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📄 banks.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 <cmath>#include "Shader.hpp"#include "Globals.hpp"using namespace SH;using namespace ShUtil;#include "util.hpp"class Banks : public Shader {public:  Banks();  ~Banks();  bool init();  ShProgram vertex() { return vsh;}  ShProgram fragment() { return fsh;}  ShProgram vsh, fsh;  static Banks instance;};Banks::Banks()  : Shader("Basic Lighting Models: Banks"){}Banks::~Banks(){}bool Banks::init(){  vsh = SH_BEGIN_PROGRAM("gpu:vertex") {    ShInputPosition4f ipos;    ShInputNormal3f inorm;    ShInputVector3f tangent;        ShOutputPosition4f opos; // Position in NDC    ShOutputNormal3f onorm;    ShInOutTexCoord2f tc; // pass through tex coords    ShOutputVector3f tangentv; // tangent to the surface    ShOutputVector3f lightv; // direction to light    ShOutputVector3f eyev; // direction to the eye    ShOutputVector3f halfv; // half vector    opos = Globals::mvp | ipos; // Compute NDC position    onorm = Globals::mv | inorm; // Compute view-space normal     tangentv = Globals::mv | tangent;        ShPoint3f posv = (Globals::mv | ipos)(0,1,2); // Compute view-space position    lightv = normalize(Globals::lightPos - posv); // Compute light direction    //lightv = (mToTangent | lightv);    ShPoint3f viewv = -normalize(posv); // view vector    eyev = normalize(viewv - posv);    //eyev = (mToTangent | viewv); // Compute eye direction    halfv = normalize(viewv + lightv); // Compute half vector      } SH_END;    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);  ShAttrib1f SH_DECL(compensation) = ShAttrib1f(1.2);  compensation.range(1.0f, 10.0f); // to combat the "excess brightness"  ShAttrib1f tangent_modif = ShAttrib1f(0.0);  tangent_modif.name("tangent rotation");  tangent_modif.range(0.0f, 1.0f); // to change the tangent        fsh = SH_BEGIN_PROGRAM("gpu:fragment") {    ShInputNormal3f normal;    ShInputTexCoord2f tc; // ignore texcoords    ShInputVector3f tangent;    ShInputVector3f light;    ShInputVector3f eye;    ShInputVector3f half;    ShInputPosition4f posh;    ShOutputColor3f result;        normal = normalize(normal);    // to rotate the tangent, a orthogonal vector is computed, then added to the tangent    tangent = (1.0-tangent_modif) * tangent + tangent_modif * cross(tangent, normal);    tangent = normalize(tangent);    light = normalize(light);    eye = normalize(eye);    half = normalize(half);    ShAttrib1f irrad = pos(normal | light);    ShAttrib1f lightDotTan = light | tangent;    ShAttrib1f brightcomp = sqrt(1.0 - lightDotTan*lightDotTan);    ShAttrib1f viewDotTan = eye | tangent;    result = diffuse * irrad * pow(brightcomp, compensation) +             specular * pow(pos(brightcomp * sqrt(1.0 - viewDotTan*viewDotTan) - lightDotTan*viewDotTan), exponent);    result = result * (normal | light);      } SH_END;  return true;}Banks Banks::instance = Banks();

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