mirror of
https://github.com/GayPizzaSpecifications/voxelotl-engine.git
synced 2025-08-03 13:11:33 +00:00
depth buffer implementation
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@ -41,13 +41,18 @@ fileprivate let cubeIndices: [UInt16] = [
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]
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class Renderer {
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private let depthFormat: MTLPixelFormat = .depth16Unorm
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private var device: MTLDevice
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private var layer: CAMetalLayer
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private var viewport = MTLViewport()
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private var aspectRatio: Float
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private var queue: MTLCommandQueue
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private var lib: MTLLibrary
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private let passDescription = MTLRenderPassDescriptor()
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private var pso: MTLRenderPipelineState
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private var depthStencilState: MTLDepthStencilState
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private var depthStencilTexture: MTLTexture
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private var vtxBuffer: MTLBuffer, idxBuffer: MTLBuffer
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private var defaultTexture: MTLTexture
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@ -62,7 +67,7 @@ class Renderer {
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})
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}
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init(layer metalLayer: CAMetalLayer) throws {
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init(layer metalLayer: CAMetalLayer, size: SIMD2<Int>) throws {
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self.layer = metalLayer
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// Select best Metal device
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@ -79,9 +84,36 @@ class Renderer {
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throw RendererError.initFailure("Failed to create command queue")
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}
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self.queue = queue
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passDescription.colorAttachments[0].loadAction = MTLLoadAction.clear
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passDescription.colorAttachments[0].storeAction = MTLStoreAction.store
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self.viewport = MTLViewport(
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originX: 0.0,
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originY: 0.0,
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width: Double(size.x),
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height: Double(size.y),
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znear: 1.0,
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zfar: -1.0)
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self.aspectRatio = Float(size.x) / Float(size.y)
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passDescription.colorAttachments[0].loadAction = .clear
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passDescription.colorAttachments[0].storeAction = .store
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passDescription.colorAttachments[0].clearColor = MTLClearColorMake(0.1, 0.1, 0.1, 1.0)
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passDescription.depthAttachment.loadAction = .clear
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passDescription.depthAttachment.storeAction = .dontCare
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passDescription.depthAttachment.clearDepth = 1.0
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guard let depthStencilTexture = Self.createDepthTexture(device, size, format: depthFormat) else {
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throw RendererError.initFailure("Failed to create depth buffer")
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}
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self.depthStencilTexture = depthStencilTexture
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passDescription.depthAttachment.texture = self.depthStencilTexture
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let stencilDepthDescription = MTLDepthStencilDescriptor()
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stencilDepthDescription.depthCompareFunction = .less // OpenGL default
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stencilDepthDescription.isDepthWriteEnabled = true
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guard let depthStencilState = device.makeDepthStencilState(descriptor: stencilDepthDescription) else {
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throw RendererError.initFailure("Failed to create depth stencil state")
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}
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self.depthStencilState = depthStencilState
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// Create shader library & grab functions
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do {
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@ -97,6 +129,7 @@ class Renderer {
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pipeDescription.vertexFunction = vertexProgram
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pipeDescription.fragmentFunction = fragmentProgram
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pipeDescription.colorAttachments[0].pixelFormat = layer.pixelFormat
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pipeDescription.depthAttachmentPixelFormat = depthFormat
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do {
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self.pso = try device.makeRenderPipelineState(descriptor: pipeDescription)
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} catch {
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@ -207,7 +240,37 @@ class Renderer {
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return newTexture
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}
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private static func createDepthTexture(_ device: MTLDevice, _ size: SIMD2<Int>, format: MTLPixelFormat
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) -> MTLTexture? {
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let texDescriptor = MTLTextureDescriptor.texture2DDescriptor(
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pixelFormat: format,
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width: size.x,
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height: size.y,
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mipmapped: false)
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texDescriptor.depth = 1
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texDescriptor.sampleCount = 1
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texDescriptor.usage = [ .renderTarget, .shaderRead ]
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#if !NDEBUG
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texDescriptor.storageMode = .private
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#else
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texDescriptor.storageMode = .memoryless
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#endif
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guard let depthStencilTexture = device.makeTexture(descriptor: texDescriptor) else { return nil }
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depthStencilTexture.label = "Depth buffer"
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return depthStencilTexture
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}
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func resize(size: SIMD2<Int>) {
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if Int(self.viewport.width) != size.x || Int(self.viewport.height) != size.y {
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if let depthStencilTexture = Self.createDepthTexture(device, size, format: depthFormat) {
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self.depthStencilTexture = depthStencilTexture
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passDescription.depthAttachment.texture = self.depthStencilTexture
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}
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}
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self.aspectRatio = Float(size.x) / Float(size.y)
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self.viewport = MTLViewport(
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originX: 0.0,
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originY: 0.0,
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@ -220,14 +283,21 @@ class Renderer {
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var time: Float = 0 //FIXME: temp
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func paint() throws {
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#if true
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let projection = matrix_float4x4.perspective(
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verticalFov: Float(90.0).radians,
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aspect: Float(self.viewport.width / self.viewport.height),
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near: 0.1,
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far: 10)
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aspect: aspectRatio,
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near: 0.003,
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far: 4)
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#else
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let projection = matrix_float4x4.orthographic(
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left: -aspectRatio, right: aspectRatio,
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bottom: -1, top: 1,
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near: 0, far: -4)
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#endif
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let view = matrix_float4x4.identity
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let model: matrix_float4x4 =
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.translate(.init(0, sin(time * 0.5) * 0.5, -2)) *
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.translate(.init(0, sin(time * 0.5) * 0.75, -2)) *
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.scale(0.5) *
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.rotate(y: time)
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@ -248,9 +318,11 @@ class Renderer {
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throw RendererError.drawFailure("Failed to make render encoder from command buffer")
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}
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encoder.setCullMode(.back)
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encoder.setFrontFacing(.counterClockwise) // OpenGL default
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encoder.setViewport(viewport)
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encoder.setCullMode(MTLCullMode.none)
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encoder.setRenderPipelineState(pso)
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encoder.setDepthStencilState(depthStencilState)
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encoder.setFragmentTexture(cubeTexture ?? defaultTexture, index: 0)
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encoder.setVertexBuffer(vtxBuffer,
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