MetalByTutorials/02-3d-models/final/Chapter2.playground/Pages/Import Train.xcplaygroundpage/Contents.swift

100 lines
3.1 KiB
Swift

import PlaygroundSupport
import MetalKit
guard let device = MTLCreateSystemDefaultDevice() else {
fatalError("GPU is not supported")
}
let frame = CGRect(x: 0, y: 0, width: 600, height: 600)
let view = MTKView(frame: frame, device: device)
view.clearColor = MTLClearColor(red: 1, green: 1, blue: 0.8, alpha: 1)
view.device = device
guard let commandQueue = device.makeCommandQueue() else {
fatalError("Could not create a command queue")
}
let allocator = MTKMeshBufferAllocator(device: device)
guard let assetURL = Bundle.main.url(forResource: "train",
withExtension: "obj") else {
fatalError()
}
let vertexDescriptor = MTLVertexDescriptor()
vertexDescriptor.attributes[0].format = .float3
vertexDescriptor.attributes[0].offset = 0
vertexDescriptor.attributes[0].bufferIndex = 0
vertexDescriptor.layouts[0].stride = MemoryLayout<SIMD3<Float>>.stride
let meshDescriptor =
MTKModelIOVertexDescriptorFromMetal(vertexDescriptor)
(meshDescriptor.attributes[0] as! MDLVertexAttribute).name =
MDLVertexAttributePosition
let asset = MDLAsset(url: assetURL,
vertexDescriptor: meshDescriptor,
bufferAllocator: allocator)
let mdlMesh = asset.childObjects(of: MDLMesh.self).first as! MDLMesh
let mesh = try MTKMesh(mesh: mdlMesh, device: device)
let shader = """
#include <metal_stdlib> \n
using namespace metal;
struct VertexIn {
float4 position [[ attribute(0) ]];
};
vertex float4 vertex_main(const VertexIn vertex_in [[ stage_in ]]) {
return vertex_in.position;
}
fragment float4 fragment_main() {
return float4(1, 0, 0, 1);
}
"""
let library = try device.makeLibrary(source: shader, options: nil)
let vertexFunction = library.makeFunction(name: "vertex_main")
let fragmentFunction = library.makeFunction(name: "fragment_main")
let pipelineDescriptor = MTLRenderPipelineDescriptor()
pipelineDescriptor.colorAttachments[0].pixelFormat = .bgra8Unorm
pipelineDescriptor.vertexFunction = vertexFunction
pipelineDescriptor.fragmentFunction = fragmentFunction
pipelineDescriptor.vertexDescriptor = MTKMetalVertexDescriptorFromModelIO(mesh.vertexDescriptor)
let pipelineState = try device.makeRenderPipelineState(descriptor: pipelineDescriptor)
guard let commandBuffer = commandQueue.makeCommandBuffer(),
let renderPassDescriptor = view.currentRenderPassDescriptor,
let renderEncoder =
commandBuffer.makeRenderCommandEncoder(descriptor: renderPassDescriptor)
else { fatalError() }
renderEncoder.setRenderPipelineState(pipelineState)
renderEncoder.setVertexBuffer(mesh.vertexBuffers[0].buffer,
offset: 0, index: 0)
renderEncoder.setTriangleFillMode(.lines)
for submesh in mesh.submeshes {
renderEncoder.drawIndexedPrimitives(
type: .triangle,
indexCount: submesh.indexCount,
indexType: submesh.indexType,
indexBuffer: submesh.indexBuffer.buffer,
indexBufferOffset: submesh.indexBuffer.offset
)
}
renderEncoder.endEncoding()
guard let drawable = view.currentDrawable else {
fatalError()
}
commandBuffer.present(drawable)
commandBuffer.commit()
PlaygroundPage.current.liveView = view