I'm trying to replicate splat map technique from Unity tutorial. They use Texture2DArray so I created MTLTexture with this type:
private func createTerrainTexture(_ bundle: Bundle) -> MTLTexture {
guard let device = MTLCreateSystemDefaultDevice() else {
fatalError()
}
let names = ["sand", "grass", "earth", "stone", "snow"]
let loader = MTKTextureLoader(device: device)
let array = names.map { name -> MTLTexture in
do {
return try loader.newTexture(name: name, scaleFactor: 1.0, bundle: bundle, options: nil)
} catch {
fatalError()
}
}
guard let queue = device.makeCommandQueue() else {
fatalError()
}
guard let commandBuffer = queue.makeCommandBuffer() else {
fatalError()
}
guard let encoder = commandBuffer.makeBlitCommandEncoder() else {
fatalError()
}
let descriptor = MTLTextureDescriptor()
descriptor.textureType = .type2DArray
descriptor.pixelFormat = array[0].pixelFormat
descriptor.width = array[0].width
descriptor.height = array[0].height
descriptor.mipmapLevelCount = array[0].mipmapLevelCount
descriptor.arrayLength = 5
guard let texture = device.makeTexture(descriptor: descriptor) else {
fatalError()
}
var slice = 0
array.forEach { item in
encoder.copy(from: item,
sourceSlice: 0,
sourceLevel: 0,
sourceOrigin: MTLOrigin(x: 0, y: 0, z: 0),
sourceSize: MTLSize(width: item.width, height: item.height, depth: 1),
to: texture,
destinationSlice: slice,
destinationLevel: 0,
destinationOrigin: MTLOrigin(x: 0, y: 0, z: 0))
slice += 1
}
encoder.endEncoding()
commandBuffer.commit()
commandBuffer.waitUntilCompleted()
return texture
}
Here is my fragment shader function:
fragment half4 terrainFragment(TerrainVertexOutput in [[stage_in]],
texture2d_array<float> terrainTexture [[texture(0)]])
{
constexpr sampler sampler2d(coord::normalized, filter::linear, address::repeat);
float2 uv = in.position.xz * 0.02;
float4 c1 = terrainTexture.sample(sampler2d, uv, 0);
return half4(c1);
}
Here is Unity shader from tutorial:
void surf (Input IN, inout SurfaceOutputStandard o) {
float2 uv = IN.worldPos.xz * 0.02;
fixed4 c = UNITY_SAMPLE_TEX2DARRAY(_MainTex, float3(uv, 0));
Albedo = c.rgb * _Color;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
For some reason I'm getting wrong result when texture repeated in columns.
Result I want to have is:
Update.
Here is how texture looks like in GPU Frame Debugger:
When I copy mipmaps like this:
var slice = 0
array.forEach { item in
print(item.width, item.height, item.mipmapLevelCount)
for i in 0..<descriptor.mipmapLevelCount {
encoder.copy(from: item,
sourceSlice: 0,
sourceLevel: i,
sourceOrigin: MTLOrigin(x: 0, y: 0, z: 0),
sourceSize: MTLSize(width: item.width, height: item.height, depth: 1),
to: texture,
destinationSlice: slice,
destinationLevel: i,
destinationOrigin: MTLOrigin(x: 0, y: 0, z: 0))
}
slice += 1
}
I'm getting error:
-[MTLDebugBlitCommandEncoder validateCopyFromTexture:sourceSlice:sourceLevel:sourceOrigin:sourceSize:toTexture:destinationSlice:destinationLevel:destinationOrigin:options:]:254: failed assertion `(sourceOrigin.x + sourceSize.width)(512) must be <= width(256).'
Problem was in incorrect porting of fragment shader input variable. In original input worldPos was used, but I used float4 position [[position]] and according to Metal specification this means
Describes the window-relative coordinate (x, y, z, 1/w) values for the fragment.
So position was incorrect. Here is how correct fragment shader input looks like:
struct TerrainVertexOutput
{
float4 position [[position]];
float3 p;
};
And vertex function:
vertex TerrainVertexOutput terrainVertex(TerrainVertexInput in [[stage_in]],
constant SCNSceneBuffer& scn_frame [[buffer(0)]],
constant MyNodeBuffer& scn_node [[buffer(1)]])
{
TerrainVertexOutput v;
v.position = scn_node.modelViewProjectionTransform * float4(in.position, 1.0);
v.p = (scn_node.modelTransform * float4(in.position, 1.0)).xyz;
return v;
}
Related
I have a flutter plugin where I need do to some basic 3D rendering on iOS.
I decided to go with the Metal API because the OpenGL ES is deprecated on the platform.
Before implementing a plugin I implemented rendering in the iOS application. There rendering works without problems.
While rendering to the texture I get whole area filled with black.
//preparation
Vertices = [Vertex(x: 1, y: -1, tx: 1, ty: 1),
Vertex(x: 1, y: 1, tx: 1, ty: 0),
Vertex(x: -1, y: 1, tx: 0, ty: 0),
Vertex(x: -1, y: -1, tx: 0, ty: 1),]
Indices = [0, 1, 2, 2, 3, 0]
let d = [
kCVPixelBufferOpenGLCompatibilityKey : true,
kCVPixelBufferMetalCompatibilityKey : true
]
var cvret = CVPixelBufferCreate(kCFAllocatorDefault, width, height, kCVPixelFormatType_32BGRA, d as CFDictionary, &pixelBuffer); //FIXME jaki format
if(cvret != kCVReturnSuccess) {
print("faield to create pixel buffer")
}
metalDevice = MTLCreateSystemDefaultDevice()!
let desc = MTLTextureDescriptor.texture2DDescriptor(pixelFormat: MTLPixelFormat.rgba8Unorm, width: width, height: height, mipmapped: false)
desc.usage = MTLTextureUsage.renderTarget.union( MTLTextureUsage.shaderRead )
targetTexture = metalDevice.makeTexture(descriptor: desc)
metalCommandQueue = metalDevice.makeCommandQueue()!
ciCtx = CIContext.init(mtlDevice: metalDevice)
let vertexBufferSize = Vertices.size()
vertexBuffer = metalDevice.makeBuffer(bytes: &Vertices, length: vertexBufferSize, options: .storageModeShared)
let indicesBufferSize = Indices.size()
indicesBuffer = metalDevice.makeBuffer(bytes: &Indices, length: indicesBufferSize, options: .storageModeShared)
let defaultLibrary = metalDevice.makeDefaultLibrary()!
let txProgram = defaultLibrary.makeFunction(name: "basic_fragment")
let vertexProgram = defaultLibrary.makeFunction(name: "basic_vertex")
let pipelineStateDescriptor = MTLRenderPipelineDescriptor()
pipelineStateDescriptor.sampleCount = 1
pipelineStateDescriptor.vertexFunction = vertexProgram
pipelineStateDescriptor.fragmentFunction = txProgram
pipelineStateDescriptor.colorAttachments[0].pixelFormat = .rgba8Unorm
pipelineState = try! metalDevice.makeRenderPipelineState(descriptor: pipelineStateDescriptor)
//drawing
let renderPassDescriptor = MTLRenderPassDescriptor()
renderPassDescriptor.colorAttachments[0].texture = targetTexture
renderPassDescriptor.colorAttachments[0].loadAction = .clear
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColor(red: 0.85, green: 0.85, blue: 0.85, alpha: 0.5)
renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreAction.store
renderPassDescriptor.renderTargetWidth = width
renderPassDescriptor.renderTargetHeight = height
guard let commandBuffer = metalCommandQueue.makeCommandBuffer() else { return }
guard let renderEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: renderPassDescriptor) else { return }
renderEncoder.label = "Offscreen render pass"
renderEncoder.setVertexBuffer(vertexBuffer, offset: 0, index: 0)
renderEncoder.setRenderPipelineState(pipelineState)
renderEncoder.drawIndexedPrimitives(type: .triangle, indexCount: Indices.count, indexType: .uint32, indexBuffer: indicesBuffer, indexBufferOffset: 0) // 2
renderEncoder.endEncoding()
commandBuffer.commit()
//copy to pixel buffer
guard let img = CIImage(mtlTexture: targetTexture) else { return }
ciCtx.render(img, to: pixelBuffer!)
I'm pretty sure that creating a separate MTLTexture and then blitting it into a CVPixelBuffer is not a way to go. You are basically writing it out to an MTLTexture and then using that result only to write it out to a CIImage.
Instead, you can make them share an IOSurface underneath by creating a CVPixelBuffer with CVPixelBufferCreateWithIOSurface and a corresponding MTLTexture with makeTexture(descriptor:iosurface:plane:) .
Or you can create an MTLBuffer that aliases the same memory as CVPixelBuffer, then create an MTLTexture from that MTLBuffer. If you are going to use this approach, I would suggest also using MTLBlitCommandEncoders methods optimizeContentsForCPUAccess and optimizeContentsForGPUAccess. You first optimizeContentsForGPUAccess, then use the texture on the GPU, then twiddle the pixels back into a CPU-readable format with optimizeContentsForCPUAccess. That way you don't lose the performance when rendering to a texture.
Hi am trying to create some feedback loops in metal for an app I am working on. However I am getting some strange artifacts. I suspect this is due to something in my pipeline, or with how I am sampling the previous frame. In the code there are extra pipelines set up for a second buffer, as eventually I will need that to make a turing pattern. But right now I have reduced the code as much as possible to isolate the issue.
Right now it is just drawing a small circle in the top left corner. Once that is drawn the buffer A fragment samples itself with a one pixel displacement. This causes the circle to stretch out down the screen with every loop. The issue is that I am getting coloured lines appearing ahead of the stretching circle. This same artifact appears when I try and do recursive blurs or other types of feedback loops. The Main buffer is only there to mix the two buffers at the end of the process. I think it can be ignored for troubshooting this. Anyone run into this before?
Video here: https://photos.app.goo.gl/ThRJHddo2xKke6CN7
Screen shot here: Picture of artifact
Calls to metal controller in my viewController
'''
override func viewDidLoad() {
super.viewDidLoad()
metal.initMetalLayer(mView: metalView) // make metal layer
metal.initMetalPipeline()//make metal pipeline
metal.commandQueue = metal.device.makeCommandQueue()//make metal command Queue
timer = CADisplayLink(target: self, selector: #selector(gameloop)) //make the timer to trigger the render call
timer.add(to: RunLoop.main, forMode: .default) //ties the screen refresh to the render call
}
#objc func gameloop() {
autoreleasepool {
metal.currentTime = Float(CACurrentMediaTime() - metal.startTime)
//print(metal.currentTime)
// metal.bufferBRender()
metal.bufferARender()
metal.mainRender() //TURNS METAL RENDER OFF OR ON
}
}
'''
Metal declarations
'''
//
// MTL.swift
// Habituate
//
// Created by Brendan Tipney on 2021-01-14.
//
import Foundation
import Metal
import UIKit
import MetalKit
struct MTL {
var device: MTLDevice!
var metalLayer: CAMetalLayer!
let vertexData: [Float] = [
-1.0, 1.0, 0.0,
1.0, 1.0, 0.0,
-1.0, -1.0, 0.0,
1.0,-1.0,0.0
]
var vertexBuffer: MTLBuffer!
var textureA: MTLTexture!
var textureB: MTLTexture!
//MARK: - AUX data
var layoutData = simd_float4(390,727,0.75,1.0)
var habitData = [vector_float4(0.25,1.0,0.75,1.0),vector_float4(0.1,1.0,0.3,0.4)]
var touchData = vector_float4(0,0,0,0)
var startTime = CACurrentMediaTime()
var currentTime = Float(CACurrentMediaTime())
//MARK: - RCTDIFData
var RCTDIFData = vector_float4(0.055,0.064,2.0,1.0)
var pipelineState: MTLRenderPipelineState! //DO I need more then one pipeline state?
var pipelineStateB: MTLRenderPipelineState!
var pipelineStateA: MTLRenderPipelineState!
var commandQueue: MTLCommandQueue!
var timer: CADisplayLink!
mutating func initMetalLayer(mView : MTKView) {
device = MTLCreateSystemDefaultDevice()
metalLayer = CAMetalLayer()
metalLayer.device = device
metalLayer.pixelFormat = .bgra8Unorm
metalLayer.framebufferOnly = false// Set to false as I intend to read from the frame buffer for feedback loops. Set to true if not needed
metalLayer.frame = mView.layer.frame
mView.layer.addSublayer(metalLayer)
let viewSize = simd_float2(Float(mView.layer.frame.size.width), Float(mView.layer.frame.size.height))
layoutData = simd_float4(viewSize.x, viewSize.y, 0.75, 1.0) //Trying to load the size data.
print("view = \(viewSize)")
let dataSize = vertexData.count * MemoryLayout.size(ofValue: vertexData[0])
vertexBuffer = device.makeBuffer(bytes: vertexData, length: dataSize, options: []) //makes the buffer with the vertex data.
}
mutating func initMetalPipeline(){
let defaultLibrary = device.makeDefaultLibrary()!
let vertexProgram = defaultLibrary.makeFunction(name: "vertex_main")
let fragmentProgram = defaultLibrary.makeFunction(name: "fragment_main")
let fragmentProgramBuffA = defaultLibrary.makeFunction(name: "fragment_BuffA")
let fragmentProgramBuffB = defaultLibrary.makeFunction(name: "fragment_BuffB")
//MARK: - VertexDescriptor
let vertexDescriptor = MTLVertexDescriptor()//I think this is where the buffers are stored
vertexDescriptor.attributes[0].format = .float3
vertexDescriptor.attributes[0].bufferIndex = 0
vertexDescriptor.attributes[0].offset = 0
vertexDescriptor.layouts[0].stride = MemoryLayout<float3>.stride
//MARK: - Texture Descriptor
let textureDescriptor = MTLTextureDescriptor() //None of this textureDescriptors may be needed
textureDescriptor.textureType = MTLTextureType.type2D
textureDescriptor.width = Int(layoutData.x)
textureDescriptor.height = Int(layoutData.y)
textureDescriptor.pixelFormat = MTLPixelFormat.bgra8Unorm
textureDescriptor.usage = [.renderTarget, .shaderRead]
textureA = device.makeTexture(descriptor: textureDescriptor)
textureB = device.makeTexture(descriptor: textureDescriptor)
//MARK: - Pipeline Descriptor
let pipelineStateDescriptor = MTLRenderPipelineDescriptor()
pipelineStateDescriptor.vertexFunction = vertexProgram
pipelineStateDescriptor.fragmentFunction = fragmentProgram
pipelineStateDescriptor.colorAttachments[0].pixelFormat = .bgra8Unorm
pipelineStateDescriptor.vertexDescriptor = vertexDescriptor
pipelineState = try! device.makeRenderPipelineState(descriptor: pipelineStateDescriptor)
//MARK: - BufferA Pipeline Descriptor
pipelineStateDescriptor.fragmentFunction = fragmentProgramBuffA
pipelineStateA = try! device.makeRenderPipelineState(descriptor: pipelineStateDescriptor)
//MARK: - BufferB Pipeline Descriptor
pipelineStateDescriptor.fragmentFunction = fragmentProgramBuffB
pipelineStateB = try! device.makeRenderPipelineState(descriptor: pipelineStateDescriptor)
}
//MARK: - Main Render
mutating func mainRender() {
let commandBuffer = commandQueue.makeCommandBuffer()!
guard let drawable = metalLayer?.nextDrawable() else { return }
let renderPassDescriptor = MTLRenderPassDescriptor()
renderPassDescriptor.colorAttachments[0].texture = drawable.texture
renderPassDescriptor.colorAttachments[0].loadAction = .clear //PERHAPS SETTING THIS TO LOAD CAN MAKE A FB LOOP
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColor(red: 0.0, green: 1.0, blue: 0.0, alpha: 0.0)
let renderEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: renderPassDescriptor)!
renderEncoder.label = "Main"
renderEncoder.setRenderPipelineState(pipelineState)
renderEncoder.setVertexBuffer(vertexBuffer, offset: 0, index: 0)//this is where the vertex buffer is loaded
renderEncoder.setFragmentTexture(textureA, index: 0)
renderEncoder.setFragmentTexture(textureB, index: 1)
renderEncoder.setFragmentBytes(&layoutData, length: MemoryLayout.size(ofValue: layoutData), index: 1) //this sends the dimentions to the shader
renderEncoder.setFragmentBytes(&habitData, length: 4 * MemoryLayout.size(ofValue: habitData), index: 2)
renderEncoder.setFragmentBytes(&touchData, length: MemoryLayout.size(ofValue: touchData), index: 3)
renderEncoder.drawPrimitives(type: .triangleStrip, vertexStart: 0, vertexCount: 4, instanceCount: 1)
renderEncoder.endEncoding()
commandBuffer.present(drawable)
commandBuffer.commit()
}
//MARK: - Buffer B Render
mutating func bufferARender(){
let commandBuffer = commandQueue.makeCommandBuffer()!
let renderPassDescriptorA = MTLRenderPassDescriptor()
renderPassDescriptorA.colorAttachments[0].texture = textureA //set back to this after testing
renderPassDescriptorA.colorAttachments[0].loadAction = .load
renderPassDescriptorA.colorAttachments[0].storeAction = .store
renderPassDescriptorA.colorAttachments[0].clearColor = MTLClearColor(red: 0.0, green: 1.0, blue: 0.0, alpha: 1.0)
let renderEncoderA = commandBuffer.makeRenderCommandEncoder(descriptor: renderPassDescriptorA)!
renderEncoderA.label = "BufferA"
renderEncoderA.setRenderPipelineState(pipelineStateA)
renderEncoderA.setVertexBuffer(vertexBuffer, offset: 0, index: 0)//this is where the vertex buffer is loaded
renderEncoderA.setFragmentTexture(textureA, index: 0)
renderEncoderA.setFragmentTexture(textureB, index: 1)
renderEncoderA.setFragmentBytes(&layoutData, length: MemoryLayout.size(ofValue: layoutData), index: 1) //this sends the dimentions to the shader
renderEncoderA.setFragmentBytes(&habitData, length: 4 * MemoryLayout.size(ofValue: habitData), index: 2)
renderEncoderA.setFragmentBytes(&touchData, length: MemoryLayout.size(ofValue: touchData), index: 3)
renderEncoderA.setFragmentBytes(&RCTDIFData, length: MemoryLayout.size(ofValue: RCTDIFData), index: 4)
renderEncoderA.setFragmentBytes(¤tTime, length: MemoryLayout.size(ofValue: currentTime), index: 5)
renderEncoderA.drawPrimitives(type: .triangleStrip, vertexStart: 0, vertexCount: 4, instanceCount: 1)
renderEncoderA.endEncoding()
//commandBuffer.present(drawable)
commandBuffer.commit()
}
mutating func bufferBRender(){
let commandBuffer = commandQueue.makeCommandBuffer()!
let renderPassDescriptorB = MTLRenderPassDescriptor()
//renderPassDescriptorB.colorAttachments[0].texture = drawable.texture
renderPassDescriptorB.colorAttachments[0].texture = textureB //set back to this after testing
renderPassDescriptorB.colorAttachments[0].loadAction = .load
renderPassDescriptorB.colorAttachments[0].storeAction = .store
renderPassDescriptorB.colorAttachments[0].clearColor = MTLClearColor(red: 0.0, green: 0.0, blue: 1.0, alpha: 1.0)
let renderEncoderB = commandBuffer.makeRenderCommandEncoder(descriptor: renderPassDescriptorB)!
renderEncoderB.label = "BufferB"
renderEncoderB.setRenderPipelineState(pipelineStateB)
renderEncoderB.setVertexBuffer(vertexBuffer, offset: 0, index: 0)//this is where the vertex buffer is loaded
renderEncoderB.setFragmentTexture(textureA, index: 0)
renderEncoderB.setFragmentTexture(textureB, index: 1)
renderEncoderB.setFragmentBytes(&layoutData, length: MemoryLayout.size(ofValue: layoutData), index: 1) //this sends the dimentions to the shader
renderEncoderB.setFragmentBytes(&habitData, length: 4 * MemoryLayout.size(ofValue: habitData), index: 2)
renderEncoderB.setFragmentBytes(&touchData, length: MemoryLayout.size(ofValue: touchData), index: 3)
renderEncoderB.setFragmentBytes(&RCTDIFData, length: MemoryLayout.size(ofValue: RCTDIFData), index: 4)
renderEncoderB.setFragmentBytes(¤tTime, length: MemoryLayout.size(ofValue: currentTime), index: 5)
renderEncoderB.drawPrimitives(type: .triangleStrip, vertexStart: 0, vertexCount: 4, instanceCount: 1)
renderEncoderB.endEncoding()
//commandBuffer.present(drawable)
commandBuffer.commit()
}
mutating func getDeviceDetails(){
let window = UIApplication.shared.windows[0]
let safeViewTop = window.safeAreaInsets.top
}
mutating func getHabitDetails(_ habits: HabitData){
}
}
'''
Vertex and Fragment shaders
'''
#include <metal_stdlib>
using namespace metal;
struct VertexIn {
float3 position [[attribute(0)]];
};
struct VertexOut {
float4 position [[position]];
};
vertex VertexOut vertex_main(VertexIn in [[stage_in]],
const device packed_float3* vertex_array [[buffer(0)]],
unsigned int vid [[ vertex_id ]]) {
VertexOut out;
out.position = float4(vertex_array[vid].xy,1.0);
//out.data = float4(in.data, 1);
return out;
}
fragment float4 fragment_main( VertexOut in [[stage_in]],
constant float4 &layoutData [[ buffer(1) ]],
constant array<float4, 2> &habitData [[ buffer(2) ]],
constant float4 &touchData [[ buffer(3) ]],
texture2d<float, access::sample> BuffA [[ texture(0) ]],
texture2d<float, access::sample> BuffB [[ texture(1) ]]) {
float4 fragIn = in.position;
float2 uv = float2((fragIn.x/layoutData.x), (fragIn.y/layoutData.y));
float4 fragColor = float4(0.0,0.0,0.0,1.0);
constexpr sampler s(coord::normalized, filter::bicubic, address::clamp_to_edge,compare_func:: less);
float4 texA = BuffA.sample(s, uv);
fragColor = texA;
fragColor.w = 1.0;
return fragColor;
}
fragment float4 fragment_BuffA( VertexOut in [[stage_in]],
constant float4 &layoutData [[ buffer(1) ]],
constant array<float4, 2> &habitData [[ buffer(2) ]],
constant float4 &touchData [[ buffer(3) ]],
constant float4 &RCTDIFData [[ buffer(4) ]],
constant float ¤tTime [[ buffer(5)]],
texture2d<float, access::sample> BuffA [[ texture(0) ]],
texture2d<float, access::sample> BuffB [[ texture(1) ]]) {
float4 fragIn = in.position;
float2 uv = float2((fragIn.x/layoutData.x), (fragIn.y/layoutData.y));//Need to load the screen size here or it will only look right on my phone.
float2 pxlRatio = float2(1)/layoutData.xy;
float4 fragColor = float4(0.0,0.0,0.0,1.0);
constexpr sampler s(coord::normalized, filter::nearest, address::clamp_to_zero);
float cornerCircle = step(distance(float2(0,0), uv),0.1);
float4 texA = BuffA.sample(s, uv+float2(-1,-1)*pxlRatio);
fragColor = float4(cornerCircle);
fragColor += texA;
fragColor.w = 1.;
return fragColor;
}
'''
Seems like I was able to resolve the issue by adding .shadeWrite to my texture descriptor usage array.
'''textureDescriptor.usage = [.renderTarget, .shaderRead, .shaderWrite]'''
I'm trying to learn Metal shaders so I ported this mountain generation shader I found on Shadertoy to Metal.
https://www.shadertoy.com/view/llsGW7
The port works, but is very slow on iOS. It is reasonably fast on OS X but gets slower when I increase the window size. It is also slow within an OS X playground.
I've done the tutorials on MetalKit.org and read the apple docs on the metal shading language but feel like I'm a bit conceptually lacking of how everything is working under the hood. If there is anything that jumps out in this code that is obviously slowing things down I would be very grateful to learn. I am not sure if the slowdown is due to the shader code itself, or the way it's all set up.
Here's the metal shader:
#include <metal_stdlib>
using namespace metal;
constexpr sampler textureSampler(coord::normalized,
address::repeat,
min_filter::linear,
mag_filter::linear,
mip_filter::linear );
kernel void compute(texture2d<float, access::write> output [[texture(0)]],
texture2d<float, access::sample> input [[texture(1)]],
constant float &timer [[buffer(0)]],
uint2 gid [[thread_position_in_grid]])
{
int width = input.get_width();
int height = input.get_height();
float2 uv = float2(gid) / float2(width, height);
float4 p = float4(uv,1,1)-0.5;
p.y = -p.y;
float4 d = p*0.5;
float4 t;
float4 c;
p.z += timer*200;
d.y-=0.2;
for(float i=1.7;i>0.0;i-=0.002) {
float s=0.5;
t = input.sample(textureSampler,0.3+p.xz*s/3e3) / (s+=s);
// this makes it purple
c = float4(1.0,-0.9,0.8,9.0)+d.x-t*i;
// c = float4(1.0,0.9,0.8,9.0)+d.x-t*i;
if (t.x > p.y*.01+1.3) {
break;
}
p += d;
}
output.write(c, gid);
}
and here is a subclass of MTKView I'm using to render the shader
import Cocoa
import MetalKit
class MetalView: MTKView {
var queue: MTLCommandQueue!
var cps: MTLComputePipelineState!
var timer: Float = 0
var timerBuffer: MTLBuffer!
var shaderName: String!
var texture: MTLTexture!
required public init(coder: NSCoder) {
super.init(coder: coder)
self.framebufferOnly = false
self.preferredFramesPerSecond = 60
registerShaders()
setupTexture()
}
func setupTexture() {
let path = Bundle.main.path(forResource: "texture", ofType: "jpg")
let textureLoader = MTKTextureLoader(device: device!)
texture = try! textureLoader.newTexture(withContentsOf: URL(fileURLWithPath: path!), options: nil)
}
func registerShaders() {
device = MTLCreateSystemDefaultDevice()!
queue = device!.makeCommandQueue()
do {
let library = device!.newDefaultLibrary()!
let kernel = library.makeFunction(name: "compute")!
cps = try device!.makeComputePipelineState(function: kernel)
} catch let e {
Swift.print("\(e)")
}
timerBuffer = device!.makeBuffer(length: MemoryLayout<Float>.size, options: [])
}
override public func draw(_ dirtyRect: CGRect) {
if let drawable = currentDrawable {
let commandBuffer = queue.makeCommandBuffer()
let commandEncoder = commandBuffer.makeComputeCommandEncoder()
commandEncoder.setComputePipelineState(cps)
commandEncoder.setTexture(drawable.texture, at: 0)
commandEncoder.setTexture(texture, at: 1)
commandEncoder.setBuffer(timerBuffer, offset: 0, at: 0)
update()
let threadGroupCount = MTLSizeMake(8, 8, 1)
let threadGroups = MTLSizeMake(drawable.texture.width / threadGroupCount.width, drawable.texture.height / threadGroupCount.height, 1)
commandEncoder.dispatchThreadgroups(threadGroups, threadsPerThreadgroup: threadGroupCount)
commandEncoder.endEncoding()
commandBuffer.present(drawable)
commandBuffer.commit()
}
}
func update() {
timer += Float(1.0 / TimeInterval(self.preferredFramesPerSecond))
let bufferPointer = timerBuffer.contents()
memcpy(bufferPointer, &timer, MemoryLayout<Float>.size)
}
}
I have an OpengGL ES app using a custom shader to display circles. See image below. (Opening it in a new window might be helpful)
If you look carefully you can see that the display seems to be non retina from about 50% of the width and about 75% of the height. This seems to be the case only on iPad 3 (clients device). Simulator and an other iPad Air 2 behave normally.
I used a the basic OpenGL ES game project bundled with XCode.
Update:
The pixelated areas are the ones highlighted in red:
Please also see closeup:
I must admit I do not know where to start debugging this,
since it only seems to bug on the given device.
Here is the code I used to setup the context.
func setup()
{
initTextures()
self.context = EAGLContext(api: .openGLES2)
if !(self.context != nil) {
print("Failed to create ES context")
}
let view = self.view as! GLKView
// Fix for "good" aspect ratio
var frameSize = view.frame.size
frameSize.height = frameSize.width / 1.43023255813953
view.frame.size = frameSize
// Should force the aspect ratio
print("-------------")
print("width \(view.frame.width) and height \(view.frame.height)")
print("aspect ratio w/h \(view.frame.width / view.frame.height)")
print("-------------")
view.context = self.context!
view.drawableColorFormat = .RGBA8888
view.drawableMultisample = .multisample4X
// Application specific code
self.setupGL()
}
Update
I am drawing the circles with a custom fragment shader:
precision highp float;
uniform vec4 iResolution; // z - texWidth, w - texHeight
uniform sampler2D textureUnit;
uniform sampler2D smallPointsTextureUnit;
uniform vec2 gridSize;
#define SMOOTH(r,R) (1.0-smoothstep(R-0.09,R+0.09, r))
#define black vec3(0.0)
#define white vec3(1.0)
float circle(vec2 st, in float _radius, float pct ){
float l = length(st - vec2(0.5));
return 1.-smoothstep(_radius-(_radius*0.005) * pct,
_radius+(_radius*0.005),
l);
}
float stroke(vec2 uv, vec2 center, float radius, float width)
{
float dist = length(uv-center);
float t = 1.0 + smoothstep(radius, radius+width, dist)
- smoothstep(radius-width, radius, dist);
return t;
}
void main()
{
vec2 resolution = vec2(iResolution.x, iResolution.y);
vec2 uv = gl_FragCoord.xy;
vec2 st = gl_FragCoord.xy/resolution;
float colWidth = iResolution.x / gridSize.x;
float rowHeight = (iResolution.y + 1.0) / gridSize.y;
float smallerSize = min(rowHeight, colWidth);
float largerSize = max(rowHeight, colWidth);
vec2 divider = resolution / smallerSize;
st.x *= divider.x;
st.y *= divider.y;
float pct = largerSize / smallerSize;
float texXPos = (floor(st.x * smallerSize / largerSize) + 0.5) / iResolution.z;
float texYPos = (floor(gridSize.y -st.y) + 0.5) / iResolution.w;
vec4 tex = texture2D(textureUnit, vec2(
texXPos,
texYPos));
vec4 texSmallPoints = texture2D(smallPointsTextureUnit, vec2((floor(st.x * 2.0 * smallerSize / largerSize) + 0.5) / 128.0,
(floor(gridSize.y * 2.0 -st.y * 2.0) + 0.5) / 128.0));
//texSmallPoints.r = 0.5;
vec3 fillColor = vec3(tex.x, tex.y, tex.z);
st.x = mod(st.x, pct);
st.x = step( fract(st.x * 1.0 / pct), 1.0 / pct) * fract(st.x);
st.x *= texSmallPoints.r * 2.0; // subdivide for small circles
st.x = fract(st.x);
// Divide by 4
st.y *= texSmallPoints.r * 2.0;
st.y = fract(st.y);
//float r = 0.425;
float r = 0.4;
float fillPct = circle(st, r, 1.0);
vec2 center = vec2(0.5);
float strokePct = stroke(st, center, r, 0.032 * texSmallPoints.r * 1.8);
vec3 finalColor = vec3(1.0);
vec3 strokeColor = fillColor;
// todo -refactor if slow
// todo - invert
if (tex.a > 0.99) {
strokeColor = black;
}
if (tex.a < 0.01) {
strokeColor = white;
}
finalColor = mix(white, fillColor, fillPct);
finalColor = mix(finalColor, strokeColor, 1. - strokePct);
gl_FragColor = vec4(finalColor, 1.0);
}
And GLKViewController:
//
// HomeOpenGLController.swift
// Kobi
//
// Created by Tibor Udvari on 14/06/16.
// Copyright © 2016 Tibor Udvari. All rights reserved.
//
import GLKit
import OpenGLES
import HEXColor
open class KobiOpenGLControllerBase: GLKViewController
{
// --- Small points texture ---
var gpuSmallColorsTexture = [GLubyte](repeating: 0, count: 0)
var currentSmallPointTextureData: [GLubyte]? = nil
// - allocated size
let smallPointsTextureWidth = 128
let smallPointsTextureHeight = 128
// --- Color texture ---
var gpuColorsTexture = [GLubyte](repeating: 0, count: 0)
var currentColorsTextureData: [GLubyte]? = nil // size of grid
// - allocated size
let texWidth: Int = 256
let texHeight: Int = 256
// Grid - circles
let cols = 31
let rows = 22
open let maxIdx: Int
open let circleCount: Int
// Grid - pixels
var width: CGFloat = 0.0
var height: CGFloat = 0.0
var circleWidth: CGFloat = 0.0
var circleHeight: CGFloat = 0.0
// OpenGL
var program: GLuint = 0
var circleProgram: GLuint = 0
var context: EAGLContext? = nil
required public init?(coder aDecoder: NSCoder) {
maxIdx = cols * rows
circleCount = cols * rows
super.init(coder: aDecoder)
}
// 0 is positive instead of 0
func sign(_ x: Int) -> Int {
let r = x < 0 ? -1 : 1
return r
}
// MARK: - Setup
override open func viewDidLoad() {
setupGridData()
}
override open func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
setup() // because width and height is not initiated yet
}
func setupGridData(){
//currentSmallPointTextureData = createCurrentSmallPointsTextureData()
}
func setup()
{
initTextures()
self.context = EAGLContext(api: .openGLES2)
if !(self.context != nil) {
print("Failed to create ES context")
}
let view = self.view as! GLKView
// Fix for "good" aspect ratio
var frameSize = view.frame.size
frameSize.height = frameSize.width / 1.43023255813953
view.frame.size = frameSize
// Should force the aspect ratio
print("-------------")
print("width \(view.frame.width) and height \(view.frame.height)")
print("aspect ratio w/h \(view.frame.width / view.frame.height)")
print("-------------")
view.context = self.context!
view.drawableColorFormat = .RGBA8888
view.drawableMultisample = .multisample4X
//view.drawableMultisample = .MultisampleNone
//view.multipleTouchEnabled = true
width = self.view.frame.size.width * self.view.contentScaleFactor
height = self.view.frame.size.height * self.view.contentScaleFactor
circleWidth = width / CGFloat(cols)
circleHeight = height / CGFloat(rows)
self.setupGL()
}
func initTextures()
{
gpuColorsTexture = [GLubyte](repeating: 0, count: Int(texWidth)*Int(texHeight)*4)
gpuSmallColorsTexture = [GLubyte](repeating: 128, count: Int(smallPointsTextureWidth)*Int(smallPointsTextureHeight))
}
// MARK: - GLKView and GLKViewController delegate methods
func sendTexturesToGPU() {
for i in 0..<currentColorsTextureData!.count / 4 {
let r = Int(i) / Int(cols)
let c = Int(i) % cols
let j = r * texWidth + c
gpuColorsTexture[j*4] = currentColorsTextureData![i * 4]; //= GLubyte(255); // red
gpuColorsTexture[j*4+1] = currentColorsTextureData![i * 4 + 1]; //GLubyte(random() % 255); // green
gpuColorsTexture[j*4+2] = currentColorsTextureData![i * 4 + 2]; //GLubyte(0); // blue
gpuColorsTexture[j*4+3] = currentColorsTextureData![i * 4 + 3]; // used for the stroke color
}
for i in 0..<currentSmallPointTextureData!.count{
let r = Int(i) / Int(31 * 2)
let c = Int(i) % (31 * 2)
let j = r * 128 + c
gpuSmallColorsTexture[j] = currentSmallPointTextureData![i];
}
glActiveTexture(GLenum(GL_TEXTURE1));
glTexImage2D(GLenum(GL_TEXTURE_2D), GLint(0), GL_LUMINANCE, GLsizei(smallPointsTextureWidth), GLsizei(smallPointsTextureHeight), GLint(0), GLenum(GL_LUMINANCE), GLenum(GL_UNSIGNED_BYTE), &gpuSmallColorsTexture)
glActiveTexture(GLenum(GL_TEXTURE0));
glTexImage2D(GLenum(GL_TEXTURE_2D), GLint(0), GL_RGBA, GLsizei(texWidth), GLsizei(texHeight), GLint(0), GLenum(GL_RGBA), GLenum(GL_UNSIGNED_BYTE), &gpuColorsTexture);
}
func update() {
print("update")
//todo
}
// todo send a uniform array
override open func glkView(_ view: GLKView, drawIn rect: CGRect) {
glClearColor(1.0, 1.0, 0.0, 1.0)
glClear(GLbitfield(GL_COLOR_BUFFER_BIT))
glEnable(GLenum(GL_DEPTH_TEST))
glEnable(GLenum(GL_POINT_SIZE));
glEnable(GLenum(GL_BLEND))
glBlendFunc(GLenum(GL_SRC_ALPHA), GLenum(GL_ONE_MINUS_SRC_ALPHA))
glEnable(GLenum(GL_POINT_SMOOTH))
// 22 x 15
var baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0, 0.0, 0.0)
baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, 0.0, 0.0, 1.0, 0.0)
var modelViewMatrix = GLKMatrix4MakeTranslation(0.0, 0.0, 1.5)
modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, 0.0, 1.0, 1.0, 1.0)
modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix)
modelViewMatrix = GLKMatrix4Identity
glUseProgram(program)
/*
withUnsafePointer(to: &modelViewProjectionMatrix, {
$0.withMemoryRebound(to: Float.self, capacity: 16, {
glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, $0)
})
})*/
withUnsafePointer(to: &modelViewMatrix, {
$0.withMemoryRebound(to: Float.self, capacity: 16, {
glUniformMatrix4fv(glGetUniformLocation(program, "modelViewProjectionMatrix"), 1, 0, UnsafePointer($0))
})
})
glVertexAttribPointer(0, 2, GLenum(GL_FLOAT), GLboolean(GL_FALSE), 0, squareVertices)
glUniform4f(glGetUniformLocation(program, "iResolution"), Float(width), Float(height), Float(texWidth), Float(texHeight))
glUniform2f(glGetUniformLocation(program, "gridSize"), Float(cols), Float(rows))
glDrawArrays(GLenum(GL_TRIANGLE_STRIP) , 0, 4)
glUseProgram(circleProgram)
}
// MARK: - Texture
func setupTextures()
{
let texInfo = try! GLKTextureLoader.texture(with: UIImage(named: "texture256")!.cgImage!, options: nil)
glActiveTexture(GLenum(GL_TEXTURE0))
glBindTexture(GLenum(GL_TEXTURE0), (texInfo.name))
//var dataTexture = (texInfo.name)
glUniform1i(glGetUniformLocation(program, "textureUnit"), 0)
glActiveTexture(GLenum(GL_TEXTURE1))
let _ = createSmallPointsTexture()
glUniform1i(glGetUniformLocation(program, "smallPointsTextureUnit"), 1)
}
func createSmallPointsTexture() -> GLuint {
var texture: GLuint = 1
glGenTextures(GLsizei(1), &texture)
glBindTexture(GLenum(GL_TEXTURE_2D), texture)
glActiveTexture(texture)
glTexParameteri(GLenum(GL_TEXTURE_2D), GLenum(GL_TEXTURE_MIN_FILTER), GL_LINEAR);
glTexParameteri(GLenum(GL_TEXTURE_2D), GLenum(GL_TEXTURE_MAG_FILTER), GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GLenum(GL_TEXTURE_2D), GLenum(GL_TEXTURE_WRAP_S), GL_CLAMP_TO_EDGE);
glTexParameteri(GLenum(GL_TEXTURE_2D), GLenum(GL_TEXTURE_WRAP_T), GL_CLAMP_TO_EDGE);
glGenerateMipmap(GLenum(GL_TEXTURE_2D));
return texture
}
// MARK: - OpenGL ES 2 shader compilation
func setupGL() {
EAGLContext.setCurrent(self.context)
let _ = self.loadShaders()
glUseProgram(program)
glEnableVertexAttribArray(0)
self.setupTextures()
}
func tearDownGL() {
EAGLContext.setCurrent(self.context)
if program != 0 {
glDeleteProgram(program)
program = 0
}
}
func loadShaders() -> Bool {
var vertShader: GLuint = 0
var fragShader: GLuint = 0
var vertShaderPathname: String
var fragShaderPathname: String
// Create shader program.
program = glCreateProgram()
// Create and compile vertex shader.
vertShaderPathname = Bundle.main.path(forResource: "Shader", ofType: "vsh")!
if self.compileShader(&vertShader, type: GLenum(GL_VERTEX_SHADER), file: vertShaderPathname) == false {
print("Failed to compile vertex shader")
return false
}
// Create and compile fragment shader.
fragShaderPathname = Bundle.main.path(forResource: "Shader", ofType: "fsh")!
if !self.compileShader(&fragShader, type: GLenum(GL_FRAGMENT_SHADER), file: fragShaderPathname) {
print("Failed to compile fragment shader")
/*
var fragInfoLength: GLint = 0
glGetShaderiv(fragShader, GLenum(GL_INFO_LOG_LENGTH), &fragInfoLength)
//let cstring = UnsafeMutablePointer<GLchar>(allocatingCapacity: Int(fragInfoLength))
var cstring = UnsafeMutablePointer<GLchar>(malloc(Int(fragInfoLength)))
glGetShaderInfoLog(fragShader, fragInfoLength, nil, cstring)
let shaderInfoLog = NSString(utf8String: cstring)
print(shaderInfoLog)
*/
return false
}
// Attach vertex shader to program.
glAttachShader(program, vertShader)
// Attach fragment shader to program.
glAttachShader(program, fragShader)
// Bind attribute locations.
// This needs to be done prior to linking.
glBindAttribLocation(program, 0, "position")
// Link program.
if !self.linkProgram(program) {
print("Failed to link program: \(program)")
if vertShader != 0 {
glDeleteShader(vertShader)
vertShader = 0
}
if fragShader != 0 {
glDeleteShader(fragShader)
fragShader = 0
}
if program != 0 {
glDeleteProgram(program)
program = 0
}
return false
}
// Release vertex and fragment shaders.
if vertShader != 0 {
glDetachShader(program, vertShader)
glDeleteShader(vertShader)
}
if fragShader != 0 {
glDetachShader(program, fragShader)
glDeleteShader(fragShader)
}
return true
}
func compileShader(_ shader: inout GLuint, type: GLenum, file: String) -> Bool {
var status: GLint = 0
var source: UnsafePointer<Int8>
do {
source = try NSString(contentsOfFile: file, encoding: String.Encoding.utf8.rawValue).utf8String!
} catch {
print("Failed to load vertex shader")
return false
}
//var castSource = UnsafePointer<GLchar>(source)
var castSource: UnsafePointer<GLchar>? = UnsafePointer<GLchar>(source)
shader = glCreateShader(type)
glShaderSource(shader, 1, &castSource, nil)
glCompileShader(shader)
var logLength: GLint = 0
glGetShaderiv(shader, GLenum(GL_INFO_LOG_LENGTH), &logLength)
if logLength > 0 {
//var log = UnsafeMutablePointer<GLchar>(malloc(Int(logLength)))
print("Log length gt 0")
/*
var log = UnsafeMutablePointer<GLchar>(malloc(Int(logLength)))
glGetShaderInfoLog(shader, logLength, &logLength, log)
NSLog("Shader compile log: \n%s", log)
free(log)
*/
}
glGetShaderiv(shader, GLenum(GL_COMPILE_STATUS), &status)
if status == 0 {
glDeleteShader(shader)
return false
}
return true
}
func linkProgram(_ prog: GLuint) -> Bool {
var status: GLint = 0
glLinkProgram(prog)
//#if defined(DEBUG)
// var logLength: GLint = 0
// glGetShaderiv(shader, GLenum(GL_INFO_LOG_LENGTH), &logLength)
// if logLength > 0 {
// var log = UnsafeMutablePointer<GLchar>(malloc(Int(logLength)))
// glGetShaderInfoLog(shader, logLength, &logLength, log)
// NSLog("Shader compile log: \n%s", log)
// free(log)
// }
//#endif
glGetProgramiv(prog, GLenum(GL_LINK_STATUS), &status)
if status == 0 {
return false
}
return true
}
func validateProgram(_ prog: GLuint) -> Bool {
var logLength: GLsizei = 0
var status: GLint = 0
glValidateProgram(prog)
glGetProgramiv(prog, GLenum(GL_INFO_LOG_LENGTH), &logLength)
if logLength > 0 {
var log: [GLchar] = [GLchar](repeating: 0, count: Int(logLength))
glGetProgramInfoLog(prog, logLength, &logLength, &log)
print("Program validate log: \n\(log)")
}
glGetProgramiv(prog, GLenum(GL_VALIDATE_STATUS), &status)
var returnVal = true
if status == 0 {
returnVal = false
}
return returnVal
}
// MARK : Cleanup
override open func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
if self.isViewLoaded && (self.view.window != nil) {
self.view = nil
self.tearDownGL()
if EAGLContext.current() === self.context {
EAGLContext.setCurrent(nil)
}
self.context = nil
}
}
deinit {
self.tearDownGL()
if EAGLContext.current() === self.context {
EAGLContext.setCurrent(nil)
}
}
}
var squareVertices: [GLfloat] = [
-1.0, -1.0,
1.0, -1.0,
-1.0, 1.0,
1.0, 1.0,
];
Thank you for updating. I am not sure exactly which part caused it but I am sure it must happen in your fragment shader code.
I guess vec2 st's value changing is not steady there while it is being calculated.
I want you to test this to see if it is your fragment shader.
just draw only 1 circle without uniform values except iResolution.
only using iResolution and gl_FragCoord, draw a circle.
I think it's going to properly show up. Then go over your FS.
I want to render 2 different objects with Metal...one is with texture, the other one is without texture. I have 2 different shaders, 2 different vertex descriptors, is that means i should use 2 different render pipeline? .. There is only one object drawing (the model with out texture)on the screen correct, the other one is wrong, I don't know where I went wrong.... Here is the code:
override func buildPipeline() {
//Model
let library = device!.newDefaultLibrary()!
let pipelineDescriptor = MTLRenderPipelineDescriptor()
buildPipelinForSky(pipelineDescriptor, library: library)
buildPipelineForModel(pipelineDescriptor, library: library)
do {
pipelineSky = try device!.newRenderPipelineStateWithDescriptor(pipelineDescriptor)
} catch {
print("error with device.newRenderPipelineStateWithDescriptor")
}
let depthStencilDescriptor = MTLDepthStencilDescriptor()
depthStencilDescriptor.depthCompareFunction = .Less
depthStencilDescriptor.depthWriteEnabled = true
depthStencilState = device!.newDepthStencilStateWithDescriptor(depthStencilDescriptor)
commandQueue = device!.newCommandQueue()
}
func buildPipelineForModel(pipeLineDesc:MTLRenderPipelineDescriptor, library: MTLLibrary) -> MTLRenderPipelineDescriptor {
let vertexFunctionModel = library.newFunctionWithName("vertex_ply")
let fragmentFunctionModel = library.newFunctionWithName("fragment_ply")
let vertexDescriptorModel = MTLVertexDescriptor()
vertexDescriptorModel.attributes[0].offset = 0
vertexDescriptorModel.attributes[0].format = .Float4
vertexDescriptorModel.attributes[0].bufferIndex = 0
vertexDescriptorModel.layouts[0].stepFunction = .PerVertex
vertexDescriptorModel.layouts[0].stride = sizeof(Float) * 4
pipeLineDesc.vertexFunction = vertexFunctionModel
pipeLineDesc.vertexDescriptor = vertexDescriptorModel
pipeLineDesc.fragmentFunction = fragmentFunctionModel
pipeLineDesc.colorAttachments[0].pixelFormat = .BGRA8Unorm
return pipeLineDesc
}
func buildPipelinForSky(pipeLineDesc:MTLRenderPipelineDescriptor, library: MTLLibrary ) -> MTLRenderPipelineDescriptor{
let vertexFunctionSky = library.newFunctionWithName("vertex_sky")
let fragmentFunctionSky = library.newFunctionWithName("fragment_sky")
let vertexDescriptorSky = MTLVertexDescriptor()
vertexDescriptorSky.attributes[0].offset = 0
vertexDescriptorSky.attributes[0].format = .Float4
vertexDescriptorSky.attributes[0].bufferIndex = 0
vertexDescriptorSky.attributes[1].offset = sizeof(Float32) * 4
vertexDescriptorSky.attributes[1].format = .Float4
vertexDescriptorSky.attributes[1].bufferIndex = 0
vertexDescriptorSky.attributes[2].offset = sizeof(Float32) * 8
vertexDescriptorSky.attributes[2].format = .Float2
vertexDescriptorSky.attributes[2].bufferIndex = 0
vertexDescriptorSky.layouts[0].stepFunction = .PerVertex
vertexDescriptorSky.layouts[0].stride = sizeof(Vertex)
pipeLineDesc.vertexFunction = vertexFunctionSky
pipeLineDesc.vertexDescriptor = vertexDescriptorSky
pipeLineDesc.fragmentFunction = fragmentFunctionSky
pipeLineDesc.depthAttachmentPixelFormat = .Depth32Float
let samplerDescriptorSky = MTLSamplerDescriptor()
samplerDescriptorSky.minFilter = .Nearest
samplerDescriptorSky.magFilter = .Linear
samplerStateSky = device!.newSamplerStateWithDescriptor(samplerDescriptorSky)
return pipeLineDesc
}
override func buildResources() {
// (vertexBuffer, indexBuffer) = SphereGenerator.sphereWithRadius(1, stacks: 30, slices: 30, device: device!)
//Model
(vertexBufferModel,normalBufferModel,colorBufferModel) = PointCloud.model(device!)
uniformBufferModel = device!.newBufferWithLength(sizeof(M4f) * 2, options: .OptionCPUCacheModeDefault)
//Sky
vertexBufferSky = SkySphere.sphere(device!)
uniformBufferSky = device!.newBufferWithLength(sizeof(M4f) * 2, options: .OptionCPUCacheModeDefault)
diffuseTextureSky = self.textureForImage(UIImage(named: "bluemarble")!, device: device!)
}
override func resize() {
//Model
super.resize()
//Sky
let layerSizeSky = metalLayer.drawableSize
let depthTextureDescriptorSky = MTLTextureDescriptor.texture2DDescriptorWithPixelFormat(.Depth32Float,
width: Int(layerSizeSky.width),
height: Int(layerSizeSky.height),
mipmapped: false)
depthTextureSky = device!.newTextureWithDescriptor(depthTextureDescriptorSky)
}
override func draw() {
dispatch_semaphore_wait(inflightSemaphore, DISPATCH_TIME_FOREVER)
//Sky
if let drawable = metalLayer.nextDrawable()
{
var modelMatrixTransSky = M4f()
var modelMatrixRotSky = M4f()
var modelMatrixScaleSky = M4f()
modelMatrixTransSky = translate(0, y: 0, z: 0)
modelMatrixRotSky = rotate(90, r: V3f(1,0,0)) * modelMatrixRotSky
modelMatrixScaleSky = scaling(10, y: 10, z: 10)
let modelMatrixSky = modelMatrixTransSky * modelMatrixRotSky * modelMatrixScaleSky
var viewMatrixSky = M4f()
viewMatrixSky = myCamera.setLookAt(viewMatrixSky)
let modelViewMatrixSky = viewMatrixSky * modelMatrixSky
let aspect = Float32(metalLayer.drawableSize.width) / Float32(metalLayer.drawableSize.height)
let kFOVY:Float = 85.0
let projectionMatrix = perspective_fov(kFOVY, aspect: aspect, near: 0.1, far: 180.0)
let matricesSky = [projectionMatrix, modelViewMatrixSky]
memcpy(uniformBufferSky.contents(), matricesSky, Int(sizeof(M4f) * 2))
let commandBufferSky = commandQueue.commandBuffer()
commandBufferSky.addCompletedHandler{ [weak self] commandBufferSky in
if let strongSelf = self {
dispatch_semaphore_signal(strongSelf.inflightSemaphore)
}
return
}
//Model
var modelMatrixTransModel = M4f()
var modelMatrixRotModel = M4f()
var modelMatrixScaleModel = M4f()
modelMatrixTransModel = translate(0, y: 0, z: 0)
modelMatrixRotModel = rotate(0, r: V3f(1,0,0))
modelMatrixScaleModel = scaling(10, y: 10, z: 10)
let modelMatrixModel = modelMatrixTransModel * modelMatrixRotModel * modelMatrixScaleModel
var viewMatrixModel = M4f()
viewMatrixModel = myCamera.setLookAt(viewMatrixModel)
let modelViewMatrixModel = viewMatrixModel * modelMatrixModel
let matricesModel = [projectionMatrix, modelViewMatrixModel]
memcpy(uniformBufferModel.contents(), matricesModel, Int(sizeof(M4f) * 2))
//Sky
let passDescriptor = MTLRenderPassDescriptor()
passDescrForSky(passDescriptor, drawable: drawable)
passDescrForModel(passDescriptor, drawable: drawable)
//Sky
let commandEncoderSky = commandBufferSky.renderCommandEncoderWithDescriptor(passDescriptor)
commandEncoderSky.setRenderPipelineState(pipelineSky)
commandEncoderSky.setDepthStencilState(depthStencilState)
commandEncoderSky.setFrontFacingWinding(.CounterClockwise)
commandEncoderSky.setCullMode(.Back)
pointCloudDraw(commandEncoderSky)
skyDraw(commandEncoderSky)
commandEncoderSky.endEncoding()
commandBufferSky.presentDrawable(drawable)
// bufferIndex matches the current semaphore controled frame index to ensure writing occurs at the correct region in the vertex buffer
bufferIndex = (bufferIndex + 1) % MaxBuffers
commandBufferSky.commit()
}
}
func passDescrForModel(passDescriptor: MTLRenderPassDescriptor, drawable: CAMetalDrawable) -> MTLRenderPassDescriptor{
passDescriptor.colorAttachments[0].texture = drawable.texture
passDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(0.5, 0.5, 0.5, 1)
passDescriptor.colorAttachments[0].loadAction = .Clear
passDescriptor.colorAttachments[0].storeAction = .Store
return passDescriptor
}
func passDescrForSky(passDescriptor: MTLRenderPassDescriptor, drawable: CAMetalDrawable) -> MTLRenderPassDescriptor{
passDescriptor.colorAttachments[0].texture = drawable.texture
passDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(0.5, 0.5, 0.5, 1)
passDescriptor.colorAttachments[0].loadAction = .Clear
passDescriptor.colorAttachments[0].storeAction = .Store
passDescriptor.depthAttachment.texture = depthTextureSky
passDescriptor.depthAttachment.clearDepth = 1
passDescriptor.depthAttachment.loadAction = .Clear
passDescriptor.depthAttachment.storeAction = .DontCare
return passDescriptor
}
func pointCloudDraw(commandencodeModel: MTLRenderCommandEncoder) {
commandencodeModel.setVertexBuffer(vertexBufferModel, offset:0, atIndex:0)
commandencodeModel.setVertexBuffer(normalBufferModel, offset:0, atIndex:1)
commandencodeModel.setVertexBuffer(colorBufferModel, offset:0, atIndex:2)
commandencodeModel.setVertexBuffer(uniformBufferModel, offset:0, atIndex:3)
commandencodeModel.setFragmentBuffer(uniformBufferModel, offset: 0, atIndex: 0)
commandencodeModel.drawPrimitives(.Point, vertexStart: 0, vertexCount: vertextCountModel)
}
func skyDraw(commandencodeSky: MTLRenderCommandEncoder) {
commandencodeSky.setVertexBuffer(vertexBufferSky, offset:0, atIndex:0)
commandencodeSky.setVertexBuffer(uniformBufferSky, offset:0, atIndex:1)
commandencodeSky.setFragmentTexture(diffuseTextureSky, atIndex: 0)
commandencodeSky.setFragmentSamplerState(samplerStateSky, atIndex: 0)
commandencodeSky.drawPrimitives(.Triangle, vertexStart: 0, vertexCount: vertexCountSky)
}
here is the vertex buffer for the sky:
struct Vector4
{
var x: Float32
var y: Float32
var z: Float32
var w: Float32
}
struct TexCoords
{
var u: Float32
var v: Float32
}
struct Vertex
{
var position: Vector4
var normal: Vector4
var texCoords: TexCoords
}
var vertexCountSky: Int = 0
struct SkySphere
{
static func sphere(device: MTLDevice) -> (MTLBuffer!)
{
let ply = plyVntReader.init(objFileName: "test")
let vertexBuffer = device.newBufferWithBytes(ply!.vertices, length:sizeof(Vertex) * ply!.vertexCount, options:.OptionCPUCacheModeDefault)
print(ply!.vertices)
vertexCountSky = ply!.vertexCount
return (vertexBuffer)
}
}
And here is vertex buffer for the model:
var vertextCountModel: Int = 0
struct PointCloud
{
static func model(device: MTLDevice) -> (MTLBuffer!, MTLBuffer!, MTLBuffer!)
{
let ply = plyVncReader.init(objFileName: "controller_ascii")
vertextCountModel = ply!.vertexCount
let vertexBuffer = device.newBufferWithBytes(ply!.vertices, length:sizeof(V4f) * ply!.vertexCount, options:.OptionCPUCacheModeDefault)
let normalBuffer = device.newBufferWithBytes(ply!.normals, length:sizeof(V4f) * ply!.vertexCount, options:.OptionCPUCacheModeDefault)
let colorBuffer = device.newBufferWithBytes(ply!.colors, length:sizeof(V4f) * ply!.vertexCount, options:.OptionCPUCacheModeDefault)
print(ply!.colors)
return (vertexBuffer, normalBuffer, colorBuffer)
}
}
shaders for the sky
using namespace metal;
//Sky
struct TexturedInVertex
{
packed_float4 position [[attribute(0)]];
packed_float4 normal [[attribute(1)]];
packed_float2 texCoords [[attribute(2)]];
};
struct TexturedColoredOutVertex
{
float4 position [[position]];
float3 normal;
float2 texCoords;
float pointsize[[point_size]];
};
struct UniformsSky
{
float4x4 projectionMatrix;
float4x4 modelViewMatrix;
};
vertex TexturedColoredOutVertex vertex_sky(device TexturedInVertex *vert [[buffer(0)]],
constant UniformsSky &uniforms [[buffer(1)]],
uint vid [[vertex_id]])
{
float4x4 MV = uniforms.modelViewMatrix;
float3x3 normalMatrix(MV[0].xyz, MV[1].xyz, MV[2].xyz);
float4 modelNormal = vert[vid].normal;
TexturedColoredOutVertex outVertex;
outVertex.position = uniforms.projectionMatrix * uniforms.modelViewMatrix * float4(vert[vid].position);
outVertex.normal = normalMatrix * modelNormal.xyz;
outVertex.texCoords = vert[vid].texCoords;
outVertex.pointsize = 10.0;
return outVertex;
};
fragment half4 fragment_sky(TexturedColoredOutVertex vert [[stage_in]],
texture2d<float, access::sample> diffuseTexture [[texture(0)]],
sampler samplr [[sampler(0)]])
{
float4 diffuseColor = diffuseTexture.sample(samplr, vert.texCoords);
return half4(diffuseColor.r, diffuseColor.g, diffuseColor.b, 1);
};
here is shader for the model
//model
struct ColoredVertex
{
float4 position [[position]];
float4 normal;
float4 color;
float pointsize[[point_size]];
};
struct UniformsPoint
{
float4x4 projectionMatrix;
float4x4 modelViewMatrix;
};
vertex ColoredVertex vertex_ply(constant float4 *position [[buffer(0)]],
constant float4 *normal [[buffer(1)]],
constant float4 *color [[buffer(2)]],
constant UniformsPoint &uniforms [[buffer(3)]],
uint vid [[vertex_id]])
{
ColoredVertex vert;
vert.position = uniforms.projectionMatrix * uniforms.modelViewMatrix * position[vid];
vert.normal = normal[vid];
vert.color = color[vid];
vert.pointsize = 5.0;
return vert;
}
fragment float4 fragment_ply(ColoredVertex vert [[stage_in]])
{
return vert.color;
}