使用 2 个管道进行金属渲染,第二个对象与第一个对象重叠
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【中文标题】使用 2 个管道进行金属渲染,第二个对象与第一个对象重叠【英文标题】:Metal render with 2 pipelines, the second object overlap the first object 【发布时间】:2016-06-15 21:34:49 【问题描述】:我有 2 个对象,一个有纹理,另一个没有纹理。我使用 2 个着色器并使用 2 个渲染管道来绘制 2 个对象。 2个对象画得很好......但是当第二个对象被绘制时......它与第一个对象重叠,所以只有第二个对象在屏幕上......不知道哪里出了问题......也许是因为管道在 draw() 函数的最后一部分没有正确使用。模型首先正确绘制,但是当天空被绘制时,模型消失了......请帮助我,,,谢谢 这是我的代码:
class PanoViewController: GameViewController
//sky
var depthStencilState: MTLDepthStencilState! = nil
var vertexBufferSky: MTLBuffer! = nil
var uniformBufferSky: MTLBuffer! = nil
var depthTextureSky: MTLTexture! = nil
var diffuseTextureSky: MTLTexture! = nil
var samplerStateSky: MTLSamplerState! = nil
//model
var depthStencilStateModel: MTLDepthStencilState! = nil
var vertexBufferModel: MTLBuffer! = nil
var normalBufferModel: MTLBuffer! = nil
var colorBufferModel: MTLBuffer! = nil
var uniformBufferModel: MTLBuffer! = nil
override func buildPipeline()
//Model
let library = device!.newDefaultLibrary()!
//pipeline descriptor
// buildPipelinForSky(library)
// buildPipelineForModel(library)
//pipeline
do
pipelineSky = try device!.newRenderPipelineStateWithDescriptor(buildPipelinForSky(library))
pipelineModel = try device!.newRenderPipelineStateWithDescriptor(buildPipelineForModel(library))
catch
print("error with device.newRenderPipelineStateWithDescriptor")
let depthStencilDescriptor = MTLDepthStencilDescriptor()
depthStencilDescriptor.depthCompareFunction = .Less
depthStencilDescriptor.depthWriteEnabled = true
depthStencilState = device!.newDepthStencilStateWithDescriptor(depthStencilDescriptor)
commandQueue = device!.newCommandQueue()
func buildPipelineForModel(library: MTLLibrary) -> MTLRenderPipelineDescriptor
let pipeLineDesc = 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(library: MTLLibrary ) -> MTLRenderPipelineDescriptor
let pipeLineDesc = 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.colorAttachments[0].pixelFormat = .BGRA8Unorm
pipeLineDesc.depthAttachmentPixelFormat = .Depth32Float
let samplerDescriptorSky = MTLSamplerDescriptor()
samplerDescriptorSky.minFilter = .Nearest
samplerDescriptorSky.magFilter = .Linear
samplerStateSky = device!.newSamplerStateWithDescriptor(samplerDescriptorSky)
return pipeLineDesc
override func buildResources()
//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)
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))
//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))
//command buffer
let commandBuffer = commandQueue.commandBuffer()
commandBuffer.addCompletedHandler [weak self] commandBuffer in
if let strongSelf = self
dispatch_semaphore_signal(strongSelf.inflightSemaphore)
return
//model
var passDescriptor = MTLRenderPassDescriptor()
passDescriptor = passDescrForModel(drawable,passDescriptor: passDescriptor)
var commandEncoder = commandBuffer.renderCommandEncoderWithDescriptor(passDescriptor)
commandEncoder.pushDebugGroup("model pass")
commandEncoder.label = "model buffer"
pointCloudDraw(commandEncoder)
commandEncoder.endEncoding()
commandEncoder.popDebugGroup()
passDescriptor = passDescrForSky(drawable,passDescriptor: passDescriptor)
commandEncoder = commandBuffer.renderCommandEncoderWithDescriptor(passDescriptor)
commandEncoder.pushDebugGroup("sky pass")
commandEncoder.label = "sky buffer"
skyDraw(commandEncoder)
commandEncoder.popDebugGroup()
commandEncoder.endEncoding()
commandBuffer.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
commandBuffer.commit()
func passDescrForModel(drawable: CAMetalDrawable, passDescriptor:MTLRenderPassDescriptor) -> 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(drawable: CAMetalDrawable, passDescriptor:MTLRenderPassDescriptor) -> 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.setRenderPipelineState(pipelineModel)
commandencodeModel.setDepthStencilState(depthStencilState)
commandencodeModel.setFrontFacingWinding(.CounterClockwise)
commandencodeModel.setCullMode(.Back)
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.setRenderPipelineState(pipelineSky)
commandencodeSky.setDepthStencilState(depthStencilState)
commandencodeSky.setFrontFacingWinding(.CounterClockwise)
commandencodeSky.setCullMode(.Back)
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)
【问题讨论】:
【参考方案1】:更改 passDescrForSky 函数passDescriptor.colorAttachments[0].loadAction = .Load
然后2个物体都显示出来了...位置出了点问题...第一个需要调整...
【讨论】:
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