I need to clear the depth buffer, for which i use glClear(GL_DEPTH_BUFFER_BIT)
in OpenGL, how to do in metal ? I have gone through apple's documentation, there is no hint about it.
我需要清除深度缓冲区,我在OpenGL中使用glClear(GL_DEPTH_BUFFER_BIT),如何做金属?我已经浏览了苹果的文档,没有任何暗示。
2 个解决方案
#1
2
The short answer is that to clear the depth buffer you add these two lines before beginning a render pass: mRenderPassDescriptor.depthAttachment.loadAction = MTLLoadActionClear; mRenderPassDescriptor.depthAttachment.clearDepth = 1.0f;
And you cannot do a clear without ending and restarting a render pass.
简短的回答是清除深度缓冲区,在开始渲染过程之前添加这两行:mRenderPassDescriptor.depthAttachment.loadAction = MTLLoadActionClear; mRenderPassDescriptor.depthAttachment.clearDepth = 1.0f;如果没有结束并重新启动渲染过程,你就无法做到清晰。
Long answer:
答案很长:
In Metal, you have to define that you want the colour and depth buffers cleared when you start rendering to a MTLTexture
. There is no clear function like in OpenGL.
在Metal中,您必须定义在开始渲染到MTLTexture时要清除颜色和深度缓冲区。在OpenGL中没有明确的功能。
To do this, in your MTLRenderPassDescriptor
, set depthAttachment.loadAction
to MTLLoadActionClear
and depthAttachment.clearDepth
to 1.0f
. You may also want to set colorAttachments[0].loadAction
to MTLLoadActionClear
to clear the colour buffer.
为此,在MTLRenderPassDescriptor中,将depthAttachment.loadAction设置为MTLLoadActionClear,将depthAttachment.clearDepth设置为1.0f。您可能还想将colorAttachments [0] .loadAction设置为MTLLoadActionClear以清除颜色缓冲区。
This render pass descriptor is then passed in to your call to MTLCommandBuffer::renderCommandEncoderWithDescriptor
.
然后将此渲染传递描述符传递给对MTLCommandBuffer :: renderCommandEncoderWithDescriptor的调用。
If you do want to clear a depth or colour buffer midway through rendering you have to call endEncoding
on MTLRenderCommandEncoder
, and then start encoding again with depthAttachment.loadAction
set to MTLLoadActionClear
.
如果您确实希望在渲染过程中途清除深度或颜色缓冲区,则必须在MTLRenderCommandEncoder上调用endEncoding,然后再将depthAttachment.loadAction设置为MTLLoadActionClear再次开始编码。
#2
0
To explain the solution more clear with sample codes
使用示例代码更清楚地解释解决方案
Before start rendering:
在开始渲染之前:
void prepareRendering(){
CMDBuffer = [_commandQueue commandBuffer]; // get command Buffer
drawable = [_metalLayer nextDrawable]; // get drawable from metalLayer
renderingTexture = drawable.texture; // set that as rendering te
setupRenderPassDescriptorForTexture(drawable.texture); // set the depth and colour buffer properties
RenderCMDBuffer = [CMDBuffer renderCommandEncoderWithDescriptor:_renderPassDescriptor];
RenderCMDBuffer.label = @"MyRenderEncoder";
setUpDepthState(CompareFunctionLessEqual,true,false); //
[RenderCMDBuffer setDepthStencilState:_depthState];
[RenderCMDBuffer pushDebugGroup:@"DrawCube"];
}
void setupRenderPassDescriptorForTexture(id <MTLTexture> texture)
{
if (_renderPassDescriptor == nil)
_renderPassDescriptor = [MTLRenderPassDescriptor renderPassDescriptor];
// set color buffer properties
_renderPassDescriptor.colorAttachments[0].texture = texture;
_renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
_renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(1.0f, 1.0f,1.0f, 1.0f);
_renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
// set depth buffer properties
MTLTextureDescriptor* desc = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat: MTLPixelFormatDepth32Float width: texture.width height: texture.height mipmapped: NO];
_depthTex = [device newTextureWithDescriptor: desc];
_depthTex.label = @"Depth";
_renderPassDescriptor.depthAttachment.texture = _depthTex;
_renderPassDescriptor.depthAttachment.loadAction = MTLLoadActionClear;
_renderPassDescriptor.depthAttachment.clearDepth = 1.0f;
_renderPassDescriptor.depthAttachment.storeAction = MTLStoreActionDontCare;
}
Render Your contents here
在此处渲染您的内容
Render();
After rendering
渲染后
similar to ogles2 method [_context presentRenderbuffer:_colorRenderBuffer];
类似于ogles2方法[_context presentRenderbuffer:_colorRenderBuffer];
void endDisplay()
{
[RenderCMDBuffer popDebugGroup];
[RenderCMDBuffer endEncoding];
[CMDBuffer presentDrawable:drawable];
[CMDBuffer commit];
_currentDrawable = nil;
}
The above methods clears the depth and colour buffers after rendering each frame
上述方法在渲染每个帧后清除深度和颜色缓冲区
To clear the depth buffer in midway
在中途清除深度缓冲区
void clearDepthBuffer(){
// end encoding the render command buffer
[RenderCMDBuffer popDebugGroup];
[RenderCMDBuffer endEncoding];
// here MTLLoadActionClear will clear your last drawn depth values
_renderPassDescriptor.depthAttachment.loadAction = MTLLoadActionClear; _renderPassDescriptor.depthAttachment.clearDepth = 1.0f;
_renderPassDescriptor.depthAttachment.storeAction = MTLStoreActionDontCare;
// here MTLLoadActionLoad will reuse your last drawn color buffer
_renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionLoad;
_renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
RenderCMDBuffer = [CMDBuffer renderCommandEncoderWithDescriptor:_renderPassDescriptor];
RenderCMDBuffer.label = @"MyRenderEncoder";
[RenderCMDBuffer pushDebugGroup:@"DrawCube"];
}
#1
2
The short answer is that to clear the depth buffer you add these two lines before beginning a render pass: mRenderPassDescriptor.depthAttachment.loadAction = MTLLoadActionClear; mRenderPassDescriptor.depthAttachment.clearDepth = 1.0f;
And you cannot do a clear without ending and restarting a render pass.
简短的回答是清除深度缓冲区,在开始渲染过程之前添加这两行:mRenderPassDescriptor.depthAttachment.loadAction = MTLLoadActionClear; mRenderPassDescriptor.depthAttachment.clearDepth = 1.0f;如果没有结束并重新启动渲染过程,你就无法做到清晰。
Long answer:
答案很长:
In Metal, you have to define that you want the colour and depth buffers cleared when you start rendering to a MTLTexture
. There is no clear function like in OpenGL.
在Metal中,您必须定义在开始渲染到MTLTexture时要清除颜色和深度缓冲区。在OpenGL中没有明确的功能。
To do this, in your MTLRenderPassDescriptor
, set depthAttachment.loadAction
to MTLLoadActionClear
and depthAttachment.clearDepth
to 1.0f
. You may also want to set colorAttachments[0].loadAction
to MTLLoadActionClear
to clear the colour buffer.
为此,在MTLRenderPassDescriptor中,将depthAttachment.loadAction设置为MTLLoadActionClear,将depthAttachment.clearDepth设置为1.0f。您可能还想将colorAttachments [0] .loadAction设置为MTLLoadActionClear以清除颜色缓冲区。
This render pass descriptor is then passed in to your call to MTLCommandBuffer::renderCommandEncoderWithDescriptor
.
然后将此渲染传递描述符传递给对MTLCommandBuffer :: renderCommandEncoderWithDescriptor的调用。
If you do want to clear a depth or colour buffer midway through rendering you have to call endEncoding
on MTLRenderCommandEncoder
, and then start encoding again with depthAttachment.loadAction
set to MTLLoadActionClear
.
如果您确实希望在渲染过程中途清除深度或颜色缓冲区,则必须在MTLRenderCommandEncoder上调用endEncoding,然后再将depthAttachment.loadAction设置为MTLLoadActionClear再次开始编码。
#2
0
To explain the solution more clear with sample codes
使用示例代码更清楚地解释解决方案
Before start rendering:
在开始渲染之前:
void prepareRendering(){
CMDBuffer = [_commandQueue commandBuffer]; // get command Buffer
drawable = [_metalLayer nextDrawable]; // get drawable from metalLayer
renderingTexture = drawable.texture; // set that as rendering te
setupRenderPassDescriptorForTexture(drawable.texture); // set the depth and colour buffer properties
RenderCMDBuffer = [CMDBuffer renderCommandEncoderWithDescriptor:_renderPassDescriptor];
RenderCMDBuffer.label = @"MyRenderEncoder";
setUpDepthState(CompareFunctionLessEqual,true,false); //
[RenderCMDBuffer setDepthStencilState:_depthState];
[RenderCMDBuffer pushDebugGroup:@"DrawCube"];
}
void setupRenderPassDescriptorForTexture(id <MTLTexture> texture)
{
if (_renderPassDescriptor == nil)
_renderPassDescriptor = [MTLRenderPassDescriptor renderPassDescriptor];
// set color buffer properties
_renderPassDescriptor.colorAttachments[0].texture = texture;
_renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
_renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(1.0f, 1.0f,1.0f, 1.0f);
_renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
// set depth buffer properties
MTLTextureDescriptor* desc = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat: MTLPixelFormatDepth32Float width: texture.width height: texture.height mipmapped: NO];
_depthTex = [device newTextureWithDescriptor: desc];
_depthTex.label = @"Depth";
_renderPassDescriptor.depthAttachment.texture = _depthTex;
_renderPassDescriptor.depthAttachment.loadAction = MTLLoadActionClear;
_renderPassDescriptor.depthAttachment.clearDepth = 1.0f;
_renderPassDescriptor.depthAttachment.storeAction = MTLStoreActionDontCare;
}
Render Your contents here
在此处渲染您的内容
Render();
After rendering
渲染后
similar to ogles2 method [_context presentRenderbuffer:_colorRenderBuffer];
类似于ogles2方法[_context presentRenderbuffer:_colorRenderBuffer];
void endDisplay()
{
[RenderCMDBuffer popDebugGroup];
[RenderCMDBuffer endEncoding];
[CMDBuffer presentDrawable:drawable];
[CMDBuffer commit];
_currentDrawable = nil;
}
The above methods clears the depth and colour buffers after rendering each frame
上述方法在渲染每个帧后清除深度和颜色缓冲区
To clear the depth buffer in midway
在中途清除深度缓冲区
void clearDepthBuffer(){
// end encoding the render command buffer
[RenderCMDBuffer popDebugGroup];
[RenderCMDBuffer endEncoding];
// here MTLLoadActionClear will clear your last drawn depth values
_renderPassDescriptor.depthAttachment.loadAction = MTLLoadActionClear; _renderPassDescriptor.depthAttachment.clearDepth = 1.0f;
_renderPassDescriptor.depthAttachment.storeAction = MTLStoreActionDontCare;
// here MTLLoadActionLoad will reuse your last drawn color buffer
_renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionLoad;
_renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
RenderCMDBuffer = [CMDBuffer renderCommandEncoderWithDescriptor:_renderPassDescriptor];
RenderCMDBuffer.label = @"MyRenderEncoder";
[RenderCMDBuffer pushDebugGroup:@"DrawCube"];
}