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C++ FragmentShader::Compile方法代码示例

本文整理汇总了C++中FragmentShader::Compile方法的典型用法代码示例。如果您正苦于以下问题:C++ FragmentShader::Compile方法的具体用法?C++ FragmentShader::Compile怎么用?C++ FragmentShader::Compile使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在FragmentShader的用法示例。


在下文中一共展示了FragmentShader::Compile方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: make_fs

	// makes a fragment shader from the prologe, custom part and epilogue
	static FragmentShader make_fs(StrCRef color_fs)
	{
		FragmentShader shader;
		StrCRef source[3] = {fs_prologue(), color_fs, fs_epilogue()};
		shader.Source(source);
		shader.Compile();
		return shader;
	}
开发者ID:xubingyue,项目名称:oglplus,代码行数:9,代码来源:019_helium.cpp

示例2: make_prog

	static Program make_prog(void)
	{
		VertexShader vs;
		vs.Source(
			"#version 130\n"
			"uniform mat4 ProjectionMatrix, ModelMatrix, CameraMatrix;"
			"uniform vec4 ClipPlane;"
			"attribute vec4 Position;"
			"attribute vec2 TexCoord;"
			"varying vec2 vertTexCoord;"
			"void main(void)"
			"{"
			"	vertTexCoord = TexCoord;"
			"	gl_Position = "
			"		ModelMatrix *"
			"		Position;"
			"	gl_ClipDistance[0] = dot(ClipPlane, gl_Position);"
			"	gl_Position = "
			"		ProjectionMatrix *"
			"		CameraMatrix *"
			"		gl_Position;"
			"}"
		);
		vs.Compile();

		FragmentShader fs;
		fs.Source(
			"#version 130\n"
			"varying vec2 vertTexCoord;"
			"void main(void)"
			"{"
			"	float i = ("
			"		int(vertTexCoord.x*36) % 2+"
			"		int(vertTexCoord.y*24) % 2"
			"	) % 2;"
			"	if(gl_FrontFacing)"
			"	{"
			"		gl_FragColor = vec4(1-i/2, 1-i/2, 1-i/2, 1.0);"
			"	}"
			"	else"
			"	{"
			"		gl_FragColor = vec4(0+i/2, 0+i/2, 0+i/2, 1.0);"
			"	}"
			"}"
		);
		fs.Compile();

		Program prog;
		prog.AttachShader(vs);
		prog.AttachShader(fs);
		prog.Link();
		prog.Use();

		return prog;
	}
开发者ID:AdamSimpson,项目名称:oglplus,代码行数:55,代码来源:017_clipped_torus.cpp

示例3: make_prog

	static Program make_prog(void)
	{
		VertexShader vs;
		vs.Source(
			"#version 330\n"
			"in vec4 Position;"
			"in vec3 Normal;"
			"out vec3 vertColor;"
			"out vec3 vertNormal;"
			"out vec3 vertLight;"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"uniform vec3 LightPos;"
			"void main(void)"
			"{"
			"	gl_Position = ModelMatrix * Position;"
			"	vertColor = abs(normalize(Normal+vec3(1, 1, 1)));"
			"	vertNormal = mat3(ModelMatrix)*Normal;"
			"	vertLight = LightPos - gl_Position.xyz;"
			"	gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;"
			"}"
		);
		vs.Compile();

		FragmentShader fs;
		fs.Source(
			"#version 330\n"
			"in vec3 vertColor;"
			"in vec3 vertNormal;"
			"in vec3 vertLight;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float l = dot(vertLight, vertLight);"
			"	float d = l > 0.0 ? dot(vertNormal, normalize(vertLight)) / l : 0.0;"
			"	float i = 0.2 + max(d*3.2, 0.0);"
			"	fragColor = vec4(vertColor*i, 1.0);"
			"}"
		);
		fs.Compile();

		Program prog;
		prog.AttachShader(vs);
		prog.AttachShader(fs);
		prog.Link();

		return prog;
	}
开发者ID:Extrunder,项目名称:oglplus,代码行数:47,代码来源:023_reflected_cube.cpp

示例4: make_face_prog

	static Program make_face_prog(void)
	{
		FragmentShader fs;
		fs.Source(
			"#version 330\n"
			"in vec3 geomNormal;"
			"in vec3 geomLight;"
			"in float geomGlow;"
			"flat in int geomTop;"
			"uniform vec3 TopColor, SideColor;"
			"const vec3 LightColor = vec3(1.0, 1.0, 1.0);"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float d = max(dot("
			"		normalize(geomLight),"
			"		normalize(geomNormal)"
			"	), 0.0);"
			"	vec3 color;"
			"	if(geomTop != 0)"
			"	{"
			"		color = TopColor * d +"
			"			LightColor * pow(d, 8.0);"
			"	}"
			"	else"
			"	{"
			"		color = SideColor * geomGlow +"
			"			LightColor *"
			"			pow(d, 2.0) * 0.2;"
			"	}"
			"	fragColor = vec4(color, 1.0);"
			"}"
		);
		fs.Compile();

		Program prog;
		prog.AttachShader(fs);
		prog.MakeSeparable();
		prog.Link();

		ProgramUniform<Vec3f>(prog, "TopColor").Set(0.2f, 0.2f, 0.2f);
		ProgramUniform<Vec3f>(prog, "SideColor").Set(0.9f, 0.9f, 0.2f);

		return prog;
	}
开发者ID:Extrunder,项目名称:oglplus,代码行数:45,代码来源:024_extruded_torus.cpp

示例5: CreateGPUProgram

//-----------------------------------------------------------------------------------------------------------------------------------------------------
Ptr<GPUProgram> Context::CreateGPUProgram( LPCTSTR VertexShaderSource, LPCTSTR FragmentShaderSource )
{
	VertexShader* pVertexShader = 0;
	FragmentShader* pFragmentShader = 0;

	if (VertexShaderSource)
	{
		pVertexShader = new VertexShader(this);
		pVertexShader->Compile(VertexShaderSource);
	}

	if (FragmentShaderSource)
	{
		pFragmentShader = new FragmentShader(this);
		pFragmentShader->Compile(FragmentShaderSource);
	}

	return CreateGPUProgram( pVertexShader, pFragmentShader );
}
开发者ID:anareboucas,项目名称:nanook,代码行数:20,代码来源:Context.cpp

示例6: make_frame_prog

	static Program make_frame_prog(void)
	{
		FragmentShader fs;
		fs.Source(
			"#version 330\n"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	fragColor = vec4(0.2, 0.1, 0.0, 1.0);"
			"}"
		);
		fs.Compile();

		Program prog;
		prog.AttachShader(fs);
		prog.MakeSeparable();
		prog.Link();

		return prog;
	}
开发者ID:Extrunder,项目名称:oglplus,代码行数:20,代码来源:024_extruded_torus.cpp

示例7: Load

bool ShaderLoader::Load(ShaderResource** resource, Handle handle, const std::string& filename1, const std::string& filename2)
{
	*resource = new ShaderResource(handle, filename1);
	Program* shader = new Program();
	(*resource)->mRaw = shader;

	VertexShader vs;
	vs.Source(readFile(filename1));
	vs.Compile();

	FragmentShader fs;
	fs.Source(readFile(filename2));
	fs.Compile();

	shader->AttachShader(vs).AttachShader(fs);
	shader->BindAttribute(VertexAttributes::POSITION, "in_Position");
	shader->BindAttribute(VertexAttributes::NORMAL, "in_Normal");
	shader->BindAttribute(VertexAttributes::TANGENT, "in_Tangent");
	shader->BindAttribute(VertexAttributes::TEXCOORD, "in_TexCoords");
	shader->Link();

	return true;
}
开发者ID:shadept,项目名称:AVT,代码行数:23,代码来源:Shader.cpp

示例8: defS

	Program * ProgramFromShaderMap(const map<string, string> &mapShdString, const string &root) {
		VertexShader vs;
		FragmentShader fs;
		Program *prog = new Program();

		string defS("#version 420\n");
		defS.append("#define MAX_BONES ");      defS.append(ConvertIntString(G_MAX_BONES_UNIFORM));     defS.append("\n");
		defS.append("#define MAX_BONES_INFL "); defS.append(ConvertIntString(G_MAX_BONES_INFLUENCING)); defS.append("\n");

		string vsSrc(defS);
		vsSrc.append(mapShdString.at(string("vs").append(root)));
		string fsSrc(defS);
		fsSrc.append(mapShdString.at(string("fs").append(root)));

		vs.Source(vsSrc);
		fs.Source(fsSrc);
		vs.Compile();
		fs.Compile();
		prog->AttachShader(vs);
		prog->AttachShader(fs);
		prog->Link();

		return prog;
	}
开发者ID:nOOb3167,项目名称:BlendUtil,代码行数:24,代码来源:Main.cpp

示例9: attr

	TessellationExample(void)
	 : shape_instr(make_shape.Instructions())
	 , shape_indices(make_shape.Indices())
	 , tess_level(prog, "TessLevel")
	 , viewport_dimensions(prog, "ViewportDimensions")
	 , projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	 , model_matrix(prog, "ModelMatrix")
	{
		vs.Source(
			"#version 330\n"

			"in vec4 Position;"

			"void main(void)"
			"{"
			"	gl_Position = Position;"
			"}"
		);
		vs.Compile();

		gs.Source(
			"#version 330\n"
			"layout (triangles) in;"
			"layout (triangle_strip, max_vertices = 48) out;"

			"const vec3 LightPosition = vec3(12.0, 10.0, 7.0);"

			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"uniform vec2 ViewportDimensions;"
			"uniform int TessLevel;"

			"noperspective out vec3 geomDist;"
			"flat out vec3 geomNormal;"
			"out vec3 geomColor;"
			"out vec3 geomLightDir;"

			"void make_triangle(vec4 p0, vec4 p1, vec4 p2)"
			"{"
			"	vec3 n0 = (ModelMatrix*vec4(p0.xyz, 0)).xyz;"
			"	vec3 n1 = (ModelMatrix*vec4(p1.xyz, 0)).xyz;"
			"	vec3 n2 = (ModelMatrix*vec4(p2.xyz, 0)).xyz;"

			"	vec4 m0 = ModelMatrix*p0;"
			"	vec4 m1 = ModelMatrix*p1;"
			"	vec4 m2 = ModelMatrix*p2;"

			"	vec4 c0 = ProjectionMatrix*CameraMatrix*m0;"
			"	vec4 c1 = ProjectionMatrix*CameraMatrix*m1;"
			"	vec4 c2 = ProjectionMatrix*CameraMatrix*m2;"

			"	vec2 s0 = ViewportDimensions * c0.xy/c0.w;"
			"	vec2 s1 = ViewportDimensions * c1.xy/c1.w;"
			"	vec2 s2 = ViewportDimensions * c2.xy/c2.w;"

			"	vec2 v0 = s2 - s1;"
			"	vec2 v1 = s0 - s2;"
			"	vec2 v2 = s1 - s0;"

			"	float d0 = abs(v1.x*v2.y-v1.y*v2.x)/length(v0);"
			"	float d1 = abs(v2.x*v0.y-v2.y*v0.x)/length(v1);"
			"	float d2 = abs(v0.x*v1.y-v0.y*v1.x)/length(v2);"

			"	geomNormal = normalize(n0+n1+n2);"

			"	gl_Position = c0;"
			"	geomColor = normalize(abs(vec3(1, 1, 1) - n0));"
			"	geomLightDir = LightPosition - m0.xyz;"
			"	geomDist = vec3(d0, 0.0, 0.0);"
			"	EmitVertex();"

			"	gl_Position = c1;"
			"	geomColor = normalize(abs(vec3(1, 1, 1) - n1));"
			"	geomLightDir = LightPosition - m1.xyz;"
			"	geomDist = vec3(0.0, d1, 0.0);"
			"	EmitVertex();"

			"	gl_Position = c2;"
			"	geomColor = normalize(abs(vec3(1, 1, 1) - n2));"
			"	geomLightDir = LightPosition - m2.xyz;"
			"	geomDist = vec3(0.0, 0.0, d2);"
			"	EmitVertex();"

			"	EndPrimitive();"
			"}"

			"void do_tess_1(vec4 p_0, vec4 p_1, vec4 p_2, int l)"
			"{"
			"	if(l == 1) make_triangle(p_0, p_1, p_2);"
			"	else"
			"	{"
			"		vec4 p01 = vec4(normalize(p_0.xyz+p_1.xyz), 1.0);"
			"		vec4 p12 = vec4(normalize(p_1.xyz+p_2.xyz), 1.0);"
			"		vec4 p20 = vec4(normalize(p_2.xyz+p_0.xyz), 1.0);"
			"		make_triangle(p_0, p01, p20);"
			"		make_triangle(p01, p_1, p12);"
			"		make_triangle(p20, p12, p_2);"
			"		make_triangle(p01, p12, p20);"
			"	}"
			"}"
//.........这里部分代码省略.........
开发者ID:GLDRorg,项目名称:oglplus,代码行数:101,代码来源:019_gs_tessell.cpp

示例10: vert_attr

	MetaballExample(void)
	{
		for(GLuint i=0; i!=64; ++i)
		{
			GLuint j = 0, n = 3+std::rand()%3;
			std::vector<Vec4f> points(n);
			while(j != n)
			{
				points[j] = Vec4f(
					1.4*std::rand()/GLdouble(RAND_MAX) - 0.7,
					1.4*std::rand()/GLdouble(RAND_MAX) - 0.7,
					0.0,
					0.1*std::rand()/GLdouble(RAND_MAX) + 0.1
				);
				++j;
			}
			ball_paths.push_back(CubicBezierLoop<Vec4f, double>(points));
			++i;
		}

		// Set the vertex shader source
		vs.Source(StrLit(
			"#version 330\n"
			"in vec2 Position;"
			"out vec3 vertPosition;"
			"void main(void)"
			"{"
			"	vertPosition = vec3(Position, 0.0);"
			"	gl_Position = vec4(vertPosition, 1.0);"
			"}"
		));
		// compile it
		vs.Compile();

		// set the fragment shader source
		fs.Source(StrLit(
			"#version 330\n"
			"uniform sampler1D Metaballs;"
			"in vec3 vertPosition;"
			"out vec3 fragColor;"

			"const vec3 AmbientColor = vec3(0.3, 0.4, 0.9);"
			"const vec3 DiffuseColor = vec3(0.5, 0.6, 1.0);"
			"const vec3 LightDir = normalize(vec3(1.0, 1.0, 1.0));"

			"void main(void)"
			"{"
			"	int i = 0, n = textureSize(Metaballs, 0);"

			"	float InvN = 1.0/n;"
			"	float Value = 0.0;"
			"	vec3 Normal = vec3(0.0, 0.0, 0.0);"
			"	while(i != n)"
			"	{"
			"		vec4 Metaball = texelFetch(Metaballs, i, 0);"
			"		float Radius = Metaball.w;"
			"		vec3 Vect = vertPosition - Metaball.xyz;"
			"		float Tmp = pow(Radius,2.0)/dot(Vect, Vect)-0.25;"
			"		Value += Tmp;"
			"		float Mul = max(Tmp, 0.0);"
			"		Normal += Mul*vec3(Vect.xy, Mul*InvN/Radius);"
			"		++i;"
			"	}"
			"	if(Value > 0.0)"
			"	{"
			"		float Diffuse = 1.4*max(dot("
			"			LightDir,"
			"			normalize(Normal)"
			"		), 0.0);"
			"		float Ambient = 0.3;"
			"		fragColor = "
			"			Ambient*AmbientColor+"
			"			Diffuse*DiffuseColor;"
			"	}"
			"	else fragColor = vec3(0.4, 0.4, 0.4);"
			"}"
		));
		// compile it
		fs.Compile();

		// attach the shaders to the program
		prog << vs << fs;
		// link and use it
		prog.Link().Use();

		// bind the VAO for the rectangle
		rectangle.Bind();

		GLfloat rectangle_verts[8] = {
			-1.0f, -1.0f,
			-1.0f,  1.0f,
			 1.0f, -1.0f,
			 1.0f,  1.0f
		};
		// bind the VBO for the rectangle vertices
		verts.Bind(Buffer::Target::Array);
		// upload the data
		Buffer::Data(Buffer::Target::Array, rectangle_verts);
		// setup the vertex attribs array for the vertices
		VertexAttribArray vert_attr(prog, "Position");
//.........这里部分代码省略.........
开发者ID:xdray,项目名称:oglplus,代码行数:101,代码来源:009_metaballs.cpp

示例11: attr

	CubeExample(void)
	 : cube_instr(make_cube.Instructions())
	 , cube_indices(make_cube.Indices())
	 , projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	 , model_matrix(prog, "ModelMatrix")
	 , front_facing(prog, "FrontFacing")
	 , inst_count(32)
	{
		// Set the vertex shader source
		vs.Source(
			"#version 330\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"uniform vec3 LightPos;"
			"uniform int InstCount;"
			"uniform int FrontFacing;"
			"in vec4 Position;"
			"in vec3 Normal;"
			"out float vertMult;"
			"out vec3 vertColor;"
			"out vec3 vertWrapNormal;"
			"out vec3 vertNormal;"
			"out vec3 vertLight;"
			"void main(void)"
			"{"
			"	int inst = (FrontFacing != 0) ? "
			"		(InstCount - gl_InstanceID - 1):"
			"		gl_InstanceID;"
			"	vertMult = float(inst) / float(InstCount-1);"
			"	float sca = 1.0 - 0.3 * pow(vertMult, 2);"
			"	mat4 ScaleMatrix = mat4("
			"		sca, 0.0, 0.0, 0.0,"
			"		0.0, sca, 0.0, 0.0,"
			"		0.0, 0.0, sca, 0.0,"
			"		0.0, 0.0, 0.0, 1.0 "
			"	);"
			"	gl_Position = ModelMatrix * Position;"
			"	vertColor = Normal;"
			"	vec3 wrap = Position.xyz - Normal;"
			"	vertWrapNormal = "
			"		mat3(ModelMatrix)*"
			"		normalize(mix("
			"			Normal,"
			"			wrap,"
			"			mix(0.5, 1.0, vertMult)"
			"		));"
			"	vertNormal = mat3(ModelMatrix)*Normal;"
			"	vertLight = LightPos-gl_Position.xyz;"
			"	gl_Position = "
			"		ProjectionMatrix *"
			"		CameraMatrix *"
			"		ScaleMatrix *"
			"		gl_Position;"
			"}"
		);
		// compile it
		vs.Compile();

		// set the fragment shader source
		fs.Source(
			"#version 330\n"
			"in float vertMult;"
			"in vec3 vertColor;"
			"in vec3 vertWrapNormal;"
			"in vec3 vertNormal;"
			"in vec3 vertLight;"
			"out vec4 fragColor;"
			"uniform int InstCount;"
			"void main(void)"
			"{"
			"	float l = dot(vertLight, vertLight);"
			"	float d = l > 0.0 ? dot("
			"		vertNormal, "
			"		normalize(vertLight)"
			"	) / l : 0.0;"
			"	float s = max("
			"		dot(vertWrapNormal, vertLight)/l,"
			"		0.0"
			"	);"
			"	float intensity = clamp("
			"		0.2 + d * 3.0 + s * 5.5,"
			"		0.0,"
			"		1.0"
			"	);"
			"	fragColor = vec4("
			"		abs(vertColor) * intensity,"
			"		(2.5 + 1.5*d + 1.5*s) / InstCount"
			"	);"
			"}"
		);
		// compile it
		fs.Compile();

		// attach the shaders to the program
		prog.AttachShader(vs);
		prog.AttachShader(fs);
		// link and use it
		prog.Link();
		prog.Use();

//.........这里部分代码省略.........
开发者ID:Extrunder,项目名称:oglplus,代码行数:101,代码来源:019_subsurf_scatter.cpp

示例12: attr

	MultiViewportExample(void)
	 : make_shape(1.0, 0.1, 8, 4, 48)
	 , shape_instr(make_shape.Instructions())
	 , shape_indices(make_shape.Indices())
	 , camera_position_3(prog, "CameraPosition[3]")
	 , camera_matrix_0(prog, "CameraMatrix[0]")
	 , camera_matrix_1(prog, "CameraMatrix[1]")
	 , camera_matrix_2(prog, "CameraMatrix[2]")
	 , camera_matrix_3(prog, "CameraMatrix[3]")
	 , model_matrix(prog, "ModelMatrix")
	{
		VertexShader vs;
		// Set the vertex shader source
		vs.Source(
			"#version 330\n"
			"uniform mat4 ModelMatrix;"
			"uniform vec3 LightPos;"

			"in vec4 Position;"
			"in vec3 Normal;"

			"out vec3 vertNormal;"
			"out vec3 vertTexCoord;"
			"out vec3 vertLightDir;"
			"out vec3 vertLightRefl;"

			"void main(void)"
			"{"
			"	vertNormal = mat3(ModelMatrix)*Normal;"
			"	vertTexCoord = Normal;"
			"	gl_Position = ModelMatrix * Position;"
			"	vertLightDir = LightPos-gl_Position.xyz;"
			"	vertLightRefl = reflect(-vertLightDir, vertNormal);"
			"}"
		);
		vs.Compile();

		GeometryShader gs;
		// Set the geometry shader source
		gs.Source(
			"#version 330\n"
			"#extension GL_ARB_viewport_array : enable\n"
			"layout(triangles) in;"
			"layout(triangle_strip, max_vertices = 12) out;"

			"uniform mat4 CameraMatrix[4];"
			"uniform vec3 CameraPosition[4];"

			"in vec3 vertNormal[];"
			"in vec3 vertTexCoord[];"
			"in vec3 vertLightDir[];"
			"in vec3 vertLightRefl[];"

			"out vec3 geomNormal;"
			"out vec3 geomTexCoord;"
			"out vec3 geomLightDir;"
			"out vec3 geomLightRefl;"
			"out vec3 geomViewDir;"
			"out vec3 geomViewRefl;"

			"void main(void)"
			"{"
			"	for(int vp=0; vp!=4; ++vp)"
			"	{"
			"		gl_ViewportIndex = vp;"
			"		for(int v=0; v!=3; ++v)"
			"		{"
			"			geomNormal = vertNormal[v];"
			"			geomTexCoord = vertTexCoord[v];"
			"			geomLightDir = vertLightDir[v];"
			"			geomLightRefl = vertLightRefl[v];"
			"			geomViewDir = "
			"				CameraPosition[vp] - "
			"				gl_in[v].gl_Position.xyz;"
			"			geomViewRefl = reflect("
			"				-geomViewDir,"
			"				geomNormal"
			"			);"
			"			gl_Position = "
			"				CameraMatrix[vp] *"
			"				gl_in[v].gl_Position;"
			"			EmitVertex();"
			"		}"
			"		EndPrimitive();"
			"	}"
			"}"
		);
		gs.Compile();

		FragmentShader fs;
		// set the fragment shader source
		fs.Source(
			"#version 330\n"
			"uniform samplerCube TexUnit;"
			"in vec3 geomNormal;"
			"in vec3 geomTexCoord;"
			"in vec3 geomLightDir;"
			"in vec3 geomLightRefl;"
			"in vec3 geomViewDir;"
			"in vec3 geomViewRefl;"
//.........这里部分代码省略.........
开发者ID:BrainlessLabsInc,项目名称:oglplus,代码行数:101,代码来源:025_multi_viewport.cpp

示例13: lightPos

	GlassExample(void)
	 : make_plane(Vec3f(2.0f, 0.0f, 0.0f), Vec3f(0.0f, 0.0f, -2.0f))
	 , plane_instr(make_plane.Instructions())
	 , plane_indices(make_plane.Indices())
	 , make_shape()
	 , shape_instr(make_shape.Instructions())
	 , shape_indices(make_shape.Indices())
	 , plane_vs(ObjectDesc("Plane vertex"))
	 , shape_vs(ObjectDesc("Shape vertex"))
	 , plane_fs(ObjectDesc("Plane fragment"))
	 , shape_fs(ObjectDesc("Shape fragment"))
	 , plane_proj_matrix(plane_prog)
	 , plane_camera_matrix(plane_prog)
	 , plane_model_matrix(plane_prog)
	 , shape_proj_matrix(shape_prog)
	 , shape_camera_matrix(shape_prog)
	 , shape_model_matrix(shape_prog)
	 , shape_clip_plane(shape_prog)
	 , shape_clip_direction(shape_prog)
	 , width(512)
	 , height(512)
	 , tex_side(512)
	{
		plane_vs.Source(
			"#version 140\n"
			"uniform vec3 LightPosition;"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"in vec4 Position;"
			"in vec2 TexCoord;"
			"out vec3 vertLightDir;"
			"out vec2 vertTexCoord;"
			"void main(void)"
			"{"
			"	gl_Position = "
			"		ModelMatrix* "
			"		Position;"
			"	vertLightDir = normalize("
			"		LightPosition - gl_Position.xyz"
			"	);"
			"	gl_Position = "
			"		ProjectionMatrix *"
			"		CameraMatrix *"
			"		gl_Position;"
			"	vertTexCoord = TexCoord;"
			"}"
		);
		plane_vs.Compile();

		plane_fs.Source(
			"#version 140\n"
			"uniform vec3 Normal;"
			"in vec3 vertLightDir;"
			"in vec2 vertTexCoord;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float checker = ("
			"		int(vertTexCoord.x*18) % 2+"
			"		int(vertTexCoord.y*18) % 2"
			"	) % 2;"
			"	vec3 color = mix("
			"		vec3(0.2, 0.4, 0.9),"
			"		vec3(0.2, 0.2, 0.7),"
			"		checker"
			"	);"
			"	float d = dot("
			"		Normal, "
			"		vertLightDir"
			"	);"
			"	float intensity = 0.5 + pow(1.4*d, 2.0);"
			"	fragColor = vec4(color*intensity, 1.0);"
			"}"
		);
		plane_fs.Compile();

		plane_prog.AttachShader(plane_vs);
		plane_prog.AttachShader(plane_fs);
		plane_prog.Link();
		plane_prog.Use();
		plane_proj_matrix.BindTo("ProjectionMatrix");
		plane_camera_matrix.BindTo("CameraMatrix");
		plane_model_matrix.BindTo("ModelMatrix");

		Vec3f lightPos(3.0f, 3.0f, 3.0f);
		Uniform<Vec3f>(plane_prog, "LightPosition").Set(lightPos);
		Uniform<Vec3f>(plane_prog, "Normal").Set(make_plane.Normal());

		gl.Bind(plane);

		gl.Bind(Buffer::Target::Array, plane_verts);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_plane.Positions(data);
			Buffer::Data(Buffer::Target::Array, data);
			VertexArrayAttrib attr(plane_prog, "Position");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		gl.Bind(Buffer::Target::Array, plane_texcoords);
//.........这里部分代码省略.........
开发者ID:AdamSimpson,项目名称:oglplus,代码行数:101,代码来源:028_glass_shape.cpp

示例14: attr

	LandscapeExample(void)
	 : grid_side(8)
	 , make_plane(
		Vec3f(0.0f, 0.0f, 0.0f),
		Vec3f(1.0f, 0.0f, 0.0f),
		Vec3f(0.0f, 0.0f,-1.0f),
		grid_side, grid_side
	), plane_instr(make_plane.Instructions())
	 , plane_indices(make_plane.Indices())
	 , projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	 , vc_int(prog, "vc_int")
	 , gc_int(prog, "gc_int")
	 , fc_int(prog, "fc_int")
	{
		VertexShader vs;
		vs.Source(StrLit(
			"#version 420\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix;"

			"layout(binding = 0, offset = 0) uniform atomic_uint vc;"
			"const float mult = 1.0/128.0;"
			"uniform float vc_int;"

			"in vec4 Position;"

			"out vec3 vertColor;"

			"void main(void)"
			"{"
			"	gl_Position = "
			"		ProjectionMatrix *"
			"		CameraMatrix *"
			"		Position;"
			"	vertColor = vec3("
			"		fract(atomicCounterIncrement(vc)*mult),"
			"		0.0,"
			"		0.0 "
			"	)*max(vc_int, 0.0);"
			"}"
		));
		vs.Compile();
		prog.AttachShader(vs);

		GeometryShader gs;
		gs.Source(StrLit(
			"#version 420\n"
			"layout (triangles) in;"
			"layout (triangle_strip, max_vertices = 3) out;"

			"layout(binding = 0, offset = 4) uniform atomic_uint gc;"
			"const float mult = 1.0/128.0;"
			"uniform float gc_int;"

			"in vec3 vertColor[3];"

			"out vec3 geomColor;"

			"void main(void)"
			"{"
			"	vec3 Color = vec3("
			"		0.0,"
			"		fract(atomicCounterIncrement(gc)*mult),"
			"		0.0 "
			"	)*max(gc_int, 0.0);"
			"	for(int v=0; v!=3; ++v)"
			"	{"
			"		gl_Position = gl_in[v].gl_Position;"
			"		geomColor = vertColor[v] + Color;"
			"		EmitVertex();"
			"	}"
			"	EndPrimitive();"
			"}"
		));
		gs.Compile();
		prog.AttachShader(gs);

		FragmentShader fs;
		fs.Source(StrLit(
			"#version 420\n"

			"layout(binding = 0, offset = 8) uniform atomic_uint fc;"
			"const float mult = 1.0/4096.0;"
			"uniform float fc_int;"

			"in vec3 geomColor;"

			"out vec3 fragColor;"

			"void main(void)"
			"{"
			"	vec3 Color = vec3("
			"		0.0,"
			"		0.0,"
			"		sqrt(fract(atomicCounterIncrement(fc)*mult))"
			"	)*max(fc_int, 0.0);"
			"	fragColor = geomColor + Color;"
			"}"
		));
		fs.Compile();
//.........这里部分代码省略.........
开发者ID:GLDRorg,项目名称:oglplus,代码行数:101,代码来源:018_atomic_counters.cpp

示例15: lightPos

    ReflectionExample()
      : make_plane(
          Vec3f(), Vec3f(3.0f, 0.0f, 0.0f), Vec3f(0.0f, 0.0f, -3.0f), 15, 15)
      , plane_instr(make_plane.Instructions())
      , plane_indices(make_plane.Indices())
      , make_shape()
      , shape_instr(make_shape.Instructions())
      , shape_indices(make_shape.Indices())
      , plane_vs(ObjectDesc("Plane vertex"))
      , shape_vs(ObjectDesc("Shape vertex"))
      , plane_fs(ObjectDesc("Plane fragment"))
      , shape_fs(ObjectDesc("Shape fragment"))
      , plane_projection_matrix(plane_prog)
      , plane_camera_matrix(plane_prog)
      , plane_model_matrix(plane_prog)
      , shape_projection_matrix(shape_prog)
      , shape_camera_matrix(shape_prog)
      , shape_model_matrix(shape_prog)
      , width(800)
      , height(600)
      , tex_size_div(2) {
        plane_vs.Source(
          "#version 140\n"
          "uniform vec3 LightPosition;"
          "uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
          "in vec4 Position;"
          "out vec3 vertLightDir;"
          "out vec4 vertTexCoord;"
          "void main()"
          "{"
          "	gl_Position = ModelMatrix*Position;"
          "	vertLightDir = LightPosition - gl_Position.xyz;"
          "	gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;"
          "	vertTexCoord = gl_Position;"
          "}");
        plane_vs.Compile();

        plane_fs.Source(
          "#version 140\n"
          "uniform sampler2DRect ReflectTex;"
          "uniform vec3 Normal;"
          "in vec3 vertLightDir;"
          "in vec4 vertTexCoord;"
          "out vec3 fragColor;"
          "const int n = 5;"
          "const int ns = (n*n);"
          "const float blur = 0.15/n;"
          "void main()"
          "{"
          "	float d = dot(Normal, normalize(vertLightDir));"
          "	float intensity = 0.5 + pow(1.4*d, 2.0);"
          "	vec3 color = vec3(0.0, 0.0, 0.0);"
          "	int n = 2;"
          "	float pct = 0.5/vertTexCoord.w;"
          "	for(int y=-n; y!=(n+1); ++y)"
          "	for(int x=-n; x!=(n+1); ++x)"
          "	{"
          "		vec2 coord = vertTexCoord.xy;"
          "		coord += vec2(blur*x, blur*y);"
          "		coord *= pct;"
          "		coord += vec2(0.5, 0.5);"
          "		coord *= textureSize(ReflectTex);"
          "		color += texture(ReflectTex, coord).rgb/ns;"
          "	}"
          "	fragColor = color*intensity;"
          "}");
        plane_fs.Compile();

        plane_prog.AttachShader(plane_vs);
        plane_prog.AttachShader(plane_fs);
        plane_prog.Link();
        plane_prog.Use();

        plane_projection_matrix.BindTo("ProjectionMatrix");
        plane_camera_matrix.BindTo("CameraMatrix");
        plane_model_matrix.BindTo("ModelMatrix");

        Vec3f lightPos(3.0f, 0.5f, 2.0f);
        Uniform<Vec3f>(plane_prog, "LightPosition").Set(lightPos);
        Uniform<Vec3f>(plane_prog, "Normal").Set(make_plane.Normal());

        plane.Bind();

        plane_verts.Bind(Buffer::Target::Array);
        {
            std::vector<GLfloat> data;
            GLuint n_per_vertex = make_plane.Positions(data);
            Buffer::Data(Buffer::Target::Array, data);
            VertexArrayAttrib attr(plane_prog, "Position");
            attr.Setup<GLfloat>(n_per_vertex);
            attr.Enable();
        }
        //
        Texture::Active(1);
        gl.Bound(Texture::Target::Rectangle, depth_tex)
          .MinFilter(TextureMinFilter::Linear)
          .MagFilter(TextureMagFilter::Linear)
          .WrapS(TextureWrap::ClampToEdge)
          .WrapT(TextureWrap::ClampToEdge);

//.........这里部分代码省略.........
开发者ID:matus-chochlik,项目名称:oglplus,代码行数:101,代码来源:027_reflected_shape.cpp


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