MetalByTutorials/13-procedural-generation/final/procedural/Procedural/Houses.swift

185 lines
6.9 KiB
Swift

//
/**
* 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<Int> = []
var remainingHouses: Set<Int> = []
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..<numberOfHouses {
let random = Int.random(in: 0..<Rule.numberOfGroundFloors)
housefloors.append([random])
let lastIndex = housefloors.count - 1
remainingHouses.insert(lastIndex)
}
while remainingHouses.count > 0 {
for i in 0..<housefloors.count {
if remainingHouses.contains(i) {
let offset = Rule.numberOfGroundFloors
let upperBound =
offset + Rule.numberOfUpperFloors + Rule.numberOfRoofs
let random = Int.random(in: offset..<upperBound)
housefloors[i].append(random)
if floorsRoof.contains(random) ||
housefloors[i].count >= 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<Uniforms>.stride,
index: Int(BufferIndexUniforms.rawValue))
renderEncoder.setFragmentBytes(&fragmentUniforms,
length: MemoryLayout<FragmentUniforms>.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<UInt32>.stride, index: 22)
for submesh in house.meshes[0].submeshes {
renderEncoder.setRenderPipelineState(submesh.pipelineState)
var material = submesh.material
renderEncoder.setFragmentBytes(&material,
length: MemoryLayout<Material>.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)
}
}
}
}