MetalByTutorials/19-shadows/final/PCF/Shadows/Utility/Model.swift

71 lines
3.0 KiB
Swift
Executable File

/**
* 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 Model: Node {
static var defaultVertexDescriptor: MDLVertexDescriptor = {
let vertexDescriptor = MDLVertexDescriptor()
vertexDescriptor.attributes[0] =
MDLVertexAttribute(name: MDLVertexAttributePosition,
format: .float3,
offset: 0, bufferIndex: 0)
vertexDescriptor.attributes[1] =
MDLVertexAttribute(name: MDLVertexAttributeNormal,
format: .float3,
offset: 12, bufferIndex: 0)
vertexDescriptor.layouts[0] = MDLVertexBufferLayout(stride: 24)
return vertexDescriptor
}()
let vertexBuffer: MTLBuffer
let mesh: MTKMesh
let submeshes: [Submesh]
init(name: String) {
let assetURL = Bundle.main.url(forResource: name, withExtension: "obj")!
let allocator = MTKMeshBufferAllocator(device: Renderer.device)
let asset = MDLAsset(url: assetURL, vertexDescriptor: Model.defaultVertexDescriptor,
bufferAllocator: allocator)
let mdlMesh = asset.object(at: 0) as! MDLMesh
let mesh = try! MTKMesh(mesh: mdlMesh, device: Renderer.device)
self.mesh = mesh
vertexBuffer = mesh.vertexBuffers[0].buffer
submeshes = mdlMesh.submeshes?.enumerated().compactMap {index, submesh in
(submesh as? MDLSubmesh).map {
Submesh(submesh: mesh.submeshes[index],
mdlSubmesh: $0)
}
} ?? []
super.init()
}
}