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    ShaderVertex(position: SIMD4<Float>( 0.0,  0.5, 0.0, 1.0), color: SIMD4<Float>(0.0, 1.0, 0.0, 1.0)),
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					    ShaderVertex(position: SIMD4<Float>( 0.0,  0.5, 0.0, 1.0), color: SIMD4<Float>(0.0, 1.0, 0.0, 1.0)),
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@ -170,7 +123,7 @@ class Renderer {
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    encoder.setCullMode(MTLCullMode.none)
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					    encoder.setCullMode(MTLCullMode.none)
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    encoder.setRenderPipelineState(pso)
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					    encoder.setRenderPipelineState(pso)
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    encoder.setVertexBuffer(vtxBuffer, offset: 0, index: ShaderInputIdx.ShaderInputIdxVertices.rawValue)
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					    encoder.setVertexBuffer(vtxBuffer, offset: 0, index: ShaderInputIdx.vertices.rawValue)
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    encoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: 3)
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					    encoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: 3)
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    encoder.endEncoding()
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					    encoder.endEncoding()
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										3
									
								
								Sources/Voxelotl/module.modulemap
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										3
									
								
								Sources/Voxelotl/module.modulemap
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,3 @@
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					module ShaderTypes {
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					  header "shadertypes.h"
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					}
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@ -1,25 +1,4 @@
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#ifndef SHADERTYPES_H
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					#include "shadertypes.h"
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#define SHADERTYPES_H
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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 NSInteger metal::int32_t
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#else
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# import <Foundation/Foundation.h>
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#endif
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#include <simd/simd.h>
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typedef NS_ENUM(NSInteger, ShaderInputIdx) {
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  ShaderInputIdxVertices = 0
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};
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typedef struct {
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  vector_float4 position;
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  vector_float4 color;
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} ShaderVertex;
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#endif//SHADERTYPES_H
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#include <metal_stdlib>
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					#include <metal_stdlib>
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										22
									
								
								Sources/Voxelotl/shadertypes.h
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										22
									
								
								Sources/Voxelotl/shadertypes.h
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,22 @@
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					#ifndef SHADERTYPES_H
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					#define SHADERTYPES_H
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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 NSInteger metal::int32_t
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					#else
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					# import <Foundation/Foundation.h>
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					#endif
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					#include <simd/simd.h>
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					typedef NS_ENUM(NSInteger, ShaderInputIdx) {
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					  ShaderInputIdxVertices = 0
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					};
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					typedef struct {
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					  vector_float4 position;
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					  vector_float4 color;
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					} ShaderVertex;
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					#endif//SHADERTYPES_H
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