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📄 ashikhmin.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;class Ashikhmin : public Shader {public:  Ashikhmin();  ~Ashikhmin();  bool init();  ShProgram vertex() { return vsh;}  ShProgram fragment() { return fsh;}  ShProgram vsh, fsh;};Ashikhmin::Ashikhmin()  : Shader("Basic Lighting Models: Ashikhmin"){}Ashikhmin::~Ashikhmin(){}template<int N>ShGeneric<N, float> pow5(const ShGeneric<N, float>& f){  ShAttrib<N, SH_TEMP, float> t =  f * f;  return t * t * f;}ShColor3f schlick(ShColor3f refl, ShAttrib1f kh){  return refl + (ShColor3f(1.0, 1.0, 1.0) - refl)*pow5(1.0f - kh);}ShColor3f ashikhmin_specular(ShAttrib1f nu, ShAttrib1f nv,                             ShNormal3f n, ShVector3f h,                             ShVector3f light, ShVector3f viewer,                             ShVector3f u, ShVector3f v,                             ShColor3f refl){  ShVector3f k = viewer; // either light or viewer works here#define CLAMP(x) max(x, 0.01)    ShAttrib1f hn = CLAMP(h|n);  ShAttrib1f kn = CLAMP(k|n);  ShAttrib1f ln = CLAMP(light|n);  ShAttrib1f vn = CLAMP(viewer|n);  ShAttrib1f kh = CLAMP(k|h);  ShAttrib1f hu = (h|u);  ShAttrib1f hv = (h|v);    ShAttrib1f scale = sqrt((nu + 1.0f) * (nv + 1.0f))/(8.0*M_PI);  ShAttrib1f exponent = (nu*hu*hu + nv*hv*hv)/(1.0f - hn*hn);  ShAttrib1f geom = pow(hn, exponent)/(kn*SH::max(ln, vn));  return scale * geom * schlick(refl, kh);}ShColor3f ashikhmin_diffuse(ShNormal3f normal,                            ShVector3f light, ShVector3f viewer,                            ShColor3f spec, ShColor3f diffuse){  ShColor3f scale = (28.0/(23.0*M_PI))*diffuse*(ShColor3f(1.0, 1.0, 1.0) - spec);  ShAttrib1f v = 1.0f - pow5(1.0f - max(normal|light, 0.0)/2.0f);  ShAttrib1f l = 1.0f - pow5(1.0f - max(normal|viewer, 0.0)/2.0f);  return scale * v * l;}ShColor3f ashikhmin(ShAttrib1f nu, ShAttrib1f nv,                    ShNormal3f n, ShVector3f h,                    ShVector3f light, ShVector3f viewer,                    ShVector3f u, ShVector3f v,                    ShColor3f spec, ShColor3f diffuse){  return ashikhmin_specular(nu, nv, n, h, light, viewer, u, v, spec)    + ashikhmin_diffuse(n, light, viewer, spec, diffuse);}bool Ashikhmin::init(){  vsh = ShKernelLib::shVsh( Globals::mv, Globals::mvp );  vsh = vsh << shExtract("lightPos") << Globals::lightPos;  ShProgram keeper = SH_BEGIN_PROGRAM() {    ShInputVector3f itan;    ShOutputVector3f otan = Globals::mv | itan;  } SH_END_PROGRAM;  vsh = (shSwizzle("normal", "viewVec", "halfVec", "lightVec", "posh") << vsh) & keeper;  ShColor3f SH_DECL(diffuse) = ShColor3f(0.0, 1.0, 0.5);  ShColor3f SH_DECL(specular) = ShColor3f(1.0, .5, 0.8)/20.0f;  ShColor3f SH_DECL(ambient) = ShColor3f(0.0, 0.1, 0.05);  ShAttrib1f SH_DECL(nu) = 1000.0f;  ShAttrib1f SH_DECL(nv) = 10.0f;  specular.range(0.0f, 0.05f);  nu.range(10.0f, 10000.0f);  nv.range(10.0f, 10000.0f);    fsh = SH_BEGIN_FRAGMENT_PROGRAM {    ShInputNormal3f normal;    ShInputVector3f viewvec;    ShInputVector3f halfvec;    ShInputVector3f lightvec;    ShInputVector3f tan1;    ShInputPosition3f pos;    ShOutputColor3f color;    tan1 = normalize(tan1);    normal = normalize(normal);    ShVector3f tan2 = cross(normal, tan1);    color = ashikhmin(nu, nv, normalize(normal), normalize(halfvec), normalize(lightvec),                      normalize(viewvec), tan1, tan2, specular, diffuse) + ambient;  } SH_END_PROGRAM;      return true;}Ashikhmin ash;

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