Hello Everyone, within the renderEncoder?.drawIndexedPrimitives(type: .line…. function, I can't render all the lines of the object. I can see approx. 80%. Do you know what could be causing this? Other game engines, like those in C++, handle this just fine.
import MetalKit
class Renderer: NSObject, MTKViewDelegate {
var parent: ContentView
var metalDevice: MTLDevice!
var metalCommandQueue: MTLCommandQueue!
let allocator: MTKMeshBufferAllocator
let pipelineState: MTLRenderPipelineState
var scene: RenderScene
let mesh: ObjMesh
init(_ parent: ContentView) {
self.parent = parent
if let metalDevice = MTLCreateSystemDefaultDevice() {
self.metalDevice = metalDevice
}
self.metalCommandQueue = metalDevice.makeCommandQueue()
self.allocator = MTKMeshBufferAllocator(device: metalDevice)
mesh = ObjMesh(device: metalDevice, allocator: allocator, filename: "cube")
let pipelineDescriptor = MTLRenderPipelineDescriptor()
let library = metalDevice.makeDefaultLibrary()
pipelineDescriptor.vertexFunction = library?.makeFunction(name: "vertexShader")
pipelineDescriptor.fragmentFunction = library?.makeFunction(name: "fragmentShader")
pipelineDescriptor.colorAttachments[0].pixelFormat = .bgra8Unorm
pipelineDescriptor.vertexDescriptor = MTKMetalVertexDescriptorFromModelIO(mesh.metalMesh.vertexDescriptor)
do {
try pipelineState = metalDevice.makeRenderPipelineState(descriptor: pipelineDescriptor)
} catch {
fatalError()
}
scene = RenderScene()
super.init()
}
func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) {
}
func draw(in view: MTKView) {
//update
scene.update()
guard let drawable = view.currentDrawable else {
return
}
let commandBuffer = metalCommandQueue.makeCommandBuffer()
let renderPassDescriptor = view.currentRenderPassDescriptor
renderPassDescriptor?.colorAttachments[0].clearColor = MTLClearColorMake(0, 0.5, 0.5, 1.0)
renderPassDescriptor?.colorAttachments[0].loadAction = .clear
renderPassDescriptor?.colorAttachments[0].storeAction = .store
let renderEncoder = commandBuffer?.makeRenderCommandEncoder(descriptor: renderPassDescriptor!)
renderEncoder?.setRenderPipelineState(pipelineState)
var cameraData: CameraParameters = CameraParameters()
cameraData.view = Matrix44.create_lookat(
eye: scene.player.position,
target: scene.player.position + scene.player.forwards,
up: scene.player.up
)
cameraData.projection = Matrix44.create_perspective_projection(
fovy: 45, aspect: 800/600, near: 0.1, far: 10
)
renderEncoder?.setVertexBytes(&cameraData, length: MemoryLayout<CameraParameters>.stride, index: 2)
renderEncoder?.setVertexBuffer(mesh.metalMesh.vertexBuffers[0].buffer, offset: 0, index: 0)
for cube in scene.cubes {
var model: matrix_float4x4 = Matrix44.create_from_rotation(eulers: cube.eulers)
model = Matrix44.create_from_translation(translation: cube.position) * model
renderEncoder?.setVertexBytes(&model, length: MemoryLayout<matrix_float4x4>.stride, index: 1)
for submesh in mesh.metalMesh.submeshes {
renderEncoder?.drawIndexedPrimitives(
type: .line, indexCount: submesh.indexCount,
indexType: submesh.indexType, indexBuffer: submesh.indexBuffer.buffer,
indexBufferOffset: submesh.indexBuffer.offset
)
}
}
renderEncoder?.endEncoding()
commandBuffer?.present(drawable)
commandBuffer?.commit()
}
}
====================
import MetalKit
class ObjMesh {
let modelIOMesh: MDLMesh
let metalMesh: MTKMesh
init(device: MTLDevice, allocator: MTKMeshBufferAllocator, filename: String) {
guard let meshURL = Bundle.main.url(forResource: filename, withExtension: "obj") else {
fatalError()
}
let vertexDescriptor = MTLVertexDescriptor()
var offset: Int = 0
//position
vertexDescriptor.attributes[0].format = .float3
vertexDescriptor.attributes[0].offset = offset
vertexDescriptor.attributes[0].bufferIndex = 0
offset += MemoryLayout<SIMD3<Float>>.stride
vertexDescriptor.layouts[0].stride = offset
let meshDescriptor = MTKModelIOVertexDescriptorFromMetal(vertexDescriptor)
(meshDescriptor.attributes[0] as! MDLVertexAttribute).name = MDLVertexAttributePosition
let asset = MDLAsset(url: meshURL,
vertexDescriptor: meshDescriptor,
bufferAllocator: allocator)
self.modelIOMesh = asset.childObjects(of: MDLMesh.self).first as! MDLMesh
do {
metalMesh = try MTKMesh(mesh: self.modelIOMesh, device: device)
} catch {
fatalError("couldn't load mesh")
}
}
}
===============
cube.obj
Blender v2.91.0 OBJ File: ''
www_blender_org
mtllib piece.mtl o Cube_Cube.001 v -1.000000 1.000000 -1.000000 v -1.000000 1.000000 1.000000 v 1.000000 1.000000 -1.000000 v 1.000000 1.000000 1.000000 v -1.000000 -1.000000 -1.000000 v -1.000000 -1.000000 1.000000 v 1.000000 -1.000000 -1.000000 v 1.000000 -1.000000 1.000000 vt 0.375000 0.000000 vt 0.625000 0.000000 vt 0.625000 0.250000 vt 0.375000 0.250000 vt 0.625000 0.500000 vt 0.375000 0.500000 vt 0.625000 0.750000 vt 0.375000 0.750000 vt 0.625000 1.000000 vt 0.375000 1.000000 vt 0.125000 0.500000 vt 0.125000 0.750000 vt 0.875000 0.500000 vt 0.875000 0.750000 vn 0.0000 1.0000 0.0000 vn 1.0000 0.0000 0.0000 vn 0.0000 -1.0000 0.0000 vn -1.0000 0.0000 0.0000 vn 0.0000 0.0000 -1.0000 vn 0.0000 0.0000 1.0000 usemtl None s off f 1/1/1 2/2/1 4/3/1 3/4/1 f 3/4/2 4/3/2 8/5/2 7/6/2 f 7/6/3 8/5/3 6/7/3 5/8/3 f 5/8/4 6/7/4 2/9/4 1/10/4 f 3/11/5 7/6/5 5/8/5 1/12/5 f 8/5/6 4/13/6 2/14/6 6/7/6
So even Swift 6, Xcode 16 did not help. it seems to be a bug within the original code. The function is not working as expected. I would like to ask to solve the bug by the function: renderEncoder?.drawPrimitives(type: .line, vertexStart: 0, vertexCount: 3) and renderEncoder?.drawPrimitives(type: .lineStrip, vertexStart: 0, vertexCount: 3)