Sample CodeiOS, iPadOS, Mac Catalyst, macOSReviewed 2026-07-21View on Apple Developer

Rendering a curve primitive in a ray tracing scene

At a glance

Item Summary
Purpose Implement ray traced rendering using GPU-based parallel processing.
App architecture Objective-C, Objective-C++ host code with Metal shaders; ViewController hands work to Renderer, which owns curve geometry and acceleration-structure setup before curve intersection/ray-tracing shader.
Main patterns Geometry hierarchy, Renderer boundary, Host-shader data contract
Scope High-level review of 15 scanned source files and 20 detected declarations; build assets are omitted.

Project structure

Source bundle/
├── Renderer/
│   ├── Renderer.mm
│   ├── Shaders.metal
│   └── ShaderTypes.h
└── Application/
    ├── ViewController.mm
    ├── main.m
    ├── WindowSceneDelegate.m
    ├── AppDelegate.h
    ├── AppDelegate.m
    └── ViewController.h

Structure observations

  • The entry/composition boundary and renderer or operation boundary are separate in the source; Renderer is the principal feature coordinator.
  • GPU-specific logic stays in Metal shader files; shared headers bridge host/shader layouts where present.
  • The tree above is intentionally pruned to composition, resource, and shader files.

Overall architecture

Reference code

Renderer/Renderer.mm:339 — feature handoff or setup anchor

    CurveGeometry *catmullCurveGeometry = [[CurveGeometry alloc] initWithDevice:_device];
    MTLPrimitiveAccelerationStructureDescriptor *catmullCurveAccelDesc = [catmullCurveGeometry addCurveWithControlPoints:catmullControlPoints curveIndices:catmullIndices radii:radii];
    // Build the acceleration structure.
    id <MTLAccelerationStructure> catmullCurveAccelerationStructure = [self newAccelerationStructureWithDescriptor:catmullCurveAccelDesc];
    // Add the acceleration structure to the array of primitive acceleration structures.
    [_primitiveAccelerationStructures addObject:catmullCurveAccelerationStructure];
    
    _controlPointBuffer = catmullCurveGeometry.controlPointBuffer;

Interpretation

This is the dominant control/data path: platform code composes Renderer; that object controls curve geometry and acceleration-structure setup; GPU-visible work ends in curve intersection/ray-tracing shader. The arrows summarize responsibility transfer, not a claim that every node directly calls the next.

Ownership and state

Ownership evidence

Application/ViewController.mm:54ViewController creates and stores _renderer

@implementation ViewController
// ...
    _renderer = [[Renderer alloc] initWithDevice:_view.device];
// ...
@end
Owner Object or state Relationship Mutation authority
ViewController _renderer / Renderer Creates and stores; the diagram uses composition because construction is source-visible. The declaring scope performs setup and replacement.
Renderer Feature-specific framework and Metal resources Operation-local calls or stored state; exclusive lifetime is not assumed beyond cited evidence. Feature setup/encoding code controls mutation and command submission.

Class and protocol design

Type Responsibility Depends on or conforms to Source
ViewController selects/configures the view and composes the feature objects. NSViewController, UIViewController Application/ViewController.h:19
Renderer owns pipeline/resource setup and per-frame command encoding. NSObject, MTKViewDelegate Renderer/Renderer.h:11
AppDelegate handles application/window lifecycle callbacks. PlatformAppDelegate Application/AppDelegate.h:20
WindowSceneDelegate handles application/window lifecycle callbacks. UIResponder, UIWindowSceneDelegate Application/WindowSceneDelegate.h:15
GeometryObject provides the Metal device and platform-appropriate resource storage mode shared by geometry builders. NSObject, MTLDevice Renderer/Geometry.mm:18
PlaneGeometry builds plane vertex/index buffers and returns the primitive acceleration-structure descriptor for the plane. GeometryObject, Metal buffers and acceleration structures Renderer/Geometry.mm:39

Framework delegate conformance is a callback seam; the source does not justify calling the whole app protocol-oriented.

Access control

Symbol Access Verified effect Design reason
AppDelegate header-visible available to translation units that import the header; this is not Swift public. Keep the usable surface no wider than the collaboration requires. (Application/AppDelegate.h:20)
Renderer implementation details implementation-only native helpers, stored state, or registration code stays out of the imported header contract. Hide native implementation details from importing translation units. (Renderer/Renderer.mm:1)
Shaders entry points Metal library boundary host code resolves named shader entry points; Swift access modifiers do not apply. Expose only named shader entry points needed by pipeline creation. (Renderer/Shaders.metal:188)

This sample does not use Swift private, fileprivate, or public for its native boundary. Objective-C/Objective-C++ use header versus implementation placement, C++ uses access specifiers/linkage, Python uses module conventions, and Metal entry points cross a compiled-library boundary; these are not Swift access levels.

Logic ownership and placement

Logic Owning type or file Why it lives there
Selects/configures the view and composes the feature objects ViewControllerApplication/ViewController.h:19 The type’s callbacks and stored state align with this responsibility.
Owns pipeline/resource setup and per-frame command encoding RendererRenderer/Renderer.h:11 The type’s callbacks and stored state align with this responsibility.
Handles application/window lifecycle callbacks AppDelegateApplication/AppDelegate.h:20 The type’s callbacks and stored state align with this responsibility.
Handles application/window lifecycle callbacks WindowSceneDelegateApplication/WindowSceneDelegate.h:15 The type’s callbacks and stored state align with this responsibility.
Curve geometry and acceleration-structure setup Renderer / Renderer/Renderer.mm:339 Keeps Metal/framework setup and encoding out of entry or lifecycle code.
Curve intersection/ray-tracing shader Renderer/Shaders.metal:136 GPU-parallel code remains in the Metal compilation boundary.

Shader boundary reference

Renderer/Shaders.metal:136 — custom Catmull–Rom curve intersection function

[[intersection (curve, triangle_data, curve_data, instancing)]]
bool catmullRomCurveIntersectionFunction(// Ray parameters passed to the ray intersector.
                                         float3 origin                    [[origin]],
                                         float3 direction                 [[direction]],
                                         float distance                   [[distance]],
                                         // Information about the primitive.
                                         uint segmentId                   [[primitive_id]],
                                         float t                          [[curve_parameter]],
                                         ray_data float3& normal          [[payload]],
                                         // Custom resources bound to the intersection function table.
                                         constant float3   *controlPoints [[buffer(0)]],
                                         constant uint16_t *indices       [[buffer(1)]]
                                         )
{
    // ...
}

Design patterns

Pattern Source evidence Purpose or tradeoff
Geometry hierarchy Renderer/Renderer.mm:339 Makes the sample’s curve geometry and acceleration-structure setup an explicit, reviewable boundary.
Renderer boundary Application/ViewController.mm:54 UI/lifecycle code composes a renderer while GPU state and encoding stay together.
Host-shader data contract Renderer/Renderer.mm:13 Shared indices/structs and matching bindings couple host encoding to shader signatures deliberately.

Naming conventions

  • Role suffixes make ownership visible: ViewController, Renderer, AppDelegate, WindowSceneDelegate.
  • Method names describe setup or encoding actions: application, applicationShouldTerminateAfterLastWindowClosed, viewDidLoad, scene, sceneDidDisconnect, initWithDevice, loadMetal.
  • Shader entry points use stage/operation names: raytracingKernel, copyVertex, copyFragment.
  • Names favor concrete domain roles and target-local types; no broad public library namespace is introduced.

Architecture takeaways

  • Keep ViewController focused on composition; Renderer is the owner of curve geometry and acceleration-structure setup.
  • Treat curve intersection/ray-tracing shader as a separate execution/compilation boundary with explicit resource and data-layout contracts.
  • The verified ownership edge is ViewController_renderer; broader exclusive ownership is not inferred.
  • Access-control rationale follows concrete language boundaries rather than translating every header or shader symbol into Swift terms.

Source map

Source file Architectural role
Renderer/Renderer.mm Renderer
Application/ViewController.mm ViewController
Renderer/Shaders.metal CopyVertexOut
Application/main.m entry point or feature implementation
Application/WindowSceneDelegate.m WindowSceneDelegate
Renderer/ShaderTypes.h packed_float3, Camera, Uniforms
Application/AppDelegate.h AppDelegate
Application/AppDelegate.m AppDelegate, AppDelegate
Application/ViewController.h ViewController, ViewController