181 lines
6.8 KiB
Swift
181 lines
6.8 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 Submesh {
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var mtkSubmesh: MTKSubmesh
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struct Textures {
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let baseColor: MTLTexture?
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let normal: MTLTexture?
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let roughness: MTLTexture?
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let metallic: MTLTexture?
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let ao: MTLTexture?
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}
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let textures: Textures
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let material: Material
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let pipelineState: MTLRenderPipelineState
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init(mdlSubmesh: MDLSubmesh,
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mtkSubmesh: MTKSubmesh,
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hasSkeleton: Bool,
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vertexFunctionName: String,
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fragmentFunctionName: String) {
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self.mtkSubmesh = mtkSubmesh
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textures = Textures(material: mdlSubmesh.material)
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material = Material(material: mdlSubmesh.material)
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pipelineState =
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Submesh.makePipelineState(textures: textures,
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hasSkeleton: hasSkeleton,
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vertexFunctionName: vertexFunctionName,
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fragmentFunctionName: fragmentFunctionName)
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}
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}
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// Pipeline state
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private extension Submesh {
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static func makeFunctionConstants(textures: Textures)
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-> MTLFunctionConstantValues {
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let functionConstants = MTLFunctionConstantValues()
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var property = textures.baseColor != nil
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functionConstants.setConstantValue(&property, type: .bool, index: 0)
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property = textures.normal != nil
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functionConstants.setConstantValue(&property, type: .bool, index: 1)
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property = textures.roughness != nil
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functionConstants.setConstantValue(&property, type: .bool, index: 2)
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property = textures.metallic != nil
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functionConstants.setConstantValue(&property, type: .bool, index: 3)
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property = textures.ao != nil
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functionConstants.setConstantValue(&property, type: .bool, index: 4)
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return functionConstants
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}
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static func makeVertexFunctionConstants(hasSkeleton: Bool) -> MTLFunctionConstantValues {
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let functionConstants = MTLFunctionConstantValues()
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var addSkeleton = hasSkeleton
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functionConstants.setConstantValue(&addSkeleton, type: .bool, index: 5)
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return functionConstants
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}
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static func makePipelineState(textures: Textures,
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hasSkeleton: Bool,
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vertexFunctionName: String,
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fragmentFunctionName: String)
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-> MTLRenderPipelineState {
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let functionConstants = makeFunctionConstants(textures: textures)
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let library = Renderer.library
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let vertexFunction: MTLFunction?
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let fragmentFunction: MTLFunction?
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do {
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let constantValues =
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makeVertexFunctionConstants(hasSkeleton: hasSkeleton)
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vertexFunction =
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try library?.makeFunction(name: vertexFunctionName,
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constantValues: constantValues)
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fragmentFunction = try library?.makeFunction(name: fragmentFunctionName,
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constantValues: functionConstants)
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} catch {
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fatalError("No Metal function exists")
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}
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var pipelineState: MTLRenderPipelineState
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let pipelineDescriptor = MTLRenderPipelineDescriptor()
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pipelineDescriptor.vertexFunction = vertexFunction
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pipelineDescriptor.fragmentFunction = fragmentFunction
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let vertexDescriptor = Model.vertexDescriptor
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pipelineDescriptor.vertexDescriptor = MTKMetalVertexDescriptorFromModelIO(vertexDescriptor)
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pipelineDescriptor.colorAttachments[0].pixelFormat = Renderer.colorPixelFormat
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pipelineDescriptor.depthAttachmentPixelFormat = .depth32Float
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do {
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pipelineState = try Renderer.device.makeRenderPipelineState(descriptor: pipelineDescriptor)
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} catch let error {
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fatalError(error.localizedDescription)
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}
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return pipelineState
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}
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}
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extension Submesh: Texturable {}
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private extension Submesh.Textures {
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init(material: MDLMaterial?) {
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func property(with semantic: MDLMaterialSemantic) -> MTLTexture? {
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guard let property = material?.property(with: semantic),
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property.type == .string,
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let filename = property.stringValue,
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let texture = try? Submesh.loadTexture(imageName: filename)
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else {
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if let property = material?.property(with: semantic),
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property.type == .texture,
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let mdlTexture = property.textureSamplerValue?.texture {
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return try? Submesh.loadTexture(texture: mdlTexture)
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}
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return nil
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}
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return texture
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}
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baseColor = property(with: MDLMaterialSemantic.baseColor)
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normal = property(with: .tangentSpaceNormal)
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roughness = property(with: .roughness)
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metallic = property(with: .metallic)
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ao = property(with: .ambientOcclusion)
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}
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}
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private extension Material {
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init(material: MDLMaterial?) {
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self.init()
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if let baseColor = material?.property(with: .baseColor),
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baseColor.type == .float3 {
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self.baseColor = baseColor.float3Value
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}
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if let specular = material?.property(with: .specular),
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specular.type == .float3 {
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self.specularColor = specular.float3Value
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}
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if let shininess = material?.property(with: .specularExponent),
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shininess.type == .float {
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self.shininess = shininess.floatValue
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}
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if let roughness = material?.property(with: .roughness),
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roughness.type == .float3 {
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self.roughness = roughness.floatValue
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}
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}
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}
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