Get the normals sorted out; enable lighting from multiple lights
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a72309ec09
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3 changed files with 50 additions and 36 deletions
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@ -74,7 +74,7 @@ kernel void updateGeometryNormals(constant packed_float3 *meshPositions [[buffer
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/// *----*----* (2, 2)
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///
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/// Adding each vector divided by n would be better, but numerical stability
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/// isn't low risk here since these vectors are all normalized.
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/// is low risk here since these vectors are all normalized.
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///
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kernel void updateGeometryVertexNormals(constant packed_float3 *meshPositions [[buffer(GeneratorBufferIndexMeshPositions)]],
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constant packed_float3 *faceNormals [[buffer(GeneratorBufferIndexFaceNormals)]],
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@ -87,13 +87,13 @@ kernel void updateGeometryVertexNormals(constant packed_float3 *meshPositions [[
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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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if (tid.x > 0 && tid.y > 0) {
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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 < segs.x) {
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uint segment = segmentIndex(uint2(tid.x, tid.y - 1), segs);
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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 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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@ -104,8 +104,8 @@ kernel void updateGeometryVertexNormals(constant packed_float3 *meshPositions [[
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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 < segs.y) {
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uint segment = segmentIndex(uint2(tid.x - 1, tid.y), segs);
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if (tid.x < segs.x && tid.y > 0) {
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uint segment = segmentIndex(uint2(tid.x, tid.y - 1), 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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@ -114,7 +114,7 @@ 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 idx = segmentIndex(tid, segs);
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uint idx = segmentIndex(tid, segs) + 1;
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vertexNormals[idx] = normal;
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}
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}
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