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📄 paletteexample.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 <sstream>#include "Shader.hpp"#include "Globals.hpp"using namespace SH;using namespace ShUtil;class PaletteExample : public Shader {public:  PaletteExample();  ~PaletteExample();  bool init();  ShProgram vertex() { return vsh;}  ShProgram fragment() { return fsh;}  ShProgram vsh, fsh;  ShPalette<ShColor3f> colors;  static PaletteExample instance;};PaletteExample::PaletteExample()  : Shader("Palette Example"),    colors(5){  colors[0] = ShColor3f(1.0, 0.0, 0.0);  colors[1] = ShColor3f(0.0, 1.0, 0.0);  colors[2] = ShColor3f(0.0, 0.0, 1.0);  colors[3] = ShColor3f(1.0, 1.0, 0.0);  colors[4] = ShColor3f(0.0, 1.0, 1.0);  // name the colors  for (int i = 0; i < 5; i++) {    std::ostringstream os;    os << "color" << i;    colors[i].name(os.str());  }}PaletteExample::~PaletteExample(){}bool PaletteExample::init(){  ShAttrib1f SH_DECL(color_selector) = 0.0;  color_selector.range(0.0, 4.0);    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    ShOutputColor3f color;    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    color = colors[color_selector];  } SH_END;    fsh = SH_BEGIN_PROGRAM("gpu:fragment") {    ShInputNormal3f normal;    ShInputTexCoord2f tc; // ignore texcoords    ShInputVector3f light;    ShInputPosition4f posh;    ShInputColor3f color;    ShOutputColor3f result;        normal = normalize(normal);    light = normalize(light);    result = pos(normal | light) * color;  } SH_END;  return true;}PaletteExample PaletteExample::instance = PaletteExample();

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