Get all the pieces together
Still doesn't render though. :\
This commit is contained in:
parent
8a664fff70
commit
67134c157b
5 changed files with 158 additions and 22 deletions
|
@ -9,40 +9,52 @@
|
|||
import Cocoa
|
||||
|
||||
class Terrain: NSObject {
|
||||
static let vertexesPerCell = 6
|
||||
|
||||
var buffer: MTLBuffer?
|
||||
|
||||
override init() {
|
||||
super.init()
|
||||
}
|
||||
|
||||
func vertexCount(forGridSize size: CGSize) -> Int {
|
||||
let (width, height) = (Int(size.width), Int(size.height))
|
||||
let count = Terrain.vertexesPerCell * width * height
|
||||
return count
|
||||
}
|
||||
|
||||
func minimumBufferSize(forGridSize size: CGSize) -> Int {
|
||||
let float3Stride = MemoryLayout<Float3>.stride
|
||||
let count = vertexCount(forGridSize: size)
|
||||
let minimumLength = float3Stride * count
|
||||
return minimumLength
|
||||
}
|
||||
|
||||
/// Generate a grid of triangles and place the result in the given buffer.
|
||||
/// @param buffer The buffer to copy the results into
|
||||
/// @param size The size of the grid. Each square is a pair of triangles.
|
||||
func generateVertexes(intoBuffer buffer: MTLBuffer, size: CGSize) {
|
||||
let VertexesPerCell = 6
|
||||
|
||||
let float3Stride = MemoryLayout<Float3>.stride
|
||||
let (width, height) = (Int(size.width), Int(size.height))
|
||||
let expectedCount = VertexesPerCell * width * height
|
||||
let expectedLength = float3Stride * expectedCount
|
||||
let expectedLength = minimumBufferSize(forGridSize: size)
|
||||
guard buffer.length >= expectedLength else {
|
||||
fatalError("Terrain.generateVertexes: buffer must be at least \(expectedLength) bytes to fix grid of size \(size)")
|
||||
}
|
||||
|
||||
var vertexes = [Float3]()
|
||||
vertexes.reserveCapacity(expectedCount)
|
||||
vertexes.reserveCapacity(vertexCount(forGridSize: size))
|
||||
|
||||
let (cellWidth, cellHeight) = (Float(2.0) / Float(width), Float(2.0) / Float(height))
|
||||
let (cellWidth, cellHeight) = (Float(2.0) / Float(size.width), Float(2.0) / Float(size.height))
|
||||
for y in 0..<Int(size.height) {
|
||||
for x in 0..<Int(size.width) {
|
||||
let base = VertexesPerCell * (y * width + x)
|
||||
vertexes[base+0] = Float3(x: Float(x) * cellWidth, y: Float(y) * cellHeight, z: 0.0)
|
||||
vertexes[base+1] = Float3(x: Float(x) * cellWidth, y: Float(y) * cellHeight + cellHeight, z: 0.0)
|
||||
vertexes[base+2] = Float3(x: Float(x) * cellWidth + cellWidth, y: Float(y) * cellHeight, z: 0.0)
|
||||
vertexes[base+3] = Float3(x: Float(x) * cellWidth + cellWidth, y: Float(y) * cellHeight, z: 0.0)
|
||||
vertexes[base+4] = Float3(x: Float(x) * cellWidth, y: Float(y) * cellHeight + cellHeight, z: 0.0)
|
||||
vertexes[base+5] = Float3(x: Float(x) * cellWidth + cellWidth, y: Float(y) * cellHeight + cellHeight, z: 0.0)
|
||||
vertexes.append(Float3(x: Float(x) * cellWidth, y: Float(y) * cellHeight, z: 0.0))
|
||||
vertexes.append(Float3(x: Float(x) * cellWidth, y: Float(y) * cellHeight + cellHeight, z: 0.0))
|
||||
vertexes.append(Float3(x: Float(x) * cellWidth + cellWidth, y: Float(y) * cellHeight, z: 0.0))
|
||||
vertexes.append(Float3(x: Float(x) * cellWidth + cellWidth, y: Float(y) * cellHeight, z: 0.0))
|
||||
vertexes.append(Float3(x: Float(x) * cellWidth, y: Float(y) * cellHeight + cellHeight, z: 0.0))
|
||||
vertexes.append(Float3(x: Float(x) * cellWidth + cellWidth, y: Float(y) * cellHeight + cellHeight, z: 0.0))
|
||||
}
|
||||
}
|
||||
|
||||
self.buffer = buffer
|
||||
memcpy(buffer.contents(), vertexes, expectedLength)
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue