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RealityKit: no se puede pasar el cambio de parámetro de uniforme personalizado a un sombreador de CustomMaterial

Estoy tratando de pasar un valor cambiante a mi CustomShader en una escena de RealityKit, pero no puedo hacer que los gráficos reflejen el cambio. Puedo establecer un valor inicial de material.custom.value, y los gráficos lo usan, pero no puedo cambiarlo una vez que se muestra la escena. La devolución de llamada que hace el cambio por cuadro definitivamente está siendo llamada. ¿Algunas ideas?

Mi código Swift:

 import SwiftUI import RealityKit import Combine // A class with a per-frame callback to change a custom uniform for the geometry shader class TestData { var material: CustomMaterial? = nil var theta = Float(0) func SetupCallback( _ arView: ARView) { _ = arView.scene.subscribe(to: SceneEvents.Update.self) { _ in // *** This value does get changed, but it's not reflected in the geometry shader self.material!.custom.value = simd_float4( 0.5 * sin( self.theta ), 0, 0, 0 ) // print("x offset = ", self.material!.custom.value[0]) self.theta += 0.05 } } } struct ContentView : View { var body: some View { return ARViewContainer().edgesIgnoringSafeArea(.all) } } struct ARViewContainer: UIViewRepresentable { let testData = TestData() func makeUIView(context: Context) -> ARView { let arView = ARView(frame: .zero) // Create a simple box let box = MeshResource.generateBox(size: 0.3) // Create a custom materal with a Geometry shader - let mtlLibrary = MTLCreateSystemDefaultDevice()!.makeDefaultLibrary()! let geometryShader = CustomMaterial.GeometryModifier( named: "moveVertices", in: mtlLibrary ) testData.material = try! CustomMaterial( from: SimpleMaterial(color: .orange, isMetallic: false), geometryModifier: geometryShader ) // *** This initial value does make it to the Geometry shader testData.material!.custom.value = simd_float4(0.5, 0, 0, 0) // Create an entity with the box and custom material with geometry modifier let entity = ModelEntity(mesh: box, materials: [testData.material!]) // Create an anchor in front of us and add the box to it let originAnchor = AnchorEntity(world: simd_float3( 0, -1, -1 )) originAnchor.addChild(entity) arView.scene.anchors.append(originAnchor) // Set up the per-frame callback subscription testData.SetupCallback(arView) return arView } func updateUIView(_ uiView: ARView, context: Context) {} } #if DEBUG struct ContentView_Previews : PreviewProvider { static var previews: some View { ContentView() } } #endif

y mi sombreador GeometryModifier

 #include <metal_stdlib> #include <RealityKit/RealityKit.h> using namespace metal; [[visible]] void moveVertices(realitykit::geometry_parameters params) { // Interpret custom_parameter as a position offset float4 posOffset = float4( params.uniforms().custom_parameter()); params.geometry().set_model_position_offset(float3(posOffset)); }
over 4 years ago · Santiago Trujillo
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