mirror of
https://github.com/GayPizzaSpecifications/voxelotl-engine.git
synced 2025-08-03 05:10:57 +00:00
refactor chunk rendering and fix chunk rendering precision loss at large positions
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@ -7,11 +7,18 @@ class Game: GameDelegate {
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var projection: matrix_float4x4 = .identity
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var world = World(generator: StandardWorldGenerator())
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var cubeMesh: RendererMesh?
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var renderChunks = [ChunkID: RendererMesh?]()
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var chunkMeshGeneration: ChunkMeshGeneration!
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var chunkRenderer: ChunkRenderer!
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var modelBatch: ModelBatch!
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func create(_ renderer: Renderer) {
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self.chunkRenderer = ChunkRenderer(renderer: renderer)
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self.chunkRenderer.material = .init(
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ambient: Color(rgba8888: 0x4F4F4F00).linear,
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diffuse: Color(rgba8888: 0xDFDFDF00).linear,
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specular: Color(rgba8888: 0x2F2F2F00).linear,
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gloss: 75)
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self.resetPlayer()
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self.generateWorld()
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self.world.waitForActiveOperations()
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@ -19,9 +26,9 @@ class Game: GameDelegate {
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self.cubeMesh = renderer.createMesh(CubeMeshBuilder.build(bound: .fromUnitCube(position: .zero, scale: .one)))
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renderer.clearColor = Color<Double>.black.mix(.white, 0.1).linear
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self.chunkMeshGeneration = .init(queue: .global(qos: .userInitiated))
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self.chunkMeshGeneration.game = self
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self.chunkMeshGeneration.renderer = renderer
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self.chunkMeshGeneration = .init(
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world: world, renderer: renderer,
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queue: .global(qos: .userInitiated))
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self.modelBatch = renderer.createModelBatch()
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}
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@ -33,7 +40,7 @@ class Game: GameDelegate {
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private func generateWorld() {
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self.world.removeAllChunks()
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self.renderChunks.removeAll()
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self.chunkRenderer.removeAll()
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let seed = UInt64(Arc4Random.instance.next()) | UInt64(Arc4Random.instance.next()) << 32
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printErr(seed)
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#if DEBUG
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@ -86,12 +93,6 @@ class Game: GameDelegate {
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self.world.update()
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}
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public static let material = Material(
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ambient: Color(rgba8888: 0x4F4F4F00).linear,
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diffuse: Color(rgba8888: 0xDFDFDF00).linear,
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specular: Color(rgba8888: 0x2F2F2F00).linear,
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gloss: 75)
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func draw(_ renderer: Renderer, _ time: GameTime) {
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let totalTime = Float(time.total.asFloat)
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@ -103,24 +104,21 @@ class Game: GameDelegate {
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self.world.handleRenderDamagedChunks { id, chunk in
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self.chunkMeshGeneration.generate(id: id, chunk: chunk)
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}
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self.chunkMeshGeneration.acceptReadyMeshes()
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self.chunkMeshGeneration.acceptReadyMeshes(&self.chunkRenderer)
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self.chunkRenderer.draw(environment: env, camera: self.camera)
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self.modelBatch.begin(camera: camera, environment: env)
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for (id, chunk) in self.renderChunks {
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if chunk == nil {
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continue
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}
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let drawPos = id.getFloatPosition()
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self.modelBatch.draw(.init(mesh: chunk!, material: Self.material), position: drawPos)
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}
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if let position = player.rayhitPos {
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let rotation: simd_quatf =
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.init(angle: totalTime * 3.0, axis: .Y) *
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.init(angle: totalTime * 1.5, axis: .X) *
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.init(angle: totalTime * 0.7, axis: .Z)
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self.modelBatch.draw(.init(mesh: self.cubeMesh!, material: Self.material),
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self.modelBatch.draw(.init(mesh: self.cubeMesh!, material: .init(
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ambient: .black.mix(.green, 0.65).linear,
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diffuse: .white.mix(.black, 0.20).linear,
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specular: .magenta.linear,
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gloss: 250)),
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position: position, scale: 0.0725 * 0.5, rotation: rotation,
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color: .init(r: 0.5, g: 0.5, b: 1))
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}
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