added shadows

This commit is contained in:
Marius Horga 2017-01-31 22:23:06 -06:00
parent 8192c344e7
commit c340f80664
9 changed files with 141 additions and 1 deletions

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@ -20,4 +20,5 @@ Repository to accompany the following blog posts:
- [Using MetalKit part 16](http://metalkit.org/2016/07/06/using-metalkit-part-16.html)
- [Using MetalKit part 17](http://metalkit.org/2016/09/24/using-metalkit-part-17.html)
- [Using MetalKit part 18](http://metalkit.org/2016/10/01/using-metalkit-part-2-3-2.html)
- [Raymarching in Metal](http://metalkit.org/2016/12/30/raymarching-in-metal.html)
- [Raymarching in Metal](http://metalkit.org/2016/12/30/raymarching-in-metal.html)
- [Shadows in Metal part 1](http://metalkit.org/2017/01/31/shadows-in-metal-part-1.html)

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@ -0,0 +1,9 @@
import MetalKit
import PlaygroundSupport
let frame = NSRect(x: 0, y: 0, width: 300, height: 300)
let delegate = MetalView()
let view = MTKView(frame: frame, device: delegate.device)
view.delegate = delegate
PlaygroundPage.current.liveView = view

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@ -0,0 +1,57 @@
#include <metal_stdlib>
using namespace metal;
float differenceOp(float d0, float d1) {
return max(d0, -d1);
}
float distanceToRect( float2 point, float2 center, float2 size ) {
point -= center;
point = abs(point);
point -= size / 2.;
return max(point.x, point.y);
}
float distanceToScene( float2 point ) {
float d2r1 = distanceToRect( point, float2(0.), float2(0.45, 0.85) );
float2 mod = point - 0.1 * floor(point / 0.1);
float d2r2 = distanceToRect( mod, float2( 0.05 ), float2(0.02, 0.04) );
float diff = differenceOp(d2r1, d2r2);
return diff;
}
float getShadow(float2 point, float2 lightPos) {
float2 lightDir = normalize(lightPos - point);
float dist2light = length(lightDir);
float distAlongRay = 0.0;
for (float i=0.0; i < 80.; i++) {
float2 currentPoint = point + lightDir * distAlongRay;
float d2scene = distanceToScene(currentPoint);
if (d2scene <= 0.001) { return 0.0; }
distAlongRay += d2scene;
if (distAlongRay > dist2light) { break; }
}
return 1.;
}
kernel void compute(texture2d<float, access::write> output [[texture(0)]],
constant float &timer [[buffer(0)]],
uint2 gid [[thread_position_in_grid]])
{
int width = output.get_width();
int height = output.get_height();
float2 uv = float2(gid) / float2(width, height);
uv = uv * 2.0 - 1.0;
float d2scene = distanceToScene(uv);
bool i = d2scene < 0.0;
float4 color = i ? float4( .1, .5, .5, 1. ) : float4( .7, .8, .8, 1. );
float2 lightPos = float2(1.3 * sin(timer), 1.3 * cos(timer));
float dist2light = length(lightPos - uv);
color *= max(0.0, 2. - dist2light );
float shadow = getShadow(uv, lightPos);
shadow = shadow * 0.5 + 0.5;
color *= shadow;
output.write(color, gid);
}

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@ -0,0 +1,56 @@
import MetalKit
public class MetalView: NSObject, MTKViewDelegate {
public var device: MTLDevice! = nil
var queue: MTLCommandQueue! = nil
var cps: MTLComputePipelineState! = nil
var timerBuffer: MTLBuffer! = nil
var timer: Float = 0
override public init() {
super.init()
device = MTLCreateSystemDefaultDevice()
queue = device.makeCommandQueue()
registerShaders()
}
func registerShaders() {
guard let path = Bundle.main.path(forResource: "Shaders", ofType: "metal") else { return }
do {
let input = try String(contentsOfFile: path, encoding: String.Encoding.utf8)
let library = try device.makeLibrary(source: input, options: nil)
guard let kernel = library.makeFunction(name: "compute") else { return }
cps = try device.makeComputePipelineState(function: kernel)
} catch let e {
Swift.print("\(e)")
}
timerBuffer = device.makeBuffer(length: MemoryLayout<Float>.size, options: [])
}
func update() {
timer += 0.01
let bufferPointer = timerBuffer.contents()
memcpy(bufferPointer, &timer, MemoryLayout<Float>.size)
}
public func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) {}
public func draw(in view: MTKView) {
if let drawable = view.currentDrawable {
let commandBuffer = queue.makeCommandBuffer()
let commandEncoder = commandBuffer.makeComputeCommandEncoder()
commandEncoder.setComputePipelineState(cps)
commandEncoder.setTexture(drawable.texture, at: 0)
commandEncoder.setBuffer(timerBuffer, offset: 0, at: 0)
update()
let threadGroupCount = MTLSizeMake(8, 8, 1)
let threadGroups = MTLSizeMake(drawable.texture.width / threadGroupCount.width, drawable.texture.height / threadGroupCount.height, 1)
commandEncoder.dispatchThreadgroups(threadGroups, threadsPerThreadgroup: threadGroupCount)
commandEncoder.endEncoding()
commandBuffer.present(drawable)
commandBuffer.commit()
}
}
}

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@ -0,0 +1,4 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<playground version='5.0' target-platform='osx' executeOnSourceChanges='false'>
<timeline fileName='timeline.xctimeline'/>
</playground>

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@ -0,0 +1,7 @@
<?xml version="1.0" encoding="UTF-8"?>
<Workspace
version = "1.0">
<FileRef
location = "self:">
</FileRef>
</Workspace>

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@ -0,0 +1,6 @@
<?xml version="1.0" encoding="UTF-8"?>
<Timeline
version = "3.0">
<TimelineItems>
</TimelineItems>
</Timeline>