165 lines
6.0 KiB
Swift
165 lines
6.0 KiB
Swift
//
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/**
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* Copyright (c) 2019 Razeware LLC
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* Notwithstanding the foregoing, you may not use, copy, modify, merge, publish,
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* distribute, sublicense, create a derivative work, and/or sell copies of the
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* Software in any work that is designed, intended, or marketed for pedagogical or
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* instructional purposes related to programming, coding, application development,
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* or information technology. Permission for such use, copying, modification,
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* merger, publication, distribution, sublicensing, creation of derivative works,
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* or sale is expressly withheld.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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import MetalKit
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class Renderer: NSObject {
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static var device: MTLDevice!
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static var commandQueue: MTLCommandQueue!
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static var library: MTLLibrary!
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var uniforms = Uniforms()
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var fragmentUniforms = FragmentUniforms()
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let depthStencilState: MTLDepthStencilState
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let lighting = Lighting()
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lazy var camera: Camera = {
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let camera = ArcballCamera()
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camera.distance = 4.3
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camera.target = [0, 1.2, 0]
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camera.rotation.x = Float(-10).degreesToRadians
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return camera
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}()
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// Array of Models allows for rendering multiple models
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var models: [Model] = []
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init(metalView: MTKView) {
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guard
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let device = MTLCreateSystemDefaultDevice(),
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let commandQueue = device.makeCommandQueue() else {
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fatalError("GPU not available")
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}
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Renderer.device = device
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Renderer.commandQueue = commandQueue
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Renderer.library = device.makeDefaultLibrary()
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metalView.device = device
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metalView.depthStencilPixelFormat = .depth32Float
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depthStencilState = Renderer.buildDepthStencilState()!
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super.init()
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metalView.clearColor = MTLClearColor(red: 0.7, green: 0.9,
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blue: 1.0, alpha: 1)
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metalView.delegate = self
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mtkView(metalView, drawableSizeWillChange: metalView.bounds.size)
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// models
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let house = Model(name: "lowpoly-house.obj")
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house.position = [0, 0, 0]
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house.rotation = [0, Float(45).degreesToRadians, 0]
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models.append(house)
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fragmentUniforms.lightCount = lighting.count
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}
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static func buildDepthStencilState() -> MTLDepthStencilState? {
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// 1
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let descriptor = MTLDepthStencilDescriptor()
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// 2
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descriptor.depthCompareFunction = .less
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// 3
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descriptor.isDepthWriteEnabled = true
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return
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Renderer.device.makeDepthStencilState(descriptor: descriptor)
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}
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}
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extension Renderer: MTKViewDelegate {
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func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) {
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camera.aspect = Float(view.bounds.width)/Float(view.bounds.height)
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}
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func draw(in view: MTKView) {
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guard
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let descriptor = view.currentRenderPassDescriptor,
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let commandBuffer = Renderer.commandQueue.makeCommandBuffer(),
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let renderEncoder =
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commandBuffer.makeRenderCommandEncoder(descriptor: descriptor) else {
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return
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}
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renderEncoder.setDepthStencilState(depthStencilState)
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uniforms.projectionMatrix = camera.projectionMatrix
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uniforms.viewMatrix = camera.viewMatrix
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fragmentUniforms.cameraPosition = camera.position
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var lights = lighting.lights
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renderEncoder.setFragmentBytes(&lights,
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length: MemoryLayout<Light>.stride * lights.count,
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index: Int(BufferIndexLights.rawValue))
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renderEncoder.setFragmentBytes(&fragmentUniforms,
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length: MemoryLayout<FragmentUniforms>.stride,
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index: Int(BufferIndexFragmentUniforms.rawValue))
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// render all the models in the array
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for model in models {
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// add tiling here
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uniforms.modelMatrix = model.modelMatrix
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uniforms.normalMatrix = uniforms.modelMatrix.upperLeft
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renderEncoder.setVertexBytes(&uniforms,
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length: MemoryLayout<Uniforms>.stride,
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index: Int(BufferIndexUniforms.rawValue))
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renderEncoder.setRenderPipelineState(model.pipelineState)
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for mesh in model.meshes {
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let vertexBuffer = mesh.mtkMesh.vertexBuffers[0].buffer
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renderEncoder.setVertexBuffer(vertexBuffer, offset: 0,
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index: 0)
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for submesh in mesh.submeshes {
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// set the fragment texture here
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let mtkSubmesh = submesh.mtkSubmesh
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renderEncoder.drawIndexedPrimitives(type: .triangle,
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indexCount: mtkSubmesh.indexCount,
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indexType: mtkSubmesh.indexType,
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indexBuffer: mtkSubmesh.indexBuffer.buffer,
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indexBufferOffset: mtkSubmesh.indexBuffer.offset)
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}
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}
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}
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renderEncoder.endEncoding()
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guard let drawable = view.currentDrawable else {
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return
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}
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commandBuffer.present(drawable)
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commandBuffer.commit()
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}
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}
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