MetalByTutorials/02-3d-models/final/Chapter2.playground/Pages/Render and Export 3D Model..../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)
let allocator = MTKMeshBufferAllocator(device: device)
let mdlMesh = MDLMesh(coneWithExtent: [1,1,1],
segments: [10, 10],
inwardNormals: false,
cap: true,
geometryType: .triangles,
allocator: allocator)
let mesh = try MTKMesh(mesh: mdlMesh, device: device)
// begin export code
let asset = MDLAsset()
asset.add(mdlMesh)
let fileExtension = "obj"
guard MDLAsset.canExportFileExtension(fileExtension) else {
fatalError("Can't export a .\(fileExtension) format")
}
do {
let url = playgroundSharedDataDirectory.appendingPathComponent("primitive.\(fileExtension)")
try asset.export(to: url)
} catch {
fatalError("Error \(error.localizedDescription)")
}
// end export code
guard let commandQueue = device.makeCommandQueue() else {
fatalError("Could not create a command queue")
}
let shader = """
#include <metal_stdlib>
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)
guard let submesh = mesh.submeshes.first else {
fatalError()
}
renderEncoder.setTriangleFillMode(.lines)
renderEncoder.drawIndexedPrimitives(type: .triangle,
indexCount: submesh.indexCount,
indexType: submesh.indexType,
indexBuffer: submesh.indexBuffer.buffer,
indexBufferOffset: 0)
renderEncoder.endEncoding()
guard let drawable = view.currentDrawable else {
fatalError()
}
commandBuffer.present(drawable)
commandBuffer.commit()
PlaygroundPage.current.liveView = view