orca/examples/triangleMetal/main.m

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/************************************************************//**
*
* @file: main.cpp
* @author: Martin Fouilleul
* @date: 30/07/2022
* @revision:
*
*****************************************************************/
#include<stdlib.h>
#include<string.h>
#define _USE_MATH_DEFINES //NOTE: necessary for MSVC
#include<math.h>
#include"milepost.h"
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#include"mtl_surface.h"
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#define LOG_SUBSYSTEM "Main"
#import<Metal/Metal.h>
#import<QuartzCore/CAMetalLayer.h>
#include"vertex.h"
static const my_vertex triangle[3] = {{{250, -250},{1, 0, 0, 1}},
{{-250, -250},{0, 1, 0, 1}},
{{0, 250},{0, 0, 1, 1}}};
int main()
{
LogLevel(LOG_LEVEL_DEBUG);
mp_init();
mp_rect rect = {.x = 100, .y = 100, .w = 800, .h = 600};
mp_window window = mp_window_create(rect, "test", 0);
//NOTE: create surface
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mg_surface surface = mg_surface_create_for_window(window, MG_BACKEND_METAL);
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//NOTE(martin): load the library
id<MTLDevice> device = MTLCreateSystemDefaultDevice();
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str8 shaderPath = path_find_resource(mem_scratch(), STR8("triangle_shader.metallib"));
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const char* shaderPathCString = str8_to_cstring(mem_scratch(), shaderPath);
NSString* metalFileName = [[NSString alloc] initWithCString: shaderPathCString encoding: NSUTF8StringEncoding];
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NSError* err = 0;
id<MTLLibrary> library = [device newLibraryWithFile: metalFileName error:&err];
if(err != nil)
{
const char* errStr = [[err localizedDescription] UTF8String];
printf("error : %s\n", errStr);
return(-1);
}
id<MTLFunction> vertexFunction = [library newFunctionWithName:@"VertexShader"];
id<MTLFunction> fragmentFunction = [library newFunctionWithName:@"FragmentShader"];
//NOTE(martin): create a render pipeline
MTLRenderPipelineDescriptor *pipelineStateDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
pipelineStateDescriptor.label = @"My simple pipeline";
pipelineStateDescriptor.vertexFunction = vertexFunction;
pipelineStateDescriptor.fragmentFunction = fragmentFunction;
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CAMetalLayer* layer = mg_mtl_surface_layer(surface);
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pipelineStateDescriptor.colorAttachments[0].pixelFormat = layer.pixelFormat;
id<MTLRenderPipelineState> pipelineState = [device newRenderPipelineStateWithDescriptor: pipelineStateDescriptor error:&err];
if(err != nil)
{
const char* errStr = [[err localizedDescription] UTF8String];
printf("error : %s\n", errStr);
return(-1);
}
// start app
mp_window_bring_to_front(window);
mp_window_focus(window);
while(!mp_should_quit())
{
mp_pump_events(0);
mp_event event = {0};
while(mp_next_event(&event))
{
switch(event.type)
{
case MP_EVENT_WINDOW_CLOSE:
{
mp_request_quit();
} break;
default:
break;
}
}
vector_uint2 viewportSize;
viewportSize.x = 800;
viewportSize.y = 600;
mg_surface_prepare(surface);
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id<CAMetalDrawable> drawable = mg_mtl_surface_drawable(surface);
id<MTLCommandBuffer> commandBuffer = mg_mtl_surface_command_buffer(surface);
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MTLRenderPassDescriptor* renderPassDescriptor = [MTLRenderPassDescriptor renderPassDescriptor];
renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
id<MTLRenderCommandEncoder> encoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
//Set the pipeline state
[encoder setRenderPipelineState:pipelineState];
//Send data to the shader and add draw call
[encoder setVertexBytes: triangle length:sizeof(triangle) atIndex: vertexInputIndexVertices];
[encoder setVertexBytes: &viewportSize length:sizeof(viewportSize) atIndex: vertexInputIndexViewportSize];
[encoder drawPrimitives: MTLPrimitiveTypeTriangle vertexStart: 0 vertexCount: 3];
[encoder endEncoding];
mg_surface_present(surface);
}
mp_terminate();
return(0);
}