// /** * 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 Renderer: NSObject { static var device: MTLDevice! static var commandQueue: MTLCommandQueue! static var library: MTLLibrary! static var colorPixelFormat: MTLPixelFormat! static var fps: Int! var fragmentUniforms = FragmentUniforms() let depthStencilState: MTLDepthStencilState let lighting = Lighting() var scene: Scene? init(metalView: MTKView) { guard let device = MTLCreateSystemDefaultDevice(), let commandQueue = device.makeCommandQueue() else { fatalError("GPU not available") } Renderer.device = device Renderer.commandQueue = commandQueue Renderer.library = device.makeDefaultLibrary() Renderer.colorPixelFormat = metalView.colorPixelFormat Renderer.fps = metalView.preferredFramesPerSecond metalView.device = device metalView.depthStencilPixelFormat = .depth32Float depthStencilState = Renderer.buildDepthStencilState()! super.init() metalView.clearColor = MTLClearColor(red: 0.7, green: 0.9, blue: 1, alpha: 1) metalView.delegate = self mtkView(metalView, drawableSizeWillChange: metalView.bounds.size) fragmentUniforms.lightCount = lighting.count } static func buildDepthStencilState() -> MTLDepthStencilState? { let descriptor = MTLDepthStencilDescriptor() descriptor.depthCompareFunction = .less descriptor.isDepthWriteEnabled = true return Renderer.device.makeDepthStencilState(descriptor: descriptor) } } extension Renderer: MTKViewDelegate { func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) { scene?.sceneSizeWillChange(to: size) } func draw(in view: MTKView) { guard let scene = scene, let descriptor = view.currentRenderPassDescriptor, let commandBuffer = Renderer.commandQueue.makeCommandBuffer(), let renderEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: descriptor) else { return } // update models let deltaTime = 1 / Float(Renderer.fps) scene.update(deltaTime: deltaTime) renderEncoder.setDepthStencilState(depthStencilState) var lights = lighting.lights renderEncoder.setFragmentBytes(&lights, length: MemoryLayout.stride * lights.count, index: Int(BufferIndexLights.rawValue)) // render models scene.skybox?.update(renderEncoder: renderEncoder) for renderable in scene.renderables { renderEncoder.pushDebugGroup(renderable.name) renderable.render(renderEncoder: renderEncoder, uniforms: scene.uniforms, fragmentUniforms: scene.fragmentUniforms) renderEncoder.popDebugGroup() } // render skybox scene.skybox?.render(renderEncoder: renderEncoder, uniforms: scene.uniforms) renderEncoder.endEncoding() guard let drawable = view.currentDrawable else { return } commandBuffer.present(drawable) commandBuffer.commit() commandBuffer.waitUntilCompleted() } }