// // Terrain.swift // Terrain // // Created by Eryn Wells on 11/3/18. // Copyright © 2018 Eryn Wells. All rights reserved. // import Cocoa import MetalKit class Terrain: NSObject { /// Create a Metal vertex descriptor specifying how vertices will by laid out for input into our render pipeline and how we'll layout our Model IO vertices. class func buildVertexDescriptor() -> MTLVertexDescriptor { let desc = MTLVertexDescriptor() desc.attributes[VertexAttribute.position.rawValue].format = .float3 desc.attributes[VertexAttribute.position.rawValue].offset = 0 desc.attributes[VertexAttribute.position.rawValue].bufferIndex = BufferIndex.meshPositions.rawValue desc.attributes[VertexAttribute.texcoord.rawValue].format = .float2 desc.attributes[VertexAttribute.texcoord.rawValue].offset = 0 desc.attributes[VertexAttribute.texcoord.rawValue].bufferIndex = BufferIndex.meshGenerics.rawValue desc.attributes[VertexAttribute.gridCoord.rawValue].format = .uint2 desc.attributes[VertexAttribute.gridCoord.rawValue].offset = 0 desc.attributes[VertexAttribute.gridCoord.rawValue].bufferIndex = BufferIndex.meshGridCoords.rawValue desc.layouts[BufferIndex.meshPositions.rawValue].stride = 12 desc.layouts[BufferIndex.meshPositions.rawValue].stepRate = 1 desc.layouts[BufferIndex.meshPositions.rawValue].stepFunction = .perVertex desc.layouts[BufferIndex.meshGenerics.rawValue].stride = 8 desc.layouts[BufferIndex.meshGenerics.rawValue].stepRate = 1 desc.layouts[BufferIndex.meshGenerics.rawValue].stepFunction = .perVertex desc.layouts[BufferIndex.meshGridCoords.rawValue].stride = MemoryLayout.stride desc.layouts[BufferIndex.meshGridCoords.rawValue].stepRate = 1 desc.layouts[BufferIndex.meshGridCoords.rawValue].stepFunction = .perVertex return desc } /// Create and condition mesh data to feed into a pipeline using the given vertex descriptor. /// /// - parameter dimensions: Coordinate dimensions of the plane. /// - parameter segments: Number of segments to divide each dimension into. /// - parameter device: Metal device. /// - parameter vertexDescriptor: Description of how to lay out vertex data in GPU memory. class func buildMesh(withDimensions dimensions: float2, segments: uint2, device: MTLDevice, vertexDescriptor: MTLVertexDescriptor) throws -> MTKMesh { let metalAllocator = MTKMeshBufferAllocator(device: device) let plane = MDLMesh.newPlane(withDimensions: dimensions, segments: segments, geometryType: .triangles, allocator: metalAllocator) let mdlVertexDescriptor = MTKModelIOVertexDescriptorFromMetal(vertexDescriptor) guard let attributes = mdlVertexDescriptor.attributes as? [MDLVertexAttribute] else { throw RendererError.badVertexDescriptor } attributes[VertexAttribute.position.rawValue].name = MDLVertexAttributePosition attributes[VertexAttribute.texcoord.rawValue].name = MDLVertexAttributeTextureCoordinate attributes[VertexAttribute.gridCoord.rawValue].name = "Grid Coordinate" plane.vertexDescriptor = mdlVertexDescriptor return try MTKMesh(mesh:plane, device:device) } private static let heightMapSize = MTLSize(width: 512, height: 512, depth: 1) let dimensions: float2 let segments: uint2 let vertexDescriptor: MTLVertexDescriptor let mesh: MTKMesh var algorithm: Algorithm init?(dimensions dim: float2, segments seg: uint2, device: MTLDevice, library: MTLLibrary) { dimensions = dim segments = seg vertexDescriptor = Terrain.buildVertexDescriptor() do { mesh = try Terrain.buildMesh(withDimensions: dimensions, segments: segments, device: device, vertexDescriptor: vertexDescriptor) } catch let e { print("Couldn't create mesh. Error: \(e)") return nil } guard let alg = RandomAlgorithm(device: device, library: library) else { print("Couldn't create algorithm") return nil } algorithm = alg super.init() } }