metal-examples-tutorials/ch08/chapter08.playground/Sources/MetalView.swift

69 lines
2.8 KiB
Swift

import MetalKit
public class MetalView: NSObject, MTKViewDelegate {
public var device: MTLDevice!
var queue: MTLCommandQueue!
var vertexBuffer: MTLBuffer!
var uniformBuffer: MTLBuffer!
var rps: MTLRenderPipelineState!
override public init() {
super.init()
createBuffers()
registerShaders()
}
func createBuffers() {
device = MTLCreateSystemDefaultDevice()
queue = device.newCommandQueue()
let vertexData = [Vertex(pos: [-1.0, -1.0, 0.0, 1.0], col: [1, 0, 0, 1]),
Vertex(pos: [ 1.0, -1.0, 0.0, 1.0], col: [0, 1, 0, 1]),
Vertex(pos: [ 0.0, 1.0, 0.0, 1.0], col: [0, 0, 1, 1])
]
vertexBuffer = device!.newBuffer(withBytes: vertexData, length: sizeof(Vertex.self) * 3, options:[])
uniformBuffer = device!.newBuffer(withLength: sizeof(Float.self) * 16, options: [])
let bufferPointer = uniformBuffer.contents()
memcpy(bufferPointer, Matrix().modelMatrix(matrix: Matrix()).m, sizeof(Float.self) * 16)
}
func registerShaders() {
let path = Bundle.main.pathForResource("Shaders", ofType: "metal")
let input: String?
let library: MTLLibrary
let vert_func: MTLFunction
let frag_func: MTLFunction
do {
input = try String(contentsOfFile: path!, encoding: String.Encoding.utf8)
library = try device!.newLibrary(withSource: input!, options: nil)
vert_func = library.newFunction(withName: "vertex_func")!
frag_func = library.newFunction(withName: "fragment_func")!
let rpld = MTLRenderPipelineDescriptor()
rpld.vertexFunction = vert_func
rpld.fragmentFunction = frag_func
rpld.colorAttachments[0].pixelFormat = .bgra8Unorm
rps = try device!.newRenderPipelineState(with: rpld)
} catch let e {
Swift.print("\(e)")
}
}
public func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) {}
public func draw(in view: MTKView) {
if let rpd = view.currentRenderPassDescriptor, let drawable = view.currentDrawable {
rpd.colorAttachments[0].clearColor = MTLClearColorMake(0.5, 0.5, 0.5, 1.0)
let commandBuffer = queue.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()
}
}
}