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Ios Metal-`include`或`import`功能_Ios_Macos_Metal - Fatal编程技术网

Ios Metal-`include`或`import`功能

Ios Metal-`include`或`import`功能,ios,macos,metal,Ios,Macos,Metal,是否可以将金属文件导入或包含到另一个金属文件中?假设我有一个包含所有数学函数的金属文件,我只会在金属项目中需要时包含或导入它。可能吗 我试过: #include "sdf.metal" 我得到了一个错误: metallib:多定义符号_Z4vmaxDv2_f Command/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/usr/bin/metallib 失败,退出代码为1 更新: 以下是我的两个着色器文件

是否可以将
金属
文件导入或包含到另一个金属文件中?假设我有一个包含所有数学函数的金属文件,我只会在金属项目中需要时包含或导入它。可能吗

我试过:

#include "sdf.metal"
我得到了一个错误:

metallib:多定义符号_Z4vmaxDv2_f Command/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/usr/bin/metallib 失败,退出代码为1

更新:

以下是我的两个着色器文件:

SDF.metal:

#ifndef MYAPP_METAL_CONSTANTS
#define MYAPP_METAL_CONSTANTS


#include <metal_stdlib>

namespace metal {

float kk(float2 v) {
    return max(v.x, v.y);
}

float kkk(float3 v) {
    return max(max(v.x, v.y), v.z);
}

}

#endif
更新3

按照KickimusButticus的解决方案实现后,着色器进行了编译。但是,我还有一个错误:

如果在该符号上运行,您会发现编译器认为您有两个或多个签名为
vmax(float2v)
的函数定义。检查包含的文件是否有此函数的多个定义,或者包含此函数的文件和包含此函数的文件是否都提供了此定义。

您的设置不正确(编辑:我的其他答案和此答案的以前版本中的设置也是如此。)

<>你可以使用一个标题,就像C++一样。你只需要一个文件,我就称它为
SDF.h
。该文件包含没有命名空间声明的函数原型声明。您需要在使用名称空间金属的
之后包含
其他文件中的声明。确保头文件不是
.metal
文件,并且它不在构建阶段的
编译源代码
列表中。如果标头被视为已编译的源代码,则很可能是导致
编译器错误的原因

SDF.h
SDF.metal

当然,清洁后再建造。祝你好运

我照你说的做了,它确实编译了。但是,我在第
行的命令\u encoder.setComputePipelineState(cps)
-
处有另一个运行时错误。致命错误:在展开可选值时意外发现nil
。我更新了上面的
MetalView
文件。这是您的metal文件编译的进度。哪个选项是意外的
nil
?它是cps吗?registerShaders()中的try/catch块是否打印出有用的内容?好的,我认为问题在于在构建阶段的“编译源代码”列表中有SDFHeaders.metal。试着把它移到那里。另外,我对我的答案做了一些其他的修改。请看一看并做一些调整。我可以注意到,正如您所说,Metal 1基于C++11,而Metal 2基于C++14吗?需要注意的一点很重要,这让我有一段时间感到困惑,那就是include语句(与代码其余部分中的import语句不同)尊重您的项目目录结构。这意味着,如果要包含与执行包含操作的文件不在同一文件夹中的文件,则必须为其提供该文件的路径(即
#include../shared.h”
,如果该文件位于父文件夹中)
#include <metal_stdlib>
#include "SDF.metal"
using namespace metal;


float fBoxCheap(float3 p, float3 b) { //cheap box
    return kkk(abs(p) - b);
}


float map( float3 p )
{
    float box2 = fBoxCheap(p-float3(0.0,3.0,0.0),float3(4.0,3.0,1.0));



    return box2;
}

float3 getNormal( float3 p )
{
    float3 e = float3( 0.001, 0.00, 0.00 );

    float deltaX = map( p + e.xyy ) - map( p - e.xyy );
    float deltaY = map( p + e.yxy ) - map( p - e.yxy );
    float deltaZ = map( p + e.yyx ) - map( p - e.yyx );

    return normalize( float3( deltaX, deltaY, deltaZ ) );
}

float trace( float3 origin, float3 direction, thread float3 &p )
{
    float totalDistanceTraveled = 0.0;

    for( int i=0; i <64; ++i)
    {
        p = origin + direction * totalDistanceTraveled;

        float distanceFromPointOnRayToClosestObjectInScene = map( p );
        totalDistanceTraveled += distanceFromPointOnRayToClosestObjectInScene;

        if( distanceFromPointOnRayToClosestObjectInScene < 0.0001 )
        {
            break;
        }

        if( totalDistanceTraveled > 10000.0 )
        {
            totalDistanceTraveled = 0.0000;
            break;
        }
    }

    return totalDistanceTraveled;
}

float3 calculateLighting(float3 pointOnSurface, float3 surfaceNormal, float3 lightPosition, float3 cameraPosition)
{
    float3 fromPointToLight = normalize(lightPosition - pointOnSurface);
    float diffuseStrength = clamp( dot( surfaceNormal, fromPointToLight ), 0.0, 1.0 );

    float3 diffuseColor = diffuseStrength * float3( 1.0, 0.0, 0.0 );
    float3 reflectedLightVector = normalize( reflect( -fromPointToLight, surfaceNormal ) );

    float3 fromPointToCamera = normalize( cameraPosition - pointOnSurface );
    float specularStrength = pow( clamp( dot(reflectedLightVector, fromPointToCamera), 0.0, 1.0 ), 10.0 );

    // Ensure that there is no specular lighting when there is no diffuse lighting.
    specularStrength = min( diffuseStrength, specularStrength );
    float3 specularColor = specularStrength * float3( 1.0 );

    float3 finalColor = diffuseColor + specularColor;

    return finalColor;
}

kernel void compute(texture2d<float, access::write> output [[texture(0)]],
                    constant float &timer [[buffer(1)]],
                    constant float &mousex [[buffer(2)]],
                    constant float &mousey [[buffer(3)]],
                    uint2 gid [[thread_position_in_grid]])
{
    int width = output.get_width();
    int height = output.get_height();
    float2 uv = float2(gid) / float2(width, height);
    uv = uv * 2.0 - 1.0;
    // scale proportionately.
    if(width > height) uv.x *= float(width)/float(height);
    if(width < height) uv.y *= float(height)/float(width);


    float posx = mousex * 2.0 - 1.0;
    float posy = mousey * 2.0 - 1.0;

    float3 cameraPosition = float3( posx * 0.01,posy * 0.01, -10.0 );


    float3 cameraDirection = normalize( float3( uv.x, uv.y, 1.0) );

    float3 pointOnSurface;
    float distanceToClosestPointInScene = trace( cameraPosition, cameraDirection, pointOnSurface );

    float3 finalColor = float3(1.0);
    if( distanceToClosestPointInScene > 0.0 )
    {
        float3 lightPosition = float3( 5.0, 2.0, -10.0 );
        float3 surfaceNormal = getNormal( pointOnSurface );
        finalColor = calculateLighting( pointOnSurface, surfaceNormal, lightPosition, cameraPosition );
    }
    output.write(float4(float3(finalColor), 1), gid);

}
import MetalKit

public class MetalView: MTKView, NSWindowDelegate {

    var queue: MTLCommandQueue! = nil
    var cps: MTLComputePipelineState! = nil

    var timer: Float = 0
    var timerBuffer: MTLBuffer!

    var mousexBuffer: MTLBuffer!
    var mouseyBuffer: MTLBuffer!
    var pos: NSPoint!
    var floatx: Float!
    var floaty: Float!

    required public init(coder: NSCoder) {
        super.init(coder: coder)
        self.framebufferOnly = false
        device = MTLCreateSystemDefaultDevice()
        registerShaders()
    }


    override public func drawRect(dirtyRect: NSRect) {
        super.drawRect(dirtyRect)
        if let drawable = currentDrawable {
            let command_buffer = queue.commandBuffer()
            let command_encoder = command_buffer.computeCommandEncoder()
            command_encoder.setComputePipelineState(cps)
            command_encoder.setTexture(drawable.texture, atIndex: 0)
            command_encoder.setBuffer(timerBuffer, offset: 0, atIndex: 1)
            command_encoder.setBuffer(mousexBuffer, offset: 0, atIndex: 2)
            command_encoder.setBuffer(mouseyBuffer, offset: 0, atIndex: 3)
            update()
            let threadGroupCount = MTLSizeMake(8, 8, 1)
            let threadGroups = MTLSizeMake(drawable.texture.width / threadGroupCount.width, drawable.texture.height / threadGroupCount.height, 1)
            command_encoder.dispatchThreadgroups(threadGroups, threadsPerThreadgroup: threadGroupCount)
            command_encoder.endEncoding()
            command_buffer.presentDrawable(drawable)
            command_buffer.commit()
        }
    }

    func registerShaders() {
        queue = device!.newCommandQueue()
        do {
            let library = device!.newDefaultLibrary()!
            let kernel = library.newFunctionWithName("compute")!
            timerBuffer = device!.newBufferWithLength(sizeof(Float), options: [])
            mousexBuffer = device!.newBufferWithLength(sizeof(Float), options: [])
            mouseyBuffer = device!.newBufferWithLength(sizeof(Float), options: [])
            cps = try device!.newComputePipelineStateWithFunction(kernel)
        } catch let e {
            Swift.print("\(e)")
        }
    }

    func update() {
        timer += 0.01
        var bufferPointer = timerBuffer.contents()
        memcpy(bufferPointer, &timer, sizeof(Float))
        bufferPointer = mousexBuffer.contents()
        memcpy(bufferPointer, &floatx, sizeof(NSPoint))
        bufferPointer = mouseyBuffer.contents()
        memcpy(bufferPointer, &floaty, sizeof(NSPoint))
    }

    override public func mouseDragged(event: NSEvent) {
        pos = convertPointToLayer(convertPoint(event.locationInWindow, fromView: nil))
        let scale = layer!.contentsScale
        pos.x *= scale
        pos.y *= scale
        floatx = Float(pos.x)
        floaty = Float(pos.y)
        debugPrint("Hello",pos.x,pos.y)
    }
}
// SDFHeaders.metal
#ifndef SDF_HEADERS
#define SDF_HEADERS

float kk(float2 v);
float kkk(float3 v);

#endif
#include <metal_stdlib>

using namespace metal;
#include "SDF.h"

float kk(float2 v) {
    return max(v.x, v.y);
}

float kkk(float3 v) {
    return max(max(v.x, v.y), v.z);
}
// Shaders.metal

#include <metal_stdlib>

using namespace metal;
#include "SDF.h"    

float fBoxCheap(float3 p, float3 b) { //cheap box
    return kkk(abs(p) - b);
}

// ...