93 lines
2.7 KiB
Metal
93 lines
2.7 KiB
Metal
//
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// MarchingSquares.metal
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// Metaballs
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//
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// Created by Eryn Wells on 10/14/18.
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// Copyright © 2018 Eryn Wells. All rights reserved.
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//
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#include <metal_stdlib>
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#include "ShaderTypes.hh"
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using namespace metal;
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struct MarchingSquaresParameters {
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/// Field size in pixels.
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packed_uint2 pixelSize;
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/// Field size in grid units.
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packed_uint2 gridSize;
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/// Size of a cell in pixels.
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packed_uint2 cellSize;
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/// Number of balls in the array above.
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uint ballsCount;
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};
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struct Rect {
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float4x4 transform;
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float4 color;
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};
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struct RasterizerData {
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float4 position [[position]];
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float4 color;
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float2 textureCoordinate;
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int instance;
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};
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kernel void
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generateGridGeometry()
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{
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}
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/// Sample the field at regularly spaced intervals and populate `samples` with the resulting values.
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kernel void
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samplingKernel(constant MarchingSquaresParameters ¶meters [[buffer(0)]],
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constant Ball *balls [[buffer(1)]],
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device float *samples [[buffer(2)]],
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uint2 position [[thread_position_in_grid]])
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{
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// Find the midpoint of this grid cell.
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const float2 point = float2(position.x * parameters.cellSize.x + (parameters.cellSize.x / 2.0),
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position.y * parameters.cellSize.y + (parameters.cellSize.y / 2.0));
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// Sample the grid.
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float sample = 0.0;
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for (uint i = 0; i < parameters.ballsCount; i++) {
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constant Ball &ball = balls[i];
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float r2 = ball.z * ball.z;
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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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// Playing a bit fast and loose with these values here. The compute grid is the size of the grid itself, so parameters.gridSize == [[threads_per_grid]].
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uint idx = position.y * parameters.gridSize.x + position.x;
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samples[idx] = sample;
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}
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vertex RasterizerData
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gridVertexShader(constant Vertex *vertexes [[buffer(0)]],
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constant Rect *rects [[buffer(1)]],
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constant RenderParameters &renderParameters [[buffer(2)]],
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uint vid [[vertex_id]],
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uint instid [[instance_id]])
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{
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Vertex v = vertexes[vid];
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Rect rect = rects[instid];
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RasterizerData out;
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out.position = renderParameters.projection * rect.transform * float4(v.position.xy, 0, 1);
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out.color = rect.color;
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out.textureCoordinate = v.textureCoordinate;
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out.instance = instid;
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return out;
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}
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fragment float4
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gridFragmentShader(RasterizerData in [[stage_in]],
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constant float *samples [[buffer(0)]])
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{
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int instance = in.instance;
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float sample = samples[instance];
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return sample > 1.0 ? in.color : float4(0);
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}
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