Gavin Wiggins

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Triangle

Written on September 19, 2023

This example creates a triangle using vertex and fragment shaders.

metal triangle

The main view is shown below and contains the MetalView where the triangle 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("Hello triangle")
        }
        .padding()
        .frame(width: 400, height: 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, pipeline, and buffers for drawing to the view.

// Renderer.swift

import MetalKit

class Renderer: NSObject, MTKViewDelegate {

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

    var pipelineState: MTLRenderPipelineState!
    var vertexBuffer: MTLBuffer!

    // Define the vertices of the triangle as a flat array
    //                                  0,1
    //  -1,1 ......... 1,1           ....*....
    //       .       .               .  / \  .
    //       .  0,0  .               . /   \ .
    //       .       .               ./     \.
    // -1,-1 ......... 1,-1    -1,-1 *-------* 1,-1
    let vertices: [Float] = [
        0,  1, 0,
       -1, -1, 0,
        1, -1, 0
    ]

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

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

        // Setup metal view
        metalView.device = device
        metalView.clearColor = MTLClearColor(red: 0, green: 0, blue: 0.5, alpha: 1)
        metalView.delegate = self

        // Build the vertex buffer and pipeline
        buildModel()
        buildPipelineState()
    }

    private func buildModel() {
        vertexBuffer = Renderer.device.makeBuffer(bytes: vertices,
                                                  length: MemoryLayout<Float>.size * vertices.count)
    }

    private func buildPipelineState() {
        let library = Renderer.device.makeDefaultLibrary()
        let vertexFunc = library?.makeFunction(name: "vertex_shader")
        let fragmentFunc = library?.makeFunction(name: "fragment_shader")

        let descriptor = MTLRenderPipelineDescriptor()
        descriptor.vertexFunction = vertexFunc
        descriptor.fragmentFunction = fragmentFunc
        descriptor.colorAttachments[0].pixelFormat = .bgra8Unorm

        do {
            pipelineState = try Renderer.device.makeRenderPipelineState(descriptor: descriptor)
        } catch let error as NSError {
            print(error)
        }
    }

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

    func draw(in view: MTKView) {

        // Get the view's drawable and descriptor
        guard let drawable = view.currentDrawable,
              let descriptor = view.currentRenderPassDescriptor
        else { return }

        // Make the command buffer and encoder
        let commandBuffer = Renderer.commandQueue.makeCommandBuffer()
        let commandEncoder = commandBuffer?.makeRenderCommandEncoder(descriptor: descriptor)
        commandEncoder?.setRenderPipelineState(pipelineState)
        commandEncoder?.setVertexBuffer(vertexBuffer, offset: 0, index: 0)
        commandEncoder?.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: vertices.count)

        // End encoding, present the drawable view, and commit the buffer
        commandEncoder?.endEncoding()
        commandBuffer?.present(drawable)
        commandBuffer?.commit()
    }
}

The vertex and fragment shader functions draw the red triangle in the Metal view.

// Shaders.metal

#include <metal_stdlib>
using namespace metal;

vertex float4 vertex_shader(const device packed_float3 *vertices [[buffer(0)]],
                            uint vertexId [[vertex_id]])
{
    return float4(vertices[vertexId], 1);
}

fragment half4 fragment_shader() {
    return half4(1, 0, 0, 1);
}

Gavin Wiggins © 2024.
Made on a Mac with Genja. Hosted on GitHub Pages.