// // MetalView.swift // chapter05 // // Created by Marius on 2/3/16. // Copyright © 2016 Marius Horga. All rights reserved. // import MetalKit class MetalView: MTKView { var commandQueue: MTLCommandQueue? var rps: MTLRenderPipelineState? var vertexBuffer: MTLBuffer! var uniformBuffer: MTLBuffer! required init(coder: NSCoder) { super.init(coder: coder) createBuffers() registerShaders() } struct Vertex { var position: vector_float4 var color: vector_float4 } struct Matrix { var m: [Float] init() { m = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ] } func translationMatrix(_ matrix: Matrix, _ position: float3) -> Matrix { var matrix = matrix matrix.m[12] = position.x matrix.m[13] = position.y matrix.m[14] = position.z return matrix } func scalingMatrix(_ matrix: Matrix, _ scale: Float) -> Matrix { var matrix = matrix matrix.m[0] = scale matrix.m[5] = scale matrix.m[10] = scale matrix.m[15] = 1.0 return matrix } func rotationMatrix(_ matrix: Matrix, _ rot: float3) -> Matrix { var matrix = matrix matrix.m[0] = cos(rot.y) * cos(rot.z) matrix.m[4] = cos(rot.z) * sin(rot.x) * sin(rot.y) - cos(rot.x) * sin(rot.z) matrix.m[8] = cos(rot.x) * cos(rot.z) * sin(rot.y) + sin(rot.x) * sin(rot.z) matrix.m[1] = cos(rot.y) * sin(rot.z) matrix.m[5] = cos(rot.x) * cos(rot.z) + sin(rot.x) * sin(rot.y) * sin(rot.z) matrix.m[9] = -cos(rot.z) * sin(rot.x) + cos(rot.x) * sin(rot.y) * sin(rot.z) matrix.m[2] = -sin(rot.y) matrix.m[6] = cos(rot.y) * sin(rot.x) matrix.m[10] = cos(rot.x) * cos(rot.y) matrix.m[15] = 1.0 return matrix } func modelMatrix(_ matrix: Matrix) -> Matrix { var matrix = matrix matrix = rotationMatrix(matrix, float3(0.0, 0.0, 0.1)) matrix = scalingMatrix(matrix, 0.25) matrix = translationMatrix(matrix, float3(0.0, 0.5, 0.0)) return matrix } } func createBuffers() { device = MTLCreateSystemDefaultDevice()! commandQueue = device!.makeCommandQueue() let vertex_data = [Vertex(position: [-1.0, -1.0, 0.0, 1.0], color: [1, 0, 0, 1]), Vertex(position: [ 1.0, -1.0, 0.0, 1.0], color: [0, 1, 0, 1]), Vertex(position: [ 0.0, 1.0, 0.0, 1.0], color: [0, 0, 1, 1]) ] vertexBuffer = device!.makeBuffer(bytes: vertex_data, length: MemoryLayout.size * 3, options:[]) uniformBuffer = device!.makeBuffer(length: MemoryLayout.size * 16, options: []) let bufferPointer = uniformBuffer.contents() memcpy(bufferPointer, Matrix().modelMatrix(Matrix()).m, MemoryLayout.size * 16) } func registerShaders() { let library = device!.makeDefaultLibrary()! let vertex_func = library.makeFunction(name: "vertex_func") let frag_func = library.makeFunction(name: "fragment_func") let rpld = MTLRenderPipelineDescriptor() rpld.vertexFunction = vertex_func rpld.fragmentFunction = frag_func rpld.colorAttachments[0].pixelFormat = .bgra8Unorm do { try rps = device!.makeRenderPipelineState(descriptor: rpld) } catch let error { self.printView("\(error)") } } override func draw(_ dirtyRect: NSRect) { if let rpd = currentRenderPassDescriptor, let drawable = currentDrawable { rpd.colorAttachments[0].clearColor = MTLClearColorMake(0.5, 0.5, 0.5, 1.0) let commandBuffer = device!.makeCommandQueue()?.makeCommandBuffer() let commandEncoder = commandBuffer?.makeRenderCommandEncoder(descriptor: rpd) commandEncoder?.setRenderPipelineState(rps!) commandEncoder?.setVertexBuffer(vertexBuffer, offset: 0, index: 0) commandEncoder?.setVertexBuffer(uniformBuffer, offset: 0, index: 1) commandEncoder?.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: 3, instanceCount: 1) commandEncoder?.endEncoding() commandBuffer?.present(drawable) commandBuffer?.commit() } } }