📄 vertexbranching.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 <iostream>#include "ShrikeGl.hpp"#include "Shader.hpp"#include "Globals.hpp"using namespace SH;class VertexBranching : public Shader {public: VertexBranching(); ~VertexBranching(); bool init(); void render(); ShProgram vertex() { return vsh;} ShProgram fragment() { return fsh;} ShProgram vsh, fsh; GLuint displayList; static VertexBranching instance;};VertexBranching::VertexBranching() : Shader("Branching: Vertex Unit"), displayList(0){}VertexBranching::~VertexBranching(){}void VertexBranching::render(){ int divs = 500; if (!displayList) { displayList = glGenLists(1); glNewList(displayList, GL_COMPILE); glNormal3f(0.0, 0.0, 1.0); for (int y = 0; y < divs; y++) { glBegin(GL_QUAD_STRIP); { for (int x = 0; x < divs; x++) { float xpos = (float)x/(float)divs * 2.0 - 1.0; float ypos = (float)y/(float)divs * 2.0 - 1.0; float ypos2 = (float)(y+1)/(float)divs * 2.0 - 1.0; float xtc = (float)x/(float)divs - 0.5; float ytc = (float)y/(float)divs - 0.5; float ytc2 = (float)(y+1)/(float)divs - 0.5; glTexCoord2f(xtc, ytc); glVertex3f(xpos, ypos, 0.0f); glTexCoord2f(xtc, ytc2); glVertex3f(xpos, ypos2, 0.0f); } } glEnd(); } glEndList(); } glCallList(displayList);}bool VertexBranching::init(){ ShColor3f SH_DECL(diffuse) = ShColor3f(1.0, 0.0, 0.0); ShAttrib1f SH_DECL(julia_max_iter) = 20.0; julia_max_iter.range(1.0, 40.0); ShAttrib2f SH_DECL(julia_c) = ShAttrib2f(0.54, -0.51); julia_c.range(-1.0, 1.0); ShAttrib1f SH_DECL(brightness) = 1.0; brightness.range(0.0, 10.0); ShAttrib1f SH_DECL(height) = 0.2; height.range(0.0, 4.0); ShAttrib1f SH_DECL(zoom) = 0.33; zoom.range(0.0, 10.0); ShPoint2f SH_DECL(centre) = ShPoint2f(0.0, 0.0); centre.range(-2.0, 2.0); ShAttrib1f SH_DECL(gamma) = 0.7; gamma.range(0.0, 1.0); vsh = SH_BEGIN_PROGRAM("gpu:vertex") { ShInputPosition4f ipos; ShInputNormal3f inorm; ShOutputPosition4f opos; // Position in NDC ShOutputColor3f ocol; // Color of result ShInputTexCoord2f u; u = u - centre; u /= zoom; ShAttrib1f i = 0.0; SH_WHILE((dot(u, u) < 2.0) * (i < julia_max_iter)) { ShTexCoord2f v; v(0) = u(0)*u(0) - u(1)*u(1); v(1) = 2.0 * u(0) * u(1); u = v + julia_c; i += 1.0; } SH_ENDWHILE; ShAttrib1f disp = pow(i / julia_max_iter, gamma); ocol = disp * diffuse * brightness; ipos(0,1,2) += disp * inorm * height; opos = Globals::mvp | ipos; // Compute NDC position } SH_END; fsh = SH_BEGIN_PROGRAM("gpu:fragment") { ShInOutColor3f color; // pass through the color. } SH_END; return true;}VertexBranching VertexBranching::instance = VertexBranching();
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