我遇到this site并开始研究SDF一段时间了。但是我仍然不明白这个代码背后的想法:
float pMod1(inout float p, float size) {
float halfsize = size*0.5;
float c = floor((p + halfsize)/size);
p = mod(p + halfsize, size) - halfsize;
return c;
}
我将其转换为我的Metal
代码:
#define _inout(T) T
...
float pMod1(_inout (float) p, float size) {
float halfsize = size*0.5;
float c = floor((p + halfsize)/size);
p = mod(p + halfsize, size) - halfsize;
return c;
}
但没有得到预期的结果。但是,如果我改为
#define _inout(T) T
...
float pMod1(_inout (float) p, float size) {
float halfsize = size*0.5;
float c = floor((p + halfsize)/size);
p = mod(p + halfsize, size) - halfsize;
return p; // <-- change from c to p
}
然后我得到了我的预期。
我怀疑我转换inout
的方式并不完全正确。我从一些Shadertoy
代码中借用了它,但我并不认为它真的有用。
c
如何有用?在旁边的代码中评论:
许多运营商将空间划分为单元格。标识符 如果可能,返回或单元格索引。这个返回值是 意图任选地使用,例如,作为随机种子来改变 细胞内距离函数的参数。
我不明白它的真正含义。有人可以提出一些如何使用细胞指数的例子吗?
UPDATE1:
我将代码更改为:
float pMod1(thread float &p, float size) {
float halfsize = size*0.5;
float c = floor((p + halfsize)/size);
p = mod(p + halfsize, size) - halfsize;
return c;
}
现在我收到另一条错误消息:
致命错误:在解包可选值时意外发现nil
从这一行:
command_encoder.setComputePipelineState(cps)
以下是MetaView.swift的完整代码:
import MetalKit
public class MetalView: MTKView, NSWindowDelegate {
var queue: MTLCommandQueue! = nil
var cps: MTLComputePipelineState! = nil
var timer: Float = 0
var timerBuffer: MTLBuffer!
var mousexBuffer: MTLBuffer!
var mouseyBuffer: MTLBuffer!
var pos: NSPoint!
var floatx: Float!
var floaty: Float!
required public init(coder: NSCoder) {
super.init(coder: coder)
self.framebufferOnly = false
device = MTLCreateSystemDefaultDevice()
registerShaders()
}
override public func drawRect(dirtyRect: NSRect) {
super.drawRect(dirtyRect)
if let drawable = currentDrawable {
let command_buffer = queue.commandBuffer()
let command_encoder = command_buffer.computeCommandEncoder()
command_encoder.setComputePipelineState(cps) ///////<-- This line throw an error.
command_encoder.setTexture(drawable.texture, atIndex: 0)
command_encoder.setBuffer(timerBuffer, offset: 0, atIndex: 1)
command_encoder.setBuffer(mousexBuffer, offset: 0, atIndex: 2)
command_encoder.setBuffer(mouseyBuffer, offset: 0, atIndex: 3)
update()
let threadGroupCount = MTLSizeMake(8, 8, 1)
let threadGroups = MTLSizeMake(drawable.texture.width / threadGroupCount.width, drawable.texture.height / threadGroupCount.height, 1)
command_encoder.dispatchThreadgroups(threadGroups, threadsPerThreadgroup: threadGroupCount)
command_encoder.endEncoding()
command_buffer.presentDrawable(drawable)
command_buffer.commit()
}
}
func registerShaders() {
queue = device!.newCommandQueue()
do {
let library = device!.newDefaultLibrary()!
let kernel = library.newFunctionWithName("compute")!
timerBuffer = device!.newBufferWithLength(sizeof(Float), options: [])
mousexBuffer = device!.newBufferWithLength(sizeof(Float), options: [])
mouseyBuffer = device!.newBufferWithLength(sizeof(Float), options: [])
cps = try device!.newComputePipelineStateWithFunction(kernel)
} catch let e {
Swift.print("\(e)")
}
}
func update() {
timer += 0.01
var bufferPointer = timerBuffer.contents()
memcpy(bufferPointer, &timer, sizeof(Float))
bufferPointer = mousexBuffer.contents()
memcpy(bufferPointer, &floatx, sizeof(NSPoint))
bufferPointer = mouseyBuffer.contents()
memcpy(bufferPointer, &floaty, sizeof(NSPoint))
}
override public func mouseDragged(event: NSEvent) {
pos = convertPointToLayer(convertPoint(event.locationInWindow, fromView: nil))
let scale = layer!.contentsScale
pos.x *= scale
pos.y *= scale
floatx = Float(pos.x)
floaty = Float(pos.y)
debugPrint("Hello",pos.x,pos.y)
}
}
UPDATE2:
我怀疑 Update1 中的错误是因为我分割Metal
文件的方式。所以我通过将所有函数复制到1 Metal
文件来简化它,现在我产生了新的错误:
float pMod1(thread float &p, float size) {
float halfsize = size*0.5;
float c = floor((p + halfsize)/size);
p = mod(p + halfsize, size) - halfsize;
return c;
}
static float map( float3 p )
{
float size = 10.0;
p.x = pMod1(p.x,size);/////<--- this produce the error.
float box = fBox(p, float3(1));
float sphere = length(p - float3(1)) - 1;
float d = min(box,sphere);
float guard = -fBoxCheap(p, float3(size*0.5));
guard = abs(guard) + size*0.1;
return min(d,guard);
}
错误:
对
pMod1
的调用含糊不清
答案 0 :(得分:2)
Metal中的等效函数是
float pMod1(thread float &p, float size) {
float halfsize = size*0.5;
float c = floor((p + halfsize)/size);
p = mod(p + halfsize, size) - halfsize;
return c;
}
为了修改参数,您需要通过引用传递它,就像在C ++中一样。在Metal中,您还需要明确将其限定为thread
地址空间(而不是constant
,threadgroup
等)。
hg_sdf中pMod
函数族的目的是“折叠”空间,允许您创建以固定间隔重复的对象的副本。 c
值类似于对象索引,指示对象所在的折叠空间的“分区”。除非您调整对象外观(通过应用不同的材质或添加表面细节等),否则可以忽略它。 )
这在Johann Körndorfer's talk here中已经非常详尽地描述了。
<强>更新强>
为了调用该函数,您需要创建一个临时变量来存储您想要修改的调出组件,因为您无法通过Metal中的引用传递混合的矢量组件。
float px = p.x;
float c = pMod1(px, size);
p.x = px;
由于引用传递px
,p.x
现在包含写入px
内pMod1
的值。