在SceneKit中模拟折射

时间:2016-11-02 13:51:26

标签: ios physics scenekit

我正在尝试为一个项目创建一个ios 9应用程序,它将使用这些特殊的理论镜头glenses来显示3D场景。

一个名为TIM的射线追踪程序已经从头开始编写,用于模拟这些格林威尔等等,但简单地将其移植到ios是不可行的。

我从搜索网站(即this答案和其他许多着色器)的理解是它应该是可能的,但我很难获得预期的效果。

我决定在开始进行更复杂的峡谷型折射之前,首先实施一种更简单的折射形式:

我能够使用SCNTechnique在相机上使用桶形失真(鱼眼镜头)效果,但是看起来你只能在相机或整个场景上使用技术,而不是单个几何体。

之后,我试图通过使用SCNMaterial的{​​{1}}属性注入opengl代码来获取应用于几何体的桶形失真效果:

shaderModifiers

我使用了here

稍加修改的着色器

var shaders = [SCNShaderModifierEntryPoint: String]() try! shaders[SCNShaderModifierEntryPoint.fragment] = String(contentsOfFile: Bundle.main.path(forResource: "FishEye", ofType: "fsh")!, encoding: String.Encoding.utf8) try! shaders[SCNShaderModifierEntryPoint.geometry] = String(contentsOfFile: Bundle.main.path(forResource: "FishEye", ofType: "vsh")!, encoding: String.Encoding.utf8) let material = SCNMaterial() material.shaderModifiers = shaders object.geometry?.materials = [material]

fisheye.vsh

varying vec2 uv; #pragma body gl_Position = a_position; uv = a_position.xy;

fisheye.fsh

这些着色器编译并加载到场景中的对象上,但什么都不做;如果没有注入的着色器,它在几乎透明时是不透明和白色的,uniform sampler2D colorSampler; const float PI = 3.1415926535; const float barrelPower = 0.5; uniform vec2 rg; uniform vec2 uv2; varying vec2 uv; uniform float d; uniform vec2 xy; uniform vec2 Vertex_UV; vec2 Distort(vec2 p) { float theta = atan(p.y, p.x); float radius = length(p); radius = pow(radius, barrelPower); p.x = radius * cos(theta); p.y = radius * sin(theta); return 0.5 * (p + 1.0); } #pragma body #pragma transparent vec2 xy = 2.0 * Vertex_UV.xy - 1.0; vec2 rg = 2.0 * uv.xy - 1.0; vec2 uv2; float d = length(xy); if (d < 1.0){ uv2 = Distort(xy); }else{ uv2 = uv.xy; } gl_FragColor = texture2D(colorSampler, uv2); 指令应该使它透明。

为了说清楚,我想在这里实现的是在一个场景中有一个3D镜头,你可以通过它看到另一边的任何东西的折射图像。

非常感谢任何帮助!

1 个答案:

答案 0 :(得分:2)

如果您想使用自己的顶点和片段着色器而不是SceneKit默认着色器程序,那么您也使用SCNProgram而不是SCNShaderModifierEntryPoint。

SCNShaderModifierEntryPoints仅允许修改Swift的默认着色器程序。

let material = SCNMaterial()
            let program:SCNProgram = SCNProgram()
            do {
                program.vertexShader = try String(contentsOfFile: Bundle.main.path(forResource: "fisheye", ofType: "vsh")!, encoding: String.Encoding.utf8)
            } catch let error {
                print("shaderReadingError:\(error)")
            }
            do {
                program.fragmentShader = try String(contentsOfFile: Bundle.main.path(forResource: "fisheye", ofType: "fsh")!, encoding: String.Encoding.utf8)
            } catch let error {
                print("shaderReadingError:\(error)")
            }

    // and also your vertex shader has lack. 
    // You have to add some geometry source and transformation matrix to the vertex shader first with setSemantic method. 

            program.setSemantic(SCNGeometrySource.Semantic.vertex.rawValue, forSymbol: "vPosition", options: nil)
            program.setSemantic(SCNGeometrySource.Semantic.texcoord.rawValue, forSymbol: "uv", options: nil)
            program.setSemantic(SCNModelViewProjectionTransform, forSymbol: "uMVPMatrix", options: nil)





    // and also your fragment shader expect some realtime data like
    // colorSampler, rg, uv2, d, xy, Vertex_UV
    // you have to use handleBinding block to update this values before rendering the object.
            material.handleBinding(ofSymbol: "resolution", handler: { (programId:UInt32, location:UInt32, node:SCNNode?, renderer:SCNRenderer) in


            })


            material.program = program
            yourNode.geometry.firstMaterial = material