70 lines
2.9 KiB
Swift
70 lines
2.9 KiB
Swift
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import MetalKit
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public class MetalView: NSObject, MTKViewDelegate {
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public var device: MTLDevice!
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var queue: MTLCommandQueue!
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var vertexBuffer: MTLBuffer!
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var uniformBuffer: MTLBuffer!
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var rps: MTLRenderPipelineState!
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override public init() {
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super.init()
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createBuffers()
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registerShaders()
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}
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func createBuffers() {
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device = MTLCreateSystemDefaultDevice()
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queue = device.makeCommandQueue()
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let vertexData = [Vertex(pos: [-1.0, -1.0, 0.0, 1.0], col: [1, 0, 0, 1]),
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Vertex(pos: [ 1.0, -1.0, 0.0, 1.0], col: [0, 1, 0, 1]),
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Vertex(pos: [ 0.0, 1.0, 0.0, 1.0], col: [0, 0, 1, 1])
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]
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vertexBuffer = device!.makeBuffer(bytes: vertexData, length: MemoryLayout<Vertex>.size * 3, options:[])
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uniformBuffer = device!.makeBuffer(length: MemoryLayout<Float>.size * 16, options: [])
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let bufferPointer = uniformBuffer.contents()
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memcpy(bufferPointer, Matrix().modelMatrix(matrix: Matrix()).m, MemoryLayout<Float>.size * 16)
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}
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func registerShaders() {
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let path = Bundle.main.path(forResource: "Shaders", ofType: "metal")
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let input: String?
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let library: MTLLibrary
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let vert_func: MTLFunction
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let frag_func: MTLFunction
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do {
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input = try String(contentsOfFile: path!, encoding: String.Encoding.utf8)
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library = try device!.makeLibrary(source: input!, options: nil)
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vert_func = library.makeFunction(name: "vertex_func")!
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frag_func = library.makeFunction(name: "fragment_func")!
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let rpld = MTLRenderPipelineDescriptor()
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rpld.vertexFunction = vert_func
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rpld.fragmentFunction = frag_func
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rpld.colorAttachments[0].pixelFormat = .bgra8Unorm
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rps = try device!.makeRenderPipelineState(descriptor: rpld)
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} catch let e {
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Swift.print("\(e)")
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}
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}
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public func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) {}
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public func draw(in view: MTKView) {
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if let rpd = view.currentRenderPassDescriptor,
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let drawable = view.currentDrawable,
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let commandBuffer = queue.makeCommandBuffer(),
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let commandEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: rpd) {
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rpd.colorAttachments[0].clearColor = MTLClearColorMake(0.5, 0.5, 0.5, 1.0)
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commandEncoder.setRenderPipelineState(rps)
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commandEncoder.setVertexBuffer(vertexBuffer, offset: 0, index: 0)
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commandEncoder.setVertexBuffer(uniformBuffer, offset: 0, index: 1)
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commandEncoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: 3, instanceCount: 1)
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commandEncoder.endEncoding()
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commandBuffer.present(drawable)
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commandBuffer.commit()
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}
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}
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}
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