mirror of
https://github.com/GayPizzaSpecifications/voxelotl-engine.git
synced 2025-08-05 14:11:34 +00:00
initial sprite batch implementation & testbed
This commit is contained in:
@ -21,3 +21,9 @@ public struct VertexPositionNormalColorTexcoord: Vertex {
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var color: SIMD4<Float>
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var texCoord: SIMD2<Float>
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}
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public struct VertexPosition2DTexcoordColor: Vertex {
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var position: SIMD2<Float>
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var texCoord: SIMD2<Float>
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var color: SIMD4<Float>
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}
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70
Sources/Voxelotl/Renderer/Metal/RendererDynamicMesh.swift
Normal file
70
Sources/Voxelotl/Renderer/Metal/RendererDynamicMesh.swift
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@ -0,0 +1,70 @@
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import Metal
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public struct RendererDynamicMesh<VertexType: Vertex, IndexType: UnsignedInteger> {
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private weak var _renderer: Renderer!
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internal let _vertBufs: [MTLBuffer], _idxBufs: [MTLBuffer]
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private var _numVertices: Int = 0, _numIndices: Int = 0
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public let vertexCapacity: Int, indexCapacity: Int
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public var vertexCount: Int { self._numVertices }
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public var indexCount: Int { self._numIndices }
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init(renderer: Renderer, _ vertBufs: [MTLBuffer], _ idxBufs: [MTLBuffer]) {
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self._renderer = renderer
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self._vertBufs = vertBufs
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self._idxBufs = idxBufs
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self.vertexCapacity = self._vertBufs.map { $0.length }.min()! / MemoryLayout<VertexType>.stride
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self.indexCapacity = self._idxBufs.map { $0.length }.min()! / MemoryLayout<IndexType>.stride
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}
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public mutating func clear() {
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self._numVertices = 0
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self._numIndices = 0
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}
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public mutating func insert(vertices: [VertexType]) {
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self.insert(vertices: vertices[...])
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}
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public mutating func insert(vertices: ArraySlice<VertexType>) {
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assert(self._numVertices + vertices.count < self.vertexCapacity)
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let vertexBuffer: MTLBuffer = self._vertBufs[self._renderer.currentFrame]
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vertexBuffer.contents().withMemoryRebound(to: VertexType.self, capacity: self.vertexCapacity) { vertexData in
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for i in 0..<vertices.count {
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vertexData[self._numVertices + i] = vertices[i]
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}
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}
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#if os(macOS)
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if self._renderer.isManagedStorage {
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let stride = MemoryLayout<VertexType>.stride
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vertexBuffer.didModifyRange(stride * self._numVertices..<stride * vertices.count)
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}
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#endif
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self._numVertices += vertices.count
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}
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public mutating func insert(indices: [IndexType], baseVertex: Int = 0) {
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assert(self._numIndices + indices.count < self.indexCapacity)
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let indexBuffer: MTLBuffer = self._idxBufs[self._renderer.currentFrame]
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let base = IndexType(baseVertex)
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indexBuffer.contents().withMemoryRebound(to: IndexType.self, capacity: self.indexCapacity) { indexData in
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for i in 0..<indices.count {
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indexData[self._numIndices + i] = base + indices[i]
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}
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}
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#if os(macOS)
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if self._renderer.isManagedStorage {
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let stride = MemoryLayout<VertexType>.stride
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indexBuffer.didModifyRange(stride * self._numIndices..<stride * indices.count)
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}
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#endif
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self._numIndices += indices.count
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}
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}
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20
Sources/Voxelotl/Renderer/Metal/RendererTexture2D.swift
Normal file
20
Sources/Voxelotl/Renderer/Metal/RendererTexture2D.swift
Normal file
@ -0,0 +1,20 @@
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import Metal
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public struct RendererTexture2D: Hashable {
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internal let _textureBuffer: MTLTexture
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public let size: Size<Int>
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internal init(metalTexture: MTLTexture, size: Size<Int>) {
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self._textureBuffer = metalTexture
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self.size = size
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}
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public static func == (lhs: Self, rhs: Self) -> Bool {
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lhs._textureBuffer.gpuResourceID._impl == rhs._textureBuffer.gpuResourceID._impl && lhs.size == rhs.size
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}
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public func hash(into hasher: inout Hasher) {
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hasher.combine(self._textureBuffer.hash)
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}
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}
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@ -19,7 +19,7 @@ public class Renderer {
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private var _defaultShader: Shader, _shader2D: Shader
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private let passDescription = MTLRenderPassDescriptor()
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private var _psos: [PipelineOptions: MTLRenderPipelineState]
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private var depthStencilState: MTLDepthStencilState
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private var _depthStencilEnabled: MTLDepthStencilState, _depthStencilDisabled: MTLDepthStencilState
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private let _defaultStorageMode: MTLResourceOptions
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private var depthTextures: [MTLTexture]
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@ -28,11 +28,14 @@ public class Renderer {
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private var _encoder: MTLRenderCommandEncoder! = nil
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private var defaultTexture: MTLTexture
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private var cubeTexture: MTLTexture? = nil
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private var defaultTexture: RendererTexture2D
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private var cubeTexture: RendererTexture2D? = nil
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private let inFlightSemaphore = DispatchSemaphore(value: numFramesInFlight)
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private var currentFrame = 0
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private var _currentFrame = 0
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internal var currentFrame: Int { self._currentFrame }
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internal var isManagedStorage: Bool { self._defaultStorageMode == .storageModeManaged }
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var frame: Rect<Int> { .init(origin: .zero, size: self.backBufferSize) }
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var aspectRatio: Float { self._aspectRatio }
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@ -101,15 +104,16 @@ public class Renderer {
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return depthStencilTexture
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}
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//self._instances = [MTLBuffer?](repeating: nil, count: numFramesInFlight)
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let stencilDepthDescription = MTLDepthStencilDescriptor()
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stencilDepthDescription.depthCompareFunction = .less // OpenGL default
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stencilDepthDescription.isDepthWriteEnabled = true
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guard let depthStencilState = device.makeDepthStencilState(descriptor: stencilDepthDescription) else {
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guard let depthStencilEnabled = device.makeDepthStencilState(descriptor: stencilDepthDescription),
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let depthStencilDisabled = device.makeDepthStencilState(descriptor: MTLDepthStencilDescriptor())
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else {
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throw RendererError.initFailure("Failed to create depth stencil state")
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}
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self.depthStencilState = depthStencilState
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self._depthStencilEnabled = depthStencilEnabled
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self._depthStencilDisabled = depthStencilDisabled
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// Create shader library & grab functions
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do {
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@ -226,9 +230,51 @@ public class Renderer {
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}
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}
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internal func createDynamicMesh<VertexType: Vertex, IndexType: UnsignedInteger>(
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vertexCapacity: Int, indexCapacity: Int
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) -> RendererDynamicMesh<VertexType, IndexType>? {
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let vertexBuffers: [MTLBuffer], indexBuffers: [MTLBuffer]
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do {
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let byteCapacity = MemoryLayout<VertexType>.stride * vertexCapacity
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vertexBuffers = try Self.createDynamicBuffer(self.device, capacity: byteCapacity, self._defaultStorageMode)
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} catch {
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printErr("Failed to create vertex buffer")
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return nil
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}
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do {
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let byteCapacity = MemoryLayout<IndexType>.stride * indexCapacity
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indexBuffers = try Self.createDynamicBuffer(self.device, capacity: byteCapacity, self._defaultStorageMode)
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} catch {
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printErr("Failed to create index buffer")
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return nil
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}
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return .init(renderer: self, vertexBuffers, indexBuffers)
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}
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private static func createDynamicBuffer(_ device: MTLDevice, capacity: Int, _ transitoryOpt: MTLResourceOptions
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) throws -> [MTLBuffer] {
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try autoreleasepool {
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try (0..<numFramesInFlight).map { _ in
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guard let buffer = device.makeBuffer(length: capacity, options: transitoryOpt) else {
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throw RendererError.initFailure("Failed to create buffer")
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}
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return buffer
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}
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}
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}
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public func loadTexture(resourcePath path: String) -> RendererTexture2D? {
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do {
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return try Self.loadTexture(self.device, self.queue, resourcePath: path, self._defaultStorageMode)
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} catch {
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printErr(error)
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return nil
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}
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}
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static func loadTexture(_ device: MTLDevice, _ queue: MTLCommandQueue, resourcePath path: String,
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_ transitoryOpt: MTLResourceOptions
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) throws -> MTLTexture {
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) throws -> RendererTexture2D {
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do {
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return try loadTexture(device, queue, url: Bundle.main.getResource(path), transitoryOpt)
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} catch ContentError.resourceNotFound(let message) {
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@ -238,7 +284,7 @@ public class Renderer {
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static func loadTexture(_ device: MTLDevice, _ queue: MTLCommandQueue, url imageUrl: URL,
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_ transitoryOpt: MTLResourceOptions
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) throws -> MTLTexture {
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) throws -> RendererTexture2D {
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do {
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return try loadTexture(device, queue, image2D: try NSImageLoader.open(url: imageUrl), transitoryOpt)
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} catch ImageLoaderError.openFailed(let message) {
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@ -248,7 +294,7 @@ public class Renderer {
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static func loadTexture(_ device: MTLDevice, _ queue: MTLCommandQueue, image2D image: Image2D,
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_ transitoryOpt: MTLResourceOptions
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) throws -> MTLTexture {
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) throws -> RendererTexture2D {
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try autoreleasepool {
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let texDesc = MTLTextureDescriptor()
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texDesc.width = image.width
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@ -292,7 +338,7 @@ public class Renderer {
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}
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cmdBuffer.commit()
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return newTexture
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return .init(metalTexture: newTexture, size: .init(image.width, image.height))
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}
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}
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@ -348,7 +394,7 @@ public class Renderer {
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passDescription.colorAttachments[0].clearColor = MTLClearColor(self._clearColor)
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passDescription.colorAttachments[0].texture = rt.texture
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passDescription.depthAttachment.texture = self.depthTextures[self.currentFrame]
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passDescription.depthAttachment.texture = self.depthTextures[self._currentFrame]
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// Lock the semaphore here if too many frames are "in flight"
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_ = inFlightSemaphore.wait(timeout: .distantFuture)
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@ -366,8 +412,7 @@ public class Renderer {
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encoder.setFrontFacing(.counterClockwise) // OpenGL default
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encoder.setViewport(Self.makeViewport(rect: self.frame))
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encoder.setDepthStencilState(depthStencilState)
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encoder.setFragmentTexture(cubeTexture ?? defaultTexture, index: 0)
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encoder.setFragmentTexture(cubeTexture?._textureBuffer ?? defaultTexture._textureBuffer, index: 0)
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self._encoder = encoder
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frameFunc(self)
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@ -377,9 +422,9 @@ public class Renderer {
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commandBuf.present(rt)
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commandBuf.commit()
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self.currentFrame &+= 1
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if self.currentFrame == numFramesInFlight {
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self.currentFrame = 0
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self._currentFrame &+= 1
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if self._currentFrame == numFramesInFlight {
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self._currentFrame = 0
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}
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}
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}
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@ -388,6 +433,10 @@ public class Renderer {
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return ModelBatch(self)
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}
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func createSpriteBatch() -> SpriteBatch {
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return SpriteBatch(self)
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}
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internal func setupBatch(environment: Environment, camera: Camera) {
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assert(self._encoder != nil, "setupBatch can't be called outside of a frame being rendered")
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@ -404,6 +453,7 @@ public class Renderer {
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self._cameraPos = camera.position
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self._directionalDir = simd_normalize(environment.lightDirection)
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self._encoder.setDepthStencilState(self._depthStencilEnabled)
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self._encoder.setCullMode(.init(environment.cullFace))
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// Ideal as long as our uniforms total 4 KB or less
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@ -412,6 +462,50 @@ public class Renderer {
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index: VertexShaderInputIdx.uniforms.rawValue)
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}
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internal func setupBatch(blendMode: BlendMode, frame: Rect<Float>) {
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assert(self._encoder != nil, "setupBatch can't be called outside of a frame being rendered")
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do {
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try self.usePipeline(options: PipelineOptions(
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colorFormat: self._layer.pixelFormat, depthFormat: depthFormat,
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shader: self._shader2D, blendFunc: blendMode.function))
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} catch {
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printErr(error)
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}
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self._encoder.setDepthStencilState(self._depthStencilDisabled)
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self._encoder.setCullMode(.none)
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var uniforms = Shader2DUniforms(projection: .orthographic(
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left: frame.left, right: frame.right,
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bottom: frame.down, top: frame.up,
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near: 1, far: -1))
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// Ideal as long as our uniforms total 4 KB or less
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self._encoder.setVertexBytes(&uniforms,
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length: MemoryLayout<Shader2DUniforms>.stride,
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index: VertexShaderInputIdx.uniforms.rawValue)
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}
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internal func submit(
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mesh: RendererDynamicMesh<SpriteBatch.VertexType, SpriteBatch.IndexType>,
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texture: RendererTexture2D?,
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offset: Int, count: Int
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) {
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assert(self._encoder != nil, "submit can't be called outside of a frame being rendered")
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self._encoder.setFragmentTexture(texture?._textureBuffer ?? defaultTexture._textureBuffer, index: 0)
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self._encoder.setVertexBuffer(mesh._vertBufs[self._currentFrame],
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offset: 0,
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index: VertexShaderInputIdx.vertices.rawValue)
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self._encoder.drawIndexedPrimitives(
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type: .triangle,
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indexCount: count,
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indexType: .uint16, // Careful!
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indexBuffer: mesh._idxBufs[self._currentFrame],
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indexBufferOffset: MemoryLayout<SpriteBatch.IndexType>.stride * offset)
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}
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internal func submit(mesh: RendererMesh, instance: ModelBatch.Instance, material: Material) {
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assert(self._encoder != nil, "submit can't be called outside of a frame being rendered")
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var instanceData = VertexShaderInstance(
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@ -452,16 +546,16 @@ public class Renderer {
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let instancesBytes = numInstances * MemoryLayout<VertexShaderInstance>.stride
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// (Re)create instance buffer if needed
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if self._instances[self.currentFrame] == nil || instancesBytes > self._instances[self.currentFrame]!.length {
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if self._instances[self._currentFrame] == nil || instancesBytes > self._instances[self._currentFrame]!.length {
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guard let instanceBuffer = self.device.makeBuffer(
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length: instancesBytes,
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options: self._defaultStorageMode)
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else {
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fatalError("Failed to (re)create instance buffer")
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}
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self._instances[self.currentFrame] = instanceBuffer
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self._instances[self._currentFrame] = instanceBuffer
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}
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let instanceBuffer = self._instances[self.currentFrame]!
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let instanceBuffer = self._instances[self._currentFrame]!
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// Convert & upload instance data to the GPU
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//FIXME: currently will misbehave if batch is called more than once
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|
22
Sources/Voxelotl/Renderer/Sprite.swift
Normal file
22
Sources/Voxelotl/Renderer/Sprite.swift
Normal file
@ -0,0 +1,22 @@
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public struct Sprite {
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public struct Flip: OptionSet {
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public let rawValue: UInt16
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public init(rawValue: UInt16) {
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self.rawValue = rawValue
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}
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public static let none: Self = Self(rawValue: 0)
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public static let x: Self = Self(rawValue: 1 << 0)
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public static let y: Self = Self(rawValue: 1 << 1)
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}
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var texture: RendererTexture2D
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var position: SIMD2<Float>
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var scale: SIMD2<Float>
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var origin: SIMD2<Float>
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var shear: SIMD2<Float> = .zero
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var angle: Float
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var depth: Int
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var flip: Flip
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var color: Color<Float>
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}
|
324
Sources/Voxelotl/Renderer/SpriteBatch.swift
Normal file
324
Sources/Voxelotl/Renderer/SpriteBatch.swift
Normal file
@ -0,0 +1,324 @@
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import simd
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public typealias Affine2D = simd_float2x2
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public struct SpriteBatch {
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public typealias VertexType = VertexPosition2DTexcoordColor
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public typealias IndexType = UInt16
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private weak var _renderer: Renderer!
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private var _active = ActiveState.inactive
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private var _blendMode = BlendMode.none
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private var _mesh: RendererDynamicMesh<VertexType, IndexType>
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private var _instances = [SpriteInstance]()
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public var viewport: Rect<Float>? = nil
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internal init(_ renderer: Renderer) {
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self._renderer = renderer
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self._mesh = renderer.createDynamicMesh(vertexCapacity: 4096, indexCapacity: 4096)!
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}
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//MARK: - Public API
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//TODO: Sort
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//FIXME: currently will misbehave if begin is called more than once per frame
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public mutating func begin(blendMode: BlendMode = .normal) {
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assert(self._active == .inactive, "call to SpriteBatch.begin without first calling end")
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self._blendMode = blendMode
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self._active = .begin
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self._mesh.clear()
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}
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public mutating func end() {
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assert(self._active != .inactive, "call to SpriteBatch.end without first calling begin")
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if !self._instances.isEmpty {
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self.flush()
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}
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self._active = .inactive
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}
|
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|
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public mutating func draw(_ sprite: Sprite) {
|
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assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin")
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fatalError("TODO")
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}
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public mutating func draw(_ texture: RendererTexture2D, position: SIMD2<Float>) {
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assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin")
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self.drawQuad(texture, position: position, size: Size<Float>(texture.size))
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}
|
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|
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public mutating func draw(_ texture: RendererTexture2D, position: SIMD2<Float>,
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scale: SIMD2<Float>,
|
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angle: Float = 0.0, origin: SIMD2<Float> = .zero,
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flip: Sprite.Flip = .none,
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color: Color<Float> = .white
|
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//depth: Int = 0
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) {
|
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assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin")
|
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let size = Size<Float>(texture.size)
|
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let color = color.linear
|
||||
if angle != 0 {
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let bias = SIMD2(origin) / SIMD2(size)
|
||||
self.drawQuad(texture, position: position, angle: angle, size: size * scale, offset: bias, color: color)
|
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} else {
|
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self.drawQuad(texture, position: position - origin, size: size * scale, color: color)
|
||||
}
|
||||
}
|
||||
|
||||
public mutating func draw(_ texture: RendererTexture2D, position: SIMD2<Float>,
|
||||
scale: Float = 1.0,
|
||||
angle: Float = 0.0, origin: SIMD2<Float> = .zero,
|
||||
flip: Sprite.Flip = .none,
|
||||
color: Color<Float> = .white
|
||||
//depth: Int = 0
|
||||
) {
|
||||
assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin")
|
||||
let size = Size<Float>(texture.size)
|
||||
let color = color.linear
|
||||
if angle != 0 {
|
||||
let bias = SIMD2(origin) / SIMD2(size)
|
||||
self.drawQuad(texture, position: position, angle: angle, size: size * Size(scalar: scale), offset: bias, color: color)
|
||||
} else {
|
||||
self.drawQuad(texture, position: position - origin, size: size * scale, color: color)
|
||||
}
|
||||
}
|
||||
|
||||
public mutating func draw(_ texture: RendererTexture2D, destination: Rect<Float>?) {
|
||||
assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin")
|
||||
let rect = destination ?? self.viewport ?? Rect<Float>(self._renderer.frame)
|
||||
self.drawQuad(texture,
|
||||
p00: SIMD2(rect.left, rect.up), p10: SIMD2(rect.right, rect.up),
|
||||
p01: SIMD2(rect.left, rect.down), p11: SIMD2(rect.right, rect.down))
|
||||
}
|
||||
|
||||
public mutating func draw(_ texture: RendererTexture2D, transform: simd_float3x3) {
|
||||
assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin")
|
||||
let w = Float(texture.size.w), h = Float(texture.size.h)
|
||||
self.drawQuad(texture,
|
||||
p00: (transform * .init(0, 0, 1)).xy,
|
||||
p10: (transform * .init(w, 0, 1)).xy,
|
||||
p01: (transform * .init(0, h, 1)).xy,
|
||||
p11: (transform * .init(w, h, 1)).xy)
|
||||
}
|
||||
|
||||
public mutating func draw(_ texture: RendererTexture2D, transform: simd_float3x3,
|
||||
flip: Sprite.Flip = .none,
|
||||
color: Color<Float> = .white
|
||||
) {
|
||||
assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin")
|
||||
let w = Float(texture.size.w), h = Float(texture.size.h)
|
||||
self.drawQuad(texture,
|
||||
p00: (transform * .init(0, 0, 1)).xy,
|
||||
p10: (transform * .init(w, 0, 1)).xy,
|
||||
p01: (transform * .init(0, h, 1)).xy,
|
||||
p11: (transform * .init(w, h, 1)).xy,
|
||||
flip: flip, color: color.linear)
|
||||
}
|
||||
|
||||
public mutating func draw(_ texture: RendererTexture2D, source: Rect<Float>, position: SIMD2<Float>) {
|
||||
assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin")
|
||||
let size = source.size
|
||||
self.drawQuad(texture, source,
|
||||
p00: .init(position.x, position.y),
|
||||
p10: .init(position.x + size.w, position.y),
|
||||
p01: .init(position.x, position.y + size.h),
|
||||
p11: position + SIMD2(size))
|
||||
}
|
||||
|
||||
public mutating func draw(_ texture: RendererTexture2D, source: Rect<Float>, position: SIMD2<Float>,
|
||||
scale: SIMD2<Float>, color: Color<Float> = .white
|
||||
) {
|
||||
assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin")
|
||||
let size = source.size * scale
|
||||
self.drawQuad(texture, source,
|
||||
p00: .init(position.x, position.y),
|
||||
p10: .init(position.x + size.w, position.y),
|
||||
p01: .init(position.x, position.y + size.h),
|
||||
p11: position + SIMD2(size),
|
||||
color: color.linear)
|
||||
}
|
||||
public mutating func draw(_ texture: RendererTexture2D, source: Rect<Float>, position: SIMD2<Float>,
|
||||
scale: Float = 1.0, color: Color<Float> = .white
|
||||
) {
|
||||
assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin")
|
||||
let size = source.size * scale
|
||||
self.drawQuad(texture, source,
|
||||
p00: .init(position.x, position.y),
|
||||
p10: .init(position.x + size.w, position.y),
|
||||
p01: .init(position.x, position.y + size.h),
|
||||
p11: position + SIMD2(size),
|
||||
color: color.linear)
|
||||
}
|
||||
|
||||
//TODO: Everything
|
||||
//public mutating func draw(_ texture: RendererTexture2D, source: Rect<Float>, position: SIMD2<Float>, scale: SIMD2<Float>, angle: Float = 0.0, origin: Point<Int> = .zero, flip: Sprite.Flip = .none, color: Color<Float> = .white, depth: Int = 0) {
|
||||
//public mutating func draw(_ texture: RendererTexture2D, source: Rect<Float>, position: SIMD2<Float>, scale: Float = 1.0, angle: Float = 0.0, origin: Point<Int> = .zero, flip: Sprite.Flip = .none, color: Color<Float> = .white, depth: Int = 0) {
|
||||
|
||||
public mutating func draw(_ texture: RendererTexture2D, source: Rect<Float>, destination: Rect<Float>?) {
|
||||
assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin")
|
||||
let dst = destination ?? self.viewport ?? Rect<Float>(self._renderer.frame)
|
||||
self.drawQuad(texture, source,
|
||||
p00: SIMD2(dst.left, dst.up), p10: SIMD2(dst.right, dst.up),
|
||||
p01: SIMD2(dst.left, dst.down), p11: SIMD2(dst.right, dst.down))
|
||||
}
|
||||
|
||||
public mutating func draw(_ texture: RendererTexture2D, source: Rect<Float>, destination: Rect<Float>?,
|
||||
color: Color<Float> = .white
|
||||
) {
|
||||
assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin")
|
||||
let dst = destination ?? self.viewport ?? Rect<Float>(self._renderer.frame)
|
||||
self.drawQuad(texture, source,
|
||||
p00: SIMD2(dst.left, dst.up), p10: SIMD2(dst.right, dst.up),
|
||||
p01: SIMD2(dst.left, dst.down), p11: SIMD2(dst.right, dst.down),
|
||||
color: color.linear)
|
||||
}
|
||||
|
||||
//TODO: Destination with rotation
|
||||
|
||||
public mutating func draw(_ texture: RendererTexture2D, source: Rect<Float>, transform: simd_float3x3) {
|
||||
assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin")
|
||||
let w = source.size.w, h = source.size.h
|
||||
self.drawQuad(texture, source,
|
||||
p00: (transform * .init(0, 0, 1)).xy,
|
||||
p10: (transform * .init(w, 0, 1)).xy,
|
||||
p01: (transform * .init(0, h, 1)).xy,
|
||||
p11: (transform * .init(w, h, 1)).xy)
|
||||
}
|
||||
|
||||
public mutating func draw(_ texture: RendererTexture2D, source: Rect<Float>, transform: simd_float3x3,
|
||||
flip: Sprite.Flip = .none, color: Color<Float> = .white
|
||||
) {
|
||||
assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin")
|
||||
let w = source.size.w, h = source.size.h
|
||||
self.drawQuad(texture, source,
|
||||
p00: (transform * .init(0, 0, 1)).xy,
|
||||
p10: (transform * .init(w, 0, 1)).xy,
|
||||
p01: (transform * .init(0, h, 1)).xy,
|
||||
p11: (transform * .init(w, h, 1)).xy,
|
||||
color: color.linear)
|
||||
}
|
||||
|
||||
public mutating func draw(_ texture: RendererTexture2D, vertices: [VertexType]) {
|
||||
assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin")
|
||||
let base = self._mesh.vertexCount
|
||||
self._mesh.insert(vertices: vertices)
|
||||
self._mesh.insert(indices: (0..<vertices.count).map(IndexType.init), baseVertex: base)
|
||||
self._instances.append(.init(texture: texture, size: UInt16(vertices.count)))
|
||||
}
|
||||
|
||||
public mutating func draw(_ texture: RendererTexture2D, vertices: ArraySlice<VertexType>) {
|
||||
assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin")
|
||||
let base = self._mesh.vertexCount
|
||||
self._mesh.insert(vertices: vertices)
|
||||
self._mesh.insert(indices: (0..<vertices.count).map(IndexType.init), baseVertex: base)
|
||||
self._instances.append(.init(texture: texture, size: UInt16(vertices.count)))
|
||||
}
|
||||
|
||||
public mutating func draw(_ texture: RendererTexture2D, mesh: Mesh<VertexType, IndexType>) {
|
||||
assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin")
|
||||
let base = self._mesh.vertexCount
|
||||
self._mesh.insert(vertices: mesh.vertices)
|
||||
self._mesh.insert(indices: mesh.indices, baseVertex: base)
|
||||
self._instances.append(.init(texture: texture, size: UInt16(mesh.indices.count)))
|
||||
}
|
||||
|
||||
//MARK: - Private implementation
|
||||
|
||||
private mutating func flush() {
|
||||
assert(self._instances.count > 0)
|
||||
|
||||
if self._active == .begin {
|
||||
self._renderer.setupBatch(blendMode: self._blendMode, frame: self.viewport ?? .init(self._renderer.frame))
|
||||
self._active = .active
|
||||
}
|
||||
|
||||
var base = 0, offset = 0
|
||||
var prevTexture: RendererTexture2D! = nil
|
||||
for instance in self._instances {
|
||||
if prevTexture != nil && prevTexture != instance.texture {
|
||||
self._renderer.submit(mesh: self._mesh, texture: prevTexture, offset: base, count: offset - base)
|
||||
base = offset
|
||||
}
|
||||
offset += Int(instance.size)
|
||||
prevTexture = instance.texture
|
||||
}
|
||||
self._renderer.submit(mesh: self._mesh, texture: prevTexture, offset: base, count: offset - base)
|
||||
|
||||
self._instances.removeAll(keepingCapacity: true)
|
||||
}
|
||||
|
||||
private mutating func drawQuad(_ texture: RendererTexture2D,
|
||||
position: SIMD2<Float>, size: Size<Float>, color: Color<Float> = .white
|
||||
) {
|
||||
self.drawQuad(texture,
|
||||
p00: position,
|
||||
p10: .init(position.x + size.w, position.y),
|
||||
p01: .init(position.x, position.y + size.h),
|
||||
p11: .init(position.x + size.w, position.y + size.h), color: color)
|
||||
}
|
||||
|
||||
private mutating func drawQuad(_ texture: RendererTexture2D,
|
||||
position: SIMD2<Float>, angle: Float, size: Size<Float>, offset bias: SIMD2<Float>, color: Color<Float> = .white
|
||||
) {
|
||||
let (tc, ts) = (cos(angle), sin(angle))
|
||||
let rotate = matrix_float2x2(
|
||||
.init( tc, ts),
|
||||
.init(-ts, tc))
|
||||
let right = SIMD2<Float>(size.w, 0) * rotate
|
||||
let down = SIMD2<Float>(0, size.h) * rotate
|
||||
self.drawQuad(texture,
|
||||
p00: position - right * bias.x - down * bias.y,
|
||||
p10: position + right * (1 - bias.x) - down * bias.y,
|
||||
p01: position - right * bias.x + down * (1 - bias.y),
|
||||
p11: position + right * (1 - bias.x) + down * (1 - bias.y), color: color)
|
||||
}
|
||||
|
||||
private mutating func drawQuad(_ texture: RendererTexture2D,
|
||||
p00: SIMD2<Float>, p10: SIMD2<Float>, p01: SIMD2<Float>, p11: SIMD2<Float>,
|
||||
flip: Sprite.Flip, color: Color<Float> = .white
|
||||
) {
|
||||
let flipX = flip.contains(.x), flipY = flip.contains(.y)
|
||||
self.drawQuad(texture, p00: p00, p10: p10, p01: p01, p11: p11,
|
||||
t00: .init(flipX ? 1 : 0, flipY ? 0 : 1),
|
||||
t10: .init(flipX ? 0 : 1, flipY ? 0 : 1),
|
||||
t01: .init(flipX ? 1 : 0, flipY ? 1 : 0),
|
||||
t11: .init(flipX ? 0 : 1, flipY ? 1 : 0),
|
||||
color: color)
|
||||
}
|
||||
|
||||
private mutating func drawQuad(_ texture: RendererTexture2D, _ source: Rect<Float>,
|
||||
p00: SIMD2<Float>, p10: SIMD2<Float>, p01: SIMD2<Float>, p11: SIMD2<Float>,
|
||||
color: Color<Float> = .white
|
||||
) {
|
||||
let invSize = 1 / Size<Float>(texture.size)
|
||||
let st = Extent(source) * invSize
|
||||
self.drawQuad(texture, p00: p00, p10: p10, p01: p01, p11: p11,
|
||||
t00: SIMD2(st.left, st.top), t10: SIMD2(st.right, st.top),
|
||||
t01: SIMD2(st.left, st.bottom), t11: SIMD2(st.right, st.bottom), color: color)
|
||||
}
|
||||
|
||||
private mutating func drawQuad(_ texture: RendererTexture2D,
|
||||
p00: SIMD2<Float>, p10: SIMD2<Float>, p01: SIMD2<Float>, p11: SIMD2<Float>,
|
||||
t00: SIMD2<Float> = SIMD2(0, 1), t10: SIMD2<Float> = SIMD2(1, 1),
|
||||
t01: SIMD2<Float> = SIMD2(0, 0), t11: SIMD2<Float> = SIMD2(1, 0),
|
||||
color: Color<Float> = .white
|
||||
) {
|
||||
let color = SIMD4(color)
|
||||
let base = self._mesh.vertexCount
|
||||
self._mesh.insert(vertices: zip([ p00, p01, p10, p11 ], [ t00, t01, t10, t11 ])
|
||||
.map { .init(position: $0, texCoord: $1, color: color) })
|
||||
self._mesh.insert(indices: [ 0, 1, 2, 2, 1, 3 ], baseVertex: base)
|
||||
self._instances.append(.init(texture: texture, size: 6))
|
||||
}
|
||||
|
||||
internal struct SpriteInstance {
|
||||
let texture: RendererTexture2D
|
||||
let size: IndexType
|
||||
}
|
||||
|
||||
internal enum ActiveState {
|
||||
case inactive, begin, active
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user