voxelotl-engine/Sources/Voxelotl/Game.swift

143 lines
4.0 KiB
Swift

import simd
struct Instance {
let position: SIMD3<Float>
let scale: SIMD3<Float>
let rotation: simd_quatf
let color: Color<Float16>
init(
position: SIMD3<Float> = .zero,
scale: SIMD3<Float> = .one,
rotation: simd_quatf = .identity,
color: Color<Float16> = .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 chunk = Chunk(position: .zero)
func create(_ renderer: Renderer) {
self.resetPlayer()
self.generateWorld()
renderer.clearColor = Color<Double>.black.mix(.white, 0.1).linear
}
private func resetPlayer() {
self.player.position = .init(repeating: 0.5) + .init(0, Float(Chunk.chunkSize), 0)
self.player.velocity = .zero
self.player.rotation = .init(.pi, 0)
}
private func generateWorld() {
var random: any RandomProvider
#if true
let newSeed = UInt64(Arc4Random.instance.next()) | UInt64(Arc4Random.instance.next()) << 32
printErr(newSeed)
random = Xoroshiro128PlusPlus(seed: newSeed)
#else
random = PCG32Random(state: (
UInt64(Arc4Random.instance.next()) | UInt64(Arc4Random.instance.next()) << 32,
UInt64(Arc4Random.instance.next()) | UInt64(Arc4Random.instance.next()) << 32))
#endif
let noise = ImprovedPerlin<Float>(random: &random)
self.chunk.fill(allBy: { position in
let fpos = SIMD3<Float>(position)
return if fpos.y / Float(Chunk.chunkSize)
+ noise.get(fpos * 0.07) * 0.7
+ noise.get(fpos * 0.321 + 100) * 0.3 < 0.6 {
.solid(.init(
r: Float16(noise.get(fpos * 0.1)),
g: Float16(noise.get(fpos * 0.1 + 10)),
b: Float16(noise.get(fpos * 0.1 + 100))).mix(.white, 0.4).linear)
} else {
.air
}
})
}
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 destroy = false
if let pad = GameController.current?.state {
// Player reset
if pad.pressed(.back) {
self.resetPlayer()
}
// Regenerate
if pad.pressed(.start) {
self.generateWorld()
}
}
if Keyboard.pressed(.r) {
self.resetPlayer()
}
if Keyboard.pressed(.g) {
self.generateWorld()
}
self.player.update(deltaTime: deltaTime, chunk: &chunk)
self.camera.position = player.eyePosition
self.camera.rotation = player.eyeRotation
}
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)
var instances = chunk.compactMap { block, position in
if case let .solid(color) = block.type {
Instance(
position: SIMD3<Float>(chunk.position &+ position) + 0.5,
scale: .init(repeating: 0.5),
color: color)
} else { nil }
}
instances.append(
Instance(
position: player.rayhitPos,
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 !instances.isEmpty {
renderer.batch(instances: instances, material: material, environment: env, camera: self.camera)
}
}
func resize(_ size: Size<Int>) {
self.camera.setSize(size)
}
}