SceneKit - 在不使用单独的 SCNRenderer 的情况下从 SCNView 获取渲染场景作为 MTLTexture

SceneKit - Get the rendered scene from a SCNView as a MTLTexture without using a separate SCNRenderer

我的 SCNView 使用 Metal 作为渲染 API 我想知道是否有办法将渲染的场景抓取为 MTLTexture 而不必使用单独的 SCNRenderer?当我试图通过 SCNView 显示场景并通过 [=18=18=18=]MTLTexture 将场景重新渲染到屏幕外时,性能下降=]SCNRenderer(我试图抓取每一帧的输出)。

SCNView 让我可以访问 MTLDeviceMTLRenderCommandEncoder 和 [=18=它使用的 ]MTLCommandQueue,但不是底层的 MTLRenderPassDescriptor,我需要它才能获得 MTLTexture(通过 renderPassDescriptor.colorAttachments[0].texture)

我尝试的一些替代方法是尝试使用 SCNView.snapshot() 获取 UIImage 并转换它,但性能更差。

** 警告:这可能不是适用于 App Store 的正确方法。但它正在工作。

第1步:使用swizzling将CAMetalLayer的nextDrawable方法替换为新方法。 为每个渲染循环保存 CAMetalDrawable。

extension CAMetalLayer {
  public static func setupSwizzling() {
    struct Static {
      static var token: dispatch_once_t = 0
    }

    dispatch_once(&Static.token) {
      let copiedOriginalSelector = #selector(CAMetalLayer.orginalNextDrawable)
      let originalSelector = #selector(CAMetalLayer.nextDrawable)
      let swizzledSelector = #selector(CAMetalLayer.newNextDrawable)

      let copiedOriginalMethod = class_getInstanceMethod(self, copiedOriginalSelector)
      let originalMethod = class_getInstanceMethod(self, originalSelector)
      let swizzledMethod = class_getInstanceMethod(self, swizzledSelector)

      let oldImp = method_getImplementation(originalMethod)
      method_setImplementation(copiedOriginalMethod, oldImp)
      method_exchangeImplementations(originalMethod, swizzledMethod)
    }
  }


  func newNextDrawable() -> CAMetalDrawable? {
    let drawable = orginalNextDrawable()
    // Save the drawable to any where you want
    AppManager.sharedInstance.currentSceneDrawable = drawable
    return drawable
  }

  func orginalNextDrawable() -> CAMetalDrawable? {
    // This is just a placeholder. Implementation will be replaced with nextDrawable.
    return nil
  }
}

第 2 步: 在 AppDelegate 中设置 swizzling:didFinishLaunchingWithOptions

func application(application: UIApplication, didFinishLaunchingWithOptions launchOptions: [NSObject: AnyObject]?) -> Bool {
  CAMetalLayer.setupSwizzling()
  return true
}

第 3 步: 为您的 SCNView 的 CAMetalLayer 禁用 framebufferOnly(以便为 MTLTexture 调用 getBytes)

if let metalLayer = scnView.layer as? CAMetalLayer {
  metalLayer.framebufferOnly = false
}

第 4 步: 在您的 SCNView 的委托 (SCNSceneRendererDelegate) 中,使用纹理

func renderer(renderer: SCNSceneRenderer, didRenderScene scene: SCNScene, atTime time: NSTimeInterval) {
    if let texture = AppManager.sharedInstance.currentSceneDrawable?.texture where !texture.framebufferOnly {
      AppManager.sharedInstance.currentSceneDrawable = nil
      // Play with the texture
    }
}

第 5 步(可选): 您可能需要确认您正在获取的 CAMetalLayer 中的可绘制对象是您的目标。 (如果同时有多个CAMetalLayer)

更新为 Swift 4:

Swift 4 不支持 dispatch_once(),并在替换函数中添加了@objc。这是更新的 swizzle 设置。经过测试,这对我来说效果很好。

extension CAMetalLayer {

    // Interface so user can grab this drawable at any time
    private struct nextDrawableExtPropertyData {
        static var _currentSceneDrawable : CAMetalDrawable? = nil
    }
    var currentSceneDrawable : CAMetalDrawable? {
        get {
            return nextDrawableExtPropertyData._currentSceneDrawable
        }
    }

    // The rest of this is just swizzling
    private static let doJustOnce : Any? = {
        print ("***** Doing the doJustOnce *****")
        CAMetalLayer.setupSwizzling()

        return nil
    }()

    public static func enableNextDrawableSwizzle() {
        _ = CAMetalLayer.doJustOnce
    }

    public static func setupSwizzling() {
        print ("***** Doing the setupSwizzling *****")

        let copiedOriginalSelector = #selector(CAMetalLayer.originalNextDrawable)
        let originalSelector = #selector(CAMetalLayer.nextDrawable)
        let swizzledSelector = #selector(CAMetalLayer.newNextDrawable)

        let copiedOriginalMethod = class_getInstanceMethod(self, copiedOriginalSelector)
        let originalMethod = class_getInstanceMethod(self, originalSelector)
        let swizzledMethod = class_getInstanceMethod(self, swizzledSelector)

        let oldImp = method_getImplementation(originalMethod!)
        method_setImplementation(copiedOriginalMethod!, oldImp)

        let newImp = method_getImplementation(swizzledMethod!)
        method_setImplementation(originalMethod!, newImp)

    }


    @objc func newNextDrawable() -> CAMetalDrawable? {
        // After swizzling, originalNextDrawable() actually calls the real nextDrawable()
        let drawable = originalNextDrawable()

        // Save the drawable
        nextDrawableExtPropertyData._currentSceneDrawable = drawable

        return drawable
    }

    @objc func originalNextDrawable() -> CAMetalDrawable? {
        // This is just a placeholder. Implementation will be replaced with nextDrawable.
        // ***** This will never be called *****
        return nil
    }
}

在您的 AppDelegate 中:

func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplicationLaunchOptionsKey: Any]?) -> Bool {
    // Override point for customization after application launch.

    // Swizzle
    CAMetalLayer.enableNextDrawableSwizzle()

    return true
}

已更新添加 currentSceneDrawable 属性 到 CAMetalLayer,因此您只需使用 layer.currentSceneDrawable 即可访问它,而不是让扩展程序在外部存储它。