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📄 wobbleshader.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 WobbleShader : public Shader {public:  WobbleShader();  ~WobbleShader();  bool init();  ShProgram vertex() { return vsh;}  ShProgram fragment() { return fsh;}    ShProgram vsh, fsh;};WobbleShader::WobbleShader()  : Shader("Animation: Wobble"){}WobbleShader::~WobbleShader(){}bool WobbleShader::init(){  std::cerr << "Initializing " << name() << std::endl;  vsh = ShKernelLib::shVsh( Globals::mv, Globals::mvp );  vsh = vsh << shExtract("normal") << shExtract("lightPos") << Globals::lightPos;   vsh = shSwizzle("normal", "lightVec", "posh") << vsh;  ShAttrib1f SH_DECL(time);  time.range(0.0f, 2.0 * M_PI * 10.0f);  ShAttrib1f SH_DECL(scale) = 1.0f;  scale.range(0.0f, 10.0f);  ShAttrib1f SH_DECL(frequency) = 0.5f;  frequency.range(0.0f, 5.0f);  ShProgram wobbler = SH_BEGIN_PROGRAM() {    ShInOutPosition4f pos;    ShInOutNormal3f normal;    ShAttrib1f disp = scale * 0.5 * (sin(pos(1) * frequency + time) + 1.0f);    pos(0,1,2) += normal * disp;  } SH_END;    vsh = vsh << shExtract("posm") << wobbler;  ShColor3f SH_DECL(diffuse) = ShColor3f(1.0, 1.0, 1.0);  ShConstColor3f lightColor(1.0f, 1.0f, 1.0f);  fsh = ShKernelSurface::diffuse<ShColor3f>() << diffuse << lightColor;  return true;}WobbleShader the_wobble_shader;

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