📄 envmapshader.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 EnvMapShader : public Shader {public: ShProgram vsh, fsh; EnvMapShader(); ~EnvMapShader(); bool init(); ShProgram vertex() { return vsh;} ShProgram fragment() { return fsh;}};EnvMapShader::EnvMapShader() : Shader("Reflection: Mirror"){}EnvMapShader::~EnvMapShader(){}bool EnvMapShader::init(){ std::cerr << "Initializing " << name() << std::endl; std::string imageNames[6] = {"left", "right", "top", "bottom", "back", "front"}; ShImage test_image; load_PNG(test_image, normalize_path(std::string(SHMEDIA_DIR "/envmaps/aniroom/") + imageNames[0] + ".png")); ShTableCube<ShColor4fub> cubemap(test_image.width(), test_image.height()); { for (int i = 0; i < 6; i++) { ShImage image; load_PNG(image, normalize_path(std::string(SHMEDIA_DIR "/envmaps/aniroom/") + imageNames[i] + ".png")); cubemap.memory(image.memory(), static_cast<ShCubeDirection>(i)); } } vsh = SH_BEGIN_PROGRAM("gpu:vertex") { ShInputPosition4f ipos; ShInputNormal3f inorm; ShOutputPosition4f opos; // Position in NDC ShOutputVector3f reflv; // reflection vector opos = Globals::mvp | ipos; // Compute NDC position ShNormal3f onorm = Globals::mv | inorm; // Compute view-space normal onorm = normalize(onorm); ShPoint3f posv = (Globals::mv | ipos)(0,1,2); // Compute view-space position ShPoint3f viewv = -normalize(posv); // Compute view vector reflv = reflect(viewv,onorm); // Compute reflection vector // actually do reflection lookup in model space reflv = Globals::mv_inverse | reflv; } SH_END; fsh = SH_BEGIN_PROGRAM("gpu:fragment") { ShInputPosition4f posh; ShInputVector3f reflv; ShOutputColor3f result; result = cubemap(reflv)(0,1,2); } SH_END; return true;}EnvMapShader the_envmap_shader;
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