自定义 SCNGeometry 节点上基于物理的光照

physically based lighting on custom SCNGeometry Node

问题

如何在 custom geometry from vertex data 上定义 material,使其渲染与 'typical' SCNNode 相同?


详情

这个场景有

红色和蓝色球体按照我的预期呈现。自定义几何体中的两个点/球体是黑色的。

为什么?


这是游乐场代码:

布景


import UIKit
import SceneKit
import PlaygroundSupport


// create a scene view with an empty scene
var sceneView = SCNView(frame: CGRect(x: 0, y: 0, width: 600, height: 600))
var scene = SCNScene()
sceneView.scene = scene
sceneView.backgroundColor = UIColor(white: 0.75, alpha: 1.0)
sceneView.allowsCameraControl = true
PlaygroundPage.current.liveView = sceneView

let directionalLightNode: SCNNode = {
    let n = SCNNode()
    n.light = SCNLight()
    n.light!.type = SCNLight.LightType.directional
    n.light!.color = UIColor(white: 0.75, alpha: 1.0)
    return n
}()

directionalLightNode.simdPosition = simd_float3(0,5,0) // Above the scene
directionalLightNode.simdOrientation = simd_quatf(angle: -90 * Float.pi / 180.0, axis: simd_float3(1,0,0)) // pointing down

scene.rootNode.addChildNode(directionalLightNode)

// a camera
var cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
cameraNode.simdPosition = simd_float3(0,0,5)
scene.rootNode.addChildNode(cameraNode)

添加蓝色和红色球体

// ----------------------------------------------------
// Example creating SCNSphere Nodes directly

// Sphere 1
let sphere1 = SCNSphere(radius: 0.3)
let sphere1Material = SCNMaterial()
sphere1Material.diffuse.contents = UIColor.red
sphere1Material.lightingModel = .physicallyBased
sphere1.materials = [sphere1Material]

let sphere1Node = SCNNode(geometry: sphere1)
sphere1Node.simdPosition = simd_float3(-2,0,0)

// Sphere2
let sphere2 = SCNSphere(radius: 0.3)
let sphere2Material = SCNMaterial()
sphere2Material.diffuse.contents = UIColor.blue
sphere2Material.lightingModel = .physicallyBased
sphere2.materials = [sphere2Material]

let sphere2Node = SCNNode(geometry: sphere2)
sphere2Node.simdPosition = simd_float3(-1,0,0)

scene.rootNode.addChildNode(sphere1Node)
scene.rootNode.addChildNode(sphere2Node)

添加自定义 SCNGeometry

// ----------------------------------------------------
// Example creating SCNGeometry using vertex data
struct Vertex {
    let x: Float
    let y: Float
    let z: Float
    let r: Float
    let g: Float
    let b: Float
}

let vertices: [Vertex] = [
    Vertex(x: 0.0, y: 0.0, z: 0.0, r: 1.0, g: 0.0, b: 0.0),
    Vertex(x: 1.0, y: 0.0, z: 0.0, r: 0.0, g: 0.0, b: 1.0)
]

let vertexData = Data(
    bytes: vertices,
    count: MemoryLayout<Vertex>.size * vertices.count
)

let positionSource = SCNGeometrySource(
    data: vertexData,
    semantic: SCNGeometrySource.Semantic.vertex,
    vectorCount: vertices.count,
    usesFloatComponents: true,
    componentsPerVector: 3,
    bytesPerComponent: MemoryLayout<Float>.size,
    dataOffset: 0,
    dataStride: MemoryLayout<Vertex>.size
)
let colorSource = SCNGeometrySource(
    data: vertexData,
    semantic: SCNGeometrySource.Semantic.color,
    vectorCount: vertices.count,
    usesFloatComponents: true,
    componentsPerVector: 3,
    bytesPerComponent: MemoryLayout<Float>.size,
    dataOffset: MemoryLayout<Float>.size * 3,
    dataStride: MemoryLayout<Vertex>.size
)

let elements = SCNGeometryElement(
    data: nil,
    primitiveType: .point,
    primitiveCount: vertices.count,
    bytesPerIndex: MemoryLayout<Int>.size
)
        
elements.pointSize = 100
elements.minimumPointScreenSpaceRadius = 100
elements.maximumPointScreenSpaceRadius = 100

let spheres = SCNGeometry(sources: [positionSource, colorSource], elements: [elements])
let sphereNode = SCNNode(geometry: spheres)

let sphereMaterial = SCNMaterial()
sphereMaterial.lightingModel = .physicallyBased

spheres.materials = [sphereMaterial]

sphereNode.simdPosition = simd_float3(0,0,0)
scene.rootNode.addChildNode(sphereNode)


一些探索

添加 normals 现在可以显示颜色,但在所有方向上(即没有阴影)。

并且我在我的 VertexData 中添加了一个黑色 SCNSphere() 和第三个点,两者都使用相同的 RGB 值,但是 VertexData 对象中的黑色也出现了 'light'

let vertices: [Vertex] = [
    Vertex(x: 0.0, y: 0.0, z: 0.0, r: 1.0, g: 0.0, b: 0.0),
    Vertex(x: 1.0, y: 0.0, z: 0.0, r: 0.0, g: 0.0, b: 1.0),
    Vertex(x: 0.0, y: 1.0, z: 0.0, r: 0.07, g: 0.11, b: 0.12)
]

let vertexData = Data(
    bytes: vertices,
    count: MemoryLayout<Vertex>.size * vertices.count
)

let normals = Array(repeating: SCNVector3(1,1,1), count: vertices.count)
let normalSource = SCNGeometrySource(normals: normals)

///
///

let spheres = SCNGeometry(
    sources: [
        positionSource,
        normalSource,
        colorSource
    ],
    elements: [elements]
)

根据 documentation,制作自定义几何图形需要 3 个步骤。

  1. 创建一个包含 3D 形状顶点的 SCNGeometrySource
  2. 创建一个包含索引数组的 SCNGeometryElement,显示顶点的连接方式。
  3. SCNGeometrySource 源和 SCNGeometryElement 合并为 SCNGeometry

让我们从第 1 步开始。您希望自定义几何形状是 3D 形状,对吗?不过你只有 2 个顶点。

let vertices: [Vertex] = [         /// what's `r`, `g`, `b` for btw? 
    Vertex(x: 0.0, y: 0.0, z: 0.0, r: 1.0, g: 0.0, b: 0.0),
    Vertex(x: 1.0, y: 0.0, z: 0.0, r: 0.0, g: 0.0, b: 1.0)
]

这将形成一条线...

制作 3D 形状的常用方法是使用三角形。让我们再添加 2 个顶点来制作金字塔。

let vertices: [Vertex] = [
    Vertex(x: 0.0, y: 0.0, z: 0.0, r: 1.0, g: 0.0, b: 0.0), /// vertex 0
    Vertex(x: 1.0, y: 0.0, z: 0.0, r: 0.0, g: 0.0, b: 1.0), /// vertex 1
    Vertex(x: 1.0, y: 0.0, z: -0.5, r: 0.0, g: 0.0, b: 1.0), /// vertex 2
    Vertex(x: 0.0, y: 1.0, z: 0.0, r: 0.0, g: 0.0, b: 1.0), /// vertex 3
]

现在,我们需要将顶点转换为 SceneKit 可以处理的东西。在您当前的代码中,您将 vertices 转换为 Data,然后使用 init(data:semantic:vectorCount:usesFloatComponents:componentsPerVector:bytesPerComponent:dataOffset:dataStride:) 初始值设定项。

let vertexData = Data(
    bytes: vertices,
    count: MemoryLayout<Vertex>.size * vertices.count
)
let positionSource = SCNGeometrySource(
    data: vertexData,
    semantic: SCNGeometrySource.Semantic.vertex,
    vectorCount: vertices.count,
    usesFloatComponents: true,
    componentsPerVector: 3,
    bytesPerComponent: MemoryLayout<Float>.size,
    dataOffset: 0,
    dataStride: MemoryLayout<Vertex>.size
)

这是非常高级和复杂的。使用 init(vertices:).

更容易
let verticesConverted = vertices.map { SCNVector3([=13=].x, [=13=].y, [=13=].z) } /// convert to `[SCNVector3]`
let positionSource = SCNGeometrySource(vertices: verticesConverted)

现在您已经有了 SCNGeometrySource,现在是 步骤 2 的时候了 — 通过 SCNGeometryElement 连接顶点。在您当前的代码中,您使用 init(data:primitiveType:primitiveCount:bytesPerIndex:),然后传入 nil...

let elements = SCNGeometryElement(
    data: nil,
    primitiveType: .point,
    primitiveCount: vertices.count,
    bytesPerIndex: MemoryLayout<Int>.size
)

如果数据本身是nil,SceneKit如何知道如何连接你的顶点?但无论如何,还有一个更简单的初始化器:init(indices:primitiveType:). This takes in an array of FixedWidthInteger,每个都代表 positionSource.

中的一个顶点。

那么每个顶点如何用FixedWidthInteger表示?好吧,还记得你是如何将 verticesConverted(一个 SCNVector3 的数组)传递给 positionSource 的吗? SceneKit 将每个 FixedWidthInteger 视为索引并使用它访问 verticesConverted.

因为索引总是整数和正数,UInt16 应该没问题(它符合 FixedWidthInteger)。

/// pairs of 3 indices, each representing a vertex
let indices: [UInt16] = [
   ​0, 1, 3, /// front triangle
   ​1, 2, 3, /// right triangle
   ​2, 0, 3, /// back triangle
   ​3, 0, 2, /// left triangle
   ​0, 2, 1 /// bottom triangle
]
let element = SCNGeometryElement(indices: indices, primitiveType: .triangles)

这里的顺序非常具体。默认情况下,SceneKit 只渲染三角形的正面,为了区分正面和背面,它依赖于您的排序。基本规则是:counterclockwise means front.

所以要引用第一个三角形,你可以说:

  • 0, 1, 3
  • 1、3、0
  • 3、0、1

一切都很好。最后,步骤 3 非常简单。只需组合 SCNGeometrySourceSCNGeometryElement.

let geometry = SCNGeometry(sources: [positionSource], elements: [element])

就是这样!现在您的 SCNGeometrySourceSCNGeometryElement 都已正确设置,lightingModel 将正常工作。

/// add some color
let material = SCNMaterial()
material.diffuse.contents = UIColor.orange
material.lightingModel = .physicallyBased
geometry.materials = [material]

/// add the node
let node = SCNNode(geometry: geometry)
scene.rootNode.addChildNode(node)


备注:


编辑:单顶点球体?

您不应该使用单个点来制作球体。如果你打算做...

elements.pointSize = 100
elements.minimumPointScreenSpaceRadius = 100
elements.maximumPointScreenSpaceRadius = 100

...那么 2D 圆将是您能得到的最好的。

那是因为,根据 pointSize documentation:

SceneKit can render each point as a small 2D surface that always faces the camera. By applying a texture or custom shader to that surface, you can efficiently render many small objects at once.

由于渲染的只是一个面向您的圆圈,因此 .physicallyBased 光照将不起作用(.constant 会起作用,但仅此而已)。最好用许多小三角形制作你的球体,如上面答案中的金字塔。这也是 Apple 对其内置几何体所做的,包括 SCNSphere.

let sphere = SCNSphere(radius: 1)
let sphereMaterial = SCNMaterial()
sphereMaterial.diffuse.contents = UIColor.purple
sphereMaterial.fillMode = .lines /// add this to see the triangles
sphereMaterial.lightingModel = .physicallyBased
sphere.materials = [sphereMaterial]

let sphereNode = SCNNode(geometry: sphere)
scene.rootNode.addChildNode(sphereNode)