【发布时间】:2015-02-17 21:28:19
【问题描述】:
我正在尝试在 iOS 8 上使用 SceneKit 中的着色器。 这是我的代码:
let sphere = SCNSphere(radius: 6)
sphere.segmentCount = 100
sphere.firstMaterial?.diffuse.contents = UIImage(named: "noise.png")
sphere.firstMaterial?.diffuse.wrapS = SCNWrapMode.Repeat
sphere.firstMaterial?.diffuse.wrapT = SCNWrapMode.Repeat
sphere.firstMaterial?.reflective.contents = UIImage(named: "envmap3")
sphere.firstMaterial?.fresnelExponent = 1.3
let sphereNode = SCNNode(geometry: sphere)
sphereNode.position = SCNVector3(x: 0, y: 0, z: -20)
let surfaceModifier = NSString(contentsOfFile: NSBundle.mainBundle().pathForResource("carPaint", ofType: "shader")!, encoding: NSUTF8StringEncoding, error: nil)
sphere.firstMaterial?.shaderModifiers = [SCNShaderModifierEntryPointSurface: surfaceModifier!]
scene.rootNode.addChildNode(sphereNode)
代码来自 WWDC 2013 SceneKit Demo,我将其翻译成 Swift
这是该演示的 carPaint.shader 文件中相应的着色器代码:
float flakeSize = 0.2;
float flakeIntensity = 0.7;
vec3 paintColor0 = vec3(0.9, 0.4, 0.3);
vec3 paintColor1 = vec3(0.9, 0.75, 0.2);
vec3 flakeColor = vec3(flakeIntensity, flakeIntensity, flakeIntensity);
vec3 rnd = texture2D(u_diffuseTexture, _surface.diffuseTexcoord * vec2(1.0 / flakeSize)).rgb;
rnd = normalize(2 * rnd - 1.0);
vec3 nrm1 = normalize(0.05 * rnd + 0.95 * _surface.normal);
vec3 nrm2 = normalize(0.3 * rnd + 0.4 * _surface.normal);
float fresnel1 = clamp(dot(nrm1, _surface.view), 0.0, 1.0);
float fresnel2 = clamp(dot(nrm2, _surface.view), 0.0, 1.0);
vec3 col = mix(paintColor0, paintColor1, fresnel1);
col += pow(fresnel2, 106.0) * flakeColor;
_surface.normal = nrm1;
_surface.diffuse = vec4(col, 1.0);
_surface.emission = (_surface.reflective * _surface.reflective) * 2.0;
_surface.reflective = vec4(0.0);
这是控制台输出: http://pastebin.com/JAbJSrxg
应用没有崩溃,但着色器不工作,球体颜色设置为粉红色。
所以我的问题是,我怎样才能让它工作?我认为我做得对,但显然我做得不对。
谢谢
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标签: iphone xcode ios8 shader scenekit