terrain/Terrain2/Terrain.swift

217 lines
11 KiB
Swift

//
// Terrain.swift
// Terrain
//
// Created by Eryn Wells on 11/3/18.
// Copyright © 2018 Eryn Wells. All rights reserved.
//
import Cocoa
import MetalKit
class Terrain: NSObject {
/// Create a Metal vertex descriptor specifying how vertices will by laid out for input into our render pipeline and how we'll layout our Model IO vertices.
class func buildVertexDescriptor() -> MTLVertexDescriptor {
let desc = MTLVertexDescriptor()
desc.attributes[VertexAttribute.position.rawValue].format = .float3
desc.attributes[VertexAttribute.position.rawValue].offset = 0
desc.attributes[VertexAttribute.position.rawValue].bufferIndex = BufferIndex.meshPositions.rawValue
desc.attributes[VertexAttribute.normal.rawValue].format = .float3
desc.attributes[VertexAttribute.normal.rawValue].offset = 0
desc.attributes[VertexAttribute.normal.rawValue].bufferIndex = BufferIndex.normals.rawValue
desc.attributes[VertexAttribute.texCoord.rawValue].format = .float2
desc.attributes[VertexAttribute.texCoord.rawValue].offset = 0
desc.attributes[VertexAttribute.texCoord.rawValue].bufferIndex = BufferIndex.meshGenerics.rawValue
desc.layouts[BufferIndex.meshPositions.rawValue].stride = 12
desc.layouts[BufferIndex.meshPositions.rawValue].stepRate = 1
desc.layouts[BufferIndex.meshPositions.rawValue].stepFunction = .perVertex
desc.layouts[BufferIndex.normals.rawValue].stride = 12
desc.layouts[BufferIndex.normals.rawValue].stepRate = 1
desc.layouts[BufferIndex.normals.rawValue].stepFunction = .perVertex
desc.layouts[BufferIndex.meshGenerics.rawValue].stride = 8
desc.layouts[BufferIndex.meshGenerics.rawValue].stepRate = 1
desc.layouts[BufferIndex.meshGenerics.rawValue].stepFunction = .perVertex
return desc
}
/// Create and condition mesh data to feed into a pipeline using the given vertex descriptor.
///
/// - parameter dimensions: Coordinate dimensions of the plane.
/// - parameter segments: Number of segments to divide each dimension into.
/// - parameter device: Metal device.
/// - parameter vertexDescriptor: Description of how to lay out vertex data in GPU memory.
class func buildMesh(withDimensions dimensions: float2, segments: uint2, device: MTLDevice, vertexDescriptor: MTLVertexDescriptor) throws -> MTKMesh {
let metalAllocator = MTKMeshBufferAllocator(device: device)
let plane = MDLMesh.newPlane(withDimensions: dimensions,
segments: segments,
geometryType: .triangles,
allocator: metalAllocator)
let mdlVertexDescriptor = MTKModelIOVertexDescriptorFromMetal(vertexDescriptor)
guard let attributes = mdlVertexDescriptor.attributes as? [MDLVertexAttribute] else {
throw RendererError.badVertexDescriptor
}
attributes[VertexAttribute.position.rawValue].name = MDLVertexAttributePosition
attributes[VertexAttribute.normal.rawValue].name = MDLVertexAttributeNormal
attributes[VertexAttribute.texCoord.rawValue].name = MDLVertexAttributeTextureCoordinate
plane.vertexDescriptor = mdlVertexDescriptor
return try MTKMesh(mesh:plane, device:device)
}
class func computePipeline(withFunctionNamed name: String, device: MTLDevice, library: MTLLibrary) throws -> MTLComputePipelineState {
guard let function = library.makeFunction(name: name) else {
throw RendererError.badComputeFunction
}
let pipeline = try device.makeComputePipelineState(function: function)
return pipeline
}
private let generatorQueue = DispatchQueue(label: "Terrain Generation Queue")
private let updateHeightsPipeline: MTLComputePipelineState
private let updateSurfaceNormalsPipeline: MTLComputePipelineState
private let updateVertexNormalsPipeline: MTLComputePipelineState
let dimensions: float2
let segments: uint2
let vertexDescriptor: MTLVertexDescriptor
let mesh: MTKMesh
let faceNormalsBuffer: MTLBuffer
let faceMidpointsBuffer: MTLBuffer
var generator: TerrainGenerator
init?(dimensions dim: float2, segments seg: uint2, device: MTLDevice, library: MTLLibrary) {
dimensions = dim
segments = seg
vertexDescriptor = Terrain.buildVertexDescriptor()
do {
mesh = try Terrain.buildMesh(withDimensions: dimensions, segments: segments, device: device, vertexDescriptor: vertexDescriptor)
} catch let e {
print("Couldn't create mesh. Error: \(e)")
return nil
}
guard let gen = DiamondSquareGenerator(device: device) else {
print("Couldn't create algorithm")
return nil
}
gen.roughness = 0.2
generator = gen
do {
updateHeightsPipeline = try Terrain.computePipeline(withFunctionNamed: "updateGeometryHeights", device: device, library: library)
updateSurfaceNormalsPipeline = try Terrain.computePipeline(withFunctionNamed: "updateGeometryNormals", device: device, library: library)
updateVertexNormalsPipeline = try Terrain.computePipeline(withFunctionNamed: "updateGeometryVertexNormals", device: device, library: library)
} catch {
print("Unable to create compute pipelines for terrain geometry updates. Error: \(error)")
return nil
}
// A normal is a float3. Two triangles per segment, x * t segments.
let faceDataLength = 12 * 2 * Int(segments.x * segments.y)
guard let faceNormalsBuf = device.makeBuffer(length: faceDataLength, options: .storageModeShared) else {
print("Couldn't create buffer for face normals")
return nil
}
faceNormalsBuffer = faceNormalsBuf
guard let faceMidpointsBuf = device.makeBuffer(length: faceDataLength, options: .storageModeShared) else {
print("Couldn't create buffer for face normals")
return nil
}
faceMidpointsBuffer = faceMidpointsBuf
super.init()
}
func generate(completion: @escaping () -> Void) -> Progress {
let progress = Progress(totalUnitCount: 1)
generatorQueue.async {
progress.becomeCurrent(withPendingUnitCount: 1)
let heights = self.generator.render(progress: progress)
progress.completedUnitCount += 1
// TODO: Store heights
// TODO: Compute normals
progress.resignCurrent()
completion()
}
return progress
}
func scheduleGeometryUpdates(inCommandBuffer commandBuffer: MTLCommandBuffer, uniforms: PerFrameObject<Uniforms>) {
if let computeEncoder = commandBuffer.makeComputeCommandEncoder() {
//print("Scheduling update geometry heights")
computeEncoder.label = "Geometry Heights Encoder"
computeEncoder.pushDebugGroup("Update Heights")
computeEncoder.setComputePipelineState(updateHeightsPipeline)
computeEncoder.setTexture(generator.outTexture, index: GeneratorTextureIndex.in.rawValue)
let vertexBuffer = mesh.vertexBuffers[BufferIndex.meshPositions.rawValue]
computeEncoder.setBuffer(vertexBuffer.buffer, offset: vertexBuffer.offset, index: GeneratorBufferIndex.meshPositions.rawValue)
let texCoordBuffer = mesh.vertexBuffers[BufferIndex.meshGenerics.rawValue]
computeEncoder.setBuffer(texCoordBuffer.buffer, offset: texCoordBuffer.offset, index: GeneratorBufferIndex.texCoords.rawValue)
computeEncoder.setBuffer(uniforms.buffer, offset: uniforms.offset, index: GeneratorBufferIndex.uniforms.rawValue)
computeEncoder.dispatchThreads(MTLSize(width: Int(segments.x + 1), height: Int(segments.y + 1), depth: 1), threadsPerThreadgroup: MTLSize(width: 8, height: 8, depth: 1))
computeEncoder.popDebugGroup()
computeEncoder.endEncoding()
}
if let computeEncoder = commandBuffer.makeComputeCommandEncoder() {
//print("Scheduling update geometry normals")
computeEncoder.label = "Surface Normals Encoder"
computeEncoder.pushDebugGroup("Update Surface Normals")
computeEncoder.setComputePipelineState(updateSurfaceNormalsPipeline)
let indexBuffer = mesh.submeshes[0].indexBuffer
computeEncoder.setBuffer(indexBuffer.buffer, offset: indexBuffer.offset, index: GeneratorBufferIndex.indexes.rawValue)
let positionsBuffer = mesh.vertexBuffers[BufferIndex.meshPositions.rawValue]
computeEncoder.setBuffer(positionsBuffer.buffer, offset: positionsBuffer.offset, index: GeneratorBufferIndex.meshPositions.rawValue)
computeEncoder.setBuffer(faceNormalsBuffer, offset: 0, index: GeneratorBufferIndex.faceNormals.rawValue)
computeEncoder.setBuffer(faceMidpointsBuffer, offset: 0, index: GeneratorBufferIndex.faceMidpoints.rawValue)
computeEncoder.dispatchThreads(MTLSize(width: 2 * Int(segments.x * segments.y), height: 1, depth: 1), threadsPerThreadgroup: MTLSize(width: 64, height: 1, depth: 1))
computeEncoder.popDebugGroup()
computeEncoder.endEncoding()
}
if let computeEncoder = commandBuffer.makeComputeCommandEncoder() {
computeEncoder.label = "Vertex Normals Encoder"
computeEncoder.pushDebugGroup("Update Vertex Normals")
computeEncoder.setComputePipelineState(updateVertexNormalsPipeline)
let indexBuffer = mesh.submeshes[0].indexBuffer
computeEncoder.setBuffer(indexBuffer.buffer, offset: indexBuffer.offset, index: GeneratorBufferIndex.indexes.rawValue)
let positionsBuffer = mesh.vertexBuffers[BufferIndex.meshPositions.rawValue]
computeEncoder.setBuffer(positionsBuffer.buffer, offset: positionsBuffer.offset, index: GeneratorBufferIndex.meshPositions.rawValue)
computeEncoder.setBuffer(faceNormalsBuffer, offset: 0, index: GeneratorBufferIndex.faceNormals.rawValue)
let normalsBuffer = mesh.vertexBuffers[BufferIndex.normals.rawValue]
computeEncoder.setBuffer(normalsBuffer.buffer, offset: normalsBuffer.offset, index: GeneratorBufferIndex.normals.rawValue)
computeEncoder.setBuffer(uniforms.buffer, offset: uniforms.offset, index: GeneratorBufferIndex.uniforms.rawValue)
computeEncoder.dispatchThreads(MTLSize(width: 2 * Int(segments.x * segments.y), height: 1, depth: 1), threadsPerThreadgroup: MTLSize(width: 8, height: 8, depth: 1))
computeEncoder.popDebugGroup()
computeEncoder.endEncoding()
}
}
private func populateInitialFaceNormals() {
let normalsCount = 2 * Int(segments.x * segments.y)
let faceNormals = UnsafeMutableRawPointer(faceNormalsBuffer.contents()).bindMemory(to: float3.self, capacity: normalsCount)
for i in 0..<normalsCount {
faceNormals[i] = float3(0, 1, 0)
}
}
}