95 lines
4.0 KiB
Swift
95 lines
4.0 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 Model: Node {
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let pipelineState: MTLRenderPipelineState
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var tiling: UInt32 = 1
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var vertexBuffer: MTLBuffer!
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let colorTexture: MTLTexture?
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let normalTexture: MTLTexture?
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let submesh: MTKSubmesh
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let vertexFunction: MTLFunction
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let fragmentFunction: MTLFunction
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init(name: String) {
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guard
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let assetUrl = Bundle.main.url(forResource: name, withExtension: nil) else {
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fatalError("Model: \(name) not found")
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}
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let allocator = MTKMeshBufferAllocator(device: Renderer.device)
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let asset = MDLAsset(url: assetUrl,
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vertexDescriptor: MDLVertexDescriptor.defaultVertexDescriptor,
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bufferAllocator: allocator)
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let (mdlMeshes, mtkMeshes) = try! MTKMesh.newMeshes(asset: asset,
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device: Renderer.device)
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let meshes = zip(mdlMeshes, mtkMeshes).map {
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Mesh(mdlMesh: $0.0, mtkMesh: $0.1)
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}
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vertexFunction = Renderer.library.makeFunction(name: "vertex_main")!
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fragmentFunction = Renderer.library.makeFunction(name: "fragment_main")!
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pipelineState = Model.buildPipelineState(vertexFunction: vertexFunction,
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fragmentFunction: fragmentFunction)
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vertexBuffer = meshes[0].mtkMesh.vertexBuffers[0].buffer
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submesh = meshes[0].submeshes[0].mtkSubmesh
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let textures = meshes[0].submeshes[0].textures
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colorTexture = textures.baseColor
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normalTexture = textures.normal
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super.init()
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self.name = name
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}
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private static func buildPipelineState(vertexFunction: MTLFunction,
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fragmentFunction: MTLFunction) -> MTLRenderPipelineState {
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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 = MDLVertexDescriptor.defaultVertexDescriptor
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pipelineDescriptor.vertexDescriptor = MTKMetalVertexDescriptorFromModelIO(vertexDescriptor)
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pipelineDescriptor.colorAttachments[0].pixelFormat = .bgra8Unorm
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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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