vertex VertexOutBezier bezier_vertex(constant BezierParameters *allParams[[buffer(0)]], constant GlobalParameters& globalParams[[buffer(1)]], uint vertexId [[vertex_id]], uint instanceId [[instance_id]]) { float t = (float) vertexId / globalParams.elementsPerInstance; rint(t); BezierParameters params = allParams[instanceId]; float lineWidth = (1 - (((float) (vertexId % 2)) * 2.0)) * params.lineThickness; float2 a = params.a; float2 b = params.b; float cx = distance(a , b); float2 p1 = params.p1 * 3.0; // float2 p1 = params.p1 * 3.0; float2 p2 = params.p2 * 3.0; // float2 p2 = params.p2 * 3.0; float nt = 1.0f - t; float nt_2 = nt * nt; float nt_3 = nt_2 * nt; float t_2 = t * t; float t_3 = t_2 * t; // Calculate a single point in this Bezier curve: float2 point = a * nt_3 + p1 * nt_2 * t + p2 * nt * t_2 + b * t_3; float2 tangent = -3.0 * a * nt_2 + p1 * (1.0 - 4.0 * t + 3.0 * t_2) + p2 * (2.0 * t - 3.0 * t_2) + 3 * b * t_2; tangent = (float2(-tangent.y , tangent.x )); VertexOutBezier vo; vo.pos.xy = point + (tangent * (lineWidth / 2.0f)); vo.pos.zw = float2(0, 1); vo.color = params.color; return vo; }
您需要启用MSAA(多采样消除混叠)。如何做到这一点取决于您的确切金属视图配置,但最简单的方法是如果您正在使用 MTKView MTK视图
MTKView
MTK视图
metalView.sampleCount = 4
MTLRenderPipelineDescriptor 呼叫前 makeRenderPipelineState()
MTLRenderPipelineDescriptor
makeRenderPipelineState()
pipelineDescriptor.sampleCount = 4