SCNTechnique的DRAW_QUAD传递中来自ARSCNView的空白深度缓冲区

时间:2018-09-25 09:23:32

标签: ios arkit metal depth-buffer scntechnique

我正在尝试在AR SceneKit演示的后处理步骤中进行深度测试。为此,我需要渲染器ARSCNView的深度图。使用SCNTechnique似乎无法获得它。

当尝试将DRAW_SCENE传递的深度用作SCNTechnique的DRAW_QUAD传递的输入时,我一直保持空白(充满1.0-s)深度缓冲区。 我遵循了SCNTechnique上的指南,并命名了深度目标。 这是SCNTechnique实施中的错误,还是我在配置中缺少某些内容?

颜色缓冲区已正确链接,https://github.com/lachlanhurst/SCNTechniqueTest/tree/pixelate中的示例有效。

这是金属技术的调试视图,如您所见,深度缓冲区是完全白色的。 Metal shader debug view

这是技术列表:

<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
    <key>passes</key>
    <dict>
        <key>pixelate_scene</key>
        <dict>
            <key>draw</key>
            <string>DRAW_SCENE</string>
            <key>inputs</key>
            <dict/>
            <key>outputs</key>
            <dict>
                <key>color</key>
                <string>color_scene</string>
                <key>depth</key>
                <string>depth_scene</string>
            </dict>
            <key>colorStates</key>
            <dict>
                <key>clear</key>
                <true/>
                <key>clearColor</key>
                <string>sceneBackground</string>
            </dict>
        </dict>
        <key>resample_pixelation</key>
        <dict>
            <key>draw</key>
            <string>DRAW_QUAD</string>
            <key>program</key>
            <string>doesntexist</string>
            <key>metalVertexShader</key>
            <string>pixelate_pass_through_vertex</string>
            <key>metalFragmentShader</key>
            <string>pixelate_pass_through_fragment</string>
            <key>inputs</key>
            <dict>
                <key>colorSampler</key>
                <string>color_scene</string>
                <key>depthSampler</key>
                <string>depth_scene</string>
            </dict>
            <key>outputs</key>
            <dict>
                <key>color</key>
                <string>COLOR</string>
            </dict>
        </dict>
    </dict>
    <key>sequence</key>
    <array>
        <string>pixelate_scene</string>
        <string>resample_pixelation</string>
    </array>
    <key>targets</key>
    <dict>
        <key>color_scene</key>
        <dict>
            <key>type</key>
            <string>color</string>
        </dict>
        <key>depth_scene</key>
        <dict>
            <key>type</key>
            <string>depth</string>
        </dict>
    </dict>
    <key>symbols</key>
    <dict/>
</dict>
</plist>

着色器如下所示:

#include <metal_stdlib>
#include <metal_geometric>
using namespace metal;


#include <SceneKit/scn_metal>

struct custom_vertex_t
{
    float4 position [[attribute(SCNVertexSemanticPosition)]];
};

constexpr sampler s = sampler(coord::normalized,
                              address::repeat,
                              filter::nearest);

struct out_vertex_t
{
    float4 position [[position]];
    float2 uv;
};

vertex out_vertex_t pixelate_pass_through_vertex(custom_vertex_t in [[stage_in]], constant SCNSceneBuffer& scn_frame [[buffer(0)]])
{
    out_vertex_t out;
    out.position = in.position;
    out.uv = float2((in.position.x + 1.0) * 0.5 , (in.position.y + 1.0) * -0.5);
    return out;
};



fragment half4 pixelate_pass_through_fragment(out_vertex_t vert [[stage_in]], texture2d<float, access::sample> colorSampler [[texture(0)]], texture2d<float, access::sample> depthSampler [[texture(1)]])
{
    float4 fragment_color = colorSampler.sample( s, vert.uv);
    float ar_depth = depthSampler.sample(s, vert.uv).r;

    return half4(fragment_color * 0.5 + float4(ar_depth) * 0.5);
};

1 个答案:

答案 0 :(得分:0)

在片段着色器中,depthSampler的类型应为depth2d而不是texture2d。使用SCNTechnique正确设置管道可能有些棘手,但是一旦所有难题都解决了,它就可以工作。