⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 noiseshader.cpp

📁 shrike is a utility application that acts as a testbed for shaders written in Sh
💻 CPP
字号:
// 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 NoiseShader : public Shader {public:  NoiseShader(std::string name, bool tex)    : Shader(name + (tex ? " (Texture Hash)" : " (Procedural Hash)")), useTexture(tex) {}  virtual ~NoiseShader() {}  ShProgram vertex() { return vsh;}  ShProgram fragment() { return fsh;}  // sets default vertex shader, phong fsh   bool init();   // connects a banding function and noise function to the phong fragment shader   virtual void initfsh() = 0;  ShProgram vsh, fsh;   // uniforms used by subclasses  ShAttrib3f bandFreq; // frequency of teh bands  ShAttrib3f noiseFreq; // frequency of the noise  ShAttrib1f noiseScale; // scaling on the noise  ShAttrib1f exponent; // specular specExp  ShMatrix4x4f bandTrans; // band transformation matrix  bool useTexture;};bool NoiseShader::init() {  std::cerr << "Initializing " << name() << std::endl;  bandFreq.name("Band Frequency");  bandFreq = ShConstAttrib3f(4.0f, 4.0f, 4.0f);  bandFreq.range(0.02f, 20.0f);  noiseFreq.name("Noise Frequency");  noiseFreq = ShConstAttrib3f(4.0f, 4.0f, 4.0f);  noiseFreq.range(0.02f, 20.0f);  noiseScale.name("Noise Scale");  noiseScale = 0.1f;  noiseScale.range(0.01f, 10.0f);  exponent.name("Specular Exponent");  exponent = 48.0f;  exponent.range(1.0f, 256.0f);  vsh = ShKernelLib::shVsh(Globals::mv, Globals::mvp) << shExtract("lightPos") << Globals::lightPos;   vsh = shSwizzle("normal", "halfVec", "lightVec", "posh") << vsh;  vsh = namedCombine(shTransform<ShPoint3f>(bandTrans, "posm") << shCast<ShPosition4f, ShPoint3f>("posm"), vsh);  fsh = ShKernelSurface::phong<ShColor3f>();   fsh = fsh << shExtract("irrad") << ShConstAttrib3f(1.0f, 1.0f, 1.0f);  initfsh();  return true;}class SimpleWoodNoise: public NoiseShader {public:  SimpleWoodNoise(bool useTexture): NoiseShader("Noise: Simple Wood", useTexture) {}  void initfsh() {    ShColor3f SH_NAMEDECL(diffuseIn, "kd in band") = ShConstAttrib3f(0.35f, 0.177f, 0.07f);    ShColor3f SH_NAMEDECL(diffuseOut, "kd out of band") = ShConstAttrib3f(0.8f, 0.3f, 0.1f);    ShColor3f SH_NAMEDECL(specularIn, "ks in band") = ShConstAttrib3f(0.3f, 0.3f, 0.3f);    ShColor3f SH_NAMEDECL(specularOut, "ks out of band") = ShConstAttrib3f(1.0f, 1.0f, 1.0f);    ShProgram bander = SH_BEGIN_PROGRAM() {      ShInputPoint3f SH_DECL(posm);      posm *= bandFreq;      ShAttrib1f inband = sqrt(posm(0,1) | posm(0,1)); // concentric rings      ShAttrib1f noise = noiseScale * sperlin<1>(posm * noiseFreq, useTexture);      inband = frac(inband + noise); // add noise      ShOutputColor3f SH_DECL(kd) = lerp(inband, diffuseIn, diffuseOut);      ShOutputColor3f SH_DECL(ks) = lerp(inband, specularIn, specularOut);      ShOutputAttrib1f SH_DECL(specExp) = exponent;    } SH_END_PROGRAM;    fsh = fsh << bander;  }};class ComplexWoodNoise: public NoiseShader {public:  ComplexWoodNoise(bool useTexture): NoiseShader("Noise: Complex Wood", useTexture) {}  void initfsh() {    ShColor3f SH_NAMEDECL(diffuseIn, "kd in band") = ShConstAttrib3f(0.35f, 0.177f, 0.07f);    ShColor3f SH_NAMEDECL(diffuseOut, "kd out of band") = ShConstAttrib3f(0.8f, 0.3f, 0.1f);    ShColor3f SH_NAMEDECL(specularIn, "ks in band") = ShConstAttrib3f(0.3f, 0.3f, 0.3f);    ShColor3f SH_NAMEDECL(specularOut, "ks out of band") = ShConstAttrib3f(1.0f, 1.0f, 1.0f);    ShAttrib3f SH_NAMEDECL(turbAmp, "Noise Octave Amplitudes") = ShConstAttrib3f(0.5f, 0.25f, 0.125f);    turbAmp.range(0.0f, 1.0f);    ShAttrib1f SH_NAMEDECL(spaceNoiseFreq, "Band Spacing Noise Freq") = ShConstAttrib1f(4.0f);    spaceNoiseFreq.range(0.02f, 20.0f);    ShAttrib1f SH_NAMEDECL(spaceNoiseScale, "Band Spacing Noise Scale") = 0.15f;    spaceNoiseScale.range(0.1f, 1.0f);    ShProgram bander = SH_BEGIN_PROGRAM() {      ShInputPoint3f SH_DECL(posm);      posm *= bandFreq;      ShAttrib1f inband = sqrt(posm(0,1) | posm(0,1)); // concentric rings      ShAttrib1f spacenoise = spaceNoiseScale * sperlin<1>(inband * spaceNoiseFreq, useTexture);        ShAttrib1f noise = noiseScale * sturbulence<1>(posm * noiseFreq, turbAmp, useTexture);      inband = frac(inband + noise + spacenoise); // add noise      ShOutputColor3f SH_DECL(kd) = lerp(inband, diffuseIn, diffuseOut);      ShOutputColor3f SH_DECL(ks) = lerp(inband, specularIn, specularOut);      ShOutputAttrib1f SH_DECL(specExp) = exponent;    } SH_END_PROGRAM;    fsh = fsh << bander;  }};class MarbleNoise: public NoiseShader {public:  MarbleNoise(bool useTexture): NoiseShader("Noise: Marble", useTexture) {}  void initfsh() {    noiseScale = 1.0f;    ShColor3f SH_NAMEDECL(outColor, "Color out of band") = ShConstAttrib3f(1.0f, 0.9f, 1.0f);    ShColor3f SH_NAMEDECL(color1, "Color in band1") = ShConstAttrib3f(0.2f, 0.1f, 0.0f);    ShColor3f SH_NAMEDECL(color2, "Color in band2") = ShConstAttrib3f(0.3f, 0.4f, 0.9f);    ShAttrib2f SH_NAMEDECL(bandrange, "Band Rnage") = ShConstAttrib2f(0.3f, 0.4f);     ShAttrib1f SH_NAMEDECL(width1, "Width of band1" ) = ShConstAttrib1f(0.3f);    ShAttrib1f SH_NAMEDECL(width2, "Width of band2" ) = ShConstAttrib1f(0.2f);    ShColor3f SH_NAMEDECL(specular, "specular") = ShConstAttrib3f(0.5f, 0.5f, 0.5f);    ShAttrib2f SH_NAMEDECL(octaveAmps, "Noise Octave Amplitudes") = ShConstAttrib2f(0.5f, 0.25f);    ShProgram bander = SH_BEGIN_PROGRAM() {      ShInputPoint3f SH_DECL(posm);      posm *= bandFreq;      ShAttrib1f inband = posm(0);       ShAttrib1f noise = noiseScale * sturbulence<1>(posm * noiseFreq, octaveAmps, useTexture);      inband = frac(inband + noise); // add noise      ShColor3f bandColor = lerp(smoothstep(bandrange(0), bandrange(1), inband), color1, color2);      inband = smoothstep(bandrange(0) - width1, bandrange(0), inband) -       smoothstep(bandrange(1), bandrange(1) + width2, inband);      ShOutputColor3f SH_DECL(kd) = lerp(inband, bandColor, outColor);       ShOutputColor3f SH_DECL(ks) = specular;       ShOutputAttrib1f SH_DECL(specExp) = exponent;    } SH_END_PROGRAM;    fsh = fsh << bander;  }};SimpleWoodNoise simple_wood_noise(true);ComplexWoodNoise complex_wood_noise(true);MarbleNoise marble_noise(true);

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -