// /** * Copyright (c) 2019 Razeware LLC * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * Notwithstanding the foregoing, you may not use, copy, modify, merge, publish, * distribute, sublicense, create a derivative work, and/or sell copies of the * Software in any work that is designed, intended, or marketed for pedagogical or * instructional purposes related to programming, coding, application development, * or information technology. Permission for such use, copying, modification, * merger, publication, distribution, sublicensing, creation of derivative works, * or sale is expressly withheld. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ import MetalKit class Houses: Node { var houses: [Model] = [] enum Rule { // gap between houses static let minGap: Float = 0.3 static let maxGap: Float = 1.0 // number of OBJ files for each type static let numberOfGroundFloors = 4 static let numberOfUpperFloors = 4 static let numberOfRoofs = 2 // maximum houses static let maxHouses: Int = 5 // maximum number of floors in a single house static let maxFloors: Int = 6 } var floorsRoof: Set = [] var remainingHouses: Set = [] var housefloors: [[Int]] = [] struct Floor { var houseIndex: Int = 0 var transform = Transform() } var floors: [Floor] = [] override init() { super.init() houses = loadOBJs() let numberOfHouses = 5 for _ in 0.. 0 { for i in 0..= Rule.maxFloors || Int.random(in: 0...3) == 0 { remainingHouses.remove(i) } } } } var width: Float = 0 var height: Float = 0 var depth: Float = 0 for house in housefloors { var houseHeight: Float = 0 // add inner for loop here to process all the floors for floor in house { var transform = Transform() transform.position.x = width transform.position.y = houseHeight floors.append(Floor(houseIndex: floor, transform: transform)) houseHeight += houses[floor].size.y } let house = houses[house[0]] width += house.size.x height = max(houseHeight, height) depth = max(house.size.z, depth) boundingBox.maxBounds = [width, height, depth] width += Float.random(in: Rule.minGap...Rule.maxGap) } } func loadOBJs() -> [Model] { var houses: [Model] = [] func loadHouse(name: String) { houses.append(Model(name: name + ".obj", vertexFunctionName: "vertex_house", fragmentFunctionName: "fragment_house")) } for i in 1...Rule.numberOfGroundFloors { loadHouse(name: String(format: "houseGround%d", i)) } for i in 1...Rule.numberOfUpperFloors { loadHouse(name: String(format: "houseFloor%d", i)) } for i in 1...Rule.numberOfRoofs { loadHouse(name: String(format: "houseRoof%d", i)) floorsRoof.insert(houses.count-1) } return houses } } extension Houses: Renderable { func render(renderEncoder: MTLRenderCommandEncoder, uniforms vertex: Uniforms, fragmentUniforms fragment: FragmentUniforms) { for floor in floors { let house = houses[floor.houseIndex] var uniforms = vertex var fragmentUniforms = fragment uniforms.modelMatrix = modelMatrix * floor.transform.modelMatrix uniforms.normalMatrix = float3x3(normalFrom4x4: modelMatrix * floor.transform.modelMatrix) renderEncoder.setVertexBuffer(house.instanceBuffer, offset: 0, index: Int(BufferIndexInstances.rawValue)) renderEncoder.setFragmentSamplerState(house.samplerState, index: 0) renderEncoder.setVertexBytes(&uniforms, length: MemoryLayout.stride, index: Int(BufferIndexUniforms.rawValue)) renderEncoder.setFragmentBytes(&fragmentUniforms, length: MemoryLayout.stride, index: Int(BufferIndexFragmentUniforms.rawValue)) for (index, vertexBuffer) in house.meshes[0].mtkMesh.vertexBuffers.enumerated() { renderEncoder.setVertexBuffer(vertexBuffer.buffer, offset: 0, index: index) } var tiling = 1 renderEncoder.setFragmentBytes(&tiling, length: MemoryLayout.stride, index: 22) for submesh in house.meshes[0].submeshes { renderEncoder.setRenderPipelineState(submesh.pipelineState) var material = submesh.material renderEncoder.setFragmentBytes(&material, length: MemoryLayout.stride, index: Int(BufferIndexMaterials.rawValue)) renderEncoder.drawIndexedPrimitives(type: .triangle, indexCount: submesh.mtkSubmesh.indexCount, indexType: submesh.mtkSubmesh.indexType, indexBuffer: submesh.mtkSubmesh.indexBuffer.buffer, indexBufferOffset: submesh.mtkSubmesh.indexBuffer.offset, instanceCount: house.instanceCount) } } } }