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📄 luciteshader.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 "Shader.hpp"#include "Globals.hpp"using namespace SH;using namespace ShUtil;#include "util.hpp"class LuciteShader : public Shader {public:  ShProgram vsh, fsh;  LuciteShader();  ~LuciteShader();  bool init();  ShProgram vertex() { return vsh;}  ShProgram fragment() { return fsh;}};LuciteShader::LuciteShader()  : Shader("Refraction: Lucite"){}LuciteShader::~LuciteShader(){}bool LuciteShader::init(){  std::cerr << "Initializing " << name() << std::endl;  std::string imageNames[6] = {"left", "right", "top", "bottom", "back", "front"};  ShImage test_image;  load_PNG(test_image, normalize_path(std::string(SHMEDIA_DIR "/envmaps/aniroom/") + imageNames[0] + ".png"));  ShTableCube<ShColor4fub> SH_DECL(cubemap) =    ShTableCube<ShColor4fub>(test_image.width(), test_image.height());  {    for (int i = 0; i < 6; i++) {      ShImage image;      load_PNG(image, normalize_path(std::string(SHMEDIA_DIR "/envmaps/aniroom/") + imageNames[i] + ".png"));      cubemap.memory(image.memory(), static_cast<ShCubeDirection>(i));    }  }  ShAttrib3f SH_DECL(eta) = ShAttrib3f(1.32f,1.3f,1.28f);  eta.title("relative indices of refraction");  eta.description("relative indices of refraction for each color component to model dispersion");  eta.range(0.0f,2.0f);  vsh = SH_BEGIN_PROGRAM("gpu:vertex") {    ShInputPosition4f SH_DECL(ipos);    ShInputNormal3f SH_DECL(inorm);        ShOutputPosition4f SH_DECL(opos);    // Position in NDC    ShOutputNormal3f SH_DECL(onorm);     // view-space normal    ShOutputVector3f SH_DECL(reflv);     // reflection vector    ShOutputVector3f refrv[3];  // refraction vectors (per RGB channel)    refrv[0].name("refrv[0]");  // should be nicer way to name these    refrv[1].name("refrv[1]");    refrv[2].name("refrv[2]");    ShOutputAttrib3f SH_DECL(fres);      // fresnel terms (per RGB channel)    opos = Globals::mvp | ipos; // Compute NDC position    onorm = Globals::mv | inorm; // Compute view-space normal    onorm = normalize(onorm);    ShPoint3f SH_DECL(posv) = (Globals::mv | ipos)(0,1,2); // Compute view-space position    ShPoint3f SH_DECL(viewv) = -normalize(posv); // Compute view vector    reflv = reflect(viewv,onorm); // Compute reflection vector    // actually do reflection lookup in model space    reflv = Globals::mv_inverse | reflv;    for (int i=0; i<3; i++) {    	refrv[i] = refract(-viewv,onorm,1.0/eta[i]); // Compute refraction vectors        // actually do refraction lookup in model space        refrv[i] = Globals::mv_inverse | refrv[i];        fres[i] = fresnel(viewv,onorm,eta[i]); // Compute fresnel term    }  } SH_END;  vsh.name("LuciteShader::vsh");    fsh = SH_BEGIN_PROGRAM("gpu:fragment") {    ShInputPosition4f SH_DECL(posh);    ShInputNormal3f SH_DECL(n);  // normal    ShInputVector3f SH_DECL(reflv);     // reflection vector    ShInputVector3f refrv[3];     // refraction vectors (per RGB channel)    refrv[0].name("refrv[0]");  // should be nicer way to name these    refrv[1].name("refrv[1]");    refrv[2].name("refrv[2]");    ShInputAttrib3f SH_DECL(fres);         // fresnel terms (per RGB channel)    ShOutputColor3f SH_DECL(result);        result = fres*cubemap(reflv)(0,1,2);    for (int i=0; i<3; i++) {        result[i] += (1.0f-fres[i])*cubemap(refrv[i])(i);     }  } SH_END;  fsh.name("LuciteShader::fsh");  return true;}LuciteShader the_lucite_shader;

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