Get down an initial diamond-squares implementation

This commit is contained in:
Eryn Wells 2018-11-10 09:53:37 -05:00
parent a390cbc584
commit cce59a45dc
3 changed files with 244 additions and 14 deletions

View file

@ -8,6 +8,7 @@
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@ -307,6 +310,7 @@
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@ -383,6 +388,7 @@
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@ -392,9 +398,10 @@
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@ -403,6 +410,7 @@
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View file

@ -23,7 +23,10 @@ protocol Algorithm {
}
class Kernel {
static let textureSize = MTLSize(width: 512, height: 512, depth: 1)
class var textureSize: MTLSize {
return MTLSize(width: 512, height: 512, depth: 1)
}
class func buildTexture(device: MTLDevice, size: MTLSize) -> MTLTexture? {
let desc = MTLTextureDescriptor.texture2DDescriptor(pixelFormat: .r32Float, width: size.width, height: size.height, mipmapped: false)
@ -51,7 +54,7 @@ class Kernel {
// Create our input and output textures
var textures = [MTLTexture]()
for i in 0..<2 {
guard let tex = Kernel.buildTexture(device: device, size: Kernel.textureSize) else {
guard let tex = Kernel.buildTexture(device: device, size: type(of: self).textureSize) else {
print("Couldn't create heights texture i=\(i)")
throw KernelError.textureCreationFailed
}
@ -67,7 +70,7 @@ class Kernel {
encoder.setTexture(textures[textureIndexes.in], index: textureIndexes.in)
encoder.setTexture(textures[textureIndexes.out], index: textureIndexes.out)
encoder.setBuffer(uniformBuffer, offset: 0, index: 0)
encoder.dispatchThreads(Kernel.textureSize, threadsPerThreadgroup: MTLSize(width: 8, height: 8, depth: 1))
encoder.dispatchThreads(type(of: self).textureSize, threadsPerThreadgroup: MTLSize(width: 8, height: 8, depth: 1))
}
}
@ -121,9 +124,172 @@ class RandomAlgorithm: Kernel, Algorithm {
/// Implementation of the Diamond-Squares algorithm.
/// - https://en.wikipedia.org/wiki/Diamond-square_algorithm
//class DiamondSquareAlgorithm: Algorithm {
// static let name = "Diamond-Square"
//}
public class DiamondSquareAlgorithm: Algorithm {
public struct Box {
public typealias Point = (x: Int, y: Int)
public typealias Size = (w: Int, h: Int)
let origin: Point
let size: Size
public init(origin o: Point, size s: Size) {
origin = o
size = s
}
public var corners: [Point] {
return [northwest, southwest, northeast, northwest]
}
public var sideMidpoints: [Point] {
return [north, west, south, east]
}
public var north: Point {
return (x: origin.x + (size.w / 2 + 1), y: origin.y)
}
public var west: Point {
return (x: origin.x, y: origin.y + (size.h / 2 + 1))
}
public var south: Point {
return (x: origin.x + (size.w / 2 + 1), y: origin.y + size.h)
}
public var east: Point {
return (x: origin.x + size.w, y: origin.y + (size.h / 2 + 1))
}
public var northwest: Point {
return origin
}
public var southwest: Point {
return (x: origin.x, y: origin.y + size.h)
}
public var northeast: Point {
return (x: origin.x + size.w, y: origin.y)
}
public var southeast: Point {
return (x: origin.x + size.w, y: origin.y + size.h)
}
public var midpoint: Point {
return (x: origin.x + (size.w / 2 + 1), y: origin.y + (size.h / 2 + 1))
}
}
let name = "Diamond-Square"
class var textureSize: MTLSize {
// Needs to 2n + 1 on each side.
return MTLSize(width: 513, height: 513, depth: 1)
}
let texture: MTLTexture
let textureSemaphore = DispatchSemaphore(value: 1)
init?(device: MTLDevice) {
let size = DiamondSquareAlgorithm.textureSize
let desc = MTLTextureDescriptor.texture2DDescriptor(pixelFormat: .r32Float, width: size.width, height: size.height, mipmapped: false)
desc.usage = [.shaderRead, .shaderWrite]
desc.resourceOptions = .storageModeShared
guard let tex = device.makeTexture(descriptor: desc) else {
print("Couldn't create texture for Diamond-Squares algorithm.")
return nil
}
texture = tex
}
func render() {
let size = DiamondSquareAlgorithm.textureSize
func ptToIndex(_ pt: Box.Point) -> Int {
return pt.y * size.width + pt.x
}
var heightMap = [Float](repeating: 0, count: size.width * size.height)
var queue: [Box] = [Box(origin: (0, 0), size: (size.width, size.height))]
// 0. Set the corners to initial values if they haven't been set yet.
for p in queue.first!.corners {
let idx = ptToIndex(p)
if heightMap[idx] == 0.0 {
heightMap[idx] = Float.random(in: 0...1)
}
}
while queue.count > 0 {
let box = queue.removeFirst()
let halfSize = (w: box.size.w / 2 + 1, h: box.size.h / 2 + 1)
// 1. Diamond. Average the corners, add a random value. Set the midpoint.
let midpoint = box.midpoint
let cornerAverage = Float.random(in: 0...1) + 0.25 * box.corners.reduce(0.0) { (acc, pt) -> Float in
let index = ptToIndex(pt)
let value = heightMap[index]
return acc + value
}
let midptIdx = ptToIndex(midpoint)
heightMap[midptIdx] = cornerAverage
// 2. Square. Find the midpoints of the sides of this box. These four points are the origins of the new subdivided boxes.
for p in box.sideMidpoints {
// Find our diamond's corners, wrapping around the grid if needed.
let diamondCorners = [
(x: p.x, y: p.y - halfSize.h), // North
(x: p.x - halfSize.w, y: p.y), // West
(x: p.x, y: (p.y + halfSize.h) % size.height), // South
(x: (p.x + halfSize.w) % size.width, y: p.y), // West
].map { (p: Box.Point) -> Box.Point in
if p.x < 0 {
return (x: p.x + size.width, y: p.y)
} else if p.y < 0 {
return (x: p.x, y: p.y + size.height)
} else {
return p
}
}
let idx = ptToIndex(p)
let value = Float.random(in: 0...1) + 0.25 * diamondCorners.reduce(0) { (acc, pt) -> Float in
let idx = ptToIndex(pt)
let value = heightMap[idx]
return acc + value
}
heightMap[idx] = value
}
// 3. Base case for this recursion is boxes of size 1. Subdivide this box into 4 and push them onto the queue.
if box.size.w > 1 || box.size.h > 1 {
let newSize = (w: midpoint.x - box.origin.x, h: midpoint.y - box.origin.y)
let newBoxes = [Box(origin: box.origin, size: newSize),
Box(origin: midpoint, size: newSize),
Box(origin: (box.origin.x, box.origin.1 + newSize.1), size: newSize),
Box(origin: (box.origin.x + newSize.w, box.origin.y + newSize.h), size: newSize)]
queue.append(contentsOf: newBoxes)
}
}
let region = MTLRegion(origin: MTLOrigin(), size: size)
texture.replace(region: region, mipmapLevel: 0, withBytes: heightMap, bytesPerRow: MemoryLayout<Float>.stride * size.width)
}
// MARK: Algorithm
var outTexture: MTLTexture {
return texture
}
func encode(in encoder: MTLComputeCommandEncoder) {
}
func updateUniforms() {
}
}
/// Implementation of the Circles algorithm.
//class CirclesAlgorithm: Algorithm {

View file

@ -0,0 +1,52 @@
//
// AlgorithmsTests.swift
// Terrain2Tests
//
// Created by Eryn Wells on 11/8/18.
// Copyright © 2018 Eryn Wells. All rights reserved.
//
import XCTest
import Terrain2
class DiamondSquareBoxTests: XCTestCase {
func testNorthwest() {
let box = DiamondSquareAlgorithm.Box(origin: DiamondSquareAlgorithm.Box.Point(x: 3, y: 4),
size: DiamondSquareAlgorithm.Box.Size(w: 5, h: 5))
let pt = box.northwest
XCTAssertEqual(pt.x, 3)
XCTAssertEqual(pt.y, 4)
}
func testNortheast() {
let box = DiamondSquareAlgorithm.Box(origin: DiamondSquareAlgorithm.Box.Point(x: 3, y: 4),
size: DiamondSquareAlgorithm.Box.Size(w: 5, h: 5))
let pt = box.northeast
XCTAssertEqual(pt.x, 8)
XCTAssertEqual(pt.y, 4)
}
func testSouthwest() {
let box = DiamondSquareAlgorithm.Box(origin: DiamondSquareAlgorithm.Box.Point(x: 3, y: 4),
size: DiamondSquareAlgorithm.Box.Size(w: 5, h: 5))
let pt = box.southwest
XCTAssertEqual(pt.x, 3)
XCTAssertEqual(pt.y, 9)
}
func testSoutheast() {
let box = DiamondSquareAlgorithm.Box(origin: DiamondSquareAlgorithm.Box.Point(x: 3, y: 4),
size: DiamondSquareAlgorithm.Box.Size(w: 5, h: 5))
let pt = box.southeast
XCTAssertEqual(pt.x, 8)
XCTAssertEqual(pt.y, 9)
}
func testMidpoint() {
let box = DiamondSquareAlgorithm.Box(origin: DiamondSquareAlgorithm.Box.Point(x: 3, y: 4),
size: DiamondSquareAlgorithm.Box.Size(w: 5, h: 5))
let midpoint = box.midpoint
XCTAssertEqual(midpoint.x, 6)
XCTAssertEqual(midpoint.y, 7)
}
}