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📄 shinybumpmapshader.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 ShinyBumpMapShader : public Shader {public:  ShProgram vsh, fsh;  ShinyBumpMapShader();  ~ShinyBumpMapShader();  bool init();  ShProgram vertex() { return vsh;}  ShProgram fragment() { return fsh;}};ShinyBumpMapShader::ShinyBumpMapShader()  : Shader("Bump and Frame Mapping: Shiny Bump Mapping"){}ShinyBumpMapShader::~ShinyBumpMapShader(){}bool ShinyBumpMapShader::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;    ShInputVector3f itan;        ShOutputPosition4f opos; // Position in NDC    ShInOutTexCoord2f tc;    // texture coordinates    ShOutputNormal3f onorm; // view-space normal    ShOutputVector3f otan; // view-space tangent    ShOutputVector3f viewv;  // view vector    opos = Globals::mvp | ipos; // Compute NDC position    onorm = Globals::mv | inorm; // Compute view-space normal    otan = Globals::mv | itan; // Compute view-space tangent    ShPoint3f posv = (Globals::mv | ipos)(0,1,2); // Compute view-space position    viewv = -ShVector3f(posv); // Compute view vector  } SH_END;  ShImage image;  load_PNG(image, normalize_path(SHMEDIA_DIR "/bumpmaps/bumps_normals.png"));  ShTable2D<ShVector3fub> bump(image.width(),image.height());  bump.memory(image.memory());  ShAttrib3f SH_DECL(scale) = ShAttrib3f(2.0,2.0,1.0);  scale.range(0.0f,10.0f);    fsh = SH_BEGIN_PROGRAM("gpu:fragment") {    ShInputPosition4f posh;    ShInputTexCoord2f u;    ShInputNormal3f n;    ShInputVector3f t;    ShInputVector3f v;    ShOutputColor3f result;        ShVector3f s = cross(t,n);    t = normalize(t);    s = normalize(s);    n = normalize(n);    ShVector3f b = bump(u) - ShAttrib3f(0.5,0.5,0.0);    b *= scale;    ShVector3f bn = t * b(0) + s * b(1) + n * b(2);    ShVector3f r = reflect(v,bn); // Compute reflection vector    // actually do reflection lookup in model space    r = Globals::mv_inverse | r;    result = cubemap(r)(0,1,2);   } SH_END;  return true;}ShinyBumpMapShader the_shinybumpmap_shader;

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