// // MetalView.swift // chapter05 // // Created by Marius on 2/3/16. // Copyright © 2016 Marius Horga. All rights reserved. // import MetalKit class MetalView: MTKView { var vertex_buffer: MTLBuffer! var uniform_buffer: MTLBuffer! var rps: MTLRenderPipelineState! = nil override func drawRect(dirtyRect: NSRect) { super.drawRect(dirtyRect) render() } func render() { device = MTLCreateSystemDefaultDevice() createBuffers() registerShaders() sendToGPU() } 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(var matrix: Matrix, _ position: float3) -> Matrix { matrix.m[12] = position.x matrix.m[13] = position.y matrix.m[14] = position.z return matrix } func scalingMatrix(var matrix: Matrix, _ scale: Float) -> Matrix { matrix.m[0] = scale matrix.m[5] = scale matrix.m[10] = scale matrix.m[15] = 1.0 return matrix } func rotationMatrix(var matrix: Matrix, _ rot: float3) -> 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(var matrix: 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() { 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]) ] vertex_buffer = device!.newBufferWithBytes(vertex_data, length: sizeof(Vertex) * 3, options:[]) uniform_buffer = device!.newBufferWithLength(sizeof(Float) * 16, options: []) let bufferPointer = uniform_buffer.contents() memcpy(bufferPointer, Matrix().modelMatrix(Matrix()).m, sizeof(Float) * 16) } func registerShaders() { let library = device!.newDefaultLibrary()! let vertex_func = library.newFunctionWithName("vertex_func") let frag_func = library.newFunctionWithName("fragment_func") let rpld = MTLRenderPipelineDescriptor() rpld.vertexFunction = vertex_func rpld.fragmentFunction = frag_func rpld.colorAttachments[0].pixelFormat = .BGRA8Unorm do { try rps = device!.newRenderPipelineStateWithDescriptor(rpld) } catch let error { self.print("\(error)") } } func sendToGPU() { if let rpd = currentRenderPassDescriptor, drawable = currentDrawable { rpd.colorAttachments[0].clearColor = MTLClearColorMake(0.5, 0.5, 0.5, 1.0) let command_buffer = device!.newCommandQueue().commandBuffer() let command_encoder = command_buffer.renderCommandEncoderWithDescriptor(rpd) command_encoder.setRenderPipelineState(rps) command_encoder.setVertexBuffer(vertex_buffer, offset: 0, atIndex: 0) command_encoder.setVertexBuffer(uniform_buffer, offset: 0, atIndex: 1) command_encoder.drawPrimitives(.Triangle, vertexStart: 0, vertexCount: 3, instanceCount: 1) command_encoder.endEncoding() command_buffer.presentDrawable(drawable) command_buffer.commit() } } }