MetalByTutorials/15-gpu-driven-rendering/final/GPUDriven/GPUDriven/Model.swift

115 lines
4.8 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 Model: Node {
let pipelineState: MTLRenderPipelineState
var tiling: UInt32 = 1
var vertexBuffer: MTLBuffer!
let colorTexture: Int?
let normalTexture: Int?
let submesh: MTKSubmesh
let vertexFunction: MTLFunction
let fragmentFunction: MTLFunction
var texturesBuffer: MTLBuffer!
init(name: String) {
guard
let assetUrl = Bundle.main.url(forResource: name, withExtension: nil) else {
fatalError("Model: \(name) not found")
}
let allocator = MTKMeshBufferAllocator(device: Renderer.device)
let asset = MDLAsset(url: assetUrl,
vertexDescriptor: MDLVertexDescriptor.defaultVertexDescriptor,
bufferAllocator: allocator)
let (mdlMeshes, mtkMeshes) = try! MTKMesh.newMeshes(asset: asset,
device: Renderer.device)
let meshes = zip(mdlMeshes, mtkMeshes).map {
Mesh(mdlMesh: $0.0, mtkMesh: $0.1)
}
vertexFunction = Renderer.library.makeFunction(name: "vertex_main")!
fragmentFunction = Renderer.library.makeFunction(name: "fragment_main")!
pipelineState = Model.buildPipelineState(vertexFunction: vertexFunction,
fragmentFunction: fragmentFunction)
vertexBuffer = meshes[0].mtkMesh.vertexBuffers[0].buffer
submesh = meshes[0].submeshes[0].mtkSubmesh
let textures = meshes[0].submeshes[0].textures
colorTexture = TextureController.addTexture(texture: textures.baseColor)
normalTexture = TextureController.addTexture(texture: textures.normal)
super.init()
self.name = name
}
func initializeTextures() {
let textureEncoder =
fragmentFunction.makeArgumentEncoder(
bufferIndex: Int(BufferIndexTextures.rawValue))
texturesBuffer =
Renderer.device.makeBuffer(length: textureEncoder.encodedLength,
options: [])!
texturesBuffer.label = "Textures"
textureEncoder.setArgumentBuffer(texturesBuffer, offset: 0)
if let index = colorTexture {
textureEncoder.setTexture(TextureController.textures[index], index: 0)
}
if let index = normalTexture {
textureEncoder.setTexture(TextureController.textures[index], index: 1)
}
}
private static func buildPipelineState(vertexFunction: MTLFunction,
fragmentFunction: MTLFunction) -> MTLRenderPipelineState {
var pipelineState: MTLRenderPipelineState
let pipelineDescriptor = MTLRenderPipelineDescriptor()
pipelineDescriptor.vertexFunction = vertexFunction
pipelineDescriptor.fragmentFunction = fragmentFunction
let vertexDescriptor = MDLVertexDescriptor.defaultVertexDescriptor
pipelineDescriptor.vertexDescriptor = MTKMetalVertexDescriptorFromModelIO(vertexDescriptor)
pipelineDescriptor.colorAttachments[0].pixelFormat = .bgra8Unorm
pipelineDescriptor.depthAttachmentPixelFormat = .depth32Float
pipelineDescriptor.supportIndirectCommandBuffers = true
do {
pipelineState = try Renderer.device.makeRenderPipelineState(descriptor: pipelineDescriptor)
} catch let error {
fatalError(error.localizedDescription)
}
return pipelineState
}
}