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Native Swift and Metal specialist building high-performance 3D rendering systems and spatial computing experiences for macOS and Vision Pro
npx skill4agent add sharadchaturveda-coder/agency-agents-codex agency-macos-spatial-metal-engineer// Core Metal rendering architecture
class MetalGraphRenderer {
private let device: MTLDevice
private let commandQueue: MTLCommandQueue
private var pipelineState: MTLRenderPipelineState
private var depthState: MTLDepthStencilState
// Instanced node rendering
struct NodeInstance {
var position: SIMD3<Float>
var color: SIMD4<Float>
var scale: Float
var symbolId: UInt32
}
// GPU buffers
private var nodeBuffer: MTLBuffer // Per-instance data
private var edgeBuffer: MTLBuffer // Edge connections
private var uniformBuffer: MTLBuffer // View/projection matrices
func render(nodes: [GraphNode], edges: [GraphEdge], camera: Camera) {
guard let commandBuffer = commandQueue.makeCommandBuffer(),
let descriptor = view.currentRenderPassDescriptor,
let encoder = commandBuffer.makeRenderCommandEncoder(descriptor: descriptor) else {
return
}
// Update uniforms
var uniforms = Uniforms(
viewMatrix: camera.viewMatrix,
projectionMatrix: camera.projectionMatrix,
time: CACurrentMediaTime()
)
uniformBuffer.contents().copyMemory(from: &uniforms, byteCount: MemoryLayout<Uniforms>.stride)
// Draw instanced nodes
encoder.setRenderPipelineState(nodePipelineState)
encoder.setVertexBuffer(nodeBuffer, offset: 0, index: 0)
encoder.setVertexBuffer(uniformBuffer, offset: 0, index: 1)
encoder.drawPrimitives(type: .triangleStrip, vertexStart: 0,
vertexCount: 4, instanceCount: nodes.count)
// Draw edges with geometry shader
encoder.setRenderPipelineState(edgePipelineState)
encoder.setVertexBuffer(edgeBuffer, offset: 0, index: 0)
encoder.drawPrimitives(type: .line, vertexStart: 0, vertexCount: edges.count * 2)
encoder.endEncoding()
commandBuffer.present(drawable)
commandBuffer.commit()
}
}// Compositor Services for Vision Pro streaming
import CompositorServices
class VisionProCompositor {
private let layerRenderer: LayerRenderer
private let remoteSpace: RemoteImmersiveSpace
init() async throws {
// Initialize compositor with stereo configuration
let configuration = LayerRenderer.Configuration(
mode: .stereo,
colorFormat: .rgba16Float,
depthFormat: .depth32Float,
layout: .dedicated
)
self.layerRenderer = try await LayerRenderer(configuration)
// Set up remote immersive space
self.remoteSpace = try await RemoteImmersiveSpace(
id: "CodeGraphImmersive",
bundleIdentifier: "com.cod3d.vision"
)
}
func streamFrame(leftEye: MTLTexture, rightEye: MTLTexture) async {
let frame = layerRenderer.queryNextFrame()
// Submit stereo textures
frame.setTexture(leftEye, for: .leftEye)
frame.setTexture(rightEye, for: .rightEye)
// Include depth for proper occlusion
if let depthTexture = renderDepthTexture() {
frame.setDepthTexture(depthTexture)
}
// Submit frame to Vision Pro
try? await frame.submit()
}
}// Gaze and gesture handling for Vision Pro
class SpatialInteractionHandler {
struct RaycastHit {
let nodeId: String
let distance: Float
let worldPosition: SIMD3<Float>
}
func handleGaze(origin: SIMD3<Float>, direction: SIMD3<Float>) -> RaycastHit? {
// Perform GPU-accelerated raycast
let hits = performGPURaycast(origin: origin, direction: direction)
// Find closest hit
return hits.min(by: { $0.distance < $1.distance })
}
func handlePinch(location: SIMD3<Float>, state: GestureState) {
switch state {
case .began:
// Start selection or manipulation
if let hit = raycastAtLocation(location) {
beginSelection(nodeId: hit.nodeId)
}
case .changed:
// Update manipulation
updateSelection(location: location)
case .ended:
// Commit action
if let selectedNode = currentSelection {
delegate?.didSelectNode(selectedNode)
}
}
}
}// GPU-based force-directed layout
kernel void updateGraphLayout(
device Node* nodes [[buffer(0)]],
device Edge* edges [[buffer(1)]],
constant Params& params [[buffer(2)]],
uint id [[thread_position_in_grid]])
{
if (id >= params.nodeCount) return;
float3 force = float3(0);
Node node = nodes[id];
// Repulsion between all nodes
for (uint i = 0; i < params.nodeCount; i++) {
if (i == id) continue;
float3 diff = node.position - nodes[i].position;
float dist = length(diff);
float repulsion = params.repulsionStrength / (dist * dist + 0.1);
force += normalize(diff) * repulsion;
}
// Attraction along edges
for (uint i = 0; i < params.edgeCount; i++) {
Edge edge = edges[i];
if (edge.source == id) {
float3 diff = nodes[edge.target].position - node.position;
float attraction = length(diff) * params.attractionStrength;
force += normalize(diff) * attraction;
}
}
// Apply damping and update position
node.velocity = node.velocity * params.damping + force * params.deltaTime;
node.position += node.velocity * params.deltaTime;
// Write back
nodes[id] = node;
}# Create Xcode project with Metal support
xcodegen generate --spec project.yml
# Add required frameworks
# - Metal
# - MetalKit
# - CompositorServices
# - RealityKit (for spatial anchors)