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📄 tangentarrows.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 <wx/wx.h>#include <sh/sh.hpp>#include <sh/shutil.hpp>#include "ShrikeGl.hpp"#include <iostream>#include "Shader.hpp"#include "Globals.hpp"#include "ShrikeCanvas.hpp"using namespace SH;using namespace ShUtil;class TangentArrows : public Shader {public:  TangentArrows()    : Shader("Debugging: Tangent Arrows")  {}    ~TangentArrows() {}  bool init();  void render();    ShProgram vertex() { return vsh;}  ShProgram fragment() { return fsh;}    ShProgram vsh, fsh;  static TangentArrows instance;};void TangentArrows::render(){  glPushAttrib(GL_LINE_BIT);  glLineWidth(2.0);    float vs[4];  glBegin(GL_LINES);  const ShUtil::ShObjMesh& m_obj = *ShrikeCanvas::instance()->getModel();  for(ShObjMesh::FaceSet::const_iterator I = m_obj.faces.begin();      I != m_obj.faces.end(); ++I) {    ShObjMesh::Edge* e = (*I)->edge;    do {            for (int i = 0; i < 2; i++) {        e->normal.getValues(vs); glNormal3fv(vs);        float f = (i ? 1.0 : 0.0);#ifdef GL_ARB_multitexture        glMultiTexCoord1fvARB(GL_TEXTURE0, &f);        #else        glMultiTexCoord1fv(GL_TEXTURE0, &f);#endif              e->tangent.getValues(vs);#ifdef GL_ARB_multitexture        glMultiTexCoord3fvARB(GL_TEXTURE0 + 1, vs);#else        glMultiTexCoord3fv(GL_TEXTURE0 + 1, vs);#endif        e->start->pos.getValues(vs); glVertex3fv(vs);       }      e = e->next;    } while( e != (*I)->edge);  }  glEnd();  glPopAttrib();}bool TangentArrows::init(){  ShAttrib1f SH_DECL(scale) = .15;  ShColor3f SH_DECL(color1) = ShColor3f(1.0, 0.0, 0.0);    ShColor3f SH_DECL(color2) = ShColor3f(0.0, 0.0, 1.0);    vsh = SH_BEGIN_PROGRAM("gpu:vertex") {    ShInputPosition4f ipos;    ShInputNormal3f inorm;    ShInputTexCoord1f tc;    ShInputVector3f tangent;        ShOutputPosition4f opos; // Position in NDC    ShOutputColor3f ocol; // Color of result        ipos(0,1,2) += tc * scale * tangent;    opos = Globals::mvp | ipos; // Compute NDC position    ocol = lerp(tc, color2, color1);  } SH_END;    fsh = SH_BEGIN_FRAGMENT_PROGRAM {    ShInOutColor3f col;  } SH_END_PROGRAM;  return true;}TangentArrows TangentArrows::instance = TangentArrows();class NormalArrows : public Shader {public:  NormalArrows()    : Shader("Debugging: Normal Arrows")  {}    ~NormalArrows() {}  bool init();  void render();    ShProgram vertex() { return vsh;}  ShProgram fragment() { return fsh;}    ShProgram vsh, fsh;  static NormalArrows instance;};void NormalArrows::render(){  glPushAttrib(GL_LINE_BIT);  glLineWidth(2.0);    float vs[4];  glBegin(GL_LINES);  const ShUtil::ShObjMesh& m_obj = *ShrikeCanvas::instance()->getModel();  for(ShObjMesh::FaceSet::const_iterator I = m_obj.faces.begin();      I != m_obj.faces.end(); ++I) {    ShObjMesh::Edge* e = (*I)->edge;    do {            for (int i = 0; i < 2; i++) {        e->normal.getValues(vs); glNormal3fv(vs);        float f = (i ? 1.0 : 0.0);#ifdef GL_ARB_multitexture        glMultiTexCoord1fvARB(GL_TEXTURE0, &f);#else        glMultiTexCoord1fv(GL_TEXTURE0, &f);#endif              e->tangent.getValues(vs);#ifdef GL_ARB_multitexture	    glMultiTexCoord3fvARB(GL_TEXTURE0 + 1, vs);#else	    glMultiTexCoord3fv(GL_TEXTURE0 + 1, vs);#endif                e->start->pos.getValues(vs); glVertex3fv(vs);       }      e = e->next;    } while( e != (*I)->edge);  }  glEnd();  glPopAttrib();}bool NormalArrows::init(){  ShAttrib1f SH_DECL(scale) = .15;  ShColor3f SH_DECL(color1) = ShColor3f(1.0, 0.0, 0.0);    ShColor3f SH_DECL(color2) = ShColor3f(0.0, 0.0, 1.0);    vsh = SH_BEGIN_PROGRAM("gpu:vertex") {    ShInputPosition4f ipos;    ShInputNormal3f inorm;    ShInputTexCoord1f tc;    ShInputVector3f tangent;        ShOutputPosition4f opos; // Position in NDC    ShOutputColor3f ocol; // Color of result        ipos(0,1,2) += tc * scale * inorm;    opos = Globals::mvp | ipos; // Compute NDC position    ocol = lerp(tc, color2, color1);  } SH_END;    fsh = SH_BEGIN_FRAGMENT_PROGRAM {    ShInOutColor3f col;  } SH_END_PROGRAM;  return true;}NormalArrows NormalArrows::instance = NormalArrows();

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