mirror of
https://github.com/GayPizzaSpecifications/voxelotl-engine.git
synced 2025-08-03 21:21:34 +00:00
refactor chunk rendering and fix chunk rendering precision loss at large positions
This commit is contained in:
42
Sources/Voxelotl/Renderer/ChunkRenderer.swift
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42
Sources/Voxelotl/Renderer/ChunkRenderer.swift
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@ -0,0 +1,42 @@
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import simd
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public struct ChunkRenderer {
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private weak var _renderer: Renderer?
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private var _renderChunks = [ChunkID: RendererMesh]()
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public var material: Material
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public init(renderer: Renderer) {
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self._renderer = renderer
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self.material = .init(ambient: .black, diffuse: .white, specular: .white, gloss: 20.0)
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}
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public mutating func draw(environment: Environment, camera globalCamera: Camera) {
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let fChunkSz = Float(Chunk.size), divisor = 1 / fChunkSz
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let origin = SIMD3<Int>(floor(globalCamera.position * divisor), rounding: .down)
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let localCamera = Camera(globalCamera)
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localCamera.position = globalCamera.position - SIMD3<Float>(origin) * fChunkSz
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self._renderer!.setupBatch(environment: environment, camera: localCamera)
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for (chunkID, mesh) in self._renderChunks {
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let drawPos = SIMD3<Float>(SIMD3<Int>(chunkID) &- origin) * fChunkSz
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self._renderer!.submit(
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mesh: mesh,
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instance: .init(world: .translate(drawPos)),
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material: self.material)
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}
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}
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public mutating func addChunk(id chunkID: ChunkID, mesh: RendererMesh) {
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self._renderChunks.updateValue(mesh, forKey: chunkID)
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}
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public mutating func removeChunk(id chunkID: ChunkID) {
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self._renderChunks.removeValue(forKey: chunkID)
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}
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public mutating func removeAll() {
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self._renderChunks.removeAll()
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}
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}
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@ -18,12 +18,12 @@ public struct ModelBatch {
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self._cam = camera
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self._env = environment
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self._prev = nil
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self._renderer.setupBatch(material: Game.material, environment: environment, camera: camera)
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self._renderer.setupBatch(environment: environment, camera: camera)
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}
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private mutating func flush() {
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assert(self._instances.count > 0)
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self._renderer.submitBatch(mesh: self._prev.mesh, instances: self._instances)
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self._renderer.submitBatch(mesh: self._prev.mesh, instances: self._instances, material: self._prev.material)
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self._instances.removeAll(keepingCapacity: true)
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self._prev = nil
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}
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@ -23,6 +23,7 @@ public class Renderer {
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private var depthTextures: [MTLTexture]
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//private var _instances: [MTLBuffer?]
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private var _cameraPos: SIMD3<Float> = .zero, _directionalDir: SIMD3<Float> = .zero
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private var _encoder: MTLRenderCommandEncoder! = nil
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@ -381,17 +382,13 @@ public class Renderer {
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return ModelBatch(self)
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}
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internal func setupBatch(material: Material, environment: Environment, camera: Camera) {
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internal func setupBatch(environment: Environment, camera: Camera) {
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assert(self._encoder != nil, "startBatch can't be called outside of a frame being rendered")
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var vertUniforms = VertexShaderUniforms(projView: camera.viewProjection)
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var fragUniforms = FragmentShaderUniforms(
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cameraPosition: camera.position,
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directionalLight: normalize(environment.lightDirection),
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ambientColor: SIMD4(material.ambient),
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diffuseColor: SIMD4(material.diffuse),
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specularColor: SIMD4(material.specular),
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specularIntensity: material.gloss)
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self._cameraPos = camera.position
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self._directionalDir = simd_normalize(environment.lightDirection)
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self._encoder.setCullMode(.init(environment.cullFace))
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@ -399,12 +396,40 @@ public class Renderer {
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self._encoder.setVertexBytes(&vertUniforms,
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length: MemoryLayout<VertexShaderUniforms>.stride,
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index: VertexShaderInputIdx.uniforms.rawValue)
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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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model: instance.world,
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normalModel: instance.world.inverse.transpose,
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color: SIMD4(instance.color))
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var fragUniforms = FragmentShaderUniforms(
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cameraPosition: self._cameraPos,
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directionalLight: self._directionalDir,
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ambientColor: SIMD4(material.ambient),
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diffuseColor: SIMD4(material.diffuse),
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specularColor: SIMD4(material.specular),
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specularIntensity: material.gloss)
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self._encoder.setVertexBuffer(mesh._vertBuf, offset: 0, index: VertexShaderInputIdx.vertices.rawValue)
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// Ideal as long as our uniforms total 4 KB or less
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self._encoder.setVertexBytes(&instanceData,
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length: MemoryLayout<VertexShaderInstance>.stride,
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index: VertexShaderInputIdx.instance.rawValue)
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self._encoder.setFragmentBytes(&fragUniforms,
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length: MemoryLayout<FragmentShaderUniforms>.stride,
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index: FragmentShaderInputIdx.uniforms.rawValue)
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self._encoder.drawIndexedPrimitives(
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type: .triangle,
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indexCount: mesh.numIndices,
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indexType: .uint16,
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indexBuffer: mesh._idxBuf,
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indexBufferOffset: 0)
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}
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internal func submitBatch(mesh: RendererMesh, instances: [ModelBatch.Instance]) {
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internal func submitBatch(mesh: RendererMesh, instances: [ModelBatch.Instance], material: Material) {
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assert(self._encoder != nil, "submitBatch can't be called outside of a frame being rendered")
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let numInstances = instances.count
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assert(numInstances > 0, "submitBatch called with zero instances")
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@ -451,12 +476,22 @@ public class Renderer {
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normalModel: instance.world.inverse.transpose,
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color: SIMD4(instance.color))
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}
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var fragUniforms = FragmentShaderUniforms(
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cameraPosition: self._cameraPos,
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directionalLight: self._directionalDir,
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ambientColor: SIMD4(material.ambient),
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diffuseColor: SIMD4(material.diffuse),
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specularColor: SIMD4(material.specular),
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specularIntensity: material.gloss)
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self._encoder.setVertexBuffer(mesh._vertBuf, offset: 0, index: VertexShaderInputIdx.vertices.rawValue)
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// Ideal as long as our uniforms total 4 KB or less
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self._encoder.setVertexBytes(instanceData,
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length: numInstances * MemoryLayout<VertexShaderInstance>.stride,
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index: VertexShaderInputIdx.instance.rawValue)
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self._encoder.setFragmentBytes(&fragUniforms,
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length: MemoryLayout<FragmentShaderUniforms>.stride,
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index: FragmentShaderInputIdx.uniforms.rawValue)
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self._encoder.drawIndexedPrimitives(
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type: .triangle,
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