动态更改 Metal 中顶点颜色的正确方法是什么?
What is the proper way to dynamically change the color of a vertex in Metal?
我正在尝试进入 Metal。我已经做了一些 OpenGL,但是已经好几年了,所以我想不出正确的方法来做到这一点。我一直在使用 Ray Wenderlich (http://www.raywenderlich.com/81399/ios-8-metal-tutorial-swift-moving-to-3d)
上的 Metal 教程介绍
我有一个顶点结构:
struct Vertex
{
var x, y, z: Float
var r, g, b, a: Float
func floatBuffer() -> Array<Float>
{
return [x, y, z, r, g, b, a]
}
}
和一个顶点缓冲区class:
class VertexBuffer
{
var vertexData = Array<Float>()
init(vertices: Array<Vertex>)
{
var vertexData = Array<Float>()
for vertex in vertices
{
vertexData += vertex.floatBuffer()
}
self.vertexData = vertexData
}
func updateColorOfVertexAtIndex(index: Int, newRed: CGFloat, newGreen: CGFloat, newBlue: CGFloat, newAlpha: CGFloat)
{
let vertexDataIndex = index * 7
if (vertexDataIndex < self.vertexData.count)
{
self.vertexData[vertexDataIndex + 3] = Float(newRed)
self.vertexData[vertexDataIndex + 4] = Float(newGreen)
self.vertexData[vertexDataIndex + 5] = Float(newBlue)
self.vertexData[vertexDataIndex + 6] = Float(newAlpha)
}
}
func updateColorOfVertexAtIndex(index: Int, newColor: UIColor)
{
var red: CGFloat = 0.0
var green: CGFloat = 0.0
var blue: CGFloat = 0.0
var alpha: CGFloat = 0.0
newColor.getRed(&red, green: &green, blue: &blue, alpha: &alpha)
self.updateColorOfVertexAtIndex(index, newRed: red, newGreen: green, newBlue: blue, newAlpha: alpha)
}
}
基于一些其他应用程序的状态,我想更新一个或多个顶点的 RGBA。使用 VertexBuffer.updateColor...
方法,我正在更新 VertexBuffer.vertexData
中相应的 RGBA 值。我有一个连接到以下功能的 CADisplayLink:
func diffusionLoop()
{
self.updateVertexData()
var vertexData = self.inkVertexBuffer.vertexData
let dataSize = vertexData.count * sizeofValue(vertexData[0])
let vertexBuffer = self.device.newBufferWithBytes(vertexData, length: dataSize, options: nil)
autoreleasepool { () -> () in
self.renderColorsWithVertexBuffer(vertexBuffer)
}
}
func renderColorsWithVertexBuffer(vertexBuffer: MTLBuffer)
{
let renderPassDescriptor = MTLRenderPassDescriptor()
let drawable = self.metalLayer.nextDrawable()
renderPassDescriptor.colorAttachments[0].texture = drawable.texture
renderPassDescriptor.colorAttachments[0].loadAction = .Clear
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(1.0, 1.0, 1.0, 0.0)
renderPassDescriptor.colorAttachments[0].storeAction = .Store
let commandBuffer = self.commandQueue.commandBuffer()
if let renderEncoder = commandBuffer.renderCommandEncoderWithDescriptor(renderPassDescriptor) {
renderEncoder.setRenderPipelineState(self.pipelineState)
renderEncoder.setVertexBuffer(vertexBuffer, offset: 0, atIndex: 0)
renderEncoder.drawPrimitives(.Triangle, vertexStart: 0, vertexCount: self.vertexCount, instanceCount: self.triangleCount)
renderEncoder.endEncoding()
}
commandBuffer.presentDrawable(drawable)
commandBuffer.commit()
}
问题是,我不知道这样做是否正确。我的目标是经常更新某些顶点的颜色,但是每次修改顶点数据并从中创建一个 MTLBuffer 是答案吗?或者别的什么?
任何帮助将不胜感激!
理想情况下,您不想更新 vertexBuffer 的值。在我看来,最好的方法就是将不可变数据与可变数据分开。
所以我会用颜色值创建单独的统一缓冲区并更新它而不是 vertexBuffer 本身。
你还说“根据一些其他应用程序的状态,我想更新一个或多个顶点的 RGBA ...”,将这些“states”作为常量传递给着色器并在着色器内部计算每个顶点或片段的颜色可能会更好。
顶点着色器有:
unsigned int vid [[ vertex_id ]]
您可以使用它为每个顶点明确设置颜色。
我正在尝试进入 Metal。我已经做了一些 OpenGL,但是已经好几年了,所以我想不出正确的方法来做到这一点。我一直在使用 Ray Wenderlich (http://www.raywenderlich.com/81399/ios-8-metal-tutorial-swift-moving-to-3d)
上的 Metal 教程介绍我有一个顶点结构:
struct Vertex
{
var x, y, z: Float
var r, g, b, a: Float
func floatBuffer() -> Array<Float>
{
return [x, y, z, r, g, b, a]
}
}
和一个顶点缓冲区class:
class VertexBuffer
{
var vertexData = Array<Float>()
init(vertices: Array<Vertex>)
{
var vertexData = Array<Float>()
for vertex in vertices
{
vertexData += vertex.floatBuffer()
}
self.vertexData = vertexData
}
func updateColorOfVertexAtIndex(index: Int, newRed: CGFloat, newGreen: CGFloat, newBlue: CGFloat, newAlpha: CGFloat)
{
let vertexDataIndex = index * 7
if (vertexDataIndex < self.vertexData.count)
{
self.vertexData[vertexDataIndex + 3] = Float(newRed)
self.vertexData[vertexDataIndex + 4] = Float(newGreen)
self.vertexData[vertexDataIndex + 5] = Float(newBlue)
self.vertexData[vertexDataIndex + 6] = Float(newAlpha)
}
}
func updateColorOfVertexAtIndex(index: Int, newColor: UIColor)
{
var red: CGFloat = 0.0
var green: CGFloat = 0.0
var blue: CGFloat = 0.0
var alpha: CGFloat = 0.0
newColor.getRed(&red, green: &green, blue: &blue, alpha: &alpha)
self.updateColorOfVertexAtIndex(index, newRed: red, newGreen: green, newBlue: blue, newAlpha: alpha)
}
}
基于一些其他应用程序的状态,我想更新一个或多个顶点的 RGBA。使用 VertexBuffer.updateColor...
方法,我正在更新 VertexBuffer.vertexData
中相应的 RGBA 值。我有一个连接到以下功能的 CADisplayLink:
func diffusionLoop()
{
self.updateVertexData()
var vertexData = self.inkVertexBuffer.vertexData
let dataSize = vertexData.count * sizeofValue(vertexData[0])
let vertexBuffer = self.device.newBufferWithBytes(vertexData, length: dataSize, options: nil)
autoreleasepool { () -> () in
self.renderColorsWithVertexBuffer(vertexBuffer)
}
}
func renderColorsWithVertexBuffer(vertexBuffer: MTLBuffer)
{
let renderPassDescriptor = MTLRenderPassDescriptor()
let drawable = self.metalLayer.nextDrawable()
renderPassDescriptor.colorAttachments[0].texture = drawable.texture
renderPassDescriptor.colorAttachments[0].loadAction = .Clear
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(1.0, 1.0, 1.0, 0.0)
renderPassDescriptor.colorAttachments[0].storeAction = .Store
let commandBuffer = self.commandQueue.commandBuffer()
if let renderEncoder = commandBuffer.renderCommandEncoderWithDescriptor(renderPassDescriptor) {
renderEncoder.setRenderPipelineState(self.pipelineState)
renderEncoder.setVertexBuffer(vertexBuffer, offset: 0, atIndex: 0)
renderEncoder.drawPrimitives(.Triangle, vertexStart: 0, vertexCount: self.vertexCount, instanceCount: self.triangleCount)
renderEncoder.endEncoding()
}
commandBuffer.presentDrawable(drawable)
commandBuffer.commit()
}
问题是,我不知道这样做是否正确。我的目标是经常更新某些顶点的颜色,但是每次修改顶点数据并从中创建一个 MTLBuffer 是答案吗?或者别的什么?
任何帮助将不胜感激!
理想情况下,您不想更新 vertexBuffer 的值。在我看来,最好的方法就是将不可变数据与可变数据分开。
所以我会用颜色值创建单独的统一缓冲区并更新它而不是 vertexBuffer 本身。
你还说“根据一些其他应用程序的状态,我想更新一个或多个顶点的 RGBA ...”,将这些“states”作为常量传递给着色器并在着色器内部计算每个顶点或片段的颜色可能会更好。
顶点着色器有:
unsigned int vid [[ vertex_id ]]
您可以使用它为每个顶点明确设置颜色。