added arkit metal
This commit is contained in:
parent
ae2a70c7b7
commit
840c14d583
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@ -0,0 +1,309 @@
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import UIKit
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<key>CFBundleIdentifier</key>
|
||||
<string>$(PRODUCT_BUNDLE_IDENTIFIER)</string>
|
||||
<key>CFBundleInfoDictionaryVersion</key>
|
||||
<string>6.0</string>
|
||||
<key>CFBundleName</key>
|
||||
<string>$(PRODUCT_NAME)</string>
|
||||
<key>CFBundlePackageType</key>
|
||||
<string>APPL</string>
|
||||
<key>CFBundleShortVersionString</key>
|
||||
<string>1.0</string>
|
||||
<key>CFBundleVersion</key>
|
||||
<string>1</string>
|
||||
<key>LSRequiresIPhoneOS</key>
|
||||
<true/>
|
||||
<key>NSCameraUsageDescription</key>
|
||||
<string>This application will use the camera for Augmented Reality.</string>
|
||||
<key>UILaunchStoryboardName</key>
|
||||
<string>Main</string>
|
||||
<key>UIMainStoryboardFile</key>
|
||||
<string>Main</string>
|
||||
<key>UIRequiredDeviceCapabilities</key>
|
||||
<array>
|
||||
<string>armv7</string>
|
||||
<string>metal</string>
|
||||
</array>
|
||||
<key>UIRequiresFullScreen</key>
|
||||
<true/>
|
||||
<key>UIStatusBarHidden</key>
|
||||
<true/>
|
||||
<key>UISupportedInterfaceOrientations</key>
|
||||
<array>
|
||||
<string>UIInterfaceOrientationLandscapeRight</string>
|
||||
</array>
|
||||
<key>UISupportedInterfaceOrientations~ipad</key>
|
||||
<array>
|
||||
<string>UIInterfaceOrientationLandscapeRight</string>
|
||||
</array>
|
||||
</dict>
|
||||
</plist>
|
||||
|
|
@ -0,0 +1,298 @@
|
|||
|
||||
import MetalKit
|
||||
import ARKit
|
||||
|
||||
protocol RenderDestinationProvider {
|
||||
var currentRenderPassDescriptor: MTLRenderPassDescriptor? { get }
|
||||
var currentDrawable: CAMetalDrawable? { get }
|
||||
var colorPixelFormat: MTLPixelFormat { get set }
|
||||
var depthStencilPixelFormat: MTLPixelFormat { get set }
|
||||
var sampleCount: Int { get set }
|
||||
}
|
||||
|
||||
let maxBuffersInFlight: Int = 3
|
||||
let maxAnchorInstanceCount: Int = 64
|
||||
|
||||
class Renderer {
|
||||
|
||||
let session: ARSession
|
||||
let device: MTLDevice
|
||||
var commandQueue: MTLCommandQueue!
|
||||
let inFlightSemaphore = DispatchSemaphore(value: maxBuffersInFlight)
|
||||
var renderDestination: RenderDestinationProvider
|
||||
var sharedUniformBuffer: MTLBuffer!
|
||||
var anchorUniformBuffer: MTLBuffer!
|
||||
var imagePlaneVertexBuffer: MTLBuffer!
|
||||
var capturedImagePipelineState: MTLRenderPipelineState!
|
||||
var capturedImageDepthState: MTLDepthStencilState!
|
||||
var anchorPipelineState: MTLRenderPipelineState!
|
||||
var anchorDepthState: MTLDepthStencilState!
|
||||
var capturedImageTextureY: MTLTexture!
|
||||
var capturedImageTextureCbCr: MTLTexture!
|
||||
var capturedImageTextureCache: CVMetalTextureCache!
|
||||
var geometryVertexDescriptor: MTLVertexDescriptor!
|
||||
var mesh: MTKMesh!
|
||||
var uniformBufferIndex: Int = 0
|
||||
var sharedUniformBufferOffset: Int = 0
|
||||
var anchorUniformBufferOffset: Int = 0
|
||||
var sharedUniformBufferAddress: UnsafeMutableRawPointer!
|
||||
var anchorUniformBufferAddress: UnsafeMutableRawPointer!
|
||||
var anchorInstanceCount: Int = 0
|
||||
var viewportSize: CGSize = CGSize()
|
||||
var viewportSizeDidChange: Bool = false
|
||||
|
||||
struct SharedUniforms {
|
||||
var projectionMatrix: matrix_float4x4
|
||||
var viewMatrix: matrix_float4x4
|
||||
var ambientLightColor: vector_float3
|
||||
var directionalLightDirection: vector_float3
|
||||
var directionalLightColor: vector_float3
|
||||
var materialShininess: Float
|
||||
}
|
||||
|
||||
struct InstanceUniforms {
|
||||
var modelMatrix: matrix_float4x4
|
||||
}
|
||||
|
||||
let alignedSharedUniformSize = (MemoryLayout<SharedUniforms>.size & ~0xFF) + 0x100
|
||||
let alignedInstanceUniformSize = ((MemoryLayout<InstanceUniforms>.size * maxAnchorInstanceCount) & ~0xFF) + 0x100
|
||||
let planeVertexData: [Float] = [-1, -1, 0, 1,
|
||||
1, -1, 1, 1,
|
||||
-1, 1, 0, 0,
|
||||
1, 1, 1, 0]
|
||||
|
||||
init(session: ARSession, metalDevice device: MTLDevice, renderDestination: RenderDestinationProvider) {
|
||||
self.session = session
|
||||
self.device = device
|
||||
self.renderDestination = renderDestination
|
||||
setupPipeline()
|
||||
setupAssets()
|
||||
}
|
||||
|
||||
func setupPipeline() {
|
||||
renderDestination.depthStencilPixelFormat = .depth32Float_stencil8
|
||||
renderDestination.colorPixelFormat = .bgra8Unorm
|
||||
renderDestination.sampleCount = 1
|
||||
let sharedUniformBufferSize = alignedSharedUniformSize * maxBuffersInFlight
|
||||
let anchorUniformBufferSize = alignedInstanceUniformSize * maxBuffersInFlight
|
||||
sharedUniformBuffer = device.makeBuffer(length: sharedUniformBufferSize, options: .storageModeShared)
|
||||
anchorUniformBuffer = 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()!
|
||||
let capturedImageVertexFunction = defaultLibrary.makeFunction(name: "capturedImageVertexTransform")!
|
||||
let capturedImageFragmentFunction = defaultLibrary.makeFunction(name: "capturedImageFragmentShader")!
|
||||
let imagePlaneVertexDescriptor = MTLVertexDescriptor()
|
||||
imagePlaneVertexDescriptor.attributes[0].format = .float2
|
||||
imagePlaneVertexDescriptor.attributes[0].offset = 0
|
||||
imagePlaneVertexDescriptor.attributes[0].bufferIndex = 0
|
||||
imagePlaneVertexDescriptor.attributes[1].format = .float2
|
||||
imagePlaneVertexDescriptor.attributes[1].offset = 8
|
||||
imagePlaneVertexDescriptor.attributes[1].bufferIndex = 0
|
||||
imagePlaneVertexDescriptor.layouts[0].stride = 16
|
||||
imagePlaneVertexDescriptor.layouts[0].stepRate = 1
|
||||
imagePlaneVertexDescriptor.layouts[0].stepFunction = .perVertex
|
||||
let capturedImagePipelineStateDescriptor = MTLRenderPipelineDescriptor()
|
||||
capturedImagePipelineStateDescriptor.label = "MyCapturedImagePipeline"
|
||||
capturedImagePipelineStateDescriptor.sampleCount = renderDestination.sampleCount
|
||||
capturedImagePipelineStateDescriptor.vertexFunction = capturedImageVertexFunction
|
||||
capturedImagePipelineStateDescriptor.fragmentFunction = capturedImageFragmentFunction
|
||||
capturedImagePipelineStateDescriptor.vertexDescriptor = imagePlaneVertexDescriptor
|
||||
capturedImagePipelineStateDescriptor.colorAttachments[0].pixelFormat = renderDestination.colorPixelFormat
|
||||
capturedImagePipelineStateDescriptor.depthAttachmentPixelFormat = renderDestination.depthStencilPixelFormat
|
||||
capturedImagePipelineStateDescriptor.stencilAttachmentPixelFormat = renderDestination.depthStencilPixelFormat
|
||||
do { try capturedImagePipelineState = device.makeRenderPipelineState(descriptor: capturedImagePipelineStateDescriptor) }
|
||||
catch let error { print("Failed to created captured image pipeline state, error \(error)") }
|
||||
let capturedImageDepthStateDescriptor = MTLDepthStencilDescriptor()
|
||||
capturedImageDepthStateDescriptor.depthCompareFunction = .always
|
||||
capturedImageDepthStateDescriptor.isDepthWriteEnabled = false
|
||||
capturedImageDepthState = device.makeDepthStencilState(descriptor: capturedImageDepthStateDescriptor)
|
||||
var textureCache: CVMetalTextureCache?
|
||||
CVMetalTextureCacheCreate(nil, nil, device, nil, &textureCache)
|
||||
capturedImageTextureCache = textureCache
|
||||
let anchorGeometryVertexFunction = defaultLibrary.makeFunction(name: "anchorGeometryVertexTransform")!
|
||||
let anchorGeometryFragmentFunction = defaultLibrary.makeFunction(name: "anchorGeometryFragmentLighting")!
|
||||
geometryVertexDescriptor = MTLVertexDescriptor()
|
||||
geometryVertexDescriptor.attributes[0].format = .float3
|
||||
geometryVertexDescriptor.attributes[0].offset = 0
|
||||
geometryVertexDescriptor.attributes[0].bufferIndex = 0
|
||||
geometryVertexDescriptor.attributes[1].format = .float2
|
||||
geometryVertexDescriptor.attributes[1].offset = 0
|
||||
geometryVertexDescriptor.attributes[1].bufferIndex = 1
|
||||
geometryVertexDescriptor.attributes[2].format = .half3
|
||||
geometryVertexDescriptor.attributes[2].offset = 8
|
||||
geometryVertexDescriptor.attributes[2].bufferIndex = 1
|
||||
geometryVertexDescriptor.layouts[0].stride = 12
|
||||
geometryVertexDescriptor.layouts[0].stepRate = 1
|
||||
geometryVertexDescriptor.layouts[0].stepFunction = .perVertex
|
||||
geometryVertexDescriptor.layouts[1].stride = 16
|
||||
geometryVertexDescriptor.layouts[1].stepRate = 1
|
||||
geometryVertexDescriptor.layouts[1].stepFunction = .perVertex
|
||||
let anchorPipelineStateDescriptor = MTLRenderPipelineDescriptor()
|
||||
anchorPipelineStateDescriptor.label = "MyAnchorPipeline"
|
||||
anchorPipelineStateDescriptor.sampleCount = renderDestination.sampleCount
|
||||
anchorPipelineStateDescriptor.vertexFunction = anchorGeometryVertexFunction
|
||||
anchorPipelineStateDescriptor.fragmentFunction = anchorGeometryFragmentFunction
|
||||
anchorPipelineStateDescriptor.vertexDescriptor = geometryVertexDescriptor
|
||||
anchorPipelineStateDescriptor.colorAttachments[0].pixelFormat = renderDestination.colorPixelFormat
|
||||
anchorPipelineStateDescriptor.depthAttachmentPixelFormat = renderDestination.depthStencilPixelFormat
|
||||
anchorPipelineStateDescriptor.stencilAttachmentPixelFormat = renderDestination.depthStencilPixelFormat
|
||||
do { try anchorPipelineState = device.makeRenderPipelineState(descriptor: anchorPipelineStateDescriptor) }
|
||||
catch let error { print("Failed to created anchor geometry pipeline state, error \(error)") }
|
||||
let anchorDepthStateDescriptor = MTLDepthStencilDescriptor()
|
||||
anchorDepthStateDescriptor.depthCompareFunction = .less
|
||||
anchorDepthStateDescriptor.isDepthWriteEnabled = true
|
||||
anchorDepthState = device.makeDepthStencilState(descriptor: anchorDepthStateDescriptor)
|
||||
commandQueue = device.makeCommandQueue()
|
||||
}
|
||||
|
||||
func setupAssets() {
|
||||
let metalAllocator = MTKMeshBufferAllocator(device: device)
|
||||
let vertexDescriptor = MTKModelIOVertexDescriptorFromMetal(geometryVertexDescriptor)
|
||||
(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)
|
||||
mdlMesh.vertexDescriptor = vertexDescriptor
|
||||
do { try mesh = MTKMesh(mesh: mdlMesh, device: device) }
|
||||
catch let error { print("Error creating MetalKit mesh, error \(error)") }
|
||||
}
|
||||
|
||||
func drawRectResized(size: CGSize) {
|
||||
viewportSize = size
|
||||
viewportSizeDidChange = true
|
||||
}
|
||||
|
||||
func update() {
|
||||
let _ = inFlightSemaphore.wait(timeout: DispatchTime.distantFuture)
|
||||
let commandBuffer = commandQueue.makeCommandBuffer()
|
||||
commandBuffer.addCompletedHandler{ [weak self] commandBuffer in
|
||||
if let strongSelf = self { strongSelf.inFlightSemaphore.signal() }
|
||||
return
|
||||
}
|
||||
updateBufferStates()
|
||||
updateGameState()
|
||||
guard let passDescriptor = renderDestination.currentRenderPassDescriptor,
|
||||
let drawable = renderDestination.currentDrawable else { return }
|
||||
let renderEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: passDescriptor)
|
||||
drawCapturedImage(renderEncoder: renderEncoder)
|
||||
drawAnchorGeometry(renderEncoder: renderEncoder)
|
||||
renderEncoder.endEncoding()
|
||||
commandBuffer.present(drawable)
|
||||
commandBuffer.commit()
|
||||
}
|
||||
|
||||
func updateBufferStates() {
|
||||
uniformBufferIndex = (uniformBufferIndex + 1) % maxBuffersInFlight
|
||||
sharedUniformBufferOffset = alignedSharedUniformSize * uniformBufferIndex
|
||||
anchorUniformBufferOffset = alignedInstanceUniformSize * uniformBufferIndex
|
||||
sharedUniformBufferAddress = sharedUniformBuffer.contents().advanced(by: sharedUniformBufferOffset)
|
||||
anchorUniformBufferAddress = anchorUniformBuffer.contents().advanced(by: anchorUniformBufferOffset)
|
||||
}
|
||||
|
||||
func updateGameState() {
|
||||
guard let currentFrame = session.currentFrame else { return }
|
||||
updateSharedUniforms(frame: currentFrame)
|
||||
updateAnchors(frame: currentFrame)
|
||||
updateCapturedImageTextures(frame: currentFrame)
|
||||
if viewportSizeDidChange {
|
||||
viewportSizeDidChange = false
|
||||
updateImagePlane(frame: currentFrame)
|
||||
}
|
||||
}
|
||||
|
||||
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)
|
||||
var ambientIntensity: Float = 1.0
|
||||
if let lightEstimate = frame.lightEstimate {
|
||||
ambientIntensity = Float(lightEstimate.ambientIntensity) / 1000.0
|
||||
}
|
||||
let ambientLightColor: vector_float3 = vector3(0.5, 0.5, 0.5)
|
||||
uniforms.pointee.ambientLightColor = ambientLightColor * ambientIntensity
|
||||
var directionalLightDirection : vector_float3 = vector3(0.0, 0.0, -1.0)
|
||||
directionalLightDirection = simd_normalize(directionalLightDirection)
|
||||
uniforms.pointee.directionalLightDirection = directionalLightDirection
|
||||
let directionalLightColor: vector_float3 = vector3(0.6, 0.6, 0.6)
|
||||
uniforms.pointee.directionalLightColor = directionalLightColor * ambientIntensity
|
||||
uniforms.pointee.materialShininess = 30
|
||||
}
|
||||
|
||||
func updateAnchors(frame: ARFrame) {
|
||||
anchorInstanceCount = min(frame.anchors.count, maxAnchorInstanceCount)
|
||||
var anchorOffset: Int = 0
|
||||
if anchorInstanceCount == maxAnchorInstanceCount {
|
||||
anchorOffset = max(frame.anchors.count - maxAnchorInstanceCount, 0)
|
||||
}
|
||||
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
|
||||
}
|
||||
}
|
||||
|
||||
func updateCapturedImageTextures(frame: ARFrame) {
|
||||
let pixelBuffer = frame.capturedImage
|
||||
if (CVPixelBufferGetPlaneCount(pixelBuffer) < 2) { return }
|
||||
capturedImageTextureY = createTexture(fromPixelBuffer: pixelBuffer, pixelFormat:.r8Unorm, planeIndex:0)!
|
||||
capturedImageTextureCbCr = createTexture(fromPixelBuffer: pixelBuffer, pixelFormat:.rg8Unorm, planeIndex:1)!
|
||||
}
|
||||
|
||||
func createTexture(fromPixelBuffer pixelBuffer: CVPixelBuffer, pixelFormat: MTLPixelFormat, planeIndex: Int) -> MTLTexture? {
|
||||
var mtlTexture: MTLTexture? = nil
|
||||
let width = CVPixelBufferGetWidthOfPlane(pixelBuffer, planeIndex)
|
||||
let height = CVPixelBufferGetHeightOfPlane(pixelBuffer, planeIndex)
|
||||
var texture: CVMetalTexture? = nil
|
||||
let status = CVMetalTextureCacheCreateTextureFromImage(nil, capturedImageTextureCache, pixelBuffer, nil, pixelFormat, width, height, planeIndex, &texture)
|
||||
if status == kCVReturnSuccess { mtlTexture = CVMetalTextureGetTexture(texture!) }
|
||||
return mtlTexture
|
||||
}
|
||||
|
||||
func updateImagePlane(frame: ARFrame) {
|
||||
let displayToCameraTransform = frame.displayTransform(withViewportSize: viewportSize, orientation: .landscapeRight).inverted()
|
||||
let vertexData = imagePlaneVertexBuffer.contents().assumingMemoryBound(to: Float.self)
|
||||
for index in 0...3 {
|
||||
let textureCoordIndex = 4 * index + 2
|
||||
let textureCoord = CGPoint(x: CGFloat(planeVertexData[textureCoordIndex]), y: CGFloat(planeVertexData[textureCoordIndex + 1]))
|
||||
let transformedCoord = textureCoord.applying(displayToCameraTransform)
|
||||
vertexData[textureCoordIndex] = Float(transformedCoord.x)
|
||||
vertexData[textureCoordIndex + 1] = Float(transformedCoord.y)
|
||||
}
|
||||
}
|
||||
|
||||
func drawCapturedImage(renderEncoder: MTLRenderCommandEncoder) {
|
||||
guard capturedImageTextureY != nil && capturedImageTextureCbCr != nil else { return }
|
||||
renderEncoder.pushDebugGroup("DrawCapturedImage")
|
||||
renderEncoder.setCullMode(.none)
|
||||
renderEncoder.setRenderPipelineState(capturedImagePipelineState)
|
||||
renderEncoder.setDepthStencilState(capturedImageDepthState)
|
||||
renderEncoder.setVertexBuffer(imagePlaneVertexBuffer, offset: 0, index: 0)
|
||||
renderEncoder.setFragmentTexture(capturedImageTextureY, index: 1)
|
||||
renderEncoder.setFragmentTexture(capturedImageTextureCbCr, index: 2)
|
||||
renderEncoder.drawPrimitives(type: .triangleStrip, vertexStart: 0, vertexCount: 4)
|
||||
renderEncoder.popDebugGroup()
|
||||
}
|
||||
|
||||
func drawAnchorGeometry(renderEncoder: MTLRenderCommandEncoder) {
|
||||
guard anchorInstanceCount > 0 else { return }
|
||||
renderEncoder.pushDebugGroup("DrawAnchors")
|
||||
renderEncoder.setCullMode(.back)
|
||||
renderEncoder.setRenderPipelineState(anchorPipelineState)
|
||||
renderEncoder.setDepthStencilState(anchorDepthState)
|
||||
renderEncoder.setVertexBuffer(anchorUniformBuffer, offset: anchorUniformBufferOffset, index: 2)
|
||||
renderEncoder.setVertexBuffer(sharedUniformBuffer, offset: sharedUniformBufferOffset, index: 3)
|
||||
renderEncoder.setFragmentBuffer(sharedUniformBuffer, offset: sharedUniformBufferOffset, index: 3)
|
||||
for bufferIndex in 0..<mesh.vertexBuffers.count {
|
||||
let vertexBuffer = mesh.vertexBuffers[bufferIndex]
|
||||
renderEncoder.setVertexBuffer(vertexBuffer.buffer, offset: vertexBuffer.offset, index:bufferIndex)
|
||||
}
|
||||
for submesh in mesh.submeshes {
|
||||
renderEncoder.drawIndexedPrimitives(type: submesh.primitiveType, indexCount: submesh.indexCount, indexType: submesh.indexType, indexBuffer: submesh.indexBuffer.buffer, indexBufferOffset: submesh.indexBuffer.offset, instanceCount: anchorInstanceCount)
|
||||
}
|
||||
renderEncoder.popDebugGroup()
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,100 @@
|
|||
|
||||
#include <metal_stdlib>
|
||||
using namespace metal;
|
||||
|
||||
typedef struct {
|
||||
float2 position [[attribute(0)]];
|
||||
float2 texCoord [[attribute(1)]];
|
||||
} ImageVertex;
|
||||
|
||||
typedef struct {
|
||||
float4 position [[position]];
|
||||
float2 texCoord;
|
||||
} ImageColorInOut;
|
||||
|
||||
typedef struct {
|
||||
float4x4 projectionMatrix;
|
||||
float4x4 viewMatrix;
|
||||
float3 ambientLightColor;
|
||||
float3 directionalLightDirection;
|
||||
float3 directionalLightColor;
|
||||
float materialShininess;
|
||||
} SharedUniforms;
|
||||
|
||||
typedef struct {
|
||||
float4x4 modelMatrix;
|
||||
} InstanceUniforms;
|
||||
|
||||
vertex ImageColorInOut capturedImageVertexTransform(ImageVertex in [[stage_in]]) {
|
||||
ImageColorInOut out;
|
||||
out.position = float4(in.position, 0.0, 1.0);
|
||||
out.texCoord = in.texCoord;
|
||||
return out;
|
||||
}
|
||||
|
||||
fragment float4 capturedImageFragmentShader(ImageColorInOut in [[stage_in]],
|
||||
texture2d<float, access::sample> textureY [[ texture(1) ]],
|
||||
texture2d<float, access::sample> textureCbCr [[ texture(2) ]]) {
|
||||
constexpr sampler colorSampler(mip_filter::linear, mag_filter::linear, min_filter::linear);
|
||||
const float4x4 ycbcrToRGBTransform = float4x4(float4(+1.0000f, +1.0000f, +1.0000f, +0.0000f),
|
||||
float4(+0.0000f, -0.3441f, +1.7720f, +0.0000f),
|
||||
float4(+1.4020f, -0.7141f, +0.0000f, +0.0000f),
|
||||
float4(-0.7010f, +0.5291f, -0.8860f, +1.0000f));
|
||||
float4 ycbcr = float4(textureY.sample(colorSampler, in.texCoord).r, textureCbCr.sample(colorSampler, in.texCoord).rg, 1.0);
|
||||
return ycbcrToRGBTransform * ycbcr;
|
||||
}
|
||||
|
||||
typedef struct {
|
||||
float3 position [[attribute(0)]];
|
||||
float2 texCoord [[attribute(1)]];
|
||||
half3 normal [[attribute(2)]];
|
||||
} Vertex;
|
||||
|
||||
typedef struct {
|
||||
float4 position [[position]];
|
||||
float4 color;
|
||||
half3 eyePosition;
|
||||
half3 normal;
|
||||
} ColorInOut;
|
||||
|
||||
vertex ColorInOut anchorGeometryVertexTransform(Vertex in [[stage_in]],
|
||||
constant SharedUniforms &sharedUniforms [[ buffer(3) ]],
|
||||
constant InstanceUniforms *instanceUniforms [[ buffer(2) ]],
|
||||
ushort vid [[vertex_id]],
|
||||
ushort iid [[instance_id]]) {
|
||||
ColorInOut out;
|
||||
float4 position = float4(in.position, 1.0);
|
||||
float4x4 modelMatrix = instanceUniforms[iid].modelMatrix;
|
||||
float4x4 modelViewMatrix = sharedUniforms.viewMatrix * modelMatrix;
|
||||
out.position = sharedUniforms.projectionMatrix * modelViewMatrix * position;
|
||||
ushort colorID = vid / 4 % 6;
|
||||
out.color = colorID == 0 ? float4(0.0, 1.0, 0.0, 1.0) // Right face
|
||||
: colorID == 1 ? float4(1.0, 0.0, 0.0, 1.0) // Left face
|
||||
: colorID == 2 ? float4(0.0, 0.0, 1.0, 1.0) // Top face
|
||||
: colorID == 3 ? float4(1.0, 0.5, 0.0, 1.0) // Bottom face
|
||||
: colorID == 4 ? float4(1.0, 1.0, 0.0, 1.0) // Back face
|
||||
: float4(1.0, 1.0, 1.0, 1.0); // Front face
|
||||
out.eyePosition = half3((modelViewMatrix * position).xyz);
|
||||
float4 normal = modelMatrix * float4(in.normal.x, in.normal.y, in.normal.z, 0.0f);
|
||||
out.normal = normalize(half3(normal.xyz));
|
||||
return out;
|
||||
}
|
||||
|
||||
fragment float4 anchorGeometryFragmentLighting(ColorInOut in [[stage_in]],
|
||||
constant SharedUniforms &uniforms [[ buffer(3) ]]) {
|
||||
float3 normal = float3(in.normal);
|
||||
float3 directionalContribution = float3(0);
|
||||
{
|
||||
float nDotL = saturate(dot(normal, -uniforms.directionalLightDirection));
|
||||
float3 diffuseTerm = uniforms.directionalLightColor * nDotL;
|
||||
float3 halfwayVector = normalize(-uniforms.directionalLightDirection - float3(in.eyePosition));
|
||||
float reflectionAngle = saturate(dot(normal, halfwayVector));
|
||||
float specularIntensity = saturate(powr(reflectionAngle, uniforms.materialShininess));
|
||||
float3 specularTerm = uniforms.directionalLightColor * specularIntensity;
|
||||
directionalContribution = diffuseTerm + specularTerm;
|
||||
}
|
||||
float3 ambientContribution = uniforms.ambientLightColor;
|
||||
float3 lightContributions = ambientContribution + directionalContribution;
|
||||
float3 color = in.color.rgb * lightContributions;
|
||||
return float4(color, in.color.w);
|
||||
}
|
||||
|
|
@ -0,0 +1,61 @@
|
|||
|
||||
import MetalKit
|
||||
import ARKit
|
||||
|
||||
extension MTKView : RenderDestinationProvider {}
|
||||
|
||||
class ViewController: UIViewController, MTKViewDelegate, ARSessionDelegate {
|
||||
|
||||
var session: ARSession!
|
||||
var renderer: Renderer!
|
||||
|
||||
override func viewDidLoad() {
|
||||
super.viewDidLoad()
|
||||
session = ARSession()
|
||||
session.delegate = self
|
||||
if let view = self.view as? MTKView {
|
||||
view.device = MTLCreateSystemDefaultDevice()
|
||||
view.delegate = self
|
||||
renderer = Renderer(session: session, metalDevice: view.device!, renderDestination: view)
|
||||
renderer.drawRectResized(size: view.bounds.size)
|
||||
}
|
||||
let tapGesture = UITapGestureRecognizer(target: self, action: #selector(ViewController.handleTap(gestureRecognize:)))
|
||||
view.addGestureRecognizer(tapGesture)
|
||||
}
|
||||
|
||||
override func viewWillAppear(_ animated: Bool) {
|
||||
super.viewWillAppear(animated)
|
||||
let configuration = ARWorldTrackingSessionConfiguration()
|
||||
session.run(configuration)
|
||||
}
|
||||
|
||||
override func viewWillDisappear(_ animated: Bool) {
|
||||
super.viewWillDisappear(animated)
|
||||
session.pause()
|
||||
}
|
||||
|
||||
@objc
|
||||
func handleTap(gestureRecognize: UITapGestureRecognizer) {
|
||||
if let currentFrame = session.currentFrame {
|
||||
var translation = matrix_identity_float4x4
|
||||
translation.columns.3.z = -0.2
|
||||
let transform = simd_mul(currentFrame.camera.transform, translation)
|
||||
let anchor = ARAnchor(transform: transform)
|
||||
session.add(anchor: anchor)
|
||||
}
|
||||
}
|
||||
|
||||
func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) {
|
||||
renderer.drawRectResized(size: size)
|
||||
}
|
||||
|
||||
func draw(in view: MTKView) {
|
||||
renderer.update()
|
||||
}
|
||||
|
||||
func session(_ session: ARSession, didFailWithError error: Error) {}
|
||||
|
||||
func sessionWasInterrupted(_ session: ARSession) {}
|
||||
|
||||
func sessionInterruptionEnded(_ session: ARSession) {}
|
||||
}
|
||||
|
|
@ -27,3 +27,4 @@ Repository to accompany the following blog posts:
|
|||
- [Working with memory in Metal](http://metalkit.org/2017/04/30/working-with-memory-in-metal.html)
|
||||
- [Working with memory in Metal part 2](http://metalkit.org/2017/05/26/working-with-memory-in-metal-part-2.html)
|
||||
- [Introducing Metal 2](http://metalkit.org/2017/06/30/introducing-metal-2.html)
|
||||
- [Using ARKit with Metal](http://metalkit.org/2017/07/29/using-arkit-with-metal.html)
|
||||
|
|
|
|||
Loading…
Reference in New Issue