我正试着进入金属业。我已经做了一些OpenGL,但是已经很多年了,所以我想不出正确的方法来做到这一点。我一直在使用关于Ray Wenderlich (http://www.raywenderlich.com/81399/ios-8-metal-tutorial-swift-moving-to-3d)的金属教程的介绍
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]
}
}和一个顶点缓冲区类:
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,我将在VertexBuffer.vertexData中更新相应的RGBA值。我有一个连接到以下函数的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,但是每次都要修改顶点数据并创建一个MTLBuffer吗?还是别的什么?
任何帮助都将不胜感激!
发布于 2015-04-10 07:20:16
理想情况下,您不希望更新vertexBuffer's值。在我看来,最好的方法是将不变的数据与可变的数据分开。
因此,我将创建单独的带有颜色值的统一缓冲区,并更新它,而不是vertexBuffer本身。
您还说过“基于其他应用程序的状态--我想更新一个或多个顶点.的RGBA”,最好将这些“状态”作为常量传递给着色器和着色器内部,以计算每个顶点或片段的颜色。
顶点着色器有:
unsigned int vid [[ vertex_id ]]可以显式设置每个顶点的颜色。
https://stackoverflow.com/questions/29553923
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