110 lines
4.6 KiB
Swift
110 lines
4.6 KiB
Swift
//
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/**
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* Copyright (c) 2019 Razeware LLC
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* Notwithstanding the foregoing, you may not use, copy, modify, merge, publish,
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* distribute, sublicense, create a derivative work, and/or sell copies of the
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* Software in any work that is designed, intended, or marketed for pedagogical or
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* instructional purposes related to programming, coding, application development,
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* or information technology. Permission for such use, copying, modification,
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* merger, publication, distribution, sublicensing, creation of derivative works,
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* or sale is expressly withheld.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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import ModelIO
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extension MDLVertexDescriptor {
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static var defaultVertexDescriptor: MDLVertexDescriptor = {
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let vertexDescriptor = MDLVertexDescriptor()
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var offset = 0
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// position attribute
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vertexDescriptor.attributes[Int(Position.rawValue)]
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= MDLVertexAttribute(name: MDLVertexAttributePosition,
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format: .float3,
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offset: 0,
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bufferIndex: Int(BufferIndexVertices.rawValue))
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offset += MemoryLayout<float3>.stride
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// normal attribute
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vertexDescriptor.attributes[Int(Normal.rawValue)] =
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MDLVertexAttribute(name: MDLVertexAttributeNormal,
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format: .float3,
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offset: offset,
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bufferIndex: Int(BufferIndexVertices.rawValue))
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offset += MemoryLayout<float3>.stride
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// add the uv attribute here
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vertexDescriptor.attributes[Int(UV.rawValue)] =
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MDLVertexAttribute(name: MDLVertexAttributeTextureCoordinate,
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format: .float2,
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offset: offset,
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bufferIndex: Int(BufferIndexVertices.rawValue))
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offset += MemoryLayout<float2>.stride
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vertexDescriptor.attributes[Int(Tangent.rawValue)] =
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MDLVertexAttribute(name: MDLVertexAttributeTangent,
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format: .float3,
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offset: 0,
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bufferIndex: 1)
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vertexDescriptor.attributes[Int(Bitangent.rawValue)] =
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MDLVertexAttribute(name: MDLVertexAttributeBitangent,
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format: .float3,
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offset: 0,
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bufferIndex: 2)
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// color attribute
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vertexDescriptor.attributes[Int(Color.rawValue)] =
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MDLVertexAttribute(name: MDLVertexAttributeColor,
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format: .float3,
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offset: offset,
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bufferIndex: Int(BufferIndexVertices.rawValue))
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offset += MemoryLayout<float3>.stride
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// joints attribute
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vertexDescriptor.attributes[Int(Joints.rawValue)] =
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MDLVertexAttribute(name: MDLVertexAttributeJointIndices,
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format: .uShort4,
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offset: offset,
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bufferIndex: Int(BufferIndexVertices.rawValue))
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offset += MemoryLayout<ushort>.stride * 4
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vertexDescriptor.attributes[Int(Weights.rawValue)] =
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MDLVertexAttribute(name: MDLVertexAttributeJointWeights,
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format: .float4,
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offset: offset,
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bufferIndex: Int(BufferIndexVertices.rawValue))
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offset += MemoryLayout<float4>.stride
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vertexDescriptor.layouts[0] = MDLVertexBufferLayout(stride: offset)
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vertexDescriptor.layouts[1] =
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MDLVertexBufferLayout(stride: MemoryLayout<float3>.stride)
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vertexDescriptor.layouts[2] =
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MDLVertexBufferLayout(stride: MemoryLayout<float3>.stride)
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return vertexDescriptor
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}()
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}
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