Metallic is the muse for accelerated graphics and compute energy on Apple platforms — and should you’re aware of C++, now’s the right time to discover its unimaginable energy. For this problem, we’re inviting you to check out metal-cpp and render your personal triangle, sphere, or perhaps a mesh in Xcode.
Examine Corridor: Draw with metal-cpp
Get able to render: We’re inviting you to check out metal-cpp and render your personal triangle, sphere, or perhaps a mesh in Xcode. Go to the Graphics & Video games Examine Corridor to collaborate on the “Draw with metal-cpp” coding problem. Ask questions, join with different builders, and share your creations.
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Start the problem
Earlier than you start, you’ll need to watch “Program Metallic in C++ with metal-cpp” and obtain the LearnMetalCPP challenge, which accommodates a collection of C++ samples.
Program Metallic in C++ with metal-cpp
Your C++ video games and apps can now faucet into the facility of Metallic. We’ll present you the way metal-cpp helps you bridge your C++ code to Metallic, discover how every manages object lifecycles, and reveal utilities that may assist these language cooperate in your app. We’ll additionally share finest practices for designing…
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Obtain the LearnMetalCPP challenge
Open the challenge in Xcode, and select 00-window.cpp as your base code. To render your picture, you’ll have to arrange a number of issues inside your challenge.
First, create a MTL::RenderPipelineState
object with a MTL::RenderPipelineDescriptor
. To do that, you’ll have to create a operate, like buildShaders()
. Within the code snippet under, we’ve offered the shader code wanted to render a single triangle.
void Renderer::buildShaders()
{
utilizing NS::StringEncoding::UTF8StringEncoding;
const char* shaderSrc = R"(
#embody
utilizing namespace metallic;
struct AAPLVertex
{
float3 place;
half3 shade;
};
// Welcome to change the mesh as you need
fixed AAPLVertex triangles[] = {
{ float3{ -0.8f, 0.8f, 0.0f }, half3{ 1.0, 0.3f, 0.2f } },
{ float3{ 0.0f, -0.8f, 0.0f }, half3{ 0.8f, 1.0, 0.0f } },
{ float3{ +0.8f, 0.8f, 0.0f }, half3{ 0.8f, 0.0f, 1.0 } }
};
struct v2f
{
float4 place [[position]];
half3 shade;
};
v2f vertex vertexMain( uint vertexId [[vertex_id]])
{
v2f o;
o.place = float4( triangles[ vertexId ].place, 1.0 );
o.shade = half3 ( triangles[ vertexId ].shade );
return o;
}
half4 fragment fragmentMain( v2f in [[stage_in]] )
{
return half4( in.shade, 1.0 );
}
)" ;
}
Then, prolong the Renderer::draw( MTK::View* pView)
operate by setting a MTL::RenderPipelineState
and inserting draw calls.
void Renderer::draw( MTK::View* pView )
{
...
...
}
After that:
- Create the
MTL::RenderPipelineDescriptor
object and arrange some properties. - Create the
MTL::RenderPipelineState
object. - Tip: Watch out with object lifecycles.
Able to share your metal-cpp artwork with the neighborhood? Present us what you’ve made on Twitter with the hashtag #WWDC22Challenges, or share your work within the Graphics & Video games Examine Corridor. And if you would like to debate metal-cpp and different Graphics & Video games matters, be a part of the workforce at occasions all all through the week at WWDC22.
Discover #WWDC22Challenges on social media
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