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import MetalKit | ||
import PlaygroundSupport | ||
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let frame = NSRect(x: 0, y: 0, width: 400, height: 400) | ||
let delegate = MetalView() | ||
let view = MTKView(frame: frame, device: delegate.device) | ||
view.delegate = delegate | ||
PlaygroundPage.current.liveView = view |
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#include <metal_stdlib> | ||
using namespace metal; | ||
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struct Ray { | ||
float3 origin; | ||
float3 direction; | ||
Ray(float3 o, float3 d) { | ||
origin = o; | ||
direction = d; | ||
} | ||
}; | ||
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struct Sphere { | ||
float3 center; | ||
float radius; | ||
Sphere(float3 c, float r) { | ||
center = c; | ||
radius = r; | ||
} | ||
}; | ||
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struct Plane { | ||
float yCoord; | ||
Plane(float y) { | ||
yCoord = y; | ||
} | ||
}; | ||
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struct Light { | ||
float3 position; | ||
Light(float3 pos) { | ||
position = pos; | ||
} | ||
}; | ||
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float unionOp(float d0, float d1) { | ||
return min(d0, d1); | ||
} | ||
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float differenceOp(float d0, float d1) { | ||
return max(d0, -d1); | ||
} | ||
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float distToSphere(Ray ray, Sphere s) { | ||
return length(ray.origin - s.center) - s.radius; | ||
} | ||
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float distToPlane(Ray ray, Plane plane) { | ||
return ray.origin.y - plane.yCoord; | ||
} | ||
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float distToScene(Ray r) { | ||
Plane p = Plane(0.0); | ||
float d2p = distToPlane(r, p); | ||
Sphere s1 = Sphere(float3(2.0), 1.9); | ||
Sphere s2 = Sphere(float3(0.0, 4.0, 0.0), 4.0); | ||
Sphere s3 = Sphere(float3(0.0, 4.0, 0.0), 3.9); | ||
Ray repeatRay = r; | ||
repeatRay.origin = fract(r.origin / 4.0) * 4.0; | ||
float d2s1 = distToSphere(repeatRay, s1); | ||
float d2s2 = distToSphere(r, s2); | ||
float d2s3 = distToSphere(r, s3); | ||
float dist = differenceOp(d2s2, d2s3); | ||
dist = differenceOp(dist, d2s1); | ||
dist = unionOp(d2p, dist); | ||
return dist; | ||
} | ||
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float3 getNormal(Ray ray) { | ||
float2 eps = float2(0.001, 0.0); | ||
float3 n = float3(distToScene(Ray(ray.origin + eps.xyy, ray.direction)) - | ||
distToScene(Ray(ray.origin - eps.xyy, ray.direction)), | ||
distToScene(Ray(ray.origin + eps.yxy, ray.direction)) - | ||
distToScene(Ray(ray.origin - eps.yxy, ray.direction)), | ||
distToScene(Ray(ray.origin + eps.yyx, ray.direction)) - | ||
distToScene(Ray(ray.origin - eps.yyx, ray.direction))); | ||
return normalize(n); | ||
} | ||
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float lighting(Ray ray, float3 normal, Light light) { | ||
float3 lightRay = normalize(light.position - ray.origin); | ||
float diffuse = max(0.0, dot(normal, lightRay)); | ||
float3 reflectedRay = reflect(ray.direction, normal); | ||
float specular = max(0.0, dot(reflectedRay, lightRay)); | ||
specular = pow(specular, 200.0); | ||
return diffuse + specular; | ||
} | ||
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float shadow(Ray ray, float k, Light l) { | ||
float3 lightDir = l.position - ray.origin; | ||
float lightDist = length(lightDir); | ||
lightDir = normalize(lightDir); | ||
float eps = 0.1; | ||
float distAlongRay = eps * 2.0; | ||
float light = 1.0; | ||
for (int i=0; i<100; i++) { | ||
Ray lightRay = Ray(ray.origin + lightDir * distAlongRay, lightDir); | ||
float dist = distToScene(lightRay); | ||
light = min(light, 1.0 - (eps - dist) / eps); | ||
distAlongRay += dist * 0.5; | ||
eps += dist * k; | ||
if (distAlongRay > lightDist) { break; } | ||
} | ||
return max(light, 0.0); | ||
} | ||
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kernel void compute(texture2d<float, access::write> output [[texture(0)]], | ||
constant float &time [[buffer(0)]], | ||
uint2 gid [[thread_position_in_grid]]) { | ||
int width = output.get_width(); | ||
int height = output.get_height(); | ||
float2 uv = float2(gid) / float2(width, height); | ||
uv = uv * 2.0 - 1.0; | ||
uv.y = -uv.y; | ||
Ray ray = Ray(float3(0.0, 4.0, -12.0), normalize(float3(uv, 1.0))); | ||
float3 col = float3(1.0); | ||
bool hit = false; | ||
for (int i=0; i<200; i++) { | ||
float dist = distToScene(ray); | ||
if (dist < 0.001) { | ||
hit = true; | ||
break; | ||
} | ||
ray.origin += ray.direction * dist; | ||
} | ||
if (!hit) { | ||
col = float3(0.5); | ||
} else { | ||
float3 n = getNormal(ray); | ||
Light light = Light(float3(sin(time) * 10.0, 5.0, cos(time) * 10.0)); | ||
float l = lighting(ray, n, light); | ||
float s = shadow(ray, 0.3, light); | ||
col = col * l * s; | ||
} | ||
Light light2 = Light(float3(0.0, 5.0, -15.0)); | ||
float3 lightRay = normalize(light2.position - ray.origin); | ||
float fl = max(0.0, dot(getNormal(ray), lightRay) / 2.0); | ||
col = col + fl; | ||
output.write(float4(col, 1.0), gid); | ||
} |
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import MetalKit | ||
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public class MetalView: NSObject, MTKViewDelegate { | ||
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public var device: MTLDevice! = nil | ||
var queue: MTLCommandQueue! = nil | ||
var cps: MTLComputePipelineState! = nil | ||
var timerBuffer: MTLBuffer! = nil | ||
var timer: Float = 0 | ||
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override public init() { | ||
super.init() | ||
device = MTLCreateSystemDefaultDevice() | ||
queue = device.makeCommandQueue() | ||
registerShaders() | ||
} | ||
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func registerShaders() { | ||
guard let path = Bundle.main.path(forResource: "Shaders", ofType: "metal") else { return } | ||
do { | ||
let input = try String(contentsOfFile: path, encoding: String.Encoding.utf8) | ||
let library = try device.makeLibrary(source: input, options: nil) | ||
guard let kernel = library.makeFunction(name: "compute") else { return } | ||
cps = try device.makeComputePipelineState(function: kernel) | ||
} catch let e { | ||
Swift.print("\(e)") | ||
} | ||
timerBuffer = device.makeBuffer(length: MemoryLayout<Float>.size, options: []) | ||
} | ||
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func update() { | ||
timer += 0.01 | ||
let bufferPointer = timerBuffer.contents() | ||
memcpy(bufferPointer, &timer, MemoryLayout<Float>.size) | ||
} | ||
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public func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) {} | ||
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public func draw(in view: MTKView) { | ||
if let drawable = view.currentDrawable { | ||
let commandBuffer = queue.makeCommandBuffer() | ||
let commandEncoder = commandBuffer.makeComputeCommandEncoder() | ||
commandEncoder.setComputePipelineState(cps) | ||
commandEncoder.setTexture(drawable.texture, at: 0) | ||
commandEncoder.setBuffer(timerBuffer, offset: 0, at: 0) | ||
update() | ||
let threadGroupCount = MTLSizeMake(8, 8, 1) | ||
let threadGroups = MTLSizeMake(drawable.texture.width / threadGroupCount.width, drawable.texture.height / threadGroupCount.height, 1) | ||
commandEncoder.dispatchThreadgroups(threadGroups, threadsPerThreadgroup: threadGroupCount) | ||
commandEncoder.endEncoding() | ||
commandBuffer.present(drawable) | ||
commandBuffer.commit() | ||
} | ||
} | ||
} |
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<?xml version="1.0" encoding="UTF-8" standalone="yes"?> | ||
<playground version='5.0' target-platform='macos' executeOnSourceChanges='false'> | ||
<timeline fileName='timeline.xctimeline'/> | ||
</playground> |
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shadows/shadows2.playground/playground.xcworkspace/contents.xcworkspacedata
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<?xml version="1.0" encoding="UTF-8"?> | ||
<Timeline | ||
version = "3.0"> | ||
<TimelineItems> | ||
</TimelineItems> | ||
</Timeline> |