我正在绘制一个几何图形,在金属套件MTKView中有一些半透明的区域(alpha < 1)。如果isBlendingEnabled在呈现管道状态的描述符中被保留为false,那么所有的东西都会以它应该显示的方式显示(尽管所有的颜色都是实色的)。
我知道绘制半透明的对象取决于绘制顺序。目前,我只想测试alpha混合与渲染缓冲区中已经混合的半透明区域是什么样子,即使它只是混合到背景(此时仍然是清晰的颜色)。
但是,当我试图启用混合时,makeRenderPipelineState会失败,并出现以下错误:
编译器未能生成请求错误Domain=CompilerError Code=1“片段着色器未写入以呈现目标颜色(0)、索引(1),这是混合所需的”
下面是试图在MTKView的委托中构建管道状态的代码。在从MTKView继承属性的地方,我将这些属性的值放在注释中
do {
let descriptor = MTLRenderPipelineDescriptor()
descriptor.vertexFunction = vertex
descriptor.fragmentFunction = fragment
descriptor.sampleCount = view.sampleCount // 4
descriptor.depthAttachmentPixelFormat = view.depthStencilPixelFormat //.depth32Float
let renderAttachment = descriptor.colorAttachments[0]
renderAttachment?.pixelFormat = view.colorPixelFormat //.bgra8Unorm
// following 7 lines cause makeRenderPipelineState to fail
renderAttachment?.isBlendingEnabled = true
renderAttachment?.alphaBlendOperation = .add
renderAttachment?.rgbBlendOperation = .add
renderAttachment?.sourceRGBBlendFactor = .sourceAlpha
renderAttachment?.sourceAlphaBlendFactor = .sourceAlpha
renderAttachment?.destinationRGBBlendFactor = .oneMinusSourceAlpha
renderAttachment?.destinationAlphaBlendFactor = .oneMinusSource1Alpha
computePipelineState = try device.makeComputePipelineState(function: kernel)
renderPipelineState = try device.makeRenderPipelineState(descriptor: descriptor)
} catch {
print(error)
}考虑到有关color(0)的错误,我将color[0]绑定添加到片段着色器的输出中:
constant float3 directionalLight = float3(-50, -30, 80);
struct FragOut {
float4 solidColor [[ color(0) ]];
};
fragment FragOut passThroughFragment(Vertex fragIn [[ stage_in ]]) {
FragOut fragOut;
fragOut.solidColor = fragIn.color;
fragOut.solidColor.rgb *= max(0.4, dot(fragIn.normal, normalize(directionalLight)));
return fragOut;
};最后,抽签代码:
if let renderPassDescriptor = view.currentRenderPassDescriptor,
let drawable = view.currentDrawable {
let commandBuffer = queue.makeCommandBuffer()
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColor(red: 0.8, green: 0.8, blue: 1, alpha: 1)
let renderEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: renderPassDescriptor)
renderEncoder.setDepthStencilState(depthStencilState)
renderEncoder.setRenderPipelineState(renderPipelineState)
//renderEncoder.setTriangleFillMode(.lines)
renderEncoder.setVertexBuffer(sceneBuffer, offset: 0, at: 0)
renderEncoder.setVertexBuffer(vertexBuffer, offset: 0, at: 1)
renderEncoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: Int(vertexCount) )
renderEncoder.endEncoding()
commandBuffer.present(drawable)
commandBuffer.commit()
}我没有在片段着色器中显式设置任何纹理。这是否意味着currentDrawable是索引0处的颜色附件?为什么错误消息希望在索引1处看到color(0)?混合需要两个颜色附件吗?(它不能只是加在已经渲染的东西上吗?)
谢谢。
发布于 2017-05-02 00:25:24
您似乎无意中调用了双源共混。与其将destinationAlphaBlendFactor设置为oneMinusSource1Alpha,不如尝试oneMinusSourceAlpha (注意缺少的1)。
此外,默认情况下,金属写入第一个颜色附件的直觉是正确的( MTKView将当前可绘制配置为第一个颜色附件的纹理)。与返回带有[[color(0)]]属性的成员的结构不同,您可以从片段函数返回一个float4 (或half4),然后将该颜色写入主颜色附件。但是,在正确配置混合因素之后,编写它的方式应该可以工作。
https://stackoverflow.com/questions/43727335
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