voxelotl-engine/Sources/Voxelotl/Game.swift

133 lines
4.1 KiB
Swift

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 chunkMeshGeneration: ChunkMeshGeneration!
var chunkRenderer: ChunkRenderer!
var modelBatch: ModelBatch!
func create(_ renderer: Renderer) {
self.chunkRenderer = ChunkRenderer(renderer: renderer)
self.chunkRenderer.material = .init(
ambient: Color(rgb888: 0x4F4F4F).linear,
diffuse: Color(rgb888: 0xDFDFDF).linear,
specular: Color(rgb888: 0x2F2F2F).linear,
gloss: 75)
self.resetPlayer()
self.generateWorld()
self.world.waitForActiveOperations()
self.cubeMesh = renderer.createMesh(CubeMeshBuilder.build(bound: .fromUnitCube(position: .zero, scale: .one)))
renderer.clearColor = Color<Double>.black.mix(.white, 0.1).linear
self.chunkMeshGeneration = .init(
world: world, renderer: renderer,
queue: .global(qos: .userInitiated))
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() {
self.world.removeAllChunks()
self.chunkRenderer.removeAll()
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 = ChunkID(fromPosition: self.player.position)
let chunk = self.world.generateSingleChunkUncommitted(id: chunkID)
self.world.addChunk(id: chunkID, chunk: chunk)
}
self.world.generateAdjacentChunksIfNeeded(position: self.player.position)
self.world.update()
}
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(id: id, chunk: chunk)
}
self.chunkMeshGeneration.acceptReadyMeshes(&self.chunkRenderer)
self.chunkRenderer.draw(environment: env, camera: self.camera)
self.modelBatch.begin(camera: camera, environment: env)
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: .init(
ambient: .black.mix(.green, 0.65).linear,
diffuse: .white.mix(.black, 0.20).linear,
specular: .magenta.linear,
gloss: 250)),
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<Int>) {
self.camera.size = size
}
}