Metal学习(5) - 加载图像数据到一个纹理,并应用到一个四边形

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ShaderType.h

#include <simd/simd.h>

typedef enum ShaderVertexInputIndex
{
    ShaderVertexInputIndexVertices     = 0,
    ShaderVertexInputIndexViewportSize = 1,
} ShaderVertexInputIndex;

/// 纹理索引
typedef enum ShaderTextureIndex
{
    ShaderTextureIndexIndexBaseColor = 0,
} ShaderTextureIndex;

typedef struct
{
    vector_float2 position;
  // 纹理坐标
    vector_float2 textureCoordinate;
} ShaderVertex;

Shader.metal

#include <metal_stdlib>

using namespace metal;

#include "ShaderType.h"

struct RasterizerData
{
    float4 position [[position]];
    float2 textureCoordinate;
};

vertex RasterizerData vertexShader(const uint vertexID [[vertex_id]],
                                   constant ShaderVertex *vertices [[buffer(ShaderVertexInputIndexVertices)]])
{
    RasterizerData out;
    out.position = vector_float4(vertices[vertexID].position.x, vertices[vertexID].position.y, 0.0, 1.0);
    out.textureCoordinate = vertices[vertexID].textureCoordinate;
    return out;
}

fragment float4 fragmentShader(RasterizerData in [[stage_in]],
                               texture2d<half> colorTexture [[texture(ShaderTextureIndexIndexBaseColor)]])
{
    constexpr sampler textureSampler (mag_filter::linear, min_filter::linear);
    const half4 colorSample = colorTexture.sample(textureSampler, in.textureCoordinate);
    return float4(colorSample);
}

MetalRender

import UIKit
import MetalKit
import simd

class MetalRender: NSObject {

    // 向设备传递命令的命令队列
    private var commandQueue: MTLCommandQueue?
    private var pipelineState: MTLRenderPipelineState?
  /// 纹理
    private var texture: MTLTexture?
  
    private let triangleVertices: [ShaderVertex] = {
        let vertex0 = ShaderVertex(position: vector_float2(x: -1, y: -1), textureCoordinate: vector_float2(x: 0, y: 0))
        let vertex1 = ShaderVertex(position: vector_float2(-1, 1), textureCoordinate: vector_float2(0, 1))
        let vertex2 = ShaderVertex(position: vector_float2(1, -1), textureCoordinate: vector_float2(1, 0))
        let vertex3 = ShaderVertex(position: vector_float2(1, 1), textureCoordinate: vector_float2(1, 1))
        let array: [ShaderVertex] = [vertex0, vertex1, vertex2, vertex3]
        return array
    }()

    
    private override init() {
        super.init()
    }

    convenience init(_ view: MTKView) {
        self.init()

        let device = view.device

        let defaultLibrary = device?.makeDefaultLibrary()
        let vertexFunction = defaultLibrary?.makeFunction(name: "vertexShader")
        let fragmentFunction = defaultLibrary?.makeFunction(name: "fragmentShader")

        let pipelineStateDescriptor = MTLRenderPipelineDescriptor()
        pipelineStateDescriptor.label = "Simple Pipeline"
        pipelineStateDescriptor.vertexFunction = vertexFunction
        pipelineStateDescriptor.fragmentFunction = fragmentFunction
        pipelineStateDescriptor.colorAttachments[0].pixelFormat = view.colorPixelFormat

        do {
            pipelineState = try device?.makeRenderPipelineState(descriptor: pipelineStateDescriptor)
        }catch {
            print(error)
        }

        commandQueue = device?.makeCommandQueue()

        guard let image = flipImage(UIImage(named: "02")), let cgImage = image.cgImage else { return }
        let textureLoader = MTKTextureLoader(device: device!)
        texture = try? textureLoader.newTexture(cgImage: cgImage, options: [MTKTextureLoader.Option.SRGB : false])
    }
}

// MARK: - private

private extension MetalRender {
    /// 翻转上下颠倒的图片
    func flipImage(_ image: UIImage?) -> UIImage? {
        guard let image = image else  { return nil }
        UIGraphicsBeginImageContextWithOptions(image.size, false, UIScreen.main.scale)
        let ctx = UIGraphicsGetCurrentContext()
        ctx?.translateBy(x: 0, y: image.size.height)
        ctx?.scaleBy(x: 1, y: -1)
        image.draw(in: CGRect(origin: .zero, size: image.size))
        let reslut = UIGraphicsGetImageFromCurrentImageContext()
        UIGraphicsEndImageContext()
        return reslut
    }
}

// MARK: - MTKViewDelegate

extension MetalRender: MTKViewDelegate {
    // 每当视图改变方向或调整大小时调用
    func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) {

    }
    // 当视图需要渲染帧时调
    func draw(in view: MTKView) {
        guard pipelineState != nil else { return }

        let commandBuffer = commandQueue?.makeCommandBuffer()
        commandBuffer?.label = "MyCommand"

        if let renderPassDescriptor = view.currentRenderPassDescriptor {
            let renderEncoder = commandBuffer?.makeRenderCommandEncoder(descriptor: renderPassDescriptor)
            renderEncoder?.label = "MyRenderEncoder"
            renderEncoder?.setViewport(MTLViewport(originX: 0, originY: 0, width: Double(view.drawableSize.width), height: Double(view.drawableSize.height), znear: -1, zfar: 1))
            renderEncoder?.setRenderPipelineState(pipelineState!)
            renderEncoder?.setVertexBytes(triangleVertices, length: triangleVertices.count*MemoryLayout<ShaderVertex>.size, index: Int(ShaderVertexInputIndexVertices.rawValue))
            renderEncoder?.setFragmentTexture(texture, index: Int(ShaderTextureIndexIndexBaseColor.rawValue))
            renderEncoder?.drawPrimitives(type: .triangleStrip, vertexStart: 0, vertexCount: 4)
            renderEncoder?.endEncoding()

            if let drawable = view.currentDrawable {
                commandBuffer?.present(drawable)
            }
        }
        commandBuffer?.commit()
    }
}

renderEncoder?.drawPrimitives(type: .triangleStrip, vertexStart: 0, vertexCount: 4)

使用.triangleStrip来绘制,可以少定义一些顶点。