Split out algorithms into separate files
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c3432af621
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3 changed files with 124 additions and 101 deletions
107
Terrain2/Algorithms/Algorithms.swift
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107
Terrain2/Algorithms/Algorithms.swift
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//
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// Algorithms.swift
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// Terrain2
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//
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// Created by Eryn Wells on 11/4/18.
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// Copyright © 2018 Eryn Wells. All rights reserved.
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//
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import Foundation
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import Metal
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import os
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let Log = OSLog(subsystem: "me.erynwells.Terrain2.Algorithms", category: "DiamondSquare")
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enum KernelError: Error {
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case badFunction
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case badSize
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case textureCreationFailed
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}
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protocol TerrainGenerator {
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var name: String { get }
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var needsGPU: Bool { get }
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var outTexture: MTLTexture { get }
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func encode(in encoder: MTLComputeCommandEncoder)
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func render(progress: Progress) -> [Float]
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}
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class Kernel {
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class var textureSize: MTLSize {
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return MTLSize(width: 512, height: 512, depth: 1)
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}
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class func buildTexture(device: MTLDevice, size: MTLSize) -> MTLTexture? {
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let desc = MTLTextureDescriptor.texture2DDescriptor(pixelFormat: .r32Float, width: size.width, height: size.height, mipmapped: false)
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desc.usage = [.shaderRead, .shaderWrite]
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let tex = device.makeTexture(descriptor: desc)
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return tex
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}
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let pipeline: MTLComputePipelineState
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let textures: [MTLTexture]
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let uniformBuffer: MTLBuffer?
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var outTexture: MTLTexture {
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return textures[textureIndexes.out]
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}
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private(set) var textureIndexes: (`in`: Int, out: Int) = (in: 0, out: 1)
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init(device: MTLDevice, library: MTLLibrary, functionName: String, uniformBuffer: MTLBuffer? = nil) throws {
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guard let computeFunction = library.makeFunction(name: functionName) else {
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throw KernelError.badFunction
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}
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self.pipeline = try device.makeComputePipelineState(function: computeFunction)
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// Create our input and output textures
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var textures = [MTLTexture]()
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for i in 0..<2 {
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guard let tex = Kernel.buildTexture(device: device, size: type(of: self).textureSize) else {
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print("Couldn't create heights texture i=\(i)")
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throw KernelError.textureCreationFailed
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}
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textures.append(tex)
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}
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self.textures = textures
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self.uniformBuffer = uniformBuffer
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}
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func encode(in encoder: MTLComputeCommandEncoder) {
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encoder.setComputePipelineState(pipeline)
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encoder.setTexture(textures[textureIndexes.in], index: textureIndexes.in)
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encoder.setTexture(textures[textureIndexes.out], index: textureIndexes.out)
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encoder.setBuffer(uniformBuffer, offset: 0, index: 0)
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encoder.dispatchThreads(type(of: self).textureSize, threadsPerThreadgroup: MTLSize(width: 8, height: 8, depth: 1))
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}
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}
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/// "Compute" zero for every value of the height map.
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class ZeroAlgorithm: Kernel, TerrainGenerator {
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let name = "Zero"
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let needsGPU: Bool = true
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init?(device: MTLDevice, library: MTLLibrary) {
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do {
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try super.init(device: device, library: library, functionName: "zeroKernel")
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} catch let e {
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print("Couldn't create compute kernel. Error: \(e)")
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return nil
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}
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}
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// MARK: Algorithm
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func render(progress: Progress) -> [Float] {
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return []
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}
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}
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/// Implementation of the Circles algorithm.
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//class CirclesAlgorithm: Algorithm {
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// static let name = "Circles"
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//}
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298
Terrain2/Algorithms/DiamondSquare.swift
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298
Terrain2/Algorithms/DiamondSquare.swift
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//
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// DiamondSquare.swift
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// Terrain2
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//
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// Created by Eryn Wells on 11/23/18.
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// Copyright © 2018 Eryn Wells. All rights reserved.
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//
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import Foundation
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import Metal
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import os
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/// Implementation of the Diamond-Squares algorithm.
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/// - https://en.wikipedia.org/wiki/Diamond-square_algorithm
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public class DiamondSquareGenerator: TerrainGenerator {
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public struct Point {
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var x: Int
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var y: Int
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init() {
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self.init(x: 0, y: 0)
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}
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init(x: Int, y: Int) {
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self.x = x
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self.y = y
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}
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}
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public struct Size {
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var w: Int
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var h: Int
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var half: Size {
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return Size(w: w / 2, h: h / 2)
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}
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}
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public struct Box {
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var origin: Point
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var size: Size
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var corners: [Point] {
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return [northwest, southwest, northeast, northwest]
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}
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var sideMidpoints: [Point] {
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return [north, west, south, east]
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}
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var north: Point {
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return Point(x: origin.x + size.w / 2, y: origin.y)
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}
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var west: Point {
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return Point(x: origin.x, y: origin.y + size.h / 2)
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}
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var south: Point {
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return Point(x: origin.x + size.w / 2, y: origin.y + size.h - 1)
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}
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var east: Point {
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return Point(x: origin.x + size.w - 1, y: origin.y + size.h / 2)
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}
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var northwest: Point {
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return origin
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}
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var southwest: Point {
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return Point(x: origin.x, y: origin.y + size.h - 1)
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}
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var northeast: Point {
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return Point(x: origin.x + size.w - 1, y: origin.y)
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}
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var southeast: Point {
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return Point(x: origin.x + size.w - 1, y: origin.y + size.h - 1)
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}
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var midpoint: Point {
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return Point(x: origin.x + (size.w / 2), y: origin.y + (size.h / 2))
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}
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var subdivisions: [Box] {
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guard size.w > 2 && size.h > 2 else {
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return []
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}
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let halfSize = size.half
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let newSize = Size(w: halfSize.w + 1, h: halfSize.h + 1)
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return [
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Box(origin: origin, size: newSize),
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Box(origin: Point(x: origin.x + halfSize.w, y: origin.y), size: newSize),
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Box(origin: Point(x: origin.x, y: origin.y + halfSize.h), size: newSize),
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Box(origin: Point(x: origin.x + halfSize.w, y: origin.y + halfSize.h), size: newSize)
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]
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}
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func breadthFirstSearch(progress: Progress, visit: (Box) -> (Void)) {
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var queue = Queue<Box>()
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queue.enqueue(item: self)
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progress.totalUnitCount += 1
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while let box = queue.dequeue() {
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visit(box)
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progress.completedUnitCount += 1
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let subdivisions = box.subdivisions
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queue.enqueue(items: subdivisions)
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progress.totalUnitCount += Int64(subdivisions.count)
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}
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}
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}
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struct Algorithm {
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let grid: Box
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var roughness: Float = 1.0 {
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didSet {
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randomRange = -roughness...roughness
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}
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}
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private var randomRange = Float(0)...Float(1)
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init(grid: Box) {
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// TODO: Assert log2(w) and log2(h) are integral values.
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self.grid = grid
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}
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/// Run the algorithm and return the genreated height map.
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func render(progress: Progress) -> [Float] {
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let renderProgress = Progress(totalUnitCount: 1, parent: progress, pendingUnitCount: 1)
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os_signpost(.begin, log: Log, name: "DiamondSquare.render")
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var heightMap = [Float](repeating: 0, count: grid.size.w * grid.size.h)
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// 0. Set the corners to initial values if they haven't been set yet.
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for p in grid.corners {
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let idx = convert(pointToIndex: p)
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heightMap[idx] = Float.random(in: randomRange)
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}
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renderProgress.completedUnitCount += 1
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grid.breadthFirstSearch(progress: renderProgress) { (box: Box) in
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// 1. Diamond step. Find the midpoint of the square defined by `box` and set its value.
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let midpoint = box.midpoint
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let cornerValues = box.corners.map { (pt: Point) -> Float in
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let idx = self.convert(pointToIndex: pt)
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return heightMap[idx]
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}
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let midpointValue = Float.random(in: randomRange) + self.average(ofPoints: cornerValues)
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heightMap[convert(pointToIndex: midpoint)] = midpointValue
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// 2. Square step. For each of the side midpoints of this box, compute its value.
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for pt in box.sideMidpoints {
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let corners = diamondCorners(forPoint: pt, diamondSize: box.size)
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let cornerValues = corners.map { (pt: Point) -> Float in
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let idx = self.convert(pointToIndex: pt)
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return heightMap[idx]
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}
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let ptValue = Float.random(in: randomRange) + self.average(ofPoints: cornerValues)
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heightMap[convert(pointToIndex: pt)] = ptValue
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}
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}
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os_signpost(.end, log: Log, name: "DiamondSquare.render")
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return heightMap
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}
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/// Find our diamond's corners, wrapping around the grid if needed.
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func diamondCorners(forPoint pt: Point, diamondSize: Size) -> [Point] {
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let halfSize = diamondSize.half
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var corners = [Point(x: pt.x, y: pt.y - halfSize.h),
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Point(x: pt.x - halfSize.w, y: pt.y),
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Point(x: pt.x, y: pt.y + halfSize.h),
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Point(x: pt.x + halfSize.w, y: pt.y)]
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for i in 0..<corners.count {
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if corners[i].x < 0 {
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corners[i].x += grid.size.w - 1
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} else if corners[i].x >= grid.size.w {
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corners[i].x -= grid.size.w - 1
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} else if corners[i].y < 0 {
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corners[i].y += grid.size.h - 1
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} else if corners[i].y >= grid.size.h {
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corners[i].y -= grid.size.h - 1
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}
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}
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return corners
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}
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func average(ofPoints pts: [Float]) -> Float {
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let scale: Float = 1.0 / Float(pts.count)
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return scale * pts.reduce(0) { return $0 + $1 }
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}
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func convert(pointToIndex pt: Point) -> Int {
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return pt.y * grid.size.w + pt.x
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}
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}
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let name = "Diamond-Square"
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let needsGPU: Bool = false
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class var textureSize: MTLSize {
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// Needs to 2n + 1 on each side.
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return MTLSize(width: 129, height: 129, depth: 1)
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}
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var roughness: Float = 1.0 {
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didSet {
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algorithm.roughness = roughness
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}
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}
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var algorithm: Algorithm
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let textures: [MTLTexture]
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private var activeTexture: Int = 0
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init?(device: MTLDevice) {
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let size = DiamondSquareGenerator.textureSize
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do {
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textures = try (0..<2).map { (i: Int) -> MTLTexture in
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let desc = MTLTextureDescriptor.texture2DDescriptor(pixelFormat: .r32Float, width: size.width, height: size.height, mipmapped: false)
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desc.usage = [.shaderRead, .shaderWrite]
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guard let tex = device.makeTexture(descriptor: desc) else {
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throw KernelError.textureCreationFailed
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}
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return tex
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}
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} catch {
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print("Couldn't create texture for Diamond-Squares algorithm.")
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return nil
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}
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algorithm = Algorithm(grid: Box(origin: Point(), size: Size(w: DiamondSquareGenerator.textureSize.width, h: DiamondSquareGenerator.textureSize.height)))
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}
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func render(progress: Progress) -> [Float] {
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let algProgress = Progress(totalUnitCount: 2, parent: progress, pendingUnitCount: 2)
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let heights = algorithm.render(progress: algProgress)
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algProgress.completedUnitCount += 1
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// Swap the active texture to the new one. Copy the height map into the new texture.
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let region = MTLRegion(origin: MTLOrigin(), size: DiamondSquareGenerator.textureSize)
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let newActiveTexture = (self.activeTexture + 1) % self.textures.count
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self.textures[newActiveTexture].replace(region: region, mipmapLevel: 0, withBytes: heights, bytesPerRow: MemoryLayout<Float>.stride * DiamondSquareGenerator.textureSize.width)
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self.activeTexture = newActiveTexture
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algProgress.completedUnitCount += 1
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return heights
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}
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// MARK: Algorithm
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var outTexture: MTLTexture {
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return textures[activeTexture]
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}
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func encode(in encoder: MTLComputeCommandEncoder) {
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}
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}
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extension DiamondSquareGenerator.Point: Equatable {
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public static func == (lhs: DiamondSquareGenerator.Point, rhs: DiamondSquareGenerator.Point) -> Bool {
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return lhs.x == rhs.x && lhs.y == rhs.y
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}
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}
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extension DiamondSquareGenerator.Point: CustomStringConvertible {
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public var description: String {
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return "(x: \(x), y: \(y))"
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}
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}
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extension DiamondSquareGenerator.Size: Equatable {
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public static func == (lhs: DiamondSquareGenerator.Size, rhs: DiamondSquareGenerator.Size) -> Bool {
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return lhs.w == rhs.w && lhs.h == rhs.h
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}
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}
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extension DiamondSquareGenerator.Size: CustomStringConvertible {
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public var description: String {
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return "(w: \(w), h: \(h))"
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}
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}
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extension DiamondSquareGenerator.Box: Equatable {
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public static func == (lhs: DiamondSquareGenerator.Box, rhs: DiamondSquareGenerator.Box) -> Bool {
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return lhs.origin == rhs.origin && lhs.size == rhs.size
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}
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}
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