我试图在var arr = [
{
_id: "EnD2WbxhRJztDyfCA",
day: "Saturday",
totalMinutes: 10
},
{
_id: "82NSKTYLiswWPbF8J",
day: "Saturday",
totalMinutes: 25
}
];
var result = 0;
for (var x = 0; x < arr.length; x++ ){
result += arr[x].totalMinutes
}
console.log(result)
中乱搞并自学它。基本上,我正在创建一个带有3个矩形边和1个倾斜滑块的四边形。
我希望我的纹理在表面上拉伸和变形/变形。
在线阅读一些内容,似乎我需要使用自定义顶点和片段着色器制作SceneKit
以获得效果。但是,我似乎无法让纹理在表面上传播。需要帮助。 (我是图形编程的新手,因此试图教给我自己)。
我的Swift代码创建几何和纹理如下:
SCNProgram
我的顶点着色器是:
func geometryCreate() -> SCNNode {
let verticesPosition = [
SCNVector3Make(0.0, 0.0, 0.0),
SCNVector3Make(5.0, 0.0, 0.0),
SCNVector3Make(5.0, 5.0, 0.0),
SCNVector3Make(0.0, 3.0, 0.0)
]
let textureCord = [CGPoint (x: 0.0,y: 0.0), CGPoint(x: 1.0,y: 0.0), CGPoint(x: 1.0,y: 1.0), CGPoint(x: 0.0,y: 1.0)]
let indices: [CInt] = [
0, 2, 3,
0, 1, 2
]
let vertexSource = SCNGeometrySource(vertices: verticesPosition, count: 4)
let srcTex = SCNGeometrySource(textureCoordinates: textureCord, count: 4)
let date = NSData(bytes: indices, length: sizeof(CInt) * indices.count)
let scngeometry = SCNGeometryElement(data: date, primitiveType: SCNGeometryPrimitiveType.Triangles, primitiveCount: 2, bytesPerIndex: sizeof(CInt))
let geometry = SCNGeometry(sources: [vertexSource,srcTex], elements: [scngeometry])
let program = SCNProgram()
if let filepath = NSBundle.mainBundle().pathForResource("vertexshadertry", ofType: "vert") {
do {
let contents = try NSString(contentsOfFile: filepath, encoding: NSUTF8StringEncoding) as String
program.vertexShader = contents
} catch {
print("**** happened loading vertex shader")
}
}
if let fragmentShaderPath = NSBundle.mainBundle().pathForResource("fragshadertry", ofType:"frag")
{
do {
let fragmentShaderAsAString = try NSString(contentsOfFile: fragmentShaderPath, encoding: NSUTF8StringEncoding)
program.fragmentShader = fragmentShaderAsAString as String
} catch {
print("**** happened loading frag shader")
}
}
program.setSemantic(SCNGeometrySourceSemanticVertex, forSymbol: "position", options: nil)
program.setSemantic(SCNGeometrySourceSemanticTexcoord, forSymbol: "textureCoordinate", options: nil)
program.setSemantic(SCNModelViewProjectionTransform, forSymbol: "modelViewProjection", options: nil)
do {
let texture = try GLKTextureLoader.textureWithCGImage(UIImage(named: "stripes")!.CGImage!, options: nil)
geometry.firstMaterial?.handleBindingOfSymbol("yourTexture", usingBlock: { (programId:UInt32, location:UInt32, node:SCNNode!, renderer:SCNRenderer!) -> Void in
glTexParameterf(GLenum(GL_TEXTURE_2D), GLenum(GL_TEXTURE_WRAP_S), Float(GL_CLAMP_TO_EDGE) )
glTexParameterf(GLenum(GL_TEXTURE_2D), GLenum(GL_TEXTURE_WRAP_T), Float(GL_CLAMP_TO_EDGE) )
glTexParameterf(GLenum(GL_TEXTURE_2D), GLenum(GL_TEXTURE_MAG_FILTER), Float(GL_LINEAR) )
glTexParameterf(GLenum(GL_TEXTURE_2D), GLenum(GL_TEXTURE_MIN_FILTER), Float(GL_LINEAR) )
glBindTexture(GLenum(GL_TEXTURE_2D), texture.name)
})
} catch {
print("Texture not loaded")
}
geometry.firstMaterial?.program = program
let scnnode = SCNNode(geometry: geometry)
return scnnode
}
我的片段着色器是:
attribute vec4 position;
attribute vec2 textureCoordinate;
uniform mat4 modelViewProjection;
varying highp vec2 pos;
varying vec2 texCoord;
void main() {
texCoord = vec2(textureCoordinate.s, 1.0 - textureCoordinate.t) ;
gl_Position = modelViewProjection * position;
pos = vec2(position.x, 1.0 - position.y);
}
我似乎无法让左下方的纹理在表面上展开。你能帮忙吗?
做一些手动顶点和碎片着色器杂耍,我可以得到结果,但感觉非常不优雅,我很确定它不应该写这样的特定代码。
precision highp float;
uniform sampler2D yourTexture;
varying highp vec2 texCoord;
varying highp vec2 pos;
void main() {
gl_FragColor = texture2D(yourTexture, vec2(pos.x, pos.y));
}
对片段着色器的更改(其中0.4是四边形顶部的斜率):
attribute vec4 position;
attribute vec2 textureCoordinate;
uniform mat4 modelViewProjection;
varying highp vec2 pos;
varying vec2 texCoord;
void main() {
// Pass along to the fragment shader
texCoord = vec2(textureCoordinate.s, 1.0 - textureCoordinate.t) ;
// output the projected position
gl_Position = modelViewProjection * position;
pos = vec2(position.x, position.y);
}
这正是我正在寻找的东西,但感觉非常错误。
编辑:我正在使用precision highp float;
uniform sampler2D yourTexture;
varying highp vec2 texCoord;
varying highp vec2 pos;
void main() {
gl_FragColor = texture2D(yourTexture, vec2(pos.x/5.0, 1.0 - pos.y/(3.0+0.4*pos.x)));
// gl_FragColor = vec4 (0.0, pos.y/5.0, 0.0, 1.0);
}
变量而不是texCoord,因为pos
给我带来了奇怪的结果,我无法理解:(。
如果我要将片段着色器修改为:
texCoord
我告诉我,我的纹理坐标定义有问题,但我无法弄清楚是什么?
EDIT2:好的进展。根据Lock在相关主题上给出的答案,我使用以下方法重新定义了我的uv:
precision highp float;
uniform sampler2D yourTexture;
varying highp vec2 texCoord;
varying highp vec2 pos;
void main() {
// gl_FragColor = texture2D(yourTexture, vec2(pos.x/5.0, 1.0 - pos.y/(3.0+0.4*pos.x)));
gl_FragColor = texture2D(yourTexture, texCoord);
// gl_FragColor = vec4 (0.0, pos.y/5.0, 0.0, 1.0);
}
现在,当我在frag shader中使用texCoord时,它会给我一个这样的结果:
它不如我在上面的纹理中得到的弯曲变形那么大。但它的进步。任何想法如何在这个Massive问题中如图2所示得到它?
请帮助。
答案 0 :(得分:7)
您必须使用texCoord
代替pos
来对纹理进行采样。
另请注意,您不需要程序来纹理任意几何体。您也可以将常规材质用于自定义几何图形。如果你想做一些普通材料无法做到的事情,你也可以看看着色器修改器,它们比程序更容易使用,并且不要求你手动处理灯光。