Fix the off-by-ones
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6c0792fc9c
commit
a72309ec09
2 changed files with 12 additions and 11 deletions
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@ -82,29 +82,30 @@ kernel void updateGeometryVertexNormals(constant packed_float3 *meshPositions [[
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device packed_float3 *vertexNormals [[buffer(GeneratorBufferIndexNormals)]],
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uint2 tid [[thread_position_in_grid]])
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{
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float3 normal = float3();
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const uint2 segs = uniforms.terrainSegments;
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float3 normal = float3();
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uint adjacent = 0;
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if (tid.y > 0 && tid.x > 0) {
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uint aIndex = 2 * segmentIndex(uint2(tid.x - 1, tid.y - 1), uniforms.terrainSegments) + 1;
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uint aIndex = 2 * segmentIndex(uint2(tid.x - 1, tid.y - 1), segs) + 1;
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normal += faceNormals[aIndex];
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adjacent += 1;
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}
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if (tid.y > 0 && tid.x < (uniforms.terrainSegments.x - 1)) {
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uint segment = segmentIndex(uint2(tid.x, tid.y - 1), uniforms.terrainSegments);
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if (tid.y > 0 && tid.x < segs.x) {
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uint segment = segmentIndex(uint2(tid.x, tid.y - 1), segs);
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uint bIndex = 2 * segment;
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uint cIndex = 2 * segment + 1;
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normal += faceNormals[bIndex] + faceNormals[cIndex];
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adjacent += 2;
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}
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if (tid.x < (uniforms.terrainSegments.x - 1) && tid.y < (uniforms.terrainSegments.y - 1)) {
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uint dIndex = 2 * segmentIndex(tid, uniforms.terrainSegments);
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if (tid.x < segs.x && tid.y < segs.y) {
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uint dIndex = 2 * segmentIndex(tid, segs);
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normal += faceNormals[dIndex];
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adjacent += 1;
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}
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if (tid.x > 0 && tid.y < (uniforms.terrainSegments.y - 1)) {
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uint segment = segmentIndex(uint2(tid.x - 1, tid.y), uniforms.terrainSegments);
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if (tid.x > 0 && tid.y < segs.y) {
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uint segment = segmentIndex(uint2(tid.x - 1, tid.y), segs);
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uint eIndex = 2 * segment + 1;
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uint fIndex = 2 * segment;
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normal += faceNormals[eIndex] + faceNormals[fIndex];
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@ -113,8 +114,8 @@ kernel void updateGeometryVertexNormals(constant packed_float3 *meshPositions [[
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if (adjacent != 0) {
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normal = normalize(normal / float(adjacent));
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uint vertexNormalIndex = segmentIndex(tid, uniforms.terrainSegments);
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vertexNormals[vertexNormalIndex] = normal;
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uint idx = segmentIndex(tid, segs);
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vertexNormals[idx] = normal;
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}
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}
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@ -201,7 +201,7 @@ class Terrain: NSObject {
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let normalsBuffer = mesh.vertexBuffers[BufferIndex.normals.rawValue]
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computeEncoder.setBuffer(normalsBuffer.buffer, offset: normalsBuffer.offset, index: GeneratorBufferIndex.normals.rawValue)
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computeEncoder.setBuffer(uniforms.buffer, offset: uniforms.offset, index: GeneratorBufferIndex.uniforms.rawValue)
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computeEncoder.dispatchThreads(MTLSize(width: 2 * Int(segments.x * segments.y), height: 1, depth: 1), threadsPerThreadgroup: MTLSize(width: 8, height: 8, depth: 1))
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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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