I'm using Metal to render a scene with a z buffer and now need to integrate this z-buffer into SceneKit's rendering. However I can't figure out how to get SceneKit to use this depth better correctly and am not even 100% sure what format SceneKit expects it's z-buffers to be in
Base on this question, my understanding was that SceneKit uses a reverse logarithmic z-buffer in the range of 1 (near) to 0 (far). However I can't get this working and objects I draw with SceneKit don't properly respect the depth buffer: they are either always showing or always hidden
First, here's how the generate a z-buffer texture in a Metal render pass:
struct FragmentOut {
float4 color [[color(0)]];
float depth [[depth(any)]];
};
fragment FragmentOut metalRenderFragment(const InOut in [[ stage_in ]]) {
FragmentOut out;
out.depth = 0; // 0 is far with reverse z buffer
...
float cameraSpaceZ = ...; // Computed in shader
// There constants are taken from SceneKit's camera and inlined here
const float zNear = 0.0010000000474974513;
const float zFar = 1000.0;
float logDepth = log(z / zNear) / log(zFar / zNear);
out.depth = 1.0 - logDepth; // Reverse the depth for scenekit
return out;
}
Then to integrate the depth buffer into SceneKit, I render a full screen quad in scenekit with a SCNProgram
that uses the depth texture generated in the previous step:
fragment FragmentOut sceneKitFullScreenQuadFragment(const InOut in [[ stage_in ]],
depth2d<float, access::sample> depthTexture [[texture(1)]])
{
constexpr sampler sampler(filter::linear);
const float depth = depthTexture.sample(sampler, in.uv);
return {
.color = float4(0),
.depth = depth,
};
}
So two questions:
What format does SceneKit use for its z-buffer? Is it a reversed logarithmic z-buffer?
What am I doing wrong in generating the z-buffer values for SceneKit?