mirror of
https://github.com/GayPizzaSpecifications/voxelotl-engine.git
synced 2025-08-03 05:10:57 +00:00
autoupdate damaged chunks, removes instance drawing
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@ -26,9 +26,6 @@ class Game: GameDelegate {
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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 renderMode: Bool = false
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var damageChunks = [SIMD3<Int>: Mesh<VertexPositionNormalColorTexcoord, UInt16>]()
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var renderChunks = [SIMD3<Int>: RendererMesh]()
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func create(_ renderer: Renderer) {
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@ -54,15 +51,6 @@ class Game: GameDelegate {
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#else
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self.world.generate(width: 5, height: 3, depth: 5, seed: seed)
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#endif
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// Build chunk meshes
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self.rebuildChunkMeshes()
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}
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private func rebuildChunkMeshes() {
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self.world.forEachChunk { id, chunk in
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self.damageChunks[id] = ChunkMeshBuilder.build(world: self.world, chunkID: id)
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}
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}
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func fixedUpdate(_ time: GameTime) {
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@ -76,30 +64,31 @@ class Game: GameDelegate {
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let deltaTime = min(Float(time.delta.asFloat), 1.0 / 15)
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var reset = false, generate = false, toggleRenderMode = false
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var reset = false, generate = false, regenChunk = false
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if let pad = GameController.current?.state {
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if pad.pressed(.back) { reset = true }
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if pad.pressed(.start) { generate = true }
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if pad.pressed(.guide) { toggleRenderMode = true }
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if pad.pressed(.guide) { regenChunk = true }
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}
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if Keyboard.pressed(.r) { reset = true }
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if Keyboard.pressed(.g) { generate = true }
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if Keyboard.pressed(.p, repeat: true) { toggleRenderMode = true }
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if Keyboard.pressed(.leftBracket) { self.rebuildChunkMeshes() }
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if Keyboard.pressed(.p) { regenChunk = true }
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// Player reset
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if reset {
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self.resetPlayer()
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}
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// Regenerate
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// Regenerate world
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if generate {
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self.generateWorld()
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}
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if toggleRenderMode {
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self.renderMode = !self.renderMode
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}
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self.player.update(deltaTime: deltaTime, world: world, camera: &camera)
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// Regenerate current chunk
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if regenChunk {
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self.world.generate(chunkID: World.makeID(position: self.player.position))
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}
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}
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func draw(_ renderer: Renderer, _ time: GameTime) {
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@ -114,32 +103,28 @@ class Game: GameDelegate {
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specular: Color(rgba8888: 0x2F2F2F00).linear,
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gloss: 75)
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if self.renderMode {
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// Update chunk meshes if needed
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if !self.damageChunks.isEmpty {
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for i in self.damageChunks {
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if let new = renderer.createMesh(i.1) {
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self.renderChunks[i.0] = new
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} else {
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self.renderChunks.removeValue(forKey: i.0)
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}
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}
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self.damageChunks = [:]
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}
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for (id, chunk) in self.renderChunks {
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let drawPos = SIMD3<Float>(id &<< Chunk.shift)
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renderer.draw(
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model: .translate(drawPos),
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color: .white,
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mesh: chunk,
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material: material,
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environment: env,
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camera: self.camera)
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// Update chunk meshes if needed
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self.world.handleRenderDamagedChunks { id, chunk in
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let mesh = ChunkMeshBuilder.build(world: self.world, chunkID: id)
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if let renderMesh = renderer.createMesh(mesh) {
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self.renderChunks[id] = renderMesh
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} else {
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self.renderChunks.removeValue(forKey: id)
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}
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}
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var instances = self.renderMode ? [Instance]() : world.instances
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for (id, chunk) in self.renderChunks {
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let drawPos = SIMD3<Float>(id &<< Chunk.shift)
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renderer.draw(
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model: .translate(drawPos),
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color: .white,
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mesh: chunk,
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material: material,
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environment: env,
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camera: self.camera)
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}
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var instances = [Instance]()
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if let position = player.rayhitPos {
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instances.append(
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Instance(
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