使用initWithVertexBuffers以编程方式生成MDLMesh对象

时间:2017-10-18 07:12:40

标签: ios objective-c metal

如果您正在使用iOS Metal,并且您有自定义程序对象模型,并且(像我一样)您的模型停止使用Metal2和iOS 11的出现,那么您可能已经开始研究如何以编程方式生成MDLMesh。

Apple文档说,“通常,您通过遍历MDLAsset对象的对象层次结构来获取网格,但您也可以从自己的顶点数据创建网格或创建参数网格。”不幸的是,它没有提供说明或示例代码。

您可以快速找到双MDLMesh初始化调用,initWithVertexBuffer和initWithVertexBuffers。同样很快你在网上找不到示例代码或讨论......至少我没有成功找到任何代码。

由于对于这个不经意的观察者来说,如何做到这一点并不直观,因此需要提供代码样本。

1 个答案:

答案 0 :(得分:4)

有很多示例使用工厂参数化方法创建MDLMesh,例如立方体:

[MDLMesh newBoxWithDimensions:...

使用最简单的这些,对于"飞机" (一个矩形),我生成了一个具有最小顶点数的1x1矩形:

MDLMesh *mdlMesh = [MDLMesh newPlaneWithDimensions:(vector_float2){1.0, 1.0}
                                          segments:(vector_uint2){1, 1}
                                      geometryType:MDLGeometryTypeTriangles
                                         allocator:metalAllocator];

然后我使用Xcode调试器来研究生成的MDLMesh的样子,作为指导我创建一个更简单的对象,一个程序化的等边三角形的方法。

以下代码适用于我。我确信那些比我更懂金属的人可以提供更好的解决方案。但是,这将有助于你开始,在一些正确的方向......

所以直到有

的新工厂参数方法
[MDLMesh newEquilateralTriangleWithEdgeLength:...

以下代码似乎可以解决问题...

static const float equilateralTriangleVertexData[] =
{
      0.000000,  0.577350,  0.0,
     -0.500000, -0.288675,  0.0,
      0.500000, -0.288675,  0.0,
};

static const vector_float3 equilateralTriangleVertexNormalsData[] =
{
    { 0.0,  0.0,  1.0 },
    { 0.0,  0.0,  1.0 },
    { 0.0,  0.0,  1.0 },
};

static const vector_float2 equilateralTriangleVertexTexData[] =
{
    { 0.50, 1.00 },
    { 0.00, 0.00 },
    { 1.00, 0.00 },
};

int numVertices = 3;

int lenBufferForVertices_position          = sizeof(equilateralTriangleVertexData);
int lenBufferForVertices_normal            = numVertices * sizeof(vector_float3);
int lenBufferForVertices_textureCoordinate = numVertices * sizeof(vector_float2);

MTKMeshBuffer *mtkMeshBufferForVertices_position          = (MTKMeshBuffer *)[metalAllocator newBuffer:lenBufferForVertices_position          type:MDLMeshBufferTypeVertex];
MTKMeshBuffer *mtkMeshBufferForVertices_normal            = (MTKMeshBuffer *)[metalAllocator newBuffer:lenBufferForVertices_normal            type:MDLMeshBufferTypeVertex];
MTKMeshBuffer *mtkMeshBufferForVertices_textureCoordinate = (MTKMeshBuffer *)[metalAllocator newBuffer:lenBufferForVertices_textureCoordinate type:MDLMeshBufferTypeVertex];

// Now fill the Vertex buffers with vertices.

NSData *nsData_position          = [NSData dataWithBytes:equilateralTriangleVertexData        length:lenBufferForVertices_position];
NSData *nsData_normal            = [NSData dataWithBytes:equilateralTriangleVertexNormalsData length:lenBufferForVertices_normal];
NSData *nsData_textureCoordinate = [NSData dataWithBytes:equilateralTriangleVertexTexData     length:lenBufferForVertices_textureCoordinate];

[mtkMeshBufferForVertices_position          fillData:nsData_position          offset:0];
[mtkMeshBufferForVertices_normal            fillData:nsData_normal            offset:0];
[mtkMeshBufferForVertices_textureCoordinate fillData:nsData_textureCoordinate offset:0];

NSArray <id<MDLMeshBuffer>> *arrayOfMeshBuffers = [NSArray arrayWithObjects:mtkMeshBufferForVertices_position, mtkMeshBufferForVertices_normal, mtkMeshBufferForVertices_textureCoordinate, nil];

static uint16_t indices[] =
{
    0,  1,  2,
};

int numIndices = 3;

int lenBufferForIndices = numIndices * sizeof(uint16_t);
MTKMeshBuffer *mtkMeshBufferForIndices = (MTKMeshBuffer *)[metalAllocator newBuffer:lenBufferForIndices type:MDLMeshBufferTypeIndex];

NSData *nsData_indices = [NSData dataWithBytes:indices length:lenBufferForIndices];
[mtkMeshBufferForIndices fillData:nsData_indices offset:0];

MDLScatteringFunction *scatteringFunction = [MDLPhysicallyPlausibleScatteringFunction new];
MDLMaterial *material = [[MDLMaterial alloc] initWithName:@"plausibleMaterial" scatteringFunction:scatteringFunction];

// Not allowed to create an MTKSubmesh directly, so feed an MDLSubmesh to an MDLMesh, and then use that to load an MTKMesh, which makes the MTKSubmesh from it.
MDLSubmesh *submesh = [[MDLSubmesh alloc] initWithName:@"summess" // Hackspeke for @"submesh"
                                           indexBuffer:mtkMeshBufferForIndices 
                                            indexCount:numIndices 
                                             indexType:MDLIndexBitDepthUInt16 
                                          geometryType:MDLGeometryTypeTriangles 
                                              material:material];

NSArray <MDLSubmesh *> *arrayOfSubmeshes = [NSArray arrayWithObjects:submesh, nil];

MDLMesh *mdlMesh = [[MDLMesh alloc] initWithVertexBuffers:arrayOfMeshBuffers
                                              vertexCount:numVertices
                                               descriptor:mdlVertexDescriptor
                                                submeshes:arrayOfSubmeshes];