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📄 worleyshader.cpp

📁 shrike is a utility application that acts as a testbed for shaders written in Sh
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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;#include "util.hpp"class WorleyShader : public Shader {public:  WorleyShader(std::string name, bool tex)    : Shader(std::string("Worley: ") + (tex ? " Texture Hash: " : " Procedural: ") + name), useTexture(tex) {}  virtual ~WorleyShader() {}  ShProgram vertex() { return vsh;}  ShProgram fragment() { return fsh;}  // sets default vertex shader, phong fsh   bool init();   // sets colours, specular, worley function specific to each subclass and uses algebra to   // add on to the default phong shader  virtual void initfsh() = 0;  ShProgram vsh, fsh;   // uniforms used by subclasses  ShAttrib1f param, freq, exponent;  /*static*/ ShAttrib4f coeff;  ShColor3f color1, color2;  //ShUtil::ShWorleyMetric metric;  bool useTexture;};//ShAttrib4f WorleyShader::coeff;bool WorleyShader::init(){  std::cerr << "Initializing " << name() << std::endl;  param.name("param");   param = .5;           param.range(0.0f, 1.0f);  freq.name("Worley frequency");  freq = 16.0;  freq.range(0.1f, 128.0f);  coeff.name("Worley coefficient");  coeff = ShConstAttrib4f(1.0, 0.0, 0.0, 0.0);  coeff.range(-3.0f, 3.0f);  exponent.name("specular exponent");  exponent = 35.0;      exponent.range(10.0f, 500.0f);  color1.name("color1");  color1.range(-2.0f, 2.0f);  color2.name("color2");  color2.range(-2.0f, 2.0f);  vsh = ShKernelLib::shVsh(Globals::mv, Globals::mvp, 1) << shExtract("lightPos") << Globals::lightPos;   ShConstColor3f lightColor(1.0f, 1.0f, 1.0f);  fsh = ShKernelSurface::phong<ShColor3f>() << shExtract("specExp") << exponent;  fsh = fsh << shExtract("irrad") << lightColor;  initfsh();  return true;}class GradientWorley: public WorleyShader {public:  GradientWorley(bool useTexture): WorleyShader("Gradients", useTexture) {}  void initfsh()  {    DefaultGenFactory<2, float> genFactory(useTexture);    DistSqGradientPropFactory<2, float> propFactory;     ShProgram worleysh = shWorley<4>(&genFactory, &propFactory);     worleysh = worleysh << (shMul<ShTexCoord2f>("texcoord", "freq", "texcoord") << fillcast<2>(freq));    ShAttrib1f SH_DECL(bumpScale) = ShConstAttrib1f(1.0f);    bumpScale.range(-10.0f, 10.0f);    color1 = ShColor3f(1.0, 0.0, 0.0);    color2 =  ShColor3f(0.0, 1.0, 0.0);    ShProgram color = SH_BEGIN_PROGRAM("gpu:fragment") {      ShInputAttrib4f result[3]; // result[0] holds distances, [1], [2] hold the gradient      ShInputPosition4f SH_DECL(posh);      ShOutputColor3f SH_NAMEDECL(resultColor, "result");              ShAttrib2f gradient;      gradient(0) = dot(result[1], coeff);      gradient(1) = dot(result[2], coeff);      resultColor = bumpScale * (color1 * gradient(0) + color2 * gradient(1));     } SH_END;    fsh = color << worleysh;    vsh = namedAlign(vsh, fsh);  }};class OrganicWorley: public WorleyShader {public:  OrganicWorley(bool useTexture): WorleyShader("Organic", useTexture) {}  void initfsh()  {    DefaultGenFactory<2, float> genFactory(useTexture);    DistSqGradientPropFactory<2, float> propFactory;     ShProgram worleysh = shWorley<4>(&genFactory, &propFactory);     worleysh = worleysh << (shMul<ShTexCoord2f>("texcoord", "freq", "texcoord") << fillcast<2>(freq));    ShAttrib1f SH_DECL(bumpScale) = ShConstAttrib1f(3.0f);    bumpScale.range(-10.0f, 10.0f);    color1 = ShColor3f(0.4, 0.0, 0.0);    color2 =  ShColor3f(0.2, 0.6, 0.2);    ShConstAttrib1f ZERO(0.0f);    ShConstAttrib1f ONE(1.0f);    // TODO when bump mapper kernel properly supports transformation btw    // coordinate spaces and handles all used auxillary vectors (hv, etc.)    // remove most of this code.    ShProgram colorAndBump = SH_BEGIN_PROGRAM() {      ShInputAttrib4f result[3]; // 0 holds distances, 1-2 hold gradient      ShInputVector3f SH_DECL(tangent) = normalize(tangent);      ShInputVector3f SH_DECL(tangent2) = normalize(tangent2);      ShInputVector3f SH_DECL(lightVec) = normalize(lightVec);      ShInOutNormal3f SH_DECL(normal) = normalize(normal);       ShOutputColor3f SH_DECL(kd);      ShOutputColor3f SH_DECL(ks);      ShOutputVector3f SH_DECL(halfVec);      ShAttrib1f dist = dot(coeff, result[0]);      ShAttrib2f grad;      grad(0) = dot(coeff, result[1]);      grad(1) = dot(coeff, result[2]);      kd = ks = lerp(clamp(dist, ZERO, ONE), color1, color2);      normal += bumpScale * (grad(0) * tangent + grad(1) * tangent2);      normal = normalize(normal);      halfVec = 0.5f * (normal + lightVec);     } SH_END;    fsh = namedConnect((colorAndBump << worleysh), fsh);    vsh = namedAlign(vsh, fsh);  }};class BlueOrbWorley: public WorleyShader {public:  BlueOrbWorley(bool useTexture): WorleyShader("BlueOrb", useTexture) {}  void initfsh()  {    DefaultGenFactory<2, float> genFactory(useTexture);    Dist_InfGradientPropFactory<2, float> propFactory;     Dist_1PropFactory<2, float> dist1Factory;    coeff = ShConstAttrib4f(-1.0f, 1.0f, 0.0f, 0.0f);    ShAttrib1f SH_DECL(frequency) = ShConstAttrib1f(16.0f);    frequency.range(0.0f, 256.0f);    ShProgram worleysh = shWorley<4>(&genFactory, &propFactory);     worleysh = worleysh << (shMul<ShTexCoord2f>("texcoord", "freq", "texcoord") << fillcast<2>(freq));    ShAttrib4f SH_DECL(innerCoeff) = coeff;     ShAttrib1f SH_DECL(innerFreq) = ShConstAttrib1f(32.0f);    innerFreq.range(0.0f, 256.0f);    ShProgram innersh = shWorley<4>(&genFactory, &dist1Factory);    innersh = innersh << (shMul<ShTexCoord2f>("texcoord", "freq", "texcoord") << fillcast<2>(innerFreq));    worleysh = namedCombine(worleysh, innersh);    ShAttrib1f SH_DECL(bumpScale) = ShConstAttrib1f(1.0f);    bumpScale.range(-10.0f, 10.0f);    ShColor3f SH_DECL(latticeColor) = ShColor3f(0.0f, 0.0f, 0.0f);    ShColor3f SH_DECL(latticeSpecular) = ShColor3f(0.5f, 0.1f, 0.1f);    color1 = ShColor3f(0.0f, 0.0f, 0.0f);    color2 = ShColor3f(0.25f, 0.25f, 1.0f);    ShColor3f SH_DECL(specular) = ShColor3f(0.3f, 0.3f, 0.3f);    ShAttrib1f SH_NAMEDECL(threshold, "Less Than Threshold") = ShConstAttrib1f(0.2f);    threshold.range(-1.0f, 1.0f);    ShAttrib1f SH_NAMEDECL(threshold2, "Greater Than Threshold") = ShConstAttrib1f(1.0f);    threshold2.range(-1.0f, 1.0f);    ShConstAttrib1f ZERO(0.0f);    ShConstAttrib1f ONE(1.0f);    ShProgram colorAndBump = SH_BEGIN_PROGRAM() {      ShInputAttrib4f result[3];      ShInputAttrib4f innerResult;      ShInputVector3f SH_DECL(tangent) = normalize(tangent);      ShInputVector3f SH_DECL(tangent2) = normalize(tangent2);      ShInputVector3f SH_DECL(lightVec) = normalize(lightVec);      ShInOutNormal3f SH_DECL(normal) = normalize(normal);       ShOutputColor3f SH_DECL(kd);      ShOutputColor3f SH_DECL(ks);      ShOutputVector3f SH_DECL(halfVec);      // determine if we're in one of the bumps in the outer lattice work      ShAttrib1f dist = coeff | result[0];      ShAttrib1f inBump = (dist < threshold) + (dist > threshold2);       // figure out inner colour and select kd/ks based on whether we're in the bumps       ShColor3f innerColor = lerp(innerCoeff | innerResult, color1, color2);      kd = lerp(inBump, latticeColor, innerColor);       ks = lerp(inBump, latticeSpecular, specular);      // do the bump mapping (TODO use bump function/nibble)      ShAttrib2f grad;      grad(0) = dot(coeff, result[1]);      grad(1) = dot(coeff, result[2]);      normal += inBump * bumpScale * (grad(0) * tangent + grad(1) * tangent2);      normal = normalize(normal);      halfVec = 0.5f * (normal + lightVec);     } SH_END;    fsh = namedConnect((colorAndBump << worleysh), fsh);    vsh = namedAlign(vsh, fsh);  }};class PolkaDotWorley: public WorleyShader {public:  PolkaDotWorley(bool useTexture): WorleyShader("Polka Dot", useTexture) {}  void initfsh()  {    ShProgram worleysh = shWorley<4, 2, float>(useTexture);    worleysh = worleysh << (shMul<ShTexCoord2f>("texcoord", "freq", "texcoord") << fillcast<2>(freq));    worleysh = (shDot<ShAttrib4f>() << coeff) << worleysh;    // make polkadots by clamping the scalar result from worley    ShProgram polkash = SH_BEGIN_PROGRAM() {      ShInOutAttrib1f SH_DECL(scalar) = clamp((scalar + param - 0.75f) * 30.0f, 0.0f, 1.0f);     } SH_END;    worleysh = polkash << worleysh;    color1 = ShColor3f(0.27, 0.35, 0.45);    color2 =  ShColor3f(1.0, 0.7, 0.0);    ShColor3f specularColor(0.5, 0.5, 0.5);    ShProgram colorsh = shLerp<ShColor3f, ShAttrib1f>("kd") << color1 << color2;  // kd is a lerp based on the worley scalar    colorsh = colorsh & ( keep<ShColor3f>("ks") << specularColor);     fsh = fsh << colorsh << worleysh;    vsh = namedAlign(vsh, fsh);  }};class LavaWorley: public WorleyShader {public:  LavaWorley(bool useTexture): WorleyShader("Lava", useTexture) {}  void initfsh()  {    coeff = ShConstAttrib4f(-1, 1.2, 0, 0);    ShAttrib4f SH_NAMEDECL(coeff2, "Worley coefficient 2") = ShConstAttrib4f(0, 1, 1, 0);    ShAttrib1f SH_NAMEDECL(freq2, "Worley frequency 2") = freq * 2.131313f;

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