Implement Emily's algorithm for computing vertex normals

This commit is contained in:
Eryn Wells 2018-11-22 10:53:02 -07:00
parent 3cd9aca62b
commit 6c0792fc9c
2 changed files with 62 additions and 1 deletions

View file

@ -13,6 +13,11 @@
using namespace metal;
inline uint segmentIndex(uint2 pos, uint2 dims)
{
return pos.y * dims.x + pos.x;
}
kernel void updateGeometryHeights(texture2d<float> texture [[texture(GeneratorTextureIndexIn)]],
constant float2 *texCoords [[buffer(GeneratorBufferIndexTexCoords)]],
constant Uniforms &uniforms [[buffer(GeneratorBufferIndexUniforms)]],
@ -50,12 +55,67 @@ kernel void updateGeometryNormals(constant packed_float3 *meshPositions [[buffer
faceMidpoints[tid] = (1.0 / 3.0) * (v1 + v2 + v3);
}
/// Update the vertex normals based on the computed face normals.
///
/// Credit for this procedure goes to https://github.com/emilyhorsman.
///
/// {A..F} are the adjacent face normals to the vertex @.
///
/// (0, 0) *----*----*
/// | /| /|
/// | / | / |
/// | / |F/ |
/// |/ A|/E |
/// *----@----*
/// | B/|D /|
/// | /C| / |
/// | / | / |
/// |/ |/ |
/// *----*----* (2, 2)
///
/// Adding each vector divided by n would be better, but numerical stability
/// isn't low risk here since these vectors are all normalized.
///
kernel void updateGeometryVertexNormals(constant packed_float3 *meshPositions [[buffer(GeneratorBufferIndexMeshPositions)]],
constant packed_ushort3 *indexes [[buffer(GeneratorBufferIndexIndexes)]],
constant packed_float3 *faceNormals [[buffer(GeneratorBufferIndexFaceNormals)]],
constant Uniforms &uniforms [[buffer(GeneratorBufferIndexUniforms)]],
device packed_float3 *vertexNormals [[buffer(GeneratorBufferIndexNormals)]],
uint2 tid [[thread_position_in_grid]])
{
float3 normal = float3();
uint adjacent = 0;
if (tid.y > 0 && tid.x > 0) {
uint aIndex = 2 * segmentIndex(uint2(tid.x - 1, tid.y - 1), uniforms.terrainSegments) + 1;
normal += faceNormals[aIndex];
adjacent += 1;
}
if (tid.y > 0 && tid.x < (uniforms.terrainSegments.x - 1)) {
uint segment = segmentIndex(uint2(tid.x, tid.y - 1), uniforms.terrainSegments);
uint bIndex = 2 * segment;
uint cIndex = 2 * segment + 1;
normal += faceNormals[bIndex] + faceNormals[cIndex];
adjacent += 2;
}
if (tid.x < (uniforms.terrainSegments.x - 1) && tid.y < (uniforms.terrainSegments.y - 1)) {
uint dIndex = 2 * segmentIndex(tid, uniforms.terrainSegments);
normal += faceNormals[dIndex];
adjacent += 1;
}
if (tid.x > 0 && tid.y < (uniforms.terrainSegments.y - 1)) {
uint segment = segmentIndex(uint2(tid.x - 1, tid.y), uniforms.terrainSegments);
uint eIndex = 2 * segment + 1;
uint fIndex = 2 * segment;
normal += faceNormals[eIndex] + faceNormals[fIndex];
adjacent += 2;
}
if (adjacent != 0) {
normal = normalize(normal / float(adjacent));
uint vertexNormalIndex = segmentIndex(tid, uniforms.terrainSegments);
vertexNormals[vertexNormalIndex] = normal;
}
}
#pragma mark - ZeroGenerator

View file

@ -200,6 +200,7 @@ class Terrain: NSObject {
computeEncoder.setBuffer(faceNormalsBuffer, offset: 0, index: GeneratorBufferIndex.faceNormals.rawValue)
let normalsBuffer = mesh.vertexBuffers[BufferIndex.normals.rawValue]
computeEncoder.setBuffer(normalsBuffer.buffer, offset: normalsBuffer.offset, index: GeneratorBufferIndex.normals.rawValue)
computeEncoder.setBuffer(uniforms.buffer, offset: uniforms.offset, index: GeneratorBufferIndex.uniforms.rawValue)
computeEncoder.dispatchThreads(MTLSize(width: 2 * Int(segments.x * segments.y), height: 1, depth: 1), threadsPerThreadgroup: MTLSize(width: 8, height: 8, depth: 1))
computeEncoder.popDebugGroup()
computeEncoder.endEncoding()