metaballs/MetaballsKit/Renderer.swift
Eryn Wells 3808463e55 Move pipelineState into pixelPipeline
Move configuration to its own method
2018-10-11 11:26:09 -07:00

154 lines
5.3 KiB
Swift

//
// Renderer.swift
// Metaballs
//
// Created by Eryn Wells on 7/30/17.
// Copyright © 2017 Eryn Wells. All rights reserved.
//
import Foundation
import MetalKit
public enum RendererError: Error {
case MetalError(String)
}
public protocol RendererDelegate {
var renderSize: Size { get set }
var field: Field { get }
var metalView: MTKView { get }
}
struct Vertex {
let position: Float2
let textureCoordinate: Float2
}
public class Renderer: NSObject, MTKViewDelegate {
public var delegate: RendererDelegate? = nil {
didSet {
guard let delegate = delegate else {
return
}
let view = delegate.metalView
view.device = device
configure(pixelPipelineWithView: view)
try! delegate.field.setupMetal(withDevice: device)
}
}
private var device: MTLDevice
private lazy var library: MTLLibrary? = {
let bundle = Bundle(for: type(of: self))
return try? device.makeDefaultLibrary(bundle: bundle)
}()
private var commandQueue: MTLCommandQueue
private var pixelPipeline: MTLRenderPipelineState?
override public init() {
guard let device = MTLCreateSystemDefaultDevice() else {
fatalError("Unable to create Metal system device")
}
guard let queue = device.makeCommandQueue() else {
fatalError("Unable to create Metal command queue")
}
self.device = device
commandQueue = queue
super.init()
}
public convenience init(delegate: RendererDelegate) throws {
self.init()
self.delegate = delegate
}
private func configure(pixelPipelineWithView view: MTKView) {
guard let library = library else {
fatalError("Couldn't get Metal library")
}
let vertexShader = library.makeFunction(name: "passthroughVertexShader")
let fragmentShader = library.makeFunction(name: "sampleToColorShader")
let pipelineDesc = MTLRenderPipelineDescriptor()
pipelineDesc.label = "Pixel Pipeline"
pipelineDesc.vertexFunction = vertexShader
pipelineDesc.fragmentFunction = fragmentShader
if let renderAttachment = pipelineDesc.colorAttachments[0] {
renderAttachment.pixelFormat = view.colorPixelFormat
// Pulled all this from SO. I don't know what it means, but it makes the alpha channel work.
// TODO: Learn what this means???
// https://stackoverflow.com/q/43727335/1174185
renderAttachment.isBlendingEnabled = true
renderAttachment.alphaBlendOperation = .add
renderAttachment.rgbBlendOperation = .add
renderAttachment.sourceRGBBlendFactor = .sourceAlpha
renderAttachment.sourceAlphaBlendFactor = .sourceAlpha
renderAttachment.destinationRGBBlendFactor = .oneMinusSourceAlpha
renderAttachment.destinationAlphaBlendFactor = .oneMinusSourceAlpha
}
do {
pixelPipeline = try device.makeRenderPipelineState(descriptor: pipelineDesc)
} catch let e {
print("Couldn't set up pixel pipeline! \(e)")
pixelPipeline = nil
}
}
/// MARK: - MTKViewDelegate
public func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) {
delegate?.renderSize = Size(size: size)
}
public func draw(in view: MTKView) {
guard let field = delegate?.field else {
return
}
// Two triangles, plus texture coordinates.
let points: [Vertex] = [
Vertex(position: Float2(x: 1, y: -1), textureCoordinate: Float2(x: 1, y: 0)),
Vertex(position: Float2(x: -1, y: -1), textureCoordinate: Float2(x: 0, y: 0)),
Vertex(position: Float2(x: -1, y: 1), textureCoordinate: Float2(x: 0, y: 1)),
Vertex(position: Float2(x: 1, y: -1), textureCoordinate: Float2(x: 1, y: 0)),
Vertex(position: Float2(x: -1, y: 1), textureCoordinate: Float2(x: 0, y: 1)),
Vertex(position: Float2(x: 1, y: 1), textureCoordinate: Float2(x: 1, y: 1))
]
field.update()
if let buffer = commandQueue.makeCommandBuffer() {
buffer.label = "Render"
var didEncode = false
if let renderPass = view.currentRenderPassDescriptor,
let renderPipelineState = pixelPipeline,
let encoder = buffer.makeRenderCommandEncoder(descriptor: renderPass) {
encoder.label = "Render Pass"
encoder.setViewport(MTLViewport(originX: 0.0, originY: 0.0, width: Double(view.drawableSize.width), height: Double(view.drawableSize.height), znear: -1.0, zfar: 1.0))
encoder.setRenderPipelineState(renderPipelineState)
encoder.setVertexBytes(points, length: points.count * MemoryLayout<Vertex>.stride, index: 0)
encoder.setFragmentBuffer(field.parametersBuffer, offset: 0, index: 0)
encoder.setFragmentBuffer(field.ballBuffer, offset: 0, index: 1)
encoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: 6)
encoder.endEncoding()
didEncode = true
}
if didEncode, let drawable = view.currentDrawable {
buffer.present(drawable)
}
buffer.commit()
}
}
}