91 lines
4.2 KiB
Swift
91 lines
4.2 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 MetalKit
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class Houses: Node {
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var houses: [Model] = []
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override init() {
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super.init()
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houses.append(Model(name: "houseGround1.obj",
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vertexFunctionName: "vertex_house",
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fragmentFunctionName: "fragment_house"))
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}
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}
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extension Houses: Renderable {
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func render(renderEncoder: MTLRenderCommandEncoder,
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uniforms vertex: Uniforms,
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fragmentUniforms fragment: FragmentUniforms) {
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for house in houses {
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var uniforms = vertex
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var fragmentUniforms = fragment
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uniforms.modelMatrix = modelMatrix * house.modelMatrix
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uniforms.normalMatrix = float3x3(normalFrom4x4: modelMatrix * house.modelMatrix)
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renderEncoder.setVertexBuffer(house.instanceBuffer, offset: 0,
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index: Int(BufferIndexInstances.rawValue))
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renderEncoder.setFragmentSamplerState(house.samplerState, index: 0)
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renderEncoder.setVertexBytes(&uniforms,
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length: MemoryLayout<Uniforms>.stride,
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index: Int(BufferIndexUniforms.rawValue))
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renderEncoder.setFragmentBytes(&fragmentUniforms,
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length: MemoryLayout<FragmentUniforms>.stride,
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index: Int(BufferIndexFragmentUniforms.rawValue))
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for (index, vertexBuffer) in house.meshes[0].mtkMesh.vertexBuffers.enumerated() {
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renderEncoder.setVertexBuffer(vertexBuffer.buffer,
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offset: 0, index: index)
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}
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var tiling = 1
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renderEncoder.setFragmentBytes(&tiling, length: MemoryLayout<UInt32>.stride, index: 22)
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for submesh in house.meshes[0].submeshes {
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renderEncoder.setRenderPipelineState(submesh.pipelineState)
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var material = submesh.material
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renderEncoder.setFragmentBytes(&material,
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length: MemoryLayout<Material>.stride,
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index: Int(BufferIndexMaterials.rawValue))
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renderEncoder.drawIndexedPrimitives(type: .triangle,
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indexCount: submesh.mtkSubmesh.indexCount,
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indexType: submesh.mtkSubmesh.indexType,
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indexBuffer: submesh.mtkSubmesh.indexBuffer.buffer,
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indexBufferOffset: submesh.mtkSubmesh.indexBuffer.offset,
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instanceCount: house.instanceCount)
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}
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}
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}
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}
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