mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
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209 lines
7.0 KiB
Plaintext
209 lines
7.0 KiB
Plaintext
//
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// Copyright 2016 Pixar
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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#include "mtlHud.h"
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#include "font_image.h"
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#include "simple_math.h"
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#include <Metal/Metal.h>
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static const char* shaderSource = R"(
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#include <metal_stdlib>
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using namespace metal;
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struct VertexInput {
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float2 position [[attribute(0)]];
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float3 color [[attribute(1)]];
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float2 uv [[attribute(2)]];
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};
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struct VertexOutput {
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float4 position [[position]];
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float4 color;
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float2 uv;
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};
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vertex VertexOutput fg_vertex(
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VertexInput in [[stage_in]],
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constant const float4x4& ModelViewProjectionMatrix [[buffer(1)]],
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constant const float& UIScale [[buffer(2)]]
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) {
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VertexOutput out;
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out.position = ModelViewProjectionMatrix * float4(in.position * UIScale, 0, 1);
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out.color = float4(in.color, 1);
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out.uv = in.uv;
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return out;
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}
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fragment float4 fg_fragment(
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VertexOutput in [[stage_in]],
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texture2d<float, access::sample> fontTexture [[texture(0)]]
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) {
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constexpr sampler s = sampler(coord::normalized, address::clamp_to_zero, filter::nearest);
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auto c = fontTexture.sample(s, in.uv);
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if(c.a == 0)
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discard_fragment();
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return c * in.color;
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}
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constant float4 bgVertices[] = {
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{-1, 1, 0, 1},
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{1, 1, 0, 1},
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{-1, -1, 0, 1},
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{1, -1, 0, 1}
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};
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vertex VertexOutput bg_vertex(uint vertex_id [[vertex_id]]) {
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VertexOutput out;
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out.position = bgVertices[vertex_id];
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out.uv = bgVertices[vertex_id].xy * 0.5 + 0.5 * 3.14159;
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return out;
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}
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fragment float4 bg_fragment(VertexOutput in [[stage_in]]) {
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return float4(float3(mix(0.1, 0.5, sin(in.uv.y))), 1);
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}
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)";
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MTLhud::MTLhud() {
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}
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MTLhud::~MTLhud() {
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}
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void
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MTLhud::Init(id<MTLDevice> device, MTLRenderPipelineDescriptor* parentPipelineDescriptor, MTLDepthStencilDescriptor* depthStencilStateDescriptor, int width, int height, int framebufferWidth, int framebufferHeight) {
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Hud::Init(width, height, framebufferWidth, framebufferHeight);
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@autoreleasepool {
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_device = device;
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const auto textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm width:FONT_TEXTURE_WIDTH height:FONT_TEXTURE_HEIGHT mipmapped:false];
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_fontTexture = [_device newTextureWithDescriptor:textureDescriptor];
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[_fontTexture replaceRegion: { {0, 0, 0}, {FONT_TEXTURE_WIDTH, FONT_TEXTURE_HEIGHT, 1} } mipmapLevel:0 withBytes:font_image bytesPerRow:4 * FONT_TEXTURE_WIDTH];
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NSError* err = nil;
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const auto library = [_device newLibraryWithSource:@(shaderSource) options:nil error:&err];
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assert(err == nil);
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const auto renderPipelineDescriptor = (MTLRenderPipelineDescriptor*)[parentPipelineDescriptor copy];
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renderPipelineDescriptor.vertexFunction = [library newFunctionWithName:@"bg_vertex"];
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renderPipelineDescriptor.fragmentFunction = [library newFunctionWithName:@"bg_fragment"];
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_bgPipelineState = [_device newRenderPipelineStateWithDescriptor:renderPipelineDescriptor error:&err];
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renderPipelineDescriptor.vertexFunction = [library newFunctionWithName:@"fg_vertex"];
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renderPipelineDescriptor.fragmentFunction = [library newFunctionWithName:@"fg_fragment"];
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const auto vertexDescriptor = renderPipelineDescriptor.vertexDescriptor;
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vertexDescriptor.layouts[0].stride = sizeof(float) * 7;
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vertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
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vertexDescriptor.layouts[0].stepRate = 1;
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vertexDescriptor.attributes[0].offset = 0;
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vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2;
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vertexDescriptor.attributes[0].bufferIndex = 0;
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vertexDescriptor.attributes[1].offset = sizeof(float) * 2;
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vertexDescriptor.attributes[1].format = MTLVertexFormatFloat3;
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vertexDescriptor.attributes[1].bufferIndex = 0;
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vertexDescriptor.attributes[2].offset = sizeof(float) * 5;
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vertexDescriptor.attributes[2].format = MTLVertexFormatFloat2;
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vertexDescriptor.attributes[2].bufferIndex = 0;
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_fgPipelineState = [_device newRenderPipelineStateWithDescriptor:renderPipelineDescriptor error:&err];
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_depthStencilState = [_device newDepthStencilStateWithDescriptor:depthStencilStateDescriptor];
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}
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}
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void
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MTLhud::Rebuild(int width, int height, int framebufferWidth, int framebufferHeight) {
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Hud::Rebuild(width, height, framebufferWidth, framebufferHeight);
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_staticBuffer.alloc(_device, getStaticVboSource().size(), @"MTLhud static buffer");
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std::copy(getStaticVboSource().begin(), getStaticVboSource().end(), _staticBuffer.data());
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_staticBuffer.markModified();
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}
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bool
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MTLhud::Flush(id<MTLRenderCommandEncoder> encoder) {
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if(!Hud::Flush())
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return false;
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if(_dynamicBuffer.buffer().length < sizeof(float) * getVboSource().size()) {
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_dynamicBuffer.alloc(_device, getVboSource().size(), @"MTLhud dynamic buffer");
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} else {
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_dynamicBuffer.next();
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}
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std::copy(getVboSource().begin(), getVboSource().end(), _dynamicBuffer.data());
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_dynamicBuffer.markModified();
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const auto numVertices = getVboSource().size() / 7;
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getVboSource().clear();
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float proj[16];
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ortho(proj, 0, 0, float(GetWidth()), float(GetHeight()));
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[encoder setVertexBuffer: _dynamicBuffer.buffer() offset:0 atIndex:0];
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[encoder setRenderPipelineState: _fgPipelineState];
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[encoder setDepthStencilState: _depthStencilState];
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[encoder setVertexBytes: proj length: sizeof(proj) atIndex:1];
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[encoder setVertexBytes: &UIScale length:sizeof(UIScale) atIndex:2];
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[encoder setFragmentTexture: _fontTexture atIndex:0];
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if(numVertices > 0) {
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[encoder setVertexBuffer:_dynamicBuffer.buffer() offset:0 atIndex:0];
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[encoder drawPrimitives: MTLPrimitiveTypeTriangle vertexStart:0 vertexCount: numVertices];
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}
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auto numStaticVertices = [_staticBuffer.buffer() length] / (7 * sizeof(float));
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if(numStaticVertices > 0) {
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[encoder setVertexBuffer:_staticBuffer.buffer() offset:0 atIndex:0];
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[encoder drawPrimitives: MTLPrimitiveTypeTriangle vertexStart:0 vertexCount: numStaticVertices];
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}
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return true;
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}
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void
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MTLhud::FillBackground(id<MTLRenderCommandEncoder> encoder) {
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[encoder setRenderPipelineState: _bgPipelineState];
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[encoder setDepthStencilState: _depthStencilState];
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[encoder drawPrimitives: MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount: 4];
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}
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