コード例 #1
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);
        }
コード例 #2
0
        public static IMTLBuffer CreateBuffer <T> (this IMTLDevice This, T [] data, MTLResourceOptions options) where T : struct
        {
            var handle = GCHandle.Alloc(data, GCHandleType.Pinned);              // This requires a pinned GCHandle, since it's not possible to use unsafe code to get the address of a generic object.

            try {
                IntPtr ptr = handle.AddrOfPinnedObject();
                return(This.CreateBuffer(ptr, (nuint)(data.Length * Marshal.SizeOf(typeof(T))), options));
            } finally {
                handle.Free();
            }
        }
コード例 #3
0
        public static IMTLBuffer CreateBuffer <T> (this IMTLDevice This, T [] data, MTLResourceOptions options) where T : struct
        {
            var handle = GCHandle.Alloc(data, GCHandleType.Pinned);

            try {
                IntPtr ptr = handle.AddrOfPinnedObject();
                return(This.CreateBuffer(ptr, (nuint)(data.Length * Marshal.SizeOf(typeof(T))), options));
            } finally {
                handle.Free();
            }
        }
コード例 #4
0
        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);
        }
コード例 #5
0
ファイル: Quad.cs プロジェクト: CBrauer/monotouch-samples
		// Designated initializer
		public Quad (IMTLDevice device)
		{
			if (device == null)
				throw new Exception ("ERROR: Invalid device!");

			vertexBuffer = device.CreateBuffer<Vector4> (quadVertices, MTLResourceOptions.CpuCacheModeDefault);
			if (vertexBuffer == null)
				Console.WriteLine ("ERROR: Failed creating a vertex buffer for a quad!");
			vertexBuffer.Label = "quad vertices";

			texCoordBuffer = device.CreateBuffer<Vector2> (quadTexCoords, MTLResourceOptions.CpuCacheModeDefault);
			if (texCoordBuffer == null)
				Console.WriteLine ("ERROR: Failed creating a 2d texture coordinate buffer!");
			texCoordBuffer.Label = "quad texcoords";

			vertexIndex = 0;
			texCoordIndex = 1;
			Aspect = 1f;

			scale = Vector2.One;
		}
コード例 #6
0
ファイル: Renderer.cs プロジェクト: yablonka/ios-samples
        bool PrepareTransformBuffer()
        {
            // allocate regions of memory for the constant buffer
            transformBuffer = device.CreateBuffer((nuint)Marshal.SizeOf <Matrix4> (), MTLResourceOptions.CpuCacheModeDefault);

            if (transformBuffer == null)
            {
                return(false);
            }

            transformBuffer.Label = "TransformBuffer";

            return(true);
        }
コード例 #7
0
        public AmtDeviceMemory(IMTLDevice device, MgMemoryAllocateInfo pAllocateInfo)
        {
            if (pAllocateInfo == null)
            {
                throw new ArgumentNullException(nameof(pAllocateInfo));
            }

            if (pAllocateInfo.AllocationSize > nuint.MaxValue)
            {
                throw new ArgumentOutOfRangeException(nameof(pAllocateInfo.AllocationSize)
                                                      + " must be <= nuint.MaxValue");
            }

            AllocationSize = (nuint)pAllocateInfo.AllocationSize;

            var options = MTLResourceOptions.CpuCacheModeDefault;

            InternalBuffer = device.CreateBuffer(AllocationSize, options);
        }
コード例 #8
0
        public MetalKitEssentialsSubmesh(MTKSubmesh mtkSubmesh, MDLSubmesh mdlSubmesh, IMTLDevice device)
        {
            materialUniforms = device.CreateBuffer ((nuint)Marshal.SizeOf <MaterialUniforms> (), MTLResourceOptions.CpuCacheModeDefault);
            var uniforms = Marshal.PtrToStructure <MaterialUniforms> (materialUniforms.Contents);
            submesh = mtkSubmesh;

            for (nuint i = 0; i < mdlSubmesh.Material.Count; i++) {
                MDLMaterialProperty property = ObjectAtIndexedSubscript (mdlSubmesh.Material, i);

                if (property == null)
                    continue;

                if (property.Name == "baseColorMap") {

                    if (property.Type != MDLMaterialPropertyType.String)
                        continue;

                    var textureURL = new NSUrl (string.Format ("file://{0}", property.StringValue));
                    var textureLoader = new MTKTextureLoader (device);

                    NSError error;
                    diffuseTexture = textureLoader.FromUrl (textureURL, null, out error);

                    if (diffuseTexture == null)
                        throw new Exception (string.Format ("Diffuse texture load: {0}", error.LocalizedDescription));
                } else if (property.Name == "BlinnSpecularColor") {
                    if (property.Type == MDLMaterialPropertyType.Float4)
                        uniforms.specularColor = property.Float4Value;
                    else if (property.Type == MDLMaterialPropertyType.Float3)
                        uniforms.specularColor = new Vector4 (property.Float3Value);
                } else if (property.Name == "emission") {
                    if(property.Type == MDLMaterialPropertyType.Float4)
                        uniforms.emissiveColor = property.Float4Value;
                    else if (property.Type == MDLMaterialPropertyType.Float3)
                        uniforms.emissiveColor = new Vector4 (property.Float3Value);
                }
            }

            Marshal.StructureToPtr (uniforms, materialUniforms.Contents, true);
        }
コード例 #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);
        }
コード例 #10
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);
        }
コード例 #11
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.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);
        }
コード例 #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();

            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";
        }
コード例 #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
            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);
        }
コード例 #14
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);
        }
コード例 #15
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);
        }
コード例 #16
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);
            }
        }
コード例 #17
0
        public MetalKitEssentialsSubmesh(MTKSubmesh mtkSubmesh, MDLSubmesh mdlSubmesh, IMTLDevice device)
        {
            materialUniforms = device.CreateBuffer((nuint)Marshal.SizeOf <MaterialUniforms> (), MTLResourceOptions.CpuCacheModeDefault);
            var uniforms = Marshal.PtrToStructure <MaterialUniforms> (materialUniforms.Contents);

            submesh = mtkSubmesh;

            for (nuint i = 0; i < mdlSubmesh.Material.Count; i++)
            {
                MDLMaterialProperty property = ObjectAtIndexedSubscript(mdlSubmesh.Material, i);

                if (property == null)
                {
                    continue;
                }

                if (property.Name == "baseColorMap")
                {
                    if (property.Type != MDLMaterialPropertyType.String)
                    {
                        continue;
                    }

                    var textureURL    = new NSUrl(string.Format("file://{0}", property.StringValue));
                    var textureLoader = new MTKTextureLoader(device);

                    NSError error;
                    diffuseTexture = textureLoader.FromUrl(textureURL, null, out error);

                    if (diffuseTexture == null)
                    {
                        throw new Exception(string.Format("Diffuse texture load: {0}", error.LocalizedDescription));
                    }
                }
                else if (property.Name == "specularColor")
                {
                    if (property.Type == MDLMaterialPropertyType.Float4)
                    {
                        uniforms.specularColor = property.Float4Value;
                    }
                    else if (property.Type == MDLMaterialPropertyType.Float3)
                    {
                        uniforms.specularColor = new Vector4(property.Float3Value);
                    }
                    uniforms.specularColor.W = 1f;
                }
                else if (property.Name == "emission")
                {
                    if (property.Type == MDLMaterialPropertyType.Float4)
                    {
                        uniforms.emissiveColor = property.Float4Value;
                    }
                    else if (property.Type == MDLMaterialPropertyType.Float3)
                    {
                        uniforms.emissiveColor = new Vector4(property.Float3Value);
                    }
                    uniforms.emissiveColor.W = 1f;
                }
            }

            Marshal.StructureToPtr(uniforms, materialUniforms.Contents, true);
        }
コード例 #18
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("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;
        }
コード例 #19
0
ファイル: Flag.cs プロジェクト: zain-tariq/ios-samples
        public ClothSimMetalNode(IMTLDevice device, uint width, uint height)
        {
            var vector3Size = System.Runtime.InteropServices.Marshal.SizeOf <OpenTK.NVector3>();

            var vertices = new List <SCNVector3>();
            var normals  = new List <SCNVector3>();
            var uvs      = new List <OpenTK.Vector2>();
            var indices  = new List <byte>();

            for (var y = 0; y < height; y++)
            {
                for (var x = 0; x < width; x++)
                {
                    var p = new SCNVector3(x, 0, y);
                    vertices.Add(p);
                    normals.Add(SCNVector3.UnitY);
                    uvs.Add(new OpenTK.Vector2(p.X / width, p.Z / height));
                }
            }

            for (var y = 0; y < (height - 1); y++)
            {
                for (var x = 0; x < (width - 1); x++)
                {
                    // make 2 triangles from the 4 vertices of a quad
                    var i0 = (byte)(y * width + x);
                    var i1 = (byte)(i0 + 1);
                    var i2 = (byte)(i0 + width);
                    var i3 = (byte)(i2 + 1);

                    // triangle 1
                    indices.Add(i0);
                    indices.Add(i2);
                    indices.Add(i3);

                    // triangle 2
                    indices.Add(i0);
                    indices.Add(i3);
                    indices.Add(i1);
                }
            }

            var vertexBuffer1 = device.CreateBuffer(vertices.ToArray(), MTLResourceOptions.CpuCacheModeWriteCombined);
            var vertexBuffer2 = device.CreateBuffer((nuint)(vertices.Count * vector3Size),
                                                    MTLResourceOptions.CpuCacheModeWriteCombined);

            var vertexSource = SCNGeometrySource.FromMetalBuffer(vertexBuffer1,
                                                                 MTLVertexFormat.Float3,
                                                                 SCNGeometrySourceSemantics.Vertex,
                                                                 vertices.Count,
                                                                 0,
                                                                 vector3Size);


            var normalBuffer     = device.CreateBuffer(normals.ToArray(), MTLResourceOptions.CpuCacheModeWriteCombined);
            var normalWorkBuffer = device.CreateBuffer((nuint)(normals.Count * vector3Size),
                                                       MTLResourceOptions.CpuCacheModeWriteCombined);

            var normalSource = SCNGeometrySource.FromMetalBuffer(normalBuffer,
                                                                 MTLVertexFormat.Float3,
                                                                 SCNGeometrySourceSemantics.Normal,
                                                                 normals.Count,
                                                                 0,
                                                                 vector3Size);


            var uvBuffer = device.CreateBuffer(uvs.ToArray(), MTLResourceOptions.CpuCacheModeWriteCombined);

            var uvSource = SCNGeometrySource.FromMetalBuffer(uvBuffer,
                                                             MTLVertexFormat.Float2,
                                                             SCNGeometrySourceSemantics.Texcoord,
                                                             uvs.Count,
                                                             0,
                                                             OpenTK.Vector2.SizeInBytes);

            var data         = NSData.FromArray(indices.ToArray());
            var indexElement = SCNGeometryElement.FromData(data, SCNGeometryPrimitiveType.Triangles, 1178, 4);
            var geometry     = SCNGeometry.Create(new SCNGeometrySource[] { vertexSource, normalSource, uvSource },
                                                  new SCNGeometryElement[] { indexElement });

            // velocity buffers
            var velocityBuffer1 = device.CreateBuffer((nuint)(vertices.Count * vector3Size),
                                                      MTLResourceOptions.CpuCacheModeWriteCombined);

            var velocityBuffer2 = device.CreateBuffer((nuint)(vertices.Count * vector3Size),
                                                      MTLResourceOptions.CpuCacheModeWriteCombined);

            this.Geometry         = geometry;
            this.VertexCount      = vertices.Count;
            this.Vb1              = vertexBuffer1;
            this.Vb2              = vertexBuffer2;
            this.NormalBuffer     = normalBuffer;
            this.NormalWorkBuffer = normalWorkBuffer;
            this.VelocityBuffers  = new List <IMTLBuffer> {
                velocityBuffer1, velocityBuffer2
            };
        }