我想用Metal渲染2个不同的物体......一个是纹理,另一个是没有纹理。我有2个不同的着色器,2个不同的顶点描述符,这意味着我应该使用2个不同的渲染管道? ..屏幕上只有一个对象绘图(带纹理的模型)正确,另一个是错误的,我不知道我哪里出错了......这是代码:
override func buildPipeline() {
//Model
let library = device!.newDefaultLibrary()!
let pipelineDescriptor = MTLRenderPipelineDescriptor()
buildPipelinForSky(pipelineDescriptor, library: library)
buildPipelineForModel(pipelineDescriptor, library: library)
do {
pipelineSky = try device!.newRenderPipelineStateWithDescriptor(pipelineDescriptor)
} catch {
print("error with device.newRenderPipelineStateWithDescriptor")
}
let depthStencilDescriptor = MTLDepthStencilDescriptor()
depthStencilDescriptor.depthCompareFunction = .Less
depthStencilDescriptor.depthWriteEnabled = true
depthStencilState = device!.newDepthStencilStateWithDescriptor(depthStencilDescriptor)
commandQueue = device!.newCommandQueue()
}
func buildPipelineForModel(pipeLineDesc:MTLRenderPipelineDescriptor, library: MTLLibrary) -> MTLRenderPipelineDescriptor {
let vertexFunctionModel = library.newFunctionWithName("vertex_ply")
let fragmentFunctionModel = library.newFunctionWithName("fragment_ply")
let vertexDescriptorModel = MTLVertexDescriptor()
vertexDescriptorModel.attributes[0].offset = 0
vertexDescriptorModel.attributes[0].format = .Float4
vertexDescriptorModel.attributes[0].bufferIndex = 0
vertexDescriptorModel.layouts[0].stepFunction = .PerVertex
vertexDescriptorModel.layouts[0].stride = sizeof(Float) * 4
pipeLineDesc.vertexFunction = vertexFunctionModel
pipeLineDesc.vertexDescriptor = vertexDescriptorModel
pipeLineDesc.fragmentFunction = fragmentFunctionModel
pipeLineDesc.colorAttachments[0].pixelFormat = .BGRA8Unorm
return pipeLineDesc
}
func buildPipelinForSky(pipeLineDesc:MTLRenderPipelineDescriptor, library: MTLLibrary ) -> MTLRenderPipelineDescriptor{
let vertexFunctionSky = library.newFunctionWithName("vertex_sky")
let fragmentFunctionSky = library.newFunctionWithName("fragment_sky")
let vertexDescriptorSky = MTLVertexDescriptor()
vertexDescriptorSky.attributes[0].offset = 0
vertexDescriptorSky.attributes[0].format = .Float4
vertexDescriptorSky.attributes[0].bufferIndex = 0
vertexDescriptorSky.attributes[1].offset = sizeof(Float32) * 4
vertexDescriptorSky.attributes[1].format = .Float4
vertexDescriptorSky.attributes[1].bufferIndex = 0
vertexDescriptorSky.attributes[2].offset = sizeof(Float32) * 8
vertexDescriptorSky.attributes[2].format = .Float2
vertexDescriptorSky.attributes[2].bufferIndex = 0
vertexDescriptorSky.layouts[0].stepFunction = .PerVertex
vertexDescriptorSky.layouts[0].stride = sizeof(Vertex)
pipeLineDesc.vertexFunction = vertexFunctionSky
pipeLineDesc.vertexDescriptor = vertexDescriptorSky
pipeLineDesc.fragmentFunction = fragmentFunctionSky
pipeLineDesc.depthAttachmentPixelFormat = .Depth32Float
let samplerDescriptorSky = MTLSamplerDescriptor()
samplerDescriptorSky.minFilter = .Nearest
samplerDescriptorSky.magFilter = .Linear
samplerStateSky = device!.newSamplerStateWithDescriptor(samplerDescriptorSky)
return pipeLineDesc
}
override func buildResources() {
// (vertexBuffer, indexBuffer) = SphereGenerator.sphereWithRadius(1, stacks: 30, slices: 30, device: device!)
//Model
(vertexBufferModel,normalBufferModel,colorBufferModel) = PointCloud.model(device!)
uniformBufferModel = device!.newBufferWithLength(sizeof(M4f) * 2, options: .OptionCPUCacheModeDefault)
//Sky
vertexBufferSky = SkySphere.sphere(device!)
uniformBufferSky = device!.newBufferWithLength(sizeof(M4f) * 2, options: .OptionCPUCacheModeDefault)
diffuseTextureSky = self.textureForImage(UIImage(named: "bluemarble")!, device: device!)
}
override func resize() {
//Model
super.resize()
//Sky
let layerSizeSky = metalLayer.drawableSize
let depthTextureDescriptorSky = MTLTextureDescriptor.texture2DDescriptorWithPixelFormat(.Depth32Float,
width: Int(layerSizeSky.width),
height: Int(layerSizeSky.height),
mipmapped: false)
depthTextureSky = device!.newTextureWithDescriptor(depthTextureDescriptorSky)
}
override func draw() {
dispatch_semaphore_wait(inflightSemaphore, DISPATCH_TIME_FOREVER)
//Sky
if let drawable = metalLayer.nextDrawable()
{
var modelMatrixTransSky = M4f()
var modelMatrixRotSky = M4f()
var modelMatrixScaleSky = M4f()
modelMatrixTransSky = translate(0, y: 0, z: 0)
modelMatrixRotSky = rotate(90, r: V3f(1,0,0)) * modelMatrixRotSky
modelMatrixScaleSky = scaling(10, y: 10, z: 10)
let modelMatrixSky = modelMatrixTransSky * modelMatrixRotSky * modelMatrixScaleSky
var viewMatrixSky = M4f()
viewMatrixSky = myCamera.setLookAt(viewMatrixSky)
let modelViewMatrixSky = viewMatrixSky * modelMatrixSky
let aspect = Float32(metalLayer.drawableSize.width) / Float32(metalLayer.drawableSize.height)
let kFOVY:Float = 85.0
let projectionMatrix = perspective_fov(kFOVY, aspect: aspect, near: 0.1, far: 180.0)
let matricesSky = [projectionMatrix, modelViewMatrixSky]
memcpy(uniformBufferSky.contents(), matricesSky, Int(sizeof(M4f) * 2))
let commandBufferSky = commandQueue.commandBuffer()
commandBufferSky.addCompletedHandler{ [weak self] commandBufferSky in
if let strongSelf = self {
dispatch_semaphore_signal(strongSelf.inflightSemaphore)
}
return
}
//Model
var modelMatrixTransModel = M4f()
var modelMatrixRotModel = M4f()
var modelMatrixScaleModel = M4f()
modelMatrixTransModel = translate(0, y: 0, z: 0)
modelMatrixRotModel = rotate(0, r: V3f(1,0,0))
modelMatrixScaleModel = scaling(10, y: 10, z: 10)
let modelMatrixModel = modelMatrixTransModel * modelMatrixRotModel * modelMatrixScaleModel
var viewMatrixModel = M4f()
viewMatrixModel = myCamera.setLookAt(viewMatrixModel)
let modelViewMatrixModel = viewMatrixModel * modelMatrixModel
let matricesModel = [projectionMatrix, modelViewMatrixModel]
memcpy(uniformBufferModel.contents(), matricesModel, Int(sizeof(M4f) * 2))
//Sky
let passDescriptor = MTLRenderPassDescriptor()
passDescrForSky(passDescriptor, drawable: drawable)
passDescrForModel(passDescriptor, drawable: drawable)
//Sky
let commandEncoderSky = commandBufferSky.renderCommandEncoderWithDescriptor(passDescriptor)
commandEncoderSky.setRenderPipelineState(pipelineSky)
commandEncoderSky.setDepthStencilState(depthStencilState)
commandEncoderSky.setFrontFacingWinding(.CounterClockwise)
commandEncoderSky.setCullMode(.Back)
pointCloudDraw(commandEncoderSky)
skyDraw(commandEncoderSky)
commandEncoderSky.endEncoding()
commandBufferSky.presentDrawable(drawable)
// bufferIndex matches the current semaphore controled frame index to ensure writing occurs at the correct region in the vertex buffer
bufferIndex = (bufferIndex + 1) % MaxBuffers
commandBufferSky.commit()
}
}
func passDescrForModel(passDescriptor: MTLRenderPassDescriptor, drawable: CAMetalDrawable) -> MTLRenderPassDescriptor{
passDescriptor.colorAttachments[0].texture = drawable.texture
passDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(0.5, 0.5, 0.5, 1)
passDescriptor.colorAttachments[0].loadAction = .Clear
passDescriptor.colorAttachments[0].storeAction = .Store
return passDescriptor
}
func passDescrForSky(passDescriptor: MTLRenderPassDescriptor, drawable: CAMetalDrawable) -> MTLRenderPassDescriptor{
passDescriptor.colorAttachments[0].texture = drawable.texture
passDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(0.5, 0.5, 0.5, 1)
passDescriptor.colorAttachments[0].loadAction = .Clear
passDescriptor.colorAttachments[0].storeAction = .Store
passDescriptor.depthAttachment.texture = depthTextureSky
passDescriptor.depthAttachment.clearDepth = 1
passDescriptor.depthAttachment.loadAction = .Clear
passDescriptor.depthAttachment.storeAction = .DontCare
return passDescriptor
}
func pointCloudDraw(commandencodeModel: MTLRenderCommandEncoder) {
commandencodeModel.setVertexBuffer(vertexBufferModel, offset:0, atIndex:0)
commandencodeModel.setVertexBuffer(normalBufferModel, offset:0, atIndex:1)
commandencodeModel.setVertexBuffer(colorBufferModel, offset:0, atIndex:2)
commandencodeModel.setVertexBuffer(uniformBufferModel, offset:0, atIndex:3)
commandencodeModel.setFragmentBuffer(uniformBufferModel, offset: 0, atIndex: 0)
commandencodeModel.drawPrimitives(.Point, vertexStart: 0, vertexCount: vertextCountModel)
}
func skyDraw(commandencodeSky: MTLRenderCommandEncoder) {
commandencodeSky.setVertexBuffer(vertexBufferSky, offset:0, atIndex:0)
commandencodeSky.setVertexBuffer(uniformBufferSky, offset:0, atIndex:1)
commandencodeSky.setFragmentTexture(diffuseTextureSky, atIndex: 0)
commandencodeSky.setFragmentSamplerState(samplerStateSky, atIndex: 0)
commandencodeSky.drawPrimitives(.Triangle, vertexStart: 0, vertexCount: vertexCountSky)
}
这里是天空的顶点缓冲区:
struct Vector4
{
var x: Float32
var y: Float32
var z: Float32
var w: Float32
}
struct TexCoords
{
var u: Float32
var v: Float32
}
struct Vertex
{
var position: Vector4
var normal: Vector4
var texCoords: TexCoords
}
var vertexCountSky: Int = 0
struct SkySphere
{
static func sphere(device: MTLDevice) -> (MTLBuffer!)
{
let ply = plyVntReader.init(objFileName: "test")
let vertexBuffer = device.newBufferWithBytes(ply!.vertices, length:sizeof(Vertex) * ply!.vertexCount, options:.OptionCPUCacheModeDefault)
print(ply!.vertices)
vertexCountSky = ply!.vertexCount
return (vertexBuffer)
}
}
这是模型的顶点缓冲区:
var vertextCountModel: Int = 0
struct PointCloud
{
static func model(device: MTLDevice) -> (MTLBuffer!, MTLBuffer!, MTLBuffer!)
{
let ply = plyVncReader.init(objFileName: "controller_ascii")
vertextCountModel = ply!.vertexCount
let vertexBuffer = device.newBufferWithBytes(ply!.vertices, length:sizeof(V4f) * ply!.vertexCount, options:.OptionCPUCacheModeDefault)
let normalBuffer = device.newBufferWithBytes(ply!.normals, length:sizeof(V4f) * ply!.vertexCount, options:.OptionCPUCacheModeDefault)
let colorBuffer = device.newBufferWithBytes(ply!.colors, length:sizeof(V4f) * ply!.vertexCount, options:.OptionCPUCacheModeDefault)
print(ply!.colors)
return (vertexBuffer, normalBuffer, colorBuffer)
}
}
天空着色器
using namespace metal;
//Sky
struct TexturedInVertex
{
packed_float4 position [[attribute(0)]];
packed_float4 normal [[attribute(1)]];
packed_float2 texCoords [[attribute(2)]];
};
struct TexturedColoredOutVertex
{
float4 position [[position]];
float3 normal;
float2 texCoords;
float pointsize[[point_size]];
};
struct UniformsSky
{
float4x4 projectionMatrix;
float4x4 modelViewMatrix;
};
vertex TexturedColoredOutVertex vertex_sky(device TexturedInVertex *vert [[buffer(0)]],
constant UniformsSky &uniforms [[buffer(1)]],
uint vid [[vertex_id]])
{
float4x4 MV = uniforms.modelViewMatrix;
float3x3 normalMatrix(MV[0].xyz, MV[1].xyz, MV[2].xyz);
float4 modelNormal = vert[vid].normal;
TexturedColoredOutVertex outVertex;
outVertex.position = uniforms.projectionMatrix * uniforms.modelViewMatrix * float4(vert[vid].position);
outVertex.normal = normalMatrix * modelNormal.xyz;
outVertex.texCoords = vert[vid].texCoords;
outVertex.pointsize = 10.0;
return outVertex;
};
fragment half4 fragment_sky(TexturedColoredOutVertex vert [[stage_in]],
texture2d<float, access::sample> diffuseTexture [[texture(0)]],
sampler samplr [[sampler(0)]])
{
float4 diffuseColor = diffuseTexture.sample(samplr, vert.texCoords);
return half4(diffuseColor.r, diffuseColor.g, diffuseColor.b, 1);
};
这是模型的着色器 //模型
struct ColoredVertex
{
float4 position [[position]];
float4 normal;
float4 color;
float pointsize[[point_size]];
};
struct UniformsPoint
{
float4x4 projectionMatrix;
float4x4 modelViewMatrix;
};
vertex ColoredVertex vertex_ply(constant float4 *position [[buffer(0)]],
constant float4 *normal [[buffer(1)]],
constant float4 *color [[buffer(2)]],
constant UniformsPoint &uniforms [[buffer(3)]],
uint vid [[vertex_id]])
{
ColoredVertex vert;
vert.position = uniforms.projectionMatrix * uniforms.modelViewMatrix * position[vid];
vert.normal = normal[vid];
vert.color = color[vid];
vert.pointsize = 5.0;
return vert;
}
fragment float4 fragment_ply(ColoredVertex vert [[stage_in]])
{
return vert.color;
}