added arkit metal
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840c14d583
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@ -22,21 +22,28 @@ class Renderer {
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var renderDestination: RenderDestinationProvider
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var sharedUniformBuffer: MTLBuffer!
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var anchorUniformBuffer: MTLBuffer!
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var debugUniformBuffer: MTLBuffer!
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var imagePlaneVertexBuffer: MTLBuffer!
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var capturedImagePipelineState: MTLRenderPipelineState!
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var capturedImageDepthState: MTLDepthStencilState!
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var anchorPipelineState: MTLRenderPipelineState!
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var anchorDepthState: MTLDepthStencilState!
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var debugPipelineState: MTLRenderPipelineState!
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var debugDepthState: MTLDepthStencilState!
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var capturedImageTextureY: MTLTexture!
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var capturedImageTextureCbCr: MTLTexture!
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var capturedImageTextureCache: CVMetalTextureCache!
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var geometryVertexDescriptor: MTLVertexDescriptor!
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var mesh: MTKMesh!
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var debugMesh: MTKMesh!
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var uniformBufferIndex: Int = 0
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var sharedUniformBufferOffset: Int = 0
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var anchorUniformBufferOffset: Int = 0
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var debugUniformBufferOffset: Int = 0
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var sharedUniformBufferAddress: UnsafeMutableRawPointer!
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var anchorUniformBufferAddress: UnsafeMutableRawPointer!
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var debugUniformBufferAddress: UnsafeMutableRawPointer!
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var debugInstanceCount: Int = 0
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var anchorInstanceCount: Int = 0
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var viewportSize: CGSize = CGSize()
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var viewportSizeDidChange: Bool = false
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@ -77,6 +84,7 @@ class Renderer {
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let anchorUniformBufferSize = alignedInstanceUniformSize * maxBuffersInFlight
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sharedUniformBuffer = device.makeBuffer(length: sharedUniformBufferSize, options: .storageModeShared)
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anchorUniformBuffer = device.makeBuffer(length: anchorUniformBufferSize, options: .storageModeShared)
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debugUniformBuffer = device.makeBuffer(length: anchorUniformBufferSize, options: .storageModeShared)
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let imagePlaneVertexDataCount = planeVertexData.count * MemoryLayout<Float>.size
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imagePlaneVertexBuffer = device.makeBuffer(bytes: planeVertexData, length: imagePlaneVertexDataCount, options: [])
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let defaultLibrary = device.makeDefaultLibrary()!
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@ -143,6 +151,13 @@ class Renderer {
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anchorDepthStateDescriptor.depthCompareFunction = .less
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anchorDepthStateDescriptor.isDepthWriteEnabled = true
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anchorDepthState = device.makeDepthStencilState(descriptor: anchorDepthStateDescriptor)
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let debugGeometryVertexFunction = defaultLibrary.makeFunction(name: "vertexDebugPlane")!
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let debugGeometryFragmentFunction = defaultLibrary.makeFunction(name: "fragmentDebugPlane")!
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anchorPipelineStateDescriptor.vertexFunction = debugGeometryVertexFunction
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anchorPipelineStateDescriptor.fragmentFunction = debugGeometryFragmentFunction
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do { try debugPipelineState = device.makeRenderPipelineState(descriptor: anchorPipelineStateDescriptor)
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} catch let error { print(error) }
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debugDepthState = device.makeDepthStencilState(descriptor: anchorDepthStateDescriptor)
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commandQueue = device.makeCommandQueue()
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}
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@ -152,10 +167,14 @@ class Renderer {
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(vertexDescriptor.attributes[0] as! MDLVertexAttribute).name = MDLVertexAttributePosition
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(vertexDescriptor.attributes[1] as! MDLVertexAttribute).name = MDLVertexAttributeTextureCoordinate
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(vertexDescriptor.attributes[2] as! MDLVertexAttribute).name = MDLVertexAttributeNormal
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let mdlMesh = MDLMesh(boxWithExtent: vector3(0.075, 0.075, 0.075), segments: vector3(1, 1, 1), inwardNormals: false, geometryType: .triangles, allocator: metalAllocator)
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var mdlMesh = MDLMesh(boxWithExtent: vector3(0.075, 0.075, 0.075), segments: vector3(1, 1, 1), inwardNormals: false, geometryType: .triangles, allocator: metalAllocator)
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mdlMesh.vertexDescriptor = vertexDescriptor
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do { try mesh = MTKMesh(mesh: mdlMesh, device: device) }
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catch let error { print("Error creating MetalKit mesh, error \(error)") }
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mdlMesh = MDLMesh(planeWithExtent: vector3(0.1, 0.1, 0.1), segments: vector2(1, 1), geometryType: .triangles, allocator: metalAllocator)
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mdlMesh.vertexDescriptor = vertexDescriptor
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do { try debugMesh = MTKMesh(mesh: mdlMesh, device: device)
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} catch let error { print(error) }
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}
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func drawRectResized(size: CGSize) {
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@ -165,7 +184,7 @@ class Renderer {
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func update() {
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let _ = inFlightSemaphore.wait(timeout: DispatchTime.distantFuture)
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let commandBuffer = commandQueue.makeCommandBuffer()
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guard let commandBuffer = commandQueue.makeCommandBuffer() else { return }
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commandBuffer.addCompletedHandler{ [weak self] commandBuffer in
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if let strongSelf = self { strongSelf.inFlightSemaphore.signal() }
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return
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@ -174,9 +193,10 @@ class Renderer {
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updateGameState()
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guard let passDescriptor = renderDestination.currentRenderPassDescriptor,
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let drawable = renderDestination.currentDrawable else { return }
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let renderEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: passDescriptor)
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guard let renderEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: passDescriptor) else { return }
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drawCapturedImage(renderEncoder: renderEncoder)
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drawAnchorGeometry(renderEncoder: renderEncoder)
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drawDebugGeometry(renderEncoder: renderEncoder)
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renderEncoder.endEncoding()
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commandBuffer.present(drawable)
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commandBuffer.commit()
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@ -188,6 +208,8 @@ class Renderer {
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anchorUniformBufferOffset = alignedInstanceUniformSize * uniformBufferIndex
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sharedUniformBufferAddress = sharedUniformBuffer.contents().advanced(by: sharedUniformBufferOffset)
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anchorUniformBufferAddress = anchorUniformBuffer.contents().advanced(by: anchorUniformBufferOffset)
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debugUniformBufferOffset = alignedInstanceUniformSize * uniformBufferIndex
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debugUniformBufferAddress = debugUniformBuffer.contents().advanced(by: debugUniformBufferOffset)
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}
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func updateGameState() {
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@ -204,7 +226,7 @@ class Renderer {
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func updateSharedUniforms(frame: ARFrame) {
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let uniforms = sharedUniformBufferAddress.assumingMemoryBound(to: SharedUniforms.self)
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uniforms.pointee.viewMatrix = simd_inverse(frame.camera.transform)
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uniforms.pointee.projectionMatrix = frame.camera.projectionMatrix(withViewportSize: viewportSize, orientation: .landscapeRight, zNear: 0.001, zFar: 1000)
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uniforms.pointee.projectionMatrix = frame.camera.projectionMatrix(for: .landscapeRight, viewportSize: viewportSize, zNear: 0.001, zFar: 1000)
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var ambientIntensity: Float = 1.0
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if let lightEstimate = frame.lightEstimate {
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ambientIntensity = Float(lightEstimate.ambientIntensity) / 1000.0
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@ -225,16 +247,43 @@ class Renderer {
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if anchorInstanceCount == maxAnchorInstanceCount {
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anchorOffset = max(frame.anchors.count - maxAnchorInstanceCount, 0)
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}
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let count = frame.anchors.filter{ $0.isKind(of: ARPlaneAnchor.self) }.count
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debugInstanceCount = min(count, maxAnchorInstanceCount - (anchorInstanceCount - count))
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for index in 0..<anchorInstanceCount {
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let anchor = frame.anchors[index + anchorOffset]
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var coordinateSpaceTransform = matrix_identity_float4x4
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coordinateSpaceTransform.columns.2.z = -1.0 // flip Z axis to convert to left handed
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let modelMatrix = simd_mul(anchor.transform, coordinateSpaceTransform)
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let anchorUniforms = anchorUniformBufferAddress.assumingMemoryBound(to: InstanceUniforms.self).advanced(by: index)
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anchorUniforms.pointee.modelMatrix = modelMatrix
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if anchor.isKind(of: ARPlaneAnchor.self) {
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let transform = anchor.transform * rotationMatrix(rotation: float3(0, 0, Float.pi/2))
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let modelMatrix = simd_mul(transform, coordinateSpaceTransform)
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let debugUniforms = debugUniformBufferAddress.assumingMemoryBound(to: InstanceUniforms.self).advanced(by: index)
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debugUniforms.pointee.modelMatrix = modelMatrix
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} else {
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let modelMatrix = simd_mul(anchor.transform, coordinateSpaceTransform)
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let anchorUniforms = anchorUniformBufferAddress.assumingMemoryBound(to: InstanceUniforms.self).advanced(by: index)
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anchorUniforms.pointee.modelMatrix = modelMatrix
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}
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}
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}
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func rotationMatrix(rotation: float3) -> float4x4 {
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var matrix: float4x4 = matrix_identity_float4x4
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let x = rotation.x
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let y = rotation.y
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let z = rotation.z
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matrix.columns.0.x = cos(y) * cos(z)
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matrix.columns.0.y = cos(z) * sin(x) * sin(y) - cos(x) * sin(z)
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matrix.columns.0.z = cos(x) * cos(z) * sin(y) + sin(x) * sin(z)
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matrix.columns.1.x = cos(y) * sin(z)
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matrix.columns.1.y = cos(x) * cos(z) + sin(x) * sin(y) * sin(z)
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matrix.columns.1.z = -cos(z) * sin(x) + cos(x) * sin(y) * sin(z)
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matrix.columns.2.x = -sin(y)
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matrix.columns.2.y = cos(y) * sin(x)
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matrix.columns.2.z = cos(x) * cos(y)
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matrix.columns.3.w = 1.0
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return matrix
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}
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func updateCapturedImageTextures(frame: ARFrame) {
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let pixelBuffer = frame.capturedImage
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if (CVPixelBufferGetPlaneCount(pixelBuffer) < 2) { return }
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@ -253,7 +302,7 @@ class Renderer {
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}
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func updateImagePlane(frame: ARFrame) {
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let displayToCameraTransform = frame.displayTransform(withViewportSize: viewportSize, orientation: .landscapeRight).inverted()
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let displayToCameraTransform = frame.displayTransform(for: .landscapeRight, viewportSize: viewportSize).inverted()
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let vertexData = imagePlaneVertexBuffer.contents().assumingMemoryBound(to: Float.self)
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for index in 0...3 {
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let textureCoordIndex = 4 * index + 2
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@ -278,7 +327,7 @@ class Renderer {
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}
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func drawAnchorGeometry(renderEncoder: MTLRenderCommandEncoder) {
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guard anchorInstanceCount > 0 else { return }
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guard anchorInstanceCount - debugInstanceCount > 0 else { return }
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renderEncoder.pushDebugGroup("DrawAnchors")
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renderEncoder.setCullMode(.back)
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renderEncoder.setRenderPipelineState(anchorPipelineState)
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@ -295,4 +344,23 @@ class Renderer {
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}
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renderEncoder.popDebugGroup()
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}
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func drawDebugGeometry(renderEncoder: MTLRenderCommandEncoder) {
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guard debugInstanceCount > 0 else { return }
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renderEncoder.pushDebugGroup("DrawDebugPlanes")
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renderEncoder.setCullMode(.back)
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renderEncoder.setRenderPipelineState(debugPipelineState)
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renderEncoder.setDepthStencilState(debugDepthState)
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renderEncoder.setVertexBuffer(debugUniformBuffer, offset: debugUniformBufferOffset, index: 2)
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renderEncoder.setVertexBuffer(sharedUniformBuffer, offset: sharedUniformBufferOffset, index: 3)
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renderEncoder.setFragmentBuffer(sharedUniformBuffer, offset: sharedUniformBufferOffset, index: 3)
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for bufferIndex in 0..<debugMesh.vertexBuffers.count {
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let vertexBuffer = debugMesh.vertexBuffers[bufferIndex]
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renderEncoder.setVertexBuffer(vertexBuffer.buffer, offset: vertexBuffer.offset, index:bufferIndex)
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}
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for submesh in debugMesh.submeshes {
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renderEncoder.drawIndexedPrimitives(type: submesh.primitiveType, indexCount: submesh.indexCount, indexType: submesh.indexType, indexBuffer: submesh.indexBuffer.buffer, indexBufferOffset: submesh.indexBuffer.offset, instanceCount: debugInstanceCount)
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}
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renderEncoder.popDebugGroup()
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}
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}
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@ -98,3 +98,23 @@ fragment float4 anchorGeometryFragmentLighting(ColorInOut in [[stage_in]],
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float3 color = in.color.rgb * lightContributions;
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return float4(color, in.color.w);
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}
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typedef struct {
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float3 position [[attribute(0)]];
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} DebugVertex;
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vertex float4 vertexDebugPlane(DebugVertex in [[ stage_in]],
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constant SharedUniforms &sharedUniforms [[ buffer(3) ]],
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constant InstanceUniforms *instanceUniforms [[ buffer(2) ]],
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ushort vid [[vertex_id]],
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ushort iid [[instance_id]]) {
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float4 position = float4(in.position, 1.0);
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float4x4 modelMatrix = instanceUniforms[iid].modelMatrix;
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float4x4 modelViewMatrix = sharedUniforms.viewMatrix * modelMatrix;
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float4 outPosition = sharedUniforms.projectionMatrix * modelViewMatrix * position;
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return outPosition;
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}
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fragment float4 fragmentDebugPlane() {
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return float4(253.0/255.0, 108.0/255.0, 158.0/255.0, 1);
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}
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@ -25,7 +25,8 @@ class ViewController: UIViewController, MTKViewDelegate, ARSessionDelegate {
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override func viewWillAppear(_ animated: Bool) {
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super.viewWillAppear(animated)
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let configuration = ARWorldTrackingSessionConfiguration()
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let configuration = ARWorldTrackingConfiguration()
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configuration.planeDetection = .horizontal
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session.run(configuration)
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}
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@ -53,6 +54,10 @@ class ViewController: UIViewController, MTKViewDelegate, ARSessionDelegate {
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renderer.update()
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}
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func session(_ session: ARSession, didAdd anchors: [ARAnchor]) {
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print(anchors)
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}
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func session(_ session: ARSession, didFailWithError error: Error) {}
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func sessionWasInterrupted(_ session: ARSession) {}
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