Use a fixed size 512x512 texture for the height map
This will make implementing other algorithms easier. :D
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parent
af5e5a6123
commit
96730ecd41
3 changed files with 17 additions and 16 deletions
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@ -61,7 +61,7 @@ class Renderer: NSObject, MTKViewDelegate {
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metalKitView.colorPixelFormat = MTLPixelFormat.bgra8Unorm_srgb
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metalKitView.sampleCount = 1
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terrain = Terrain(dimensions: float2(8, 8), segments: uint2(20, 20), device: device)!
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terrain = Terrain(dimensions: float2(10, 10), segments: uint2(100, 100), device: device)!
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do {
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pipelineState = try Renderer.buildRenderPipelineWithDevice(device: device,
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@ -145,11 +145,11 @@ class Renderer: NSObject, MTKViewDelegate {
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uniforms[0].projectionMatrix = projectionMatrix
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let rotationAxis = float3(1, 1, 0)
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let rotationAxis = float3(0, 1, 0)
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let modelMatrix = matrix4x4_rotation(radians: rotation, axis: rotationAxis)
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let viewMatrix = matrix4x4_translation(0.0, 0.0, -8.0)
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let viewMatrix = matrix4x4_translation(0.0, -2.0, -8.0)
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uniforms[0].modelViewMatrix = simd_mul(viewMatrix, modelMatrix)
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rotation += 0.01
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rotation += 0.0025
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}
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func draw(in view: MTKView) {
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@ -203,7 +203,7 @@ class Renderer: NSObject, MTKViewDelegate {
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}
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}
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renderEncoder.setVertexTexture(terrain.heights, index: 0)
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renderEncoder.setVertexTexture(terrain.heightMap, index: 0)
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renderEncoder.setFragmentTexture(colorMap, index: TextureIndex.color.rawValue)
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for submesh in terrain.mesh.submeshes {
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@ -33,14 +33,13 @@ vertex ColorInOut vertexShader(Vertex in [[stage_in]],
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texture2d<float> heights [[texture(0)]],
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constant Uniforms & uniforms [[buffer(BufferIndexUniforms)]])
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{
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constexpr sampler s(coord::pixel, address::clamp_to_zero, filter::linear);
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constexpr sampler s(coord::normalized, address::clamp_to_zero, filter::linear);
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ColorInOut out;
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// TODO: Concerned about this.
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uint2 gridCoord(in.texCoord.x * heights.get_width(), in.texCoord.y * heights.get_height());
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float4 height = heights.read(gridCoord).rrrr;
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float4 height = heights.sample(s, in.texCoord);
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// Replace the y coordinate with the height we read from the texture.
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float4 position(in.position.x, height.r, in.position.z, 1.0);
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out.position = uniforms.projectionMatrix * uniforms.modelViewMatrix * position;
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out.texCoord = in.texCoord;
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@ -58,5 +57,5 @@ fragment float4 fragmentShader(ColorInOut in [[stage_in]],
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half4 colorSample = colorMap.sample(colorSampler, in.texCoord.xy);
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return float4(colorSample);
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return float4(1.0);
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}
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@ -70,9 +70,12 @@ class Terrain: NSObject {
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return try MTKMesh(mesh:plane, device:device)
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}
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class func buildHeightsTexture(dimensions: uint2, device: MTLDevice) -> MTLTexture? {
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let heightsDesc = MTLTextureDescriptor.texture2DDescriptor(pixelFormat: .r32Float, width: Int(dimensions.x), height: Int(dimensions.y), mipmapped: false)
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private static let heightMapSize = MTLSize(width: 512, height: 512, depth: 1)
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class func buildHeightsTexture(device: MTLDevice) -> MTLTexture? {
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let heightsDesc = MTLTextureDescriptor.texture2DDescriptor(pixelFormat: .r32Float, width: heightMapSize.width, height: heightMapSize.height, mipmapped: false)
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heightsDesc.usage = [.shaderRead, .shaderWrite]
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let tex = device.makeTexture(descriptor: heightsDesc)
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if let tex = tex {
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@ -96,7 +99,7 @@ class Terrain: NSObject {
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let segments: uint2
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let vertexDescriptor: MTLVertexDescriptor
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let mesh: MTKMesh
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let heights: MTLTexture
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let heightMap: MTLTexture
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init?(dimensions dim: float2, segments seg: uint2, device: MTLDevice) {
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dimensions = dim
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@ -110,12 +113,11 @@ class Terrain: NSObject {
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return nil
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}
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let heightsDimensions = segments
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guard let tex = Terrain.buildHeightsTexture(dimensions: heightsDimensions, device: device) else {
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guard let tex = Terrain.buildHeightsTexture(device: device) else {
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print("Couldn't create heights texture")
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return nil
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}
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heights = tex
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heightMap = tex
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super.init()
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}
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