【发布时间】:2020-04-20 06:55:38
【问题描述】:
我目前正在尝试在不使用 Xcode 中的 IB 的情况下构建一个金属应用程序(纯粹以编程方式,没有情节提要),并且在使用 MTKView Delegate 进行渲染时遇到了一些问题。
我创建了以下 3 个类
应用代理:
import Cocoa
import MetalKit
class AppDelegate: NSObject, NSApplicationDelegate
{
var newWindow: NSWindow?
var controller: ViewController?
func applicationDidFinishLaunching(_ notification: Notification) {
newWindow = NSWindow(contentRect: NSMakeRect(10, 10, 300, 300), styleMask: [.miniaturizable, .closable, .resizable, .titled], backing: .buffered, defer: false)
controller = ViewController()
let content = newWindow!.contentView! as NSView
let view = controller!.view
content.addSubview(view)
newWindow!.makeKeyAndOrderFront(nil)
}
}
视图控制器:
import Cocoa
import MetalKit
class ViewController: NSViewController {
var renderer: Renderer?
override func loadView() {
view = MTKView.init()
}
override func viewDidLoad() {
guard let metalView = view as? MTKView else {
fatalError("Cant Get Metal View")
}
super.viewDidLoad()
renderer = Renderer(metalView: metalView)
}
}
渲染器.swift:
import MetalKit
class Renderer: NSObject {
static var device: MTLDevice!
static var commandQueue: MTLCommandQueue!
var mesh: MTKMesh!
var vertexBuffer: MTLBuffer!
var pipelineState: MTLRenderPipelineState!
init(metalView: MTKView) {
guard
let device = MTLCreateSystemDefaultDevice(),
let commandQueue = device.makeCommandQueue() else {
fatalError("GPU not available")
}
Renderer.device = device
Renderer.commandQueue = commandQueue
metalView.device = device
let mdlMesh = Primative.makeCube(device: device, size: 1)
do {
mesh = try MTKMesh(mesh: mdlMesh, device: device)
} catch let error {
print(error.localizedDescription)
}
vertexBuffer = mesh.vertexBuffers[0].buffer
let library = device.makeDefaultLibrary()
let vertexFunction = library?.makeFunction(name: "vertex_main")
let fragmentFunction = library?.makeFunction(name: "fragment_main")
let pipelineDescriptor = MTLRenderPipelineDescriptor()
pipelineDescriptor.vertexFunction = vertexFunction
pipelineDescriptor.fragmentFunction = fragmentFunction
pipelineDescriptor.vertexDescriptor =
MTKMetalVertexDescriptorFromModelIO(mdlMesh.vertexDescriptor)
pipelineDescriptor.colorAttachments[0].pixelFormat = metalView.colorPixelFormat
do {
pipelineState = try device.makeRenderPipelineState(descriptor: pipelineDescriptor)
} catch let error {
fatalError(error.localizedDescription)
}
super.init()
metalView.clearColor = MTLClearColor(red: 1.0, green: 1.0,
blue: 0.8, alpha: 1.0)
metalView.delegate = self
}
}
extension Renderer: MTKViewDelegate {
func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) {
}
func draw(in view: MTKView) {
// Creating Render Pass Descriptor
if let descriptor = view.currentRenderPassDescriptor
{
print("Drawing")
}
else {
print("Not Drawing")
}
}
}
这三个类可以很好地渲染窗口,并且输出
Not Drawing
表明该值始终为空,但它每帧都在做某事。
我尝试过的事情
- 创建我自己的渲染通道描述符:这导致了一个 sig 错误。
- 查看过视图,肯定是被识别为MTKView
我知道如果我使用基于文件中情节提要的项目,这将有效,但我希望了解如何在没有它的情况下进行操作。
任何帮助将不胜感激
【问题讨论】:
-
你见过this吗?
-
@trojanfoe 我有,并且已经超载了加载视图和 viewDidLoad,除非我误解了这篇文章?
-
我想你是。关键是在不涉及 NIB 时不会调用
viewDidLoad。我不知道 Swift 但你甚至调用基类 (NSViewController)viewDidLoad吗?我会坚持故事板并继续你的生活。 -
@trojanfoe
loadView()和viewDidLoad()从let view = controller!.view调用。 -
@Willeke 基类方法是否也被调用?