refactor chunk rendering and fix chunk rendering precision loss at large positions

This commit is contained in:
2024-09-09 02:20:31 +10:00
parent 6e99401474
commit 935aa3e765
8 changed files with 158 additions and 65 deletions

View File

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