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我正在渲染一个在 metalkit 中有一些半透明区域(alpha < 1)的几何体MTKView。如果isBlendingEnabled在渲染管道状态的描述符中保留为 false,则所有内容都按应有的方式显示(尽管使用所有纯色)。

我知道渲染半透明对象取决于绘制顺序。目前,我只想测试 alpha 混合看起来像半透明区域与渲染缓冲区中已有的混合,即使它只是混合到背景(此时仍然只是清晰的颜色)。

但是,当我尝试启用混合时,makeRenderPipelineState失败并出现以下错误:

编译器无法构建请求错误域=编译器错误代码=1“片段着色器未写入渲染目标颜色(0),混合所需的索引(1)”

这是尝试在 MTKView 的委托中构建管道状态的代码。它从 MTKView 继承属性的地方,我已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)
}

鉴于错误抱怨color(0),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,绘制代码:

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明确设置任何纹理。这是否意味着 currentDrawable 隐含地是索引 0 处的颜色附件?为什么要color(0)在索引 1 处看到错误消息?混合是否需要两个颜色附件?(它不能只是添加到已经渲染的东西上吗?)

谢谢。

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1 回答 1

2

您似乎无意中调用了双源混合destinationAlphaBlendFactor与其设置to ,不如oneMinusSource1Alpha尝试oneMinusSourceAlpha(注意缺少的1)。

此外,您对 Metal 默认写入第一个颜色附件的直觉是正确的(当前可绘制对象配置MTKView为第一个颜色附件的纹理)。[[color(0)]]您可以从片段函数中返回一个float4(或),而不是返回一个带有属性的成员的结构half4,并且该颜色将被写入原色附件。但是,一旦正确配置了混合因子,您编写它的方式应该可以工作。

于 2017-05-02T00:25:24.313 回答