Pass through uniforms for normals, which means different colors for vertex and face normals!
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d3298f11a7
commit
55e63cd2cc
3 changed files with 68 additions and 14 deletions
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@ -38,6 +38,7 @@ class Renderer: NSObject, MTKViewDelegate {
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let regenerationSemaphore = DispatchSemaphore(value: 1)
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var geometryUniforms: PerFrameObject<Uniforms>
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var normalUniforms: PerFrameObject<NormalUniforms>
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var lightsBuffer: MTLBuffer
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var lights: UnsafeMutablePointer<Light>
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@ -68,7 +69,8 @@ class Renderer: NSObject, MTKViewDelegate {
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self.device = metalKitView.device!
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self.commandQueue = self.device.makeCommandQueue()!
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geometryUniforms = PerFrameObject(device: device, label: "Uniforms")
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geometryUniforms = PerFrameObject(device: device, label: "Geometry Uniforms")
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normalUniforms = PerFrameObject(device: device, label: "Normal Uniforms")
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metalKitView.depthStencilPixelFormat = MTLPixelFormat.depth32Float_stencil8
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metalKitView.colorPixelFormat = MTLPixelFormat.bgra8Unorm_srgb
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@ -212,6 +214,9 @@ class Renderer: NSObject, MTKViewDelegate {
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geometryUniforms.pointer[0].terrainDimensions = terrain.dimensions
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geometryUniforms.pointer[0].terrainSegments = terrain.segments
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normalUniforms.pointer[0].faceNormalColor = simd_float3(0, 0.3, 1)
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normalUniforms.pointer[0].vertexNormalColor = simd_float3(0, 1.0, 0)
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}
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func draw(in view: MTKView) {
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@ -237,6 +242,7 @@ class Renderer: NSObject, MTKViewDelegate {
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}
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geometryUniforms.updateOffsets()
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normalUniforms.updateOffsets()
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self.updateGameState()
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@ -344,9 +350,16 @@ class Renderer: NSObject, MTKViewDelegate {
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let vertexBuffer = terrain.mesh.vertexBuffers[BufferIndex.meshPositions.rawValue]
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let normalBuffer = terrain.mesh.vertexBuffers[BufferIndex.normals.rawValue]
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var type = NormalType.vertex.rawValue
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encoder.setVertexBuffer(vertexBuffer.buffer, offset: vertexBuffer.offset, index: NormalBufferIndex.points.rawValue)
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encoder.setVertexBuffer(normalBuffer.buffer, offset: normalBuffer.offset, index: NormalBufferIndex.normals.rawValue)
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encoder.setVertexBuffer(geometryUniforms.buffer, offset: geometryUniforms.offset, index: NormalBufferIndex.uniforms.rawValue)
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encoder.setVertexBuffer(geometryUniforms.buffer, offset: geometryUniforms.offset, index: NormalBufferIndex.geometryUniforms.rawValue)
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encoder.setVertexBuffer(normalUniforms.buffer, offset: normalUniforms.offset, index: NormalBufferIndex.normalUniforms.rawValue)
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encoder.setVertexBytes(&type, length: MemoryLayout<NSInteger>.size, index: NormalBufferIndex.type.rawValue)
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encoder.setFragmentBuffer(normalUniforms.buffer, offset: normalUniforms.offset, index: NormalBufferIndex.normalUniforms.rawValue)
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encoder.drawPrimitives(type: .line, vertexStart: 0, vertexCount: 2, instanceCount: terrain.mesh.vertexCount)
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encoder.popDebugGroup()
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@ -359,9 +372,16 @@ class Renderer: NSObject, MTKViewDelegate {
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let faceNormalsBuffer = terrain.faceNormalsBuffer
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let instanceCount = 2 * Int(terrain.segments.x * terrain.segments.y)
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var type = NormalType.face.rawValue
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encoder.setVertexBuffer(faceMidpointsBuffer, offset: 0, index: NormalBufferIndex.points.rawValue)
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encoder.setVertexBuffer(faceNormalsBuffer, offset: 0, index: NormalBufferIndex.normals.rawValue)
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encoder.setVertexBuffer(geometryUniforms.buffer, offset: geometryUniforms.offset, index: NormalBufferIndex.uniforms.rawValue)
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encoder.setVertexBuffer(geometryUniforms.buffer, offset: geometryUniforms.offset, index: NormalBufferIndex.geometryUniforms.rawValue)
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encoder.setVertexBuffer(normalUniforms.buffer, offset: normalUniforms.offset, index: NormalBufferIndex.normalUniforms.rawValue)
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encoder.setVertexBytes(&type, length: MemoryLayout<NSInteger>.size, index: NormalBufferIndex.type.rawValue)
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encoder.setFragmentBuffer(normalUniforms.buffer, offset: normalUniforms.offset, index: NormalBufferIndex.normalUniforms.rawValue)
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encoder.drawPrimitives(type: .line, vertexStart: 0, vertexCount: 2, instanceCount: instanceCount)
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encoder.popDebugGroup()
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@ -34,7 +34,9 @@ typedef NS_ENUM(NSInteger, BufferIndex) {
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typedef NS_ENUM(NSInteger, NormalBufferIndex) {
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NormalBufferIndexPoints = 0,
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NormalBufferIndexNormals = 1,
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NormalBufferIndexUniforms = 2,
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NormalBufferIndexGeometryUniforms = 2,
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NormalBufferIndexNormalUniforms = 3,
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NormalBufferIndexType = 4,
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};
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typedef NS_ENUM(NSInteger, VertexAttribute)
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@ -86,7 +88,7 @@ struct Material {
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float specularExponent;
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};
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typedef struct {
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struct Uniforms {
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matrix_float4x4 projectionMatrix;
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matrix_float4x4 modelViewMatrix;
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matrix_float3x3 normalMatrix;
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@ -97,7 +99,22 @@ typedef struct {
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simd_packed_float2 terrainDimensions;
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simd_packed_uint2 terrainSegments;
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#endif
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} Uniforms;
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};
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typedef NS_ENUM(NSInteger, NormalType) {
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NormalTypeVertex = 1,
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NormalTypeFace = 2,
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};
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struct NormalUniforms {
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#ifdef __METAL_VERSION__
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simd::float3 vertexNormalColor;
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simd::float3 faceNormalColor;
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#else
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simd_float3 vertexNormalColor;
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simd_float3 faceNormalColor;
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#endif
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};
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#endif /* ShaderTypes_h */
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@ -94,22 +94,39 @@ fragment float4 fragmentShader(ColorInOut in [[stage_in]],
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#pragma mark - Normal Shaders
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vertex float4 normalVertexShader(constant packed_float3 *positions [[buffer(NormalBufferIndexPoints)]],
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constant packed_float3 *normals [[buffer(NormalBufferIndexNormals)]],
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constant Uniforms &uniforms [[buffer(NormalBufferIndexUniforms)]],
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uint instID [[instance_id]],
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uint vertID [[vertex_id]])
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struct NormalInOut {
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float4 position [[position]];
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float3 color;
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};
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vertex NormalInOut normalVertexShader(constant packed_float3 *positions [[buffer(NormalBufferIndexPoints)]],
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constant packed_float3 *normals [[buffer(NormalBufferIndexNormals)]],
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constant Uniforms &uniforms [[buffer(NormalBufferIndexGeometryUniforms)]],
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constant NormalUniforms &normalUniforms [[buffer(NormalBufferIndexNormalUniforms)]],
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constant NormalType &type [[buffer(NormalBufferIndexType)]],
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uint instID [[instance_id]],
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uint vertID [[vertex_id]])
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{
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NormalInOut out;
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float3 v = positions[instID];
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if ( vertID == 1 )
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{
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v += 0.25 * normals[instID];
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}
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float4 out = uniforms.projectionMatrix * uniforms.modelViewMatrix * float4(v, 1);
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out.position = uniforms.projectionMatrix * uniforms.modelViewMatrix * float4(v, 1);
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if (type == NormalTypeFace) {
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out.color = normalUniforms.faceNormalColor;
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} else {
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out.color = normalUniforms.vertexNormalColor;
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}
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return out;
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}
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fragment half4 normalFragmentShader()
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fragment float4 normalFragmentShader(NormalInOut in [[stage_in]],
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constant Uniforms &uniforms [[buffer(NormalBufferIndexGeometryUniforms)]],
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constant NormalUniforms &normalUniforms [[buffer(NormalBufferIndexNormalUniforms)]])
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{
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return half4(0, 1, 0, 1);
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return float4(in.color, 1.0);
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}
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