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

124 lines
4.3 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 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()
}
}
}