Scene Kit Session WWDC 2013/Sources/Slides/ASCSlideCustomProgram.m
/* |
File: ASCSlideCustomProgram.m |
Abstract: Shows how Scene Kit allows one to use custom GLSL programs. |
Version: 1.1 |
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*/ |
#import "ASCPresentationViewController.h" |
#import "ASCSlideTextManager.h" |
#import "ASCSlide.h" |
#import "Utils.h" |
#import <OpenGL/gl3.h> |
#import <GLKit/GLKMath.h> |
@interface ASCSlideCustomProgram : ASCSlide |
@end |
@implementation ASCSlideCustomProgram { |
SCNNode *_torusNode; |
} |
- (NSUInteger)numberOfSteps { |
return 3; |
} |
- (void)setupSlideWithPresentationViewController:(ASCPresentationViewController *)presentationViewController { |
// Set the slide's title and subtitle and add some text |
self.textManager.title = @"Extending Scene Kit with OpenGL"; |
self.textManager.subtitle = @"Material custom program"; |
[self.textManager addBullet:@"Custom GLSL code per material" atLevel:0]; |
[self.textManager addBullet:@"Overrides Scene Kit’s rendering" atLevel:0]; |
[self.textManager addBullet:@"Geometry attributes are provided" atLevel:0]; |
[self.textManager addBullet:@"Transform uniforms are also provided" atLevel:0]; |
// Add a torus and animate it |
_torusNode = [self.groundNode asc_addChildNodeNamed:@"torus" fromSceneNamed:@"torus" withScale:10]; |
_torusNode.position = SCNVector3Make(8, 8, 4); |
_torusNode.name = @"object"; |
CABasicAnimation *rotationAnimation = [CABasicAnimation animationWithKeyPath:@"rotation"]; |
rotationAnimation.duration = 10.0; |
rotationAnimation.repeatCount = FLT_MAX; |
rotationAnimation.toValue = [NSValue valueWithSCNVector4:SCNVector4Make(0, 1, 0, M_PI * 2)]; |
[_torusNode addAnimation:rotationAnimation forKey:nil]; |
} |
// The following method will create a new SCNGeometry instance by duplicating its vertices in 3 instances and assigning each one of them texture coordinates representing the 3 corners of a triangle, containing entirely a quad of canonical (0..1) coordinates. |
// This is usually done by generating the four vertices of the quad but with a triangle we have less 1 less vertex per quad to transform (at the expense of lost fragment bandwith). |
// |
// v0 (-1.0, -1.0) --------- v1 (3.0, -1.0) |
// |=== / |
// |=== / |
// |=== / |
// | / |
// | / |
// | / |
// |/ |
// v2 (-1.0, 3.0) |
// |
// The geometry is created by interleaving vertices data, allowing a more efficient vertex pulling by the graphics card. |
typedef struct { |
GLKVector3 morphPositionSrc; |
GLKVector3 morphPositionDst; |
GLKVector2 texCoord; |
} ASCMorphVertex; |
- (SCNGeometry *)spriteGeometryWithRadius:(CGFloat)radius sourceGeometry:(SCNGeometry *)geometry { |
SCNGeometrySource *vertexSource = [geometry geometrySourcesForSemantic:SCNGeometrySourceSemanticVertex][0]; |
NSInteger vectorCount = vertexSource.vectorCount; |
NSInteger vertexCount = vectorCount * 3; |
UInt8 *srcVertices = (UInt8 *)vertexSource.data.bytes + vertexSource.dataOffset; |
NSInteger srcStride = vertexSource.dataStride; |
ASCMorphVertex *dstVertices = malloc(sizeof(ASCMorphVertex) * vertexCount); |
for (NSUInteger i = 0; i < vectorCount; ++i) { |
ASCMorphVertex *v0 = &dstVertices[i * 3]; |
ASCMorphVertex *v1 = &dstVertices[i * 3 + 1]; |
ASCMorphVertex *v2 = &dstVertices[i * 3 + 2]; |
GLKVector3 position = *(GLKVector3 *)(srcVertices + srcStride * i); |
// source position |
v0->morphPositionSrc = position; |
v1->morphPositionSrc = position; |
v2->morphPositionSrc = position; |
// compute the destination position, a random point on a sphere of specified radius |
position = GLKVector3Make((2.f * (float)rand() / RAND_MAX - 1.f), (2.f * (float)rand() / RAND_MAX - 1.f), (2.f * (float)rand() / RAND_MAX - 1.f)); |
position = GLKVector3MultiplyScalar(GLKVector3Normalize(position), radius); |
v0->morphPositionDst = position; |
v1->morphPositionDst = position; |
v2->morphPositionDst = position; |
// texture coordinates |
v0->texCoord = GLKVector2Make(-1.f, -1.f); |
v1->texCoord = GLKVector2Make( 3.f, -1.f); |
v2->texCoord = GLKVector2Make(-1.f, 3.f); |
} |
// Create three geometry sources : position, normal and texture coordinates |
NSData *interleavedVertexData = [NSData dataWithBytesNoCopy:dstVertices length:vertexCount * sizeof(ASCMorphVertex) freeWhenDone:YES]; |
SCNGeometrySource *positionSource = [SCNGeometrySource geometrySourceWithData:interleavedVertexData |
semantic:SCNGeometrySourceSemanticVertex |
vectorCount:vectorCount |
floatComponents:YES |
componentsPerVector:3 |
bytesPerComponent:sizeof(float) |
dataOffset:offsetof(ASCMorphVertex, morphPositionSrc) |
dataStride:sizeof(ASCMorphVertex)]; |
SCNGeometrySource *normalSource = [SCNGeometrySource geometrySourceWithData:interleavedVertexData |
semantic:SCNGeometrySourceSemanticNormal |
vectorCount:vectorCount |
floatComponents:YES |
componentsPerVector:3 |
bytesPerComponent:sizeof(float) |
dataOffset:offsetof(ASCMorphVertex, morphPositionDst) |
dataStride:sizeof(ASCMorphVertex)]; |
SCNGeometrySource *texCoordSource = [SCNGeometrySource geometrySourceWithData:interleavedVertexData |
semantic:SCNGeometrySourceSemanticTexcoord |
vectorCount:vectorCount |
floatComponents:YES |
componentsPerVector:2 |
bytesPerComponent:sizeof(float) |
dataOffset:offsetof(ASCMorphVertex, texCoord) |
dataStride:sizeof(ASCMorphVertex)]; |
// Create the indices (each vertex is used only once per triangle) |
GLint *indices = (GLint *)malloc(sizeof(GLint) * vertexCount); |
for (GLint i = 0; i < vertexCount; ++i) |
indices[i] = i; |
NSData *indicesData = [NSData dataWithBytesNoCopy:indices length:vertexCount * sizeof(GLint) freeWhenDone:YES]; |
// Create a geometry element from the indices |
SCNGeometryElement *elements = [SCNGeometryElement geometryElementWithData:indicesData |
primitiveType:SCNGeometryPrimitiveTypeTriangles |
primitiveCount:vertexCount / 3 |
bytesPerIndex:4]; |
// Create the geometry from the three geometry sources and the geometry element |
SCNGeometry *newGeometry = [SCNGeometry geometryWithSources:@[positionSource, normalSource, texCoordSource] |
elements:@[elements]]; |
// Use the same materials |
newGeometry.materials = geometry.materials; |
return newGeometry; |
} |
- (void)presentStepIndex:(NSUInteger)index withPresentionViewController:(ASCPresentationViewController *)presentationViewController { |
switch (index) { |
case 1: |
{ |
// Create the supporting geometry and replace the existing one |
_torusNode = [self.groundNode childNodeWithName:@"object" recursively:YES]; |
_torusNode.geometry = [self spriteGeometryWithRadius:8. sourceGeometry:_torusNode.geometry]; |
// Create a custom program using a vertex and a fragment shader |
NSURL *vertexShaderURL = [[NSBundle mainBundle] URLForResource:@"CustomProgram" withExtension:@"vsh"]; |
NSURL *fragmentShaderURL = [[NSBundle mainBundle] URLForResource:@"CustomProgram" withExtension:@"fsh"]; |
SCNProgram *program = [SCNProgram program]; |
program.vertexShader = [NSString stringWithContentsOfURL:vertexShaderURL encoding:NSASCIIStringEncoding error:NULL]; |
program.fragmentShader = [NSString stringWithContentsOfURL:fragmentShaderURL encoding:NSASCIIStringEncoding error:NULL]; |
// Bind geometry source semantics to the vertex shader attributes |
[program setSemantic:SCNGeometrySourceSemanticVertex forSymbol:@"a_srcPos" options:nil]; |
[program setSemantic:SCNGeometrySourceSemanticNormal forSymbol:@"a_dstPos" options:nil]; |
[program setSemantic:SCNGeometrySourceSemanticTexcoord forSymbol:@"a_texcoord" options:nil]; |
// Bind the uniforms that can benefit from "automatic" values, computed and assigned by Scene Kit at each frame |
[program setSemantic:SCNModelViewTransform forSymbol:@"u_mv" options:nil]; |
[program setSemantic:SCNProjectionTransform forSymbol:@"u_proj" options:nil]; |
// Other uniforms will be set using binding blocks |
static float morphFactor = 0.0; |
morphFactor = -M_PI_2; |
[_torusNode.geometry.firstMaterial handleBindingOfSymbol:@"factor" usingBlock:^(unsigned int programID, unsigned int location, SCNNode *renderedNode, SCNRenderer *renderer) { |
// animate the "factor" uniform to morph from the original object to the sphere |
morphFactor += 0.01; |
glUniform1f(location, sin(morphFactor) * 0.5 + 0.5); |
}]; |
CFTimeInterval startTime = CFAbsoluteTimeGetCurrent(); |
[_torusNode.geometry.firstMaterial handleBindingOfSymbol:@"time" usingBlock:^(unsigned int programID, unsigned int location, SCNNode *renderedNode, SCNRenderer *renderer) { |
// animate the "time" uniform to make the particles spin |
glUniform1f(location, CFAbsoluteTimeGetCurrent() - startTime); |
}]; |
// Use our custom program and make the material not to interact at all with the depth buffer (to provide an additive effect) |
_torusNode.geometry.firstMaterial.program = program; |
_torusNode.geometry.firstMaterial.writesToDepthBuffer = NO; |
_torusNode.geometry.firstMaterial.readsFromDepthBuffer = NO; |
_torusNode.renderingOrder = 100; // as the geometry doesn't interact with the depth buffer, the node needs to be rendered last |
break; |
} |
case 2: |
// Display the related sample code |
[self.textManager fadeOutTextOfType:ASCTextTypeBullet]; |
[self.textManager addEmptyLine]; |
[self.textManager addCode: |
@"[aMaterial #handleBindingOfSymbol:#@\"myUniform\" \n" |
@" #usingBlock:# \n" |
@" ^(unsigned int programID, \n" |
@" unsigned int location, \n" |
@" SCNNode *node, \n" |
@" SCNRenderer *renderer) { \n" |
@" glUniform1f(location, aValue); \n" |
@"}];"]; |
[self.textManager flipInTextOfType:ASCTextTypeCode]; |
break; |
} |
} |
@end |
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