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使用3D类型初始化金属纹理

[英]Init a Metal texture with the type of 3D

最近,我正在玩SceneKit,我找到了colorGrading属性。 医生说

此材料属性的内容值必须是3D颜色查找表,或者表示排列在水平条带中的此类表格的2D纹理图像。

并且3D颜色查找表可以从Metal纹理中读取。

您可以将此立方体格式的数据提供为具有type3D纹理类型的Metal纹理。

那我该如何设置scnCamera.colorGrading.contents属性呢?

如果您有一个包含适当布局中的图像数据的缓冲区,则创建3D纹理与创建2D纹理非常相似。 我猜你已经有了。 以下是如何创建纹理本身,将数据复制到其中,并将其设置为颜色分级纹理:

var dim = 16

var values: UnsafeMutablePointer<Float> = ... // alloc and populate 3D array of pixels

let textureDescriptor = MTLTextureDescriptor()
textureDescriptor.textureType = .type3D
textureDescriptor.pixelFormat = .rgba32Float
textureDescriptor.width = dim
textureDescriptor.height = dim
textureDescriptor.depth = dim
textureDescriptor.usage = .shaderRead

let texture = device.makeTexture(descriptor: textureDescriptor)

texture.replace(region: MTLRegionMake3D(0, 0, 0, dim, dim, dim),
                mipmapLevel:0,
                slice:0,
                withBytes:values,
                bytesPerRow:dim * MemoryLayout<Float>.size * 4,
                bytesPerImage:dim * dim * MemoryLayout<Float>.size * 4)

camera.colorGrading.contents = texture

编辑

这是一个完整的解析器,它将.cube文件转换为适合与此属性一起使用的MTLTexture

import Metal

class AdobeLUTParser {

    static func texture(withContentsOf url: URL, device: MTLDevice) -> MTLTexture? {

        let lutString = try! NSString(contentsOf: url, encoding: String.Encoding.utf8.rawValue)

        let lines = lutString.components(separatedBy: "\r\n") as [NSString]

        var dim = 2

        var values: UnsafeMutablePointer<Float>? = nil
        var index = 0

        for line in lines {

            if line.length == 0 { continue; } // skip blanks

            let firstChar = line.character(at: 0)

            if firstChar < 58 /*':'*/ {
                if values == nil {
                    print("Error: Got data before size in LUT")
                    break;
                }

                let numbers = line.components(separatedBy: " ") as [NSString]
                if numbers.count == 3 {
                    let r = numbers[0].floatValue
                    let g = numbers[1].floatValue
                    let b = numbers[2].floatValue
                    let a = Float(1)

                    values![index * 4 + 0] = r
                    values![index * 4 + 1] = g
                    values![index * 4 + 2] = b
                    values![index * 4 + 3] = a

                    index += 1
                }
            } else {
                if line.hasPrefix("LUT_3D_SIZE") {
                    let sizeString = line.components(separatedBy: " ")[1] as NSString
                    dim = Int(sizeString.intValue)
                    if dim < 2 || dim > 512 {
                        print("Error: insane LUT size: \(dim)")
                    }
                    let rawPointer = malloc(dim * dim * dim * 4 * MemoryLayout<Float>.size)
                    values = rawPointer!.bindMemory(to: Float.self, capacity: dim * dim * dim * 4)
                } else if line.hasPrefix("LUT_1D_SIZE") {
                    print("Error: 1D LUTs not supported")
                    break
                }
            }
        }

        if values == nil {
            print("Did not parse LUT successfully")
            return nil
        }

        let textureDescriptor = MTLTextureDescriptor()
        textureDescriptor.textureType = .type3D
        textureDescriptor.pixelFormat = .rgba32Float
        textureDescriptor.width = dim
        textureDescriptor.height = dim
        textureDescriptor.depth = dim
        textureDescriptor.usage = .shaderRead

        let texture = device.makeTexture(descriptor: textureDescriptor)

        texture.replace(region: MTLRegionMake3D(0, 0, 0, dim, dim, dim),
                        mipmapLevel:0,
                        slice:0,
                        withBytes:values!,
                        bytesPerRow:dim * MemoryLayout<Float>.size * 4,
                        bytesPerImage:dim * dim * MemoryLayout<Float>.size * 4)

        return texture
    }
}

用法:

let mtlDevice = MTLCreateSystemDefaultDevice()

let lutURL = Bundle.main.url(forResource: "MyGradingTexture", withExtension: "cube")

let lutTexture = AdobeLUTParser.texture(withContentsOf: lutURL!, device: mtlDevice!)

camera.colorGrading.contents = lutTexture

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