Get face normals rendering

This commit is contained in:
Eryn Wells 2018-11-20 17:13:31 -07:00
parent f28e6e08df
commit 296af144ce
5 changed files with 90 additions and 41 deletions

View file

@ -27,19 +27,30 @@ typedef struct
{
float4 position [[position]];
float3 normal;
float4 color;
float2 texCoord;
} ColorInOut;
#pragma mark - Geometry Shaders
vertex ColorInOut vertexShader(Vertex in [[stage_in]],
constant packed_float3 *faceNormals [[buffer(BufferIndexFaceNormals)]],
constant Uniforms &uniforms [[buffer(BufferIndexUniforms)]])
constant float3 *faceNormals [[buffer(BufferIndexFaceNormals)]],
constant Uniforms &uniforms [[buffer(BufferIndexUniforms)]],
uint vid [[vertex_id]])
{
ColorInOut out;
out.position = uniforms.projectionMatrix * uniforms.modelViewMatrix * float4(in.position, 1.0);
out.normal = uniforms.normalMatrix * in.normal;
float4 vertexCoords = float4(in.position, 1.0);
float4 eyeCoords = uniforms.modelViewMatrix * vertexCoords;
out.position = uniforms.projectionMatrix * eyeCoords;
float3 normal = normalize(uniforms.normalMatrix * in.normal);
out.normal = normal;
float3 lightDirection = -eyeCoords.xyz;
float lightDotNormal = dot(normal, lightDirection);
out.color = float4(abs(lightDotNormal) * float3(0.3), 1.0);
out.texCoord = in.texCoord;
return out;
@ -49,20 +60,14 @@ fragment float4 fragmentShader(ColorInOut in [[stage_in]],
constant Uniforms & uniforms [[ buffer(BufferIndexUniforms) ]],
texture2d<half> colorMap [[ texture(TextureIndexColor) ]])
{
constexpr sampler colorSampler(mip_filter::linear,
mag_filter::linear,
min_filter::linear);
half4 colorSample = colorMap.sample(colorSampler, in.texCoord.xy);
return float4(1.0);
return in.color;
}
#pragma mark - Normal Shaders
vertex float4 normalVertexShader(constant packed_float3 *positions [[buffer(BufferIndexMeshPositions)]],
constant packed_float3 *normals [[buffer(BufferIndexNormals)]],
constant Uniforms &uniforms [[buffer(BufferIndexUniforms)]],
vertex float4 normalVertexShader(constant packed_float3 *positions [[buffer(NormalBufferIndexPoints)]],
constant packed_float3 *normals [[buffer(NormalBufferIndexNormals)]],
constant Uniforms &uniforms [[buffer(NormalBufferIndexUniforms)]],
uint instID [[instance_id]],
uint vertID [[vertex_id]])
{
@ -71,7 +76,7 @@ vertex float4 normalVertexShader(constant packed_float3 *positions [[buffer(Buff
{
v += 0.25 * normals[instID];
}
float4 out = uniforms.projectionMatrix * uniforms.modelViewMatrix * float4(v, 1.0);
float4 out = uniforms.projectionMatrix * uniforms.modelViewMatrix * float4(v, 1);
return out;
}