Finish renaming algorithm -> generator

Xcode missed some
This commit is contained in:
Eryn Wells 2018-11-10 13:22:01 -05:00
parent a58241cd13
commit 5607f01ac1

View file

@ -159,7 +159,7 @@ class Renderer: NSObject, MTKViewDelegate {
private func updateGameState() { private func updateGameState() {
/// Update any game state before rendering /// Update any game state before rendering
if iterateTerrainAlgorithm { if iterateTerrainAlgorithm {
terrain.algorithm.updateUniforms() terrain.generator.updateUniforms()
} }
uniforms[0].projectionMatrix = projectionMatrix uniforms[0].projectionMatrix = projectionMatrix
@ -194,10 +194,10 @@ class Renderer: NSObject, MTKViewDelegate {
self.updateGameState() self.updateGameState()
if iterateTerrainAlgorithm, let computeEncoder = commandBuffer.makeComputeCommandEncoder() { if iterateTerrainAlgorithm, let computeEncoder = commandBuffer.makeComputeCommandEncoder() {
print("Scheduling terrain generator iteration with \(terrain.algorithm.name) algorithm") print("Scheduling terrain generator iteration with \(terrain.generator.name) algorithm")
computeEncoder.label = "Generator Encoder" computeEncoder.label = "Generator Encoder"
computeEncoder.pushDebugGroup("Generate Terrain: \(terrain.algorithm.name)") computeEncoder.pushDebugGroup("Generate Terrain: \(terrain.generator.name)")
terrain.algorithm.encode(in: computeEncoder) terrain.generator.encode(in: computeEncoder)
computeEncoder.popDebugGroup() computeEncoder.popDebugGroup()
computeEncoder.endEncoding() computeEncoder.endEncoding()
didScheduleAlgorithmIteration = true didScheduleAlgorithmIteration = true
@ -238,7 +238,7 @@ class Renderer: NSObject, MTKViewDelegate {
} }
} }
renderEncoder.setVertexTexture(terrain.algorithm.outTexture, index: 0) renderEncoder.setVertexTexture(terrain.generator.outTexture, index: 0)
renderEncoder.setFragmentTexture(colorMap, index: TextureIndex.color.rawValue) renderEncoder.setFragmentTexture(colorMap, index: TextureIndex.color.rawValue)
for submesh in terrain.mesh.submeshes { for submesh in terrain.mesh.submeshes {