📄 simplephong.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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