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

80 lines
3.1 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
extension Renderer {
func zoomUsing(delta: CGFloat, sensitivity: Float) {
camera.position.z += Float(delta) * sensitivity
}
func rotateUsing(translation: float2) {
let sensitivity: Float = 0.01
camera.rotation.x += Float(translation.y) * sensitivity
camera.rotation.y -= Float(translation.x) * sensitivity
}
func random(range: CountableClosedRange<Int>) -> Int {
var offset = 0
if range.lowerBound < 0 {
offset = abs(range.lowerBound)
}
let min = UInt32(range.lowerBound + offset)
let max = UInt32(range.upperBound + offset)
return Int(min + arc4random_uniform(max-min)) - offset
}
func createPointLights(count: Int, min: float3, max: float3) {
let colors: [float3] = [
float3(1, 0, 0),
float3(1, 1, 0),
float3(1, 1, 1),
float3(0, 1, 0),
float3(0, 1, 1),
float3(0, 0, 1),
float3(0, 1, 1),
float3(1, 0, 1) ]
let newMin = min * 100
let newMax = max * 100
for _ in 0..<count {
var light = buildDefaultLight()
light.type = Pointlight
let x = Float(random(range: Int(newMin.x)...Int(newMax.x)))
let y = Float(random(range: Int(newMin.y)...Int(newMax.y)))
let z = Float(random(range: Int(newMin.z)...Int(newMax.z)))
light.position = [x, y, z] * 0.01
light.color = colors[random(range: 0...colors.count)]
light.intensity = 0.6
light.attenuation = float3(1.5, 1, 1)
lights.append(light)
}
}
}