2022-12-26 17:33:31 +00:00
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/************************************************************//**
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*
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* @file: main.cpp
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* @author: Martin Fouilleul
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* @date: 30/07/2022
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* @revision:
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*
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*****************************************************************/
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#include<stdlib.h>
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#include<string.h>
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#define _USE_MATH_DEFINES //NOTE: necessary for MSVC
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#include<math.h>
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#include"milepost.h"
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2023-02-20 15:49:44 +00:00
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#include"mtl_surface.h"
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2022-12-26 17:33:31 +00:00
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#define LOG_SUBSYSTEM "Main"
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#import<Metal/Metal.h>
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#import<QuartzCore/CAMetalLayer.h>
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#include"vertex.h"
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static const my_vertex triangle[3] = {{{250, -250},{1, 0, 0, 1}},
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{{-250, -250},{0, 1, 0, 1}},
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{{0, 250},{0, 0, 1, 1}}};
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int main()
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{
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LogLevel(LOG_LEVEL_DEBUG);
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mp_init();
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mp_rect rect = {.x = 100, .y = 100, .w = 800, .h = 600};
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mp_window window = mp_window_create(rect, "test", 0);
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//NOTE: create surface
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2023-02-20 15:49:44 +00:00
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mg_surface surface = mg_surface_create_for_window(window, MG_BACKEND_METAL);
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2022-12-26 17:33:31 +00:00
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//NOTE(martin): load the library
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id<MTLDevice> device = MTLCreateSystemDefaultDevice();
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2023-05-25 18:08:38 +00:00
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str8 shaderPath = path_executable_relative(mem_scratch(), STR8("triangle_shader.metallib"));
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2023-02-20 15:49:44 +00:00
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const char* shaderPathCString = str8_to_cstring(mem_scratch(), shaderPath);
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NSString* metalFileName = [[NSString alloc] initWithCString: shaderPathCString encoding: NSUTF8StringEncoding];
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2022-12-26 17:33:31 +00:00
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NSError* err = 0;
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id<MTLLibrary> library = [device newLibraryWithFile: metalFileName error:&err];
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if(err != nil)
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{
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const char* errStr = [[err localizedDescription] UTF8String];
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printf("error : %s\n", errStr);
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return(-1);
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}
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id<MTLFunction> vertexFunction = [library newFunctionWithName:@"VertexShader"];
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id<MTLFunction> fragmentFunction = [library newFunctionWithName:@"FragmentShader"];
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//NOTE(martin): create a render pipeline
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MTLRenderPipelineDescriptor *pipelineStateDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
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pipelineStateDescriptor.label = @"My simple pipeline";
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pipelineStateDescriptor.vertexFunction = vertexFunction;
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pipelineStateDescriptor.fragmentFunction = fragmentFunction;
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2023-02-20 15:49:44 +00:00
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CAMetalLayer* layer = mg_mtl_surface_layer(surface);
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2022-12-26 17:33:31 +00:00
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pipelineStateDescriptor.colorAttachments[0].pixelFormat = layer.pixelFormat;
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id<MTLRenderPipelineState> pipelineState = [device newRenderPipelineStateWithDescriptor: pipelineStateDescriptor error:&err];
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if(err != nil)
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{
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const char* errStr = [[err localizedDescription] UTF8String];
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printf("error : %s\n", errStr);
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return(-1);
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}
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// start app
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mp_window_bring_to_front(window);
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mp_window_focus(window);
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while(!mp_should_quit())
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{
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mp_pump_events(0);
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mp_event event = {0};
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while(mp_next_event(&event))
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{
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switch(event.type)
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{
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case MP_EVENT_WINDOW_CLOSE:
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{
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mp_request_quit();
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} break;
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default:
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break;
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}
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}
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vector_uint2 viewportSize;
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viewportSize.x = 800;
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viewportSize.y = 600;
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mg_surface_prepare(surface);
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2023-02-20 15:49:44 +00:00
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id<CAMetalDrawable> drawable = mg_mtl_surface_drawable(surface);
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id<MTLCommandBuffer> commandBuffer = mg_mtl_surface_command_buffer(surface);
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2022-12-26 17:33:31 +00:00
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MTLRenderPassDescriptor* renderPassDescriptor = [MTLRenderPassDescriptor renderPassDescriptor];
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renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
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renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
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id<MTLRenderCommandEncoder> encoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
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//Set the pipeline state
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[encoder setRenderPipelineState:pipelineState];
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//Send data to the shader and add draw call
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[encoder setVertexBytes: triangle length:sizeof(triangle) atIndex: vertexInputIndexVertices];
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[encoder setVertexBytes: &viewportSize length:sizeof(viewportSize) atIndex: vertexInputIndexViewportSize];
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[encoder drawPrimitives: MTLPrimitiveTypeTriangle vertexStart: 0 vertexCount: 3];
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[encoder endEncoding];
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mg_surface_present(surface);
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}
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mp_terminate();
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return(0);
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}
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