Question
I'm working on porting from OpenGL (OGL) to MetalKit (MTK) on iOS. I'm failing to get identical display in the MetalKit version of the app. I modified the projection matrix to account for differences in Normalized Device Coordinates between the two frameworks, but don't know what else to change to get identical display. Any ideas what else needs to be changed to port from OpenGL to MetalKit?
Projection Matrix Changes so far...
I understand that the Normalized Device Coordinates (NDC) are different in OGL vs MTK:
- OGL NDC:
-1 < z < 1
- MTK NDC:
0 < z < 1
I modified the projection matrix to address the NDC difference, as indicated here. Unfortunately, this modification to the projection matrix doesn't result in identical display to the old OGL code.
I'm struggling to even know what else to try.
Background
For reference, here's some misc background information:
- The view matrix is very simple (identity matrix); i.e. camera is at
(0, 0, 0)
and looking toward(0, 0, -1)
- In the legacy OpenGL code, I used
GLKMatrix4MakeFrustum
to produce the projection matrix, using the screen bounds forleft
,right
,top
,bottom
, andnear=1
,far=1000
I stripped the scene down to bare bones while debugging and below are 2 images, the first from legacy OGL code and the second from MTK, both just showing the "ground" plane with a debug texture and a black background.
Any ideas about what else might need to change to get to identical display in MetalKit would be greatly appreciated.
Screenshots
OpenGL (legacy) MetalKitEdit 1
I tried to extract code relevant to calculation and use of the projection matrix:
float aspectRatio = 1.777; // iPhone 8 device
float top = 1;
float bottom = -1;
float left = -aspectRatio;
float right = aspectRatio;
float RmL = right - left;
float TmB = top - bottom;
float nearZ = 1;
float farZ = 1000;
GLKMatrix4 projMatrix = { 2 * nearZ / RmL, 0, 0, 0,
0, 2 * nearZ / TmB, 0, 0,
0, 0, -farZ / (farZ - nearZ), -1,
0, 0, -farZ * nearZ / (farZ - nearZ), 0 };
GLKMatrix4 viewMatrix = ...; // Identity matrix: camera at origin, looking at (0, 0, -1), yUp=(0, 1, 0);
GLKMatrix4 modelMatrix = ...; // Different for various models, but even when this is the identity matrix in old/new code the visual output is different
GLKMatrix4 mvpMatrix = GLKMatrix4Multiply(projMatrix, GLKMatrix4Multiply(viewMatrix, modelMatrix));
...
GLKMatrix4 x = mvpMatrix; // rename for brevity below
float mvpMatrixArray[16] = {x.m00, x.m01, x.m02, x.m03, x.m10, x.m11, x.m12, x.m13, x.m20, x.m21, x.m22, x.m23, x.m30, x.m31, x.m32, x.m33};
// making MVP matrix available to vertex shader
[renderCommandEncoder setVertexBytes:&mvpMatrixArray
length:16 * sizeof(float)
atIndex:1]; // vertex data is at "0"
[renderCommandEncoder setVertexBuffer:vertexBuffer
offset:0
atIndex:0];
...
[renderCommandEncoder drawPrimitives:MTLPrimitiveTypeTriangleStrip
vertexStart:0
vertexCount:4];