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📄 phongshader.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 PhongShader : public Shader {public:  PhongShader();  ~PhongShader();  bool init();  ShProgram vertex() { return vsh;}  ShProgram fragment() { return fsh;}  ShProgram vsh, fsh;};PhongShader::PhongShader()  : Shader("Basic Lighting Models: Phong: Algebra"){}PhongShader::~PhongShader(){}bool PhongShader::init(){  vsh = ShKernelLib::shVsh( Globals::mv, Globals::mvp );  vsh = vsh << shExtract("lightPos") << Globals::lightPos;   vsh = shSwizzle("normal","halfVec", "lightVec", "posh", "texcoord") << vsh;  ShColor3f SH_DECL(specular) = ShColor3f(0.5, 1.0, 1.0);  ShColor3f SH_DECL(diffuse) = ShColor3f(1.0, 0.0, 0.0);  ShAttrib1f SH_DECL(exponent) = ShAttrib1f(35.0);  exponent.range(5.0f, 500.0f);  ShImage image;  load_PNG(image, normalize_path(SHMEDIA_DIR "/textures/rustkd.png"));  ShTable2D<ShColor3fub> difftex(image.width(), image.height());  difftex.memory(image.memory());  load_PNG(image, normalize_path(SHMEDIA_DIR "/textures/rustks.png"));  ShTable2D<ShColor3fub> spectex(image.width(), image.height());  spectex.memory(image.memory());    ShConstColor3f lightColor(1.0f, 1.0f, 1.0f);  fsh = ShKernelSurface::phong<ShColor3f>();  fsh = fsh << namedCombine(shAccess(difftex), shAccess(spectex));  fsh = fsh << shExtract("specExp") << exponent;  fsh = fsh << shExtract("irrad") << lightColor;  return true;}PhongShader the_phong_shader;

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