voxelotl-engine/Sources/Voxelotl/Renderer.swift

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import Foundation
import Metal
import QuartzCore.CAMetalLayer
import simd
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import ShaderTypes
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fileprivate let cubeVertices: [ShaderVertex] = [
.init(position: .init(-1, -1, 1, 1), normal: .init( 0, 0, 1, 0), texCoord: .init(0, 0)),
.init(position: .init( 1, -1, 1, 1), normal: .init( 0, 0, 1, 0), texCoord: .init(1, 0)),
.init(position: .init(-1, 1, 1, 1), normal: .init( 0, 0, 1, 0), texCoord: .init(0, 1)),
.init(position: .init( 1, 1, 1, 1), normal: .init( 0, 0, 1, 0), texCoord: .init(1, 1)),
.init(position: .init( 1, -1, 1, 1), normal: .init( 1, 0, 0, 0), texCoord: .init(0, 0)),
.init(position: .init( 1, -1, -1, 1), normal: .init( 1, 0, 0, 0), texCoord: .init(1, 0)),
.init(position: .init( 1, 1, 1, 1), normal: .init( 1, 0, 0, 0), texCoord: .init(0, 1)),
.init(position: .init( 1, 1, -1, 1), normal: .init( 1, 0, 0, 0), texCoord: .init(1, 1)),
.init(position: .init( 1, -1, -1, 1), normal: .init( 0, 0, -1, 0), texCoord: .init(0, 0)),
.init(position: .init(-1, -1, -1, 1), normal: .init( 0, 0, -1, 0), texCoord: .init(1, 0)),
.init(position: .init( 1, 1, -1, 1), normal: .init( 0, 0, -1, 0), texCoord: .init(0, 1)),
.init(position: .init(-1, 1, -1, 1), normal: .init( 0, 0, -1, 0), texCoord: .init(1, 1)),
.init(position: .init(-1, -1, -1, 1), normal: .init(-1, 0, 0, 0), texCoord: .init(0, 0)),
.init(position: .init(-1, -1, 1, 1), normal: .init(-1, 0, 0, 0), texCoord: .init(1, 0)),
.init(position: .init(-1, 1, -1, 1), normal: .init(-1, 0, 0, 0), texCoord: .init(0, 1)),
.init(position: .init(-1, 1, 1, 1), normal: .init(-1, 0, 0, 0), texCoord: .init(1, 1)),
.init(position: .init(-1, -1, -1, 1), normal: .init( 0, -1, 0, 0), texCoord: .init(0, 0)),
.init(position: .init( 1, -1, -1, 1), normal: .init( 0, -1, 0, 0), texCoord: .init(1, 0)),
.init(position: .init(-1, -1, 1, 1), normal: .init( 0, -1, 0, 0), texCoord: .init(0, 1)),
.init(position: .init( 1, -1, 1, 1), normal: .init( 0, -1, 0, 0), texCoord: .init(1, 1)),
.init(position: .init(-1, 1, 1, 1), normal: .init( 0, 1, 0, 0), texCoord: .init(0, 0)),
.init(position: .init( 1, 1, 1, 1), normal: .init( 0, 1, 0, 0), texCoord: .init(1, 0)),
.init(position: .init(-1, 1, -1, 1), normal: .init( 0, 1, 0, 0), texCoord: .init(0, 1)),
.init(position: .init( 1, 1, -1, 1), normal: .init( 0, 1, 0, 0), texCoord: .init(1, 1)),
]
fileprivate let cubeIndices: [UInt16] = [
0, 1, 2, 2, 1, 3,
4, 5, 6, 6, 5, 7,
8, 9, 10, 10, 9, 11,
12, 13, 14, 14, 13, 15,
16, 17, 18, 18, 17, 19,
20, 21, 22, 22, 21, 23
]
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class Renderer {
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private let depthFormat: MTLPixelFormat = .depth16Unorm
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private var device: MTLDevice
private var layer: CAMetalLayer
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private var viewport: MTLViewport
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private var aspectRatio: Float
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private var queue: MTLCommandQueue
private var lib: MTLLibrary
private let passDescription = MTLRenderPassDescriptor()
private var pso: MTLRenderPipelineState
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private var depthStencilState: MTLDepthStencilState
private var depthStencilTexture: MTLTexture
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private var vtxBuffer: MTLBuffer, idxBuffer: MTLBuffer
private var defaultTexture: MTLTexture
private var cubeTexture: MTLTexture? = nil
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fileprivate static func createMetalDevice() -> MTLDevice? {
MTLCopyAllDevices().reduce(nil, { best, dev in
if best == nil { dev }
else if !best!.isLowPower || dev.isLowPower { best }
else if best!.supportsRaytracing || !dev.supportsRaytracing { best }
else { dev }
})
}
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init(layer metalLayer: CAMetalLayer, size: SIMD2<Int>) throws {
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self.layer = metalLayer
// Select best Metal device
guard let device = Self.createMetalDevice() else {
throw RendererError.initFailure("Failed to create Metal device")
}
self.device = device
layer.device = device
layer.pixelFormat = MTLPixelFormat.bgra8Unorm
// Setup command queue
guard let queue = device.makeCommandQueue() else {
throw RendererError.initFailure("Failed to create command queue")
}
self.queue = queue
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self.viewport = Self.makeViewport(size: size)
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self.aspectRatio = Float(size.x) / Float(size.y)
passDescription.colorAttachments[0].loadAction = .clear
passDescription.colorAttachments[0].storeAction = .store
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passDescription.colorAttachments[0].clearColor = MTLClearColorMake(0.1, 0.1, 0.1, 1.0)
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passDescription.depthAttachment.loadAction = .clear
passDescription.depthAttachment.storeAction = .dontCare
passDescription.depthAttachment.clearDepth = 1.0
guard let depthStencilTexture = Self.createDepthTexture(device, size, format: depthFormat) else {
throw RendererError.initFailure("Failed to create depth buffer")
}
self.depthStencilTexture = depthStencilTexture
passDescription.depthAttachment.texture = self.depthStencilTexture
let stencilDepthDescription = MTLDepthStencilDescriptor()
stencilDepthDescription.depthCompareFunction = .less // OpenGL default
stencilDepthDescription.isDepthWriteEnabled = true
guard let depthStencilState = device.makeDepthStencilState(descriptor: stencilDepthDescription) else {
throw RendererError.initFailure("Failed to create depth stencil state")
}
self.depthStencilState = depthStencilState
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// Create shader library & grab functions
do {
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self.lib = try device.makeDefaultLibrary(bundle: Bundle.main)
} catch {
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throw RendererError.initFailure("Metal shader compilation failed:\n\(error.localizedDescription)")
}
let vertexProgram = lib.makeFunction(name: "vertexMain")
let fragmentProgram = lib.makeFunction(name: "fragmentMain")
// Set up pipeline state
let pipeDescription = MTLRenderPipelineDescriptor()
pipeDescription.vertexFunction = vertexProgram
pipeDescription.fragmentFunction = fragmentProgram
pipeDescription.colorAttachments[0].pixelFormat = layer.pixelFormat
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pipeDescription.depthAttachmentPixelFormat = depthFormat
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do {
self.pso = try device.makeRenderPipelineState(descriptor: pipeDescription)
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} catch {
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throw RendererError.initFailure("Failed to create pipeline state: \(error.localizedDescription)")
}
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// Create cube mesh buffers
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guard let vtxBuffer = device.makeBuffer(
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bytes: cubeVertices,
length: cubeVertices.count * MemoryLayout<ShaderVertex>.stride,
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options: .storageModeManaged)
else {
throw RendererError.initFailure("Failed to create vertex buffer")
}
self.vtxBuffer = vtxBuffer
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guard let idxBuffer = device.makeBuffer(
bytes: cubeIndices,
length: cubeIndices.count * MemoryLayout<UInt16>.stride,
options: .storageModeManaged)
else {
throw RendererError.initFailure("Failed to create index buffer")
}
self.idxBuffer = idxBuffer
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// Create a default texture
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do {
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self.defaultTexture = try Self.loadTexture(device, queue, image2D: Image2D(Data([
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0xFF, 0x00, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0xFF,
0x00, 0x00, 0x00, 0xFF, 0xFF, 0x00, 0xFF, 0xFF
]), format: .abgr8888, width: 2, height: 2, stride: 2 * 4))
} catch {
throw RendererError.initFailure("Failed to create default texture")
}
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// Load texture from a file in the bundle
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do {
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self.cubeTexture = try Self.loadTexture(device, queue, resourcePath: "test.png")
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} catch RendererError.loadFailure(let message) {
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printErr("Failed to load texture image: \(message)")
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} catch {
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printErr("Failed to load texture image: unknown error")
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}
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}
deinit {
}
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static func loadTexture(_ device: MTLDevice, _ queue: MTLCommandQueue, resourcePath path: String) throws -> MTLTexture {
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do {
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return try loadTexture(device, queue, url: Bundle.main.getResource(path))
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} catch ContentError.resourceNotFound(let message) {
throw RendererError.loadFailure(message)
}
}
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static func loadTexture(_ device: MTLDevice, _ queue: MTLCommandQueue, url imageUrl: URL) throws -> MTLTexture {
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do {
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return try loadTexture(device, queue, image2D: try NSImageLoader.open(url: imageUrl))
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} catch ImageLoaderError.openFailed(let message) {
throw RendererError.loadFailure(message)
}
}
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static func loadTexture(_ device: MTLDevice, _ queue: MTLCommandQueue, image2D image: Image2D) throws -> MTLTexture {
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let texDesc = MTLTextureDescriptor()
texDesc.width = image.width
texDesc.height = image.height
texDesc.pixelFormat = .rgba8Unorm_srgb
texDesc.textureType = .type2D
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texDesc.storageMode = .private
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texDesc.usage = .shaderRead
guard let newTexture = device.makeTexture(descriptor: texDesc) else {
throw RendererError.loadFailure("Failed to create texture descriptor")
}
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guard let texData = image.data.withUnsafeBytes({ bytes in
device.makeBuffer(bytes: bytes.baseAddress!, length: bytes.count, options: [ .storageModeShared ])
}) else {
throw RendererError.loadFailure("Failed to create shared texture data buffer")
}
guard let cmdBuffer = queue.makeCommandBuffer(),
let blitEncoder = cmdBuffer.makeBlitCommandEncoder()
else {
throw RendererError.loadFailure("Failed to create blit command encoder")
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}
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blitEncoder.copy(
from: texData,
sourceOffset: 0,
sourceBytesPerRow: image.stride,
sourceBytesPerImage: image.stride * image.height,
sourceSize: .init(width: image.width, height: image.height, depth: 1),
to: newTexture,
destinationSlice: 0,
destinationLevel: 0,
destinationOrigin: .init(x: 0, y: 0, z: 0))
blitEncoder.endEncoding()
cmdBuffer.addCompletedHandler { _ in
//FIXME: look into if this needs to be synchronised
//printErr("Texture was added?")
}
cmdBuffer.commit()
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return newTexture
}
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private static func createDepthTexture(_ device: MTLDevice, _ size: SIMD2<Int>, format: MTLPixelFormat
) -> MTLTexture? {
let texDescriptor = MTLTextureDescriptor.texture2DDescriptor(
pixelFormat: format,
width: size.x,
height: size.y,
mipmapped: false)
texDescriptor.depth = 1
texDescriptor.sampleCount = 1
texDescriptor.usage = [ .renderTarget, .shaderRead ]
#if !NDEBUG
texDescriptor.storageMode = .private
#else
texDescriptor.storageMode = .memoryless
#endif
guard let depthStencilTexture = device.makeTexture(descriptor: texDescriptor) else { return nil }
depthStencilTexture.label = "Depth buffer"
return depthStencilTexture
}
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static func makeViewport(size: SIMD2<Int>) -> MTLViewport {
MTLViewport(
originX: 0.0, originY: 0.0,
width: Double(size.x),
height: Double(size.y),
znear: 0, zfar: 1)
}
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func resize(size: SIMD2<Int>) {
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if Int(self.viewport.width) != size.x || Int(self.viewport.height) != size.y {
if let depthStencilTexture = Self.createDepthTexture(device, size, format: depthFormat) {
self.depthStencilTexture = depthStencilTexture
passDescription.depthAttachment.texture = self.depthStencilTexture
}
}
self.aspectRatio = Float(size.x) / Float(size.y)
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self.viewport = Self.makeViewport(size: size)
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}
//FIXME: temp
var camera = Camera()
var time: Float = 0
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func paint() throws {
camera.update(deltaTime: 0.025)
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#if true
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let projection = matrix_float4x4.perspective(
verticalFov: Float(60.0).radians,
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aspect: aspectRatio,
near: 0.003,
far: 100)
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#else
let projection = matrix_float4x4.orthographic(
left: -aspectRatio, right: aspectRatio,
bottom: -1, top: 1,
near: 0, far: -4)
#endif
let view = camera.view
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let model: matrix_float4x4 =
.translate(.init(0, -1, 0)) * .scale(.init(10, 0.1, 10))
//.translate(.init(0, sin(time * 0.5) * 0.75, -2)) *
//.scale(0.5) *
//.rotate(y: time)
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time += 0.025
var uniforms = ShaderUniforms(model: model, projView: projection * view)
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guard let rt = layer.nextDrawable() else {
throw RendererError.drawFailure("Failed to get next drawable render target")
}
passDescription.colorAttachments[0].texture = rt.texture
guard let commandBuf: MTLCommandBuffer = queue.makeCommandBuffer() else {
throw RendererError.drawFailure("Failed to make command buffer from queue")
}
guard let encoder = commandBuf.makeRenderCommandEncoder(descriptor: passDescription) else {
throw RendererError.drawFailure("Failed to make render encoder from command buffer")
}
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encoder.setCullMode(.none)
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encoder.setFrontFacing(.counterClockwise) // OpenGL default
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encoder.setViewport(viewport)
encoder.setRenderPipelineState(pso)
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encoder.setDepthStencilState(depthStencilState)
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encoder.setFragmentTexture(cubeTexture ?? defaultTexture, index: 0)
encoder.setVertexBuffer(vtxBuffer,
offset: 0,
index: ShaderInputIdx.vertices.rawValue)
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// Ideal as long as our uniforms total 4 KB or less
encoder.setVertexBytes(&uniforms,
length: MemoryLayout<ShaderUniforms>.stride,
index: ShaderInputIdx.uniforms.rawValue)
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encoder.drawIndexedPrimitives(
type: .triangle,
indexCount: cubeIndices.count,
indexType: .uint16,
indexBuffer: idxBuffer,
indexBufferOffset: 0)
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encoder.endEncoding()
commandBuf.present(rt)
commandBuf.commit()
}
}
enum RendererError: Error {
case initFailure(_ message: String)
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case loadFailure(_ message: String)
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case drawFailure(_ message: String)
}