74 lines
3.4 KiB
Swift
74 lines
3.4 KiB
Swift
//
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/**
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* Copyright (c) 2018 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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extension Renderer {
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func loadAsset(name: String, position: float3, scale: Float) {
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let assetURL = Bundle.main.url(forResource: name, withExtension: "obj")!
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let allocator = MTKMeshBufferAllocator(device: device)
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let asset = MDLAsset(url: assetURL,
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vertexDescriptor: vertexDescriptor,
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bufferAllocator: allocator)
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guard let mdlMesh = asset.object(at: 0) as? MDLMesh,
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let mdlSubmeshes = mdlMesh.submeshes as? [MDLSubmesh] else { return }
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let mesh = try! MTKMesh(mesh: mdlMesh, device: device)
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let count = mesh.vertexBuffers[0].buffer.length / MemoryLayout<float3>.size
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let positionBuffer = mesh.vertexBuffers[0].buffer
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let normalsBuffer = mesh.vertexBuffers[1].buffer
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let normalsPtr = normalsBuffer.contents().bindMemory(to: float3.self, capacity: count)
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let positionPtr = positionBuffer.contents().bindMemory(to: float3.self, capacity: count)
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for (mdlIndex, submesh) in mesh.submeshes.enumerated() {
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let indexBuffer = submesh.indexBuffer.buffer
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let offset = submesh.indexBuffer.offset
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let indexPtr = indexBuffer.contents().advanced(by: offset)
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var indices = indexPtr.bindMemory(to: uint.self, capacity: submesh.indexCount)
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for _ in 0..<submesh.indexCount {
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let index = Int(indices.pointee)
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vertices.append(positionPtr[index] * scale + position)
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normals.append(normalsPtr[index])
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indices = indices.advanced(by: 1)
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let mdlSubmesh = mdlSubmeshes[mdlIndex]
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let color: float3
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if let baseColor = mdlSubmesh.material?.property(with: .baseColor),
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baseColor.type == .float3 {
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color = baseColor.float3Value
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} else {
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color = [1, 0, 0]
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}
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colors.append(color)
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}
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}
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}
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}
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