6

根据 Apple 的文档,您可以使用 NSColor、NSImage 和 CALayer 为 SCNMaterialProperty 提供纹理。SCNMaterialProperty

然而,我想知道是否有办法提供现有的 OpenGL 纹理,该纹理已使用 glGenTextures 创建并单独渲染。

我当然可以读取纹理的缓冲区,设置一个 NSImage,然后将它提供给 SCNMaterialProperty;但出于性能原因,这显然不是最优的。

通过覆盖我猜的材料的着色器程序来实现上述内容是有意义的,但这样做的文档似乎不存在。

4

2 回答 2

9

您可以通过创建将 SCNProgram 分配给材质来覆盖着色器程序。然后在其中一种委托方法中,SCNProgramDelegate您可以为纹理(和其他制服)绑定您自己的值。但是,您将不得不编写自己的着色器。

如果您习惯于 Objective-C,则需要进行一些设置,但是当您想到相应的 OpenGL 代码时,实际上并没有那么多。

以下是将纹理绑定到几何对象表面的示例着色器程序。为简单起见,它不对法线和光源进行任何着色。

请注意,我不知道您想如何绑定特定纹理,因此在下面的代码中,我使用 GLKit 读取了 png 并使用该纹理。

// Create a material
SCNMaterial *material = [SCNMaterial material];

// Create a program
SCNProgram *program = [SCNProgram program];

// Read the shader files from your bundle
NSURL *vertexShaderURL   = [[NSBundle mainBundle] URLForResource:@"yourShader" withExtension:@"vert"];
NSURL *fragmentShaderURL = [[NSBundle mainBundle] URLForResource:@"yourShader" withExtension:@"frag"];
NSString *vertexShader = [[NSString alloc] initWithContentsOfURL:vertexShaderURL
                                                        encoding:NSUTF8StringEncoding
                                                           error:NULL];
NSString *fragmentShader = [[NSString alloc] initWithContentsOfURL:fragmentShaderURL
                                                          encoding:NSUTF8StringEncoding
                                                             error:NULL];
// Assign the shades 
program.vertexShader   = vertexShader;
program.fragmentShader = fragmentShader;

// Bind the position of the geometry and the model view projection
// you would do the same for other geometry properties like normals
// and other geometry properties/transforms.
// 
// The attributes and uniforms in the shaders are defined as:
// attribute vec4 position;
// attribute vec2 textureCoordinate;
// uniform mat4 modelViewProjection;    
[program setSemantic:SCNGeometrySourceSemanticVertex
           forSymbol:@"position"
             options:nil];
[program setSemantic:SCNGeometrySourceSemanticTexcoord
           forSymbol:@"textureCoordinate"
             options:nil];
[program setSemantic:SCNModelViewProjectionTransform
           forSymbol:@"modelViewProjection"
             options:nil];


// Become the program delegate so that you get the binding callback
program.delegate = self;

// Set program on geometry
material.program = program; 
yourGeometry.materials = @[material];

在这个例子中,着色器被写成

// yourShader.vert
attribute vec4 position;
attribute vec2 textureCoordinate;
uniform mat4 modelViewProjection;

varying vec2 texCoord;

void main(void) {
    // Pass along to the fragment shader
    texCoord = textureCoordinate;

    // output the projected position
    gl_Position = modelViewProjection * position;
}

// yourShader.frag
uniform sampler2D yourTexture;
varying vec2 texCoord;

void main(void) {
    gl_FragColor = texture2D(yourTexture, texCoord);
}

最后实现了...bindValueForSymbol:...将纹理绑定到“yourTexture”制服的方法。

- (BOOL)    program:(SCNProgram *)program
 bindValueForSymbol:(NSString *)symbol
         atLocation:(unsigned int)location
          programID:(unsigned int)programID
           renderer:(SCNRenderer *)renderer
{
    if ([symbol isEqualToString:@"yourTexture"]) {
        // I'm loading a png with GLKit but you can do your very own thing
        // here to bind your own texture.
        NSError *error = nil;
        NSString *imagePath = [[NSBundle mainBundle] pathForResource:@"sampleImage" ofType:@"png"];
        GLKTextureInfo *texture = [GLKTextureLoader textureWithContentsOfFile:imagePath options:nil error:&error];
        if(!texture) {
            NSLog(@"Error loading file: %@", [error localizedDescription]);
        }

        glBindTexture(GL_TEXTURE_2D, texture.name);

        return YES; // indicate that the symbol was bound successfully.
    }

    return NO; // no symbol was bound.
} 

此外,出于调试目的,实现program:handleError:打印出任何着色器编译错误非常有帮助

- (void)program:(SCNProgram*)program handleError:(NSError*)error {
    // Log the shader compilation error
    NSLog(@"%@", error);
}
于 2013-09-06T07:48:19.277 回答
1

如果您需要直接处理 OpenGL 并绑定您的自定义纹理,那么 SCNProgram 或 SCNNode 的委托是可行的方法(MountainLion 或更高版本)。如果您有 Apple 开发者帐户,您将在此处找到示例代码:http: //developer.apple.com/downloads/ 在“WWDC 2013 示例代码”下。寻找“OS_X_SceneKit_Slides_WWDC2013”

于 2013-09-05T19:49:04.103 回答