MetalByTutorials/15-gpu-driven-rendering/starter/GPUDriven/GPUDriven/Submesh.swift

68 lines
2.5 KiB
Swift

//
/**
* 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 Submesh {
var mtkSubmesh: MTKSubmesh
struct Textures {
let baseColor: MTLTexture?
let normal: MTLTexture?
}
let textures: Textures
init(mdlSubmesh: MDLSubmesh, mtkSubmesh: MTKSubmesh) {
self.mtkSubmesh = mtkSubmesh
textures = Textures(material: mdlSubmesh.material)
}
}
extension Submesh: Texturable {}
private extension Submesh.Textures {
init(material: MDLMaterial?) {
func property(with semantic: MDLMaterialSemantic) -> MTLTexture? {
guard let property = material?.property(with: semantic),
property.type == .string,
let filename = property.stringValue,
let texture = try? Submesh.loadTexture(imageName: filename)
else {
return nil
}
return texture
}
baseColor = property(with: MDLMaterialSemantic.baseColor)
normal = property(with: MDLMaterialSemantic.tangentSpaceNormal)
}
}