SceneKit-从SCNView作为MTLTexture获取渲染的场景,而无需使用单独的SCNRenderer [英] SceneKit - Get the rendered scene from a SCNView as a MTLTexture without using a separate SCNRenderer
问题描述
我的 SCNView 使用的是Metal作为渲染API,我想知道是否有一种方法可以将渲染的场景作为 MTLTexture 来捕获,而不必使用单独的 SCNRenderer ?当我尝试通过 SCNView 显示场景并通过 SCNRenderer 将场景从屏幕外重新渲染为 MTLTexture 时,性能会下降.我正在尝试每帧抓取输出.)
My SCNView is using Metal as the rendering API and I would like to know if there's a way to grab the rendered scene as a MTLTexture without having to use a separate SCNRenderer? Performance drops when I'm trying to both display the scene via the SCNView and re-rendering the scene offscreen to a MTLTexture via a SCNRenderer (I'm trying to grab the output every frame).
SCNView ,我可以访问它使用的 MTLDevice , MTLRenderCommandEncoder 和 MTLCommandQueue ,但不能访问为了获得 MTLTexture (通过renderPassDescriptor.colorAttachments[0].texture
)
SCNView gives me access to the MTLDevice, MTLRenderCommandEncoder, and MTLCommandQueue that it uses, but not to the underlying MTLRenderPassDescriptor that I would need in order to get the MTLTexture (via renderPassDescriptor.colorAttachments[0].texture
)
我尝试过的一些替代方法是尝试使用SCNView.snapshot()
来获取UIImage并将其转换,但性能甚至更差.
Some alternatives I tried was trying to use SCNView.snapshot()
to get a UIImage and converting it but performance was even worse.
推荐答案
**警告:这可能不是App Store的正确方法.但是它正在工作.
** Warning: This may not be a proper method for App Store. But it's working.
第1步:使用swizzling将CAMetalLayer的nextDrawable方法替换为新方法. 为每个渲染循环保存CAMetalDrawable.
Step 1: Swap the method of nextDrawable of CAMetalLayer with a new one using swizzling. Save the CAMetalDrawable for each render loop.
extension CAMetalLayer {
public static func setupSwizzling() {
struct Static {
static var token: dispatch_once_t = 0
}
dispatch_once(&Static.token) {
let copiedOriginalSelector = #selector(CAMetalLayer.orginalNextDrawable)
let originalSelector = #selector(CAMetalLayer.nextDrawable)
let swizzledSelector = #selector(CAMetalLayer.newNextDrawable)
let copiedOriginalMethod = class_getInstanceMethod(self, copiedOriginalSelector)
let originalMethod = class_getInstanceMethod(self, originalSelector)
let swizzledMethod = class_getInstanceMethod(self, swizzledSelector)
let oldImp = method_getImplementation(originalMethod)
method_setImplementation(copiedOriginalMethod, oldImp)
method_exchangeImplementations(originalMethod, swizzledMethod)
}
}
func newNextDrawable() -> CAMetalDrawable? {
let drawable = orginalNextDrawable()
// Save the drawable to any where you want
AppManager.sharedInstance.currentSceneDrawable = drawable
return drawable
}
func orginalNextDrawable() -> CAMetalDrawable? {
// This is just a placeholder. Implementation will be replaced with nextDrawable.
return nil
}
}
第2步: 在AppDelegate中设置选项:didFinishLaunchingWithOptions
Step 2: Setup the swizzling in AppDelegate: didFinishLaunchingWithOptions
func application(application: UIApplication, didFinishLaunchingWithOptions launchOptions: [NSObject: AnyObject]?) -> Bool {
CAMetalLayer.setupSwizzling()
return true
}
第3步: 仅为您的SCNView的CAMetalLayer禁用framebuffer(以便为MTLTexture调用getBytes)
Step 3: Disable framebufferOnly for your's SCNView's CAMetalLayer (In order to call getBytes for MTLTexture)
if let metalLayer = scnView.layer as? CAMetalLayer {
metalLayer.framebufferOnly = false
}
第4步: 在您的SCNView的委托(SCNSceneRendererDelegate)中,使用纹理
Step 4: In your SCNView's delegate (SCNSceneRendererDelegate), play with the texture
func renderer(renderer: SCNSceneRenderer, didRenderScene scene: SCNScene, atTime time: NSTimeInterval) {
if let texture = AppManager.sharedInstance.currentSceneDrawable?.texture where !texture.framebufferOnly {
AppManager.sharedInstance.currentSceneDrawable = nil
// Play with the texture
}
}
第5步(可选): 您可能需要在获得的CAMetalLayer上确认可绘制对象是您的目标. (如果同时有一个以上的CAMetalLayer)
Step 5 (Optional): You may need to confirm the drawable at CAMetalLayer you are getting is your target. (If more then one CAMetalLayer at the same time)
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