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::()) 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 { let mut v: Vec = 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() }