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📄 bumpmapshader.cpp

📁 shrike is a utility application that acts as a testbed for shaders written in Sh
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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;#include "util.hpp"class BumpMapShader : public Shader {public:  BumpMapShader();  ~BumpMapShader();      bool init();      ShProgram vertex() { return vsh; }  ShProgram fragment() { return fsh; }public:  ShProgram vsh;  ShProgram fsh;  static BumpMapShader instance;};BumpMapShader::BumpMapShader() :  Shader("Bump and Frame Mapping: Diffuse Bump Mapping"){}BumpMapShader::~BumpMapShader(){}bool BumpMapShader::init(){  std::cerr << "Initializing " << name() << std::endl;  // stock vertex shader, feed in global light, swizzle  // out texcoord for bumpmap, normal/tanget to build  // local frame and lightVec for diffuse lighting  vsh = ShKernelLib::shVsh(Globals::mv, Globals::mvp, 1, 1);  vsh = vsh << shExtract("lightPos") << Globals::lightPos;  vsh = (shSwizzle("texcoord", "normal", "tangent", "lightVec", "posh") << vsh);  ShImage image;  load_PNG(image, normalize_path(SHMEDIA_DIR "/bumpmaps/bumps_normals.png"));  ShTable2D<ShVector3fub> bump(image.width(),image.height());  bump.memory(image.memory());  ShAttrib1f SH_DECL(scale) = ShAttrib1f(1.0);  scale.range(0.0f, 10.0f);  ShColor3f SH_DECL(diffuse) = ShColor3f(0.5, 0.5, 0.5);  fsh = SH_BEGIN_PROGRAM("gpu:fragment") {    ShInputPosition4f iposh;    ShInputTexCoord2f itex;    ShInputNormal3f inrm;    ShInputVector3f itan;    ShInputVector3f ilv;    ShOutputColor3f result;        // generate bi-tangent and normalize local frame    ShVector3f btan = cross(itan, inrm);    itan = normalize(itan);    btan = normalize(btan);    inrm = normalize(inrm);    // lookup perturbed normal, scale [0,1] -> [-1, 1],    // apply scale factor, renormalize and tranformat    ShVector3f nrm = 2.0f*bump(itex) - 1.0f;    nrm(2) = scale*nrm(2);    nrm = normalize(nrm);    nrm = itan*nrm(0) + btan*nrm(1) + inrm*nrm(2);    // perform standard diffuse lighting    result = diffuse*dot(nrm, ilv);  } SH_END;  return true;}BumpMapShader BumpMapShader::instance = BumpMapShader();

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