我正试着在SceneKit中乱搞,并自学它。基本上,我正在创建一个四边形,有3个矩形边和1个倾斜的滑块。
我希望我的纹理在表面上拉伸和扭曲/变形。
在网上读到一些东西,我似乎需要用自定义顶点和碎片着色器制作一个SCNProgram才能获得效果。但是,我似乎不能让纹理扩散到表面上。我需要帮助。(我是图形编程的新手,因此尝试自学)。
我创建几何图形和纹理的Swift代码如下:
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
}我的顶点着色器是:
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);
} 我的片段着色器是:
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));
} 我似乎就是不能让左下角的纹理在表面上展开。你能帮帮忙吗?

做一些手动顶点和碎片着色器的杂耍,我可以得到结果,但它感觉非常不优雅,我很确定它不应该像这样编写特定的代码。
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);
}更改为片段明暗器(其中0.4是四边形顶部的坡度):
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);
}这正好给了我想要的东西,但感觉做事情的方式是非常错误的。

编辑:我正在使用pos变量而不是texCoord,因为texCoord给我的结果像地狱一样奇怪,我真的无法理解:(。
如果我将我的片段着色器修改为:
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);
}我得到了类似下面的图片:

这意味着我的纹理坐标定义有问题,但我不知道是什么问题?
EDIT2:进展良好。基于Lock在相关线程上给出的答案,我使用以下方法重新定义了我的uvs:
let uvSource = SCNGeometrySource(data: uvData,
semantic: SCNGeometrySourceSemanticTexcoord,
vectorCount: textureCord.count,
floatComponents: true,
componentsPerVector: 3,
bytesPerComponent: sizeof(Float),
dataOffset: 0,
dataStride: sizeof(vector_float2))现在,当我在我的frag着色器中使用texCoord时,它会给我一个类似这样的结果:

它没有我在上面的纹理中得到的弯曲变形那么大。而是它的进步。在这个庞大的问题中,我如何才能让它变得像图2一样平滑?
请帮帮忙。
发布于 2015-12-05 20:44:56
在片段着色器中,必须使用texCoord而不是pos对纹理进行采样。
还要注意,你不需要一个程序来纹理一个任意的几何体。您也可以将常规材质用于自定义几何体。如果要执行常规材质无法完成的操作,还可以查看明暗器修改器,它们比程序更易于使用,并且不需要手动处理灯光等。
https://stackoverflow.com/questions/34104369
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