import MetalKit public class MetalView: MTKView { var vertex_buffer: MTLBuffer! var uniform_buffer: MTLBuffer! var index_buffer: MTLBuffer! var dss: MTLDepthStencilState! var rps: MTLRenderPipelineState! var commandQueue: MTLCommandQueue! var rotation: Float = 0 required public init(coder: NSCoder) { super.init(coder: coder) } override public init(frame frameRect: CGRect, device: MTLDevice?) { super.init(frame: frameRect, device: device) createBuffers() createPipeline() } func createBuffers() { let vertex_data = [ Vertex(pos: [-1.0, -1.0, 1.0, 1.0], col: [1, 1, 1, 1]), Vertex(pos: [ 1.0, -1.0, 1.0, 1.0], col: [1, 0, 0, 1]), Vertex(pos: [ 1.0, 1.0, 1.0, 1.0], col: [1, 1, 0, 1]), Vertex(pos: [-1.0, 1.0, 1.0, 1.0], col: [0, 1, 0, 1]), Vertex(pos: [-1.0, -1.0, -1.0, 1.0], col: [0, 0, 1, 1]), Vertex(pos: [ 1.0, -1.0, -1.0, 1.0], col: [1, 0, 1, 1]), Vertex(pos: [ 1.0, 1.0, -1.0, 1.0], col: [0, 0, 0, 1]), Vertex(pos: [-1.0, 1.0, -1.0, 1.0], col: [0, 1, 1, 1]) ] let index_data: [UInt16] = [ 0, 1, 2, 2, 3, 0, // front 1, 5, 6, 6, 2, 1, // right 3, 2, 6, 6, 7, 3, // top 4, 5, 1, 1, 0, 4, // bottom 4, 0, 3, 3, 7, 4, // left 7, 6, 5, 5, 4, 7, // back ] vertex_buffer = device!.newBufferWithBytes(vertex_data, length: sizeof(Vertex) * vertex_data.count, options: []) index_buffer = device!.newBufferWithBytes(index_data, length: sizeof(UInt16) * index_data.count , options: []) uniform_buffer = device!.newBufferWithLength(sizeof(matrix_float4x4), options: []) } func createPipeline() { do { let path = NSBundle.mainBundle().pathForResource("Shaders", ofType: "metal") let input = try String(contentsOfFile: path!, encoding: NSUTF8StringEncoding) let library = try device!.newLibraryWithSource(input, options: nil) let vert_func = library.newFunctionWithName("vertex_func")! let frag_func = library.newFunctionWithName("fragment_func")! let rpld = MTLRenderPipelineDescriptor() rpld.vertexFunction = vert_func rpld.fragmentFunction = frag_func rpld.colorAttachments[0].pixelFormat = .BGRA8Unorm rps = try device!.newRenderPipelineStateWithDescriptor(rpld) } catch let e { Swift.print("\(e)") } commandQueue = device?.newCommandQueue() } func update() { let scaled = scalingMatrix(0.5) rotation += 1 / 100 * Float(M_PI) / 4 let rotatedY = rotationMatrix(rotation, float3(0, 1, 0)) let rotatedX = rotationMatrix(Float(M_PI) / 4, float3(1, 0, 0)) let modelMatrix = matrix_multiply(matrix_multiply(rotatedX, rotatedY), scaled) let cameraPosition = vector_float3(0, 0, -3) let viewMatrix = translationMatrix(cameraPosition) let aspect = Float(drawableSize.width / drawableSize.height) let projMatrix = projectionMatrix(0, far: 10, aspect: aspect, fovy: 1) let modelViewProjectionMatrix = matrix_multiply(projMatrix, matrix_multiply(viewMatrix, modelMatrix)) let bufferPointer = uniform_buffer.contents() var uniforms = Uniforms(modelViewProjectionMatrix: modelViewProjectionMatrix) memcpy(bufferPointer, &uniforms, sizeof(Uniforms)) } override public func drawRect(dirtyRect: NSRect) { super.drawRect(dirtyRect) update() if let rpd = currentRenderPassDescriptor, drawable = currentDrawable { rpd.colorAttachments[0].clearColor = MTLClearColorMake(0.3, 0.5, 0.5, 1.0) let command_buffer = commandQueue.commandBuffer() let command_encoder = command_buffer.renderCommandEncoderWithDescriptor(rpd) command_encoder.setRenderPipelineState(rps) command_encoder.setFrontFacingWinding(.CounterClockwise) command_encoder.setCullMode(.Back) command_encoder.setVertexBuffer(vertex_buffer, offset: 0, atIndex: 0) command_encoder.setVertexBuffer(uniform_buffer, offset: 0, atIndex: 1) command_encoder.drawIndexedPrimitives(.Triangle, indexCount: index_buffer.length / sizeof(UInt16), indexType: MTLIndexType.UInt16, indexBuffer: index_buffer, indexBufferOffset: 0) command_encoder.endEncoding() command_buffer.presentDrawable(drawable) command_buffer.commit() } } }