-
Notifications
You must be signed in to change notification settings - Fork 0
/
MetalApp.cpp
executable file
·156 lines (117 loc) · 4.93 KB
/
MetalApp.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
//*****************************************************************************
//TessApp.cpp*****************************************************************
//*****************************************************************************
//Header include
#include "MetalApp.h"
//Render Library Includes
//Standard Library Includes
#include <numeric>
#include <sstream>
//Namespaces
using namespace std;
//namespace imgui = ImGui;
mtlpp::Device g_device;
mtlpp::CommandQueue g_commandQueue;
mtlpp::Buffer g_vertexBuffer;
mtlpp::RenderPipelineState g_renderPipelineState;
//*****************************************************************************
//Constructor******************************************************************
//*****************************************************************************
MetalApp::MetalApp(string title, int width, int height, const std::vector<std::string> &args) : AppMacOS(title, width, height, false)//, tessPatch(quadPatch)
{
string filename = (args.size() > 0) ? args[0] : "";
cerr << "filename: " << filename << endl;
const char shadersSrc[] = R"(
#include <metal_stdlib>
using namespace metal;
vertex float4 vertFunc(
const device packed_float3* vertexArray [[buffer(0)]],
unsigned int vID[[vertex_id]])
{
return float4(vertexArray[vID], 1.0);
}
fragment half4 fragFunc()
{
return half4(1.0, 0.0, 0.0, 1.0);
}
)";
const float vertexData[] =
{
0.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
};
// Create Metal device
g_device = mtlpp::Device::CreateSystemDefaultDevice();
// Create command queue
g_commandQueue = g_device.NewCommandQueue();
// Metal Library
mtlpp::Library library = g_device.NewLibrary(shadersSrc, mtlpp::CompileOptions(), nullptr);
// Metal Shader Functions
mtlpp::Function vertFunc = library.NewFunction("vertFunc");
mtlpp::Function fragFunc = library.NewFunction("fragFunc");
// Create Vertex Buffer
g_vertexBuffer = g_device.NewBuffer(vertexData, sizeof(vertexData), mtlpp::ResourceOptions::CpuCacheModeDefaultCache);
// Render Pipeline Description
mtlpp::RenderPipelineDescriptor renderPipelineDesc;
// Set Shader Funcions and attachments
renderPipelineDesc.SetVertexFunction(vertFunc);
renderPipelineDesc.SetFragmentFunction(fragFunc);
renderPipelineDesc.GetColorAttachments()[0].SetPixelFormat(mtlpp::PixelFormat::BGRA8Unorm);
// Get Render Pipeline state
g_renderPipelineState = g_device.NewRenderPipelineState(renderPipelineDesc, nullptr);
// this->setRender(&MyRender);
}
//*****************************************************************************
//Initialize*******************************************************************
//*****************************************************************************
void MetalApp::init()
{
}
//*****************************************************************************
//Render***********************************************************************
//*****************************************************************************
void MetalApp::render()
{
// Get Command Buffer from Command Queue
mtlpp::CommandBuffer commandBuffer = g_commandQueue.CommandBuffer();
// Get Render Pass Description from window
mtlpp::RenderPassDescriptor renderPassDesc = this->GetRenderPassDescriptor();
if(renderPassDesc)
{
// Get Render Command Encoder
mtlpp::RenderCommandEncoder renderCommandEncoder = commandBuffer.RenderCommandEncoder(renderPassDesc);
// Set Render Pipeline State / Vertex Buffers / Draw Type
renderCommandEncoder.SetRenderPipelineState(g_renderPipelineState);
renderCommandEncoder.SetVertexBuffer(g_vertexBuffer, 0, 0);
renderCommandEncoder.Draw(mtlpp::PrimitiveType::Triangle, 0, 3);
renderCommandEncoder.EndEncoding();
// Draw
commandBuffer.Present(this->GetDrawable());
}
commandBuffer.Commit();
commandBuffer.WaitUntilCompleted();
// cerr << "MetalApp::render()" << endl;
}
//*****************************************************************************
//Events***********************************************************************
//*****************************************************************************
//void MetalApp::resize()
//{
//}
////-----------------------------------------------------------------------------
//void MetalApp::mousemove()
//{
//}
//*****************************************************************************
//Update***********************************************************************
//*****************************************************************************
void MetalApp::update()
{
}
//*****************************************************************************
//Miscellaneous****************************************************************
//*****************************************************************************
void MetalApp::initCam()
{
}