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ScenKit Shader Handle Binding Test
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import UIKit | |
import QuartzCore | |
import SceneKit | |
class GameViewController: UIViewController { | |
override func viewDidLoad() { | |
super.viewDidLoad() | |
let numSphere = 25 | |
let camDistance:Float = 25.0 | |
let gameView = self.view as SCNView; | |
// create a new scene | |
let scene = SCNScene() | |
// create SCNProgram | |
let program = SCNProgram() | |
// load shader vert/frag file | |
let vertexShaderURL = NSBundle.mainBundle().URLForResource("myShader", withExtension: "vert") | |
let fragmentalShaderURL = NSBundle.mainBundle().URLForResource("myShader", withExtension: "frag") | |
// set program | |
let vertexShader = NSString(contentsOfURL: vertexShaderURL!, encoding: NSUTF8StringEncoding, error: nil) | |
program.vertexShader = vertexShader | |
let fragmentalShader = NSString(contentsOfURL: fragmentalShaderURL!, encoding: NSUTF8StringEncoding, error: nil) | |
program.fragmentShader = fragmentalShader | |
// bind Uniform and Attribute defines | |
program.setSemantic(SCNModelViewTransform, forSymbol: "position", options: nil) | |
program.setSemantic(SCNModelViewProjectionTransform, forSymbol: "modelViewProjection", options: nil) | |
// create and add a camera t the scene | |
let cameraNode = SCNNode() | |
cameraNode.camera = SCNCamera() | |
scene.rootNode.addChildNode(cameraNode) | |
cameraNode.position = SCNVector3(x:0, y:0, z:camDistance) | |
// create and add a 3D box to the scene | |
for x in 0..<numSphere { | |
let node = SCNNode() | |
let rdx = randomCGFloat() * camDistance - camDistance / 2 | |
let rdy = randomCGFloat() * camDistance - camDistance / 2 | |
let rdz = randomCGFloat() * camDistance - camDistance / 2 | |
node.position = SCNVector3Make(rdx, rdy, rdz) | |
var sphiereGeometry = SCNSphere(radius: 1.0) | |
node.geometry = sphiereGeometry | |
scene.rootNode.addChildNode(node) | |
// create and configure a material | |
let material = SCNMaterial() | |
// set material's program | |
material.program = program; | |
material.specular.contents = UIColor.grayColor() | |
material.locksAmbientWithDiffuse = true | |
// timer for shader Unform 'time' | |
let startTime = CFAbsoluteTimeGetCurrent() | |
// buind Uniform in block | |
material.handleBindingOfSymbol("time") { | |
programID, location, renderedNode, renderer in | |
glUniform1f(GLint(location), GLfloat(CFAbsoluteTimeGetCurrent() - startTime)) | |
} | |
// set the material to the 3D object geometry | |
node.geometry?.firstMaterial = material | |
// animate the 3D object | |
let animation:CABasicAnimation = CABasicAnimation(keyPath:"rotation") | |
animation.toValue = NSValue(SCNVector4:SCNVector4(x:Float(1.0), y:Float(1.0), z:Float(0.0), w:Float(M_PI * 2))) | |
animation.duration = 5 | |
animation.repeatCount = MAXFLOAT // repeat forever | |
node.addAnimation(animation, forKey:nil) | |
} | |
// set the scene to the view | |
gameView.scene = scene | |
// allows the user to manipulate the camera | |
gameView.allowsCameraControl = true | |
// show statistics such as fps and timing information | |
gameView.showsStatistics = true | |
// configure the view | |
gameView.backgroundColor = UIColor.blackColor() | |
} | |
func randomCGFloat() -> Float { | |
return Float(arc4random()) / Float(UInt32.max) | |
} | |
override func shouldAutorotate() -> Bool { | |
return true | |
} | |
override func supportedInterfaceOrientations() -> Int { | |
if UIDevice.currentDevice().userInterfaceIdiom == .Phone { | |
return Int(UIInterfaceOrientationMask.AllButUpsideDown.toRaw()) | |
} else { | |
return Int(UIInterfaceOrientationMask.All.toRaw()) | |
} | |
} | |
override func didReceiveMemoryWarning() { | |
super.didReceiveMemoryWarning() | |
// Release any cached data, images, etc that aren't in use. | |
} | |
} |
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