mirror of
https://github.com/GayPizzaSpecifications/voxelotl-engine.git
synced 2025-08-02 21:00:57 +00:00
133 lines
4.1 KiB
Swift
133 lines
4.1 KiB
Swift
import simd
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class Game: GameDelegate {
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private var fpsCalculator = FPSCalculator()
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var camera = Camera(fov: 60, size: .one, range: 0.06...900)
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var player = Player()
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var projection: matrix_float4x4 = .identity
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var world = World(generator: StandardWorldGenerator())
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var cubeMesh: RendererMesh?
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var chunkMeshGeneration: ChunkMeshGeneration!
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var chunkRenderer: ChunkRenderer!
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var modelBatch: ModelBatch!
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func create(_ renderer: Renderer) {
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self.chunkRenderer = ChunkRenderer(renderer: renderer)
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self.chunkRenderer.material = .init(
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ambient: Color(rgb888: 0x4F4F4F).linear,
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diffuse: Color(rgb888: 0xDFDFDF).linear,
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specular: Color(rgb888: 0x2F2F2F).linear,
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gloss: 75)
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self.resetPlayer()
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self.generateWorld()
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self.world.waitForActiveOperations()
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self.cubeMesh = renderer.createMesh(CubeMeshBuilder.build(bound: .fromUnitCube(position: .zero, scale: .one)))
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renderer.clearColor = Color<Double>.black.mix(.white, 0.1).linear
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self.chunkMeshGeneration = .init(
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world: world, renderer: renderer,
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queue: .global(qos: .userInitiated))
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self.modelBatch = renderer.createModelBatch()
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}
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private func resetPlayer() {
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self.player.position = .init(repeating: 0.5) + .up * Float(Chunk.size) * 1.6
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self.player.velocity = .zero
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self.player.rotation = .init(.pi, 0)
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}
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private func generateWorld() {
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self.world.removeAllChunks()
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self.chunkRenderer.removeAll()
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let seed = UInt64(Arc4Random.instance.next()) | UInt64(Arc4Random.instance.next()) << 32
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printErr(seed)
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#if DEBUG
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self.world.generate(width: 2, height: 2, depth: 2, seed: seed)
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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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}
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func fixedUpdate(_ time: GameTime) {
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}
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func update(_ time: GameTime) {
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fpsCalculator.frame(deltaTime: time.delta) { fps in
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print("FPS: \(fps)")
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}
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let deltaTime = min(Float(time.delta.asFloat), 1.0 / 15)
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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) { 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) { 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 world
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if generate {
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self.generateWorld()
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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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let chunkID = ChunkID(fromPosition: self.player.position)
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let chunk = self.world.generateSingleChunkUncommitted(id: chunkID)
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self.world.addChunk(id: chunkID, chunk: chunk)
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}
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self.world.generateAdjacentChunksIfNeeded(position: self.player.position)
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self.world.update()
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}
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func draw(_ renderer: Renderer, _ time: GameTime) {
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let totalTime = Float(time.total.asFloat)
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let env = Environment(
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cullFace: .back,
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lightDirection: .init(0.75, -1, 0.5))
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// Update chunk meshes if needed
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self.world.handleRenderDamagedChunks { id, chunk in
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self.chunkMeshGeneration.generate(id: id, chunk: chunk)
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}
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self.chunkMeshGeneration.acceptReadyMeshes(&self.chunkRenderer)
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self.chunkRenderer.draw(environment: env, camera: self.camera)
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self.modelBatch.begin(camera: camera, environment: env)
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if let position = player.rayhitPos {
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let rotation: simd_quatf =
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.init(angle: totalTime * 3.0, axis: .Y) *
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.init(angle: totalTime * 1.5, axis: .X) *
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.init(angle: totalTime * 0.7, axis: .Z)
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self.modelBatch.draw(.init(mesh: self.cubeMesh!, material: .init(
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ambient: .black.mix(.green, 0.65).linear,
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diffuse: .white.mix(.black, 0.20).linear,
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specular: .magenta.linear,
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gloss: 250)),
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position: position, scale: 0.0725 * 0.5, rotation: rotation,
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color: .init(r: 0.5, g: 0.5, b: 1))
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}
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self.modelBatch.end()
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}
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func resize(_ size: Size<Int>) {
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self.camera.size = size
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}
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}
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