mirror of
https://github.com/GayPizzaSpecifications/voxelotl-engine.git
synced 2025-08-02 21:00:57 +00:00
prep for chunk meshing
This commit is contained in:
parent
cb0e7bb232
commit
da26773221
@ -36,6 +36,7 @@ add_executable(Voxelotl MACOSX_BUNDLE
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# Renderer classes
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Renderer/Material.swift
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Renderer/Environment.swift
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Renderer/Mesh.swift
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Renderer/Renderer.swift
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# Input wrappers
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@ -44,6 +45,7 @@ add_executable(Voxelotl MACOSX_BUNDLE
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Input/Mouse.swift
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# Core utility classes
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CubeMeshBuilder.swift
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Color.swift
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Camera.swift
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FPSCalculator.swift
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@ -1,4 +1,4 @@
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public struct Chunk {
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public struct Chunk: Hashable {
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public static let shift = 4 // 16
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public static let size: Int = 1 << shift
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public static let mask: Int = size - 1
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@ -63,6 +63,15 @@ public struct Chunk {
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}
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}
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public func forEach(_ body: @escaping (Block, SIMD3<Int>) throws -> Void) rethrows {
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for i in 0..<Self.blockCount {
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try body(blocks[i], self.origin &+ SIMD3(
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x: i & Self.mask,
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y: (i &>> Self.shift) & Self.mask,
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z: (i &>> (Self.shift + Self.shift)) & Self.mask))
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}
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}
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public func map<T>(block transform: (Block, SIMD3<Int>) throws -> T) rethrows -> [T] {
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assert(self.blocks.count == Self.blockCount)
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@ -112,12 +121,12 @@ public struct Chunk {
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}
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}
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public enum BlockType: Equatable {
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public enum BlockType: Hashable {
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case air
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case solid(_ color: Color<Float16>)
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}
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public struct Block {
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public struct Block: Hashable {
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public var type: BlockType
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public init(_ type: BlockType) {
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@ -1,6 +1,6 @@
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import Foundation
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public struct Color<T: SIMDScalar>: Equatable {
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public struct Color<T: SIMDScalar>: Hashable {
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private var _values: SIMD4<T>
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internal var values: SIMD4<T> { self._values }
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40
Sources/Voxelotl/CubeMeshBuilder.swift
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40
Sources/Voxelotl/CubeMeshBuilder.swift
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@ -0,0 +1,40 @@
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public struct CubeMeshBuilder {
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public static func build(bound: AABB) -> Mesh<VertexPositionNormalTexcoord, UInt16> {
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let cubeVertices: [VertexPositionNormalTexcoord] = [
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.init(position: .init( bound.left, bound.bottom, bound.near), normal: .back, texCoord: .init(0, 0)),
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.init(position: .init(bound.right, bound.bottom, bound.near), normal: .back, texCoord: .init(1, 0)),
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.init(position: .init( bound.left, bound.top, bound.near), normal: .back, texCoord: .init(0, 1)),
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.init(position: .init(bound.right, bound.top, bound.near), normal: .back, texCoord: .init(1, 1)),
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.init(position: .init(bound.right, bound.bottom, bound.near), normal: .right, texCoord: .init(0, 0)),
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.init(position: .init(bound.right, bound.bottom, bound.far), normal: .right, texCoord: .init(1, 0)),
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.init(position: .init(bound.right, bound.top, bound.near), normal: .right, texCoord: .init(0, 1)),
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.init(position: .init(bound.right, bound.top, bound.far), normal: .right, texCoord: .init(1, 1)),
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.init(position: .init(bound.right, bound.bottom, bound.far), normal: .forward, texCoord: .init(0, 0)),
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.init(position: .init( bound.left, bound.bottom, bound.far), normal: .forward, texCoord: .init(1, 0)),
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.init(position: .init(bound.right, bound.top, bound.far), normal: .forward, texCoord: .init(0, 1)),
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.init(position: .init( bound.left, bound.top, bound.far), normal: .forward, texCoord: .init(1, 1)),
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.init(position: .init( bound.left, bound.bottom, bound.far), normal: .left, texCoord: .init(0, 0)),
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.init(position: .init( bound.left, bound.bottom, bound.near), normal: .left, texCoord: .init(1, 0)),
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.init(position: .init( bound.left, bound.top, bound.far), normal: .left, texCoord: .init(0, 1)),
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.init(position: .init( bound.left, bound.top, bound.near), normal: .left, texCoord: .init(1, 1)),
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.init(position: .init( bound.left, bound.bottom, bound.far), normal: .down, texCoord: .init(0, 0)),
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.init(position: .init(bound.right, bound.bottom, bound.far), normal: .down, texCoord: .init(1, 0)),
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.init(position: .init( bound.left, bound.bottom, bound.near), normal: .down, texCoord: .init(0, 1)),
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.init(position: .init(bound.right, bound.bottom, bound.near), normal: .down, texCoord: .init(1, 1)),
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.init(position: .init( bound.left, bound.top, bound.near), normal: .up, texCoord: .init(0, 0)),
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.init(position: .init(bound.right, bound.top, bound.near), normal: .up, texCoord: .init(1, 0)),
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.init(position: .init( bound.left, bound.top, bound.far), normal: .up, texCoord: .init(0, 1)),
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.init(position: .init(bound.right, bound.top, bound.far), normal: .up, texCoord: .init(1, 1))
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]
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return .init(vertices: cubeVertices, indices: cubeIndices)
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}
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}
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fileprivate let cubeIndices: [UInt16] = [
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0, 1, 2, 2, 1, 3,
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4, 5, 6, 6, 5, 7,
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8, 9, 10, 10, 9, 11,
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12, 13, 14, 14, 13, 15,
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16, 17, 18, 18, 17, 19,
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20, 21, 22, 22, 21, 23
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]
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@ -25,11 +25,15 @@ class Game: GameDelegate {
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var player = Player()
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var projection: matrix_float4x4 = .identity
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var world = World()
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var cubeMesh: RendererMesh?
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var renderChunks = [SIMD3<Int>: Mesh<VertexPositionNormalTexcoord, UInt16>]()
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func create(_ renderer: Renderer) {
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self.resetPlayer()
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self.generateWorld()
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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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}
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@ -104,8 +108,8 @@ class Game: GameDelegate {
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.init(angle: totalTime * 0.7, axis: .init(0, 0, 1)),
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color: .init(r: 0.5, g: 0.5, b: 1).linear))
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}
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if !instances.isEmpty {
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renderer.batch(instances: instances, material: material, environment: env, camera: self.camera)
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if self.cubeMesh != nil && !instances.isEmpty {
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renderer.batch(instances: instances, mesh: self.cubeMesh!, material: material, environment: env, camera: self.camera)
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}
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}
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@ -1,45 +1,45 @@
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import simd
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struct AABB {
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public struct AABB {
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private var _bounds: simd_float2x3
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var lower: SIMD3<Float> {
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public var lower: SIMD3<Float> {
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get { _bounds[0] }
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set(row) { self._bounds[0] = row }
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}
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var upper: SIMD3<Float> {
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public var upper: SIMD3<Float> {
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get { _bounds[1] }
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set(row) { self._bounds[1] = row }
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}
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var center: SIMD3<Float> {
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public var center: SIMD3<Float> {
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get { (self._bounds[0] + self._bounds[1]) / 2 }
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}
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var size: SIMD3<Float> {
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public var size: SIMD3<Float> {
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get { self._bounds[1] - self._bounds[0] }
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}
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var left: Float { self._bounds[0].x }
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var bottom: Float { self._bounds[0].y }
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var far: Float { self._bounds[0].z }
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var right: Float { self._bounds[1].x }
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var top: Float { self._bounds[1].y }
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var near: Float { self._bounds[1].z }
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public var left: Float { self._bounds[0].x }
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public var bottom: Float { self._bounds[0].y }
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public var far: Float { self._bounds[0].z }
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public var right: Float { self._bounds[1].x }
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public var top: Float { self._bounds[1].y }
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public var near: Float { self._bounds[1].z }
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private init(bounds: simd_float2x3) {
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self._bounds = bounds
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}
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init(from: SIMD3<Float>, to: SIMD3<Float>) {
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public init(from: SIMD3<Float>, to: SIMD3<Float>) {
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self.init(bounds: .init(from, to))
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}
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static func fromUnitCube(position: SIMD3<Float> = .zero, scale: SIMD3<Float> = .one) -> Self {
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public static func fromUnitCube(position: SIMD3<Float> = .zero, scale: SIMD3<Float> = .one) -> Self {
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self.init(
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from: position - scale,
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to: position + scale)
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}
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func touching(_ other: Self) -> Bool{
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public func touching(_ other: Self) -> Bool{
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let distLower = other._bounds[0] - self._bounds[1] // x: left, y: bottom, z: far
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let distUpper = self._bounds[0] - other._bounds[1] // x: right, y: top, z: near
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@ -51,8 +51,8 @@ struct AABB {
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}
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}
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extension AABB {
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static func + (lhs: Self, rhs: SIMD3<Float>) -> Self {
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public extension AABB {
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public static func + (lhs: Self, rhs: SIMD3<Float>) -> Self {
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.init(bounds: lhs._bounds + .init(rhs, rhs))
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}
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}
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@ -22,11 +22,13 @@ public extension SIMD3 {
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}
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}
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public extension SIMD3 where Scalar: FloatingPoint {
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@inline(__always) static var X: Self { Self(1, 0, 0) }
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@inline(__always) static var Y: Self { Self(0, 1, 0) }
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@inline(__always) static var Z: Self { Self(0, 0, 1) }
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public extension SIMD3 where Scalar: Numeric {
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@inline(__always) static var X: Self { Self(1, 0, 0) }
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@inline(__always) static var Y: Self { Self(0, 1, 0) }
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@inline(__always) static var Z: Self { Self(0, 0, 1) }
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}
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public extension SIMD3 where Scalar: FloatingPoint {
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@inline(__always) static var up: Self { Y }
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@inline(__always) static var down: Self { -Y }
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@inline(__always) static var left: Self { -X }
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@ -35,6 +37,15 @@ public extension SIMD3 where Scalar: FloatingPoint {
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@inline(__always) static var back: Self { Z }
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}
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public extension SIMD3 where Scalar: SignedInteger & FixedWidthInteger {
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@inline(__always) static var up: Self { Y }
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@inline(__always) static var down: Self { 0 &- Y }
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@inline(__always) static var left: Self { 0 &- X }
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@inline(__always) static var right: Self { X }
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@inline(__always) static var forward: Self { 0 &- Z }
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@inline(__always) static var back: Self { Z }
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}
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public extension SIMD3 where Scalar: Numeric & AdditiveArithmetic {
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@inline(__always) func dot(_ b: Self) -> Scalar { self.x * b.x + self.y * b.y + self.z * b.z }
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}
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@ -90,12 +90,12 @@ public enum RaycastSide {
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public extension SIMD3 where Scalar == Int {
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func offset(by side: RaycastSide) -> Self {
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let ofs: Self = switch side {
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case .right: .init( 1, 0, 0)
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case .left: .init(-1, 0, 0)
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case .up: .init( 0, 1, 0)
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case .down: .init( 0, -1, 0)
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case .back: .init( 0, 0, 1)
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case .front: .init( 0, 0, -1)
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case .right: .right
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case .left: .left
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case .up: .up
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case .down: .down
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case .back: .back
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case .front: .forward
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}
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return self &+ ofs
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}
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16
Sources/Voxelotl/Renderer/Mesh.swift
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16
Sources/Voxelotl/Renderer/Mesh.swift
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@ -0,0 +1,16 @@
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public struct Mesh<VertexType: Vertex, IndexType: UnsignedInteger> {
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public let vertices: [VertexType]
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public let indices: [IndexType]
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}
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public extension Mesh {
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static var empty: Self { .init(vertices: .init(), indices: .init()) }
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}
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public protocol Vertex: Equatable {}
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public struct VertexPositionNormalTexcoord: Vertex {
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var position: SIMD3<Float>
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var normal: SIMD3<Float>
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var texCoord: SIMD2<Float>
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}
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@ -4,42 +4,6 @@ import QuartzCore.CAMetalLayer
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import simd
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import ShaderTypes
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fileprivate let cubeVertices: [ShaderVertex] = [
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.init(position: .init(-1, -1, 1), normal: .back, texCoord: .init(0, 0)),
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.init(position: .init( 1, -1, 1), normal: .back, texCoord: .init(1, 0)),
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.init(position: .init(-1, 1, 1), normal: .back, texCoord: .init(0, 1)),
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.init(position: .init( 1, 1, 1), normal: .back, texCoord: .init(1, 1)),
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.init(position: .init( 1, -1, 1), normal: .right, texCoord: .init(0, 0)),
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.init(position: .init( 1, -1, -1), normal: .right, texCoord: .init(1, 0)),
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.init(position: .init( 1, 1, 1), normal: .right, texCoord: .init(0, 1)),
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.init(position: .init( 1, 1, -1), normal: .right, texCoord: .init(1, 1)),
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.init(position: .init( 1, -1, -1), normal: .forward, texCoord: .init(0, 0)),
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.init(position: .init(-1, -1, -1), normal: .forward, texCoord: .init(1, 0)),
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.init(position: .init( 1, 1, -1), normal: .forward, texCoord: .init(0, 1)),
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.init(position: .init(-1, 1, -1), normal: .forward, texCoord: .init(1, 1)),
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.init(position: .init(-1, -1, -1), normal: .left, texCoord: .init(0, 0)),
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.init(position: .init(-1, -1, 1), normal: .left, texCoord: .init(1, 0)),
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.init(position: .init(-1, 1, -1), normal: .left, texCoord: .init(0, 1)),
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.init(position: .init(-1, 1, 1), normal: .left, texCoord: .init(1, 1)),
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.init(position: .init(-1, -1, -1), normal: .down, texCoord: .init(0, 0)),
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.init(position: .init( 1, -1, -1), normal: .down, texCoord: .init(1, 0)),
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.init(position: .init(-1, -1, 1), normal: .down, texCoord: .init(0, 1)),
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.init(position: .init( 1, -1, 1), normal: .down, texCoord: .init(1, 1)),
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.init(position: .init(-1, 1, 1), normal: .up, texCoord: .init(0, 0)),
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.init(position: .init( 1, 1, 1), normal: .up, texCoord: .init(1, 0)),
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.init(position: .init(-1, 1, -1), normal: .up, texCoord: .init(0, 1)),
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.init(position: .init( 1, 1, -1), normal: .up, texCoord: .init(1, 1)),
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]
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fileprivate let cubeIndices: [UInt16] = [
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0, 1, 2, 2, 1, 3,
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4, 5, 6, 6, 5, 7,
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8, 9, 10, 10, 9, 11,
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12, 13, 14, 14, 13, 15,
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16, 17, 18, 18, 17, 19,
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20, 21, 22, 22, 21, 23
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]
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fileprivate let numFramesInFlight: Int = 3
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fileprivate let colorFormat: MTLPixelFormat = .bgra8Unorm_srgb
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fileprivate let depthFormat: MTLPixelFormat = .depth32Float
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@ -61,7 +25,6 @@ public class Renderer {
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private var _encoder: MTLRenderCommandEncoder! = nil
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private var vtxBuffer: MTLBuffer, idxBuffer: MTLBuffer
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private var defaultTexture: MTLTexture
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private var cubeTexture: MTLTexture? = nil
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@ -150,24 +113,6 @@ public class Renderer {
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throw RendererError.initFailure("Failed to create pipeline state: \(error.localizedDescription)")
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}
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// Create cube mesh buffers
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guard let vtxBuffer = device.makeBuffer(
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bytes: cubeVertices,
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length: cubeVertices.count * MemoryLayout<ShaderVertex>.stride,
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options: .storageModeManaged)
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else {
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throw RendererError.initFailure("Failed to create vertex buffer")
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}
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self.vtxBuffer = vtxBuffer
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guard let idxBuffer = device.makeBuffer(
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bytes: cubeIndices,
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length: cubeIndices.count * MemoryLayout<UInt16>.stride,
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options: .storageModeManaged)
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else {
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throw RendererError.initFailure("Failed to create index buffer")
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}
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self.idxBuffer = idxBuffer
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// Create a default texture
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do {
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self.defaultTexture = try Self.loadTexture(device, queue, image2D: Image2D(Data([
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@ -192,6 +137,29 @@ public class Renderer {
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}
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func createMesh(_ mesh: Mesh<VertexPositionNormalTexcoord, UInt16>) -> RendererMesh? {
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let vertices = mesh.vertices.map {
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ShaderVertex(position: $0.position, normal: $0.normal, texCoord: $0.texCoord)
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}
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guard let vtxBuffer = self.device.makeBuffer(
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bytes: vertices,
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length: vertices.count * MemoryLayout<ShaderVertex>.stride,
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options: .storageModeManaged)
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else {
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printErr("Failed to create vertex buffer")
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return nil
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}
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guard let idxBuffer = device.makeBuffer(
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bytes: mesh.indices,
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length: mesh.indices.count * MemoryLayout<UInt16>.stride,
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options: .storageModeManaged)
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else {
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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(_vertBuf: vtxBuffer, _idxBuf: idxBuffer, numIndices: mesh.indices.count)
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}
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static func loadTexture(_ device: MTLDevice, _ queue: MTLCommandQueue, resourcePath path: String) throws -> MTLTexture {
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do {
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return try loadTexture(device, queue, url: Bundle.main.getResource(path))
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@ -329,7 +297,6 @@ public class Renderer {
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encoder.setRenderPipelineState(pso)
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encoder.setDepthStencilState(depthStencilState)
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encoder.setFragmentTexture(cubeTexture ?? defaultTexture, index: 0)
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||||
encoder.setVertexBuffer(vtxBuffer, offset: 0, index: VertexShaderInputIdx.vertices.rawValue)
|
||||
|
||||
self._encoder = encoder
|
||||
frameFunc(self)
|
||||
@ -346,7 +313,7 @@ public class Renderer {
|
||||
}
|
||||
}
|
||||
|
||||
func batch(instances: [Instance], material: Material, environment: Environment, camera: Camera) {
|
||||
func batch(instances: [Instance], mesh: RendererMesh, material: Material, environment: Environment, camera: Camera) {
|
||||
assert(self._encoder != nil, "batch can't be called outside of a frame being rendered")
|
||||
|
||||
var vertUniforms = VertexShaderUniforms(projView: camera.viewProjection)
|
||||
@ -391,6 +358,7 @@ public class Renderer {
|
||||
|
||||
self._encoder.setCullMode(.init(environment.cullFace))
|
||||
|
||||
self._encoder.setVertexBuffer(mesh._vertBuf, offset: 0, index: VertexShaderInputIdx.vertices.rawValue)
|
||||
self._encoder.setVertexBuffer(instanceBuffer,
|
||||
offset: 0,
|
||||
index: VertexShaderInputIdx.instance.rawValue)
|
||||
@ -404,14 +372,20 @@ public class Renderer {
|
||||
|
||||
self._encoder.drawIndexedPrimitives(
|
||||
type: .triangle,
|
||||
indexCount: cubeIndices.count,
|
||||
indexCount: mesh.numIndices,
|
||||
indexType: .uint16,
|
||||
indexBuffer: idxBuffer,
|
||||
indexBuffer: mesh._idxBuf,
|
||||
indexBufferOffset: 0,
|
||||
instanceCount: numInstances)
|
||||
}
|
||||
}
|
||||
|
||||
public struct RendererMesh {
|
||||
fileprivate let _vertBuf: MTLBuffer
|
||||
fileprivate let _idxBuf: MTLBuffer
|
||||
public let numIndices: Int
|
||||
}
|
||||
|
||||
extension MTLClearColor {
|
||||
init(_ color: Color<Double>) {
|
||||
self.init(red: color.r, green: color.g, blue: color.b, alpha: color.a)
|
||||
|
@ -19,6 +19,16 @@ public class World {
|
||||
self._chunks[position &>> Chunk.shift]?.setBlock(at: position, type: type)
|
||||
}
|
||||
|
||||
func getChunk(id chunkID: SIMD3<Int>) -> Chunk? {
|
||||
self._chunks[chunkID]
|
||||
}
|
||||
|
||||
public func forEachChunk(_ body: @escaping (_ id: SIMD3<Int>, _ chunk: Chunk) throws -> Void) rethrows {
|
||||
for i in self._chunks {
|
||||
try body(i.key, i.value)
|
||||
}
|
||||
}
|
||||
|
||||
func generate(width: Int, height: Int, depth: Int, seed: UInt64) {
|
||||
self._generator.reset(seed: seed)
|
||||
let orig = SIMD3(width, height, depth) / 2
|
||||
|
Loading…
Reference in New Issue
Block a user