如何在Metal iOS中启用/禁用DepthMask

时间:2016-08-31 07:55:19

标签: ios metal depth-buffer depth-testing

我正在尝试使用Metal来显示一些具有复杂alpha的3D对象。

我在相同的对象中获得白边以对象alpha混合。但在不同的对象工作正常。

我通过在一个对象中禁用了depthMask来解决Android中的这个问题。

任何人都可以帮我在Metal iOS中如何做到这一点吗?

我的renderEncoder如下:

let pipelineStateDescriptor = MTLRenderPipelineDescriptor()
        pipelineStateDescriptor.vertexFunction = vertexProgram
        pipelineStateDescriptor.fragmentFunction = fragmentProgram
        pipelineStateDescriptor.colorAttachments[0].pixelFormat = .BGRA8Unorm
        pipelineStateDescriptor.colorAttachments[0].blendingEnabled = true
        pipelineStateDescriptor.colorAttachments[0].rgbBlendOperation = MTLBlendOperation.Add;
        pipelineStateDescriptor.colorAttachments[0].alphaBlendOperation = MTLBlendOperation.Add;
        pipelineStateDescriptor.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactor.SourceAlpha;
        pipelineStateDescriptor.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactor.SourceAlpha;
        pipelineStateDescriptor.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactor.OneMinusSourceAlpha;
        pipelineStateDescriptor.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactor.OneMinusSourceAlpha;
        pipelineStateDescriptor.depthAttachmentPixelFormat = .Depth32Float
        pipelineState = try! device.newRenderPipelineStateWithDescriptor(pipelineStateDescriptor)

        let depthStencilDescriptor = MTLDepthStencilDescriptor()
        depthStencilDescriptor.depthCompareFunction = .Less
        depthStencilDescriptor.depthWriteEnabled = true
        depthStencilState = device.newDepthStencilStateWithDescriptor(depthStencilDescriptor)



let renderPassDescriptor = MTLRenderPassDescriptor()
        renderPassDescriptor.colorAttachments[0].texture = drawable.texture
        renderPassDescriptor.colorAttachments[0].loadAction = .Clear
        renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColor(red: 1.0, green: 1.0, blue: 1.0, alpha: 1.0)
        renderPassDescriptor.colorAttachments[0].storeAction = .Store
        renderPassDescriptor.depthAttachment.loadAction = .Clear
        renderPassDescriptor.depthAttachment.clearDepth = 1.0
        renderPassDescriptor.depthAttachment.storeAction = .MultisampleResolve
        let commandBuffer = commandQueue.commandBuffer()
        commandBuffer.addCompletedHandler { (commandBuffer) -> Void in
            dispatch_semaphore_signal(self.bufferProvider.avaliableResourcesSemaphore)
        }
        renderEncoder = commandBuffer.renderCommandEncoderWithDescriptor(renderPassDescriptor)
        //For now cull mode is used instead of depth buffer
        renderEncoder.setCullMode(MTLCullMode.Front)
        renderEncoder.setDepthClipMode(.Clip)
        renderEncoder.setRenderPipelineState(pipelineState)
        renderEncoder.setDepthStencilState(depthStencilState)

1 个答案:

答案 0 :(得分:0)

我终于通过以下功能进行了宣传:

class func defaultSampler(device: MTLDevice) -> MTLSamplerState
    {
        let pSamplerDescriptor:MTLSamplerDescriptor? = MTLSamplerDescriptor();

        if let sampler = pSamplerDescriptor
        {
            sampler.minFilter             = MTLSamplerMinMagFilter.Linear
            sampler.magFilter             = MTLSamplerMinMagFilter.Linear
            sampler.mipFilter             = MTLSamplerMipFilter.Linear
            sampler.maxAnisotropy         = 1
            sampler.sAddressMode          = MTLSamplerAddressMode.ClampToZero
            sampler.tAddressMode          = MTLSamplerAddressMode.ClampToZero
            sampler.rAddressMode          = MTLSamplerAddressMode.ClampToZero
            sampler.normalizedCoordinates = true
            sampler.lodMinClamp           = 0
            sampler.lodMaxClamp           = FLT_MAX
        }
        else
        {
            print(">> ERROR: Failed creating a sampler descriptor!")
        }
        return device.newSamplerStateWithDescriptor(pSamplerDescriptor!)
    }