metal-examples-tutorials/particles/particle3.playground/Sources/MetalView.swift

75 lines
3.1 KiB
Swift

import MetalKit
struct Particle {
var position: float2
var velocity: float2
}
public class MetalView: NSObject, MTKViewDelegate {
public var device: MTLDevice!
var queue: MTLCommandQueue!
var firstState: MTLComputePipelineState!
var secondState: MTLComputePipelineState!
var particleBuffer: MTLBuffer!
let particleCount = 10000
var particles = [Particle]()
let side = 1200
override public init() {
super.init()
initializeMetal()
initializeBuffers()
}
func initializeBuffers() {
for _ in 0 ..< particleCount {
let particle = Particle(position: float2(Float(arc4random() % UInt32(side)), Float(arc4random() % UInt32(side))), velocity: float2((Float(arc4random() % 10) - 5) / 10, (Float(arc4random() % 10) - 5) / 10))
particles.append(particle)
}
let size = particles.count * MemoryLayout<Particle>.size
particleBuffer = device.makeBuffer(bytes: &particles, length: size, options: [])
}
func initializeMetal() {
device = MTLCreateSystemDefaultDevice()
queue = device.makeCommandQueue()
guard let path = Bundle.main.path(forResource: "Shaders", ofType: "metal") else { return }
do {
let input = try String(contentsOfFile: path, encoding: String.Encoding.utf8)
let library = try device.makeLibrary(source: input, options: nil)
guard let firstPass = library.makeFunction(name: "firstPass") else { return }
firstState = try device.makeComputePipelineState(function: firstPass)
guard let secondPass = library.makeFunction(name: "secondPass") else { return }
secondState = try device.makeComputePipelineState(function: secondPass)
} catch let e { print(e) }
}
public func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) {}
public func draw(in view: MTKView) {
if let drawable = view.currentDrawable,
let commandBuffer = queue.makeCommandBuffer(),
let commandEncoder = commandBuffer.makeComputeCommandEncoder() {
// first pass
commandEncoder.setComputePipelineState(firstState)
commandEncoder.setTexture(drawable.texture, index: 0)
let w = firstState.threadExecutionWidth
let h = firstState.maxTotalThreadsPerThreadgroup / w
let threadsPerGroup = MTLSizeMake(w, h, 1)
var threadsPerGrid = MTLSizeMake(side, side, 1)
commandEncoder.dispatchThreads(threadsPerGrid, threadsPerThreadgroup: threadsPerGroup)
// second pass
commandEncoder.setComputePipelineState(secondState)
commandEncoder.setTexture(drawable.texture, index: 0)
commandEncoder.setBuffer(particleBuffer, offset: 0, index: 0)
threadsPerGrid = MTLSizeMake(particleCount, 1, 1)
commandEncoder.dispatchThreads(threadsPerGrid, threadsPerThreadgroup: threadsPerGroup)
commandEncoder.endEncoding()
commandBuffer.present(drawable)
commandBuffer.commit()
}
}
}