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📄 discoshader.cpp

📁 shrike is a utility application that acts as a testbed for shaders written in Sh
💻 CPP
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// Sh: A GPU metaprogramming language.//// Copyright 2003-2005 Serious Hack Inc.// // This library is free software; you can redistribute it and/or// modify it under the terms of the GNU Lesser General Public// License as published by the Free Software Foundation; either// version 2.1 of the License, or (at your option) any later version.//// This library is distributed in the hope that it will be useful,// but WITHOUT ANY WARRANTY; without even the implied warranty of// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU// Lesser General Public License for more details.//// You should have received a copy of the GNU Lesser General Public// License along with this library; if not, write to the Free Software// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, // MA  02110-1301, USA//////////////////////////////////////////////////////////////////////////////#include <sh/sh.hpp>#include <sh/shutil.hpp>#include <iostream>#include "Shader.hpp"#include "Globals.hpp"using namespace SH;using namespace ShUtil;class DiscoShader : public Shader {public:  DiscoShader();  ~DiscoShader();  bool init();  ShProgram vertex() { return vsh;}  ShProgram fragment() { return fsh;}    ShProgram vsh, fsh;};DiscoShader::DiscoShader()  : Shader("Animation: Cellnoise Disco Shader"){}DiscoShader::~DiscoShader(){}bool DiscoShader::init(){  std::cerr << "Initializing " << name() << std::endl;  std::string imageNames[6] = {"left", "right", "top", "bottom", "back", "front"};  ShImage test_image;  load_PNG(test_image, normalize_path(std::string(SHMEDIA_DIR "/envmaps/aniroom/") + imageNames[0] + ".png"));  ShTableCube<ShColor4fub> cubemap(test_image.width(), test_image.height());  {    for (int i = 0; i < 6; i++) {      ShImage image;      load_PNG(image, normalize_path(std::string(SHMEDIA_DIR "/envmaps/aniroom/") + imageNames[i] + ".png"));      cubemap.memory(image.memory(), static_cast<ShCubeDirection>(i));    }  }  vsh = ShKernelLib::shVsh( Globals::mv, Globals::mvp );  vsh = vsh << shExtract("lightPos") << Globals::lightPos;   vsh = shSwizzle("texcoord", "viewVec", "normal", "halfVec", "lightVec", "posh") << vsh;  // find reflected vector for cube mapping later  ShProgram reflector = SH_BEGIN_PROGRAM() {    ShInputVector3f SH_DECL(viewVec);    ShOutputVector3f SH_DECL(reflectVec);    ShInOutNormal3f SH_DECL(normal);    reflectVec = Globals::mv_inverse | ShVector3f(2.0f * dot(normal, viewVec) * normal - viewVec);   } SH_END;  vsh = namedConnect(vsh, reflector, true);   ShAttrib1f SH_DECL(time) = 0.0;  time.range(0.0f, 4.0f);   ShAttrib1f SH_DECL(tileFrequency) = 16.0;  tileFrequency.range(0.0, 128.0);  ShAttrib1f SH_DECL(exponent) = ShAttrib1f(35.0);  exponent.range(5.0f, 500.0f);  ShAttrib1f SH_DECL(envAmount) = ShAttrib1f(0.5);  ShColor3f SH_DECL(defaultColor) = ShConstAttrib3f(0.25f, 0.25f, 0.25f);  ShAttrib1f SH_DECL(texscale) = 1.0;  ShProgram discoTiler = SH_BEGIN_PROGRAM() {    ShInputTexCoord2f SH_DECL(texcoord);    ShInputVector3f SH_DECL(reflectVec);    ShOutputColor3f SH_DECL(kd);    ShOutputColor3f SH_DECL(ks);    // Translate those texcoords a bit    texcoord(0) = texcoord(0) + time * texscale;        ShAttrib3f p;    p(0,1) = texcoord * tileFrequency;     p(2) = 0.0f; // use z for the time parameter    // use cellnoise to decide when to switch colours on a cell    ShAttrib1f timestep = cellnoise<1>(p);    ShAttrib1f timeoffset = time / timestep;    p(2) = timeoffset;    // use cellnoise to find colour of a cell and use power to make     // colours funkier (and maybe add environment mapping sweetness?)    kd = 3.0f * cellnoise<3>(p);    kd(0) = pow(kd(0), ShConstAttrib1f(2.0f));    kd(1) = pow(kd(1), ShConstAttrib1f(2.0f));    kd(2) = pow(kd(2), ShConstAttrib1f(2.0f));    // make little circles...    p = frac(p) - ShConstAttrib3f(0.5f, 0.5f, 0.0f);     kd = lerp( (dot(p(0,1), p(0,1)) < 0.25), kd, defaultColor);    kd = cubemap(reflectVec)(0,1,2) * kd;     ks = kd;  } SH_END;    ShConstColor3f lightColor(1.0f, 1.0f, 1.0f);  fsh = ShKernelSurface::phong<ShColor3f>() << shExtract("specExp") << exponent;   fsh = fsh << shExtract("irrad") << lightColor;  fsh = fsh << discoTiler;  return true;}DiscoShader the_disco_shader;

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