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//
// Created by Sergey Reznik on 9/15/18.
// Copyright © 2018 Serhii Rieznik. All rights reserved.
//
#include <MetalPerformanceShaders/MetalPerformanceShaders.h>
using Ray = MPSRayOriginMinDistanceDirectionMaxDistance;
using Intersection = MPSIntersectionDistancePrimitiveIndexCoordinates;
kernel void generateRays(
device Ray* rays [[buffer(0)]],
uint2 coordinates [[thread_position_in_grid]],
uint2 size [[threads_per_grid]])
{
float2 uv = float2(coordinates) / float2(size - 1);
uint rayIndex = coordinates.x + coordinates.y * size.x;
rays[rayIndex].origin = MPSPackedFloat3(uv.x, uv.y, -1.0);
rays[rayIndex].direction = MPSPackedFloat3(0.0, 0.0, 1.0);
rays[rayIndex].minDistance = 0.0f;
rays[rayIndex].maxDistance = 2.0f;
}