// /** * 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 Model: Node { let pipelineState: MTLRenderPipelineState var tiling: UInt32 = 1 var vertexBuffer: MTLBuffer! let colorTexture: Int? let normalTexture: Int? let submesh: MTKSubmesh let vertexFunction: MTLFunction let fragmentFunction: MTLFunction var texturesBuffer: MTLBuffer! init(name: String) { guard let assetUrl = Bundle.main.url(forResource: name, withExtension: nil) else { fatalError("Model: \(name) not found") } let allocator = MTKMeshBufferAllocator(device: Renderer.device) let asset = MDLAsset(url: assetUrl, vertexDescriptor: MDLVertexDescriptor.defaultVertexDescriptor, bufferAllocator: allocator) let (mdlMeshes, mtkMeshes) = try! MTKMesh.newMeshes(asset: asset, device: Renderer.device) let meshes = zip(mdlMeshes, mtkMeshes).map { Mesh(mdlMesh: $0.0, mtkMesh: $0.1) } vertexFunction = Renderer.library.makeFunction(name: "vertex_main")! fragmentFunction = Renderer.library.makeFunction(name: "fragment_main")! pipelineState = Model.buildPipelineState(vertexFunction: vertexFunction, fragmentFunction: fragmentFunction) vertexBuffer = meshes[0].mtkMesh.vertexBuffers[0].buffer submesh = meshes[0].submeshes[0].mtkSubmesh let textures = meshes[0].submeshes[0].textures colorTexture = TextureController.addTexture(texture: textures.baseColor) normalTexture = TextureController.addTexture(texture: textures.normal) super.init() self.name = name } func initializeTextures() { let textureEncoder = fragmentFunction.makeArgumentEncoder( bufferIndex: Int(BufferIndexTextures.rawValue)) texturesBuffer = Renderer.device.makeBuffer(length: textureEncoder.encodedLength, options: [])! texturesBuffer.label = "Textures" textureEncoder.setArgumentBuffer(texturesBuffer, offset: 0) if let index = colorTexture { textureEncoder.setTexture(TextureController.textures[index], index: 0) } if let index = normalTexture { textureEncoder.setTexture(TextureController.textures[index], index: 1) } } private static func buildPipelineState(vertexFunction: MTLFunction, fragmentFunction: MTLFunction) -> MTLRenderPipelineState { var pipelineState: MTLRenderPipelineState let pipelineDescriptor = MTLRenderPipelineDescriptor() pipelineDescriptor.vertexFunction = vertexFunction pipelineDescriptor.fragmentFunction = fragmentFunction let vertexDescriptor = MDLVertexDescriptor.defaultVertexDescriptor pipelineDescriptor.vertexDescriptor = MTKMetalVertexDescriptorFromModelIO(vertexDescriptor) pipelineDescriptor.colorAttachments[0].pixelFormat = .bgra8Unorm pipelineDescriptor.depthAttachmentPixelFormat = .depth32Float pipelineDescriptor.supportIndirectCommandBuffers = true do { pipelineState = try Renderer.device.makeRenderPipelineState(descriptor: pipelineDescriptor) } catch let error { fatalError(error.localizedDescription) } return pipelineState } }