voxelotl-engine/Sources/Voxelotl/Game.swift

148 lines
4.1 KiB
Swift

import simd
struct Instance {
let position: SIMD3<Float>
let scale: SIMD3<Float>
let rotation: simd_quatf
let color: Color<Float>
init(
position: SIMD3<Float> = .zero,
scale: SIMD3<Float> = .one,
rotation: simd_quatf = .identity,
color: Color<Float> = .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<Int>: RendererMesh]()
func create(_ renderer: Renderer) {
self.resetPlayer()
self.generateWorld()
self.cubeMesh = renderer.createMesh(CubeMeshBuilder.build(bound: .fromUnitCube(position: .zero, scale: .one)))
renderer.clearColor = Color<Double>.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<Float>(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<Int>) {
self.camera.size = size
}
}