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) let allocator = MTKMeshBufferAllocator(device: device) let mdlMesh = MDLMesh(coneWithExtent: [1,1,1], segments: [10, 10], inwardNormals: false, cap: true, geometryType: .triangles, allocator: allocator) let mesh = try MTKMesh(mesh: mdlMesh, device: device) // begin export code let asset = MDLAsset() asset.add(mdlMesh) let fileExtension = "obj" guard MDLAsset.canExportFileExtension(fileExtension) else { fatalError("Can't export a .\(fileExtension) format") } do { let url = playgroundSharedDataDirectory.appendingPathComponent("primitive.\(fileExtension)") try asset.export(to: url) } catch { fatalError("Error \(error.localizedDescription)") } // end export code guard let commandQueue = device.makeCommandQueue() else { fatalError("Could not create a command queue") } let shader = """ #include 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) guard let submesh = mesh.submeshes.first else { fatalError() } renderEncoder.setTriangleFillMode(.lines) renderEncoder.drawIndexedPrimitives(type: .triangle, indexCount: submesh.indexCount, indexType: submesh.indexType, indexBuffer: submesh.indexBuffer.buffer, indexBufferOffset: 0) renderEncoder.endEncoding() guard let drawable = view.currentDrawable else { fatalError() } commandBuffer.present(drawable) commandBuffer.commit() PlaygroundPage.current.liveView = view