在 Metal 中从顶点缓冲区渲染四边形
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【中文标题】在 Metal 中从顶点缓冲区渲染四边形【英文标题】:Rendering Quad from Vertex Buffer in Metal 【发布时间】:2017-09-20 02:36:58 【问题描述】:我正在尝试使用 Metal 渲染像素对齐的 2D 四边形,但似乎无法正确处理。
我的顶点缓冲区的内容(在创建时从 CPU 端记录)是:
Vertex(position: float4(0.0, 0.0, 0.5, 1.0), textureCoordinate: float2(0.0, 0.0))
Vertex(position: float4(0.0, 64.0, 0.5, 1.0), textureCoordinate: float2(0.0, 1.0))
Vertex(position: float4(64.0, 0.0, 0.5, 1.0), textureCoordinate: float2(1.0, 0.0))
Vertex(position: float4(64.0, 64.0, 0.5, 1.0), textureCoordinate: float2(1.0, 1.0))
绘制两个三角形的索引缓冲区包含以下索引:
0, 1, 2, 2, 1, 3
我使用的纹理是:
...但我得到这样的东西:
在捕获帧并检查顶点缓冲区时,我得到了这个:
显然,位置和纹理坐标混淆了。
这是我用来创建几何图形的代码:
import Metal
import simd
struct Vertex
var position = float4(x: 0, y: 0, z: 0, w: 1)
var textureCoordinate = float2(x: 0, y: 0)
class Quad
let vertexBuffer: MTLBuffer
let indexBuffer: MTLBuffer
let indexCount: Int
let indexType: MTLIndexType
let primitiveType: MTLPrimitiveType
init(sideLength: Float, device: MTLDevice)
self.primitiveType = .triangle
var vertexData = [Vertex]()
var topLeft = Vertex()
topLeft.position.x = 0
topLeft.position.y = 0
topLeft.position.z = 0.5
topLeft.textureCoordinate.x = 0
topLeft.textureCoordinate.y = 0
vertexData.append(topLeft)
var bottomLeft = Vertex()
bottomLeft.position.x = 0
bottomLeft.position.y = sideLength
bottomLeft.position.z = 0.5
bottomLeft.textureCoordinate.x = 0
bottomLeft.textureCoordinate.y = 1
vertexData.append(bottomLeft)
var topRight = Vertex()
topRight.position.x = sideLength
topRight.position.y = 0
topRight.position.z = 0.5
topRight.textureCoordinate.x = 1
topRight.textureCoordinate.y = 0
vertexData.append(topRight)
var bottomRight = Vertex()
bottomRight.position.x = sideLength
bottomRight.position.y = sideLength
bottomRight.position.z = 0.5
bottomRight.textureCoordinate.x = 1
bottomRight.textureCoordinate.y = 1
vertexData.append(bottomRight)
for vertex in vertexData
Swift.print(vertex) // logs the structs posted above
let vertexBufferSize = vertexData.count * MemoryLayout<Vertex>.stride
self.vertexBuffer = device.makeBuffer(bytes: vertexData, length: vertexBufferSize, options: [])
var indexData = [UInt32]()
// First triangle: Top left, bottom left, top right (CCW)
indexData.append(0)
indexData.append(1)
indexData.append(2)
// Second triangle: top right, bottom left, bottom right (CCW)
indexData.append(2)
indexData.append(1)
indexData.append(3)
for index in indexData
Swift.print(index) // logs the integers posted before
self.indexType = .uint32
self.indexCount = indexData.count
let indexBufferSize = indexData.count * MemoryLayout<UInt32>.stride
self.indexBuffer = device.makeBuffer(bytes: indexData, length: indexBufferSize, options: [])
...着色器:
#include <metal_stdlib>
using namespace metal;
struct Constants
float4x4 modelViewProjectionMatrix;
float4 tintColor;
;
struct VertexIn
packed_float4 position [[ attribute(0) ]];
packed_float2 texCoords [[ attribute(1) ]];
;
struct VertexOut
float4 position [[position]];
float2 texCoords;
;
vertex VertexOut sprite_vertex_transform(device VertexIn *vertices [[buffer(0)]],
constant Constants &uniforms [[buffer(1)]],
uint vertexId [[vertex_id]])
float4 modelPosition = vertices[vertexId].position;
VertexOut out;
out.position = uniforms.modelViewProjectionMatrix * modelPosition;
out.texCoords = vertices[vertexId].texCoords;
return out;
fragment half4 sprite_fragment_textured(
VertexOut fragmentIn [[stage_in]],
texture2d<float, access::sample> tex2d [[texture(0)]],
sampler sampler2d [[sampler(0)]])
half4 surfaceColor = half4(tex2d.sample(sampler2d, fragmentIn.texCoords).rgba);
return surfaceColor;
...这是渲染它的代码(索引):
renderEncoder.setVertexBuffer(quad.vertexBuffer, offset: 0, at: 0)
renderEncoder.setVertexBytes(&constants, length: MemoryLayout<Constants>.stride, at: 1)
renderEncoder.setFragmentTexture(texture, at: 0)
renderEncoder.setFragmentSamplerState(sampler, at: 0)
// quad is an instance of the class above, with sideLength == 64
renderEncoder.drawIndexedPrimitives(
type: quad.primitiveType,
indexCount: quad.indexCount,
indexType: quad.indexType,
indexBuffer: quad.indexBuffer,
indexBufferOffset: 0)
显然,数据没有被适当地复制到顶点缓冲区,而且我在某个地方的步幅有误,但我不太清楚在哪里。
整个项目是on GitHub。
【问题讨论】:
【参考方案1】:似乎是这部分造成了麻烦:
struct VertexIn
packed_float4 position [[ attribute(0) ]];
packed_float2 texCoords [[ attribute(1) ]];
;
从调试器控制台,在 CPU 端:
(lldb) print MemoryLayout<Vertex>.stride
(Int) $R0 = 32
(lldb) print MemoryLayout<Vertex>.size
(Int) $R1 = 24
(lldb)
删除packed_
前缀解决了它:
struct VertexIn
float4 position [[ attribute(0) ]];
float2 texCoords [[ attribute(1) ]];
;
但我想现在我的缓冲区在空间使用方面并不是最佳的。我必须弄清楚如何让packed_
版本工作......
我真的需要复习一下结构对齐和打包...
注意:最初,我从 Apple 的一个示例项目中改编了代码,其中顶点结构具有 position
和 normal
,类型均为 float4
。显然将结构“net”大小从8*sizeof(float)
更改为6*sizeof(float)
是导致问题的原因。
【讨论】:
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