使用3D类型初始化金属纹理

6
最近,我在使用SceneKit时发现了colorGrading属性。文档说,这个材质属性的内容值必须是一个三维颜色查找表或者是一个代表这样一个表格的二维纹理图像,排列在水平条带中。一个三维颜色查找表可以从Metal纹理中读取数据。你可以将此立方体格式的数据作为类型为3D纹理类型的Metal纹理提供。那么如何设置scnCamera.colorGrading.contents属性呢?
1个回答

7

创建 3D 纹理与创建 2D 纹理非常相似,只要您有一个包含适当布局的图像数据的缓冲区。我假设您已经有了这个。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色彩分级纹理:

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

以下是一个完整的解析器,可以将.cube文件转换为适用于此属性的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
    }
}

使用方法:

let mtlDevice = MTLCreateSystemDefaultDevice()

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

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

camera.colorGrading.contents = lutTexture

哦不...文档上说有两种设置此属性的方法。一种是提供一个方形图像,另一种是3D颜色查找表。我搜索了3D颜色查找表并下载了一些.cube文件。我认为如果我可以将这些文件设置为这个colorGrading,那就可以了。但是文档说应该使用Metal。我不太明白如何操作。 - HaoDong
我总是收到错误信息 Error: Got data before size in LUT Did not parse LUT successfully - HaoDong
听起来你的立方体文件格式不正确,但在链接过期之前我无法下载它。 - warrenm
谢谢,现在它运行得很好。但是我遇到了不良影响。看起来像是一个错误或者.cube文件的问题。我发布了一个新问题,请查看。在colorGrading属性内工作 - HaoDong
1
因为每个像素有四个组成部分(RGBA)。 - warrenm
显示剩余6条评论

网页内容由stack overflow 提供, 点击上面的
可以查看英文原文,
原文链接