restore halfs in shader

This commit is contained in:
a dinosaur 2024-09-02 19:06:16 +10:00
parent 4209a925c4
commit 42244456c9
3 changed files with 20 additions and 33 deletions

View File

@ -167,7 +167,7 @@ public class Renderer {
let color = Color<Float>.white let color = Color<Float>.white
let vertices = mesh.vertices.map { let vertices = mesh.vertices.map {
ShaderVertex(position: $0.position, normal: $0.normal, color: color.values, texCoord: $0.texCoord) ShaderVertex(position: $0.position, normal: $0.normal, color: SIMD4(color), texCoord: $0.texCoord)
} }
guard let vtxBuffer = self.device.makeBuffer( guard let vtxBuffer = self.device.makeBuffer(
bytes: vertices, bytes: vertices,
@ -348,14 +348,14 @@ public class Renderer {
var fragUniforms = FragmentShaderUniforms( var fragUniforms = FragmentShaderUniforms(
cameraPosition: camera.position, cameraPosition: camera.position,
directionalLight: normalize(environment.lightDirection), directionalLight: normalize(environment.lightDirection),
ambientColor: material.ambient.values, ambientColor: SIMD4(material.ambient),
diffuseColor: material.diffuse.values, diffuseColor: SIMD4(material.diffuse),
specularColor: material.specular.values, specularColor: SIMD4(material.specular),
specularIntensity: material.gloss) specularIntensity: material.gloss)
var instance = VertexShaderInstance( var instance = VertexShaderInstance(
model: model, model: model,
normalModel: model.inverse.transpose, normalModel: model.inverse.transpose,
color: color.values) color: SIMD4(color))
self._encoder.setCullMode(.init(environment.cullFace)) self._encoder.setCullMode(.init(environment.cullFace))
@ -386,9 +386,9 @@ public class Renderer {
var fragUniforms = FragmentShaderUniforms( var fragUniforms = FragmentShaderUniforms(
cameraPosition: camera.position, cameraPosition: camera.position,
directionalLight: normalize(environment.lightDirection), directionalLight: normalize(environment.lightDirection),
ambientColor: material.ambient.values, ambientColor: SIMD4(material.ambient),
diffuseColor: material.diffuse.values, diffuseColor: SIMD4(material.diffuse),
specularColor: material.specular.values, specularColor: SIMD4(material.specular),
specularIntensity: material.gloss) specularIntensity: material.gloss)
let numInstances = instances.count let numInstances = instances.count
@ -417,7 +417,7 @@ public class Renderer {
.scale(instance.scale) .scale(instance.scale)
data[i] = VertexShaderInstance( data[i] = VertexShaderInstance(
model: model, normalModel: model.inverse.transpose, model: model, normalModel: model.inverse.transpose,
color: instance.color.values) color: SIMD4(instance.color))
} }
} }
instanceBuffer.didModifyRange(0..<instancesBytes) instanceBuffer.didModifyRange(0..<instancesBytes)
@ -468,17 +468,6 @@ fileprivate extension MTLCullMode {
} }
} }
fileprivate extension Color where T == Float {
var reinterpretUInt: SIMD4<UInt32> {
.init(self.r.bitPattern, self.g.bitPattern, self.b.bitPattern, self.a.bitPattern)
}
}
fileprivate extension SIMD4 where Scalar == Float {
var reinterpretUShort: SIMD4<UInt32> {
.init(self.x.bitPattern, self.y.bitPattern, self.z.bitPattern, self.w.bitPattern)
}
}
enum RendererError: Error { enum RendererError: Error {
case initFailure(_ message: String) case initFailure(_ message: String)
case loadFailure(_ message: String) case loadFailure(_ message: String)

View File

@ -7,7 +7,7 @@ struct FragmentInput {
float3 world; float3 world;
float3 normal; float3 normal;
float2 texCoord; float2 texCoord;
float4 color; half4 color;
}; };
vertex FragmentInput vertexMain( vertex FragmentInput vertexMain(
@ -23,13 +23,13 @@ vertex FragmentInput vertexMain(
FragmentInput out; FragmentInput out;
out.position = u.projView * world; out.position = u.projView * world;
out.world = world.xyz; out.world = world.xyz;
out.color = vtx[vertexID].color * i[instanceID].color; out.color = half4(vtx[vertexID].color) * half4(i[instanceID].color);
out.normal = (i[instanceID].normalModel * float4(vtx[vertexID].normal, 0)).xyz; out.normal = (i[instanceID].normalModel * float4(vtx[vertexID].normal, 0)).xyz;
out.texCoord = vtx[vertexID].texCoord; out.texCoord = vtx[vertexID].texCoord;
return out; return out;
} }
fragment float4 fragmentMain( fragment half4 fragmentMain(
FragmentInput in [[stage_in]], FragmentInput in [[stage_in]],
metal::texture2d<half, metal::access::sample> texture [[texture(0)]], metal::texture2d<half, metal::access::sample> texture [[texture(0)]],
constant FragmentShaderUniforms& u [[buffer(FragmentShaderInputIdxUniforms)]] constant FragmentShaderUniforms& u [[buffer(FragmentShaderInputIdxUniforms)]]
@ -45,18 +45,18 @@ fragment float4 fragmentMain(
// Compute diffuse component // Compute diffuse component
float lambert = metal::dot(normal, lightVec); float lambert = metal::dot(normal, lightVec);
float diffuseAmount = metal::max(0.0, lambert); float diffuseAmount = metal::max(0.0, lambert);
float4 diffuse = u.diffuseColor * diffuseAmount; half4 diffuse = half4(u.diffuseColor) * diffuseAmount;
// Compute specular component (blinn-phong) // Compute specular component (blinn-phong)
float specularAngle = metal::max(0.0, metal::dot(halfDir, normal)); float specularAngle = metal::max(0.0, metal::dot(halfDir, normal));
float specularTerm = metal::pow(specularAngle, u.specularIntensity); float specularTerm = metal::pow(specularAngle, u.specularIntensity);
// smoothstep hack to ensure highlight tapers gracefully at grazing angles // smoothstep hack to ensure highlight tapers gracefully at grazing angles
float specularAmount = specularTerm * metal::smoothstep(0, 2, lambert * u.specularIntensity); float specularAmount = specularTerm * metal::smoothstep(0, 2, lambert * u.specularIntensity);
float4 specular = u.specularColor * specularAmount; half4 specular = half4(u.specularColor) * specularAmount;
// Sample texture & vertex color to get albedo // Sample texture & vertex color to get albedo
float4 albedo = float4(texture.sample(sampler, in.texCoord)); half4 albedo = texture.sample(sampler, in.texCoord);
albedo *= in.color; albedo *= half4(in.color);
return albedo * (u.ambientColor + diffuse) + specular; return albedo * (half4(u.ambientColor) + diffuse) + specular;
} }

View File

@ -10,8 +10,6 @@
#include <simd/simd.h> #include <simd/simd.h>
typedef simd_float4 color_float4;
typedef NS_ENUM(NSInteger, VertexShaderInputIdx) { typedef NS_ENUM(NSInteger, VertexShaderInputIdx) {
VertexShaderInputIdxVertices = 0, VertexShaderInputIdxVertices = 0,
VertexShaderInputIdxInstance = 1, VertexShaderInputIdxInstance = 1,
@ -21,14 +19,14 @@ typedef NS_ENUM(NSInteger, VertexShaderInputIdx) {
typedef struct { typedef struct {
vector_float3 position; vector_float3 position;
vector_float3 normal; vector_float3 normal;
color_float4 color; vector_float4 color;
vector_float2 texCoord; vector_float2 texCoord;
} ShaderVertex; } ShaderVertex;
typedef struct { typedef struct {
matrix_float4x4 model; matrix_float4x4 model;
matrix_float4x4 normalModel; matrix_float4x4 normalModel;
color_float4 color; vector_float4 color;
} VertexShaderInstance; } VertexShaderInstance;
typedef struct { typedef struct {
@ -41,7 +39,7 @@ typedef NS_ENUM(NSInteger, FragmentShaderInputIdx) {
typedef struct { typedef struct {
vector_float3 cameraPosition, directionalLight; vector_float3 cameraPosition, directionalLight;
color_float4 ambientColor, diffuseColor, specularColor; vector_float4 ambientColor, diffuseColor, specularColor;
float specularIntensity; float specularIntensity;
} FragmentShaderUniforms; } FragmentShaderUniforms;