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SCNShadable Shader Modifiers Test
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import SceneKit | |
import QuartzCore | |
class GameViewController: NSViewController { | |
@IBOutlet weak var gameView: GameView! | |
override func awakeFromNib(){ | |
let numSphere = 10 | |
let camDistance:CGFloat = 5.0 | |
// create a new scene | |
let scene = SCNScene() | |
// 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 Spheres 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) | |
node.geometry = SCNSphere(radius: 1.0) | |
scene.rootNode.addChildNode(node) | |
// create and configure a material | |
let material = SCNMaterial() | |
material.specular.contents = NSColor.blueColor() | |
material.locksAmbientWithDiffuse = true | |
// set shaderModifiers properties | |
material.shaderModifiers = [ | |
SCNShaderModifierEntryPointSurface: | |
"uniform float Scale = 12.0;\n" + | |
"uniform float Width = 0.5;\n" + | |
"uniform float Blend = 0.0;\n" + | |
"vec2 position = fract(_surface.diffuseTexcoord * Scale);" + | |
"float f1 = clamp(position.y / Blend, 0.0, 1.0);" + | |
"float f2 = clamp((position.y - Width) / Blend, 0.0, 1.0);" + | |
"f1 = f1 * (1.0 - f2);" + | |
"f1 = f1 * f1 * 2.0 * (3. * 2. * f1);" + | |
"_surface.diffuse = mix(vec4(1.0), vec4(0.0), f1);" | |
] | |
// 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:CGFloat(1.0), y:CGFloat(1.0), z:CGFloat(0.0), w:CGFloat(M_PI * 2))) | |
animation.duration = 5 | |
animation.repeatCount = MAXFLOAT // repeat forever | |
node.addAnimation(animation, forKey:nil) | |
} | |
// set the scene to the view | |
self.gameView!.scene = scene | |
// allows the user to manipulate the camera | |
self.gameView!.allowsCameraControl = true | |
// show statistics such as fps and timing information | |
self.gameView!.showsStatistics = true | |
// configure the view | |
self.gameView!.backgroundColor = NSColor.blackColor() | |
} | |
func randomCGFloat() -> CGFloat { | |
return CGFloat(arc4random()) / CGFloat(UInt32.max) | |
} | |
} |
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