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Metal 示例之纹理

 3 years ago
source link: http://blog.danthought.com/programming/2018/07/05/metal-by-example-texture/
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本文主要通过自己对 Metal By Example 理解编写,这一篇文章讲解 Metal 如何画 3D。

Metal By Example Cover

纹理、纹理映射、坐标体系

如下的左图是在 3D 建模软件中制作的模型,如下的右图就是将模型导出的时候,分离出来的纹理,当然导出文件中还包含 OBJ 模型;纹理映射就是将网格模型中每一个顶点和纹理中一个点结合起来,类似于一张 2D 包装纸裹到 3D 物体表面。

Metal By Example Texture Mapping

Metal 中坐标体系基于左上角,UIKit 中坐标体系基于左上角,OpenGL 中坐标体系基于左下角,CG 中坐标体系基于左下角,所以通过 CG 读取的纹理图像要转换来适配 Metal 的坐标体系。

Metal 中纹理的坐标可以通过像素坐标或者规格化坐标来指定。

纹理就是有限数量像素组成的图像,这里像素称为纹理元素(texels),然而在绘制的时候,纹理可能被绘制在高于其大小的区域或者小于其大小的区域,前者是放大,需要处理纹理元素覆盖不到的区域,如何填充颜色值?后者是缩小,需要处理很多纹理元素挤在一个区域,如何计算颜色值?

过滤就是为了解决上面的问题,下面是两种方案:

  1. Nearest,选取最近的纹理元素来填充,速度快,放大时会出现块状的现象;
  2. Linear,选取最近 4 个纹理元素来计算填充值,速度足够快,效果好。

Mipmap

Mipmap 用来可以解决缩小时,纹理闪动的现象,下一篇文章再详细讲解。

Addressing

纹理映射就是将网格模型中每一个顶点和纹理中一个点结合起来,在纹理映射时,纹理坐标可能会超出 [0, 1],超出的时候怎么处理呢,就需要 Addressing:

这是原始的纹理:

Metal By Example Addressing Origin

Clamp-to-Edge Addressing

重复边界上的值

Metal By Example Addressing Origin

Clamp-to-Zero Addressing

全黑色或者 Clear Color,基于纹理是否有 Alpha 色值

Metal By Example Addressing Zero

Repeat Addressing

拿纹理来重复铺满

Metal By Example Addressing Repeat

Mirrored Repeat Addressing

相邻的纹理成镜像显示而不是重复显示

Metal By Example Addressing Mirrored

Metal 中加载纹理

图像加载到内存中,需要一种格式来存储,RGBA 就是一种,Metal 中支持的像素格式在 MTLPixelFormat 中描述。

加载图像:

UIImage *image = [UIImage imageNamed:imageName];

通过 CG 绘制成位图:

- (uint8_t *)dataForImage:(UIImage *)image {
    CGImageRef imageRef = image.CGImage;
    
    // Create a suitable bitmap context for extracting the bits of the image
    const NSUInteger width = CGImageGetWidth(imageRef);
    const NSUInteger height = CGImageGetHeight(imageRef);
    CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
    uint8_t *rawData = (uint8_t *)calloc(height * width * 4, sizeof(uint8_t));
    const NSUInteger bytesPerPixel = 4;
    const NSUInteger bytesPerRow = bytesPerPixel * width;
    const NSUInteger bitsPerComponent = 8;
    CGContextRef context = CGBitmapContextCreate(rawData, width, height,
                                                 bitsPerComponent, bytesPerRow, colorSpace,
                                                 kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
    CGColorSpaceRelease(colorSpace);

    CGContextTranslateCTM(context, 0, height);
    CGContextScaleCTM(context, 1, -1);
    
    CGRect imageRect = CGRectMake(0, 0, width, height);
    CGContextDrawImage(context, imageRect, imageRef);

    CGContextRelease(context);
    
    return rawData;
}

创建纹理:

MTLTextureDescriptor *textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm
                                                                                             width:imageSize.width
                                                                                            height:imageSize.height
                                                                                         mipmapped:mipmapped];
textureDescriptor.usage = MTLTextureUsageShaderRead;
id<MTLTexture> texture = [[queue device] newTextureWithDescriptor:textureDescriptor];

位图数据放到 Texture 中:

MTLRegion region = MTLRegionMake2D(0, 0, imageSize.width, imageSize.height);
[texture replaceRegion:region mipmapLevel:0 withBytes:imageData bytesPerRow:bytesPerRow];

纹理传递给 Shader:

[commandEncoder setFragmentTexture:texture atIndex:0];

Sampler

Sampler 将坐标体系、过滤、Addressing 封装起来,Sampler 可以在 Shader 中创建,也可以在应用代码中创建,这里在应用代码中创建:

MTLSamplerDescriptor *samplerDesc = [MTLSamplerDescriptor new];
samplerDesc.sAddressMode = MTLSamplerAddressModeClampToEdge;
samplerDesc.tAddressMode = MTLSamplerAddressModeClampToEdge;
samplerDesc.minFilter = MTLSamplerMinMagFilterNearest;
samplerDesc.magFilter = MTLSamplerMinMagFilterLinear;
samplerDesc.mipFilter = MTLSamplerMipFilterLinear;
self.samplerState = [self.device newSamplerStateWithDescriptor:samplerDesc];

Sampler 传递给 Shader:

[renderPass setFragmentSamplerState:self.samplerState atIndex:0];

代码和效果

注意,加载的 OBJ 模型新增了纹理坐标:

vector_float2 texCoords;

Shader 中根据传入值进行 sample:

float3 diffuseColor = diffuseTexture.sample(samplr, vertexIn.texCoords).rgb;

danjiang / MetalByExample / Texturing


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