133 lines
4.7 KiB
Swift
133 lines
4.7 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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static var colorPixelFormat: MTLPixelFormat!
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static var fps: Int!
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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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var scene: Scene?
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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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Renderer.colorPixelFormat = metalView.colorPixelFormat
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Renderer.fps = metalView.preferredFramesPerSecond
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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, alpha: 1)
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metalView.delegate = self
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mtkView(metalView, drawableSizeWillChange: metalView.bounds.size)
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fragmentUniforms.lightCount = lighting.count
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}
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static func buildDepthStencilState() -> MTLDepthStencilState? {
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let descriptor = MTLDepthStencilDescriptor()
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descriptor.depthCompareFunction = .less
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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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scene?.sceneSizeWillChange(to: size)
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}
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func draw(in view: MTKView) {
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guard
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let scene = scene,
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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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// update models
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let deltaTime = 1 / Float(Renderer.fps)
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scene.update(deltaTime: deltaTime)
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renderEncoder.setDepthStencilState(depthStencilState)
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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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// render models
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scene.skybox?.update(renderEncoder: renderEncoder)
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for renderable in scene.renderables {
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renderEncoder.pushDebugGroup(renderable.name)
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renderable.render(renderEncoder: renderEncoder,
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uniforms: scene.uniforms,
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fragmentUniforms: scene.fragmentUniforms)
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renderEncoder.popDebugGroup()
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}
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// render skybox
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scene.skybox?.render(renderEncoder: renderEncoder,
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uniforms: scene.uniforms)
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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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commandBuffer.waitUntilCompleted()
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}
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}
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