The .handleBinding(ofBufferNamed:frequency:handler:)
method registers a block for SceneKit to call at render time for binding a Metal buffer to the shader program. This method can only be used with Metal or OpenGL shading language based programs. SCNProgram
object helps perform this custom rendering. Program object contains a vertex shader and a fragment shader. Using a program object completely replaces SceneKit’s rendering. Your shaders take input from SceneKit and become responsible for all transform, lighting and shading effects you want to produce. Use .handleBinding()
method to associate a block with a Metal shader program to handle setup of a buffer used in that shader.
Here's a link to Developer Documentation on SCNProgram class.
Also you need an instance method writeBytes(_:count:)
that copies all your necessary data bytes into the underlying Metal buffer for use by a shader.
SCNTechnique
class specifically made for post-processing SceneKit's rendering of a scene using additional drawing passes with custom Metal or OpenGL shaders. Using SCNTechnique
you can create such effects as color grading or displacement, motion blur and render ambient occlusion as well as other render passes.
Here is a first code's excerpt how to properly use .handleBinding() method:
func useTheseAPIs(shadable: SCNShadable,
bufferStream: SCNBufferStream
voidPtr: UnsafeMutableRawPointer,
bindingBlock: @escaping SCNBindingBlock,
bufferFrequency: SCNBufferFrequency,
bufferBindingBlock: @escaping SCNBufferBindingBlock,
program: SCNProgram) {
bufferStream.writeBytes(voidPtr, count: 4)
shadable.handleBinding!(ofSymbol: "symbol", handler: bindingBlock)
shadable.handleUnbinding!(ofSymbol: "symbol", handler: bindingBlock)
program.handleBinding(ofBufferNamed: "pass",
frequency: bufferFrequency,
handler: bufferBindingBlock)
}
And here is a second code's excerpt:
let program = SCNProgram()
program.delegate = self as? SCNProgramDelegate
program.vertexShader = NextLevelGLContextYUVVertexShader
program.fragmentShader = NextLevelGLContextYUVFragmentShader
program.setSemantic(
SCNGeometrySource.Semantic.vertex.rawValue,
forSymbol: NextLevelGLContextAttributeVertex,
options: nil)
program.setSemantic(
SCNGeometrySource.Semantic.texcoord.rawValue,
forSymbol: NextLevelGLContextAttributeTextureCoord,
options: nil)
if let material = self._material {
material.program = program
material.handleBinding(ofSymbol: NextLevelGLContextUniformTextureSamplerY, handler: {
(programId: UInt32, location: UInt32, node: SCNNode?, renderer: SCNRenderer) in
glUniform1i(GLint(location), 0);
})
material.handleBinding(ofSymbol: NextLevelGLContextUniformTextureSamplerUV, handler: {
(programId: UInt32, location: UInt32, node: SCNNode?, renderer: SCNRenderer) in
glUniform1i(GLint(location), 1);
})
}
Also, look at Simulating refraction in SceneKit
SO post.