MetalByTutorials/16-particle-systems/projects/final/Particles/Particles Shared/Renderer.swift

153 lines
6.2 KiB
Swift

/**
* 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<Float>
public typealias float3 = SIMD3<Float>
public typealias float4 = SIMD4<Float>
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<float2>.stride,
index: 0)
for emitter in emitters {
renderEncoder.setVertexBuffer(emitter.particleBuffer,
offset: 0, index: 1)
renderEncoder.setVertexBytes(&emitter.position,
length: MemoryLayout<float2>.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)
}
}