import simd struct Instance { let position: SIMD3 let scale: SIMD3 let rotation: simd_quatf let color: Color init( position: SIMD3 = .zero, scale: SIMD3 = .one, rotation: simd_quatf = .identity, color: Color = .white ) { self.position = position self.scale = scale self.rotation = rotation self.color = color } } 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() var cubeMesh: RendererMesh? var renderChunks = [SIMD3: RendererMesh]() func create(_ renderer: Renderer) { self.resetPlayer() self.generateWorld() self.cubeMesh = renderer.createMesh(CubeMeshBuilder.build(bound: .fromUnitCube(position: .zero, scale: .one))) renderer.clearColor = Color.black.mix(.white, 0.1).linear } private func resetPlayer() { self.player.position = .init(repeating: 0.5) + .up * Float(Chunk.size) 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 { self.world.generate(chunkID: World.makeID(position: self.player.position)) } } func draw(_ renderer: Renderer, _ time: GameTime) { let totalTime = Float(time.total.asFloat) let env = Environment( cullFace: .back, lightDirection: .init(0.75, -1, 0.5)) let material = Material( ambient: Color(rgba8888: 0x4F4F4F00).linear, diffuse: Color(rgba8888: 0xDFDFDF00).linear, specular: Color(rgba8888: 0x2F2F2F00).linear, gloss: 75) // Update chunk meshes if needed self.world.handleRenderDamagedChunks { id, chunk in let mesh = ChunkMeshBuilder.build(world: self.world, chunkID: id) if let renderMesh = renderer.createMesh(mesh) { self.renderChunks[id] = renderMesh } else { self.renderChunks.removeValue(forKey: id) } } for (id, chunk) in self.renderChunks { let drawPos = SIMD3(id &<< Chunk.shift) renderer.draw( model: .translate(drawPos), color: .white, mesh: chunk, material: material, environment: env, camera: self.camera) } var instances = [Instance]() if let position = player.rayhitPos { instances.append( Instance( position: position, scale: .init(repeating: 0.0725 * 0.5), rotation: .init(angle: totalTime * 3.0, axis: .init(0, 1, 0)) * .init(angle: totalTime * 1.5, axis: .init(1, 0, 0)) * .init(angle: totalTime * 0.7, axis: .init(0, 0, 1)), color: .init(r: 0.5, g: 0.5, b: 1).linear)) } if self.cubeMesh != nil && !instances.isEmpty { renderer.batch(instances: instances, mesh: self.cubeMesh!, material: material, environment: env, camera: self.camera) } } func resize(_ size: Size) { self.camera.size = size } }