metal-examples-tutorials/ch05/chapter05/MetalView.swift

119 lines
4.5 KiB
Swift

//
// 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<Vertex>.size * 3, options:[])
uniformBuffer = device!.makeBuffer(length: MemoryLayout<Float>.size * 16, options: [])
let bufferPointer = uniformBuffer.contents()
memcpy(bufferPointer, Matrix().modelMatrix(Matrix()).m, MemoryLayout<Float>.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()
}
}
}