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Diffstat (limited to 'third_party/rust/metal/examples/circle')
-rw-r--r-- | third_party/rust/metal/examples/circle/README.md | 11 | ||||
-rw-r--r-- | third_party/rust/metal/examples/circle/main.rs | 251 | ||||
-rw-r--r-- | third_party/rust/metal/examples/circle/screenshot.png | bin | 0 -> 479786 bytes | |||
-rw-r--r-- | third_party/rust/metal/examples/circle/shaders.metal | 39 | ||||
-rw-r--r-- | third_party/rust/metal/examples/circle/shaders.metallib | bin | 0 -> 6304 bytes |
5 files changed, 301 insertions, 0 deletions
diff --git a/third_party/rust/metal/examples/circle/README.md b/third_party/rust/metal/examples/circle/README.md new file mode 100644 index 0000000000..f51853ac38 --- /dev/null +++ b/third_party/rust/metal/examples/circle/README.md @@ -0,0 +1,11 @@ +## circle + +Renders a circle in a window. As metal primitive types are only limited to point, line and triangle shape, this example shows how we can form complex structures out of primitive types. + +![Screenshot of the final render](./screenshot.png) + +## To Run + +``` +cargo run --example circle +``` diff --git a/third_party/rust/metal/examples/circle/main.rs b/third_party/rust/metal/examples/circle/main.rs new file mode 100644 index 0000000000..18da704421 --- /dev/null +++ b/third_party/rust/metal/examples/circle/main.rs @@ -0,0 +1,251 @@ +use metal::*; + +use winit::{ + event::{Event, WindowEvent}, + event_loop::{ControlFlow, EventLoop}, + platform::macos::WindowExtMacOS, +}; + +use cocoa::{appkit::NSView, base::id as cocoa_id}; +use core_graphics_types::geometry::CGSize; + +use objc::{rc::autoreleasepool, runtime::YES}; + +use std::mem; + +// Declare the data structures needed to carry vertex layout to +// metal shading language(MSL) program. Use #[repr(C)], to make +// the data structure compatible with C++ type data structure +// for vertex defined in MSL program as MSL program is broadly +// based on C++ +#[repr(C)] +#[derive(Debug)] +pub struct position(cty::c_float, cty::c_float); +#[repr(C)] +#[derive(Debug)] +pub struct color(cty::c_float, cty::c_float, cty::c_float); +#[repr(C)] +#[derive(Debug)] +pub struct AAPLVertex { + p: position, + c: color, +} + +fn main() { + // Create a window for viewing the content + let event_loop = EventLoop::new(); + let events_loop = winit::event_loop::EventLoop::new(); + let size = winit::dpi::LogicalSize::new(800, 600); + + let window = winit::window::WindowBuilder::new() + .with_inner_size(size) + .with_title("Metal".to_string()) + .build(&events_loop) + .unwrap(); + + // Set up the GPU device found in the system + let device = Device::system_default().expect("no device found"); + println!("Your device is: {}", device.name(),); + + let binary_archive_path = std::path::PathBuf::from(env!("CARGO_MANIFEST_DIR")) + .join("examples/circle/binary_archive.metallib"); + + let binary_archive_url = + URL::new_with_string(&format!("file://{}", binary_archive_path.display())); + + let binary_archive_descriptor = BinaryArchiveDescriptor::new(); + if binary_archive_path.exists() { + binary_archive_descriptor.set_url(&binary_archive_url); + } + + // Set up a binary archive to cache compiled shaders. + let binary_archive = device + .new_binary_archive_with_descriptor(&binary_archive_descriptor) + .unwrap(); + + let library_path = std::path::PathBuf::from(env!("CARGO_MANIFEST_DIR")) + .join("examples/circle/shaders.metallib"); + + // Use the metallib file generated out of .metal shader file + let library = device.new_library_with_file(library_path).unwrap(); + + // The render pipeline generated from the vertex and fragment shaders in the .metal shader file. + let pipeline_state = prepare_pipeline_state(&device, &library, &binary_archive); + + // Serialize the binary archive to disk. + binary_archive + .serialize_to_url(&binary_archive_url) + .unwrap(); + + // Set the command queue used to pass commands to the device. + let command_queue = device.new_command_queue(); + + // Currently, MetalLayer is the only interface that provide + // layers to carry drawable texture from GPU rendaring through metal + // library to viewable windows. + let layer = MetalLayer::new(); + layer.set_device(&device); + layer.set_pixel_format(MTLPixelFormat::BGRA8Unorm); + layer.set_presents_with_transaction(false); + + unsafe { + let view = window.ns_view() as cocoa_id; + view.setWantsLayer(YES); + view.setLayer(mem::transmute(layer.as_ref())); + } + + let draw_size = window.inner_size(); + layer.set_drawable_size(CGSize::new(draw_size.width as f64, draw_size.height as f64)); + + let vbuf = { + let vertex_data = create_vertex_points_for_circle(); + let vertex_data = vertex_data.as_slice(); + + device.new_buffer_with_data( + vertex_data.as_ptr() as *const _, + (vertex_data.len() * mem::size_of::<AAPLVertex>()) as u64, + MTLResourceOptions::CPUCacheModeDefaultCache | MTLResourceOptions::StorageModeManaged, + ) + }; + + event_loop.run(move |event, _, control_flow| { + autoreleasepool(|| { + // ControlFlow::Wait pauses the event loop if no events are available to process. + // This is ideal for non-game applications that only update in response to user + // input, and uses significantly less power/CPU time than ControlFlow::Poll. + *control_flow = ControlFlow::Wait; + + match event { + Event::WindowEvent { + event: WindowEvent::CloseRequested, + .. + } => { + println!("The close button was pressed; stopping"); + *control_flow = ControlFlow::Exit + } + Event::MainEventsCleared => { + // Queue a RedrawRequested event. + window.request_redraw(); + } + Event::RedrawRequested(_) => { + // It's preferrable to render in this event rather than in MainEventsCleared, since + // rendering in here allows the program to gracefully handle redraws requested + // by the OS. + let drawable = match layer.next_drawable() { + Some(drawable) => drawable, + None => return, + }; + + // Create a new command buffer for each render pass to the current drawable + let command_buffer = command_queue.new_command_buffer(); + + // Obtain a renderPassDescriptor generated from the view's drawable textures. + let render_pass_descriptor = RenderPassDescriptor::new(); + prepare_render_pass_descriptor(&render_pass_descriptor, drawable.texture()); + + // Create a render command encoder. + let encoder = + command_buffer.new_render_command_encoder(&render_pass_descriptor); + encoder.set_render_pipeline_state(&pipeline_state); + // Pass in the parameter data. + encoder.set_vertex_buffer(0, Some(&vbuf), 0); + // Draw the triangles which will eventually form the circle. + encoder.draw_primitives(MTLPrimitiveType::TriangleStrip, 0, 1080); + encoder.end_encoding(); + + // Schedule a present once the framebuffer is complete using the current drawable. + command_buffer.present_drawable(&drawable); + + // Finalize rendering here & push the command buffer to the GPU. + command_buffer.commit(); + } + _ => (), + } + }); + }); +} + +// If we want to draw a circle, we need to draw it out of the three primitive +// types available with metal framework. Triangle is used in this case to form +// the circle. If we consider a circle to be total of 360 degree at center, we +// can form small triangle with one point at origin and two points at the +// perimeter of the circle for each degree. Eventually, if we can take enough +// triangle virtices for total of 360 degree, the triangles together will +// form a circle. This function captures the triangle vertices for each degree +// and push the co-ordinates of the vertices to a rust vector +fn create_vertex_points_for_circle() -> Vec<AAPLVertex> { + let mut v: Vec<AAPLVertex> = Vec::new(); + let origin_x: f32 = 0.0; + let origin_y: f32 = 0.0; + + // Size of the circle + let circle_size = 0.8f32; + + for i in 0..720 { + let y = i as f32; + // Get the X co-ordinate of each point on the perimeter of circle + let position_x: f32 = y.to_radians().cos() * 100.0; + let position_x: f32 = position_x.trunc() / 100.0; + // Set the size of the circle + let position_x: f32 = position_x * circle_size; + // Get the Y co-ordinate of each point on the perimeter of circle + let position_y: f32 = y.to_radians().sin() * 100.0; + let position_y: f32 = position_y.trunc() / 100.0; + // Set the size of the circle + let position_y: f32 = position_y * circle_size; + + v.push(AAPLVertex { + p: position(position_x, position_y), + c: color(0.7, 0.3, 0.5), + }); + + if (i + 1) % 2 == 0 { + // For each two points on perimeter, push one point of origin + v.push(AAPLVertex { + p: position(origin_x, origin_y), + c: color(0.2, 0.7, 0.4), + }); + } + } + + v +} + +fn prepare_render_pass_descriptor(descriptor: &RenderPassDescriptorRef, texture: &TextureRef) { + let color_attachment = descriptor.color_attachments().object_at(0).unwrap(); + + color_attachment.set_texture(Some(texture)); + color_attachment.set_load_action(MTLLoadAction::Clear); + // Setting a background color + color_attachment.set_clear_color(MTLClearColor::new(0.5, 0.5, 0.8, 1.0)); + color_attachment.set_store_action(MTLStoreAction::Store); +} + +fn prepare_pipeline_state( + device: &Device, + library: &Library, + binary_archive: &BinaryArchive, +) -> RenderPipelineState { + let vert = library.get_function("vs", None).unwrap(); + let frag = library.get_function("ps", None).unwrap(); + + let pipeline_state_descriptor = RenderPipelineDescriptor::new(); + pipeline_state_descriptor.set_vertex_function(Some(&vert)); + pipeline_state_descriptor.set_fragment_function(Some(&frag)); + pipeline_state_descriptor + .color_attachments() + .object_at(0) + .unwrap() + .set_pixel_format(MTLPixelFormat::BGRA8Unorm); + // Set the binary archives to search for a cached pipeline in. + pipeline_state_descriptor.set_binary_archives(&[binary_archive]); + + // Add the pipeline descriptor to the binary archive cache. + binary_archive + .add_render_pipeline_functions_with_descriptor(&pipeline_state_descriptor) + .unwrap(); + + device + .new_render_pipeline_state(&pipeline_state_descriptor) + .unwrap() +} diff --git a/third_party/rust/metal/examples/circle/screenshot.png b/third_party/rust/metal/examples/circle/screenshot.png Binary files differnew file mode 100644 index 0000000000..38f86e733d --- /dev/null +++ b/third_party/rust/metal/examples/circle/screenshot.png diff --git a/third_party/rust/metal/examples/circle/shaders.metal b/third_party/rust/metal/examples/circle/shaders.metal new file mode 100644 index 0000000000..037af8a233 --- /dev/null +++ b/third_party/rust/metal/examples/circle/shaders.metal @@ -0,0 +1,39 @@ +#include <metal_stdlib> + +#include <simd/simd.h> + +using namespace metal; + +typedef struct { + float x; + float y; +}position; + +typedef struct { + float r; + float g; + float b; +}color; + +typedef struct { + position p; + color c; +}AAPLVertex; + +struct ColorInOut { + float4 position[[position]]; + float4 color; +}; + +vertex ColorInOut vs(constant AAPLVertex * vertex_array[[buffer(0)]], unsigned int vid[[vertex_id]]) { + ColorInOut out; + + out.position = float4(float2(vertex_array[vid].p.x, vertex_array[vid].p.y), 0.0, 1.0); + out.color = float4(float3(vertex_array[vid].c.r, vertex_array[vid].c.g, vertex_array[vid].c.b), 1.0); + + return out; +} + +fragment float4 ps(ColorInOut in [[stage_in]]) { + return in.color; +} diff --git a/third_party/rust/metal/examples/circle/shaders.metallib b/third_party/rust/metal/examples/circle/shaders.metallib Binary files differnew file mode 100644 index 0000000000..cbb9bc5e5a --- /dev/null +++ b/third_party/rust/metal/examples/circle/shaders.metallib |