Swift Metal渲染一个球

首先创建一个设备检测GPU是否支持。

guard let device = MTLCreateSystemDefaultDevice() else {
fatalError("GPU is not supported") }

通过设备创建MTKView

let view = MTKView(frame: frame, device: device)

通过Model I/O创建一个球模型,并设置数据用于更容易呈现的缓冲区。

let mdlMesh = MDLMesh(sphereWithExtent: [Float(200.0/frame.size.width),Float( 200.0/frame.size.height), 0.0],
                             segments: [100, 100],
                             inwardNormals: false,
                             geometryType: .triangles,
                             allocator: allocator)

从导入模型顶点到生成最终图像的整个过程,通常被称为呈现管道。呈现管道是一个列表命令发送给GPU,以及资源(顶点,材质和灯光)制作最后的图像。管道包括可编程和非可编程函数,被称为顶点函数和片元函数。

let descriptor = MTLRenderPipelineDescriptor()
descriptor.colorAttachments[0].pixelFormat = .bgra8Unorm
descriptor.vertexFunction = vertexFunction
descriptor.fragmentFunction = fragmentFunction
descriptor.vertexDescriptor = MTKMetalVertexDescriptorFromModelIO(mesh.vertexDescriptor)
 pipelineState = try! device.makeRenderPipelineState(descriptor: descriptor)

如果游戏只是呈现一个静止的图像,那么它就不会有多少乐趣。移动一个字符在屏幕周围的流动方式要求GPU渲染一个静态图像大约每秒60次。每个静止图像被称为一帧,图像出现的速度称为帧速率。当你最喜欢的游戏出现卡顿时,通常是因为帧率比较低,特别是当有过多的背景处理会消耗GPU。通过实现MTKViewDelegate方法进行渲染,从而完成图像的更新。

接下来看一下运行效果吧


球.png

所有代码晒一下,仅供参考

import UIKit
import MetalKit

class Deom1: UIView {
    private var device:MTLDevice!
    private var pipelineState:MTLRenderPipelineState!
    private var mesh:MTKMesh!
    
    
    override init(frame: CGRect) {
        super.init(frame: frame)
 
        device = MTLCreateSystemDefaultDevice()
        let view = MTKView(frame: frame, device: device)
        view.clearColor = MTLClearColor(red: 1, green: 1, blue: 1, alpha: 1)
        view.delegate = self
        self.addSubview(view)
        
        let allocator = MTKMeshBufferAllocator(device: device)
        let mdlMesh = MDLMesh(sphereWithExtent: [Float(200.0/frame.size.width),Float( 200.0/frame.size.height), 0.0],
                              segments: [100, 100],
                              inwardNormals: false,
                              geometryType: .triangles,
                              allocator: allocator)
        mesh = try! MTKMesh(mesh: mdlMesh, device: device)
        
        
        let shader = """
        #include 
        using namespace metal;
        struct VertexIn {
         float4 position [[ attribute(0) ]];
        };
        vertex float4 vertex_main(const VertexIn vertex_in [[ stage_in ]]) {
         return vertex_in.position;
        }
        fragment float4 fragment_main() {
         return float4(1, 0, 0, 1);
        }
        """
        let library = try! device.makeLibrary(source: shader, options: nil)
        let vertexFunction = library.makeFunction(name: "vertex_main")
        let fragmentFunction = library.makeFunction(name: "fragment_main")
        
        let descriptor = MTLRenderPipelineDescriptor()
        descriptor.colorAttachments[0].pixelFormat = .bgra8Unorm
        descriptor.vertexFunction = vertexFunction
        descriptor.fragmentFunction = fragmentFunction
        descriptor.vertexDescriptor =
        MTKMetalVertexDescriptorFromModelIO(mesh.vertexDescriptor)
        
        pipelineState = try! device.makeRenderPipelineState(descriptor: descriptor)
        
    }
    
    required init?(coder: NSCoder) {
        fatalError("init(coder:) has not been implemented")
    }
    
}

extension Deom1:MTKViewDelegate{
    func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) {
        
    }
    
    func draw(in view: MTKView) {
        guard let commandQueue = device.makeCommandQueue() else {
            fatalError("Could not create a command queue") }
        guard let commandBuffer = commandQueue.makeCommandBuffer(),
              let descriptor = view.currentRenderPassDescriptor,
              let renderEncoder =
                commandBuffer.makeRenderCommandEncoder(descriptor: descriptor)
        else { fatalError() }
        
        renderEncoder.setRenderPipelineState(pipelineState)
        renderEncoder.setVertexBuffer(mesh.vertexBuffers[0].buffer,
                                      offset: 0, index: 0)
        
        guard let submesh = mesh.submeshes.first else {
            fatalError()
        }
        
        renderEncoder.drawIndexedPrimitives(type: .line,
                                            indexCount: submesh.indexCount,
                                            indexType: submesh.indexType,
                                            indexBuffer: submesh.indexBuffer.buffer,
                                            indexBufferOffset: 0)
        
        renderEncoder.endEncoding()
        
        guard let drawable = view.currentDrawable else {
            fatalError()
        }
        commandBuffer.present(drawable)
        commandBuffer.commit()
    }
    
}

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