Implement Emily's algorithm for computing vertex normals
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2 changed files with 62 additions and 1 deletions
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@ -13,6 +13,11 @@
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using namespace metal;
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inline uint segmentIndex(uint2 pos, uint2 dims)
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{
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return pos.y * dims.x + pos.x;
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}
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kernel void updateGeometryHeights(texture2d<float> texture [[texture(GeneratorTextureIndexIn)]],
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constant float2 *texCoords [[buffer(GeneratorBufferIndexTexCoords)]],
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constant Uniforms &uniforms [[buffer(GeneratorBufferIndexUniforms)]],
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@ -50,12 +55,67 @@ kernel void updateGeometryNormals(constant packed_float3 *meshPositions [[buffer
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faceMidpoints[tid] = (1.0 / 3.0) * (v1 + v2 + v3);
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}
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/// Update the vertex normals based on the computed face normals.
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///
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/// Credit for this procedure goes to https://github.com/emilyhorsman.
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///
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/// {A..F} are the adjacent face normals to the vertex @.
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///
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/// (0, 0) *----*----*
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/// | /| /|
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/// | / | / |
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/// | / |F/ |
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/// |/ A|/E |
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/// *----@----*
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/// | B/|D /|
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/// | /C| / |
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/// | / | / |
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/// |/ |/ |
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/// *----*----* (2, 2)
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///
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/// Adding each vector divided by n would be better, but numerical stability
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/// isn't low risk here since these vectors are all normalized.
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///
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kernel void updateGeometryVertexNormals(constant packed_float3 *meshPositions [[buffer(GeneratorBufferIndexMeshPositions)]],
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constant packed_ushort3 *indexes [[buffer(GeneratorBufferIndexIndexes)]],
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constant packed_float3 *faceNormals [[buffer(GeneratorBufferIndexFaceNormals)]],
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constant Uniforms &uniforms [[buffer(GeneratorBufferIndexUniforms)]],
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device packed_float3 *vertexNormals [[buffer(GeneratorBufferIndexNormals)]],
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uint2 tid [[thread_position_in_grid]])
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{
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float3 normal = float3();
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uint adjacent = 0;
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if (tid.y > 0 && tid.x > 0) {
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uint aIndex = 2 * segmentIndex(uint2(tid.x - 1, tid.y - 1), uniforms.terrainSegments) + 1;
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normal += faceNormals[aIndex];
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adjacent += 1;
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}
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if (tid.y > 0 && tid.x < (uniforms.terrainSegments.x - 1)) {
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uint segment = segmentIndex(uint2(tid.x, tid.y - 1), uniforms.terrainSegments);
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uint bIndex = 2 * segment;
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uint cIndex = 2 * segment + 1;
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normal += faceNormals[bIndex] + faceNormals[cIndex];
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adjacent += 2;
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}
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if (tid.x < (uniforms.terrainSegments.x - 1) && tid.y < (uniforms.terrainSegments.y - 1)) {
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uint dIndex = 2 * segmentIndex(tid, uniforms.terrainSegments);
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normal += faceNormals[dIndex];
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adjacent += 1;
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}
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if (tid.x > 0 && tid.y < (uniforms.terrainSegments.y - 1)) {
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uint segment = segmentIndex(uint2(tid.x - 1, tid.y), uniforms.terrainSegments);
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uint eIndex = 2 * segment + 1;
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uint fIndex = 2 * segment;
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normal += faceNormals[eIndex] + faceNormals[fIndex];
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adjacent += 2;
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}
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if (adjacent != 0) {
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normal = normalize(normal / float(adjacent));
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uint vertexNormalIndex = segmentIndex(tid, uniforms.terrainSegments);
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vertexNormals[vertexNormalIndex] = normal;
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}
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}
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#pragma mark - ZeroGenerator
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@ -200,6 +200,7 @@ class Terrain: NSObject {
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computeEncoder.setBuffer(faceNormalsBuffer, offset: 0, index: GeneratorBufferIndex.faceNormals.rawValue)
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let normalsBuffer = mesh.vertexBuffers[BufferIndex.normals.rawValue]
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computeEncoder.setBuffer(normalsBuffer.buffer, offset: normalsBuffer.offset, index: GeneratorBufferIndex.normals.rawValue)
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computeEncoder.setBuffer(uniforms.buffer, offset: uniforms.offset, index: GeneratorBufferIndex.uniforms.rawValue)
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computeEncoder.dispatchThreads(MTLSize(width: 2 * Int(segments.x * segments.y), height: 1, depth: 1), threadsPerThreadgroup: MTLSize(width: 8, height: 8, depth: 1))
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computeEncoder.popDebugGroup()
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computeEncoder.endEncoding()
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