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📄 envmapshader.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 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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