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https://github.com/GayPizzaSpecifications/voxelotl-engine.git
synced 2025-08-02 21:00:57 +00:00
initial lighting
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parent
55d47a2d2f
commit
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@ -344,13 +344,16 @@ public class Renderer {
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assert(self._encoder != nil, "batch can't be called outside of a frame being rendered")
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assert(self._encoder != nil, "batch can't be called outside of a frame being rendered")
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assert(instances.count < 52)
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assert(instances.count < 52)
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var uniforms = ShaderUniforms(projView: camera.viewProjection)
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var uniforms = ShaderUniforms(
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projView: camera.viewProjection,
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directionalLight: normalize(.init(0.75, -1, 0.5)))
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let instances = instances.map { (instance: Instance) -> ShaderInstance in
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let instances = instances.map { (instance: Instance) -> ShaderInstance in
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ShaderInstance(
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let model =
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model:
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.translate(instance.position) *
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.translate(instance.position) *
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matrix_float4x4(instance.rotation) *
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matrix_float4x4(instance.rotation) *
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.scale(instance.scale)
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.scale(instance.scale),
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return ShaderInstance(
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model: model, normalModel: model.inverse.transpose,
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color: SIMD4(Color<UInt8>(instance.color)))
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color: SIMD4(Color<UInt8>(instance.color)))
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}
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}
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@ -361,6 +364,9 @@ public class Renderer {
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self._encoder.setVertexBytes(&uniforms,
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self._encoder.setVertexBytes(&uniforms,
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length: MemoryLayout<ShaderUniforms>.stride,
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length: MemoryLayout<ShaderUniforms>.stride,
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index: ShaderInputIdx.uniforms.rawValue)
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index: ShaderInputIdx.uniforms.rawValue)
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self._encoder.setFragmentBytes(&uniforms,
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length: MemoryLayout<ShaderUniforms>.stride,
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index: ShaderInputIdx.uniforms.rawValue)
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self._encoder.drawIndexedPrimitives(
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self._encoder.drawIndexedPrimitives(
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type: .triangle,
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type: .triangle,
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@ -4,7 +4,7 @@
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struct FragmentInput {
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struct FragmentInput {
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float4 position [[position]];
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float4 position [[position]];
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float4 normal;
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float3 normal;
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float2 texCoord;
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float2 texCoord;
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half4 color;
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half4 color;
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};
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};
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@ -23,16 +23,24 @@ vertex FragmentInput vertexMain(
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FragmentInput out;
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FragmentInput out;
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out.position = ndc;
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out.position = ndc;
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out.color = half4(i[instanceID].color) / 255.0;
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out.color = half4(i[instanceID].color) / 255.0;
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out.normal = vtx[vertexID].normal;
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out.normal = (i[instanceID].normalModel * vtx[vertexID].normal).xyz;
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out.texCoord = vtx[vertexID].texCoord;
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out.texCoord = vtx[vertexID].texCoord;
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return out;
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return out;
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}
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}
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fragment half4 fragmentMain(
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fragment half4 fragmentMain(
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FragmentInput in [[stage_in]],
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FragmentInput in [[stage_in]],
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metal::texture2d<half, metal::access::sample> texture [[texture(0)]]
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metal::texture2d<half, metal::access::sample> texture [[texture(0)]],
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constant ShaderUniforms& u [[buffer(ShaderInputIdxUniforms)]]
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) {
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) {
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constexpr metal::sampler sampler(metal::address::repeat, metal::filter::nearest);
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constexpr metal::sampler sampler(metal::address::repeat, metal::filter::nearest);
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auto normal = metal::normalize(in.normal);
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float lambert = metal::dot(normal, -u.directionalLight);
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float diffuse = metal::max(0.0, lambert);
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half4 albedo = texture.sample(sampler, in.texCoord);
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half4 albedo = texture.sample(sampler, in.texCoord);
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return albedo * in.color;
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albedo *= in.color;
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return albedo * diffuse;
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}
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}
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@ -24,11 +24,13 @@ typedef struct {
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typedef struct {
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typedef struct {
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matrix_float4x4 model;
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matrix_float4x4 model;
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matrix_float4x4 normalModel;
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vector_uchar4 color;
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vector_uchar4 color;
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} ShaderInstance;
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} ShaderInstance;
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typedef struct {
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typedef struct {
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matrix_float4x4 projView;
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matrix_float4x4 projView;
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vector_float3 directionalLight;
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} ShaderUniforms;
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} ShaderUniforms;
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#endif//SHADERTYPES_H
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#endif//SHADERTYPES_H
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