break up gameplay stuff

This commit is contained in:
2024-08-13 08:38:21 +10:00
parent 5b97a02288
commit dc88042a36
13 changed files with 448 additions and 132 deletions

View File

@ -43,11 +43,11 @@ fileprivate let cubeIndices: [UInt16] = [
fileprivate let numFramesInFlight: Int = 3
fileprivate let depthFormat: MTLPixelFormat = .depth16Unorm
class Renderer {
public class Renderer {
private var device: MTLDevice
private var layer: CAMetalLayer
private var viewport: MTLViewport
private var aspectRatio: Float
private var backBufferSize: Size<Int>
private var _aspectRatio: Float
private var queue: MTLCommandQueue
private var lib: MTLLibrary
private let passDescription = MTLRenderPassDescriptor()
@ -55,12 +55,19 @@ class Renderer {
private var depthStencilState: MTLDepthStencilState
private var depthTextures: [MTLTexture]
private var _commandBuf: MTLCommandBuffer!
private var _encoder: MTLRenderCommandEncoder!
private var _rt: (any CAMetalDrawable)!
private var vtxBuffer: MTLBuffer, idxBuffer: MTLBuffer
private var defaultTexture: MTLTexture
private var cubeTexture: MTLTexture? = nil
private let inFlightSemaphore = DispatchSemaphore(value: numFramesInFlight)
private var frame = 0
private var currentFrame = 0
var frame: Rect<Int> { .init(origin: .zero, size: self.backBufferSize) }
var aspectRatio: Float { self._aspectRatio }
fileprivate static func createMetalDevice() -> MTLDevice? {
MTLCopyAllDevices().reduce(nil, { best, dev in
@ -71,7 +78,7 @@ class Renderer {
})
}
init(layer metalLayer: CAMetalLayer, size: SIMD2<Int>) throws {
internal init(layer metalLayer: CAMetalLayer, size: Size<Int>) throws {
self.layer = metalLayer
// Select best Metal device
@ -89,8 +96,8 @@ class Renderer {
}
self.queue = queue
self.viewport = Self.makeViewport(size: size)
self.aspectRatio = Float(size.x) / Float(size.y)
self.backBufferSize = size
self._aspectRatio = Float(self.backBufferSize.w) / Float(self.backBufferSize.w)
passDescription.colorAttachments[0].loadAction = .clear
passDescription.colorAttachments[0].storeAction = .store
@ -239,12 +246,12 @@ class Renderer {
return newTexture
}
private static func createDepthTexture(_ device: MTLDevice, _ size: SIMD2<Int>, format: MTLPixelFormat
private static func createDepthTexture(_ device: MTLDevice, _ size: Size<Int>, format: MTLPixelFormat
) -> MTLTexture? {
let texDescriptor = MTLTextureDescriptor.texture2DDescriptor(
pixelFormat: format,
width: size.x,
height: size.y,
width: size.w,
height: size.h,
mipmapped: false)
texDescriptor.depth = 1
texDescriptor.sampleCount = 1
@ -261,111 +268,110 @@ class Renderer {
return depthStencilTexture
}
static func makeViewport(size: SIMD2<Int>) -> MTLViewport {
static func makeViewport(rect: Rect<Int>, znear: Double = 0.0, zfar: Double = 1.0) -> MTLViewport {
MTLViewport(
originX: 0.0, originY: 0.0,
width: Double(size.x),
height: Double(size.y),
znear: 0, zfar: 1)
originX: Double(rect.x),
originY: Double(rect.y),
width: Double(rect.w),
height: Double(rect.h),
znear: znear, zfar: zfar)
}
func resize(size: SIMD2<Int>) {
if Int(self.viewport.width) != size.x || Int(self.viewport.height) != size.y {
func resize(size: Size<Int>) {
if self.backBufferSize.w != size.w || self.backBufferSize.h != size.h {
self.depthTextures = (0..<numFramesInFlight).map { _ in
Self.createDepthTexture(device, size, format: depthFormat)!
}
}
self.aspectRatio = Float(size.x) / Float(size.y)
self.viewport = Self.makeViewport(size: size)
self.backBufferSize = size
self._aspectRatio = Float(self.backBufferSize.w) / Float(self.backBufferSize.h)
}
//FIXME: temp
var camera = Camera()
var time: Float = 0
func paint() throws {
camera.update(deltaTime: 0.025)
#if true
let projection = matrix_float4x4.perspective(
verticalFov: Float(60.0).radians,
aspect: aspectRatio,
near: 0.03,
far: 25)
#else
let projection = matrix_float4x4.orthographic(
left: -aspectRatio, right: aspectRatio,
bottom: -1, top: 1,
near: -0.03, far: -25)
#endif
let view = camera.view
let instances: [ShaderInstance] = [
ShaderInstance(model: .translate(.init(0, sin(time * 0.5) * 0.5, -2)) * .rotate(y: time) * .scale(0.25), color: .init(0.5, 0.5, 1, 1)),
ShaderInstance(model: .translate(.init(0, -1, 0)) * .scale(.init(10, 0.1, 10)), color: .init(1, 1, 1, 1)),
ShaderInstance(model: .translate(.init(-2.5, 0, -3)), color: .init(1, 0.5, 0.75, 1)),
ShaderInstance(model: .translate(.init(-2.5, -0.5, -5)), color: .init(0.75, 1, 1, 1))
]
time += 0.025
var uniforms = ShaderUniforms(projView: projection * view)
func beginFrame() throws {
// Lock the semaphore here if too many frames are "in flight"
_ = inFlightSemaphore.wait(timeout: .distantFuture)
guard let rt = layer.nextDrawable() else {
throw RendererError.drawFailure("Failed to get next drawable render target")
}
self._rt = rt
passDescription.colorAttachments[0].texture = rt.texture
passDescription.depthAttachment.texture = self.depthTextures[self.frame]
passDescription.colorAttachments[0].texture = self._rt.texture
passDescription.depthAttachment.texture = self.depthTextures[self.currentFrame]
guard let commandBuf: MTLCommandBuffer = queue.makeCommandBuffer() else {
throw RendererError.drawFailure("Failed to make command buffer from queue")
}
commandBuf.addCompletedHandler { _ in
self._commandBuf = commandBuf
self._commandBuf.addCompletedHandler { _ in
self.inFlightSemaphore.signal()
}
guard let encoder = commandBuf.makeRenderCommandEncoder(descriptor: passDescription) else {
guard let encoder = self._commandBuf.makeRenderCommandEncoder(descriptor: passDescription) else {
throw RendererError.drawFailure("Failed to make render encoder from command buffer")
}
self._encoder = encoder
encoder.setCullMode(.back)
encoder.setFrontFacing(.counterClockwise) // OpenGL default
encoder.setViewport(viewport)
encoder.setRenderPipelineState(pso)
encoder.setDepthStencilState(depthStencilState)
self._encoder.setCullMode(.back)
self._encoder.setFrontFacing(.counterClockwise) // OpenGL default
self._encoder.setViewport(Self.makeViewport(rect: self.frame))
self._encoder.setRenderPipelineState(pso)
self._encoder.setDepthStencilState(depthStencilState)
encoder.setFragmentTexture(cubeTexture ?? defaultTexture, index: 0)
encoder.setVertexBuffer(vtxBuffer,
self._encoder.setFragmentTexture(cubeTexture ?? defaultTexture, index: 0)
}
func batch(instances: [Instance], camera: Camera) {
assert(instances.count < 52)
var uniforms = ShaderUniforms(projView: camera.viewProjection)
let instances = instances.map { (instance: Instance) -> ShaderInstance in
ShaderInstance(
model:
.translate(instance.position) *
matrix_float4x4(instance.rotation) *
.scale(instance.scale),
color: .init(
UInt8(instance.color.x * 0xFF),
UInt8(instance.color.y * 0xFF),
UInt8(instance.color.z * 0xFF),
UInt8(instance.color.w * 0xFF)))
}
self._encoder.setVertexBuffer(vtxBuffer,
offset: 0,
index: ShaderInputIdx.vertices.rawValue)
// Ideal as long as our uniforms total 4 KB or less
encoder.setVertexBytes(instances,
self._encoder.setVertexBytes(instances,
length: instances.count * MemoryLayout<ShaderInstance>.stride,
index: ShaderInputIdx.instance.rawValue)
encoder.setVertexBytes(&uniforms,
self._encoder.setVertexBytes(&uniforms,
length: MemoryLayout<ShaderUniforms>.stride,
index: ShaderInputIdx.uniforms.rawValue)
encoder.drawIndexedPrimitives(
self._encoder.drawIndexedPrimitives(
type: .triangle,
indexCount: cubeIndices.count,
indexType: .uint16,
indexBuffer: idxBuffer,
indexBufferOffset: 0,
instanceCount: instances.count)
}
encoder.endEncoding()
commandBuf.present(rt)
commandBuf.commit()
func endFrame() {
self._encoder.endEncoding()
self._commandBuf.present(self._rt)
self._commandBuf.commit()
self.frame &+= 1
if self.frame == numFramesInFlight {
self.frame = 0
self._rt = nil
self._encoder = nil
self._commandBuf = nil
self.currentFrame &+= 1
if self.currentFrame == numFramesInFlight {
self.currentFrame = 0
}
}
}