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