// /** * 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 Submesh { var mtkSubmesh: MTKSubmesh struct Textures { let baseColor: MTLTexture? let normal: MTLTexture? let roughness: MTLTexture? let metallic: MTLTexture? let ao: MTLTexture? } let textures: Textures let material: Material let pipelineState: MTLRenderPipelineState init(mdlSubmesh: MDLSubmesh, mtkSubmesh: MTKSubmesh, hasSkeleton: Bool, vertexFunctionName: String, fragmentFunctionName: String) { self.mtkSubmesh = mtkSubmesh textures = Textures(material: mdlSubmesh.material) material = Material(material: mdlSubmesh.material) pipelineState = Submesh.makePipelineState(textures: textures, hasSkeleton: hasSkeleton, vertexFunctionName: vertexFunctionName, fragmentFunctionName: fragmentFunctionName) } } // Pipeline state private extension Submesh { static func makeFunctionConstants(textures: Textures) -> MTLFunctionConstantValues { let functionConstants = MTLFunctionConstantValues() var property = textures.baseColor != nil functionConstants.setConstantValue(&property, type: .bool, index: 0) property = textures.normal != nil functionConstants.setConstantValue(&property, type: .bool, index: 1) property = textures.roughness != nil functionConstants.setConstantValue(&property, type: .bool, index: 2) property = textures.metallic != nil functionConstants.setConstantValue(&property, type: .bool, index: 3) property = textures.ao != nil functionConstants.setConstantValue(&property, type: .bool, index: 4) return functionConstants } static func makeVertexFunctionConstants(hasSkeleton: Bool) -> MTLFunctionConstantValues { let functionConstants = MTLFunctionConstantValues() var addSkeleton = hasSkeleton functionConstants.setConstantValue(&addSkeleton, type: .bool, index: 5) return functionConstants } static func makePipelineState(textures: Textures, hasSkeleton: Bool, vertexFunctionName: String, fragmentFunctionName: String) -> MTLRenderPipelineState { let functionConstants = makeFunctionConstants(textures: textures) let library = Renderer.library let vertexFunction: MTLFunction? let fragmentFunction: MTLFunction? do { let constantValues = makeVertexFunctionConstants(hasSkeleton: hasSkeleton) vertexFunction = try library?.makeFunction(name: vertexFunctionName, constantValues: constantValues) fragmentFunction = try library?.makeFunction(name: fragmentFunctionName, constantValues: functionConstants) } catch { fatalError("No Metal function exists") } var pipelineState: MTLRenderPipelineState let pipelineDescriptor = MTLRenderPipelineDescriptor() pipelineDescriptor.vertexFunction = vertexFunction pipelineDescriptor.fragmentFunction = fragmentFunction let vertexDescriptor = Model.vertexDescriptor pipelineDescriptor.vertexDescriptor = MTKMetalVertexDescriptorFromModelIO(vertexDescriptor) pipelineDescriptor.colorAttachments[0].pixelFormat = Renderer.colorPixelFormat pipelineDescriptor.depthAttachmentPixelFormat = .depth32Float do { pipelineState = try Renderer.device.makeRenderPipelineState(descriptor: pipelineDescriptor) } catch let error { fatalError(error.localizedDescription) } return pipelineState } } extension Submesh: Texturable {} private extension Submesh.Textures { init(material: MDLMaterial?) { func property(with semantic: MDLMaterialSemantic) -> MTLTexture? { guard let property = material?.property(with: semantic), property.type == .string, let filename = property.stringValue, let texture = try? Submesh.loadTexture(imageName: filename) else { if let property = material?.property(with: semantic), property.type == .texture, let mdlTexture = property.textureSamplerValue?.texture { return try? Submesh.loadTexture(texture: mdlTexture) } return nil } return texture } baseColor = property(with: MDLMaterialSemantic.baseColor) normal = property(with: .tangentSpaceNormal) roughness = property(with: .roughness) metallic = property(with: .metallic) ao = property(with: .ambientOcclusion) } } private extension Material { init(material: MDLMaterial?) { self.init() if let baseColor = material?.property(with: .baseColor), baseColor.type == .float3 { self.baseColor = baseColor.float3Value } if let specular = material?.property(with: .specular), specular.type == .float3 { self.specularColor = specular.float3Value } if let shininess = material?.property(with: .specularExponent), shininess.type == .float { self.shininess = shininess.floatValue } if let roughness = material?.property(with: .roughness), roughness.type == .float3 { self.roughness = roughness.floatValue } } }