terrain/Terrain2/Shaders/TerrainAlgorithms.metal

65 lines
2.3 KiB
Metal

//
// TerrainAlgorithms.metal
// Terrain2
//
// Created by Eryn Wells on 11/4/18.
// Copyright © 2018 Eryn Wells. All rights reserved.
//
#include <metal_stdlib>
#include <metal_types>
#include "ShaderTypes.h"
#include "Random.hh"
using namespace metal;
kernel void updateGeometryHeights(texture2d<float> texture [[texture(GeneratorTextureIndexIn)]],
constant float2 *texCoords [[buffer(GeneratorBufferIndexTexCoords)]],
constant Uniforms &uniforms [[buffer(GeneratorBufferIndexUniforms)]],
device packed_float3 *vertexes [[buffer(GeneratorBufferIndexMeshPositions)]],
uint2 tid [[thread_position_in_grid]])
{
constexpr sampler s(coord::normalized, address::clamp_to_zero, filter::linear);
const uint vIdx = tid.y * uniforms.terrainSegments.x + tid.x;
// Get the height from the texture.
float2 texCoord = texCoords[vIdx];
float4 height = texture.sample(s, texCoord);
// Update the vertex data.
vertexes[vIdx].y = height.r;
}
kernel void updateGeometryNormals(constant packed_float3 *meshPositions [[buffer(GeneratorBufferIndexMeshPositions)]],
constant packed_ushort3 *indexes [[buffer(GeneratorBufferIndexIndexes)]],
device packed_float3 *faceNormals [[buffer(GeneratorBufferIndexFaceNormals)]],
device packed_float3 *faceMidpoints [[buffer(GeneratorBufferIndexFaceMidpoints)]],
uint tid [[thread_position_in_grid]])
{
const ushort3 triangleIndex = indexes[tid];
const float3 v1 = meshPositions[triangleIndex.x];
const float3 v2 = meshPositions[triangleIndex.y];
const float3 v3 = meshPositions[triangleIndex.z];
float3 side1 = v1 - v2;
float3 side2 = v1 - v3;
float3 normal = normalize(cross(side1, side2));
faceNormals[tid] = normal;
faceMidpoints[tid] = (1.0 / 3.0) * (v1 + v2 + v3);
}
kernel void updateGeometryVertexNormals()
{
}
#pragma mark - ZeroGenerator
kernel void zeroKernel(texture2d<float, access::write> outTexture [[texture(GeneratorTextureIndexOut)]],
uint2 tid [[thread_position_in_grid]])
{
outTexture.write(0, tid);
}