As Shown in the picture. The numbers are touchpoints in the screen in order. I need to draw the traingulation only inside Colored area. Can we do it in metal with its algorithm or Any suggestions please
var temp1:VertexInFillBrus
temp1 = VertexInFillBrush(a:drawPoints[0] , b:drawPoints[drawPoints.count - 1] , c: drawPoints[drawPoints.count - 2]))
self.bezierCalculatedCoordinates.append(temp1)
self.buildBuffers(device: device)
In Draw Command
commandEncoder.setRenderPipelineState(renderPipelineState!)
commandEncoder.setVertexBuffer(vertexBuffer, offset: 0, index: 0)
commandEncoder.setFragmentTexture(texture, index: 0)
commandEncoder.drawIndexedPrimitives(type: .triangle, indexCount: 3 , indexType: .uint16, indexBuffer: indexBuffer!, indexBufferOffset: 0 ,instanceCount:bezierCalculatedCoordinates.count)
In shader
struct VertexOutFillBrush {
float4 pos[[position]];
float2 currentTextureCoordinates;
};
struct VertexInFillBrush
{
float2 a;
float2 b;
float2 c;
};
Vertex Shader
vertex VertexOutFillBrush fillBrushVertex(constant VertexInFillBrush *allParams[[buffer(0)]],
uint vertexId [[vertex_id]],
uint instanceId [[instance_id]])
{
VertexInFillBrush params = allParams[instanceId];
VertexOutFillBrush vo;
half2 pos;
ushort x = (vertexId % 3) ;
switch (x) {
case 0:
pos.x = params.a.x ;//+ 0.06 * sinpi(params.angle) * 3.0/4.0 ;
pos.y = params.a.y ;//- 0.06 * cospi(params.angle);
vo.currentTextureCoordinates = float2(1 * pos.x/2.0 + 0.5 , -1 * pos.y/2.0 + 0.5);
break;
case 1:
pos.x = params.b.x ;//+ 0.06 * sinpi(params.angle) * 3.0/4.0 ;
pos.y = params.b.y ;//-
vo.currentTextureCoordinates = float2(1 * pos.x/2.0 + 0.5 , -1 * pos.y/2.0 + 0.5);
break;
default:
pos.x = params.c.x ;
pos.y = params.c.y ;
vo.currentTextureCoordinates = float2(1 * pos.x/2.0 + 0.5 , -1 * pos.y/2.0 + 0.5);
break;
}
vo.pos.xy = float2(pos);
vo.pos.zw = float2(0, 1);
return vo;
}
In fragment Shader
fragment float4 fillBrushFragment(VertexOutFillBrush params[[stage_in]],
texture2d<float , access::sample>texture [[texture(0)]])
{
constexpr sampler defaultSampler;
float4 color = float4(texture.sample(defaultSampler, float2(params.currentTextureCoordinates))) ;
if(color.w > 0.02){
return float4(0.0,0.0,0.0,0.0);
}
return float4(1.0,1.0,0.0,0.5);
}