MetalByTutorials/13-procedural-generation/final/procedural/Procedural/Nodes/Submesh.swift

181 lines
6.8 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 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
}
}
}