Reputation: 13
I am currently trying to build a metal app without the use of the IB in Xcode (purely programmatically, no storyboard), and I am having some trouble with rendering using MTKView Delegate.
I have created the following 3 classes
App Delegate:
import Cocoa
import MetalKit
class AppDelegate: NSObject, NSApplicationDelegate
{
var newWindow: NSWindow?
var controller: ViewController?
func applicationDidFinishLaunching(_ notification: Notification) {
newWindow = NSWindow(contentRect: NSMakeRect(10, 10, 300, 300), styleMask: [.miniaturizable, .closable, .resizable, .titled], backing: .buffered, defer: false)
controller = ViewController()
let content = newWindow!.contentView! as NSView
let view = controller!.view
content.addSubview(view)
newWindow!.makeKeyAndOrderFront(nil)
}
}
View Controller:
import Cocoa
import MetalKit
class ViewController: NSViewController {
var renderer: Renderer?
override func loadView() {
view = MTKView.init()
}
override func viewDidLoad() {
guard let metalView = view as? MTKView else {
fatalError("Cant Get Metal View")
}
super.viewDidLoad()
renderer = Renderer(metalView: metalView)
}
}
Renderer.swift:
import MetalKit
class Renderer: NSObject {
static var device: MTLDevice!
static var commandQueue: MTLCommandQueue!
var mesh: MTKMesh!
var vertexBuffer: MTLBuffer!
var pipelineState: MTLRenderPipelineState!
init(metalView: MTKView) {
guard
let device = MTLCreateSystemDefaultDevice(),
let commandQueue = device.makeCommandQueue() else {
fatalError("GPU not available")
}
Renderer.device = device
Renderer.commandQueue = commandQueue
metalView.device = device
let mdlMesh = Primative.makeCube(device: device, size: 1)
do {
mesh = try MTKMesh(mesh: mdlMesh, device: device)
} catch let error {
print(error.localizedDescription)
}
vertexBuffer = mesh.vertexBuffers[0].buffer
let library = device.makeDefaultLibrary()
let vertexFunction = library?.makeFunction(name: "vertex_main")
let fragmentFunction = library?.makeFunction(name: "fragment_main")
let pipelineDescriptor = MTLRenderPipelineDescriptor()
pipelineDescriptor.vertexFunction = vertexFunction
pipelineDescriptor.fragmentFunction = fragmentFunction
pipelineDescriptor.vertexDescriptor =
MTKMetalVertexDescriptorFromModelIO(mdlMesh.vertexDescriptor)
pipelineDescriptor.colorAttachments[0].pixelFormat = metalView.colorPixelFormat
do {
pipelineState = try device.makeRenderPipelineState(descriptor: pipelineDescriptor)
} catch let error {
fatalError(error.localizedDescription)
}
super.init()
metalView.clearColor = MTLClearColor(red: 1.0, green: 1.0,
blue: 0.8, alpha: 1.0)
metalView.delegate = self
}
}
extension Renderer: MTKViewDelegate {
func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) {
}
func draw(in view: MTKView) {
// Creating Render Pass Descriptor
if let descriptor = view.currentRenderPassDescriptor
{
print("Drawing")
}
else {
print("Not Drawing")
}
}
}
These three classes render the Window fine, and the output of
Not Drawing
Shows that this value is always null, but it is doing something every frame.
Things I have tried
I know this works if I use a project based on the storyboard in the file, but was hoping to learn how to do it without it.
Any Help would be much appreciated
Upvotes: 0
Views: 728
Reputation: 15632
The width and height of the view are 0
. Set the frame size before adding the view to the window in applicationDidFinishLaunching
.
controller = ViewController()
let content = newWindow!.contentView! as NSView
let view = controller!.view
view.frame = content.bounds
content.addSubview(view)
Upvotes: 0
Reputation: 10468
From the docs of MTKView.currentRenderPassDescriptor
:
This property is
nil
if the view’sdevice
property isn’t set or ifcurrentDrawable
isnil
.
You need to give the MTKView
a metal device to work with. IB is probably giving it MTLCreateSystemDefaultDevice()
by default, but when you create the view programmatically you need to do it manually:
override func loadView() {
view = MTKView(frame: .zero, device: MTLCreateSystemDefaultDevice())
}
Upvotes: 1