added particles part 3

This commit is contained in:
Marius Horga 2017-11-30 23:25:37 -06:00
parent 77a0878f8d
commit f9cb66751d
8 changed files with 139 additions and 3 deletions

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@ -25,10 +25,11 @@ Repository to accompany the following blog posts:
- [Shadows in Metal part 1](http://metalkit.org/2017/01/31/shadows-in-metal-part-1.html)
- [Shadows in Metal part 2](http://metalkit.org/2017/02/28/shadows-in-metal-part-2.html)
- [Ambient Occlusion in Metal](http://metalkit.org/2017/03/22/ambient-occlusion-in-metal.html)
- [Working with memory in Metal](http://metalkit.org/2017/04/30/working-with-memory-in-metal.html)
- [Working with memory in Metal part 1](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)
- [Using ARKit with Metal part 1](http://metalkit.org/2017/07/29/using-arkit-with-metal.html)
- [Using ARKit with Metal part 2](http://metalkit.org/2017/08/31/using-arkit-with-metal-part-2.html)
- [Working with Particles in Metal](http://metalkit.org/2017/09/30/working-with-particles-in-metal.html)
- [Working with Particles in Metal part 1](http://metalkit.org/2017/09/30/working-with-particles-in-metal.html)
- [Working with Particles in Metal part 2](http://metalkit.org/2017/10/31/working-with-particles-in-metal-part-2.html)
- [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 @@
import MetalKit
import PlaygroundSupport
let frame = NSRect(x: 0, y: 0, width: 600, height: 600)
let mView = MetalView()
let view = MTKView(frame: frame, device: mView.device)
view.delegate = mView
PlaygroundPage.current.liveView = view

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@ -0,0 +1,35 @@
#include <metal_stdlib>
using namespace metal;
struct Particle {
float2 position;
float2 velocity;
};
kernel void firstPass(texture2d<half, access::write> output [[texture(0)]],
uint2 id [[thread_position_in_grid]]) {
output.write(half4(0., 0., 0., 1.), id);
}
kernel void secondPass(texture2d<half, access::write> output [[texture(0)]],
device Particle *particles [[buffer(0)]],
uint id [[thread_position_in_grid]]) {
Particle particle = particles[id];
float2 position = particle.position;
float2 velocity = particle.velocity;
int width = output.get_width();
int height = output.get_height();
if (position.x < 0 || position.x > width) { velocity.x *= -1; }
if (position.y < 0 || position.y > height) { velocity.y *= -1; }
position += velocity;
particle.position = position;
particle.velocity = velocity;
particles[id] = particle;
uint2 pos = uint2(position.x, position.y);
output.write(half4(1.), pos);
output.write(half4(1.), pos + uint2( 1, 0));
output.write(half4(1.), pos + uint2( 0, 1));
output.write(half4(1.), pos - uint2( 1, 0));
output.write(half4(1.), pos - uint2( 0, 1));
}

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@ -0,0 +1,74 @@
import MetalKit
struct Particle {
var position: float2
var velocity: float2
}
public class MetalView: NSObject, MTKViewDelegate {
public var device: MTLDevice!
var queue: MTLCommandQueue!
var firstState: MTLComputePipelineState!
var secondState: MTLComputePipelineState!
var particleBuffer: MTLBuffer!
let particleCount = 10000
var particles = [Particle]()
let side = 1200
override public init() {
super.init()
initializeMetal()
initializeBuffers()
}
func initializeBuffers() {
for _ in 0 ..< particleCount {
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))
particles.append(particle)
}
let size = particles.count * MemoryLayout<Particle>.size
particleBuffer = device.makeBuffer(bytes: &particles, length: size, options: [])
}
func initializeMetal() {
device = MTLCreateSystemDefaultDevice()
queue = device.makeCommandQueue()
guard let path = Bundle.main.path(forResource: "Shaders", ofType: "metal") else { return }
do {
let input = try String(contentsOfFile: path, encoding: String.Encoding.utf8)
let library = try device.makeLibrary(source: input, options: nil)
guard let firstPass = library.makeFunction(name: "firstPass") else { return }
firstState = try device.makeComputePipelineState(function: firstPass)
guard let secondPass = library.makeFunction(name: "secondPass") else { return }
secondState = try device.makeComputePipelineState(function: secondPass)
} catch let e { print(e) }
}
public func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) {}
public func draw(in view: MTKView) {
if let drawable = view.currentDrawable,
let commandBuffer = queue.makeCommandBuffer(),
let commandEncoder = commandBuffer.makeComputeCommandEncoder() {
// first pass
commandEncoder.setComputePipelineState(firstState)
commandEncoder.setTexture(drawable.texture, index: 0)
let w = firstState.threadExecutionWidth
let h = firstState.maxTotalThreadsPerThreadgroup / w
let threadsPerGroup = MTLSizeMake(w, h, 1)
var threadsPerGrid = MTLSizeMake(side, side, 1)
commandEncoder.dispatchThreads(threadsPerGrid, threadsPerThreadgroup: threadsPerGroup)
// second pass
commandEncoder.setComputePipelineState(secondState)
commandEncoder.setTexture(drawable.texture, index: 0)
commandEncoder.setBuffer(particleBuffer, offset: 0, index: 0)
threadsPerGrid = MTLSizeMake(particleCount, 1, 1)
commandEncoder.dispatchThreads(threadsPerGrid, threadsPerThreadgroup: threadsPerGroup)
commandEncoder.endEncoding()
commandBuffer.present(drawable)
commandBuffer.commit()
}
}
}

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@ -0,0 +1,4 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<playground version='5.0' target-platform='macos' executeOnSourceChanges='false'>
<timeline fileName='timeline.xctimeline'/>
</playground>

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@ -0,0 +1,7 @@
<?xml version="1.0" encoding="UTF-8"?>
<Workspace
version = "1.0">
<FileRef
location = "self:">
</FileRef>
</Workspace>

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@ -0,0 +1,6 @@
<?xml version="1.0" encoding="UTF-8"?>
<Timeline
version = "3.0">
<TimelineItems>
</TimelineItems>
</Timeline>