terrain/Terrain2/Terrain.swift
2018-11-03 16:02:35 -04:00

82 lines
3.6 KiB
Swift

//
// 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 mtlVertexDescriptor = MTLVertexDescriptor()
mtlVertexDescriptor.attributes[VertexAttribute.position.rawValue].format = MTLVertexFormat.float3
mtlVertexDescriptor.attributes[VertexAttribute.position.rawValue].offset = 0
mtlVertexDescriptor.attributes[VertexAttribute.position.rawValue].bufferIndex = BufferIndex.meshPositions.rawValue
mtlVertexDescriptor.attributes[VertexAttribute.texcoord.rawValue].format = MTLVertexFormat.float2
mtlVertexDescriptor.attributes[VertexAttribute.texcoord.rawValue].offset = 0
mtlVertexDescriptor.attributes[VertexAttribute.texcoord.rawValue].bufferIndex = BufferIndex.meshGenerics.rawValue
mtlVertexDescriptor.layouts[BufferIndex.meshPositions.rawValue].stride = 12
mtlVertexDescriptor.layouts[BufferIndex.meshPositions.rawValue].stepRate = 1
mtlVertexDescriptor.layouts[BufferIndex.meshPositions.rawValue].stepFunction = MTLVertexStepFunction.perVertex
mtlVertexDescriptor.layouts[BufferIndex.meshGenerics.rawValue].stride = 8
mtlVertexDescriptor.layouts[BufferIndex.meshGenerics.rawValue].stepRate = 1
mtlVertexDescriptor.layouts[BufferIndex.meshGenerics.rawValue].stepFunction = MTLVertexStepFunction.perVertex
return mtlVertexDescriptor
}
/// Create and condition mesh data to feed into a pipeline using the given vertex descriptor.
/// @param dimensions Coordinate dimensions of the plane
/// @param segments Number of segments to divide each dimension into
/// @param device Metal device
/// @param 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
plane.vertexDescriptor = mdlVertexDescriptor
return try MTKMesh(mesh:plane, device:device)
}
let dimensions: float2
let segments: uint2
let vertexDescriptor: MTLVertexDescriptor
let mesh: MTKMesh
init?(dimensions dim: float2, segments seg: uint2, device: MTLDevice) {
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
}
super.init()
}
}