Pass through uniforms for normals, which means different colors for vertex and face normals!

This commit is contained in:
Eryn Wells 2018-11-22 08:52:15 -07:00
parent d3298f11a7
commit 55e63cd2cc
3 changed files with 68 additions and 14 deletions

View file

@ -38,6 +38,7 @@ class Renderer: NSObject, MTKViewDelegate {
let regenerationSemaphore = DispatchSemaphore(value: 1)
var geometryUniforms: PerFrameObject<Uniforms>
var normalUniforms: PerFrameObject<NormalUniforms>
var lightsBuffer: MTLBuffer
var lights: UnsafeMutablePointer<Light>
@ -68,7 +69,8 @@ class Renderer: NSObject, MTKViewDelegate {
self.device = metalKitView.device!
self.commandQueue = self.device.makeCommandQueue()!
geometryUniforms = PerFrameObject(device: device, label: "Uniforms")
geometryUniforms = PerFrameObject(device: device, label: "Geometry Uniforms")
normalUniforms = PerFrameObject(device: device, label: "Normal Uniforms")
metalKitView.depthStencilPixelFormat = MTLPixelFormat.depth32Float_stencil8
metalKitView.colorPixelFormat = MTLPixelFormat.bgra8Unorm_srgb
@ -212,6 +214,9 @@ class Renderer: NSObject, MTKViewDelegate {
geometryUniforms.pointer[0].terrainDimensions = terrain.dimensions
geometryUniforms.pointer[0].terrainSegments = terrain.segments
normalUniforms.pointer[0].faceNormalColor = simd_float3(0, 0.3, 1)
normalUniforms.pointer[0].vertexNormalColor = simd_float3(0, 1.0, 0)
}
func draw(in view: MTKView) {
@ -237,6 +242,7 @@ class Renderer: NSObject, MTKViewDelegate {
}
geometryUniforms.updateOffsets()
normalUniforms.updateOffsets()
self.updateGameState()
@ -344,9 +350,16 @@ class Renderer: NSObject, MTKViewDelegate {
let vertexBuffer = terrain.mesh.vertexBuffers[BufferIndex.meshPositions.rawValue]
let normalBuffer = terrain.mesh.vertexBuffers[BufferIndex.normals.rawValue]
var type = NormalType.vertex.rawValue
encoder.setVertexBuffer(vertexBuffer.buffer, offset: vertexBuffer.offset, index: NormalBufferIndex.points.rawValue)
encoder.setVertexBuffer(normalBuffer.buffer, offset: normalBuffer.offset, index: NormalBufferIndex.normals.rawValue)
encoder.setVertexBuffer(geometryUniforms.buffer, offset: geometryUniforms.offset, index: NormalBufferIndex.uniforms.rawValue)
encoder.setVertexBuffer(geometryUniforms.buffer, offset: geometryUniforms.offset, index: NormalBufferIndex.geometryUniforms.rawValue)
encoder.setVertexBuffer(normalUniforms.buffer, offset: normalUniforms.offset, index: NormalBufferIndex.normalUniforms.rawValue)
encoder.setVertexBytes(&type, length: MemoryLayout<NSInteger>.size, index: NormalBufferIndex.type.rawValue)
encoder.setFragmentBuffer(normalUniforms.buffer, offset: normalUniforms.offset, index: NormalBufferIndex.normalUniforms.rawValue)
encoder.drawPrimitives(type: .line, vertexStart: 0, vertexCount: 2, instanceCount: terrain.mesh.vertexCount)
encoder.popDebugGroup()
@ -359,9 +372,16 @@ class Renderer: NSObject, MTKViewDelegate {
let faceNormalsBuffer = terrain.faceNormalsBuffer
let instanceCount = 2 * Int(terrain.segments.x * terrain.segments.y)
var type = NormalType.face.rawValue
encoder.setVertexBuffer(faceMidpointsBuffer, offset: 0, index: NormalBufferIndex.points.rawValue)
encoder.setVertexBuffer(faceNormalsBuffer, offset: 0, index: NormalBufferIndex.normals.rawValue)
encoder.setVertexBuffer(geometryUniforms.buffer, offset: geometryUniforms.offset, index: NormalBufferIndex.uniforms.rawValue)
encoder.setVertexBuffer(geometryUniforms.buffer, offset: geometryUniforms.offset, index: NormalBufferIndex.geometryUniforms.rawValue)
encoder.setVertexBuffer(normalUniforms.buffer, offset: normalUniforms.offset, index: NormalBufferIndex.normalUniforms.rawValue)
encoder.setVertexBytes(&type, length: MemoryLayout<NSInteger>.size, index: NormalBufferIndex.type.rawValue)
encoder.setFragmentBuffer(normalUniforms.buffer, offset: normalUniforms.offset, index: NormalBufferIndex.normalUniforms.rawValue)
encoder.drawPrimitives(type: .line, vertexStart: 0, vertexCount: 2, instanceCount: instanceCount)
encoder.popDebugGroup()