在 SwiftUI 中使用 MetalView?如何在其中放置要显示的内容?

问题描述

我一直坚持使用 SwiftUI 和 Metal,以至于快要放弃了。

我从 https://developer.apple.com/forums/thread/119112?answerId=654964022#654964022 得到这个例子:

import MetalKit
struct MetalView: NSViewRepresentable {
    func makeCoordinator() -> Coordinator {
        Coordinator(self)
    }
    func makeNSView(context: NSViewRepresentableContext<MetalView>) -> MTKView {
        let mtkView = MTKView()
        mtkView.delegate = context.coordinator
        mtkView.preferredFramesPerSecond = 60
        mtkView.enableSetNeedsdisplay = true
        if let MetalDevice = MTLCreateSystemDefaultDevice() {
            mtkView.device = MetalDevice
        }
        mtkView.framebufferOnly = false
        mtkView.clearColor = MTLClearColor(red: 0,green: 0,blue: 0,alpha: 0)
        mtkView.drawableSize = mtkView.frame.size
        mtkView.enableSetNeedsdisplay = true
        return mtkView
    }
    func updateNSView(_ nsView: MTKView,context: NSViewRepresentableContext<MetalView>) {
    }
    class Coordinator : NSObject,MTKViewDelegate {
        var parent: MetalView
        var MetalDevice: MTLDevice!
        var MetalCommandQueue: MTLCommandQueue!
        
        init(_ parent: MetalView) {
            self.parent = parent
            if let MetalDevice = MTLCreateSystemDefaultDevice() {
                self.MetalDevice = MetalDevice
            }
            self.MetalCommandQueue = MetalDevice.makeCommandQueue()!
            super.init()
        }
        func mtkView(_ view: MTKView,drawableSizeWillChange size: CGSize) {
        }
        func draw(in view: MTKView) {
            guard let drawable = view.currentDrawable else {
                return
            }
            let commandBuffer = MetalCommandQueue.makeCommandBuffer()
            let rpd = view.currentRenderPassDescriptor
            rpd?.colorAttachments[0].clearColor = MTLClearColorMake(0,1,1)
            rpd?.colorAttachments[0].loadAction = .clear
            rpd?.colorAttachments[0].storeAction = .store
            let re = commandBuffer?.makeRenderCommandEncoder(descriptor: rpd!)
            re?.endEncoding()
            commandBuffer?.present(drawable)
            commandBuffer?.commit()
        }
    }
}

...但我无法理解如何使用这个 MetalView(),当我从 SwiftUI 视图调用它时,它似乎确实有效,以显示数据。我想用它来显示一个 CIImage,它将被 CIFilters 过滤和操作...

有人能指出我如何告诉这个视图如何显示某些东西的正确方向吗?我想我需要它来显示纹理的内容,但尝试了无数个小时,结果从头开始无数次......

这就是我现在运行图像过滤器的方式,但它会导致滑块非常慢,这就是我决定尝试了解 Metal 的原因……但这真的很耗时,而且。由于缺乏文档而令人沮丧...

func ciExposure (inputimage: CIImage,inputEV: Double) -> CIImage {
    let filter = CIFilter(name: "CIExposureAdjust")!
    filter.setValue(inputimage,forKey: kCIInputimageKey)
    filter.setValue(inputEV,forKey: kCIInputEVKey)
    return filter.outputimage!
}

我想我需要把那个 filter.outputimage 以某种方式传递给 MetalView?

真的非常感谢任何帮助...

解决方法

我有一个小的 Core Image + SwiftUI 示例项目 on Github,这对您来说可能是一个很好的起点。它还没有涵盖很多,但它已经演示了如何显示过滤后的相机帧。

特别检查视图的 draw function。它用于将 CIImage 渲染到 MTKView 中(您可以在委托的 draw 函数中执行相同操作)。

,

好的,这对我有用:

func draw(in view: MTKView) {
            guard let drawable = view.currentDrawable else {
                return
            }
            
            let colorSpace = CGColorSpaceCreateDeviceRGB()

            let commandBuffer = metalCommandQueue.makeCommandBuffer()
            
            let rpd = view.currentRenderPassDescriptor
            rpd?.colorAttachments[0].clearColor = MTLClearColorMake(0,1,1)
            rpd?.colorAttachments[0].loadAction = .clear
            rpd?.colorAttachments[0].storeAction = .store
            
            let re = commandBuffer?.makeRenderCommandEncoder(descriptor: rpd!)
            re?.endEncoding()
                
            context.render((AppState.shared.rawImage ?? AppState.shared.rawImageOriginal)!,to: drawable.texture,commandBuffer: commandBuffer,bounds: AppState.shared.rawImageOriginal!.extent,colorSpace: colorSpace)
            
            commandBuffer?.present(drawable)
            commandBuffer?.commit()
        }

AppState.shared.rawImage 是我从过滤函数中得到的 CIImage 纹理。

上下文是在其他地方制作的,但应该是:

context = CIContext(mtlDevice: metalDevice) 

接下来是添加 Frank Schlegel 提供的代码的居中部分。