mirror of
https://github.com/GayPizzaSpecifications/voxelotl-engine.git
synced 2025-08-02 21:00:57 +00:00
436 lines
16 KiB
Swift
436 lines
16 KiB
Swift
import Foundation
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import Metal
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import QuartzCore.CAMetalLayer
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import simd
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import ShaderTypes
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fileprivate let cubeVertices: [ShaderVertex] = [
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.init(position: .init(-1, -1, 1, 1), normal: .init(.back, 0), texCoord: .init(0, 0)),
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.init(position: .init( 1, -1, 1, 1), normal: .init(.back, 0), texCoord: .init(1, 0)),
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.init(position: .init(-1, 1, 1, 1), normal: .init(.back, 0), texCoord: .init(0, 1)),
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.init(position: .init( 1, 1, 1, 1), normal: .init(.back, 0), texCoord: .init(1, 1)),
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.init(position: .init( 1, -1, 1, 1), normal: .init(.right, 0), texCoord: .init(0, 0)),
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.init(position: .init( 1, -1, -1, 1), normal: .init(.right, 0), texCoord: .init(1, 0)),
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.init(position: .init( 1, 1, 1, 1), normal: .init(.right, 0), texCoord: .init(0, 1)),
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.init(position: .init( 1, 1, -1, 1), normal: .init(.right, 0), texCoord: .init(1, 1)),
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.init(position: .init( 1, -1, -1, 1), normal: .init(.forward, 0), texCoord: .init(0, 0)),
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.init(position: .init(-1, -1, -1, 1), normal: .init(.forward, 0), texCoord: .init(1, 0)),
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.init(position: .init( 1, 1, -1, 1), normal: .init(.forward, 0), texCoord: .init(0, 1)),
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.init(position: .init(-1, 1, -1, 1), normal: .init(.forward, 0), texCoord: .init(1, 1)),
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.init(position: .init(-1, -1, -1, 1), normal: .init(.left, 0), texCoord: .init(0, 0)),
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.init(position: .init(-1, -1, 1, 1), normal: .init(.left, 0), texCoord: .init(1, 0)),
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.init(position: .init(-1, 1, -1, 1), normal: .init(.left, 0), texCoord: .init(0, 1)),
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.init(position: .init(-1, 1, 1, 1), normal: .init(.left, 0), texCoord: .init(1, 1)),
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.init(position: .init(-1, -1, -1, 1), normal: .init(.down, 0), texCoord: .init(0, 0)),
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.init(position: .init( 1, -1, -1, 1), normal: .init(.down, 0), texCoord: .init(1, 0)),
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.init(position: .init(-1, -1, 1, 1), normal: .init(.down, 0), texCoord: .init(0, 1)),
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.init(position: .init( 1, -1, 1, 1), normal: .init(.down, 0), texCoord: .init(1, 1)),
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.init(position: .init(-1, 1, 1, 1), normal: .init(.up, 0), texCoord: .init(0, 0)),
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.init(position: .init( 1, 1, 1, 1), normal: .init(.up, 0), texCoord: .init(1, 0)),
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.init(position: .init(-1, 1, -1, 1), normal: .init(.up, 0), texCoord: .init(0, 1)),
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.init(position: .init( 1, 1, -1, 1), normal: .init(.up, 0), texCoord: .init(1, 1)),
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]
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fileprivate let cubeIndices: [UInt16] = [
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0, 1, 2, 2, 1, 3,
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4, 5, 6, 6, 5, 7,
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8, 9, 10, 10, 9, 11,
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12, 13, 14, 14, 13, 15,
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16, 17, 18, 18, 17, 19,
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20, 21, 22, 22, 21, 23
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]
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fileprivate let numFramesInFlight: Int = 3
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fileprivate let colorFormat: MTLPixelFormat = .bgra8Unorm_srgb
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fileprivate let depthFormat: MTLPixelFormat = .depth32Float
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public class Renderer {
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private var device: MTLDevice
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private var layer: CAMetalLayer
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private var backBufferSize: Size<Int>
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private var _clearColor: Color<Double>
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private var _aspectRatio: Float
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private var queue: MTLCommandQueue
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private var lib: MTLLibrary
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private let passDescription = MTLRenderPassDescriptor()
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private var pso: MTLRenderPipelineState
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private var depthStencilState: MTLDepthStencilState
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private var depthTextures: [MTLTexture]
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private var _instances: [MTLBuffer?]
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private var _encoder: MTLRenderCommandEncoder! = nil
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private var vtxBuffer: MTLBuffer, idxBuffer: MTLBuffer
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private var defaultTexture: MTLTexture
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private var cubeTexture: MTLTexture? = nil
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private let inFlightSemaphore = DispatchSemaphore(value: numFramesInFlight)
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private var currentFrame = 0
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var frame: Rect<Int> { .init(origin: .zero, size: self.backBufferSize) }
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var aspectRatio: Float { self._aspectRatio }
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var clearColor: Color<Double> {
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get { self._clearColor }
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set { self._clearColor = newValue }
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}
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fileprivate static func createMetalDevice() -> MTLDevice? {
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MTLCopyAllDevices().reduce(nil, { best, dev in
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if best == nil { dev }
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else if !best!.isLowPower || dev.isLowPower { best }
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else if best!.supportsRaytracing || !dev.supportsRaytracing { best }
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else { dev }
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})
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}
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internal init(layer metalLayer: CAMetalLayer, size: Size<Int>) throws {
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self.layer = metalLayer
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// Select best Metal device
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guard let device = Self.createMetalDevice() else {
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throw RendererError.initFailure("Failed to create Metal device")
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}
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self.device = device
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layer.device = device
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layer.pixelFormat = colorFormat
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// Setup command queue
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guard let queue = device.makeCommandQueue() else {
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throw RendererError.initFailure("Failed to create command queue")
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}
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self.queue = queue
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self.backBufferSize = size
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self._aspectRatio = Float(self.backBufferSize.w) / Float(self.backBufferSize.w)
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self._clearColor = .black
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passDescription.colorAttachments[0].loadAction = .clear
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passDescription.colorAttachments[0].storeAction = .store
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passDescription.depthAttachment.loadAction = .clear
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passDescription.depthAttachment.storeAction = .dontCare
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passDescription.depthAttachment.clearDepth = 1.0
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self.depthTextures = try (0..<numFramesInFlight).map { _ in
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guard let depthStencilTexture = Self.createDepthTexture(device, size, format: depthFormat) else {
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throw RendererError.initFailure("Failed to create depth buffer")
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}
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return depthStencilTexture
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}
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self._instances = [MTLBuffer?](repeating: nil, count: numFramesInFlight)
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let stencilDepthDescription = MTLDepthStencilDescriptor()
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stencilDepthDescription.depthCompareFunction = .less // OpenGL default
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stencilDepthDescription.isDepthWriteEnabled = true
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guard let depthStencilState = device.makeDepthStencilState(descriptor: stencilDepthDescription) else {
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throw RendererError.initFailure("Failed to create depth stencil state")
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}
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self.depthStencilState = depthStencilState
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// Create shader library & grab functions
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do {
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self.lib = try device.makeDefaultLibrary(bundle: Bundle.main)
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} catch {
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throw RendererError.initFailure("Metal shader compilation failed:\n\(error.localizedDescription)")
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}
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let vertexProgram = lib.makeFunction(name: "vertexMain")
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let fragmentProgram = lib.makeFunction(name: "fragmentMain")
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// Set up pipeline state
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let pipeDescription = MTLRenderPipelineDescriptor()
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pipeDescription.vertexFunction = vertexProgram
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pipeDescription.fragmentFunction = fragmentProgram
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pipeDescription.colorAttachments[0].pixelFormat = layer.pixelFormat
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pipeDescription.depthAttachmentPixelFormat = depthFormat
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do {
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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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}
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// Create cube mesh buffers
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guard let vtxBuffer = device.makeBuffer(
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bytes: cubeVertices,
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length: cubeVertices.count * MemoryLayout<ShaderVertex>.stride,
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options: .storageModeManaged)
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else {
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throw RendererError.initFailure("Failed to create vertex buffer")
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}
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self.vtxBuffer = vtxBuffer
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guard let idxBuffer = device.makeBuffer(
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bytes: cubeIndices,
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length: cubeIndices.count * MemoryLayout<UInt16>.stride,
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options: .storageModeManaged)
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else {
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throw RendererError.initFailure("Failed to create index buffer")
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}
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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,
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0x00, 0x00, 0x00, 0xFF, 0xFF, 0x00, 0xFF, 0xFF
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]), format: .abgr8888, width: 2, height: 2, stride: 2 * 4))
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} catch {
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throw RendererError.initFailure("Failed to create default texture")
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}
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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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}
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deinit {
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}
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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) {
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throw RendererError.loadFailure(message)
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}
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}
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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) {
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throw RendererError.loadFailure(message)
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}
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}
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static func loadTexture(_ device: MTLDevice, _ queue: MTLCommandQueue, image2D image: Image2D) throws -> MTLTexture {
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try autoreleasepool {
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let texDesc = MTLTextureDescriptor()
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texDesc.width = image.width
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texDesc.height = image.height
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texDesc.pixelFormat = .rgba8Unorm_srgb
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texDesc.textureType = .type2D
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texDesc.storageMode = .private
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texDesc.usage = .shaderRead
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guard let newTexture = device.makeTexture(descriptor: texDesc) else {
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throw RendererError.loadFailure("Failed to create texture descriptor")
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}
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guard let texData = image.data.withUnsafeBytes({ bytes in
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device.makeBuffer(bytes: bytes.baseAddress!, length: bytes.count, options: [ .storageModeShared ])
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}) else {
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throw RendererError.loadFailure("Failed to create shared texture data buffer")
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}
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guard let cmdBuffer = queue.makeCommandBuffer(),
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let blitEncoder = cmdBuffer.makeBlitCommandEncoder()
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else {
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throw RendererError.loadFailure("Failed to create blit command encoder")
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}
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blitEncoder.copy(
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from: texData,
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sourceOffset: 0,
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sourceBytesPerRow: image.stride,
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sourceBytesPerImage: image.stride * image.height,
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sourceSize: .init(width: image.width, height: image.height, depth: 1),
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to: newTexture,
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destinationSlice: 0,
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destinationLevel: 0,
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destinationOrigin: .init(x: 0, y: 0, z: 0))
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blitEncoder.endEncoding()
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cmdBuffer.addCompletedHandler { _ in
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//FIXME: look into if this needs to be synchronised
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//printErr("Texture was added?")
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}
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cmdBuffer.commit()
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return newTexture
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}
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}
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private static func createDepthTexture(_ device: MTLDevice, _ size: Size<Int>, format: MTLPixelFormat
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) -> MTLTexture? {
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autoreleasepool {
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let texDescriptor = MTLTextureDescriptor.texture2DDescriptor(
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pixelFormat: format,
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width: size.w,
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height: size.h,
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mipmapped: false)
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texDescriptor.depth = 1
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texDescriptor.sampleCount = 1
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texDescriptor.usage = [ .renderTarget, .shaderRead ]
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#if !NDEBUG
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texDescriptor.storageMode = .private
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#else
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texDescriptor.storageMode = .memoryless
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#endif
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guard let depthStencilTexture = device.makeTexture(descriptor: texDescriptor) else { return nil }
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depthStencilTexture.label = "Depth buffer"
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return depthStencilTexture
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}
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}
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static func makeViewport(rect: Rect<Int>, znear: Double = 0.0, zfar: Double = 1.0) -> MTLViewport {
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MTLViewport(
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originX: Double(rect.x),
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originY: Double(rect.y),
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width: Double(rect.w),
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height: Double(rect.h),
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znear: znear, zfar: zfar)
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}
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func resize(size: Size<Int>) {
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if self.backBufferSize.w != size.w || self.backBufferSize.h != size.h {
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self.depthTextures = (0..<numFramesInFlight).map { _ in
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Self.createDepthTexture(device, size, format: depthFormat)!
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}
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}
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self.backBufferSize = size
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self._aspectRatio = Float(self.backBufferSize.w) / Float(self.backBufferSize.h)
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}
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func newFrame(_ frameFunc: (Renderer) -> Void) throws {
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try autoreleasepool {
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guard let rt = layer.nextDrawable() else {
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throw RendererError.drawFailure("Failed to get next drawable render target")
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}
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passDescription.colorAttachments[0].clearColor = MTLClearColor(self._clearColor)
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passDescription.colorAttachments[0].texture = rt.texture
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passDescription.depthAttachment.texture = self.depthTextures[self.currentFrame]
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// Lock the semaphore here if too many frames are "in flight"
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_ = inFlightSemaphore.wait(timeout: .distantFuture)
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guard let commandBuf: MTLCommandBuffer = queue.makeCommandBuffer() else {
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throw RendererError.drawFailure("Failed to make command buffer from queue")
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}
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commandBuf.addCompletedHandler { _ in
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self.inFlightSemaphore.signal()
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}
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guard let encoder = commandBuf.makeRenderCommandEncoder(descriptor: passDescription) else {
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throw RendererError.drawFailure("Failed to make render encoder from command buffer")
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}
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encoder.setFrontFacing(.counterClockwise) // OpenGL default
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encoder.setViewport(Self.makeViewport(rect: self.frame))
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encoder.setRenderPipelineState(pso)
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encoder.setDepthStencilState(depthStencilState)
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encoder.setFragmentTexture(cubeTexture ?? defaultTexture, index: 0)
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encoder.setVertexBuffer(vtxBuffer, offset: 0, index: VertexShaderInputIdx.vertices.rawValue)
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self._encoder = encoder
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frameFunc(self)
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self._encoder = nil
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encoder.endEncoding()
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commandBuf.present(rt)
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commandBuf.commit()
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self.currentFrame &+= 1
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if self.currentFrame == numFramesInFlight {
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self.currentFrame = 0
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}
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}
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}
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func batch(instances: [Instance], material: Material, environment: Environment, camera: Camera) {
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assert(self._encoder != nil, "batch can't be called outside of a frame being rendered")
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var vertUniforms = VertexShaderUniforms(projView: camera.viewProjection)
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var fragUniforms = FragmentShaderUniforms(
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cameraPosition: camera.position,
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directionalLight: normalize(environment.lightDirection),
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ambientColor: SIMD4(Color<Float>(material.ambient)),
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diffuseColor: SIMD4(Color<Float>(material.diffuse)),
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specularColor: SIMD4(Color<Float>(material.specular)),
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specularIntensity: material.gloss)
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let numInstances = instances.count
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let instancesBytes = numInstances * MemoryLayout<VertexShaderInstance>.stride
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// (Re)create instance buffer if needed
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if self._instances[self.currentFrame] == nil || instancesBytes > self._instances[self.currentFrame]!.length {
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guard let instanceBuffer = self.device.makeBuffer(
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length: instancesBytes,
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options: .storageModeManaged)
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else {
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fatalError("Failed to (re)create instance buffer")
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}
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self._instances[self.currentFrame] = instanceBuffer
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}
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let instanceBuffer = self._instances[self.currentFrame]!
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// Convert & upload instance data to the GPU
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//FIXME: currently will misbehave if batch is called more than once
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instanceBuffer.contents().withMemoryRebound(to: VertexShaderInstance.self, capacity: numInstances) { data in
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for i in 0..<numInstances {
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let instance = instances[i]
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let model =
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.translate(instance.position) *
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matrix_float4x4(instance.rotation) *
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.scale(instance.scale)
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data[i] = VertexShaderInstance(
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model: model, normalModel: model.inverse.transpose,
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color: SIMD4(Color<Float>(instance.color)))
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}
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}
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instanceBuffer.didModifyRange(0..<instancesBytes)
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self._encoder.setCullMode(.init(environment.cullFace))
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self._encoder.setVertexBuffer(instanceBuffer,
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offset: 0,
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index: VertexShaderInputIdx.instance.rawValue)
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// Ideal as long as our uniforms total 4 KB or less
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self._encoder.setVertexBytes(&vertUniforms,
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length: MemoryLayout<VertexShaderUniforms>.stride,
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index: VertexShaderInputIdx.uniforms.rawValue)
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self._encoder.setFragmentBytes(&fragUniforms,
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length: MemoryLayout<FragmentShaderUniforms>.stride,
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index: FragmentShaderInputIdx.uniforms.rawValue)
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self._encoder.drawIndexedPrimitives(
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type: .triangle,
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indexCount: cubeIndices.count,
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indexType: .uint16,
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indexBuffer: idxBuffer,
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indexBufferOffset: 0,
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instanceCount: numInstances)
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}
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}
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extension MTLClearColor {
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init(_ color: Color<Double>) {
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self.init(red: color.r, green: color.g, blue: color.b, alpha: color.a)
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}
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}
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fileprivate extension MTLCullMode {
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init(_ face: Environment.Face) {
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self = switch face {
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case .none: .none
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case .front: .front
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case .back: .back
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}
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}
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}
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enum RendererError: Error {
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case initFailure(_ message: String)
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case loadFailure(_ message: String)
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case drawFailure(_ message: String)
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}
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