有大量的實例創建使用的EG的工廠參數方法之一MDLMesh,立方體:
[MDLMesh newBoxWithDimensions:...
用最簡單的這些,對於一個「平面」(矩形),我生成具有最小數量的頂點的一個1x1矩形:
MDLMesh *mdlMesh = [MDLMesh newPlaneWithDimensions:(vector_float2){1.0, 1.0}
segments:(vector_uint2){1, 1}
geometryType:MDLGeometryTypeTriangles
allocator:metalAllocator];
然後我用Xcode的調試器來調查什麼導致MDLMesh樣子,以此來指導一個更簡單的對象我的創作,一個綱領性的等邊三角形。
以下代碼適用於我。我敢肯定,比我更懂金屬的人可以提供更好的解決方案。但希望這將讓你開始,在正確的方向的一些外表...
所以,直到有用於
[MDLMesh newEquilateralTriangleWithEdgeLength:...
一個新的工廠參數方法下面的代碼似乎這樣的伎倆......
static const float equilateralTriangleVertexData[] =
{
0.000000, 0.577350, 0.0,
-0.500000, -0.288675, 0.0,
0.500000, -0.288675, 0.0,
};
static const vector_float3 equilateralTriangleVertexNormalsData[] =
{
{ 0.0, 0.0, 1.0 },
{ 0.0, 0.0, 1.0 },
{ 0.0, 0.0, 1.0 },
};
static const vector_float2 equilateralTriangleVertexTexData[] =
{
{ 0.50, 1.00 },
{ 0.00, 0.00 },
{ 1.00, 0.00 },
};
int numVertices = 3;
int lenBufferForVertices_position = sizeof(equilateralTriangleVertexData);
int lenBufferForVertices_normal = numVertices * sizeof(vector_float3);
int lenBufferForVertices_textureCoordinate = numVertices * sizeof(vector_float2);
MTKMeshBuffer *mtkMeshBufferForVertices_position = (MTKMeshBuffer *)[metalAllocator newBuffer:lenBufferForVertices_position type:MDLMeshBufferTypeVertex];
MTKMeshBuffer *mtkMeshBufferForVertices_normal = (MTKMeshBuffer *)[metalAllocator newBuffer:lenBufferForVertices_normal type:MDLMeshBufferTypeVertex];
MTKMeshBuffer *mtkMeshBufferForVertices_textureCoordinate = (MTKMeshBuffer *)[metalAllocator newBuffer:lenBufferForVertices_textureCoordinate type:MDLMeshBufferTypeVertex];
// Now fill the Vertex buffers with vertices.
NSData *nsData_position = [NSData dataWithBytes:equilateralTriangleVertexData length:lenBufferForVertices_position];
NSData *nsData_normal = [NSData dataWithBytes:equilateralTriangleVertexNormalsData length:lenBufferForVertices_normal];
NSData *nsData_textureCoordinate = [NSData dataWithBytes:equilateralTriangleVertexTexData length:lenBufferForVertices_textureCoordinate];
[mtkMeshBufferForVertices_position fillData:nsData_position offset:0];
[mtkMeshBufferForVertices_normal fillData:nsData_normal offset:0];
[mtkMeshBufferForVertices_textureCoordinate fillData:nsData_textureCoordinate offset:0];
NSArray <id<MDLMeshBuffer>> *arrayOfMeshBuffers = [NSArray arrayWithObjects:mtkMeshBufferForVertices_position, mtkMeshBufferForVertices_normal, mtkMeshBufferForVertices_textureCoordinate, nil];
static uint16_t indices[] =
{
0, 1, 2,
};
int numIndices = 3;
int lenBufferForIndices = numIndices * sizeof(uint16_t);
MTKMeshBuffer *mtkMeshBufferForIndices = (MTKMeshBuffer *)[metalAllocator newBuffer:lenBufferForIndices type:MDLMeshBufferTypeIndex];
NSData *nsData_indices = [NSData dataWithBytes:indices length:lenBufferForIndices];
[mtkMeshBufferForIndices fillData:nsData_indices offset:0];
MDLScatteringFunction *scatteringFunction = [MDLPhysicallyPlausibleScatteringFunction new];
MDLMaterial *material = [[MDLMaterial alloc] initWithName:@"plausibleMaterial" scatteringFunction:scatteringFunction];
// Not allowed to create an MTKSubmesh directly, so feed an MDLSubmesh to an MDLMesh, and then use that to load an MTKMesh, which makes the MTKSubmesh from it.
MDLSubmesh *submesh = [[MDLSubmesh alloc] initWithName:@"summess" // Hackspeke for @"submesh"
indexBuffer:mtkMeshBufferForIndices
indexCount:numIndices
indexType:MDLIndexBitDepthUInt16
geometryType:MDLGeometryTypeTriangles
material:material];
NSArray <MDLSubmesh *> *arrayOfSubmeshes = [NSArray arrayWithObjects:submesh, nil];
MDLMesh *mdlMesh = [[MDLMesh alloc] initWithVertexBuffers:arrayOfMeshBuffers
vertexCount:numVertices
descriptor:mdlVertexDescriptor
submeshes:arrayOfSubmeshes];
回答你自己的問題並沒有什麼錯 - 這在這裏很常見。你應該繼續這樣做(並確保將其標記爲已接受)。 – user5226582