added particles part 3
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@ -25,10 +25,11 @@ Repository to accompany the following blog posts:
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- [Shadows in Metal part 1](http://metalkit.org/2017/01/31/shadows-in-metal-part-1.html)
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- [Shadows in Metal part 2](http://metalkit.org/2017/02/28/shadows-in-metal-part-2.html)
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- [Ambient Occlusion in Metal](http://metalkit.org/2017/03/22/ambient-occlusion-in-metal.html)
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- [Working with memory in Metal](http://metalkit.org/2017/04/30/working-with-memory-in-metal.html)
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- [Working with memory in Metal part 1](http://metalkit.org/2017/04/30/working-with-memory-in-metal.html)
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- [Working with memory in Metal part 2](http://metalkit.org/2017/05/26/working-with-memory-in-metal-part-2.html)
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- [Introducing Metal 2](http://metalkit.org/2017/06/30/introducing-metal-2.html)
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- [Using ARKit with Metal](http://metalkit.org/2017/07/29/using-arkit-with-metal.html)
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- [Using ARKit with Metal part 1](http://metalkit.org/2017/07/29/using-arkit-with-metal.html)
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- [Using ARKit with Metal part 2](http://metalkit.org/2017/08/31/using-arkit-with-metal-part-2.html)
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- [Working with Particles in Metal](http://metalkit.org/2017/09/30/working-with-particles-in-metal.html)
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- [Working with Particles in Metal part 1](http://metalkit.org/2017/09/30/working-with-particles-in-metal.html)
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- [Working with Particles in Metal part 2](http://metalkit.org/2017/10/31/working-with-particles-in-metal-part-2.html)
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- [Working with Particles in Metal part 3](http://metalkit.org/2017/11/30/working-with-particles-in-metal-part-3.html)
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@ -0,0 +1,9 @@
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import MetalKit
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import PlaygroundSupport
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let frame = NSRect(x: 0, y: 0, width: 600, height: 600)
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let mView = MetalView()
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let view = MTKView(frame: frame, device: mView.device)
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view.delegate = mView
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PlaygroundPage.current.liveView = view
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@ -0,0 +1,35 @@
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#include <metal_stdlib>
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using namespace metal;
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struct Particle {
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float2 position;
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float2 velocity;
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};
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kernel void firstPass(texture2d<half, access::write> output [[texture(0)]],
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uint2 id [[thread_position_in_grid]]) {
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output.write(half4(0., 0., 0., 1.), id);
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}
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kernel void secondPass(texture2d<half, access::write> output [[texture(0)]],
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device Particle *particles [[buffer(0)]],
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uint id [[thread_position_in_grid]]) {
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Particle particle = particles[id];
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float2 position = particle.position;
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float2 velocity = particle.velocity;
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int width = output.get_width();
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int height = output.get_height();
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if (position.x < 0 || position.x > width) { velocity.x *= -1; }
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if (position.y < 0 || position.y > height) { velocity.y *= -1; }
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position += velocity;
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particle.position = position;
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particle.velocity = velocity;
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particles[id] = particle;
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uint2 pos = uint2(position.x, position.y);
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output.write(half4(1.), pos);
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output.write(half4(1.), pos + uint2( 1, 0));
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output.write(half4(1.), pos + uint2( 0, 1));
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output.write(half4(1.), pos - uint2( 1, 0));
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output.write(half4(1.), pos - uint2( 0, 1));
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}
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@ -0,0 +1,74 @@
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import MetalKit
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struct Particle {
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var position: float2
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var velocity: float2
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}
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public class MetalView: NSObject, MTKViewDelegate {
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public var device: MTLDevice!
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var queue: MTLCommandQueue!
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var firstState: MTLComputePipelineState!
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var secondState: MTLComputePipelineState!
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var particleBuffer: MTLBuffer!
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let particleCount = 10000
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var particles = [Particle]()
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let side = 1200
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override public init() {
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super.init()
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initializeMetal()
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initializeBuffers()
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}
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func initializeBuffers() {
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for _ in 0 ..< particleCount {
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let particle = Particle(position: float2(Float(arc4random() % UInt32(side)), Float(arc4random() % UInt32(side))), velocity: float2((Float(arc4random() % 10) - 5) / 10, (Float(arc4random() % 10) - 5) / 10))
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particles.append(particle)
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}
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let size = particles.count * MemoryLayout<Particle>.size
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particleBuffer = device.makeBuffer(bytes: &particles, length: size, options: [])
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}
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func initializeMetal() {
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device = MTLCreateSystemDefaultDevice()
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queue = device.makeCommandQueue()
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guard let path = Bundle.main.path(forResource: "Shaders", ofType: "metal") else { return }
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do {
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let input = try String(contentsOfFile: path, encoding: String.Encoding.utf8)
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let library = try device.makeLibrary(source: input, options: nil)
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guard let firstPass = library.makeFunction(name: "firstPass") else { return }
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firstState = try device.makeComputePipelineState(function: firstPass)
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guard let secondPass = library.makeFunction(name: "secondPass") else { return }
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secondState = try device.makeComputePipelineState(function: secondPass)
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} catch let e { print(e) }
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}
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public func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) {}
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public func draw(in view: MTKView) {
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if let drawable = view.currentDrawable,
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let commandBuffer = queue.makeCommandBuffer(),
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let commandEncoder = commandBuffer.makeComputeCommandEncoder() {
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// first pass
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commandEncoder.setComputePipelineState(firstState)
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commandEncoder.setTexture(drawable.texture, index: 0)
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let w = firstState.threadExecutionWidth
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let h = firstState.maxTotalThreadsPerThreadgroup / w
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let threadsPerGroup = MTLSizeMake(w, h, 1)
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var threadsPerGrid = MTLSizeMake(side, side, 1)
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commandEncoder.dispatchThreads(threadsPerGrid, threadsPerThreadgroup: threadsPerGroup)
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// second pass
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commandEncoder.setComputePipelineState(secondState)
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commandEncoder.setTexture(drawable.texture, index: 0)
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commandEncoder.setBuffer(particleBuffer, offset: 0, index: 0)
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threadsPerGrid = MTLSizeMake(particleCount, 1, 1)
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commandEncoder.dispatchThreads(threadsPerGrid, threadsPerThreadgroup: threadsPerGroup)
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commandEncoder.endEncoding()
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commandBuffer.present(drawable)
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commandBuffer.commit()
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}
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}
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}
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@ -0,0 +1,4 @@
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<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
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<playground version='5.0' target-platform='macos' executeOnSourceChanges='false'>
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<timeline fileName='timeline.xctimeline'/>
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</playground>
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7
particles/particle3.playground/playground.xcworkspace/contents.xcworkspacedata
generated
Normal file
7
particles/particle3.playground/playground.xcworkspace/contents.xcworkspacedata
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@ -0,0 +1,7 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<Workspace
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version = "1.0">
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<FileRef
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location = "self:">
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</FileRef>
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</Workspace>
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Binary file not shown.
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@ -0,0 +1,6 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<Timeline
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version = "3.0">
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<TimelineItems>
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</TimelineItems>
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</Timeline>
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