[Metaballs] Do all the texture generation in the fragment shader

This commit is contained in:
Eryn Wells 2017-08-05 11:10:30 -07:00
parent 8b4f2d8cc2
commit dfa603012f
2 changed files with 45 additions and 14 deletions

View file

@ -86,22 +86,29 @@ class Renderer: NSObject, MTKViewDelegate {
Vertex(position: Point(x: 1, y: 1), textureCoordinate: Point(x: 1, y: 1))
]
let buffer = commandQueue.makeCommandBuffer()
buffer.label = "Compute + Render"
do {
let _ = try field.computeEncoderForSamplingKernel(withDevice: device, commandBuffer: buffer)
try field.updateBuffers()
} catch let e {
print("\(e)")
NSLog("Error updating buffers: \(e)")
}
let buffer = commandQueue.makeCommandBuffer()
buffer.label = "Render"
// do {
// let _ = try field.computeEncoderForSamplingKernel(withDevice: device, commandBuffer: buffer)
// } catch let e {
// print("\(e)")
// }
if let renderPass = view.currentRenderPassDescriptor {
let encoder = buffer.makeRenderCommandEncoder(descriptor: renderPass)
encoder.label = "Render Pass"
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))
encoder.setRenderPipelineState(renderPipelineState)
encoder.setVertexBytes(points, length: points.count * MemoryLayout<Vertex>.size, at: 0)
encoder.setFragmentTexture(field.sampleTexture, at: 0)
encoder.setVertexBytes(points, length: points.count * MemoryLayout<Vertex>.stride, at: 0)
encoder.setFragmentBuffer(field.parametersBuffer, offset: 0, at: 0)
encoder.setFragmentBuffer(field.ballBuffer, offset: 0, at: 1)
encoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: 6)
encoder.endEncoding()