import PlaygroundSupport import MetalKit guard let device = MTLCreateSystemDefaultDevice() else { fatalError("GPU is not supported") } let frame = CGRect(x: 0, y: 0, width: 600, height: 600) let view = MTKView(frame: frame, device: device) view.clearColor = MTLClearColor(red: 1, green: 1, blue: 0.8, alpha: 1) view.device = device guard let commandQueue = device.makeCommandQueue() else { fatalError("Could not create a command queue") } let allocator = MTKMeshBufferAllocator(device: device) guard let assetURL = Bundle.main.url(forResource: "train", withExtension: "obj") else { fatalError() } let vertexDescriptor = MTLVertexDescriptor() vertexDescriptor.attributes[0].format = .float3 vertexDescriptor.attributes[0].offset = 0 vertexDescriptor.attributes[0].bufferIndex = 0 vertexDescriptor.layouts[0].stride = MemoryLayout>.stride let meshDescriptor = MTKModelIOVertexDescriptorFromMetal(vertexDescriptor) (meshDescriptor.attributes[0] as! MDLVertexAttribute).name = MDLVertexAttributePosition let asset = MDLAsset(url: assetURL, vertexDescriptor: meshDescriptor, bufferAllocator: allocator) let mdlMesh = asset.childObjects(of: MDLMesh.self).first as! MDLMesh let mesh = try MTKMesh(mesh: mdlMesh, device: device) let shader = """ #include \n using namespace metal; struct VertexIn { float4 position [[ attribute(0) ]]; }; vertex float4 vertex_main(const VertexIn vertex_in [[ stage_in ]]) { return vertex_in.position; } fragment float4 fragment_main() { return float4(1, 0, 0, 1); } """ let library = try device.makeLibrary(source: shader, options: nil) let vertexFunction = library.makeFunction(name: "vertex_main") let fragmentFunction = library.makeFunction(name: "fragment_main") let pipelineDescriptor = MTLRenderPipelineDescriptor() pipelineDescriptor.colorAttachments[0].pixelFormat = .bgra8Unorm pipelineDescriptor.vertexFunction = vertexFunction pipelineDescriptor.fragmentFunction = fragmentFunction pipelineDescriptor.vertexDescriptor = MTKMetalVertexDescriptorFromModelIO(mesh.vertexDescriptor) let pipelineState = try device.makeRenderPipelineState(descriptor: pipelineDescriptor) guard let commandBuffer = commandQueue.makeCommandBuffer(), let renderPassDescriptor = view.currentRenderPassDescriptor, let renderEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: renderPassDescriptor) else { fatalError() } renderEncoder.setRenderPipelineState(pipelineState) renderEncoder.setVertexBuffer(mesh.vertexBuffers[0].buffer, offset: 0, index: 0) renderEncoder.setTriangleFillMode(.lines) for submesh in mesh.submeshes { renderEncoder.drawIndexedPrimitives( type: .triangle, indexCount: submesh.indexCount, indexType: submesh.indexType, indexBuffer: submesh.indexBuffer.buffer, indexBufferOffset: submesh.indexBuffer.offset ) } renderEncoder.endEncoding() guard let drawable = view.currentDrawable else { fatalError() } commandBuffer.present(drawable) commandBuffer.commit() PlaygroundPage.current.liveView = view