Render sampled grid with colors and stuff!

This commit is contained in:
Eryn Wells 2018-10-14 12:51:24 -07:00
parent 7694a641a0
commit 720e3b1b64
3 changed files with 55 additions and 82 deletions

View file

@ -19,6 +19,7 @@ struct RasterizerData {
float4 position [[position]]; float4 position [[position]];
float4 color; float4 color;
float2 textureCoordinate; float2 textureCoordinate;
int instance;
}; };
vertex RasterizerData vertex RasterizerData
@ -34,12 +35,17 @@ gridVertexShader(constant Vertex *vertexes [[buffer(0)]],
RasterizerData out; RasterizerData out;
out.position = renderParameters.projection * rect.transform * float4(v.position.xy, 0, 1); out.position = renderParameters.projection * rect.transform * float4(v.position.xy, 0, 1);
out.color = rect.color;
out.textureCoordinate = v.textureCoordinate; out.textureCoordinate = v.textureCoordinate;
out.instance = instid;
return out; return out;
} }
fragment float4 fragment float4
gridFragmentShader(RasterizerData in [[stage_in]]) gridFragmentShader(RasterizerData in [[stage_in]],
constant float *samples [[buffer(0)]])
{ {
return in.color; int instance = in.instance;
float sample = samples[instance];
return sample > 1.0 ? in.color : float4(0);
} }

View file

@ -13,12 +13,13 @@ class MarchingSquares {
private var field: Field private var field: Field
private var sampleGridSize = Size(16) private var sampleGridSize = Size(16)
private var semaphore: DispatchSemaphore
/// Samples of the field's current state. /// Samples of the field's current state.
private(set) var samples: MTLTexture? private(set) var samplesBuffer: MTLBuffer?
/// Indexes of geometry to render. /// Indexes of geometry to render.
private(set) var indexes: MTLTexture? private(set) var indexes: MTLTexture?
private var lastGridCount: Int = 0
private(set) var gridGeometry: MTLBuffer? private(set) var gridGeometry: MTLBuffer?
private var xSamples: Int { private var xSamples: Int {
@ -29,12 +30,15 @@ class MarchingSquares {
return Int(field.size.y / sampleGridSize.y) return Int(field.size.y / sampleGridSize.y)
} }
private var lastSamplesCount = 0
var samplesCount: Int { var samplesCount: Int {
return xSamples * ySamples return xSamples * ySamples
} }
init(field: Field) { init(field: Field) {
self.field = field self.field = field
semaphore = DispatchSemaphore(value: 1)
} }
func setupMetal(withDevice device: MTLDevice) { func setupMetal(withDevice device: MTLDevice) {
@ -54,15 +58,16 @@ class MarchingSquares {
} }
func fieldDidResize() { func fieldDidResize() {
guard let gridGeometry = gridGeometry else { guard let device = gridGeometry?.device else {
return return
} }
createGridGeometryBuffer(withDevice: gridGeometry.device) populateGrid(withDevice: device)
populateGrid(withDevice: gridGeometry.device) populateSamples(withDevice: device)
lastSamplesCount = samplesCount
} }
func populateGrid(withDevice device: MTLDevice) { func populateGrid(withDevice device: MTLDevice) {
guard lastGridCount != samplesCount else { guard lastSamplesCount != samplesCount else {
return return
} }
@ -77,7 +82,8 @@ class MarchingSquares {
for y in 0..<ySamples { for y in 0..<ySamples {
for x in 0..<xSamples { for x in 0..<xSamples {
let transform = Matrix4x4.translation(dx: Float(x) * gridSizeX, dy: Float(y) * gridSizeY, dz: 0.0) * Matrix4x4.scale(x: gridSizeX, y: gridSizeY, z: 1) let transform = Matrix4x4.translation(dx: Float(x) * gridSizeX, dy: Float(y) * gridSizeY, dz: 0.0) * Matrix4x4.scale(x: gridSizeX, y: gridSizeY, z: 1)
let rect = Rect(transform: transform, color: Float4(1.0)) let color = Float4(r: 0, g: 1, b: 0, a: 1)
let rect = Rect(transform: transform, color: color)
grid.append(rect) grid.append(rect)
} }
} }
@ -88,72 +94,29 @@ class MarchingSquares {
} else { } else {
fatalError("Couldn't create buffer for grid rects") fatalError("Couldn't create buffer for grid rects")
} }
lastGridCount = samplesCount
} }
private func createGridGeometryBuffer(withDevice device: MTLDevice) { func populateSamples(withDevice device: MTLDevice) {
// Allocate a buffer with enough space for the rect vertex data, and all the rect instances we need to render. print("Populating samples buffer with \(samplesCount) values")
// [rect] [rect] ...
} var samples = [Float]()
samples.reserveCapacity(samplesCount)
func sampleField() { for ys in 0..<ySamples {
guard let samples = samples else { return } let y = Float(ys * Int(sampleGridSize.y))
for xs in 0..<xSamples {
let bytesPerRow = samples.width * MemoryLayout<Float>.stride let x = Float(xs * Int(sampleGridSize.x))
let sample = field.sample(at: Float2(x: x, y: y))
for xSample in 0..<samples.width { samples.append(sample)
let x = Float(xSample * Int(sampleGridSize.x))
for ySample in 0..<samples.height {
let y = Float(ySample * Int(sampleGridSize.y))
let sample = [field.sample(at: Float2(x: x, y: y))]
let origin = MTLOrigin(x: xSample, y: ySample, z: 0)
let size = MTLSize(width: 1, height: 1, depth: 1)
let region = MTLRegion(origin: origin, size: size)
samples.replace(region: region, mipmapLevel: 0, withBytes: sample, bytesPerRow: bytesPerRow)
} }
} }
}
func populateIndexes() { let samplesLength = MemoryLayout<Float>.stride * samplesCount
guard let indexes = indexes else { return } if let buffer = device.makeBuffer(length: MemoryLayout<Float>.stride * samples.count, options: .storageModeShared) {
memcpy(buffer.contents(), samples, samplesLength)
let bytesPerRow = indexes.width * MemoryLayout<UInt8>.stride samplesBuffer = buffer
} else {
for x in 0..<indexes.width { fatalError("Couldn't create buffer for samples")
for y in 0..<indexes.height {
guard let samples = getSampleBlock(x: x, y: y) else {
continue
}
let index = (samples[0] > 1.0 ? 0b1000 : 0) +
(samples[1] > 1.0 ? 0b0100 : 0) +
(samples[2] > 1.0 ? 0b0001 : 0) +
(samples[3] > 1.0 ? 0b0010 : 0)
let origin = MTLOrigin(x: x, y: y, z: 0)
let size = MTLSize(width: 1, height: 1, depth: 1)
let region = MTLRegion(origin: origin, size: size)
let indexArr = [index]
indexes.replace(region: region, mipmapLevel: 0, withBytes: indexArr, bytesPerRow: bytesPerRow)
}
} }
} }
private func getSampleBlock(x: Int, y: Int) -> [Float]? {
guard let samples = samples else {
return nil
}
var block: [Float] = [0, 0, 0, 0]
let bytesPerRow = samples.width * MemoryLayout<Float>.stride
let origin = MTLOrigin(x: x, y: y, z: 0)
let size = MTLSize(width: 2, height: 2, depth: 1)
let region = MTLRegion(origin: origin, size: size)
samples.getBytes(&block, bytesPerRow: bytesPerRow, from: region, mipmapLevel: 0)
return block
}
} }

View file

@ -45,6 +45,7 @@ public class Renderer: NSObject, MTKViewDelegate {
delegate.field.setupMetal(withDevice: device) delegate.field.setupMetal(withDevice: device)
delegate.marchingSquares.setupMetal(withDevice: device) delegate.marchingSquares.setupMetal(withDevice: device)
delegate.marchingSquares.populateGrid(withDevice: device) delegate.marchingSquares.populateGrid(withDevice: device)
delegate.marchingSquares.populateSamples(withDevice: device)
} }
} }
@ -207,6 +208,9 @@ public class Renderer: NSObject, MTKViewDelegate {
buffer.label = "Metaballs Command Buffer" buffer.label = "Metaballs Command Buffer"
field.update() field.update()
if let ms = delegate?.marchingSquares {
ms.populateSamples(withDevice: device)
}
if self.pixelGeometry == nil { if self.pixelGeometry == nil {
self.pixelGeometry = self.pixelGeometry(forViewSize: view.drawableSize) self.pixelGeometry = self.pixelGeometry(forViewSize: view.drawableSize)
@ -215,24 +219,24 @@ public class Renderer: NSObject, MTKViewDelegate {
if let renderPass = view.currentRenderPassDescriptor { if let renderPass = view.currentRenderPassDescriptor {
// Render the per-pixel metaballs // Render the per-pixel metaballs
if let pipeline = pixelPipeline, // if let pipeline = pixelPipeline,
let encoder = buffer.makeRenderCommandEncoder(descriptor: renderPass) { // let encoder = buffer.makeRenderCommandEncoder(descriptor: renderPass) {
encoder.label = "Pixel Render" // encoder.label = "Pixel Render"
encoder.setRenderPipelineState(pipeline) // encoder.setRenderPipelineState(pipeline)
encoder.setVertexBytes(pixelGeometry, length: pixelGeometry.count * MemoryLayout<Vertex>.stride, index: 0) // encoder.setVertexBytes(pixelGeometry, length: pixelGeometry.count * MemoryLayout<Vertex>.stride, index: 0)
encoder.setVertexBuffer(parametersBuffer, offset: 0, index: 1) // encoder.setVertexBuffer(parametersBuffer, offset: 0, index: 1)
encoder.setFragmentBuffer(field.parametersBuffer, offset: 0, index: 0) // encoder.setFragmentBuffer(field.parametersBuffer, offset: 0, index: 0)
encoder.setFragmentBuffer(field.ballBuffer, offset: 0, index: 1) // encoder.setFragmentBuffer(field.ballBuffer, offset: 0, index: 1)
encoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: 6) // encoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: 6)
encoder.endEncoding() // encoder.endEncoding()
didEncode = true // didEncode = true
} // }
if let marchingSquares = delegate?.marchingSquares { if let marchingSquares = delegate?.marchingSquares {
// Render the marching squares version over top of the pixel version. // Render the marching squares version over top of the pixel version.
// We need our own render pass descriptor that specifies that we load the results of the previous pass to make this render pass appear on top of the other. // We need our own render pass descriptor that specifies that we load the results of the previous pass to make this render pass appear on top of the other.
let pass = renderPass.copy() as! MTLRenderPassDescriptor let pass = renderPass.copy() as! MTLRenderPassDescriptor
pass.colorAttachments[0].loadAction = .load // pass.colorAttachments[0].loadAction = .load
if let pipeline = marchingSquaresPipeline, if let pipeline = marchingSquaresPipeline,
let encoder = buffer.makeRenderCommandEncoder(descriptor: pass) { let encoder = buffer.makeRenderCommandEncoder(descriptor: pass) {
encoder.label = "Marching Squares Grid Render" encoder.label = "Marching Squares Grid Render"
@ -240,7 +244,7 @@ public class Renderer: NSObject, MTKViewDelegate {
encoder.setVertexBytes(Rect.geometry, length: MemoryLayout<Vertex>.stride * Rect.geometry.count, index: 0) encoder.setVertexBytes(Rect.geometry, length: MemoryLayout<Vertex>.stride * Rect.geometry.count, index: 0)
encoder.setVertexBuffer(marchingSquares.gridGeometry, offset: 0, index: 1) encoder.setVertexBuffer(marchingSquares.gridGeometry, offset: 0, index: 1)
encoder.setVertexBuffer(parametersBuffer, offset: 0, index: 2) encoder.setVertexBuffer(parametersBuffer, offset: 0, index: 2)
encoder.setTriangleFillMode(.lines) encoder.setFragmentBuffer(marchingSquares.samplesBuffer, offset: 0, index: 0)
encoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: Rect.geometry.count, instanceCount: marchingSquares.samplesCount) encoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: Rect.geometry.count, instanceCount: marchingSquares.samplesCount)
encoder.endEncoding() encoder.endEncoding()
didEncode = true didEncode = true