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|
extern crate objc;
use cocoa::{appkit::NSView, base::id as cocoa_id};
use core_graphics_types::geometry::CGSize;
use metal::*;
use objc::{rc::autoreleasepool, runtime::YES};
use std::mem;
use winit::platform::macos::WindowExtMacOS;
use winit::{
event::{Event, WindowEvent},
event_loop::ControlFlow,
};
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);
color_attachment.set_clear_color(MTLClearColor::new(0.2, 0.2, 0.25, 1.0));
color_attachment.set_store_action(MTLStoreAction::Store);
}
fn main() {
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 Mesh Shader Example".to_string())
.build(&events_loop)
.unwrap();
let device = Device::system_default().expect("no device found");
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 library_path = std::path::PathBuf::from(env!("CARGO_MANIFEST_DIR"))
.join("examples/mesh-shader/shaders.metallib");
let library = device.new_library_with_file(library_path).unwrap();
let mesh = library.get_function("mesh_function", None).unwrap();
let frag = library.get_function("fragment_function", None).unwrap();
let pipeline_state_desc = MeshRenderPipelineDescriptor::new();
pipeline_state_desc
.color_attachments()
.object_at(0)
.unwrap()
.set_pixel_format(MTLPixelFormat::BGRA8Unorm);
pipeline_state_desc.set_mesh_function(Some(&mesh));
pipeline_state_desc.set_fragment_function(Some(&frag));
let pipeline_state = device
.new_mesh_render_pipeline_state(&pipeline_state_desc)
.unwrap();
let command_queue = device.new_command_queue();
events_loop.run(move |event, _, control_flow| {
autoreleasepool(|| {
*control_flow = ControlFlow::Poll;
match event {
Event::WindowEvent { event, .. } => match event {
WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
WindowEvent::Resized(size) => {
layer.set_drawable_size(CGSize::new(size.width as f64, size.height as f64));
}
_ => (),
},
Event::MainEventsCleared => {
window.request_redraw();
}
Event::RedrawRequested(_) => {
let drawable = match layer.next_drawable() {
Some(drawable) => drawable,
None => return,
};
let render_pass_descriptor = RenderPassDescriptor::new();
prepare_render_pass_descriptor(&render_pass_descriptor, drawable.texture());
let command_buffer = command_queue.new_command_buffer();
let encoder =
command_buffer.new_render_command_encoder(&render_pass_descriptor);
encoder.set_render_pipeline_state(&pipeline_state);
encoder.draw_mesh_threads(
MTLSize::new(1, 1, 1),
MTLSize::new(1, 1, 1),
MTLSize::new(1, 1, 1),
);
encoder.end_encoding();
command_buffer.present_drawable(&drawable);
command_buffer.commit();
}
_ => {}
}
});
});
}
|