Example #1
0
        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 triangleVertexProgram = defaultLibrary.CreateFunction("triangle_vertex");
            IMTLFunction cubeVertexProgram     = defaultLibrary.CreateFunction("cube_vertex");

            // Load the fragment program into the library
            IMTLFunction triangleFragmentProgram = defaultLibrary.CreateFunction("triangle_fragment");
            IMTLFunction cubeFragmentProgram     = defaultLibrary.CreateFunction("cube_fragment");

            // Triangle vertex descriptor
            MTLVertexDescriptor triangleVertexDescriptor = new MTLVertexDescriptor();

            triangleVertexDescriptor.Attributes[0].Format      = MTLVertexFormat.Float4;
            triangleVertexDescriptor.Attributes[0].BufferIndex = 0;
            triangleVertexDescriptor.Attributes[0].Offset      = 0;
            triangleVertexDescriptor.Attributes[1].Format      = MTLVertexFormat.Float4;
            triangleVertexDescriptor.Attributes[1].BufferIndex = 0;
            triangleVertexDescriptor.Attributes[1].Offset      = 4 * sizeof(float);

            triangleVertexDescriptor.Layouts[0].Stride       = 8 * sizeof(float);
            triangleVertexDescriptor.Layouts[0].StepRate     = 1;
            triangleVertexDescriptor.Layouts[0].StepFunction = MTLVertexStepFunction.PerVertex;

            // Cube vertex descriptor
            MTLVertexDescriptor cubeVertexDescriptor = new MTLVertexDescriptor();

            cubeVertexDescriptor.Attributes[0].Format      = MTLVertexFormat.Float4;
            cubeVertexDescriptor.Attributes[0].BufferIndex = 0;
            cubeVertexDescriptor.Attributes[0].Offset      = 0;
            cubeVertexDescriptor.Attributes[1].Format      = MTLVertexFormat.Float2;
            cubeVertexDescriptor.Attributes[1].BufferIndex = 0;
            cubeVertexDescriptor.Attributes[1].Offset      = 4 * sizeof(float);

            cubeVertexDescriptor.Layouts[0].Stride       = 6 * sizeof(float);
            cubeVertexDescriptor.Layouts[0].StepRate     = 1;
            cubeVertexDescriptor.Layouts[0].StepFunction = MTLVertexStepFunction.PerVertex;

            // Create buffers
            triangleVertexBuffer = device.CreateBuffer(triangleVertexData, MTLResourceOptions.CpuCacheModeDefault);
            cubeVertexBuffer     = device.CreateBuffer(cubeVertexData, MTLResourceOptions.CpuCacheModeDefault);

            this.clock = new System.Diagnostics.Stopwatch();
            clock.Start();

            this.view = CreateLookAt(new Vector3(0, 0, 5), 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.cubeParameters.WorldViewProjection = Matrix4.Identity;
            cubeConstantBuffer = device.CreateBuffer((uint)Marshal.SizeOf(this.cubeParameters), MTLResourceOptions.CpuCacheModeDefault);

            // Create Pipeline Descriptor
            var trianglePipelineStateDescriptor = new MTLRenderPipelineDescriptor
            {
                SampleCount                  = mtkView.SampleCount,
                VertexFunction               = triangleVertexProgram,
                FragmentFunction             = triangleFragmentProgram,
                VertexDescriptor             = triangleVertexDescriptor,
                DepthAttachmentPixelFormat   = mtkView.DepthStencilPixelFormat,
                StencilAttachmentPixelFormat = mtkView.DepthStencilPixelFormat,
            };

            var cubePipelineStateDescriptor = new MTLRenderPipelineDescriptor
            {
                SampleCount                  = mtkView.SampleCount,
                VertexFunction               = cubeVertexProgram,
                FragmentFunction             = cubeFragmentProgram,
                VertexDescriptor             = cubeVertexDescriptor,
                DepthAttachmentPixelFormat   = mtkView.DepthStencilPixelFormat,
                StencilAttachmentPixelFormat = mtkView.DepthStencilPixelFormat,
            };

            MTLRenderPipelineColorAttachmentDescriptor triangleRenderBufferAttachment = trianglePipelineStateDescriptor.ColorAttachments[0];

            triangleRenderBufferAttachment.PixelFormat = mtkView.ColorPixelFormat;

            MTLRenderPipelineColorAttachmentDescriptor cubeRenderBufferAttachment = cubePipelineStateDescriptor.ColorAttachments[0];

            cubeRenderBufferAttachment.PixelFormat = mtkView.ColorPixelFormat;

            NSError error;

            trianglePipelineState = device.CreateRenderPipelineState(trianglePipelineStateDescriptor, out error);
            if (trianglePipelineState == null)
            {
                Console.WriteLine("Failed to created pipeline state, error {0}", error);
            }

            cubePipelineState = device.CreateRenderPipelineState(cubePipelineStateDescriptor, out error);
            if (cubePipelineState == null)
            {
                Console.WriteLine("Failed to created pipeline state, error {0}", error);
            }

            var depthStencilDescriptor = new MTLDepthStencilDescriptor
            {
                DepthCompareFunction = MTLCompareFunction.Less,
                DepthWriteEnabled    = true
            };

            depthStencilState = device.CreateDepthStencilState(depthStencilDescriptor);

            // Texture
            NSImage          image            = NSImage.ImageNamed("crate.png");
            MTKTextureLoader mTKTextureLoader = new MTKTextureLoader(device);

            this.cubeTexture = mTKTextureLoader.FromCGImage(image.CGImage, new MTKTextureLoaderOptions(), out error);

            MTLSamplerDescriptor samplerDescriptor = new MTLSamplerDescriptor()
            {
                MinFilter    = MTLSamplerMinMagFilter.Linear,
                MagFilter    = MTLSamplerMinMagFilter.Linear,
                SAddressMode = MTLSamplerAddressMode.Repeat,
                TAddressMode = MTLSamplerAddressMode.Repeat,
            };

            this.sampler = device.CreateSamplerState(samplerDescriptor);

            // Create FrameBuffer texture
            IMTLTexture          drawableTexture   = mtkView.CurrentDrawable.Texture;
            MTLTextureDescriptor textureDescriptor = new MTLTextureDescriptor()
            {
                Width            = drawableTexture.Width,
                Height           = drawableTexture.Height,
                PixelFormat      = drawableTexture.PixelFormat,
                TextureType      = drawableTexture.TextureType,
                MipmapLevelCount = drawableTexture.MipmapLevelCount,
                ArrayLength      = drawableTexture.ArrayLength,
                SampleCount      = drawableTexture.SampleCount,
                Depth            = drawableTexture.Depth,
                CpuCacheMode     = drawableTexture.CpuCacheMode,
                Usage            = MTLTextureUsage.RenderTarget,
                StorageMode      = MTLStorageMode.Managed,
            };

            this.colorFrameBufferTexture = device.CreateTexture(textureDescriptor);
        }
Example #2
0
        public MTLPipeline(ref GraphicsPipelineDescription description, MTLGraphicsDevice gd)
            : base(ref description)
        {
            PrimitiveType        = MTLFormats.VdToMTLPrimitiveTopology(description.PrimitiveTopology);
            ResourceLayouts      = new MTLResourceLayout[description.ResourceLayouts.Length];
            NonVertexBufferCount = 0;
            for (int i = 0; i < ResourceLayouts.Length; i++)
            {
                ResourceLayouts[i]    = Util.AssertSubtype <ResourceLayout, MTLResourceLayout>(description.ResourceLayouts[i]);
                NonVertexBufferCount += ResourceLayouts[i].BufferCount;
            }
            ResourceBindingModel = description.ResourceBindingModel ?? gd.ResourceBindingModel;

            CullMode           = MTLFormats.VdToMTLCullMode(description.RasterizerState.CullMode);
            FrontFace          = MTLFormats.VdVoMTLFrontFace(description.RasterizerState.FrontFace);
            FillMode           = MTLFormats.VdToMTLFillMode(description.RasterizerState.FillMode);
            ScissorTestEnabled = description.RasterizerState.ScissorTestEnabled;

            MTLRenderPipelineDescriptor mtlDesc = MTLRenderPipelineDescriptor.New();

            foreach (Shader shader in description.ShaderSet.Shaders)
            {
                MTLShader   mtlShader = Util.AssertSubtype <Shader, MTLShader>(shader);
                MTLFunction specializedFunction;

                if (mtlShader.HasFunctionConstants)
                {
                    // Need to create specialized MTLFunction.
                    MTLFunctionConstantValues constantValues = CreateConstantValues(description.ShaderSet.Specializations);
                    specializedFunction = mtlShader.Library.newFunctionWithNameConstantValues(mtlShader.EntryPoint, constantValues);
                    AddSpecializedFunction(specializedFunction);
                    ObjectiveCRuntime.release(constantValues.NativePtr);

                    Debug.Assert(specializedFunction.NativePtr != IntPtr.Zero, "Failed to create specialized MTLFunction");
                }
                else
                {
                    specializedFunction = mtlShader.Function;
                }

                if (shader.Stage == ShaderStages.Vertex)
                {
                    mtlDesc.vertexFunction = specializedFunction;
                }
                else if (shader.Stage == ShaderStages.Fragment)
                {
                    mtlDesc.fragmentFunction = specializedFunction;
                }
            }

            // Vertex layouts
            VertexLayoutDescription[] vdVertexLayouts  = description.ShaderSet.VertexLayouts;
            MTLVertexDescriptor       vertexDescriptor = mtlDesc.vertexDescriptor;

            for (uint i = 0; i < vdVertexLayouts.Length; i++)
            {
                uint layoutIndex = ResourceBindingModel == ResourceBindingModel.Improved
                    ? NonVertexBufferCount + i
                    : i;
                MTLVertexBufferLayoutDescriptor mtlLayout = vertexDescriptor.layouts[layoutIndex];
                mtlLayout.stride = (UIntPtr)vdVertexLayouts[i].Stride;
                uint stepRate = vdVertexLayouts[i].InstanceStepRate;
                mtlLayout.stepFunction = stepRate == 0 ? MTLVertexStepFunction.PerVertex : MTLVertexStepFunction.PerInstance;
                mtlLayout.stepRate     = (UIntPtr)Math.Max(1, stepRate);
            }

            uint element = 0;

            for (uint i = 0; i < vdVertexLayouts.Length; i++)
            {
                uint offset = 0;
                VertexLayoutDescription vdDesc = vdVertexLayouts[i];
                for (uint j = 0; j < vdDesc.Elements.Length; j++)
                {
                    VertexElementDescription     elementDesc  = vdDesc.Elements[j];
                    MTLVertexAttributeDescriptor mtlAttribute = vertexDescriptor.attributes[element];
                    mtlAttribute.bufferIndex = (UIntPtr)(ResourceBindingModel == ResourceBindingModel.Improved
                        ? NonVertexBufferCount + i
                        : i);
                    mtlAttribute.format = MTLFormats.VdToMTLVertexFormat(elementDesc.Format);
                    mtlAttribute.offset = elementDesc.Offset != 0 ? (UIntPtr)elementDesc.Offset : (UIntPtr)offset;
                    offset  += FormatHelpers.GetSizeInBytes(elementDesc.Format);
                    element += 1;
                }
            }

            VertexBufferCount = (uint)vdVertexLayouts.Length;

            // Outputs
            OutputDescription     outputs        = description.Outputs;
            BlendStateDescription blendStateDesc = description.BlendState;

            BlendColor = blendStateDesc.BlendFactor;

            if (outputs.SampleCount != TextureSampleCount.Count1)
            {
                mtlDesc.sampleCount = (UIntPtr)FormatHelpers.GetSampleCountUInt32(outputs.SampleCount);
            }

            if (outputs.DepthAttachment != null)
            {
                PixelFormat    depthFormat    = outputs.DepthAttachment.Value.Format;
                MTLPixelFormat mtlDepthFormat = MTLFormats.VdToMTLPixelFormat(depthFormat, true);
                mtlDesc.depthAttachmentPixelFormat = mtlDepthFormat;
                if ((FormatHelpers.IsStencilFormat(depthFormat)))
                {
                    HasStencil = true;
                    mtlDesc.stencilAttachmentPixelFormat = mtlDepthFormat;
                }
            }
            for (uint i = 0; i < outputs.ColorAttachments.Length; i++)
            {
                BlendAttachmentDescription attachmentBlendDesc       = blendStateDesc.AttachmentStates[i];
                MTLRenderPipelineColorAttachmentDescriptor colorDesc = mtlDesc.colorAttachments[i];
                colorDesc.pixelFormat                 = MTLFormats.VdToMTLPixelFormat(outputs.ColorAttachments[i].Format, false);
                colorDesc.blendingEnabled             = attachmentBlendDesc.BlendEnabled;
                colorDesc.alphaBlendOperation         = MTLFormats.VdToMTLBlendOp(attachmentBlendDesc.AlphaFunction);
                colorDesc.sourceAlphaBlendFactor      = MTLFormats.VdToMTLBlendFactor(attachmentBlendDesc.SourceAlphaFactor);
                colorDesc.destinationAlphaBlendFactor = MTLFormats.VdToMTLBlendFactor(attachmentBlendDesc.DestinationAlphaFactor);

                colorDesc.rgbBlendOperation         = MTLFormats.VdToMTLBlendOp(attachmentBlendDesc.ColorFunction);
                colorDesc.sourceRGBBlendFactor      = MTLFormats.VdToMTLBlendFactor(attachmentBlendDesc.SourceColorFactor);
                colorDesc.destinationRGBBlendFactor = MTLFormats.VdToMTLBlendFactor(attachmentBlendDesc.DestinationColorFactor);
            }

            RenderPipelineState = gd.Device.newRenderPipelineStateWithDescriptor(mtlDesc);
            ObjectiveCRuntime.release(mtlDesc.NativePtr);

            if (outputs.DepthAttachment != null)
            {
                MTLDepthStencilDescriptor depthDescriptor = MTLUtil.AllocInit <MTLDepthStencilDescriptor>(
                    nameof(MTLDepthStencilDescriptor));
                depthDescriptor.depthCompareFunction = MTLFormats.VdToMTLCompareFunction(
                    description.DepthStencilState.DepthComparison);
                depthDescriptor.depthWriteEnabled = description.DepthStencilState.DepthWriteEnabled;

                bool stencilEnabled = description.DepthStencilState.StencilTestEnabled;
                if (stencilEnabled)
                {
                    StencilReference = description.DepthStencilState.StencilReference;

                    StencilBehaviorDescription vdFrontDesc = description.DepthStencilState.StencilFront;
                    MTLStencilDescriptor       front       = MTLUtil.AllocInit <MTLStencilDescriptor>(nameof(MTLStencilDescriptor));
                    front.readMask                   = stencilEnabled ? description.DepthStencilState.StencilReadMask : 0u;
                    front.writeMask                  = stencilEnabled ? description.DepthStencilState.StencilWriteMask : 0u;
                    front.depthFailureOperation      = MTLFormats.VdToMTLStencilOperation(vdFrontDesc.DepthFail);
                    front.stencilFailureOperation    = MTLFormats.VdToMTLStencilOperation(vdFrontDesc.Fail);
                    front.depthStencilPassOperation  = MTLFormats.VdToMTLStencilOperation(vdFrontDesc.Pass);
                    front.stencilCompareFunction     = MTLFormats.VdToMTLCompareFunction(vdFrontDesc.Comparison);
                    depthDescriptor.frontFaceStencil = front;

                    StencilBehaviorDescription vdBackDesc = description.DepthStencilState.StencilBack;
                    MTLStencilDescriptor       back       = MTLUtil.AllocInit <MTLStencilDescriptor>(nameof(MTLStencilDescriptor));
                    back.readMask                   = stencilEnabled ? description.DepthStencilState.StencilReadMask : 0u;
                    back.writeMask                  = stencilEnabled ? description.DepthStencilState.StencilWriteMask : 0u;
                    back.depthFailureOperation      = MTLFormats.VdToMTLStencilOperation(vdBackDesc.DepthFail);
                    back.stencilFailureOperation    = MTLFormats.VdToMTLStencilOperation(vdBackDesc.Fail);
                    back.depthStencilPassOperation  = MTLFormats.VdToMTLStencilOperation(vdBackDesc.Pass);
                    back.stencilCompareFunction     = MTLFormats.VdToMTLCompareFunction(vdBackDesc.Comparison);
                    depthDescriptor.backFaceStencil = back;

                    ObjectiveCRuntime.release(front.NativePtr);
                    ObjectiveCRuntime.release(back.NativePtr);
                }

                DepthStencilState = gd.Device.newDepthStencilStateWithDescriptor(depthDescriptor);
                ObjectiveCRuntime.release(depthDescriptor.NativePtr);
            }

            DepthClipMode = description.DepthStencilState.DepthTestEnabled ? MTLDepthClipMode.Clip : MTLDepthClipMode.Clamp;
        }
        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("cube_vertex");

            // Load the fragment program into the library
            IMTLFunction fragmentProgram = defaultLibrary.CreateFunction("cube_fragment");

            // Create a vertex descriptor from the MTKMesh
            MTLVertexDescriptor vertexDescriptor = new MTLVertexDescriptor();

            vertexDescriptor.Attributes[0].Format      = MTLVertexFormat.Float4;
            vertexDescriptor.Attributes[0].BufferIndex = 0;
            vertexDescriptor.Attributes[0].Offset      = 0;
            vertexDescriptor.Attributes[1].Format      = MTLVertexFormat.Float4;
            vertexDescriptor.Attributes[1].BufferIndex = 0;
            vertexDescriptor.Attributes[1].Offset      = 4 * sizeof(float);

            vertexDescriptor.Layouts[0].Stride = 8 * sizeof(float);

            vertexDescriptor.Layouts[0].StepRate     = 1;
            vertexDescriptor.Layouts[0].StepFunction = MTLVertexStepFunction.PerVertex;

            vertexBuffer = device.CreateBuffer(vertexData, MTLResourceOptions.CpuCacheModeDefault);// (MTLResourceOptions)0);

            this.clock = new System.Diagnostics.Stopwatch();
            clock.Start();

            this.view = CreateLookAt(new Vector3(0, 0, 5), new Vector3(0, 0, 0), Vector3.UnitY);
            var aspect = (float)(View.Bounds.Size.Width / View.Bounds.Size.Height);

            proj = Matrix4.CreatePerspectiveFieldOfView((float)Math.PI / 4, aspect, 0.1f, 100);

            constantBuffer = device.CreateBuffer(64, 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,
            };

            MTLRenderPipelineColorAttachmentDescriptor renderBufferAttachment = pipelineStateDescriptor.ColorAttachments[0];

            renderBufferAttachment.PixelFormat                 = mtkView.ColorPixelFormat;
            renderBufferAttachment.BlendingEnabled             = true;
            renderBufferAttachment.SourceRgbBlendFactor        = MTLBlendFactor.One;
            renderBufferAttachment.DestinationRgbBlendFactor   = MTLBlendFactor.SourceAlpha;
            renderBufferAttachment.SourceAlphaBlendFactor      = MTLBlendFactor.One;
            renderBufferAttachment.DestinationAlphaBlendFactor = MTLBlendFactor.OneMinusSourceAlpha;
            renderBufferAttachment.RgbBlendOperation           = MTLBlendOperation.Add;
            renderBufferAttachment.AlphaBlendOperation         = MTLBlendOperation.Add;

            NSError error;

            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);
        }
        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("cube_vertex");

            // Load the fragment program into the library
            IMTLFunction fragmentProgram = defaultLibrary.CreateFunction("cube_fragment");

            // Create a vertex descriptor from the MTKMesh
            MTLVertexDescriptor vertexDescriptor = new MTLVertexDescriptor();

            vertexDescriptor.Attributes[0].Format      = MTLVertexFormat.Float4;
            vertexDescriptor.Attributes[0].BufferIndex = 0;
            vertexDescriptor.Attributes[0].Offset      = 0;
            vertexDescriptor.Attributes[1].Format      = MTLVertexFormat.Float3;
            vertexDescriptor.Attributes[1].BufferIndex = 0;
            vertexDescriptor.Attributes[1].Offset      = 4 * sizeof(float);
            vertexDescriptor.Attributes[2].Format      = MTLVertexFormat.Float2;
            vertexDescriptor.Attributes[2].BufferIndex = 0;
            vertexDescriptor.Attributes[2].Offset      = 7 * sizeof(float);

            vertexDescriptor.Layouts[0].Stride = 9 * sizeof(float);

            vertexDescriptor.Layouts[0].StepRate     = 1;
            vertexDescriptor.Layouts[0].StepFunction = MTLVertexStepFunction.PerVertex;

            // Primitive
            Torus(1.0f, 0.3f, 28, out List <PositionNormalTexture> vertexData, out List <ushort> indexData);

            vertexBuffer   = device.CreateBuffer(vertexData.ToArray(), MTLResourceOptions.CpuCacheModeDefault);// (MTLResourceOptions)0);
            indexDataArray = indexData.ToArray();
            indexBuffer    = device.CreateBuffer(indexDataArray, MTLResourceOptions.CpuCacheModeDefault);

            // Use clock
            this.clock = new System.Diagnostics.Stopwatch();
            clock.Start();

            Vector3 cameraPosition = new Vector3(0, 0, 1.5f);

            this.view = CreateLookAt(cameraPosition, new Vector3(0, 0, 0), Vector3.UnitY);
            var aspect = (float)(View.Bounds.Size.Width / View.Bounds.Size.Height);

            proj = Matrix4.CreatePerspectiveFieldOfView((float)Math.PI / 4, aspect, 0.1f, 100);


            // Constant Buffer
            this.param = new Parameters()
            {
                CameraPosition      = cameraPosition,
                WorldViewProjection = Matrix4.Identity,
                World = Matrix4.Identity,
                WorldInverseTranspose = Matrix4.Identity,
            };

            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,
            };

            MTLRenderPipelineColorAttachmentDescriptor renderBufferAttachment = pipelineStateDescriptor.ColorAttachments[0];

            renderBufferAttachment.PixelFormat = mtkView.ColorPixelFormat;

            NSError error;

            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);


            MTKTextureLoader mTKTextureLoader = new MTKTextureLoader(device);

            // Texture
            NSUrl url = NSBundle.MainBundle.GetUrlForResource("cubemap2", "ktx");

            this.texture = mTKTextureLoader.FromUrl(url, new MTKTextureLoaderOptions(), out error);

            Console.WriteLine("Failed to created pipeline state, error {0}", error);

            MTLSamplerDescriptor samplerDescriptor = new MTLSamplerDescriptor()
            {
                MinFilter    = MTLSamplerMinMagFilter.Linear,
                MagFilter    = MTLSamplerMinMagFilter.Linear,
                MipFilter    = MTLSamplerMipFilter.Linear,
                SAddressMode = MTLSamplerAddressMode.ClampToEdge,
                TAddressMode = MTLSamplerAddressMode.ClampToEdge,
            };

            this.sampler = device.CreateSamplerState(samplerDescriptor);
        }
        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("triangle_vertex");

            // Load the fragment program into the library
            IMTLFunction fragmentProgram = defaultLibrary.CreateFunction("triangle_fragment");

            // Create a vertex descriptor from the MTKMesh
            MTLVertexDescriptor vertexDescriptor = new MTLVertexDescriptor();

            vertexDescriptor.Attributes[0].Format      = MTLVertexFormat.Float4;
            vertexDescriptor.Attributes[0].BufferIndex = 0;
            vertexDescriptor.Attributes[0].Offset      = 0;
            vertexDescriptor.Attributes[1].Format      = MTLVertexFormat.Float4;
            vertexDescriptor.Attributes[1].BufferIndex = 0;
            vertexDescriptor.Attributes[1].Offset      = 4 * sizeof(float);
            vertexDescriptor.Attributes[2].Format      = MTLVertexFormat.Float4;
            vertexDescriptor.Attributes[2].BufferIndex = 0;
            vertexDescriptor.Attributes[2].Offset      = 8 * sizeof(float);

            vertexDescriptor.Layouts[0].Stride       = 8 * sizeof(float);
            vertexDescriptor.Layouts[0].StepRate     = 1;
            vertexDescriptor.Layouts[0].StepFunction = MTLVertexStepFunction.PerVertex;

            vertexBuffer    = device.CreateBuffer(vertexData, MTLResourceOptions.CpuCacheModeDefault);
            indexBuffer     = device.CreateBuffer(indexData, MTLResourceOptions.CpuCacheModeDefault);
            instancedBuffer = device.CreateBuffer(instancedData, 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,
                AlphaToOneEnabled            = true,
                AlphaToCoverageEnabled       = true,
            };

            MTLRenderPipelineColorAttachmentDescriptor renderBufferAttachment = pipelineStateDescriptor.ColorAttachments[0];

            renderBufferAttachment.PixelFormat = mtkView.ColorPixelFormat;

            NSError error;

            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,
            };

            depthStencilState = device.CreateDepthStencilState(depthStateDesc);
        }
Example #6
0
        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("cube_vertex");

            // Load the fragment program into the library
            IMTLFunction fragmentProgram = defaultLibrary.CreateFunction("cube_fragment");

            // Create a vertex descriptor from the MTKMesh
            MTLVertexDescriptor vertexDescriptor = new MTLVertexDescriptor();

            vertexDescriptor.Attributes[0].Format      = MTLVertexFormat.Float4;
            vertexDescriptor.Attributes[0].BufferIndex = 0;
            vertexDescriptor.Attributes[0].Offset      = 0;
            vertexDescriptor.Attributes[1].Format      = MTLVertexFormat.Float4;
            vertexDescriptor.Attributes[1].BufferIndex = 0;
            vertexDescriptor.Attributes[1].Offset      = 4 * sizeof(float);
            vertexDescriptor.Attributes[2].Format      = MTLVertexFormat.Float2;
            vertexDescriptor.Attributes[2].BufferIndex = 0;
            vertexDescriptor.Attributes[2].Offset      = 8 * sizeof(float);

            vertexDescriptor.Layouts[0].Stride = 10 * sizeof(float);

            vertexDescriptor.Layouts[0].StepRate     = 1;
            vertexDescriptor.Layouts[0].StepFunction = MTLVertexStepFunction.PerVertex;

            vertexBuffer = device.CreateBuffer(vertexData, MTLResourceOptions.CpuCacheModeDefault);// (MTLResourceOptions)0);

            this.clock = new System.Diagnostics.Stopwatch();
            clock.Start();

            this.view = CreateLookAt(new Vector3(0, 0, 5), new Vector3(0, 0, 0), Vector3.UnitY);
            var aspect = (float)(View.Bounds.Size.Width / View.Bounds.Size.Height);

            proj = Matrix4.CreatePerspectiveFieldOfView((float)Math.PI / 4, aspect, 0.1f, 100);

            this.constantBuffer1 = device.CreateBuffer((uint)Marshal.SizeOf(this.param), MTLResourceOptions.CpuCacheModeDefault);
            this.constantBuffer2 = 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,
            };

            MTLRenderPipelineColorAttachmentDescriptor renderBufferAttachment = pipelineStateDescriptor.ColorAttachments[0];

            renderBufferAttachment.PixelFormat = mtkView.ColorPixelFormat;

            NSError error;

            pipelineState = device.CreateRenderPipelineState(pipelineStateDescriptor, out error);
            if (pipelineState == null)
            {
                Console.WriteLine("Failed to created pipeline state, error {0}", error);
            }

            var depthStencilState1Description = new MTLDepthStencilDescriptor
            {
                DepthCompareFunction = MTLCompareFunction.Less,
                DepthWriteEnabled    = true,
                FrontFaceStencil     = new MTLStencilDescriptor()
                {
                    WriteMask = 0xff,
                    StencilCompareFunction    = MTLCompareFunction.Always,
                    DepthStencilPassOperation = MTLStencilOperation.IncrementClamp,
                }
            };

            depthStencilState1 = device.CreateDepthStencilState(depthStencilState1Description);

            var depthStencilState2Description = new MTLDepthStencilDescriptor
            {
                DepthCompareFunction = MTLCompareFunction.Less,
                DepthWriteEnabled    = true,
                FrontFaceStencil     = new MTLStencilDescriptor()
                {
                    ReadMask  = 0xff,
                    WriteMask = 0x0,
                    StencilCompareFunction = MTLCompareFunction.NotEqual,
                }
            };

            depthStencilState2 = device.CreateDepthStencilState(depthStencilState2Description);

            // Texture
            NSImage          image            = NSImage.ImageNamed("crate.png");
            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.Repeat,
                TAddressMode = MTLSamplerAddressMode.Repeat,
            };

            this.sampler = device.CreateSamplerState(samplerDescriptor);
        }