我正在尝试为iOS进行3D for 3D开发。我在网上看了几篇简短的文章,仅涵盖了Metal的基础知识。 Theres还有一本书" Metal by example"但是这本书也没有详细介绍Metal。我还检查了一个类似的问题,在堆栈溢出问,但答案只是引导我到相同的文章。有没有人知道一个好的资源(书籍,视频或网络教程)可以教我基础知识一直到专家级别的金属?
答案 0 :(得分:0)
很难为Metal获得全面的资源指南,因为它还处于起步阶段。有一些东西,但它不足以让你真正擅长这一点。
这就是我的建议:咬紧牙关,先学习一下OpenGL ES。网上有很多教程,还有书籍。做一点吧;足以绘制纹理对象。但请确保您能够理解这些基础知识的基本概念。在那之后,拿起一本关于通用计算机图形概念的好书。一个很好的是实时渲染(Möller,Haines和Hoffman)。这将使您的图形知识成为一门科学,而Metal将成为实现这些概念的工具。为了实现它们,官方的Apple文档和WWDC视频就足够了。
Metal和OpenGL ES之间有很多常用术语,这就是为什么我建议先学习它。无论如何,它们都是计算机图形。所以你的目标应该是学习计算机图形学。金属将成为你工作的工具。
答案 1 :(得分:0)
从MetalKit开始,并构建一些结果 - 就像使用任何金属性能着色器处理视频输出的相机应用程序:
@import UIKit;
@import AVFoundation;
@import CoreMedia;
#import <MetalKit/MetalKit.h>
#import <Metal/Metal.h>
#import <MetalPerformanceShaders/MetalPerformanceShaders.h>
@interface ViewController : UIViewController <MTKViewDelegate, AVCaptureVideoDataOutputSampleBufferDelegate> {
NSString *_displayName;
NSString *serviceType;
}
@property (retain, nonatomic) SessionContainer *session;
@property (retain, nonatomic) AVCaptureSession *avSession;
@end;
#import "ViewController.h"
@interface ViewController () {
MTKView *_metalView;
id<MTLDevice> _device;
id<MTLCommandQueue> _commandQueue;
id<MTLTexture> _texture;
CVMetalTextureCacheRef _textureCache;
}
@property (strong, nonatomic) AVCaptureDevice *videoDevice;
@property (nonatomic) dispatch_queue_t sessionQueue;
@end
@implementation ViewController
- (void)viewDidLoad {
NSLog(@"%s", __PRETTY_FUNCTION__);
[super viewDidLoad];
_device = MTLCreateSystemDefaultDevice();
_metalView = [[MTKView alloc] initWithFrame:self.view.bounds];
[_metalView setContentMode:UIViewContentModeScaleAspectFit];
_metalView.device = _device;
_metalView.delegate = self;
_metalView.clearColor = MTLClearColorMake(1, 1, 1, 1);
_metalView.colorPixelFormat = MTLPixelFormatBGRA8Unorm;
_metalView.framebufferOnly = NO;
_metalView.autoResizeDrawable = NO;
CVMetalTextureCacheCreate(NULL, NULL, _device, NULL, &_textureCache);
[self.view addSubview:_metalView];
self.sessionQueue = dispatch_queue_create( "session queue", DISPATCH_QUEUE_SERIAL );
if ([self setupCamera]) {
[_avSession startRunning];
}
}
- (BOOL)setupCamera {
NSLog(@"%s", __PRETTY_FUNCTION__);
@try {
NSError * error;
_avSession = [[AVCaptureSession alloc] init];
[_avSession beginConfiguration];
[_avSession setSessionPreset:AVCaptureSessionPreset640x480];
// get list of devices; connect to front-facing camera
self.videoDevice = [AVCaptureDevice defaultDeviceWithMediaType:AVMediaTypeVideo];
if (self.videoDevice == nil) return FALSE;
AVCaptureDeviceInput *input = [AVCaptureDeviceInput deviceInputWithDevice:self.videoDevice error:&error];
[_avSession addInput:input];
dispatch_queue_t sampleBufferQueue = dispatch_queue_create("CameraMulticaster", DISPATCH_QUEUE_SERIAL);
AVCaptureVideoDataOutput * dataOutput = [[AVCaptureVideoDataOutput alloc] init];
[dataOutput setAlwaysDiscardsLateVideoFrames:YES];
[dataOutput setVideoSettings:@{(id)kCVPixelBufferPixelFormatTypeKey: @(kCVPixelFormatType_32BGRA)}];
[dataOutput setSampleBufferDelegate:self queue:sampleBufferQueue];
[_avSession addOutput:dataOutput];
[_avSession commitConfiguration];
} @catch (NSException *exception) {
NSLog(@"%s - %@", __PRETTY_FUNCTION__, exception.description);
return FALSE;
} @finally {
return TRUE;
}
}
- (void)captureOutput:(AVCaptureOutput *)captureOutput didOutputSampleBuffer:(CMSampleBufferRef)sampleBuffer fromConnection:(AVCaptureConnection *)connection
{
CVPixelBufferRef pixelBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
{
size_t width = CVPixelBufferGetWidth(pixelBuffer);
size_t height = CVPixelBufferGetHeight(pixelBuffer);
CVMetalTextureRef texture = NULL;
CVReturn status = CVMetalTextureCacheCreateTextureFromImage(kCFAllocatorDefault, _textureCache, pixelBuffer, NULL, MTLPixelFormatBGRA8Unorm, width, height, 0, &texture);
if(status == kCVReturnSuccess)
{
_metalView.drawableSize = CGSizeMake(width, height);
_texture = CVMetalTextureGetTexture(texture);
_commandQueue = [_device newCommandQueue];
CFRelease(texture);
}
}
}
- (void)drawInMTKView:(MTKView *)view {
// creating command encoder
if (_texture) {
id<MTLCommandBuffer> commandBuffer = [_commandQueue commandBuffer];
id<MTLTexture> drawingTexture = view.currentDrawable.texture;
// set up and encode the filter
MPSImageGaussianBlur *filter = [[MPSImageGaussianBlur alloc] initWithDevice:_device sigma:5];
[filter encodeToCommandBuffer:commandBuffer sourceTexture:_texture destinationTexture:drawingTexture];
// committing the drawing
[commandBuffer presentDrawable:view.currentDrawable];
[commandBuffer commit];
_texture = nil;
}
}
- (void)mtkView:(MTKView *)view drawableSizeWillChange:(CGSize)size {
}
@end
答案 2 :(得分:0)
developer.apple.com/Metal有很多信息