Move terrain update encoding to Terrain type
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db1b0185e2
commit
7ff2d3ed6e
2 changed files with 35 additions and 49 deletions
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@ -141,4 +141,38 @@ class Terrain: NSObject {
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}
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return progress
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}
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func scheduleGeometryUpdates(inCommandBuffer commandBuffer: MTLCommandBuffer, uniforms: MTLBuffer, uniformsOffset: Int) {
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if let computeEncoder = commandBuffer.makeComputeCommandEncoder() {
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print("Scheduling update geometry heights")
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computeEncoder.label = "Geometry Heights Encoder"
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computeEncoder.pushDebugGroup("Update Geometry: Heights")
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computeEncoder.setComputePipelineState(updateHeightsPipeline)
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computeEncoder.setTexture(generator.outTexture, index: GeneratorTextureIndex.in.rawValue)
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let vertexBuffer = mesh.vertexBuffers[BufferIndex.meshPositions.rawValue]
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computeEncoder.setBuffer(vertexBuffer.buffer, offset: vertexBuffer.offset, index: BufferIndex.meshPositions.rawValue)
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let texCoordBuffer = mesh.vertexBuffers[BufferIndex.meshGenerics.rawValue]
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computeEncoder.setBuffer(texCoordBuffer.buffer, offset: texCoordBuffer.offset, index: BufferIndex.texCoords.rawValue)
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computeEncoder.setBuffer(uniforms, offset: uniformsOffset, index: BufferIndex.uniforms.rawValue)
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computeEncoder.dispatchThreads(MTLSize(width: Int(segments.x + 1), height: Int(segments.y + 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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}
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if let computeEncoder = commandBuffer.makeComputeCommandEncoder() {
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print("Scheduling update geometry normals")
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computeEncoder.label = "Surface Normals Encoder"
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computeEncoder.pushDebugGroup("Update Geometry: Surface Normals")
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computeEncoder.setComputePipelineState(updateSurfaceNormalsPipeline)
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let indexBuffer = mesh.submeshes[0].indexBuffer
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computeEncoder.setBuffer(indexBuffer.buffer, offset: indexBuffer.offset, index: BufferIndex.meshPositions.rawValue)
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let vertexBuffer = mesh.vertexBuffers[BufferIndex.meshPositions.rawValue]
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computeEncoder.setBuffer(vertexBuffer.buffer, offset: vertexBuffer.offset, index: BufferIndex.meshPositions.rawValue)
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let normalBuffer = mesh.vertexBuffers[BufferIndex.faceNormals.rawValue]
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computeEncoder.setBuffer(normalBuffer.buffer, offset: normalBuffer.offset, index: BufferIndex.faceNormals.rawValue)
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computeEncoder.dispatchThreads(MTLSize(width: mesh.vertexCount, height: 1, depth: 1), threadsPerThreadgroup: MTLSize(width: 64, height: 1, depth: 1))
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computeEncoder.popDebugGroup()
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computeEncoder.endEncoding()
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}
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}
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}
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