📄 simplediffuse.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 SimpleDiffuse : public Shader {public: SimpleDiffuse(); ~SimpleDiffuse(); bool init(); ShProgram vertex() { return vsh;} ShProgram fragment() { return fsh;} ShProgram vsh, fsh; static SimpleDiffuse instance;};SimpleDiffuse::SimpleDiffuse() : Shader("Basic Lighting Models: Diffuse: Simple"){}SimpleDiffuse::~SimpleDiffuse(){}bool SimpleDiffuse::init(){ vsh = SH_BEGIN_PROGRAM("gpu:vertex") { ShInputPosition4f ipos; ShInputNormal3f inorm; ShOutputPosition4f opos; // Position in NDC ShOutputNormal3f onorm; ShInOutTexCoord2f tc; // pass through tex coords ShOutputVector3f lightv; // direction to light opos = Globals::mvp | ipos; // Compute NDC position onorm = Globals::mv | inorm; // Compute view-space normal ShPoint3f posv = (Globals::mv | ipos)(0,1,2); // Compute view-space position lightv = normalize(Globals::lightPos - posv); // Compute light direction } SH_END; ShColor3f SH_DECL(color) = ShColor3f(.2, 0.5, 0.9); fsh = SH_BEGIN_PROGRAM("gpu:fragment") { ShInputNormal3f normal; ShInputTexCoord2f tc; // ignore texcoords ShInputVector3f light; ShInputPosition4f posh; ShOutputColor3f result; normal = normalize(normal); light = normalize(light); result = pos(normal | light) * color; } SH_END; return true;}SimpleDiffuse SimpleDiffuse::instance = SimpleDiffuse();
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