Exemple #1
0
        void ConfigureMetal()
        {
            var library = device.CreateDefaultLibrary();

            if (library == null)
            {
                return;
            }
            MTLRenderPipelineDescriptor pipelineDescriptor = new MTLRenderPipelineDescriptor();

            pipelineDescriptor.SampleCount = 1;
            pipelineDescriptor.ColorAttachments[0].PixelFormat = MTLPixelFormat.BGRA8Unorm;
            pipelineDescriptor.DepthAttachmentPixelFormat      = MTLPixelFormat.Invalid;
            pipelineDescriptor.VertexFunction   = library.CreateFunction("simpleVertex");
            pipelineDescriptor.FragmentFunction = library.CreateFunction("simpleTexture");

            NSError error1 = null;

            renderPipelineState = device.CreateRenderPipelineState(pipelineDescriptor, out error1);

            if (error1 != null)
            {
                return;
            }
            commandQueue = device.CreateCommandQueue();
        }
        public void Configure(GameView view)
        {
            view.DepthPixelFormat   = depthPixelFormat;
            view.StencilPixelFormat = stencilPixelFormat;
            view.SampleCount        = sampleCount;

            dynamicConstantBuffer = new IMTLBuffer[max_inflight_buffers];

            // allocate one region of memory for the constant buffer
            for (int i = 0; i < max_inflight_buffers; i++)
            {
                dynamicConstantBuffer [i]       = device.CreateBuffer(max_bytes_per_frame, MTLResourceOptions.CpuCacheModeDefault);
                dynamicConstantBuffer [i].Label = string.Format("ConstantBuffer{0}", i);
            }

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

            if (fragmentProgram == null)
            {
                Console.WriteLine("ERROR: Couldnt load fragment function from default library");
            }

            // load the vertex program into the library
            IMTLFunction vertexProgram = defaultLibrary.CreateFunction("lighting_vertex");

            if (vertexProgram == null)
            {
                Console.WriteLine("ERROR: Couldnt load vertex function from default library");
            }

            // setup the vertex buffers
            vertexBuffer       = device.CreateBuffer <float> (cubeVertexData, MTLResourceOptions.CpuCacheModeDefault);
            vertexBuffer.Label = "Vertices";

            //  create a reusable pipeline state
            var pipelineStateDescriptor = new MTLRenderPipelineDescriptor {
                Label                      = "MyPipeline",
                SampleCount                = sampleCount,
                VertexFunction             = vertexProgram,
                FragmentFunction           = fragmentProgram,
                DepthAttachmentPixelFormat = depthPixelFormat
            };

            pipelineStateDescriptor.ColorAttachments [0].PixelFormat = MTLPixelFormat.BGRA8Unorm;

            NSError error;

            pipelineState = device.CreateRenderPipelineState(pipelineStateDescriptor, out error);

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

            depthState = device.CreateDepthStencilState(depthStateDesc);
        }
        void LoadAssets()
        {
            // Generate meshes
            MDLMesh mdl = MDLMesh.CreateBox(new Vector3(2f, 2f, 2f), new Vector3i(1, 1, 1), MDLGeometryType.Triangles, false, new MTKMeshBufferAllocator(device));

            NSError error;

            boxMesh = new MTKMesh(mdl, device, out error);

            // Allocate one region of memory for the uniform buffer
            dynamicConstantBuffer       = device.CreateBuffer(MaxBytesPerFrame, (MTLResourceOptions)0);
            dynamicConstantBuffer.Label = "UniformBuffer";

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

            // Load the vertex program into the library
            IMTLFunction vertexProgram = defaultLibrary.CreateFunction("lighting_vertex");

            // Create a vertex descriptor from the MTKMesh
            MTLVertexDescriptor vertexDescriptor = MTLVertexDescriptor.FromModelIO(boxMesh.VertexDescriptor);

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

            // Create a reusable pipeline state
            var pipelineStateDescriptor = new MTLRenderPipelineDescriptor
            {
                Label                        = "MyPipeline",
                SampleCount                  = view.SampleCount,
                VertexFunction               = vertexProgram,
                FragmentFunction             = fragmentProgram,
                VertexDescriptor             = vertexDescriptor,
                DepthAttachmentPixelFormat   = view.DepthStencilPixelFormat,
                StencilAttachmentPixelFormat = view.DepthStencilPixelFormat
            };

            pipelineStateDescriptor.ColorAttachments[0].PixelFormat = view.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);
        }
        private void PlatformConstruct(GraphicsDevice graphicsDevice, PipelineStateDescription description)
        {
            var deviceDescriptor = new MTLRenderPipelineDescriptor
            {
                DepthAttachmentPixelFormat = MTLPixelFormat.Depth32Float,
                FragmentFunction           = description.PixelShader.DeviceFunction,
                VertexDescriptor           = description.VertexDescriptor.DeviceVertexDescriptor,
                VertexFunction             = description.VertexShader.DeviceFunction
            };

            deviceDescriptor.ColorAttachments[0].PixelFormat = description.RenderTargetFormat.ToMTLPixelFormat();

            DeviceRenderPipelineState = AddDisposable(graphicsDevice.Device.CreateRenderPipelineState(deviceDescriptor, out var error));
        }
Exemple #5
0
        void LoadAssets()
        {
            // Allocate one region of memory for the uniform buffer
            dynamicConstantBuffer       = device.CreateBuffer(max_bytes_per_frame, 0);
            dynamicConstantBuffer.Label = "UniformBuffer";

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

            // Load the vertex program into the library
            IMTLFunction vertexProgram = defaultLibrary.CreateFunction("lighting_vertex");

            // Setup the vertex buffers
            vertexBuffer       = device.CreateBuffer <float>(cubeVertexData, (MTLResourceOptions)0);
            vertexBuffer.Label = "Vertices";

            // Create a reusable pipeline state
            var pipelineStateDescriptor = new MTLRenderPipelineDescriptor
            {
                Label                      = "MyPipeline",
                SampleCount                = 1,
                VertexFunction             = vertexProgram,
                FragmentFunction           = fragmentProgram,
                DepthAttachmentPixelFormat = MTLPixelFormat.Depth32Float
            };

            pipelineStateDescriptor.ColorAttachments[0].PixelFormat = MTLPixelFormat.BGRA8Unorm;

            NSError error;

            pipelineState = device.CreateRenderPipelineState(pipelineStateDescriptor, out error);

            if (pipelineState == null)
            {
                Console.WriteLine("Failed to created pipeline state, error " + error);
            }

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

            depthState = device.CreateDepthStencilState(depthStateDesc);
        }
Exemple #6
0
        bool PreparePipelineState()
        {
            // get the fragment function from the library
            IMTLFunction fragmentProgram = shaderLibrary.CreateFunction("texturedQuadFragment");

            if (fragmentProgram == null)
            {
                Console.WriteLine("ERROR: Couldn't load fragment function from default library");
            }

            // get the vertex function from the library
            IMTLFunction vertexProgram = shaderLibrary.CreateFunction("texturedQuadVertex");

            if (vertexProgram == null)
            {
                Console.WriteLine("ERROR: Couldn't load vertex function from default library");
            }

            //  create a pipeline state for the quad
            var quadPipelineStateDescriptor = new MTLRenderPipelineDescriptor {
                DepthAttachmentPixelFormat   = depthPixelFormat,
                StencilAttachmentPixelFormat = MTLPixelFormat.Invalid,
                SampleCount      = sampleCount,
                VertexFunction   = vertexProgram,
                FragmentFunction = fragmentProgram
            };

            quadPipelineStateDescriptor.ColorAttachments[0].PixelFormat = MTLPixelFormat.BGRA8Unorm;

            NSError error;

            pipelineState = device.CreateRenderPipelineState(quadPipelineStateDescriptor, out error);
            if (pipelineState == null)
            {
                Console.WriteLine("ERROR: Failed acquiring pipeline state descriptor: %@", error.Description);
                return(false);
            }

            return(true);
        }
        private void PlatformConstruct(GraphicsDevice graphicsDevice, PipelineStateDescription description)
        {
            using (var descriptor = new MTLRenderPipelineDescriptor())
            {
                descriptor.DepthAttachmentPixelFormat = MTLPixelFormat.Depth32Float;

                descriptor.InputPrimitiveTopology = description.PrimitiveType.ToMTLPrimitiveTopologyClass();

                descriptor.FragmentFunction = description.PixelShader.DeviceFunction;
                descriptor.VertexDescriptor = description.VertexDescriptor?.DeviceVertexDescriptor;
                descriptor.VertexFunction   = description.VertexShader.DeviceFunction;

                descriptor.ColorAttachments[0].PixelFormat = description.RenderTargetFormat.ToMTLPixelFormat();

                descriptor.ColorAttachments[0].BlendingEnabled             = description.BlendState.Enabled;
                descriptor.ColorAttachments[0].RgbBlendOperation           = MTLBlendOperation.Add;
                descriptor.ColorAttachments[0].AlphaBlendOperation         = MTLBlendOperation.Add;
                descriptor.ColorAttachments[0].SourceRgbBlendFactor        = description.BlendState.SourceBlend.ToMTLBlendFactor();
                descriptor.ColorAttachments[0].SourceAlphaBlendFactor      = description.BlendState.SourceAlphaBlend.ToMTLBlendFactor();
                descriptor.ColorAttachments[0].DestinationRgbBlendFactor   = description.BlendState.DestinationBlend.ToMTLBlendFactor();
                descriptor.ColorAttachments[0].DestinationAlphaBlendFactor = description.BlendState.DestinationAlphaBlend.ToMTLBlendFactor();

                DeviceRenderPipelineState = AddDisposable(graphicsDevice.Device.CreateRenderPipelineState(descriptor, out _));
            }

            // Rasterizer state.
            _triangleFillMode   = description.RasterizerState.FillMode.ToMTLTriangleFillMode();
            _frontFacingWinding = description.RasterizerState.IsFrontCounterClockwise
                ? MTLWinding.CounterClockwise
                : MTLWinding.Clockwise;
            _cullMode = description.RasterizerState.CullMode.ToMTLCullMode();

            // Depth stencil state.
            _depthStencilState = AddDisposable(graphicsDevice.Device.CreateDepthStencilState(new MTLDepthStencilDescriptor
            {
                DepthCompareFunction = description.DepthStencilState.DepthComparison.ToMTLCompareFunction(),
                DepthWriteEnabled    = description.DepthStencilState.IsDepthWriteEnabled
            }));
        }
		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);
		}
Exemple #9
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);
        }
Exemple #10
0
        void LoadAssets()
        {
            // Allocate one region of memory for the uniform buffer
            dynamicConstantBuffer = device.CreateBuffer (max_bytes_per_frame, 0);
            dynamicConstantBuffer.Label = "UniformBuffer";

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

            // Load the vertex program into the library
            IMTLFunction vertexProgram = defaultLibrary.CreateFunction ("lighting_vertex");

            // Setup the vertex buffers
            vertexBuffer = device.CreateBuffer<float> (cubeVertexData, (MTLResourceOptions)0);
            vertexBuffer.Label = "Vertices";

            // Create a reusable pipeline state
            var pipelineStateDescriptor = new MTLRenderPipelineDescriptor {
                Label = "MyPipeline",
                SampleCount = 1,
                VertexFunction = vertexProgram,
                FragmentFunction = fragmentProgram,
                DepthAttachmentPixelFormat = MTLPixelFormat.Depth32Float
            };

            pipelineStateDescriptor.ColorAttachments [0].PixelFormat = MTLPixelFormat.BGRA8Unorm;

            NSError error;

            pipelineState = device.CreateRenderPipelineState (pipelineStateDescriptor, out error);

            if (pipelineState == null)
                Console.WriteLine ("Failed to created pipeline state, error " + error);

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

            depthState = device.CreateDepthStencilState (depthStateDesc);
        }
Exemple #11
0
		bool PreparePipelineState ()
		{
			// get the fragment function from the library
			IMTLFunction fragmentProgram = shaderLibrary.CreateFunction ("texturedQuadFragment");

			if (fragmentProgram == null)
				Console.WriteLine ("ERROR: Couldn't load fragment function from default library");

			// get the vertex function from the library
			IMTLFunction vertexProgram = shaderLibrary.CreateFunction ("texturedQuadVertex");

			if (vertexProgram == null)
				Console.WriteLine ("ERROR: Couldn't load vertex function from default library");

			//  create a pipeline state for the quad
			var quadPipelineStateDescriptor = new MTLRenderPipelineDescriptor {
				DepthAttachmentPixelFormat = depthPixelFormat,
				StencilAttachmentPixelFormat = MTLPixelFormat.Invalid,
				SampleCount = sampleCount,
				VertexFunction = vertexProgram,
				FragmentFunction = fragmentProgram
			};

			quadPipelineStateDescriptor.ColorAttachments [0].PixelFormat = MTLPixelFormat.BGRA8Unorm;

			NSError error;

			pipelineState = device.CreateRenderPipelineState (quadPipelineStateDescriptor, out error);
			if (pipelineState == null) {
				Console.WriteLine ("ERROR: Failed acquiring pipeline state descriptor: %@", error.Description);
				return false;
			}

			return true;
		}
Exemple #12
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("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);
        }
Exemple #13
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
            view          = (MTKView)View;
            view.Delegate = this;
            view.Device   = device;

            view.SampleCount              = 1;
            view.DepthStencilPixelFormat  = MTLPixelFormat.Depth32Float_Stencil8;
            view.ColorPixelFormat         = MTLPixelFormat.BGRA8Unorm;
            view.PreferredFramesPerSecond = 60;
            view.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.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);

            // Create a reusable pipeline state
            var pipelineStateDescriptor = new MTLRenderPipelineDescriptor
            {
                SampleCount                  = view.SampleCount,
                VertexFunction               = vertexProgram,
                FragmentFunction             = fragmentProgram,
                VertexDescriptor             = vertexDescriptor,
                DepthAttachmentPixelFormat   = view.DepthStencilPixelFormat,
                StencilAttachmentPixelFormat = view.DepthStencilPixelFormat
            };

            pipelineStateDescriptor.ColorAttachments[0].PixelFormat = view.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);

            this.rectangle = new MTLScissorRect(125, 166, 250, 444);
        }
        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);
        }
Exemple #15
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        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);
        }
Exemple #16
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		public void Configure (GameView view)
		{
			view.DepthPixelFormat = depthPixelFormat;
			view.StencilPixelFormat = stencilPixelFormat;
			view.SampleCount = sampleCount;

			dynamicConstantBuffer = new IMTLBuffer[max_inflight_buffers];

			// allocate one region of memory for the constant buffer
			for (int i = 0; i < max_inflight_buffers; i++) {
				dynamicConstantBuffer [i] = device.CreateBuffer (max_bytes_per_frame, MTLResourceOptions.CpuCacheModeDefault);
				dynamicConstantBuffer [i].Label = string.Format ("ConstantBuffer{0}", i);
			}

			// load the fragment program into the library
			IMTLFunction fragmentProgram = defaultLibrary.CreateFunction ("lighting_fragment");
			if (fragmentProgram == null)
				Console.WriteLine ("ERROR: Couldnt load fragment function from default library");

			// load the vertex program into the library
			IMTLFunction vertexProgram = defaultLibrary.CreateFunction ("lighting_vertex");
			if (vertexProgram == null)
				Console.WriteLine ("ERROR: Couldnt load vertex function from default library");

			// setup the vertex buffers
			vertexBuffer = device.CreateBuffer<float> (cubeVertexData, MTLResourceOptions.CpuCacheModeDefault);
			vertexBuffer.Label = "Vertices";

			//  create a reusable pipeline state
			var pipelineStateDescriptor = new MTLRenderPipelineDescriptor {
				Label = "MyPipeline",
				SampleCount = sampleCount,
				VertexFunction = vertexProgram,
				FragmentFunction = fragmentProgram,
				DepthAttachmentPixelFormat = depthPixelFormat
			};

			pipelineStateDescriptor.ColorAttachments [0].PixelFormat = MTLPixelFormat.BGRA8Unorm;

			NSError error;
			pipelineState = device.CreateRenderPipelineState (pipelineStateDescriptor, out 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);
        }
Exemple #18
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        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();

            NSError error;

            // Setup view
            view          = (MTKView)View;
            view.Delegate = this;
            view.Device   = device;

            view.SampleCount              = 1;
            view.DepthStencilPixelFormat  = MTLPixelFormat.Depth32Float_Stencil8;
            view.ColorPixelFormat         = MTLPixelFormat.BGRA8Unorm;
            view.PreferredFramesPerSecond = 60;
            view.ClearColor = new MTLClearColor(0, 0, 0, 1.0f);

            // Functions
            var source = System.IO.File.ReadAllText("Triangle.metal");
            MTLCompileOptions compileOptions = new MTLCompileOptions()
            {
                LanguageVersion = MTLLanguageVersion.v2_0,
            };

            IMTLLibrary  customLibrary    = device.CreateLibrary(source, compileOptions, out error);
            IMTLFunction kernelFunction   = customLibrary.CreateFunction("tessellation_kernel_triangle");
            IMTLFunction vertexFunction   = customLibrary.CreateFunction("tessellation_vertex_triangle");
            IMTLFunction fragmentFunction = customLibrary.CreateFunction("tessellation_fragment");

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

            vertexDescriptor.Attributes[0].Format      = MTLVertexFormat.Float4;
            vertexDescriptor.Attributes[0].BufferIndex = 0;
            vertexDescriptor.Attributes[0].Offset      = 0;

            vertexDescriptor.Layouts[0].Stride = 4 * sizeof(float);

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

            // Create RenderPipeline
            var renderPipelineStateDescriptor = new MTLRenderPipelineDescriptor
            {
                SampleCount                  = view.SampleCount,
                VertexFunction               = vertexFunction,
                FragmentFunction             = fragmentFunction,
                VertexDescriptor             = vertexDescriptor,
                DepthAttachmentPixelFormat   = view.DepthStencilPixelFormat,
                StencilAttachmentPixelFormat = view.DepthStencilPixelFormat,

                MaxTessellationFactor             = 16,
                IsTessellationFactorScaleEnabled  = false,
                TessellationFactorFormat          = MTLTessellationFactorFormat.Half,
                TessellationControlPointIndexType = MTLTessellationControlPointIndexType.None,
                TessellationFactorStepFunction    = MTLTessellationFactorStepFunction.Constant,
                TessellationOutputWindingOrder    = MTLWinding.Clockwise,
                TessellationPartitionMode         = MTLTessellationPartitionMode.FractionalEven,
            };

            renderPipelineStateDescriptor.ColorAttachments[0].PixelFormat = view.ColorPixelFormat;

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

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

            depthState = device.CreateDepthStencilState(depthStateDesc);

            computePipelineState = device.CreateComputePipelineState(kernelFunction, out error);

            // Buffers
            tessellationFactorsBuffer       = device.CreateBuffer(256, MTLResourceOptions.StorageModePrivate);
            tessellationFactorsBuffer.Label = "Tessellation Factors";

            controlPointsBuffer       = device.CreateBuffer(controlPointPositionsTriangle, MTLResourceOptions.StorageModeManaged);
            controlPointsBuffer.Label = "Control Points Triangle";
        }
        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
            view          = (MTKView)View;
            view.Delegate = this;
            view.Device   = device;

            view.SampleCount              = 1;
            view.DepthStencilPixelFormat  = MTLPixelFormat.Depth32Float_Stencil8;
            view.ColorPixelFormat         = MTLPixelFormat.BGRA8Unorm;
            view.PreferredFramesPerSecond = 60;
            view.ClearColor = new MTLClearColor(0.5f, 0.5f, 0.5f, 1.0f);

            // Load the vertex program into the library
            IMTLFunction vertexProgram = defaultLibrary.CreateFunction("quad_vertex");

            // Load the fragment program into the library
            IMTLFunction fragmentProgram = defaultLibrary.CreateFunction("quad_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.Float2;
            vertexDescriptor.Attributes[1].BufferIndex = 0;
            vertexDescriptor.Attributes[1].Offset      = 4 * sizeof(float);

            vertexDescriptor.Layouts[0].Stride = 6 * sizeof(float);

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

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

            this.mipmapping     = 0;
            this.constantBuffer = device.CreateBuffer(sizeof(float), MTLResourceOptions.CpuCacheModeDefault);
            SetConstantBuffer(this.mipmapping, constantBuffer);

            // Create a reusable pipeline state
            var pipelineStateDescriptor = new MTLRenderPipelineDescriptor
            {
                SampleCount                  = view.SampleCount,
                VertexFunction               = vertexProgram,
                FragmentFunction             = fragmentProgram,
                VertexDescriptor             = vertexDescriptor,
                DepthAttachmentPixelFormat   = view.DepthStencilPixelFormat,
                StencilAttachmentPixelFormat = view.DepthStencilPixelFormat
            };

            pipelineStateDescriptor.ColorAttachments[0].PixelFormat = view.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);

            // Texture KTX
            NSUrl            url = NSBundle.MainBundle.GetUrlForResource("crate", "ktx");
            MTKTextureLoader mTKTextureLoader = new MTKTextureLoader(device);

            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);

            this.clock = new System.Diagnostics.Stopwatch();
            this.clock.Start();
            this.time = 0;
        }
Exemple #20
0
        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);
            }
        }