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Reply to `MTKView` on visionOS
Oops, wrong reply field: My guess is that MTKView may wrap apis that conflict with xrOS, akin to UIScreen.main.bounds. In the view controller's view public var metalLayer = CAMetalLayer() override func viewDidAppear(_ animated: Bool) { ... view.layer.addSublayer(pipeline.metalLayer) } and manually replace drawableSizeWillChange public func resize(_ viewSize: CGSize, _ scale: CGFloat) { ... metalLayer.contentsScale = scale metalLayer.drawableSize = viewSize }
Aug ’23
Reply to `MTKView` on visionOS
My guess is that MTKView may wrap apis that conflict with xrOS, akin to UIScreen.main.bounds. In the view controller's view public var metalLayer = CAMetalLayer() override func viewDidAppear(_ animated: Bool) { ... view.layer.addSublayer(pipeline.metalLayer) } and manually replace drawableSizeWillChange public func resize(_ viewSize: CGSize, _ scale: CGFloat) { ... metalLayer.contentsScale = scale metalLayer.drawableSize = viewSize }
Aug ’23
Reply to Swift equivalent of ar_data_providers_create_with_data_providers and cp_time_to_cf_time_interval
As for ar_data_providers_create_with_data_providers(...) From modifications to warrenm example (see above) am calling private func runWorldTrackingARSession() async { guard let arSession else { return err("arSession") } try? await arSession.run([worldTracking]) //WorldTrackingProvider } passing through the arSession and worldTracking via public func SpatialRenderer_InitAndRun(_ layerRenderer: LayerRenderer, _ arSession: ARKitSession, _ worldTracking: WorldTrackingProvider) { let renderThread = RenderThread(layerRenderer, arSession, worldTracking) renderThread.name = "Spatial Renderer Thread" renderThread.start() } called from @main struct FullyImmersiveMetalApp: App { @State var session = ARKitSession() //?? @State var worldTracking = WorldTrackingProvider() //?? init() {} var body: some Scene { WindowGroup { ContentView() } ImmersiveSpace(id: "ImmersiveSpace") { CompositorLayer(configuration: MetalLayerConfiguration()) { layerRenderer in SpatialRenderer_InitAndRun(layerRenderer, session, worldTracking) } }.immersionStyle(selection: .constant(.full), in: .full) } } All swift code compile but fails at runtime. Probably in another code block. YMMV
Aug ’23
Reply to Discover Metal for immersive apps - Example Code
There is example code from Warren Moore found here using Apple's low level C API found here Thanks warrenm! However, I find the C++/ObjC++ APIs with super_long_snake_case_names to be obscure and non-idiomatic. So, am attempting to port to Swift. Already filed a Feedback requesting Swift APIs (FB12879060). And will post a separate question on some blockers in my attempt to refactor into idiomatic Swift.
Aug ’23
Reply to UITouch after SwiftUI Drag
Sorry for delay. Wound up using a UIHostingController and doing a custom hitTest, within a SwiftUI view model. This is within a MVVM architecture. Going deeper is rather complex and may change for xrOS. Any, here's the starting point clue: override func viewDidAppear(_ animated: Bool) { view.addSubview(pipeline.mtkView) pipeline.makeShader(for: root˚) pipeline.setupPipeline() pipeline.settingUp = false let touchView = SkyTouchView(touchDraw) // UIKit let menuView = MenuView(SkyFlo.shared.root˚, touchView) // SwiftUI let hostView = UIHostingController(rootView: menuView).view if let hostView { view.addSubview(hostView) hostView.translatesAutoresizingMaskIntoConstraints = false hostView.topAnchor.constraint(equalTo: view.topAnchor).isActive = true hostView.bottomAnchor.constraint(equalTo: view.bottomAnchor).isActive = true hostView.leftAnchor.constraint(equalTo: view.leftAnchor).isActive = true hostView.rightAnchor.constraint(equalTo: view.rightAnchor).isActive = true hostView.backgroundColor = .clear } }
Aug ’23
Reply to kIOGPUCommandBufferCallbackErrorBackgroundExecutionNotPermitted
Same problem with XCode 15 Betas (up to 5 15A5209g) and iPadOS 17 Betas (up to 21A5291h) [update] My CDDisplayLink kept firing when Scene was inactive. Here is the workaround: class SceneDelegate: UIResponder, UIWindowSceneDelegate { func sceneDidBecomeActive(_ scene: UIScene) { NextFrame.shared.pause = false } func sceneWillResignActive(_ scene: UIScene) { NextFrame.shared.pause = true // ... } } public class NextFrame { public init() { link = CADisplayLink(target: self, selector: #selector(nextFrames)) // ... } @objc func nextFrames() -> Bool { guard !pause else { return false } // ... } }
Aug ’23