我正在尝试使用 Metal 显示一些具有复杂 alpha 的 3D 对象。
我在同一个对象中得到白色边缘到对象 alpha 混合。但在不同的对象中工作正常。
我通过在一个对象中禁用 depthMask 在 Android 中解决了这个问题。
谁能帮助我如何在 Metal iOS 中做到这一点?
我的渲染编码器如下:
let pipelineStateDescriptor = MTLRenderPipelineDescriptor()
pipelineStateDescriptor.vertexFunction = vertexProgram
pipelineStateDescriptor.fragmentFunction = fragmentProgram
pipelineStateDescriptor.colorAttachments[0].pixelFormat = .BGRA8Unorm
pipelineStateDescriptor.colorAttachments[0].blendingEnabled = true
pipelineStateDescriptor.colorAttachments[0].rgbBlendOperation = MTLBlendOperation.Add;
pipelineStateDescriptor.colorAttachments[0].alphaBlendOperation = MTLBlendOperation.Add;
pipelineStateDescriptor.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactor.SourceAlpha;
pipelineStateDescriptor.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactor.SourceAlpha;
pipelineStateDescriptor.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactor.OneMinusSourceAlpha;
pipelineStateDescriptor.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactor.OneMinusSourceAlpha;
pipelineStateDescriptor.depthAttachmentPixelFormat = .Depth32Float
pipelineState = try! device.newRenderPipelineStateWithDescriptor(pipelineStateDescriptor)
let depthStencilDescriptor = MTLDepthStencilDescriptor()
depthStencilDescriptor.depthCompareFunction = .Less
depthStencilDescriptor.depthWriteEnabled = true
depthStencilState = device.newDepthStencilStateWithDescriptor(depthStencilDescriptor)
let renderPassDescriptor = MTLRenderPassDescriptor()
renderPassDescriptor.colorAttachments[0].texture = drawable.texture
renderPassDescriptor.colorAttachments[0].loadAction = .Clear
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColor(red: 1.0, green: 1.0, blue: 1.0, alpha: 1.0)
renderPassDescriptor.colorAttachments[0].storeAction = .Store
renderPassDescriptor.depthAttachment.loadAction = .Clear
renderPassDescriptor.depthAttachment.clearDepth = 1.0
renderPassDescriptor.depthAttachment.storeAction = .MultisampleResolve
let commandBuffer = commandQueue.commandBuffer()
commandBuffer.addCompletedHandler { (commandBuffer) -> Void in
dispatch_semaphore_signal(self.bufferProvider.avaliableResourcesSemaphore)
}
renderEncoder = commandBuffer.renderCommandEncoderWithDescriptor(renderPassDescriptor)
//For now cull mode is used instead of depth buffer
renderEncoder.setCullMode(MTLCullMode.Front)
renderEncoder.setDepthClipMode(.Clip)
renderEncoder.setRenderPipelineState(pipelineState)
renderEncoder.setDepthStencilState(depthStencilState)