我想在SCNView上的Swift Playgrounds中使用SCNTechnique和Metal着色器。因此,我尝试使用以下代码编译着色器:
guard let metalDevice = sceneView.device else {
return
}
if let path = Bundle.main.path(forResource: "distortTechnique", ofType: "metal") {
do {
let contents = try String(contentsOf: URL(fileURLWithPath: path))
do {
try metalDevice.makeLibrary(source: contents, options: nil)
} catch { error
print(error)
}
} catch {
// contents could not be loaded
}
}
文件已加载但我收到以下编译器错误:
Error Domain=MTLLibraryErrorDomain Code=3 "Compilation failed:
program_source:11:10: fatal error: 'SceneKit/scn_metal' file not found
#include <SceneKit/scn_metal>
^
" UserInfo={NSLocalizedDescription=Compilation failed:
program_source:11:10: fatal error: 'SceneKit/scn_metal' file not found
#include <SceneKit/scn_metal>
^
}
所以似乎无法找到»scn_metal«库。 知道如何解决这个问题吗? 相同的设置在iOS App项目中运行得非常好。
以下是着色器代码:
#include <metal_stdlib>
using namespace metal;
#include <SceneKit/scn_metal>
struct custom_vertex_t
{
float4 position [[attribute(SCNVertexSemanticPosition)]];
};
constexpr sampler s = sampler(coord::normalized,
address::repeat,
filter::linear);
struct out_vertex_t
{
float4 position [[position]];
float2 uv;
float time;
float random;
};
vertex out_vertex_t pass_through_vertex(custom_vertex_t in [[stage_in]],
constant SCNSceneBuffer& scn_frame [[buffer(0)]])
{
out_vertex_t out;
out.position = in.position;
out.uv = float2((in.position.x + 1.0) * 0.5 , (in.position.y + 1.0) * -0.5);
out.time = scn_frame.time;
return out;
};
fragment half4 pass_through_fragment(out_vertex_t vert [[stage_in]],
texture2d<float, access::sample> colorSampler [[texture(0)]])
{
float4 fragment_color = colorSampler.sample( s, vert.uv);
return half4(fragment_color);
};
fragment half4 distort_fragment(out_vertex_t vert [[stage_in]],
texture2d<float, access::sample> colorSampler [[texture(0)]])
{
float multiplier = sin(vert.time * 0.5);
float effectRadius = 0.75;
float effectAmount = 360. * 2.;
float effectAngle = multiplier * effectAmount;
effectAngle = effectAngle * M_PI_F / 180;
float2 resolution = float2(colorSampler.get_width(), colorSampler.get_height());
float2 center = float2(0.5, 0.5);//iMouse.xy / iResolution.xy;
float2 uv = vert.position.xy / resolution - center;
float len = length(uv * float2(resolution.x / resolution.y, 1.));
float angle = atan2(uv.y, uv.x) + effectAngle * smoothstep(effectRadius, 0., len);
float radius = length(uv);
float4 fragment_color = colorSampler.sample(s, float2(radius * cos(angle), radius * sin(angle)) + center);
return half4(fragment_color);
};
附上是操场的图像。
谢谢!
答案 0 :(得分:3)
我终于通过预编译实际应用程序项目的金属库来使用它,然后将结果default.metallib与操作中包含的着色器函数一起使用。
这似乎是必要的,因为顶点和碎片的SCNTechnique文档,这些函数必须存在于应用程序的默认金属库中。«
有点hacky但是符合我的目的。
具体步骤: - 为选定平台创建新的应用项目 - 使用所有定义设置SCNTechnique plist - 使用着色器代码添加.metal文件 - 实现项目 - 打开archieved包并将default.metallib文件复制到您的游乐场资源文件夹中 - 现在只需在SCNView上设置您的技术 - 利润。
再次感谢Oliver的帮助!
答案 1 :(得分:2)
通过在金属文件的顶部包含SCNMetalDefines的内容,我能够在操场上使用金属着色器作为SCNProgram。我不确定scn_metal
是否比这些定义更多。这包含了顶点/片段管道所需的一切。你可以发布着色器的代码吗?或者至少,您能告诉我们着色器在scn_metal
中引用了什么吗?
#include <metal_stdlib>
using namespace metal;
#ifndef __SCNMetalDefines__
#define __SCNMetalDefines__
enum {
SCNVertexSemanticPosition,
SCNVertexSemanticNormal,
SCNVertexSemanticTangent,
SCNVertexSemanticColor,
SCNVertexSemanticBoneIndices,
SCNVertexSemanticBoneWeights,
SCNVertexSemanticTexcoord0,
SCNVertexSemanticTexcoord1,
SCNVertexSemanticTexcoord2,
SCNVertexSemanticTexcoord3
};
// This structure hold all the informations that are constant through a render pass
// In a shader modifier, it is given both in vertex and fragment stage through an argument named "scn_frame".
struct SCNSceneBuffer {
float4x4 viewTransform;
float4x4 inverseViewTransform; // transform from view space to world space
float4x4 projectionTransform;
float4x4 viewProjectionTransform;
float4x4 viewToCubeTransform; // transform from view space to cube texture space (canonical Y Up space)
float4 ambientLightingColor;
float4 fogColor;
float3 fogParameters; // x:-1/(end-start) y:1-start*x z:exp
float2 inverseResolution;
float time;
float sinTime;
float cosTime;
float random01;
};
// In custom shaders or in shader modifiers, you also have access to node relative information.
// This is done using an argument named "scn_node", which must be a struct with only the necessary fields
// among the following list:
//
// float4x4 modelTransform;
// float4x4 inverseModelTransform;
// float4x4 modelViewTransform;
// float4x4 inverseModelViewTransform;
// float4x4 normalTransform; // This is the inverseTransposeModelViewTransform, need for normal transformation
// float4x4 modelViewProjectionTransform;
// float4x4 inverseModelViewProjectionTransform;
// float2x3 boundingBox;
// float2x3 worldBoundingBox;
#endif /* defined(__SCNMetalDefines__) */