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@gingerBill
Last active October 5, 2024 20:52
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Metal in Odin Natively
package objc_test
import NS "vendor:darwin/Foundation"
import MTL "vendor:darwin/Metal"
import CA "vendor:darwin/QuartzCore"
import SDL "vendor:sdl2"
import "core:fmt"
import "core:os"
metal_main :: proc() -> (err: ^NS.Error) {
SDL.SetHint(SDL.HINT_RENDER_DRIVER, "metal")
SDL.setenv("METAL_DEVICE_WRAPPER_TYPE", "1", 0)
SDL.Init({.VIDEO})
defer SDL.Quit()
window := SDL.CreateWindow("Metal in Odin",
SDL.WINDOWPOS_CENTERED, SDL.WINDOWPOS_CENTERED,
854, 480,
{.ALLOW_HIGHDPI, .HIDDEN, .RESIZABLE},
)
defer SDL.DestroyWindow(window)
window_system_info: SDL.SysWMinfo
SDL.GetVersion(&window_system_info.version)
SDL.GetWindowWMInfo(window, &window_system_info)
assert(window_system_info.subsystem == .COCOA)
native_window := (^NS.Window)(window_system_info.info.cocoa.window)
device := MTL.CreateSystemDefaultDevice()
fmt.println(device->name()->odinString())
swapchain := CA.MetalLayer.layer()
swapchain->setDevice(device)
swapchain->setPixelFormat(.BGRA8Unorm_sRGB)
swapchain->setFramebufferOnly(true)
swapchain->setFrame(native_window->frame())
native_window->contentView()->setLayer(swapchain)
native_window->setOpaque(true)
native_window->setBackgroundColor(nil)
command_queue := device->newCommandQueue()
compile_options := NS.new(MTL.CompileOptions)
defer compile_options->release()
program_source :: `
using namespace metal;
struct ColoredVertex {
float4 position [[position]];
float4 color;
};
vertex ColoredVertex vertex_main(constant float4 *position [[buffer(0)]],
constant float4 *color [[buffer(1)]],
uint vid [[vertex_id]]) {
ColoredVertex vert;
vert.position = position[vid];
vert.color = color[vid];
return vert;
}
fragment float4 fragment_main(ColoredVertex vert [[stage_in]]) {
return vert.color;
}
`
program_library := device->newLibraryWithSource(NS.AT(program_source), compile_options) or_return
vertex_program := program_library->newFunctionWithName(NS.AT("vertex_main"))
fragment_program := program_library->newFunctionWithName(NS.AT("fragment_main"))
assert(vertex_program != nil)
assert(fragment_program != nil)
pipeline_state_descriptor := NS.new(MTL.RenderPipelineDescriptor)
pipeline_state_descriptor->colorAttachments()->object(0)->setPixelFormat(.BGRA8Unorm_sRGB)
pipeline_state_descriptor->setVertexFunction(vertex_program)
pipeline_state_descriptor->setFragmentFunction(fragment_program)
pipeline_state := device->newRenderPipelineState(pipeline_state_descriptor) or_return
positions := [?][4]f32{
{ 0.0, 0.5, 0, 1},
{-0.5, -0.5, 0, 1},
{ 0.5, -0.5, 0, 1},
}
colors := [?][4]f32{
{1, 0, 0, 1},
{0, 1, 0, 1},
{0, 0, 1, 1},
}
position_buffer := device->newBufferWithSlice(positions[:], {})
color_buffer := device->newBufferWithSlice(colors[:], {})
SDL.ShowWindow(window)
for quit := false; !quit; {
for e: SDL.Event; SDL.PollEvent(&e) != 0; {
#partial switch e.type {
case .QUIT:
quit = true
case .KEYDOWN:
if e.key.keysym.sym == .ESCAPE {
quit = true
}
}
}
NS.scoped_autoreleasepool()
drawable := swapchain->nextDrawable()
assert(drawable != nil)
pass := MTL.RenderPassDescriptor.renderPassDescriptor()
color_attachment := pass->colorAttachments()->object(0)
assert(color_attachment != nil)
color_attachment->setClearColor(MTL.ClearColor{0.25, 0.5, 1.0, 1.0})
color_attachment->setLoadAction(.Clear)
color_attachment->setStoreAction(.Store)
color_attachment->setTexture(drawable->texture())
command_buffer := command_queue->commandBuffer()
render_encoder := command_buffer->renderCommandEncoderWithDescriptor(pass)
render_encoder->setRenderPipelineState(pipeline_state)
render_encoder->setVertexBuffer(position_buffer, 0, 0)
render_encoder->setVertexBuffer(color_buffer, 0, 1)
render_encoder->drawPrimitivesWithInstanceCount(.Triangle, 0, 3, 1)
render_encoder->endEncoding()
command_buffer->presentDrawable(drawable)
command_buffer->commit()
}
return nil
}
main :: proc() {
err := metal_main()
if err != nil {
fmt.eprintln(err->localizedDescription()->odinString())
os.exit(1)
}
}
@DonnieTD
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DonnieTD commented Oct 5, 2024

@pixls

just change the zero to false and it works

https://odin-lang.org/docs/overview/

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