/** * 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 public typealias float2 = SIMD2 public typealias float3 = SIMD3 public typealias float4 = SIMD4 class Renderer: NSObject, MTKViewDelegate { static var device: MTLDevice! let commandQueue: MTLCommandQueue var particlesPipelineState: MTLComputePipelineState! var renderPipelineState: MTLRenderPipelineState! var emitters: [Emitter] = [] init?(metalView: MTKView) { guard let device = MTLCreateSystemDefaultDevice(), let commandQueue = device.makeCommandQueue() else { return nil } Renderer.device = device self.commandQueue = commandQueue super.init() metalView.delegate = self metalView.framebufferOnly = false metalView.clearColor = MTLClearColor(red: 0.2, green: 0.2, blue: 0.2, alpha: 1) buildPipelineStates() let fireEmitter = fire(size: metalView.drawableSize) fireEmitter.position = [0, -10] emitters.append(fireEmitter) } private func buildPipelineStates() { do { guard let library = Renderer.device.makeDefaultLibrary(), let function = library.makeFunction(name: "compute") else { return } // particle update pipeline state particlesPipelineState = try Renderer.device.makeComputePipelineState(function: function) // render pipeline state let vertexFunction = library.makeFunction(name: "vertex_particle") let fragmentFunction = library.makeFunction(name: "fragment_particle") let descriptor = MTLRenderPipelineDescriptor() descriptor.vertexFunction = vertexFunction descriptor.fragmentFunction = fragmentFunction descriptor.colorAttachments[0].pixelFormat = .bgra8Unorm descriptor.colorAttachments[0].isBlendingEnabled = true descriptor.colorAttachments[0].rgbBlendOperation = .add descriptor.colorAttachments[0].sourceRGBBlendFactor = .sourceAlpha descriptor.colorAttachments[0].destinationRGBBlendFactor = .one renderPipelineState = try Renderer.device.makeRenderPipelineState(descriptor: descriptor) renderPipelineState = try Renderer.device.makeRenderPipelineState(descriptor: descriptor) } catch let error { print(error.localizedDescription) } } public func draw(in view: MTKView) { guard let commandBuffer = commandQueue.makeCommandBuffer(), let descriptor = view.currentRenderPassDescriptor, let drawable = view.currentDrawable else { return } // first command encoder guard let computeEncoder = commandBuffer.makeComputeCommandEncoder() else { return } for emitter in emitters { emitter.emit() } computeEncoder.setComputePipelineState(particlesPipelineState) let width = particlesPipelineState.threadExecutionWidth let threadsPerGroup = MTLSizeMake(width, 1, 1) for emitter in emitters { let threadsPerGrid = MTLSizeMake(emitter.particleCount, 1, 1) computeEncoder.setBuffer(emitter.particleBuffer, offset: 0, index: 0) computeEncoder.dispatchThreads(threadsPerGrid, threadsPerThreadgroup: threadsPerGroup) } computeEncoder.endEncoding() // update the particle emitters // second command encoder let renderEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: descriptor)! renderEncoder.setRenderPipelineState(renderPipelineState) var size = float2(Float(view.drawableSize.width), Float(view.drawableSize.height)) renderEncoder.setVertexBytes(&size, length: MemoryLayout.stride, index: 0) for emitter in emitters { renderEncoder.setVertexBuffer(emitter.particleBuffer, offset: 0, index: 1) renderEncoder.setVertexBytes(&emitter.position, length: MemoryLayout.stride, index: 2) renderEncoder.setFragmentTexture(emitter.particleTexture, index: 0) renderEncoder.drawPrimitives(type: .point, vertexStart: 0, vertexCount: 1, instanceCount: emitter.currentParticles) } renderEncoder.endEncoding() // render the particle emitters commandBuffer.present(drawable) commandBuffer.commit() } func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) { emitters.removeAll() let fireEmitter = fire(size: size) fireEmitter.position = [0, -10] emitters.append(fireEmitter) } }