import simd class Game: GameDelegate { private var fpsCalculator = FPSCalculator() var camera = Camera(fov: 60, size: .one, range: 0.06...900) var player = Player() var projection: matrix_float4x4 = .identity var world = World(generator: StandardWorldGenerator()) var cubeMesh: RendererMesh? var renderChunks = [SIMD3: RendererMesh?]() var chunkMeshGeneration: ChunkMeshGeneration! var modelBatch: ModelBatch! func create(_ renderer: Renderer) { self.resetPlayer() self.generateWorld() self.world.waitForActiveOperations() self.cubeMesh = renderer.createMesh(CubeMeshBuilder.build(bound: .fromUnitCube(position: .zero, scale: .one))) renderer.clearColor = Color.black.mix(.white, 0.1).linear self.chunkMeshGeneration = .init(queue: .global(qos: .userInitiated)) self.chunkMeshGeneration.game = self self.chunkMeshGeneration.renderer = renderer self.modelBatch = renderer.createModelBatch() } private func resetPlayer() { self.player.position = .init(repeating: 0.5) + .up * Float(Chunk.size) * 1.6 self.player.velocity = .zero self.player.rotation = .init(.pi, 0) } private func generateWorld() { let seed = UInt64(Arc4Random.instance.next()) | UInt64(Arc4Random.instance.next()) << 32 printErr(seed) #if DEBUG self.world.generate(width: 2, height: 2, depth: 2, seed: seed) #else self.world.generate(width: 5, height: 3, depth: 5, seed: seed) #endif } func fixedUpdate(_ time: GameTime) { } func update(_ time: GameTime) { fpsCalculator.frame(deltaTime: time.delta) { fps in print("FPS: \(fps)") } let deltaTime = min(Float(time.delta.asFloat), 1.0 / 15) var reset = false, generate = false, regenChunk = false if let pad = GameController.current?.state { if pad.pressed(.back) { reset = true } if pad.pressed(.start) { generate = true } if pad.pressed(.guide) { regenChunk = true } } if Keyboard.pressed(.r) { reset = true } if Keyboard.pressed(.g) { generate = true } if Keyboard.pressed(.p) { regenChunk = true } // Player reset if reset { self.resetPlayer() } // Regenerate world if generate { self.generateWorld() } self.player.update(deltaTime: deltaTime, world: world, camera: &camera) // Regenerate current chunk if regenChunk { let chunkID = World.makeID(position: self.player.position) let chunk = self.world.generateSingleChunkUncommitted(chunkID: chunkID) self.world.addChunk(chunkID: chunkID, chunk: chunk) } self.world.generateAdjacentChunksIfNeeded(position: self.player.position) self.world.update() } public static let material = Material( ambient: Color(rgba8888: 0x4F4F4F00).linear, diffuse: Color(rgba8888: 0xDFDFDF00).linear, specular: Color(rgba8888: 0x2F2F2F00).linear, gloss: 75) func draw(_ renderer: Renderer, _ time: GameTime) { let totalTime = Float(time.total.asFloat) let env = Environment( cullFace: .back, lightDirection: .init(0.75, -1, 0.5)) // Update chunk meshes if needed self.world.handleRenderDamagedChunks { id, chunk in self.chunkMeshGeneration.generate(chunkID: id, chunk: chunk) } self.chunkMeshGeneration.acceptReadyMeshes() self.modelBatch.begin(camera: camera, environment: env) for (id, chunk) in self.renderChunks { if chunk == nil { continue } let drawPos = SIMD3(id &<< Chunk.shift) self.modelBatch.draw(.init(mesh: chunk!, material: Self.material), position: drawPos) } if let position = player.rayhitPos { let rotation: simd_quatf = .init(angle: totalTime * 3.0, axis: .Y) * .init(angle: totalTime * 1.5, axis: .X) * .init(angle: totalTime * 0.7, axis: .Z) self.modelBatch.draw(.init(mesh: self.cubeMesh!, material: Self.material), position: position, scale: 0.0725 * 0.5, rotation: rotation, color: .init(r: 0.5, g: 0.5, b: 1)) } self.modelBatch.end() } func resize(_ size: Size) { self.camera.size = size } }