Created
May 3, 2019 20:46
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func setupMetalResources() { | |
guard let device = scnView.device else { | |
assertionFailure() | |
return | |
} | |
// We're drawing a simple triangle so we only need a position and a color | |
struct TriangleVertex { | |
var position: vector_float4 | |
var color: vector_float4 | |
} | |
// Define the triangle's vertices and colors | |
let vertices: [TriangleVertex] = [ | |
// Top triangle, red color | |
TriangleVertex(position: vector_float4( 0.0, 0.5, 0, 1), color: vector_float4(1, 0, 0, 1)), | |
// Bottom left triangle, green color | |
TriangleVertex(position: vector_float4( -0.5, -0.5, 0, 1), color: vector_float4(0, 1, 0, 1)), | |
// Bottom right triangle, blue color | |
TriangleVertex(position: vector_float4( 0.5, -0.5, 0, 1), color: vector_float4(0, 0, 1, 1)) | |
] | |
// Create the vertex buffer | |
self.vertexBuffer = device.makeBuffer( | |
bytes: vertices, | |
length: MemoryLayout<TriangleVertex>.size * vertices.count, | |
options: .cpuCacheModeWriteCombined) | |
// Set up the shaders | |
let library = device.makeDefaultLibrary() | |
let vertexFunc = library?.makeFunction(name: "passthrough_vertex") | |
let fragmentFunc = library?.makeFunction(name: "passthrough_fragment") | |
// Create the pipeline descriptor | |
let pipelineDescriptor = MTLRenderPipelineDescriptor() | |
pipelineDescriptor.vertexFunction = vertexFunc | |
pipelineDescriptor.fragmentFunction = fragmentFunc | |
// Use SCNView's pixel format | |
pipelineDescriptor.colorAttachments[0].pixelFormat = scnView.colorPixelFormat | |
pipelineDescriptor.depthAttachmentPixelFormat = scnView.depthPixelFormat | |
guard let pipeline = try? device.makeRenderPipelineState(descriptor: pipelineDescriptor) | |
else { | |
assertionFailure() | |
return | |
} | |
self.pipelineState = pipeline | |
} |
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