public static GLKMesh [] FromAsset(MDLAsset asset, out MDLMesh [] sourceMeshes, out NSError error) { NSArray aret; var ret = FromAsset(asset, out aret, out error); sourceMeshes = NSArray.FromArray <MDLMesh> (aret); return(ret); }
public void BoundingBoxTest() { using (var obj = new MDLAsset()) { MDLAxisAlignedBoundingBox box = new MDLAxisAlignedBoundingBox( new Vector3(-1, -1, -1), new Vector3(0, 0, 0) ); Asserts.AreEqual(box, obj.BoundingBox, "BoundingBox"); } }
public override void ViewDidLoad() { base.ViewDidLoad(); // Set the view to use the default device device = MTLDevice.SystemDefault; if (device == null) { Console.WriteLine("Metal is not supported on this device"); View = new NSView(View.Frame); } // Create a new command queue commandQueue = device.CreateCommandQueue(); // Load all the shader files with a metal file extension in the project defaultLibrary = device.CreateDefaultLibrary(); // Setup view mtkView = (MTKView)View; mtkView.Delegate = this; mtkView.Device = device; mtkView.SampleCount = 1; mtkView.DepthStencilPixelFormat = MTLPixelFormat.Depth32Float_Stencil8; mtkView.ColorPixelFormat = MTLPixelFormat.BGRA8Unorm; mtkView.PreferredFramesPerSecond = 60; mtkView.ClearColor = new MTLClearColor(0.5f, 0.5f, 0.5f, 1.0f); // Load the vertex program into the library IMTLFunction vertexProgram = defaultLibrary.CreateFunction("mesh_vertex"); // Load the fragment program into the library IMTLFunction fragmentProgram = defaultLibrary.CreateFunction("mesh_fragment"); // Generate meshes MTKMeshBufferAllocator mtkBufferAllocator = new MTKMeshBufferAllocator(device); NSUrl url = NSBundle.MainBundle.GetUrlForResource("Fighter", "obj"); MDLAsset mdlAsset = new MDLAsset(url, new MDLVertexDescriptor(), mtkBufferAllocator); MDLObject mdlObject = mdlAsset.GetObject(0); MDLMesh mdlMesh = mdlObject as MDLMesh; NSError error; objMesh = new MTKMesh(mdlMesh, device, out error); // Create a vertex descriptor from the MTKMesh MTLVertexDescriptor vertexDescriptor = MTLVertexDescriptor.FromModelIO(objMesh.VertexDescriptor); vertexDescriptor.Layouts[0].StepRate = 1; vertexDescriptor.Layouts[0].StepFunction = MTLVertexStepFunction.PerVertex; this.clock = new System.Diagnostics.Stopwatch(); clock.Start(); this.view = CreateLookAt(new Vector3(0, 1, 2), new Vector3(0, 0, 0), Vector3.UnitY); var aspect = (float)(View.Bounds.Size.Width / View.Bounds.Size.Height); this.proj = Matrix4.CreatePerspectiveFieldOfView((float)Math.PI / 4, aspect, 0.1f, 100); this.constantBuffer = device.CreateBuffer((uint)Marshal.SizeOf(this.param), MTLResourceOptions.CpuCacheModeDefault); // Create a reusable pipeline state var pipelineStateDescriptor = new MTLRenderPipelineDescriptor { SampleCount = mtkView.SampleCount, VertexFunction = vertexProgram, FragmentFunction = fragmentProgram, VertexDescriptor = vertexDescriptor, DepthAttachmentPixelFormat = mtkView.DepthStencilPixelFormat, StencilAttachmentPixelFormat = mtkView.DepthStencilPixelFormat }; pipelineStateDescriptor.ColorAttachments[0].PixelFormat = mtkView.ColorPixelFormat; pipelineState = device.CreateRenderPipelineState(pipelineStateDescriptor, out error); if (pipelineState == null) { Console.WriteLine("Failed to created pipeline state, error {0}", error); } var depthStateDesc = new MTLDepthStencilDescriptor { DepthCompareFunction = MTLCompareFunction.Less, DepthWriteEnabled = true }; depthState = device.CreateDepthStencilState(depthStateDesc); NSImage image = NSImage.ImageNamed("Fighter_Diffuse.jpg"); MTKTextureLoader mTKTextureLoader = new MTKTextureLoader(device); this.texture = mTKTextureLoader.FromCGImage(image.CGImage, new MTKTextureLoaderOptions(), out error); MTLSamplerDescriptor samplerDescriptor = new MTLSamplerDescriptor() { MinFilter = MTLSamplerMinMagFilter.Linear, MagFilter = MTLSamplerMinMagFilter.Linear, SAddressMode = MTLSamplerAddressMode.ClampToEdge, TAddressMode = MTLSamplerAddressMode.ClampToEdge, }; this.sampler = device.CreateSamplerState(samplerDescriptor); }
void LoadAssets() { // Load the fragment program into the library. IMTLFunction fragmentProgram = defaultLibrary.CreateFunction("fragmentLight"); // Load the vertex program into the library. IMTLFunction vertexProgram = defaultLibrary.CreateFunction("vertexLight"); /* * Create a vertex descriptor for our Metal pipeline. Specifies the layout * of vertices the pipeline should expect. */ var mtlVertexDescriptor = new MTLVertexDescriptor(); // Positions. mtlVertexDescriptor.Attributes [(int)VertexAttributes.Position].Format = MTLVertexFormat.Float3; mtlVertexDescriptor.Attributes [(int)VertexAttributes.Position].Offset = 0; mtlVertexDescriptor.Attributes [(int)VertexAttributes.Position].BufferIndex = (nuint)(int)BufferIndex.MeshVertexBuffer; // Normals. mtlVertexDescriptor.Attributes[(int)VertexAttributes.Normal].Format = MTLVertexFormat.Float3; mtlVertexDescriptor.Attributes[(int)VertexAttributes.Normal].Offset = 12; mtlVertexDescriptor.Attributes[(int)VertexAttributes.Normal].BufferIndex = (nuint)(int)BufferIndex.MeshVertexBuffer; // Texture coordinates. mtlVertexDescriptor.Attributes[(int)VertexAttributes.Texcoord].Format = MTLVertexFormat.Half2; mtlVertexDescriptor.Attributes[(int)VertexAttributes.Texcoord].Offset = 24; mtlVertexDescriptor.Attributes[(int)VertexAttributes.Texcoord].BufferIndex = (nuint)(int)BufferIndex.MeshVertexBuffer; // Single interleaved buffer. mtlVertexDescriptor.Layouts[(int)BufferIndex.MeshVertexBuffer].Stride = 28; mtlVertexDescriptor.Layouts[(int)BufferIndex.MeshVertexBuffer].StepRate = 1; mtlVertexDescriptor.Layouts[(int)BufferIndex.MeshVertexBuffer].StepFunction = MTLVertexStepFunction.PerVertex; // Create a reusable pipeline state var pipelineStateDescriptor = new MTLRenderPipelineDescriptor { Label = "MyPipeline", SampleCount = view.SampleCount, VertexFunction = vertexProgram, FragmentFunction = fragmentProgram, VertexDescriptor = mtlVertexDescriptor }; pipelineStateDescriptor.ColorAttachments [0].PixelFormat = view.ColorPixelFormat; pipelineStateDescriptor.DepthAttachmentPixelFormat = view.DepthStencilPixelFormat; pipelineStateDescriptor.StencilAttachmentPixelFormat = view.DepthStencilPixelFormat; NSError error; pipelineState = device.CreateRenderPipelineState(pipelineStateDescriptor, out error); if (pipelineState == null) { Console.WriteLine("Failed to created pipeline state, error {0}", error.LocalizedDescription); } var depthStateDesc = new MTLDepthStencilDescriptor { DepthCompareFunction = MTLCompareFunction.Less, DepthWriteEnabled = true, }; depthState = device.CreateDepthStencilState(depthStateDesc); /* * From our Metal vertex descriptor, create a Model I/O vertex descriptor we'll * load our asset with. This specifies the layout of vertices Model I/O should * format loaded meshes with. */ var mdlVertexDescriptor = MDLVertexDescriptor.FromMetal(mtlVertexDescriptor); mdlVertexDescriptor.Attributes.GetItem <MDLVertexAttribute> ((int)VertexAttributes.Position).Name = MDLVertexAttributes.Position; mdlVertexDescriptor.Attributes.GetItem <MDLVertexAttribute> ((int)VertexAttributes.Normal).Name = MDLVertexAttributes.Normal; mdlVertexDescriptor.Attributes.GetItem <MDLVertexAttribute> ((int)VertexAttributes.Texcoord).Name = MDLVertexAttributes.TextureCoordinate; var bufferAllocator = new MTKMeshBufferAllocator(device); NSUrl assetUrl = NSBundle.MainBundle.GetUrlForResource("Data/Assets/realship/realship.obj", string.Empty); if (assetUrl == null) { Console.WriteLine("Could not find asset."); } /* * Load Model I/O Asset with mdlVertexDescriptor, specifying vertex layout and * bufferAllocator enabling ModelIO to load vertex and index buffers directory * into Metal GPU memory. */ var asset = new MDLAsset(assetUrl, mdlVertexDescriptor, bufferAllocator); // Create MetalKit meshes. MDLMesh[] mdlMeshes; NSError mtkError; var mtkMeshes = MTKMesh.FromAsset(asset, device, out mdlMeshes, out mtkError); if (mtkMeshes == null) { Console.WriteLine("Failed to create mesh, error {0}", error.LocalizedDescription); return; } // Create our array of App-Specific mesh wrapper objects. meshes = new List <MetalKitEssentialsMesh> (); for (int i = 0; i < mtkMeshes.Length; i++) { var mtkMesh = mtkMeshes [i]; var mdlMesh = mdlMeshes [(nuint)i]; var mesh = new MetalKitEssentialsMesh(mtkMesh, mdlMesh, device); meshes.Add(mesh); } for (int i = 0; i < maxInflightBuffers; i++) { frameUniformBuffers [i] = device.CreateBuffer((nuint)Marshal.SizeOf <FrameUniforms> (), MTLResourceOptions.CpuCacheModeDefault); } }
void LoadAssets () { IMTLFunction fragmentProgram = defaultLibrary.CreateFunction ("fragmentLight"); IMTLFunction vertexProgram = defaultLibrary.CreateFunction ("vertexLight"); var mtlVertexDescriptor = new MTLVertexDescriptor (); // Positions. mtlVertexDescriptor.Attributes [(int)VertexAttributes.Position].Format = MTLVertexFormat.Float3; mtlVertexDescriptor.Attributes [(int)VertexAttributes.Position].Offset = 0; mtlVertexDescriptor.Attributes [(int)VertexAttributes.Position].BufferIndex = (nuint)(int)BufferIndex.MeshVertexBuffer; // Normals. mtlVertexDescriptor.Attributes[(int)VertexAttributes.Normal].Format = MTLVertexFormat.Float3; mtlVertexDescriptor.Attributes[(int)VertexAttributes.Normal].Offset = 12; mtlVertexDescriptor.Attributes[(int)VertexAttributes.Normal].BufferIndex = (nuint)(int)BufferIndex.MeshVertexBuffer; // Texture coordinates. mtlVertexDescriptor.Attributes[(int)VertexAttributes.Texcoord].Format = MTLVertexFormat.Half2; mtlVertexDescriptor.Attributes[(int)VertexAttributes.Texcoord].Offset = 24; mtlVertexDescriptor.Attributes[(int)VertexAttributes.Texcoord].BufferIndex = (nuint)(int)BufferIndex.MeshVertexBuffer; // Single interleaved buffer. mtlVertexDescriptor.Layouts[(int)BufferIndex.MeshVertexBuffer].Stride = 28; mtlVertexDescriptor.Layouts[(int)BufferIndex.MeshVertexBuffer].StepRate = 1; mtlVertexDescriptor.Layouts[(int)BufferIndex.MeshVertexBuffer].StepFunction = MTLVertexStepFunction.PerVertex; // Create a reusable pipeline state var pipelineStateDescriptor = new MTLRenderPipelineDescriptor { Label = "MyPipeline", SampleCount = view.SampleCount, VertexFunction = vertexProgram, FragmentFunction = fragmentProgram, VertexDescriptor = mtlVertexDescriptor }; pipelineStateDescriptor.ColorAttachments [0].PixelFormat = view.ColorPixelFormat; pipelineStateDescriptor.DepthAttachmentPixelFormat = view.DepthStencilPixelFormat; pipelineStateDescriptor.StencilAttachmentPixelFormat = view.DepthStencilPixelFormat; NSError error; pipelineState = device.CreateRenderPipelineState (pipelineStateDescriptor, out error); if (pipelineState == null) Console.WriteLine ("Failed to created pipeline state, error {0}", error.LocalizedDescription); var depthStateDesc = new MTLDepthStencilDescriptor { DepthCompareFunction = MTLCompareFunction.Less, DepthWriteEnabled = true, }; depthState = device.CreateDepthStencilState (depthStateDesc); var mdlVertexDescriptor = MDLVertexDescriptor.FromMetal (mtlVertexDescriptor); mdlVertexDescriptor.Attributes.GetItem<MDLVertexAttribute> ((int)VertexAttributes.Position).Name = MDLVertexAttributes.Position; mdlVertexDescriptor.Attributes.GetItem<MDLVertexAttribute> ((int)VertexAttributes.Normal).Name = MDLVertexAttributes.Normal; mdlVertexDescriptor.Attributes.GetItem<MDLVertexAttribute> ((int)VertexAttributes.Texcoord).Name = MDLVertexAttributes.TextureCoordinate; var bufferAllocator = new MTKMeshBufferAllocator (device); NSUrl assetUrl = NSBundle.MainBundle.GetUrlForResource ("Data/Assets/realship/realship.obj", string.Empty); if (assetUrl == null) Console.WriteLine ("Could not find asset."); // Create MetalKit meshes. MTKMesh[] mtkMeshes; NSArray mdlMeshes; NSError mtkError; var asset = new MDLAsset (assetUrl, mdlVertexDescriptor, bufferAllocator); mtkMeshes = MTKMesh.FromAsset (asset, device, out mdlMeshes, out mtkError); if (mtkMeshes == null) { Console.WriteLine ("Failed to create mesh, error {0}", error.LocalizedDescription); return; } meshes = new List<MetalKitEssentialsMesh> (); for (int i = 0; i < mtkMeshes.Length; i++) { var mtkMesh = mtkMeshes [i]; var mdlMesh = mdlMeshes.GetItem<MDLMesh> ((nuint)i); var mesh = new MetalKitEssentialsMesh (mtkMesh, mdlMesh, device); meshes.Add (mesh); } for (int i = 0; i < maxInflightBuffers; i++) frameUniformBuffers [i] = device.CreateBuffer ((nuint)Marshal.SizeOf<FrameUniforms> (), MTLResourceOptions.CpuCacheModeDefault); }