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📄 simplephong.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 SimplePhong : public Shader {public:  SimplePhong();  ~SimplePhong();  bool init();  ShProgram vertex() { return vsh;}  ShProgram fragment() { return fsh;}  ShProgram vsh, fsh;  static SimplePhong instance;};SimplePhong::SimplePhong()  : Shader("Basic Lighting Models: Phong: Classic Phong"){}SimplePhong::~SimplePhong(){}bool SimplePhong::init(){  vsh = SH_BEGIN_PROGRAM("gpu:vertex") {    ShInputPosition4f ipos;    ShInputNormal3f inorm;        ShOutputPosition4f opos; // Position in NDC    ShOutputNormal3f onorm;    ShInOutTexCoord2f tc; // pass through tex coords    ShOutputVector3f view;    ShOutputVector3f lightv; // direction to light    opos = Globals::mvp | ipos; // Compute NDC position    onorm = Globals::mv | inorm; // Compute view-space normal    ShPoint3f posv = (Globals::mv | ipos)(0,1,2); // Compute view-space position    lightv = normalize(Globals::lightPos - posv); // Compute light direction    ShPoint3f viewv = -normalize(posv); // Compute view vector    view = normalize(viewv - 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);  ShAttrib1f SH_DECL(exponent) = ShAttrib1f(35.0);  exponent.range(5.0f, 500.0f);    fsh = SH_BEGIN_PROGRAM("gpu:fragment") {    ShInputNormal3f normal;    ShInputTexCoord2f tc; // ignore texcoords    ShInputVector3f view;    ShInputVector3f light;    ShInputPosition4f posh;    ShOutputColor3f result;    normal = normalize(normal);    light = normalize(light);    // Compute phong lighting.    ShAttrib1f irrad = pos(normal | light);    result = diffuse * irrad + specular * pow(pos(view | reflect(light, normal)), exponent);  } SH_END;  return true;}SimplePhong SimplePhong::instance = SimplePhong();// the modified Phong modelclass ModifiedPhong : public Shader {public:  ModifiedPhong();  ~ModifiedPhong();  bool init();  ShProgram vertex() { return vsh;}  ShProgram fragment() { return fsh;}  ShProgram vsh, fsh;  static ModifiedPhong instance;};ModifiedPhong::ModifiedPhong()  : Shader("Basic Lighting Models: Phong: Modified Phong"){}ModifiedPhong::~ModifiedPhong(){}bool ModifiedPhong::init(){  vsh = SH_BEGIN_PROGRAM("gpu:vertex") {    ShInputPosition4f ipos;    ShInputNormal3f inorm;        ShOutputPosition4f opos; // Position in NDC    ShOutputNormal3f onorm;    ShInOutTexCoord2f tc; // pass through tex coords    ShOutputVector3f view;    ShOutputVector3f lightv; // direction to light    opos = Globals::mvp | ipos; // Compute NDC position    onorm = Globals::mv | inorm; // Compute view-space normal    ShPoint3f posv = (Globals::mv | ipos)(0,1,2); // Compute view-space position    lightv = normalize(Globals::lightPos - posv); // Compute light direction    ShPoint3f viewv = -normalize(posv); // Compute view vector    view = normalize(viewv - 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);  ShAttrib1f SH_DECL(exponent) = ShAttrib1f(35.0);  exponent.range(5.0f, 500.0f);  fsh = SH_BEGIN_PROGRAM("gpu:fragment") {    ShInputNormal3f normal;    ShInputTexCoord2f tc; // ignore texcoords    ShInputVector3f view;    ShInputVector3f light;    ShInputPosition4f posh;    ShOutputColor3f result;        normal = normalize(normal);    light = normalize(light);    // Compute phong lighting.    ShAttrib1f irrad = pos(normal | light);        result = irrad * (diffuse/M_PI + specular*(exponent+2)/(2*M_PI) * pow(pos(view | reflect(light, normal)), exponent));  } SH_END;  return true;}ModifiedPhong ModifiedPhong::instance = ModifiedPhong();// the Blinn-Phong modelclass BlinnPhong : public Shader {public:  BlinnPhong();  ~BlinnPhong();  bool init();  ShProgram vertex() { return vsh;}  ShProgram fragment() { return fsh;}  ShProgram vsh, fsh;  static BlinnPhong instance;};BlinnPhong::BlinnPhong()  : Shader("Basic Lighting Models: Phong: Blinn-Phong"){}BlinnPhong::~BlinnPhong(){}bool BlinnPhong::init(){  vsh = SH_BEGIN_PROGRAM("gpu:vertex") {    ShInputPosition4f ipos;    ShInputNormal3f inorm;        ShOutputPosition4f opos; // Position in NDC    ShOutputNormal3f onorm;    ShInOutTexCoord2f tc; // pass through tex coords    ShOutputVector3f halfv;    ShOutputVector3f lightv; // direction to light    opos = Globals::mvp | ipos; // Compute NDC position    onorm = Globals::mv | inorm; // Compute view-space normal    ShPoint3f posv = (Globals::mv | ipos)(0,1,2); // Compute view-space position    lightv = normalize(Globals::lightPos - posv); // Compute light direction    ShPoint3f viewv = -normalize(posv); // Compute view vector    halfv = normalize(viewv + lightv); // Compute half vector  } SH_END;    ShColor3f SH_DECL(specular) = ShColor3f(0.5, 1.0, 1.0);  ShColor3f SH_DECL(diffuse) = ShColor3f(1.0, 0.0, 0.0);  ShAttrib1f SH_DECL(exponent) = ShAttrib1f(35.0);  exponent.range(5.0f, 500.0f);  fsh = SH_BEGIN_PROGRAM("gpu:fragment") {    ShInputNormal3f normal;    ShInputTexCoord2f tc; // ignore texcoords    ShInputVector3f half;    ShInputVector3f light;    ShInputPosition4f posh;    ShOutputColor3f result;        normal = normalize(normal);    half = normalize(half);    light = normalize(light);    // Compute phong lighting.    ShAttrib1f irrad = pos(normal | light);    result = diffuse * irrad + specular * pow(pos(normal | half), exponent) / (normal | light);  } SH_END;  return true;}BlinnPhong BlinnPhong::instance = BlinnPhong();

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