added arkit metal

This commit is contained in:
Marius Horga 2017-08-31 15:57:25 -05:00
parent 840c14d583
commit 20ea436aca
4 changed files with 103 additions and 10 deletions

View File

@ -22,21 +22,28 @@ class Renderer {
var renderDestination: RenderDestinationProvider
var sharedUniformBuffer: MTLBuffer!
var anchorUniformBuffer: MTLBuffer!
var debugUniformBuffer: MTLBuffer!
var imagePlaneVertexBuffer: MTLBuffer!
var capturedImagePipelineState: MTLRenderPipelineState!
var capturedImageDepthState: MTLDepthStencilState!
var anchorPipelineState: MTLRenderPipelineState!
var anchorDepthState: MTLDepthStencilState!
var debugPipelineState: MTLRenderPipelineState!
var debugDepthState: MTLDepthStencilState!
var capturedImageTextureY: MTLTexture!
var capturedImageTextureCbCr: MTLTexture!
var capturedImageTextureCache: CVMetalTextureCache!
var geometryVertexDescriptor: MTLVertexDescriptor!
var mesh: MTKMesh!
var debugMesh: MTKMesh!
var uniformBufferIndex: Int = 0
var sharedUniformBufferOffset: Int = 0
var anchorUniformBufferOffset: Int = 0
var debugUniformBufferOffset: Int = 0
var sharedUniformBufferAddress: UnsafeMutableRawPointer!
var anchorUniformBufferAddress: UnsafeMutableRawPointer!
var debugUniformBufferAddress: UnsafeMutableRawPointer!
var debugInstanceCount: Int = 0
var anchorInstanceCount: Int = 0
var viewportSize: CGSize = CGSize()
var viewportSizeDidChange: Bool = false
@ -77,6 +84,7 @@ class Renderer {
let anchorUniformBufferSize = alignedInstanceUniformSize * maxBuffersInFlight
sharedUniformBuffer = device.makeBuffer(length: sharedUniformBufferSize, options: .storageModeShared)
anchorUniformBuffer = device.makeBuffer(length: anchorUniformBufferSize, options: .storageModeShared)
debugUniformBuffer = device.makeBuffer(length: anchorUniformBufferSize, options: .storageModeShared)
let imagePlaneVertexDataCount = planeVertexData.count * MemoryLayout<Float>.size
imagePlaneVertexBuffer = device.makeBuffer(bytes: planeVertexData, length: imagePlaneVertexDataCount, options: [])
let defaultLibrary = device.makeDefaultLibrary()!
@ -143,6 +151,13 @@ class Renderer {
anchorDepthStateDescriptor.depthCompareFunction = .less
anchorDepthStateDescriptor.isDepthWriteEnabled = true
anchorDepthState = device.makeDepthStencilState(descriptor: anchorDepthStateDescriptor)
let debugGeometryVertexFunction = defaultLibrary.makeFunction(name: "vertexDebugPlane")!
let debugGeometryFragmentFunction = defaultLibrary.makeFunction(name: "fragmentDebugPlane")!
anchorPipelineStateDescriptor.vertexFunction = debugGeometryVertexFunction
anchorPipelineStateDescriptor.fragmentFunction = debugGeometryFragmentFunction
do { try debugPipelineState = device.makeRenderPipelineState(descriptor: anchorPipelineStateDescriptor)
} catch let error { print(error) }
debugDepthState = device.makeDepthStencilState(descriptor: anchorDepthStateDescriptor)
commandQueue = device.makeCommandQueue()
}
@ -152,10 +167,14 @@ class Renderer {
(vertexDescriptor.attributes[0] as! MDLVertexAttribute).name = MDLVertexAttributePosition
(vertexDescriptor.attributes[1] as! MDLVertexAttribute).name = MDLVertexAttributeTextureCoordinate
(vertexDescriptor.attributes[2] as! MDLVertexAttribute).name = MDLVertexAttributeNormal
let mdlMesh = MDLMesh(boxWithExtent: vector3(0.075, 0.075, 0.075), segments: vector3(1, 1, 1), inwardNormals: false, geometryType: .triangles, allocator: metalAllocator)
var mdlMesh = MDLMesh(boxWithExtent: vector3(0.075, 0.075, 0.075), segments: vector3(1, 1, 1), inwardNormals: false, geometryType: .triangles, allocator: metalAllocator)
mdlMesh.vertexDescriptor = vertexDescriptor
do { try mesh = MTKMesh(mesh: mdlMesh, device: device) }
catch let error { print("Error creating MetalKit mesh, error \(error)") }
mdlMesh = MDLMesh(planeWithExtent: vector3(0.1, 0.1, 0.1), segments: vector2(1, 1), geometryType: .triangles, allocator: metalAllocator)
mdlMesh.vertexDescriptor = vertexDescriptor
do { try debugMesh = MTKMesh(mesh: mdlMesh, device: device)
} catch let error { print(error) }
}
func drawRectResized(size: CGSize) {
@ -165,7 +184,7 @@ class Renderer {
func update() {
let _ = inFlightSemaphore.wait(timeout: DispatchTime.distantFuture)
let commandBuffer = commandQueue.makeCommandBuffer()
guard let commandBuffer = commandQueue.makeCommandBuffer() else { return }
commandBuffer.addCompletedHandler{ [weak self] commandBuffer in
if let strongSelf = self { strongSelf.inFlightSemaphore.signal() }
return
@ -174,9 +193,10 @@ class Renderer {
updateGameState()
guard let passDescriptor = renderDestination.currentRenderPassDescriptor,
let drawable = renderDestination.currentDrawable else { return }
let renderEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: passDescriptor)
guard let renderEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: passDescriptor) else { return }
drawCapturedImage(renderEncoder: renderEncoder)
drawAnchorGeometry(renderEncoder: renderEncoder)
drawDebugGeometry(renderEncoder: renderEncoder)
renderEncoder.endEncoding()
commandBuffer.present(drawable)
commandBuffer.commit()
@ -188,6 +208,8 @@ class Renderer {
anchorUniformBufferOffset = alignedInstanceUniformSize * uniformBufferIndex
sharedUniformBufferAddress = sharedUniformBuffer.contents().advanced(by: sharedUniformBufferOffset)
anchorUniformBufferAddress = anchorUniformBuffer.contents().advanced(by: anchorUniformBufferOffset)
debugUniformBufferOffset = alignedInstanceUniformSize * uniformBufferIndex
debugUniformBufferAddress = debugUniformBuffer.contents().advanced(by: debugUniformBufferOffset)
}
func updateGameState() {
@ -204,7 +226,7 @@ class Renderer {
func updateSharedUniforms(frame: ARFrame) {
let uniforms = sharedUniformBufferAddress.assumingMemoryBound(to: SharedUniforms.self)
uniforms.pointee.viewMatrix = simd_inverse(frame.camera.transform)
uniforms.pointee.projectionMatrix = frame.camera.projectionMatrix(withViewportSize: viewportSize, orientation: .landscapeRight, zNear: 0.001, zFar: 1000)
uniforms.pointee.projectionMatrix = frame.camera.projectionMatrix(for: .landscapeRight, viewportSize: viewportSize, zNear: 0.001, zFar: 1000)
var ambientIntensity: Float = 1.0
if let lightEstimate = frame.lightEstimate {
ambientIntensity = Float(lightEstimate.ambientIntensity) / 1000.0
@ -225,16 +247,43 @@ class Renderer {
if anchorInstanceCount == maxAnchorInstanceCount {
anchorOffset = max(frame.anchors.count - maxAnchorInstanceCount, 0)
}
let count = frame.anchors.filter{ $0.isKind(of: ARPlaneAnchor.self) }.count
debugInstanceCount = min(count, maxAnchorInstanceCount - (anchorInstanceCount - count))
for index in 0..<anchorInstanceCount {
let anchor = frame.anchors[index + anchorOffset]
var coordinateSpaceTransform = matrix_identity_float4x4
coordinateSpaceTransform.columns.2.z = -1.0 // flip Z axis to convert to left handed
let modelMatrix = simd_mul(anchor.transform, coordinateSpaceTransform)
let anchorUniforms = anchorUniformBufferAddress.assumingMemoryBound(to: InstanceUniforms.self).advanced(by: index)
anchorUniforms.pointee.modelMatrix = modelMatrix
if anchor.isKind(of: ARPlaneAnchor.self) {
let transform = anchor.transform * rotationMatrix(rotation: float3(0, 0, Float.pi/2))
let modelMatrix = simd_mul(transform, coordinateSpaceTransform)
let debugUniforms = debugUniformBufferAddress.assumingMemoryBound(to: InstanceUniforms.self).advanced(by: index)
debugUniforms.pointee.modelMatrix = modelMatrix
} else {
let modelMatrix = simd_mul(anchor.transform, coordinateSpaceTransform)
let anchorUniforms = anchorUniformBufferAddress.assumingMemoryBound(to: InstanceUniforms.self).advanced(by: index)
anchorUniforms.pointee.modelMatrix = modelMatrix
}
}
}
func rotationMatrix(rotation: float3) -> float4x4 {
var matrix: float4x4 = matrix_identity_float4x4
let x = rotation.x
let y = rotation.y
let z = rotation.z
matrix.columns.0.x = cos(y) * cos(z)
matrix.columns.0.y = cos(z) * sin(x) * sin(y) - cos(x) * sin(z)
matrix.columns.0.z = cos(x) * cos(z) * sin(y) + sin(x) * sin(z)
matrix.columns.1.x = cos(y) * sin(z)
matrix.columns.1.y = cos(x) * cos(z) + sin(x) * sin(y) * sin(z)
matrix.columns.1.z = -cos(z) * sin(x) + cos(x) * sin(y) * sin(z)
matrix.columns.2.x = -sin(y)
matrix.columns.2.y = cos(y) * sin(x)
matrix.columns.2.z = cos(x) * cos(y)
matrix.columns.3.w = 1.0
return matrix
}
func updateCapturedImageTextures(frame: ARFrame) {
let pixelBuffer = frame.capturedImage
if (CVPixelBufferGetPlaneCount(pixelBuffer) < 2) { return }
@ -253,7 +302,7 @@ class Renderer {
}
func updateImagePlane(frame: ARFrame) {
let displayToCameraTransform = frame.displayTransform(withViewportSize: viewportSize, orientation: .landscapeRight).inverted()
let displayToCameraTransform = frame.displayTransform(for: .landscapeRight, viewportSize: viewportSize).inverted()
let vertexData = imagePlaneVertexBuffer.contents().assumingMemoryBound(to: Float.self)
for index in 0...3 {
let textureCoordIndex = 4 * index + 2
@ -278,7 +327,7 @@ class Renderer {
}
func drawAnchorGeometry(renderEncoder: MTLRenderCommandEncoder) {
guard anchorInstanceCount > 0 else { return }
guard anchorInstanceCount - debugInstanceCount > 0 else { return }
renderEncoder.pushDebugGroup("DrawAnchors")
renderEncoder.setCullMode(.back)
renderEncoder.setRenderPipelineState(anchorPipelineState)
@ -295,4 +344,23 @@ class Renderer {
}
renderEncoder.popDebugGroup()
}
func drawDebugGeometry(renderEncoder: MTLRenderCommandEncoder) {
guard debugInstanceCount > 0 else { return }
renderEncoder.pushDebugGroup("DrawDebugPlanes")
renderEncoder.setCullMode(.back)
renderEncoder.setRenderPipelineState(debugPipelineState)
renderEncoder.setDepthStencilState(debugDepthState)
renderEncoder.setVertexBuffer(debugUniformBuffer, offset: debugUniformBufferOffset, index: 2)
renderEncoder.setVertexBuffer(sharedUniformBuffer, offset: sharedUniformBufferOffset, index: 3)
renderEncoder.setFragmentBuffer(sharedUniformBuffer, offset: sharedUniformBufferOffset, index: 3)
for bufferIndex in 0..<debugMesh.vertexBuffers.count {
let vertexBuffer = debugMesh.vertexBuffers[bufferIndex]
renderEncoder.setVertexBuffer(vertexBuffer.buffer, offset: vertexBuffer.offset, index:bufferIndex)
}
for submesh in debugMesh.submeshes {
renderEncoder.drawIndexedPrimitives(type: submesh.primitiveType, indexCount: submesh.indexCount, indexType: submesh.indexType, indexBuffer: submesh.indexBuffer.buffer, indexBufferOffset: submesh.indexBuffer.offset, instanceCount: debugInstanceCount)
}
renderEncoder.popDebugGroup()
}
}

View File

@ -98,3 +98,23 @@ fragment float4 anchorGeometryFragmentLighting(ColorInOut in [[stage_in]],
float3 color = in.color.rgb * lightContributions;
return float4(color, in.color.w);
}
typedef struct {
float3 position [[attribute(0)]];
} DebugVertex;
vertex float4 vertexDebugPlane(DebugVertex in [[ stage_in]],
constant SharedUniforms &sharedUniforms [[ buffer(3) ]],
constant InstanceUniforms *instanceUniforms [[ buffer(2) ]],
ushort vid [[vertex_id]],
ushort iid [[instance_id]]) {
float4 position = float4(in.position, 1.0);
float4x4 modelMatrix = instanceUniforms[iid].modelMatrix;
float4x4 modelViewMatrix = sharedUniforms.viewMatrix * modelMatrix;
float4 outPosition = sharedUniforms.projectionMatrix * modelViewMatrix * position;
return outPosition;
}
fragment float4 fragmentDebugPlane() {
return float4(253.0/255.0, 108.0/255.0, 158.0/255.0, 1);
}

View File

@ -25,7 +25,8 @@ class ViewController: UIViewController, MTKViewDelegate, ARSessionDelegate {
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
let configuration = ARWorldTrackingSessionConfiguration()
let configuration = ARWorldTrackingConfiguration()
configuration.planeDetection = .horizontal
session.run(configuration)
}
@ -53,6 +54,10 @@ class ViewController: UIViewController, MTKViewDelegate, ARSessionDelegate {
renderer.update()
}
func session(_ session: ARSession, didAdd anchors: [ARAnchor]) {
print(anchors)
}
func session(_ session: ARSession, didFailWithError error: Error) {}
func sessionWasInterrupted(_ session: ARSession) {}