mirror of
https://github.com/GayPizzaSpecifications/voxelotl-engine.git
synced 2025-08-02 21:00:57 +00:00
148 lines
4.1 KiB
Swift
148 lines
4.1 KiB
Swift
import simd
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struct Instance {
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let position: SIMD3<Float>
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let scale: SIMD3<Float>
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let rotation: simd_quatf
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let color: Color<Float>
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init(
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position: SIMD3<Float> = .zero,
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scale: SIMD3<Float> = .one,
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rotation: simd_quatf = .identity,
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color: Color<Float> = .white
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) {
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self.position = position
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self.scale = scale
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self.rotation = rotation
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self.color = color
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}
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}
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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()
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var cubeMesh: RendererMesh?
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var renderChunks = [SIMD3<Int>: RendererMesh]()
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func create(_ renderer: Renderer) {
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self.resetPlayer()
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self.generateWorld()
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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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}
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private func resetPlayer() {
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self.player.position = .init(repeating: 0.5) + .up * Float(Chunk.size)
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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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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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self.world.generate(chunkID: World.makeID(position: self.player.position))
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}
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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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let material = Material(
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ambient: Color(rgba8888: 0x4F4F4F00).linear,
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diffuse: Color(rgba8888: 0xDFDFDF00).linear,
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specular: Color(rgba8888: 0x2F2F2F00).linear,
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gloss: 75)
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// Update chunk meshes if needed
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self.world.handleRenderDamagedChunks { id, chunk in
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let mesh = ChunkMeshBuilder.build(world: self.world, chunkID: id)
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if let renderMesh = renderer.createMesh(mesh) {
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self.renderChunks[id] = renderMesh
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} else {
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self.renderChunks.removeValue(forKey: id)
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}
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}
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for (id, chunk) in self.renderChunks {
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let drawPos = SIMD3<Float>(id &<< Chunk.shift)
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renderer.draw(
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model: .translate(drawPos),
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color: .white,
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mesh: chunk,
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material: material,
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environment: env,
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camera: self.camera)
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}
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var instances = [Instance]()
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if let position = player.rayhitPos {
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instances.append(
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Instance(
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position: position,
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scale: .init(repeating: 0.0725 * 0.5),
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rotation:
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.init(angle: totalTime * 3.0, axis: .init(0, 1, 0)) *
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.init(angle: totalTime * 1.5, axis: .init(1, 0, 0)) *
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.init(angle: totalTime * 0.7, axis: .init(0, 0, 1)),
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color: .init(r: 0.5, g: 0.5, b: 1).linear))
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}
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if self.cubeMesh != nil && !instances.isEmpty {
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renderer.batch(instances: instances, mesh: self.cubeMesh!, material: material, environment: env, camera: self.camera)
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}
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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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