Rename unforms -> geometryUniforms
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					 1 changed files with 13 additions and 13 deletions
				
			
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			@ -37,7 +37,7 @@ class Renderer: NSObject, MTKViewDelegate {
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    let inFlightSemaphore = DispatchSemaphore(value: maxBuffersInFlight)
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    let regenerationSemaphore = DispatchSemaphore(value: 1)
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    var uniforms: PerFrameObject<Uniforms>
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    var geometryUniforms: PerFrameObject<Uniforms>
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    var lightsBuffer: MTLBuffer
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    var lights: UnsafeMutablePointer<Light>
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			@ -68,7 +68,7 @@ class Renderer: NSObject, MTKViewDelegate {
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        self.device = metalKitView.device!
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        self.commandQueue = self.device.makeCommandQueue()!
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        uniforms = PerFrameObject(device: device, label: "Uniforms")
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        geometryUniforms = PerFrameObject(device: device, label: "Uniforms")
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        metalKitView.depthStencilPixelFormat = MTLPixelFormat.depth32Float_stencil8
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        metalKitView.colorPixelFormat = MTLPixelFormat.bgra8Unorm_srgb
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			@ -197,21 +197,21 @@ class Renderer: NSObject, MTKViewDelegate {
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            }
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        }
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        uniforms.pointer[0].projectionMatrix = projectionMatrix
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        geometryUniforms.pointer[0].projectionMatrix = projectionMatrix
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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, -2.0, -8.0)
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        let modelViewMatrix = simd_mul(viewMatrix, modelMatrix)
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        uniforms.pointer[0].modelViewMatrix = modelViewMatrix
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        geometryUniforms.pointer[0].modelViewMatrix = modelViewMatrix
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        rotation += 0.003
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        // Remove the fourth row and column from our model-view matrix. Since we're only doing rotations and translations (no scales), this serves as our normal transform matrix.
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        let rotSclModelViewMatrix = float3x3(modelViewMatrix.columns.0.xyz, modelViewMatrix.columns.1.xyz, modelViewMatrix.columns.2.xyz)
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        uniforms.pointer[0].normalMatrix = rotSclModelViewMatrix
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        geometryUniforms.pointer[0].normalMatrix = rotSclModelViewMatrix
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        uniforms.pointer[0].terrainDimensions = terrain.dimensions
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        uniforms.pointer[0].terrainSegments = terrain.segments
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        geometryUniforms.pointer[0].terrainDimensions = terrain.dimensions
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        geometryUniforms.pointer[0].terrainSegments = terrain.segments
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    }
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    func draw(in view: MTKView) {
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			@ -236,7 +236,7 @@ class Renderer: NSObject, MTKViewDelegate {
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                inFlightSem.signal()
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            }
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            uniforms.updateOffsets()
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            geometryUniforms.updateOffsets()
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            self.updateGameState()
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			@ -250,7 +250,7 @@ class Renderer: NSObject, MTKViewDelegate {
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                didScheduleAlgorithmIteration = true
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            }
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            terrain.scheduleGeometryUpdates(inCommandBuffer: commandBuffer, uniforms: uniforms)
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            terrain.scheduleGeometryUpdates(inCommandBuffer: commandBuffer, uniforms: geometryUniforms)
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            /// Delay getting the currentRenderPassDescriptor until we absolutely need it to avoid
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            ///   holding onto the drawable and blocking the display pipeline any longer than necessary
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			@ -273,8 +273,8 @@ class Renderer: NSObject, MTKViewDelegate {
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                    renderEncoder.setTriangleFillMode(drawLines ? .lines : .fill)
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                    renderEncoder.setVertexBuffer(terrain.faceNormalsBuffer, offset: 0, index: BufferIndex.faceNormals.rawValue)
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                    renderEncoder.setVertexBuffer(uniforms.buffer, offset: uniforms.offset, index: BufferIndex.uniforms.rawValue)
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                    renderEncoder.setFragmentBuffer(uniforms.buffer, offset: uniforms.offset, index: BufferIndex.uniforms.rawValue)
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                    renderEncoder.setVertexBuffer(geometryUniforms.buffer, offset: geometryUniforms.offset, index: BufferIndex.uniforms.rawValue)
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                    renderEncoder.setFragmentBuffer(geometryUniforms.buffer, offset: geometryUniforms.offset, index: BufferIndex.uniforms.rawValue)
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                    renderEncoder.setFragmentBuffer(lightsBuffer, offset: 0, index: BufferIndex.lights.rawValue)
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                    renderEncoder.setFragmentBuffer(materialBuffer, offset: 0, index: BufferIndex.materials.rawValue)
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			@ -346,7 +346,7 @@ class Renderer: NSObject, MTKViewDelegate {
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        encoder.setVertexBuffer(vertexBuffer.buffer, offset: vertexBuffer.offset, index: NormalBufferIndex.points.rawValue)
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        encoder.setVertexBuffer(normalBuffer.buffer, offset: normalBuffer.offset, index: NormalBufferIndex.normals.rawValue)
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        encoder.setVertexBuffer(uniforms.buffer, offset: uniforms.offset, index: NormalBufferIndex.uniforms.rawValue)
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        encoder.setVertexBuffer(geometryUniforms.buffer, offset: geometryUniforms.offset, index: NormalBufferIndex.uniforms.rawValue)
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        encoder.drawPrimitives(type: .line, vertexStart: 0, vertexCount: 2, instanceCount: terrain.mesh.vertexCount)
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        encoder.popDebugGroup()
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			@ -361,7 +361,7 @@ class Renderer: NSObject, MTKViewDelegate {
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        encoder.setVertexBuffer(faceMidpointsBuffer, offset: 0, index: NormalBufferIndex.points.rawValue)
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        encoder.setVertexBuffer(faceNormalsBuffer, offset: 0, index: NormalBufferIndex.normals.rawValue)
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        encoder.setVertexBuffer(uniforms.buffer, offset: uniforms.offset, index: NormalBufferIndex.uniforms.rawValue)
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        encoder.setVertexBuffer(geometryUniforms.buffer, offset: geometryUniforms.offset, index: NormalBufferIndex.uniforms.rawValue)
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        encoder.drawPrimitives(type: .line, vertexStart: 0, vertexCount: 2, instanceCount: instanceCount)
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        encoder.popDebugGroup()
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