[Metaballs] Do all the texture generation in the fragment shader
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8b4f2d8cc2
commit
dfa603012f
2 changed files with 45 additions and 14 deletions
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@ -86,22 +86,29 @@ class Renderer: NSObject, MTKViewDelegate {
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Vertex(position: Point(x: 1, y: 1), textureCoordinate: Point(x: 1, y: 1))
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]
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let buffer = commandQueue.makeCommandBuffer()
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buffer.label = "Compute + Render"
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do {
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let _ = try field.computeEncoderForSamplingKernel(withDevice: device, commandBuffer: buffer)
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try field.updateBuffers()
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} catch let e {
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print("\(e)")
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NSLog("Error updating buffers: \(e)")
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}
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let buffer = commandQueue.makeCommandBuffer()
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buffer.label = "Render"
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// do {
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// let _ = try field.computeEncoderForSamplingKernel(withDevice: device, commandBuffer: buffer)
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// } catch let e {
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// print("\(e)")
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// }
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if let renderPass = view.currentRenderPassDescriptor {
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let encoder = buffer.makeRenderCommandEncoder(descriptor: renderPass)
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encoder.label = "Render Pass"
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encoder.setViewport(MTLViewport(originX: 0.0, originY: 0.0, width: Double(view.drawableSize.width), height: Double(view.drawableSize.height), znear: -1.0, zfar: 1.0))
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encoder.setRenderPipelineState(renderPipelineState)
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encoder.setVertexBytes(points, length: points.count * MemoryLayout<Vertex>.size, at: 0)
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encoder.setFragmentTexture(field.sampleTexture, at: 0)
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encoder.setVertexBytes(points, length: points.count * MemoryLayout<Vertex>.stride, at: 0)
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encoder.setFragmentBuffer(field.parametersBuffer, offset: 0, at: 0)
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encoder.setFragmentBuffer(field.ballBuffer, offset: 0, at: 1)
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encoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: 6)
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encoder.endEncoding()
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@ -24,6 +24,13 @@ typedef struct {
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float2 textureCoordinate;
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} RasterizerData;
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typedef struct {
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int2 size;
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int numberOfBalls;
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} Parameters;
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typedef half3 Ball;
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vertex RasterizerData
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passthroughVertexShader(uint vid [[vertex_id]],
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constant Vertex* vertexes [[buffer(0)]])
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@ -35,19 +42,36 @@ passthroughVertexShader(uint vid [[vertex_id]],
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return out;
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}
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float sampleAtPoint(float2, constant Ball*, uint);
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fragment float4
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sampleToColorShader(RasterizerData in [[stage_in]],
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texture2d<half> samples [[texture(0)]])
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sampleToColorShader(RasterizerData in [[stage_in]],
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constant Parameters& parameters [[buffer(0)]],
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constant Ball* balls [[buffer(1)]])
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{
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constexpr sampler textureSampler(mag_filter::linear, min_filter::linear);
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const half4 sample = samples.sample(textureSampler, in.textureCoordinate);
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const float sample = sampleAtPoint(in.textureCoordinate, balls, parameters.numberOfBalls);
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float4 out;
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if (sample.r > 1.0) {
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if (sample > 1.0) {
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out = float4(0.0, 1.0, 0.0, 0.0);
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}
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else {
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} else {
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out = float4(0.0, 0.0, 0.0, 0.0);
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}
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return out;
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}
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float
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sampleAtPoint(float2 point,
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constant Ball* balls,
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uint count)
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{
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float sample = 0.0;
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for (uint i = 0; i < count; i++) {
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constant Ball& ball = balls[i];
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float r2 = ball.z * ball.z; // Radius stored in z coordinate.
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float xDiff = point.x - ball.x;
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float yDiff = point.y - ball.y;
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sample += r2 / ((xDiff * xDiff) + (yDiff * yDiff));
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}
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return sample;
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}
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