自定义着色器SCNProgram iOS 9 Scenekit

时间:2015-12-05 11:33:24

标签: ios opengl-es ios9 scenekit fragment-shader

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?

This is what is rendered when I run the code

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。

enter image description here

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

我得到的内容如下图: enter image description here

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:

enter image description here

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。

1 个答案:

答案 0 :(得分:7)

片段着色器中的

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。