为什么三角形被渲染为粗糙的边缘而不是光滑的边缘?金属,Swift,Xcode
Why is the triangle being rendered with rough edges and not smooth edges? Metal, Swift, Xcode
我正在使用此代码渲染 "Hello Triangle" 三角形。但是,在我的 iPhone 上,三角形的边缘非常粗糙,而不是像示例中那样光滑的边缘。
import UIKit
import Metal
import MetalKit
import simd
class MBEMetalView: UIView {
// // // // // MAIN // // // // //
var metalDevice: MTLDevice! = nil
var metalLayer: CAMetalLayer! = nil
var commandQueue: MTLCommandQueue! = nil
var vertexBuffer: MTLBuffer! = nil
var pipelineState: MTLRenderPipelineState! = nil
var displayLink: CADisplayLink! = nil
override class var layerClass : AnyClass {
return CAMetalLayer.self
}
// override func didMoveToWindow() {
// self.redraw()
// }
override func didMoveToSuperview() {
super.didMoveToSuperview()
if self.superview != nil {
self.displayLink = CADisplayLink(target: self, selector: #selector(displayLinkFired))
self.displayLink.add(to: RunLoop.main, forMode: .common)
} else {
self.displayLink.invalidate()
}
}
@objc func displayLinkFired() {
self.redraw()
}
// // // // // INIT // // // // //
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
self.prepareDeviceLayerAndQueue()
self.makeBuffers()
self.makePipeline()
}
func prepareDeviceLayerAndQueue() {
metalLayer = (self.layer as! CAMetalLayer)
metalDevice = MTLCreateSystemDefaultDevice()
metalLayer.device = metalDevice
metalLayer.pixelFormat = .bgra8Unorm
commandQueue = metalDevice.makeCommandQueue()
}
func makeBuffers() {
var vertices: [MBEVertex] = [
MBEVertex(position: vector_float4(0, 0.5, 0, 1) , color: vector_float4(1, 0, 0, 1)),
MBEVertex(position: vector_float4(-0.5, -0.5, 0, 1) , color: vector_float4(0, 1, 0, 1)),
MBEVertex(position: vector_float4(0.5, -0.5, 0, 1) , color: vector_float4(0, 0, 1, 1))
]
self.vertexBuffer = metalDevice.makeBuffer(bytes: &vertices, length: 56, options: .storageModeShared)
}
func makePipeline() {
guard let library = metalDevice.makeDefaultLibrary() else { print("COULD NOT CREATE LIBRARY") ; return }
guard let vertexFunction = library.makeFunction(name: "vertex_main") else { print("COULD NOT CREATE A VERTEX FUNCTION") ; return }
guard let fragmentFunction = library.makeFunction(name: "fragment_main") else { print("COULD NOT CREATE LIBRARY") ; return }
let pipelineDescriptor = MTLRenderPipelineDescriptor()
pipelineDescriptor.vertexFunction = vertexFunction
pipelineDescriptor.fragmentFunction = fragmentFunction
pipelineDescriptor.colorAttachments[0].pixelFormat = metalLayer.pixelFormat
pipelineState = try? metalDevice.makeRenderPipelineState(descriptor: pipelineDescriptor)
if pipelineState == nil { print("COULD NOT CREATE PIPELINE STATE") ; return }
}
// // // // // FUNCTIONS // // // // //
func redraw() {
guard let drawable = metalLayer.nextDrawable() else { print("COULD NOT CREATE A DRAWABLE") ; return }
let texture = drawable.texture
let renderPassDescriptor = MTLRenderPassDescriptor()
renderPassDescriptor.colorAttachments[0].texture = texture
renderPassDescriptor.colorAttachments[0].loadAction = .clear
renderPassDescriptor.colorAttachments[0].storeAction = .store
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColor(red: 0.1, green: 0.1, blue: 0.1, alpha: 1)
guard let commandBuffer = commandQueue.makeCommandBuffer() else { print("COULD NOT CREATE A COMMAND BUFFER") ; return }
guard let commandEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: renderPassDescriptor) else { print("COULD NOT CREATE AN ENCODER") ; return }
commandEncoder.setRenderPipelineState(pipelineState)
commandEncoder.setVertexBuffer(vertexBuffer, offset: 0, index: 0)
commandEncoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: 3)
commandEncoder.endEncoding()
commandBuffer.present(drawable)
commandBuffer.commit()
}
// // // // // TYPES // // // // //
struct MBEVertex {
var position: vector_float4
var color: vector_float4
}
}
我曾尝试用不同的方法多次渲染三角形(有时使用界面生成器中的 MetalKit 视图,有时手动创建视图)...但是,每次出现的三角形都有粗糙的边缘.
这里的主要问题是图层的可绘制大小远小于屏幕的分辨率。您可以通过以下步骤让它们匹配:
当您的 Metal 视图移动到新的超级视图时,更新其 contentsScale
属性 以匹配托管显示的视图:
layer.contentsScale = self.window?.screen.scale ?? 1.0
向您的视图子类添加一个 属性,它根据视图的边界及其比例计算理想的可绘制对象大小:
var preferredDrawableSize: CGSize {
return CGSize(width: bounds.size.width * layer.contentsScale,
height: bounds.size.height * layer.contentsScale)
}
当您检测到层的 drawableSize
与计算出的首选尺寸不匹配时,请更新它:
func redraw() {
if metalLayer.drawableSize != preferredDrawableSize {
metalLayer.drawableSize = preferredDrawableSize
}
...
}
顺便说一句,如今确实没有充分的理由不为此目的使用 MTKView
。它为您抽象了所有这些细节,并且更易于使用。
我正在使用此代码渲染 "Hello Triangle" 三角形。但是,在我的 iPhone 上,三角形的边缘非常粗糙,而不是像示例中那样光滑的边缘。
import UIKit
import Metal
import MetalKit
import simd
class MBEMetalView: UIView {
// // // // // MAIN // // // // //
var metalDevice: MTLDevice! = nil
var metalLayer: CAMetalLayer! = nil
var commandQueue: MTLCommandQueue! = nil
var vertexBuffer: MTLBuffer! = nil
var pipelineState: MTLRenderPipelineState! = nil
var displayLink: CADisplayLink! = nil
override class var layerClass : AnyClass {
return CAMetalLayer.self
}
// override func didMoveToWindow() {
// self.redraw()
// }
override func didMoveToSuperview() {
super.didMoveToSuperview()
if self.superview != nil {
self.displayLink = CADisplayLink(target: self, selector: #selector(displayLinkFired))
self.displayLink.add(to: RunLoop.main, forMode: .common)
} else {
self.displayLink.invalidate()
}
}
@objc func displayLinkFired() {
self.redraw()
}
// // // // // INIT // // // // //
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
self.prepareDeviceLayerAndQueue()
self.makeBuffers()
self.makePipeline()
}
func prepareDeviceLayerAndQueue() {
metalLayer = (self.layer as! CAMetalLayer)
metalDevice = MTLCreateSystemDefaultDevice()
metalLayer.device = metalDevice
metalLayer.pixelFormat = .bgra8Unorm
commandQueue = metalDevice.makeCommandQueue()
}
func makeBuffers() {
var vertices: [MBEVertex] = [
MBEVertex(position: vector_float4(0, 0.5, 0, 1) , color: vector_float4(1, 0, 0, 1)),
MBEVertex(position: vector_float4(-0.5, -0.5, 0, 1) , color: vector_float4(0, 1, 0, 1)),
MBEVertex(position: vector_float4(0.5, -0.5, 0, 1) , color: vector_float4(0, 0, 1, 1))
]
self.vertexBuffer = metalDevice.makeBuffer(bytes: &vertices, length: 56, options: .storageModeShared)
}
func makePipeline() {
guard let library = metalDevice.makeDefaultLibrary() else { print("COULD NOT CREATE LIBRARY") ; return }
guard let vertexFunction = library.makeFunction(name: "vertex_main") else { print("COULD NOT CREATE A VERTEX FUNCTION") ; return }
guard let fragmentFunction = library.makeFunction(name: "fragment_main") else { print("COULD NOT CREATE LIBRARY") ; return }
let pipelineDescriptor = MTLRenderPipelineDescriptor()
pipelineDescriptor.vertexFunction = vertexFunction
pipelineDescriptor.fragmentFunction = fragmentFunction
pipelineDescriptor.colorAttachments[0].pixelFormat = metalLayer.pixelFormat
pipelineState = try? metalDevice.makeRenderPipelineState(descriptor: pipelineDescriptor)
if pipelineState == nil { print("COULD NOT CREATE PIPELINE STATE") ; return }
}
// // // // // FUNCTIONS // // // // //
func redraw() {
guard let drawable = metalLayer.nextDrawable() else { print("COULD NOT CREATE A DRAWABLE") ; return }
let texture = drawable.texture
let renderPassDescriptor = MTLRenderPassDescriptor()
renderPassDescriptor.colorAttachments[0].texture = texture
renderPassDescriptor.colorAttachments[0].loadAction = .clear
renderPassDescriptor.colorAttachments[0].storeAction = .store
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColor(red: 0.1, green: 0.1, blue: 0.1, alpha: 1)
guard let commandBuffer = commandQueue.makeCommandBuffer() else { print("COULD NOT CREATE A COMMAND BUFFER") ; return }
guard let commandEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: renderPassDescriptor) else { print("COULD NOT CREATE AN ENCODER") ; return }
commandEncoder.setRenderPipelineState(pipelineState)
commandEncoder.setVertexBuffer(vertexBuffer, offset: 0, index: 0)
commandEncoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: 3)
commandEncoder.endEncoding()
commandBuffer.present(drawable)
commandBuffer.commit()
}
// // // // // TYPES // // // // //
struct MBEVertex {
var position: vector_float4
var color: vector_float4
}
}
我曾尝试用不同的方法多次渲染三角形(有时使用界面生成器中的 MetalKit 视图,有时手动创建视图)...但是,每次出现的三角形都有粗糙的边缘.
这里的主要问题是图层的可绘制大小远小于屏幕的分辨率。您可以通过以下步骤让它们匹配:
当您的 Metal 视图移动到新的超级视图时,更新其 contentsScale
属性 以匹配托管显示的视图:
layer.contentsScale = self.window?.screen.scale ?? 1.0
向您的视图子类添加一个 属性,它根据视图的边界及其比例计算理想的可绘制对象大小:
var preferredDrawableSize: CGSize {
return CGSize(width: bounds.size.width * layer.contentsScale,
height: bounds.size.height * layer.contentsScale)
}
当您检测到层的 drawableSize
与计算出的首选尺寸不匹配时,请更新它:
func redraw() {
if metalLayer.drawableSize != preferredDrawableSize {
metalLayer.drawableSize = preferredDrawableSize
}
...
}
顺便说一句,如今确实没有充分的理由不为此目的使用 MTKView
。它为您抽象了所有这些细节,并且更易于使用。