Gavin Wiggins

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Noise

Written on September 29, 2023

This example creates noise using a shader function that is based on the Golden Ratio. It is adapted from a function on the Shadertoy website.

metal noise

The main view is shown below and contains the MetalView where the noise is drawn.

// ContentView.swift

import SwiftUI
import MetalKit

struct ContentView: View {

    @State private var mtkView = MTKView()
    @State private var renderer: Renderer?

    var body: some View {
        VStack {
            MetalView(mtkView: mtkView).onAppear {
                renderer = Renderer(metalView: mtkView)
            }

            Text("Metal noise example")
        }
        .padding()
        .frame(minWidth: 400, minHeight: 300)
    }
}

The MetalView represents a MTKView as shown below. Notice the MTKView must be wrapped with a NSViewRepresentable for SwiftUI.

// MetalView.swift

import SwiftUI
import MetalKit

struct MetalView: NSViewRepresentable {

    let mtkView: MTKView

    func makeNSView(context: Context) -> some NSView {
        return mtkView
    }

    func updateNSView(_ nsView: NSViewType, context: Context) { }
}

The Renderer object sets up the Metal device, compute pipeline, Metal view, shader function, and command queue.

// Renderer.swift

import MetalKit

class Renderer: NSObject, MTKViewDelegate {

    static var device: MTLDevice!
    static var commandQueue: MTLCommandQueue!

    var computePipeline: MTLComputePipelineState!

    init(metalView: MTKView) {
        super.init()

        // Setup the GPU device and command queue
        guard let device = MTLCreateSystemDefaultDevice(),
              let commandQueue = device.makeCommandQueue()
        else {
            fatalError("GPU not available")
        }
        Renderer.device = device
        Renderer.commandQueue = commandQueue

        // Setup shader function and compute pipeline
        let library = device.makeDefaultLibrary()
        let drawNoise = library?.makeFunction(name: "draw_noise")

        do {
            computePipeline = try device.makeComputePipelineState(function: drawNoise!)
        } catch let error as NSError {
            print(error)
        }

        // Setup the Metal view
        metalView.device = device
        metalView.clearColor = MTLClearColor(red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)
        metalView.framebufferOnly = false
        metalView.delegate = self
    }

    func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) { }

    func draw(in view: MTKView) {
        guard let drawable = view.currentDrawable else { return }

        // Command buffer
        let commandBuffer = Renderer.commandQueue.makeCommandBuffer()

        // Command encoder
        let commandEncoder = commandBuffer?.makeComputeCommandEncoder()
        commandEncoder?.setComputePipelineState(computePipeline)
        commandEncoder?.setTexture(drawable.texture, index: 0)

        // Threads
        let w = computePipeline.threadExecutionWidth
        let h = computePipeline.maxTotalThreadsPerThreadgroup / w
        let threadsPerThreadGroup = MTLSize(width: w, height: h, depth: 1)
        let threadsPerGrid = MTLSize(width: drawable.texture.width, height: drawable.texture.height, depth: 1)
        commandEncoder?.dispatchThreads(threadsPerGrid, threadsPerThreadgroup: threadsPerThreadGroup)
        commandEncoder?.endEncoding()

        // Commit the buffer
        commandBuffer?.present(drawable)
        commandBuffer?.commit()
    }
}

The gold_noise shader function calculates the noise value. That value is used by the draw_noise kernel function to draw the RGB values to the output texture.

#include <metal_stdlib>
using namespace metal;

float gold_noise(float2 xy, float seed) {
    float phi = 1.61803398874989484820459;
    float z = fract(tan(distance(xy * phi, xy) * seed) * xy.x);
    return z;
}

kernel void draw_noise(
    uint2 id [[thread_position_in_grid]],
    texture2d<half, access::write> output [[texture(0)]]
){
    float r = gold_noise(float2(id.x, id.y), 0.1);
    float g = gold_noise(float2(id.x, id.y), 0.2);
    float b = gold_noise(float2(id.x, id.y), 0.3);
    half3 c = half3(r, g, b);

    half4 color = half4(c, 1.0);
    output.write(color, id);
}

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