MetalByTutorials/21-metal-performance-shaders/projects/final/Raytracing/Raytracing Shared/RendererExtension.swift

74 lines
3.4 KiB
Swift

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