// /** * 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 ModelIO extension MDLVertexDescriptor { static var defaultVertexDescriptor: MDLVertexDescriptor = { let vertexDescriptor = MDLVertexDescriptor() var offset = 0 // position attribute vertexDescriptor.attributes[Int(Position.rawValue)] = MDLVertexAttribute(name: MDLVertexAttributePosition, format: .float3, offset: 0, bufferIndex: Int(BufferIndexVertices.rawValue)) offset += MemoryLayout.stride // normal attribute vertexDescriptor.attributes[Int(Normal.rawValue)] = MDLVertexAttribute(name: MDLVertexAttributeNormal, format: .float3, offset: offset, bufferIndex: Int(BufferIndexVertices.rawValue)) offset += MemoryLayout.stride // add the uv attribute here vertexDescriptor.attributes[Int(UV.rawValue)] = MDLVertexAttribute(name: MDLVertexAttributeTextureCoordinate, format: .float2, offset: offset, bufferIndex: Int(BufferIndexVertices.rawValue)) offset += MemoryLayout.stride vertexDescriptor.attributes[Int(Tangent.rawValue)] = MDLVertexAttribute(name: MDLVertexAttributeTangent, format: .float3, offset: 0, bufferIndex: 1) vertexDescriptor.attributes[Int(Bitangent.rawValue)] = MDLVertexAttribute(name: MDLVertexAttributeBitangent, format: .float3, offset: 0, bufferIndex: 2) // color attribute vertexDescriptor.attributes[Int(Color.rawValue)] = MDLVertexAttribute(name: MDLVertexAttributeColor, format: .float3, offset: offset, bufferIndex: Int(BufferIndexVertices.rawValue)) offset += MemoryLayout.stride // joints attribute vertexDescriptor.attributes[Int(Joints.rawValue)] = MDLVertexAttribute(name: MDLVertexAttributeJointIndices, format: .uShort4, offset: offset, bufferIndex: Int(BufferIndexVertices.rawValue)) offset += MemoryLayout.stride * 4 vertexDescriptor.attributes[Int(Weights.rawValue)] = MDLVertexAttribute(name: MDLVertexAttributeJointWeights, format: .float4, offset: offset, bufferIndex: Int(BufferIndexVertices.rawValue)) offset += MemoryLayout.stride vertexDescriptor.layouts[0] = MDLVertexBufferLayout(stride: offset) vertexDescriptor.layouts[1] = MDLVertexBufferLayout(stride: MemoryLayout.stride) vertexDescriptor.layouts[2] = MDLVertexBufferLayout(stride: MemoryLayout.stride) return vertexDescriptor }() }