// // 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!.newCommandQueue() 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!.newBuffer(withBytes: vertex_data, length: sizeof(Vertex.self) * 3, options:[]) uniformBuffer = device!.newBuffer(withLength: sizeof(Float.self) * 16, options: []) let bufferPointer = uniformBuffer.contents() memcpy(bufferPointer, Matrix().modelMatrix(Matrix()).m, sizeof(Float.self) * 16) } func registerShaders() { let library = device!.newDefaultLibrary()! let vertex_func = library.newFunction(withName: "vertex_func") let frag_func = library.newFunction(withName: "fragment_func") let rpld = MTLRenderPipelineDescriptor() rpld.vertexFunction = vertex_func rpld.fragmentFunction = frag_func rpld.colorAttachments[0].pixelFormat = .bgra8Unorm do { try rps = device!.newRenderPipelineState(with: rpld) } catch let error { self.print("\(error)") } } override func draw(_ dirtyRect: NSRect) { if let rpd = currentRenderPassDescriptor, drawable = currentDrawable { rpd.colorAttachments[0].clearColor = MTLClearColorMake(0.5, 0.5, 0.5, 1.0) let commandBuffer = device!.newCommandQueue().commandBuffer() let commandEncoder = commandBuffer.renderCommandEncoder(with: rpd) commandEncoder.setRenderPipelineState(rps!) commandEncoder.setVertexBuffer(vertexBuffer, offset: 0, at: 0) commandEncoder.setVertexBuffer(uniformBuffer, offset: 0, at: 1) commandEncoder.drawPrimitives(.triangle, vertexStart: 0, vertexCount: 3, instanceCount: 1) commandEncoder.endEncoding() commandBuffer.present(drawable) commandBuffer.commit() } } }