📄 lafortuneshader.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 Lafortune : public Shader {public: Lafortune(); ~Lafortune(); bool init(); ShProgram vertex() { return vsh;} ShProgram fragment() { return fsh;} ShProgram vsh, fsh; static Lafortune instance;};Lafortune::Lafortune() : Shader("Basic Lighting Models: Lafortune"){}Lafortune::~Lafortune(){}bool Lafortune::init(){ vsh = SH_BEGIN_PROGRAM("gpu:vertex") { ShInputPosition4f ipos; ShInputNormal3f inorm; ShInputVector3f itan; ShOutputPosition4f opos; // Position in NDC ShInOutTexCoord2f tc; // pass through tex coords ShOutputNormal3f onorm; ShOutputVector3f otan; ShOutputVector3f osurf; ShOutputVector3f lightv; // direction to light ShOutputVector3f viewv; opos = Globals::mvp | ipos; // Compute NDC position onorm = Globals::mv | inorm; // Compute view-space normal otan = Globals::mv | itan; // Compute view-space tangent osurf = cross(onorm,otan); ShPoint3f posv = (Globals::mv | ipos)(0,1,2); // Compute view-space position lightv = normalize(Globals::lightPos - posv); // Compute light direction ShPoint3f eye = -normalize(posv); // view vector viewv = normalize(eye - posv); } SH_END; ShColor3f SH_DECL(specular) = ShColor3f(0.5, 1.0, 1.0); ShColor3f SH_DECL(diffuse) = ShColor3f(1.0, 0.0, 0.0); ShAttrib3f SH_DECL(D) = ShAttrib3f(0.0,0.0,1.0); D.range(-5.0,5.0); ShAttrib1f SH_DECL(exponent) = ShAttrib1f(35.0); exponent.range(1.0f, 500.0f); fsh = SH_BEGIN_PROGRAM("gpu:fragment") { ShInputPosition4f posh; ShInputTexCoord2f tc; ShInputNormal3f normal; ShInputVector3f tangent; ShInputVector3f surface; ShInputVector3f light; ShInputVector3f view; ShOutputColor3f result; normal = normalize(normal); tangent = normalize(tangent); surface = normalize(surface); light = normalize(light); ShVector3f lS = ShVector3f(light|tangent, light|surface, light|normal); lS *= D; ShVector3f vS = ShVector3f(view|tangent, view|surface, view|normal); // Compute phong lighting. ShAttrib1f irrad = pos(normal | light); result = diffuse*irrad + specular*pow(pos(lS|vS), exponent); } SH_END; return true;}Lafortune Lafortune::instance = Lafortune();
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