四:Metal示例

2020-08-26  本文已影响0人  凯歌948

Metal示例demo

Metal加载多顶点文件

Metal多顶点.png

主要代码:

@import MetalKit;
#import "CCRenderer.h"

//头,在C代码之间共享
#import "CCShaderTypes.h"

@implementation CCRenderer
{
    //渲染的设备(GPU)
    id<MTLDevice> _device;
    
    //渲染管道:顶点着色器/片元着色器,存储于.metal shader文件中
    id<MTLRenderPipelineState> _pipelineState;
    
    //命令队列,从命令缓存区获取
    id<MTLCommandQueue> _commandQueue;
    
    //顶点缓存区
    id<MTLBuffer> _vertexBuffer;
    
    //当前视图大小,这样我们才能在渲染通道中使用此视图
    vector_uint2 _viewportSize;
    
    //顶点个数
    NSInteger _numVertices;
}

//初始化
- (instancetype)initWithMetalKitView:(MTKView *)mtkView
{
    self = [super init];
    if(self)
    {
         //1.初始GPU设备
        _device = mtkView.device;
        //2.加载Metal文件
        [self loadMetal:mtkView];
    }
    
    return self;
}



- (void)loadMetal:(nonnull MTKView *)mtkView
{
    //1.设置绘制纹理的像素格式
    mtkView.colorPixelFormat = MTLPixelFormatBGRA8Unorm_sRGB;
    
    //2.从项目中加载所有的.metal着色器文件
    id<MTLLibrary> defaultLibrary = [_device newDefaultLibrary];
    //从库中加载顶点函数
    id<MTLFunction> vertexFunction = [defaultLibrary newFunctionWithName:@"vertexShader"];
    //从库中加载片元函数
    id<MTLFunction> fragmentFunction = [defaultLibrary newFunctionWithName:@"fragmentShader"];
    
    //3.配置用于创建管道的管道状态
    MTLRenderPipelineDescriptor *pipelineStateDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
    //管道名称
    pipelineStateDescriptor.label = @"Simple Pipeline";
    //可编程函数,用于处理渲染过程中的各个顶点
    pipelineStateDescriptor.vertexFunction = vertexFunction;
    //可编程函数,用于处理渲染过程总的各个片段/片元
    pipelineStateDescriptor.fragmentFunction = fragmentFunction;
    //设置管道中存储颜色数据的组件格式
    pipelineStateDescriptor.colorAttachments[0].pixelFormat = mtkView.colorPixelFormat;
    
    //4.同步创建并返回渲染管线对象
    NSError *error = NULL;
    _pipelineState = [_device newRenderPipelineStateWithDescriptor:pipelineStateDescriptor
                                                             error:&error];
    //判断是否创建成功
    if (!_pipelineState)
    {
        NSLog(@"Failed to created pipeline state, error %@", error);
    }
    
    //5.获取顶点数据
    NSData *vertexData = [CCRenderer generateVertexData];
    //创建一个vertex buffer,可以由GPU来读取
    _vertexBuffer = [_device newBufferWithLength:vertexData.length
                                         options:MTLResourceStorageModeShared];
    //复制vertex data 到vertex buffer 通过缓存区的"content"内容属性访问指针
    /*
     memcpy(void *dst, const void *src, size_t n);
     dst:目的地
     src:源内容
     n: 长度
     */
    memcpy(_vertexBuffer.contents, vertexData.bytes, vertexData.length);
    //计算顶点个数 = 顶点数据长度 / 单个顶点大小
    _numVertices = vertexData.length / sizeof(CCVertex);
    
    //6.创建命令队列
    _commandQueue = [_device newCommandQueue];
}

//顶点数据
+ (nonnull NSData *)generateVertexData
{
    //1.正方形 = 三角形+三角形
    const CCVertex quadVertices[] =
    {
        // Pixel 位置, RGBA 颜色
        { { -20,   20 },    { 1, 0, 0, 1 } },
        { {  20,   20 },    { 1, 0, 0, 1 } },
        { { -20,  -20 },    { 1, 0, 0, 1 } },
        
        { {  20,  -20 },    { 0, 0, 1, 1 } },
        { { -20,  -20 },    { 0, 0, 1, 1 } },
        { {  20,   20 },    { 0, 0, 1, 1 } },
    };
    //行/列 数量
    const NSUInteger NUM_COLUMNS = 25;
    const NSUInteger NUM_ROWS = 15;
    //顶点个数
    const NSUInteger NUM_VERTICES_PER_QUAD = sizeof(quadVertices) / sizeof(CCVertex);
    //四边形间距
    const float QUAD_SPACING = 50.0;
    //数据大小 = 单个四边形大小 * 行 * 列
    NSUInteger dataSize = sizeof(quadVertices) * NUM_COLUMNS * NUM_ROWS;
    
    //2. 开辟空间
    NSMutableData *vertexData = [[NSMutableData alloc] initWithLength:dataSize];
    //当前四边形
    CCVertex * currentQuad = vertexData.mutableBytes;
    
    
    //3.获取顶点坐标(循环计算)
    //行
    for(NSUInteger row = 0; row < NUM_ROWS; row++)
    {
        //列
        for(NSUInteger column = 0; column < NUM_COLUMNS; column++)
        {
            //A.左上角的位置
            vector_float2 upperLeftPosition;
            
            //B.计算X,Y 位置.注意坐标系基于2D笛卡尔坐标系,中心点(0,0),所以会出现负数位置
            upperLeftPosition.x = ((-((float)NUM_COLUMNS) / 2.0) + column) * QUAD_SPACING + QUAD_SPACING/2.0;
            
            upperLeftPosition.y = ((-((float)NUM_ROWS) / 2.0) + row) * QUAD_SPACING + QUAD_SPACING/2.0;
            
            //C.将quadVertices数据复制到currentQuad
            memcpy(currentQuad, &quadVertices, sizeof(quadVertices));
            
            //D.遍历currentQuad中的数据
            for (NSUInteger vertexInQuad = 0; vertexInQuad < NUM_VERTICES_PER_QUAD; vertexInQuad++)
            {
                //修改vertexInQuad中的position
                currentQuad[vertexInQuad].position += upperLeftPosition;
            }
            
            //E.更新索引
            currentQuad += 6;
        }
    }
    
    return vertexData;
    
}

#pragma mark -- MTKView Delegate

//每当视图改变方向或调整大小时调用
- (void)mtkView:(nonnull MTKView *)view drawableSizeWillChange:(CGSize)size
{
    // 保存可绘制的大小,因为当我们绘制时,我们将把这些值传递给顶点着色器
    _viewportSize.x = size.width;
    _viewportSize.y = size.height;
}

//每当视图需要渲染帧时调用
- (void)drawInMTKView:(nonnull MTKView *)view
{
    //1.为当前渲染的每个渲染传递创建一个新的命令缓冲区
    id<MTLCommandBuffer> commandBuffer = [_commandQueue commandBuffer];
    //指定缓存区名称
    commandBuffer.label = @"MyCommand";
    
    //2. MTLRenderPassDescriptor:一组渲染目标,用作渲染通道生成的像素的输出目标。
    //currentRenderPassDescriptor 从currentDrawable's texture,view's depth, stencil, and sample buffers and clear values.
    MTLRenderPassDescriptor *renderPassDescriptor = view.currentRenderPassDescriptor;
    //判断渲染目标是否为空
    if(renderPassDescriptor != nil)
    {
         //创建渲染命令编码器,这样我们才可以渲染到something
        id<MTLRenderCommandEncoder> renderEncoder =
        [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
        //渲染器名称
        renderEncoder.label = @"MyRenderEncoder";
        
        //3.设置我们绘制的可绘制区域
        /*
         typedef struct {
         double originX, originY, width, height, znear, zfar;
         } MTLViewport;
         */
        [renderEncoder setViewport:(MTLViewport){0.0, 0.0, _viewportSize.x, _viewportSize.y, -1.0, 1.0 }];
        
        //4. 设置渲染管道
        [renderEncoder setRenderPipelineState:_pipelineState];
        
        //5.我们调用-[MTLRenderCommandEncoder setVertexBuffer:offset:atIndex:] 为了从我们的OC代码找发送数据预加载的MTLBuffer 到我们的Metal 顶点着色函数中
        /* 这个调用有3个参数
            1) buffer - 包含需要传递数据的缓冲对象
            2) offset - 它们从缓冲器的开头字节偏移,指示“顶点指针”指向什么。在这种情况下,我们通过0,所以数据一开始就被传递下来.偏移量
            3) index - 一个整数索引,对应于我们的“vertexShader”函数中的缓冲区属性限定符的索引。注意,此参数与 -[MTLRenderCommandEncoder setVertexBytes:length:atIndex:] “索引”参数相同。
         */
        
        //将_vertexBuffer 设置到顶点缓存区中
        [renderEncoder setVertexBuffer:_vertexBuffer
                                offset:0
                               atIndex:CCVertexInputIndexVertices];
        
        //将 _viewportSize 设置到顶点缓存区绑定点设置数据
        [renderEncoder setVertexBytes:&_viewportSize
                               length:sizeof(_viewportSize)
                              atIndex:CCVertexInputIndexViewportSize];
        
        //6.开始绘图
        // @method drawPrimitives:vertexStart:vertexCount:
        //@brief 在不使用索引列表的情况下,绘制图元
        //@param 绘制图形组装的基元类型
        //@param 从哪个位置数据开始绘制,一般为0
        //@param 每个图元的顶点个数,绘制的图型顶点数量
        /*
         MTLPrimitiveTypePoint = 0, 点
         MTLPrimitiveTypeLine = 1, 线段
         MTLPrimitiveTypeLineStrip = 2, 线环
         MTLPrimitiveTypeTriangle = 3,  三角形
         MTLPrimitiveTypeTriangleStrip = 4, 三角型扇
         */
        [renderEncoder drawPrimitives:MTLPrimitiveTypeTriangle
                          vertexStart:0
                          vertexCount:_numVertices];
        
        //7/表示已该编码器生成的命令都已完成,并且从NTLCommandBuffer中分离
        [renderEncoder endEncoding];
        
        //8.一旦框架缓冲区完成,使用当前可绘制的进度表
        [commandBuffer presentDrawable:view.currentDrawable];
    }
    
    //9.最后,在这里完成渲染并将命令缓冲区推送到GPU
    [commandBuffer commit];
}

@end

Metal加载多tga文件

Metal-tga.png

主要代码:

#import "CCRenderer.h"
#import "CCImage.h"
#import "CCShaderTypes.h"
@import simd;
@import MetalKit;

@implementation CCRenderer
{
    // 我们用来渲染的设备(又名GPU)
    id<MTLDevice> _device;
    
    // 我们的渲染管道有顶点着色器和片元着色器 它们存储在.metal shader 文件中
    id<MTLRenderPipelineState> _pipelineState;
    
    // 命令队列,从命令缓存区获取
    id<MTLCommandQueue> _commandQueue;
    
    // Metal 纹理对象
    id<MTLTexture> _texture;
    
    // 存储在 Metal buffer 顶点数据
    id<MTLBuffer> _vertices;
    
    // 顶点个数
    NSUInteger _numVertices;
    
    // 当前视图大小,这样我们才可以在渲染通道使用这个视图
    vector_uint2 _viewportSize;
    
    MTKView *ccMTKView;
    
}

- (instancetype)initWithMetalKitView:(MTKView *)mtkView
{
    self = [super init];
    if(self)
    {
        //1.获取GPU设备
        _device = mtkView.device;
        ccMTKView = mtkView;
        
        //2.设置渲染管道相关操作
        [self setupPipeLine];
        //3.设置顶点相关操作
        [self setupVertex];
        //4.加载纹理TGA 文件
        [self setupTexture];
        
    }
    return self;
}

#pragma mark -- init setUp

-(void)setupTexture
{
    //1.获取tag的路径
    NSURL *imageFileLocation = [[NSBundle mainBundle] URLForResource:@"Image"withExtension:@"tga"];
    //将tag文件->CCImage对象
    CCImage *image = [[CCImage alloc]initWithTGAFileAtLocation:imageFileLocation];
    //判断图片是否转换成功
    if(!image)
    {
        NSLog(@"Failed to create the image from:%@",imageFileLocation.absoluteString);
        
    }
    
    //2.创建纹理描述对象
    MTLTextureDescriptor *textureDescriptor = [[MTLTextureDescriptor alloc]init];
    //表示每个像素有蓝色,绿色,红色和alpha通道.其中每个通道都是8位无符号归一化的值.(即0映射成0,255映射成1);
    textureDescriptor.pixelFormat = MTLPixelFormatBGRA8Unorm;
    //设置纹理的像素尺寸
    textureDescriptor.width = image.width;
    textureDescriptor.height = image.height;
    //使用描述符从设备中创建纹理
    _texture = [_device newTextureWithDescriptor:textureDescriptor];
    //计算图像每行的字节数
    NSUInteger bytesPerRow = 4 * image.width;
    
    /*
     typedef struct
     {
     MTLOrigin origin; //开始位置x,y,z
     MTLSize   size; //尺寸width,height,depth
     } MTLRegion;
     */
    //MLRegion结构用于标识纹理的特定区域。 demo使用图像数据填充整个纹理;因此,覆盖整个纹理的像素区域等于纹理的尺寸。
    //3. 创建MTLRegion 结构体
    MTLRegion region = {
        {0,0,0},
        {image.width,image.height,1}
    };
    
    //4.复制图片数据到texture
    [_texture replaceRegion:region mipmapLevel:0 withBytes:image.data.bytes bytesPerRow:bytesPerRow];
 
}


-(void)setupPipeLine
{
    //1.创建我们的渲染通道
    //从项目中加载.metal文件,创建一个library
    id<MTLLibrary>defalutLibrary = [_device newDefaultLibrary];
    //从库中加载顶点函数
    id<MTLFunction>vertexFunction = [defalutLibrary newFunctionWithName:@"vertexShader"];
    //从库中加载片元函数
    id<MTLFunction> fragmentFunction = [defalutLibrary newFunctionWithName:@"fragmentShader"];
    
    //2.配置用于创建管道状态的管道
    MTLRenderPipelineDescriptor *pipelineStateDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
    //管道名称
    pipelineStateDescriptor.label = @"Texturing Pipeline";
    //可编程函数,用于处理渲染过程中的各个顶点
    pipelineStateDescriptor.vertexFunction = vertexFunction;
    //可编程函数,用于处理渲染过程总的各个片段/片元
    pipelineStateDescriptor.fragmentFunction = fragmentFunction;
    //设置管道中存储颜色数据的组件格式
    pipelineStateDescriptor.colorAttachments[0].pixelFormat = ccMTKView.colorPixelFormat;
    
    //3.同步创建并返回渲染管线对象
    NSError *error = NULL;
    _pipelineState = [_device newRenderPipelineStateWithDescriptor:pipelineStateDescriptor error:&error];
    //判断是否创建成功
    if (!_pipelineState)
    {
        NSLog(@"Failed to created pipeline state, error %@", error);
    }
    
    //4.使用_device创建commandQueue
    _commandQueue = [_device newCommandQueue];
}

-(void)setupVertex
{
    //1.根据顶点/纹理坐标建立一个MTLBuffer
    static const CCVertex quadVertices[] = {
        //像素坐标,纹理坐标
        { {  250,  -250 },  { 1.f, 0.f } },
        { { -250,  -250 },  { 0.f, 0.f } },
        { { -250,   250 },  { 0.f, 1.f } },
        
        { {  250,  -250 },  { 1.f, 0.f } },
        { { -250,   250 },  { 0.f, 1.f } },
        { {  250,   250 },  { 1.f, 1.f } },
        
    };
    
    //2.创建我们的顶点缓冲区,并用我们的Qualsits数组初始化它
    _vertices = [_device newBufferWithBytes:quadVertices
                                     length:sizeof(quadVertices)
                                    options:MTLResourceStorageModeShared];
    //3.通过将字节长度除以每个顶点的大小来计算顶点的数目
    _numVertices = sizeof(quadVertices) / sizeof(CCVertex);
}

#pragma mark -- MTKView Delegate
//每当视图改变方向或调整大小时调用
-(void)mtkView:(MTKView *)view drawableSizeWillChange:(CGSize)size
{
    // 保存可绘制的大小,因为当我们绘制时,我们将把这些值传递给顶点着色器
    _viewportSize.x = size.width;
    _viewportSize.y = size.height;
    
}

- (void)drawInMTKView:(MTKView *)view
{
    //1.为当前渲染的每个渲染传递创建一个新的命令缓冲区
    id<MTLCommandBuffer> commandBuffer = [_commandQueue commandBuffer];
    //指定缓存区名称
    commandBuffer.label = @"MyCommand";
    
    //2.currentRenderPassDescriptor描述符包含currentDrawable's的纹理、视图的深度、模板和sample缓冲区和清晰的值。
    MTLRenderPassDescriptor *renderPassDescriptor = view.currentRenderPassDescriptor;
    if(renderPassDescriptor != nil)
    {
        //3.创建渲染命令编码器,这样我们才可以渲染到something
        id<MTLRenderCommandEncoder> renderEncoder =
        [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
        //渲染器名称
        renderEncoder.label = @"MyRenderEncoder";
        
        //4.设置我们绘制的可绘制区域
        /*
         typedef struct {
         double originX, originY, width, height, znear, zfar;
         } MTLViewport;
         */
        [renderEncoder setViewport:(MTLViewport){0.0, 0.0, _viewportSize.x, _viewportSize.y, -1.0, 1.0 }];
        
        //5.设置渲染管道
        [renderEncoder setRenderPipelineState:_pipelineState];
        
        //6.加载数据
        //将数据加载到MTLBuffer --> 顶点函数
        [renderEncoder setVertexBuffer:_vertices
                                offset:0
                               atIndex:CCVertexInputIndexVertices];
        //将数据加载到MTLBuffer --> 顶点函数
        [renderEncoder setVertexBytes:&_viewportSize
                               length:sizeof(_viewportSize)
                              atIndex:CCVertexInputIndexViewportSize];
        
        //7.设置纹理对象
        [renderEncoder setFragmentTexture:_texture atIndex:CCTextureIndexBaseColor];
        
        
        //8.绘制
        // @method drawPrimitives:vertexStart:vertexCount:
        //@brief 在不使用索引列表的情况下,绘制图元
        //@param 绘制图形组装的基元类型
        //@param 从哪个位置数据开始绘制,一般为0
        //@param 每个图元的顶点个数,绘制的图型顶点数量
        /*
         MTLPrimitiveTypePoint = 0, 点
         MTLPrimitiveTypeLine = 1, 线段
         MTLPrimitiveTypeLineStrip = 2, 线环
         MTLPrimitiveTypeTriangle = 3,  三角形
         MTLPrimitiveTypeTriangleStrip = 4, 三角型扇
         */
        [renderEncoder drawPrimitives:MTLPrimitiveTypeTriangle
                          vertexStart:0
                          vertexCount:_numVertices];
        
        //9.表示已该编码器生成的命令都已完成,并且从NTLCommandBuffer中分离
        [renderEncoder endEncoding];
        
        //10.一旦框架缓冲区完成,使用当前可绘制的进度表
        [commandBuffer presentDrawable:view.currentDrawable];
    }
    
    //11.最后,在这里完成渲染并将命令缓冲区推送到GPU
    [commandBuffer commit];
}

@end

Metal加载多jpg/png文件

Metal-jpg:png.png

主要代码:

#import "CCRenderer.h"
#import "CCShaderTypes.h"
@import simd;
@import MetalKit;

@implementation CCRenderer
{
    // 我们用来渲染的设备(又名GPU)
    id<MTLDevice> _device;
    
    // 我们的渲染管道有顶点着色器和片元着色器 它们存储在.metal shader 文件中
    id<MTLRenderPipelineState> _pipelineState;
    
    // 命令队列,从命令缓存区获取
    id<MTLCommandQueue> _commandQueue;
    
    // Metal 纹理对象
    id<MTLTexture> _texture;
    
    // 存储在 Metal buffer 顶点数据
    id<MTLBuffer> _vertices;
    
    // 顶点个数
    NSUInteger _numVertices;
    
    // 当前视图大小,这样我们才可以在渲染通道使用这个视图
    vector_uint2 _viewportSize;
    
    MTKView *ccMTKView;
    
}

- (instancetype)initWithMetalKitView:(MTKView *)mtkView
{
    self = [super init];
    if(self)
    {
        //1.获取GPU设备
        _device = mtkView.device;
        ccMTKView = mtkView;
        
        //2.设置顶点相关操作
        [self setupVertex];
        //3.设置渲染管道相关操作
        [self setupPipeLine];
        //4.加载PNG/JPG 图片文件
        [self setupTexturePNG];
    }
    return self;
}

#pragma mark -- init setUp
-(void)setupTexturePNG
{
    //1.获取图片
    UIImage *image = [UIImage imageNamed:@"kun.jpg"];
    //2.纹理描述符
    MTLTextureDescriptor *textureDescriptor = [[MTLTextureDescriptor alloc] init];
    //表示每个像素有蓝色,绿色,红色和alpha通道.其中每个通道都是8位无符号归一化的值.(即0映射成0,255映射成1);
    textureDescriptor.pixelFormat = MTLPixelFormatRGBA8Unorm;
    //设置纹理的像素尺寸
    textureDescriptor.width = image.size.width;
    textureDescriptor.height = image.size.height;
    
    //3.使用描述符从设备中创建纹理
    _texture = [_device newTextureWithDescriptor:textureDescriptor];
    
    /*
     typedef struct
     {
     MTLOrigin origin; //开始位置x,y,z
     MTLSize   size; //尺寸width,height,depth
     } MTLRegion;
     */
    //MLRegion结构用于标识纹理的特定区域。 demo使用图像数据填充整个纹理;因此,覆盖整个纹理的像素区域等于纹理的尺寸。
    //4. 创建MTLRegion 结构体  [纹理上传的范围]
    MTLRegion region = {{ 0, 0, 0 }, {image.size.width, image.size.height, 1}};
    
    //5.获取图片数据
    Byte *imageBytes = [self loadImage:image];
    
    //6.UIImage的数据需要转成二进制才能上传,且不用jpg、png的NSData
    if (imageBytes) {
        [_texture replaceRegion:region
                        mipmapLevel:0
                          withBytes:imageBytes
                        bytesPerRow:4 * image.size.width];
        free(imageBytes);
        imageBytes = NULL;
    }
    
}

//从UIImage 中读取Byte 数据返回
- (Byte *)loadImage:(UIImage *)image {
    // 1.获取图片的CGImageRef
    CGImageRef spriteImage = image.CGImage;
    
    // 2.读取图片的大小
    size_t width = CGImageGetWidth(spriteImage);
    size_t height = CGImageGetHeight(spriteImage);
   
    //3.计算图片大小.rgba共4个byte
    Byte * spriteData = (Byte *) calloc(width * height * 4, sizeof(Byte));
    
    //4.创建画布
    CGContextRef spriteContext = CGBitmapContextCreate(spriteData, width, height, 8, width*4, CGImageGetColorSpace(spriteImage), kCGImageAlphaPremultipliedLast);
    
    //5.在CGContextRef上绘图
    CGContextDrawImage(spriteContext, CGRectMake(0, 0, width, height), spriteImage);
    
    //6.图片翻转过来
    CGRect rect = CGRectMake(0, 0, width, height);
    CGContextTranslateCTM(spriteContext, rect.origin.x, rect.origin.y);
    CGContextTranslateCTM(spriteContext, 0, rect.size.height);
    CGContextScaleCTM(spriteContext, 1.0, -1.0);
    CGContextTranslateCTM(spriteContext, -rect.origin.x, -rect.origin.y);
    CGContextDrawImage(spriteContext, rect, spriteImage);
    
    //7.释放spriteContext
    CGContextRelease(spriteContext);
    
    return spriteData;
}


-(void)setupPipeLine
{
    //1.创建我们的渲染通道
    //从项目中加载.metal文件,创建一个library
    id<MTLLibrary>defalutLibrary = [_device newDefaultLibrary];
    //从库中加载顶点函数
    id<MTLFunction>vertexFunction = [defalutLibrary newFunctionWithName:@"vertexShader"];
    //从库中加载片元函数
    id<MTLFunction> fragmentFunction = [defalutLibrary newFunctionWithName:@"fragmentShader"];
    
    //2.配置用于创建管道状态的管道
    MTLRenderPipelineDescriptor *pipelineStateDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
    //管道名称
    pipelineStateDescriptor.label = @"Texturing Pipeline";
    //可编程函数,用于处理渲染过程中的各个顶点
    pipelineStateDescriptor.vertexFunction = vertexFunction;
    //可编程函数,用于处理渲染过程总的各个片段/片元
    pipelineStateDescriptor.fragmentFunction = fragmentFunction;
    //设置管道中存储颜色数据的组件格式
    pipelineStateDescriptor.colorAttachments[0].pixelFormat = ccMTKView.colorPixelFormat;
    
    //3.同步创建并返回渲染管线对象
    NSError *error = NULL;
    _pipelineState = [_device newRenderPipelineStateWithDescriptor:pipelineStateDescriptor error:&error];
    //判断是否创建成功
    if (!_pipelineState)
    {
        NSLog(@"Failed to created pipeline state, error %@", error);
    }
    
    //4.使用_device创建commandQueue
    _commandQueue = [_device newCommandQueue];
}

-(void)setupVertex
{
    //1.根据顶点/纹理坐标建立一个MTLBuffer
    static const CCVertex quadVertices[] = {
        //像素坐标,纹理坐标
        { {  250,  -250 },  { 1.f, 0.f } },
        { { -250,  -250 },  { 0.f, 0.f } },
        { { -250,   250 },  { 0.f, 1.f } },
        
        { {  250,  -250 },  { 1.f, 0.f } },
        { { -250,   250 },  { 0.f, 1.f } },
        { {  250,   250 },  { 1.f, 1.f } },
        
    };
    
    //2.创建我们的顶点缓冲区,并用我们的Qualsits数组初始化它
    _vertices = [_device newBufferWithBytes:quadVertices
                                     length:sizeof(quadVertices)
                                    options:MTLResourceStorageModeShared];
    //3.通过将字节长度除以每个顶点的大小来计算顶点的数目
    _numVertices = sizeof(quadVertices) / sizeof(CCVertex);
}

#pragma mark -- MTKView Delegate
//每当视图改变方向或调整大小时调用
-(void)mtkView:(MTKView *)view drawableSizeWillChange:(CGSize)size
{
    // 保存可绘制的大小,因为当我们绘制时,我们将把这些值传递给顶点着色器
    _viewportSize.x = size.width;
    _viewportSize.y = size.height;
    
}

- (void)drawInMTKView:(MTKView *)view
{
    //1.为当前渲染的每个渲染传递创建一个新的命令缓冲区
    id<MTLCommandBuffer> commandBuffer = [_commandQueue commandBuffer];
    //指定缓存区名称
    commandBuffer.label = @"MyCommand";
    
    //2.currentRenderPassDescriptor描述符包含currentDrawable's的纹理、视图的深度、模板和sample缓冲区和清晰的值。
    MTLRenderPassDescriptor *renderPassDescriptor = view.currentRenderPassDescriptor;
    if(renderPassDescriptor != nil)
    {
        //3.创建渲染命令编码器,这样我们才可以渲染到something
        id<MTLRenderCommandEncoder> renderEncoder =
        [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
        //渲染器名称
        renderEncoder.label = @"MyRenderEncoder";
        
        //4.设置我们绘制的可绘制区域
        /*
         typedef struct {
         double originX, originY, width, height, znear, zfar;
         } MTLViewport;
         */
        [renderEncoder setViewport:(MTLViewport){0.0, 0.0, _viewportSize.x, _viewportSize.y, -1.0, 1.0 }];
        
        //5.设置渲染管道
        [renderEncoder setRenderPipelineState:_pipelineState];
        
        //6.加载数据
        //将数据加载到MTLBuffer --> 顶点函数
        [renderEncoder setVertexBuffer:_vertices
                                offset:0
                               atIndex:CCVertexInputIndexVertices];
        //将数据加载到MTLBuffer --> 顶点函数
        [renderEncoder setVertexBytes:&_viewportSize
                               length:sizeof(_viewportSize)
                              atIndex:CCVertexInputIndexViewportSize];
        
        //7.设置纹理对象
        [renderEncoder setFragmentTexture:_texture atIndex:CCTextureIndexBaseColor];
        
        //8.绘制
        // @method drawPrimitives:vertexStart:vertexCount:
        //@brief 在不使用索引列表的情况下,绘制图元
        //@param 绘制图形组装的基元类型
        //@param 从哪个位置数据开始绘制,一般为0
        //@param 每个图元的顶点个数,绘制的图型顶点数量
        /*
         MTLPrimitiveTypePoint = 0, 点
         MTLPrimitiveTypeLine = 1, 线段
         MTLPrimitiveTypeLineStrip = 2, 线环
         MTLPrimitiveTypeTriangle = 3,  三角形
         MTLPrimitiveTypeTriangleStrip = 4, 三角型扇
         */
        [renderEncoder drawPrimitives:MTLPrimitiveTypeTriangle
                          vertexStart:0
                          vertexCount:_numVertices];
        
        //9.表示已该编码器生成的命令都已完成,并且从NTLCommandBuffer中分离
        [renderEncoder endEncoding];
        
        //10.一旦框架缓冲区完成,使用当前可绘制的进度表
        [commandBuffer presentDrawable:view.currentDrawable];
    }
    
    //11.最后,在这里完成渲染并将命令缓冲区推送到GPU
    [commandBuffer commit];
}

@end
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