Use a fixed size 512x512 texture for the height map

This will make implementing other algorithms easier. :D
This commit is contained in:
Eryn Wells 2018-11-04 11:34:25 -05:00
parent af5e5a6123
commit 96730ecd41
3 changed files with 17 additions and 16 deletions

View file

@ -61,7 +61,7 @@ class Renderer: NSObject, MTKViewDelegate {
metalKitView.colorPixelFormat = MTLPixelFormat.bgra8Unorm_srgb
metalKitView.sampleCount = 1
terrain = Terrain(dimensions: float2(8, 8), segments: uint2(20, 20), device: device)!
terrain = Terrain(dimensions: float2(10, 10), segments: uint2(100, 100), device: device)!
do {
pipelineState = try Renderer.buildRenderPipelineWithDevice(device: device,
@ -145,11 +145,11 @@ class Renderer: NSObject, MTKViewDelegate {
uniforms[0].projectionMatrix = projectionMatrix
let rotationAxis = float3(1, 1, 0)
let rotationAxis = float3(0, 1, 0)
let modelMatrix = matrix4x4_rotation(radians: rotation, axis: rotationAxis)
let viewMatrix = matrix4x4_translation(0.0, 0.0, -8.0)
let viewMatrix = matrix4x4_translation(0.0, -2.0, -8.0)
uniforms[0].modelViewMatrix = simd_mul(viewMatrix, modelMatrix)
rotation += 0.01
rotation += 0.0025
}
func draw(in view: MTKView) {
@ -203,7 +203,7 @@ class Renderer: NSObject, MTKViewDelegate {
}
}
renderEncoder.setVertexTexture(terrain.heights, index: 0)
renderEncoder.setVertexTexture(terrain.heightMap, index: 0)
renderEncoder.setFragmentTexture(colorMap, index: TextureIndex.color.rawValue)
for submesh in terrain.mesh.submeshes {

View file

@ -33,14 +33,13 @@ vertex ColorInOut vertexShader(Vertex in [[stage_in]],
texture2d<float> heights [[texture(0)]],
constant Uniforms & uniforms [[buffer(BufferIndexUniforms)]])
{
constexpr sampler s(coord::pixel, address::clamp_to_zero, filter::linear);
constexpr sampler s(coord::normalized, address::clamp_to_zero, filter::linear);
ColorInOut out;
// TODO: Concerned about this.
uint2 gridCoord(in.texCoord.x * heights.get_width(), in.texCoord.y * heights.get_height());
float4 height = heights.read(gridCoord).rrrr;
float4 height = heights.sample(s, in.texCoord);
// Replace the y coordinate with the height we read from the texture.
float4 position(in.position.x, height.r, in.position.z, 1.0);
out.position = uniforms.projectionMatrix * uniforms.modelViewMatrix * position;
out.texCoord = in.texCoord;
@ -58,5 +57,5 @@ fragment float4 fragmentShader(ColorInOut in [[stage_in]],
half4 colorSample = colorMap.sample(colorSampler, in.texCoord.xy);
return float4(colorSample);
return float4(1.0);
}

View file

@ -70,9 +70,12 @@ class Terrain: NSObject {
return try MTKMesh(mesh:plane, device:device)
}
class func buildHeightsTexture(dimensions: uint2, device: MTLDevice) -> MTLTexture? {
let heightsDesc = MTLTextureDescriptor.texture2DDescriptor(pixelFormat: .r32Float, width: Int(dimensions.x), height: Int(dimensions.y), mipmapped: false)
private static let heightMapSize = MTLSize(width: 512, height: 512, depth: 1)
class func buildHeightsTexture(device: MTLDevice) -> MTLTexture? {
let heightsDesc = MTLTextureDescriptor.texture2DDescriptor(pixelFormat: .r32Float, width: heightMapSize.width, height: heightMapSize.height, mipmapped: false)
heightsDesc.usage = [.shaderRead, .shaderWrite]
let tex = device.makeTexture(descriptor: heightsDesc)
if let tex = tex {
@ -96,7 +99,7 @@ class Terrain: NSObject {
let segments: uint2
let vertexDescriptor: MTLVertexDescriptor
let mesh: MTKMesh
let heights: MTLTexture
let heightMap: MTLTexture
init?(dimensions dim: float2, segments seg: uint2, device: MTLDevice) {
dimensions = dim
@ -110,12 +113,11 @@ class Terrain: NSObject {
return nil
}
let heightsDimensions = segments
guard let tex = Terrain.buildHeightsTexture(dimensions: heightsDimensions, device: device) else {
guard let tex = Terrain.buildHeightsTexture(device: device) else {
print("Couldn't create heights texture")
return nil
}
heights = tex
heightMap = tex
super.init()
}