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

@ -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()
}