metal的基础知识入门,首推Metal By Example系列:http://metalbyexample.com/。博主的相关文章,主要给出工程实际遇到的典型问题及其解决方案。
本节源码:https://github.com/sjy234sjy234/Learn-Metal/tree/master/MetalPoint。metal图形渲染引擎,内置是支持绘制尺寸可调的点的,绘制出来是一个方形点,首先,metal的drawPrimitives方法,一共支持5种MTLPrimitiveType类型:
typedef NS_ENUM(NSUInteger, MTLPrimitiveType) {
MTLPrimitiveTypePoint = 0,
MTLPrimitiveTypeLine = 1,
MTLPrimitiveTypeLineStrip = 2,
MTLPrimitiveTypeTriangle = 3,
MTLPrimitiveTypeTriangleStrip = 4,
} NS_ENUM_AVAILABLE(10_11, 8_0);
先在Objective-C中给出支持颜色的Vertex的定义:
typedef struct
{
vector_float4 position;
vector_float4 color;
} Vertex;
在PointRenderer类中给出需要绘制的点的缓存分配:
//buffer definition
@property (nonatomic, strong) id pointVertexBuffer;
//buffer setup
- (void)buildResources
{
static const Vertex pointVertices[] =
{
{ .position = { -0.5, -0.5, 0, 1 }, .color = { 1, 0, 0, 1 } },
{ .position = { -0.5, 0.5, 0, 1 }, .color = { 0, 1, 0, 1 } },
{ .position = { 0.5, -0.5, 0, 1 }, .color = { 0, 0, 1, 1 } },
{ .position = { 0.5, 0.5, 0, 1 }, .color = { 0, 1, 0, 1 } }
};
_pointVertexBuffer = [_metalContext.device newBufferWithBytes:pointVertices
length:sizeof(pointVertices)
options:MTLResourceOptionCPUCacheModeDefault];
}
最后在draw函数中调用drawPrimitives函数绘制MTLPrimitiveTypePoint即可:
[commandEncoder drawPrimitives: MTLPrimitiveTypePoint vertexStart: 0 vertexCount: 4];
控制点的尺寸是在shader里面进行的,下面是point.metal的shader文件里面的代码,实现了点的尺寸和颜色的设置:
#include
using namespace metal;
struct Vertex
{
float4 position [[position]];
float4 color;
};
struct PVertex{
float4 position [[position]];
float4 color;
float size[[point_size]];
};
vertex PVertex point_vertex_main(device Vertex *vertices [[buffer(0)]],
uint vid [[vertex_id]])
{
PVertex outVertex;
outVertex.position = vertices[vid].position;
outVertex.color = vertices[vid].color;
outVertex.size = 30;
return outVertex;
}
fragment float4 point_fragment_main(PVertex inVertex [[stage_in]])
{
return inVertex.color;
}
其中的关键是在vertex_main传给fragment_main的变量PVertex有一个声明内置变量float size[[point_size]],修改size的值就可以调整绘制点的尺寸。