Get face normals rendering
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5 changed files with 90 additions and 41 deletions
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@ -61,16 +61,23 @@ kernel void updateGeometryHeights(texture2d<float> texture [[texture(GeneratorTe
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vertexes[vIdx].y = height.r;
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}
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kernel void updateGeometryNormals(constant float3 *vertexes [[buffer(GeneratorBufferIndexMeshPositions)]],
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constant packed_uint3 *indexes [[buffer(GeneratorBufferIndexIndexes)]],
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device packed_float3 *normals [[buffer(GeneratorBufferIndexFaceNormals)]],
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kernel void updateGeometryNormals(constant packed_float3 *meshPositions [[buffer(GeneratorBufferIndexMeshPositions)]],
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constant packed_ushort3 *indexes [[buffer(GeneratorBufferIndexIndexes)]],
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device packed_float3 *faceNormals [[buffer(GeneratorBufferIndexFaceNormals)]],
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device packed_float3 *faceMidpoints [[buffer(GeneratorBufferIndexFaceMidpoints)]],
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uint tid [[thread_position_in_grid]])
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{
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const uint3 triIdx = indexes[tid];
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float3 side1(vertexes[triIdx.y] - vertexes[triIdx.x]);
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float3 side2(vertexes[triIdx.y] - vertexes[triIdx.z]);
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float3 normal(normalize(cross(side1, side2)));
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normals[tid] = normal;
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const ushort3 triangleIndex = indexes[tid];
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const float3 v1 = meshPositions[triangleIndex.x];
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const float3 v2 = meshPositions[triangleIndex.y];
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const float3 v3 = meshPositions[triangleIndex.z];
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float3 side1 = v1 - v2;
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float3 side2 = v1 - v3;
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float3 normal = normalize(cross(side1, side2));
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faceNormals[tid] = normal;
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faceMidpoints[tid] = 0.3333333333 * (v1 + v2 + v3);
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}
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kernel void updateGeometryVertexNormals()
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