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C++ GeometryShader::Compile方法代码示例

本文整理汇总了C++中GeometryShader::Compile方法的典型用法代码示例。如果您正苦于以下问题:C++ GeometryShader::Compile方法的具体用法?C++ GeometryShader::Compile怎么用?C++ GeometryShader::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GeometryShader的用法示例。


在下文中一共展示了GeometryShader::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: attr

	TessellationExample(void)
	 : shape_instr(make_shape.Instructions(PrimitiveType::Patches))
	 , shape_indices(make_shape.Indices())
	 , vs(ObjectDesc("Vertex"))
	 , cs(ObjectDesc("Tessellation Control"))
	 , es(ObjectDesc("Tessellation Evaluation"))
	 , gs(ObjectDesc("Geometry"))
	 , fs(ObjectDesc("Fragment"))
	 , projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	 , model_matrix(prog, "ModelMatrix")
	 , offset(prog, "Offset")
	 , view_position(prog, "ViewPosition")
	 , viewport_dimensions(prog, "ViewportDimensions")
	{
		vs.Source(
			"#version 330\n"

			"uniform vec3 ViewPosition;"

			"in vec3 Position;"

			"out vec3 vertPosition;"
			"out float vertDistance;"

			"void main(void)"
			"{"
			"	vertPosition = Position;"
			"	vertDistance = length(ViewPosition - vertPosition);"
			"}"
		);
		vs.Compile();

		cs.Source(
			"#version 330\n"
			"#extension ARB_tessellation_shader : enable\n"

			"layout(vertices = 3) out;"

			"in vec3 vertPosition[];"
			"in float vertDistance[];"

			"out vec3 tecoPosition[];"

			"int tessLevel(float dist)"
			"{"
			"	return int(9.0 / sqrt(dist+0.1));"
			"}"

			"void main(void)"
			"{"
			"	tecoPosition[gl_InvocationID] ="
			"		vertPosition[gl_InvocationID];"

			"	if(gl_InvocationID == 0)"
			"	{"
			"		gl_TessLevelInner[0] = tessLevel(("
			"			vertDistance[0]+"
			"			vertDistance[1]+"
			"			vertDistance[2] "
			"		)*0.333);"
			"		gl_TessLevelOuter[0] = tessLevel(("
			"			vertDistance[1]+"
			"			vertDistance[2] "
			"		)*0.5);"
			"		gl_TessLevelOuter[1] = tessLevel(("
			"			vertDistance[2]+"
			"			vertDistance[0] "
			"		)*0.5);"
			"		gl_TessLevelOuter[2] = tessLevel(("
			"			vertDistance[0]+"
			"			vertDistance[1] "
			"		)*0.5);"
			"	}"
			"}"
		);
		cs.Compile();

		es.Source(
			"#version 330\n"
			"#extension ARB_tessellation_shader : enable\n"

			"layout(triangles, equal_spacing, ccw) in;"

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

			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"

			"in vec3 tecoPosition[];"

			"out vec3 teevNormal;"
			"out vec3 teevLightDir;"

			"void main(void)"
			"{"
			"	vec3 p0 = gl_TessCoord.x * tecoPosition[0];"
			"	vec3 p1 = gl_TessCoord.y * tecoPosition[1];"
			"	vec3 p2 = gl_TessCoord.z * tecoPosition[2];"

			"	vec4 tempPosition = vec4(normalize(p0+p1+p2), 0.0);"
//.........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:019_tessellation.cpp

示例2: 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3: make_transf_prog

	static Program make_transf_prog(void)
	{
		VertexShader vs;
		vs.Source(
			"#version 330\n"
			"uniform mat4 ModelMatrix;"
			"in vec4 Position;"
			"in vec3 Normal;"
			"in vec2 TexCoord;"
			"out gl_PerVertex {"
			"	vec4 gl_Position;"
			"};"
			"out vec3 vertNormal;"
			"out vec2 vertTexCoord;"
			"void main(void)"
			"{"
			"	gl_Position = ModelMatrix * Position;"
			"	vertNormal = (ModelMatrix*vec4(Normal,0.0)).xyz;"
			"	vertTexCoord = TexCoord;"
			"}"
		);
		vs.Compile();

		GeometryShader gs;
		gs.Source(
			"#version 330\n"
			"layout(triangles) in;"
			"layout(triangle_strip, max_vertices = 15) out;"
			"uniform mat4 CameraMatrix, ProjectionMatrix;"
			"uniform vec3 LightPos;"
			"uniform float Time;"
			"in gl_PerVertex {"
			"	vec4 gl_Position;"
			"} gl_in[];"
			"in vec3 vertNormal[];"
			"in vec2 vertTexCoord[];"
			"out gl_PerVertex {"
			"	vec4 gl_Position;"
			"};"
			"out vec3 geomNormal;"
			"out vec3 geomLight;"
			"out float geomGlow;"
			"flat out int geomTop;"
			"void main(void)"
			"{"
			"	vec3 FaceNormal = normalize("
			"		vertNormal[0]+"
			"		vertNormal[1]+"
			"		vertNormal[2] "
			"	);"
			"	vec2 FaceCoord = 0.33333 * ("
			"		vertTexCoord[0]+"
			"		vertTexCoord[1]+"
			"		vertTexCoord[2] "
			"	);"
			"	float Offs = (sin((FaceCoord.s + Time/10.0)* 3.14 * 2.0 * 10)*0.5 + 0.5)*0.4;"
			"	Offs *= cos(FaceCoord.t * 3.1415 * 2.0)*0.5 + 0.51;"

			"	vec3 pos[3], norm[3];"
			"	for(int i=0; i!=3; ++i)"
			"		pos[i] = gl_in[i].gl_Position.xyz;"
			"	for(int i=0; i!=3; ++i)"
			"		norm[i] = cross("
			"			FaceNormal, "
			"			normalize(pos[(i+1)%3] - pos[i])"
			"		);"
			"	vec3 pofs = FaceNormal * Offs;"

			"	geomTop = 0;"
			"	for(int i=0; i!=3; ++i)"
			"	{"
			"		geomNormal = norm[i];"
			"		for(int j=0; j!=2; ++j)"
			"		{"
			"			vec3 tpos = pos[(i+j)%3];"
			"			geomLight = LightPos-tpos;"
			"			geomGlow = 1.0;"
			"			gl_Position = "
			"				ProjectionMatrix *"
			"				CameraMatrix *"
			"				vec4(tpos, 1.0);"
			"			EmitVertex();"
			"			geomGlow = 0.7;"
			"			geomLight = LightPos-tpos+pofs;"
			"			gl_Position = "
			"				ProjectionMatrix *"
			"				CameraMatrix *"
			"				vec4(tpos + pofs, 1.0);"
			"			EmitVertex();"
			"		}"
			"		EndPrimitive();"
			"	}"

			"	geomGlow = 0.0;"
			"	geomTop = 1;"
			"	for(int i=0; i!=3; ++i)"
			"	{"
			"		geomLight = LightPos - (pos[i]+pofs);"
			"		geomNormal = vertNormal[i];"
			"		gl_Position = "
//.........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:024_extruded_torus.cpp

示例4: attr

	CubeMapExample(void)
	 : make_shape(4)
	 , shape_instr(make_shape.Instructions())
	 , shape_indices(make_shape.Indices())
	 , projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	 , model_matrix(prog, "ModelMatrix")
	{
		vs.Source(
			"#version 330\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"in vec4 Position;"
			"out vec3 vertNormal;"
			"out vec3 vertTexCoord;"
			"out vec3 vertLightDir;"
			"out vec3 vertViewDir;"
			"uniform vec3 LightPos;"
			"void main(void)"
			"{"
			"	vec3 Normal = Position.xyz;"
			"	gl_Position = ModelMatrix * Position;"
			"	vertNormal = mat3(ModelMatrix)*Normal;"
			"	vertTexCoord = Normal;"
			"	vertLightDir = LightPos - gl_Position.xyz;"
			"	vertViewDir = (vec4(0.0, 0.0, 1.0, 1.0)*CameraMatrix).xyz;"
			"	gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;"
			"}"
		);
		vs.Compile();

		gs.Source(
			"#version 330\n"
			"layout (triangles) in;"
			"layout (triangle_strip, max_vertices = 3) out;"

			"in vec3 vertNormal[3];"
			"in vec3 vertTexCoord[3];"
			"in vec3 vertLightDir[3];"
			"in vec3 vertViewDir[3];"

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

			"void main(void)"
			"{"
			"	vec3 FaceNormal = 0.333333*("
			"		vertNormal[0]+"
			"		vertNormal[1]+"
			"		vertNormal[2] "
			"	);"
			"	for(int v=0; v!=3; ++v)"
			"	{"
			"		gl_Position = gl_in[v].gl_Position;"
			"		geomNormal = 0.5*(vertNormal[v]+FaceNormal);"
			"		geomTexCoord = vertTexCoord[v];"
			"		geomLightDir = vertLightDir[v];"
			"		geomLightRefl = reflect("
			"			-normalize(geomLightDir),"
			"			normalize(FaceNormal)"
			"		);"
			"		geomViewDir = vertViewDir[v];"
			"		EmitVertex();"
			"	}"
			"	EndPrimitive();"
			"}"
		);
		gs.Compile();

		fs.Source(
			"#version 330\n"
			"uniform samplerCube TexUnit;"
			"in vec3 geomNormal;"
			"in vec3 geomTexCoord;"
			"in vec3 geomLightDir;"
			"in vec3 geomLightRefl;"
			"in vec3 geomViewDir;"
			"out vec3 fragColor;"
			"void main(void)"
			"{"
			"	vec3 lt = vec3(1.0, 1.0, 1.0);"
			"	vec3 tex = texture(TexUnit, geomTexCoord).rgb;"
			"	float d = dot("
			"		normalize(geomNormal), "
			"		normalize(geomLightDir)"
			"	);"
			"	float s = dot("
			"		normalize(geomLightRefl),"
			"		normalize(geomViewDir)"
			"	);"
			"	float b = 1.0-sqrt(max(dot("
			"		normalize(geomNormal),"
			"		normalize(geomViewDir)"
			"	), 0.0));"
			"	float ea = clamp(tex.b*(-d+0.2), 0.0, 1.0);"
			"	float sr = 1.0-tex.b*0.8;"

			"	fragColor = "
//.........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:020_icosphere.cpp

示例5: attr

	SmokeExample(void)
	 : emitters()
	 , projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	{
		emitters.push_back(
			ParticleSystem(
				ListOf<Vec3f>
					(Vec3f(-20.0f, -10.0f,  10.0f))
					(Vec3f( 20.0f,   0.0f, -20.0f))
					(Vec3f( 20.0f,  10.0f,  20.0f))
					(Vec3f(-20.0f,   0.0f, -10.0f))
				.As<std::vector<Vec3f>>(), 5.0, 200.0
			)
		);
		emitters.push_back(
			ParticleSystem(
				ListOf<Vec3f>
					(Vec3f( 30.0f,   0.0f,   0.0f))
					(Vec3f(-30.0f,   0.0f,   0.0f))
					(Vec3f(-20.0f,  20.0f,   0.0f))
					(Vec3f( 20.0f, -10.0f,   0.0f))
				.As<std::vector<Vec3f>>(), 3.0, 200.0
			)
		);
		emitters.push_back(
			ParticleSystem(
				ListOf<Vec3f>
					(Vec3f(  5.0f,  20.0f,  20.0f))
					(Vec3f( -5.0f,  20.0f, -20.0f))
					(Vec3f(  5.0f, -20.0f, -20.0f))
					(Vec3f( -5.0f, -20.0f,  20.0f))
				.As<std::vector<Vec3f>>(), 20.0, 100.0
			)
		);
		// Set the vertex shader source
		vs.Source(
			"#version 330\n"
			"uniform mat4 CameraMatrix;"
			"in vec4 Position;"
			"in float Age;"
			"out float vertAge;"
			"void main(void)"
			"{"
			"	gl_Position = CameraMatrix * Position;"
			"	vertAge = Age;"
			"}"
		);
		// compile it
		vs.Compile();

		// Set the geometry shader source
		gs.Source(
			"#version 330\n"
			"layout(points) in;"
			"layout(triangle_strip, max_vertices = 4) out;"
			"uniform mat4 ProjectionMatrix;"
			"in float vertAge[];"
			"out float geomAge;"
			"void main(void)"
			"{"
			"	if(vertAge[0] > 1.0) return;"
			"	float s = 0.5;"
			"	float yo[2] = float[2](-1.0, 1.0);"
			"	float xo[2] = float[2](-1.0, 1.0);"
			"	for(int j=0;j!=2;++j)"
			"	for(int i=0;i!=2;++i)"
			"	{"
			"		float xoffs = xo[i]*(1.0+vertAge[0])*s;"
			"		float yoffs = yo[j]*(1.0+vertAge[0])*s;"
			"		gl_Position = ProjectionMatrix * vec4("
			"			gl_in[0].gl_Position.x-xoffs,"
			"			gl_in[0].gl_Position.y-yoffs,"
			"			gl_in[0].gl_Position.z,"
			"			1.0"
			"		);"
			"		geomAge = vertAge[0];"
			"		EmitVertex();"
			"	}"
			"	EndPrimitive();"
			"}"
		);
		// compile it
		gs.Compile();

		// set the fragment shader source
		fs.Source(
			"#version 330\n"
			"in float geomAge;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	vec3 Color1 = vec3(1.0, 0.5, 0.5);"
			"	vec3 Color2 = vec3(0.3, 0.1, 0.1);"
			"	fragColor = vec4("
			"		mix(Color1, Color2, geomAge),"
			"		1.0 - geomAge"
			"	);"
			"}"
		);
//.........这里部分代码省略.........
开发者ID:detunized,项目名称:oglplus,代码行数:101,代码来源:024_particle_trails.cpp

示例6: attr

	CloudExample(void)
	 : projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	{
		// Set the vertex shader source

		vs.Source(
			"#version 330\n"
			"in vec4 Position;"
			"uniform mat4 CameraMatrix;"
			"void main(void)"
			"{"
			"	gl_Position = "
			"		CameraMatrix *"
			"		Position;"
			"}"
		);
		// compile it
		vs.Compile();

		// Set the geometry shader source
		gs.Source(
			"#version 330\n"
			"layout(points) in;"
			"layout(triangle_strip, max_vertices = 100) out;"
			"const int p = 25;"
			"const float hp = (p-1)*0.5;"
			"uniform vec3 LightPos;"
			"uniform mat4 CameraMatrix, ProjectionMatrix;"
			"out vec3 geomTexCoord;"
			"out vec3 geomLightDir;"
			"void main(void)"
			"{"
			"	float s = 0.6;"
			"	float yo[2] = float[2](-1.0, 1.0);"
			"	float xo[2] = float[2](-1.0, 1.0);"
			"	vec3 cx = vec3("
			"		CameraMatrix[0][0],"
			"		CameraMatrix[1][0],"
			"		CameraMatrix[2][0] "
			"	);"
			"	vec3 cy = vec3("
			"		CameraMatrix[0][1],"
			"		CameraMatrix[1][1],"
			"		CameraMatrix[2][1] "
			"	);"
			"	vec3 cz = vec3("
			"		CameraMatrix[0][2],"
			"		CameraMatrix[1][2],"
			"		CameraMatrix[2][2] "
			"	);"
			"	for(int k=0;k!=p;++k)"
			"	{"
			"		for(int j=0;j!=2;++j)"
			"		for(int i=0;i!=2;++i)"
			"		{"
			"			float zo = ((k - hp) / hp);"
			"			float xoffs = xo[i]*s;"
			"			float yoffs = yo[j]*s;"
			"			float zoffs = zo   *s;"
			"			vec4 v = vec4("
			"				gl_in[0].gl_Position.x+xoffs,"
			"				gl_in[0].gl_Position.y+yoffs,"
			"				gl_in[0].gl_Position.z+zoffs,"
			"				1.0"
			"			);"
			"			gl_Position = ProjectionMatrix * v;"
			"			geomLightDir = LightPos - v.xyz;"
			"			geomTexCoord = "
			"				vec3(0.5, 0.5, 0.5)+"
			"				cx*(xo[i])*0.707+"
			"				cy*(yo[j])*0.707+"
			"				cz*(zo   )*0.707;"
			"			EmitVertex();"
			"		}"
			"		EndPrimitive();"
			"	}"
			"}"
		);
		// compile it
		gs.Compile();

		// set the fragment shader source
		fs.Source(
			"#version 330\n"
			"uniform sampler3D cloudTex;"
			"in vec3 geomTexCoord;"
			"in vec3 geomLightDir;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float d = texture(cloudTex, geomTexCoord).r;"
			"	float o = 1.0;"
			"	float s = 2.0/128.0;"
			"	float r = s * 8.0;"
			"	vec3 sampleOffs = normalize(geomLightDir) * s;"
			"	vec3 samplePos = geomTexCoord;"
			"	if(d > 0.01) while(o > 0.0)"
			"	{"
			"		if(samplePos.x<0.0 || samplePos.x>1.0)"
//.........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:021_cloud.cpp

示例7: attr

    ShadowExample()
      : make_torus(1.0, 0.7, 72, 48)
      , torus_indices(make_torus.Indices())
      , torus_instr(make_torus.Instructions())
      , object_projection_matrix(object_prog)
      , object_camera_matrix(object_prog)
      , object_model_matrix(object_prog)
      , shadow_projection_matrix(shadow_prog)
      , shadow_camera_matrix(shadow_prog)
      , shadow_model_matrix(shadow_prog)
      , object_color(object_prog)
      , object_light_mult(object_prog) {
        vs_object.Source(
          "#version 140\n"
          "in vec4 Position;"
          "in vec3 Normal;"
          "uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
          "uniform vec3 LightPos;"
          "out vec3 vertNormal;"
          "out vec3 vertLight;"
          "void main()"
          "{"
          "	gl_Position = ModelMatrix * Position;"
          "	vertNormal = mat3(ModelMatrix)*Normal;"
          "	vertLight = LightPos - gl_Position.xyz;"
          "	gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;"
          "}");
        vs_object.Compile();

        fs_object.Source(
          "#version 140\n"
          "in vec3 vertNormal;"
          "in vec3 vertLight;"
          "uniform vec3 Color;"
          "uniform float LightMult;"
          "out vec4 fragColor;"
          "void main()"
          "{"
          "	float l = sqrt(length(vertLight));"
          "	float d = l > 0.0 ?"
          "		dot("
          "			vertNormal,"
          "			normalize(vertLight)"
          "		) / l : 0.0;"
          "	float i = 0.3 + max(d, 0.0) * LightMult;"
          "	fragColor = vec4(Color*i, 1.0);"
          "}");
        fs_object.Compile();

        object_prog.AttachShader(vs_object);
        object_prog.AttachShader(fs_object);
        object_prog.Link().Use();

        object_projection_matrix.BindTo("ProjectionMatrix");
        object_camera_matrix.BindTo("CameraMatrix");
        object_model_matrix.BindTo("ModelMatrix");
        object_color.BindTo("Color");
        object_light_mult.BindTo("LightMult");

        vs_shadow.Source(
          "#version 150\n"
          "in vec4 Position;"
          "in vec3 Normal;"
          "uniform mat4 ModelMatrix;"
          "uniform vec3 LightPos;"
          "out float ld;"
          "void main()"
          "{"
          "	gl_Position = ModelMatrix * Position;"
          "	vec3 geomNormal = mat3(ModelMatrix)*Normal;"
          "	vec3 lightDir = LightPos - gl_Position.xyz;"
          "	ld = dot(geomNormal, normalize(lightDir));"
          "}");
        vs_shadow.Compile();

        gs_shadow.Source(
          "#version 150\n"
          "layout(triangles) in;"
          "layout(triangle_strip, max_vertices = 12) out;"

          "in float ld[];"

          "uniform mat4 CameraMatrix, ProjectionMatrix;"
          "uniform vec3 LightPos;"

          "void main()"
          "{"
          "	for(int v=0; v!=3; ++v)"
          "	{"
          "		int a = v, b = (v+1)%3, c = (v+2)%3;"
          "		vec4 pa = gl_in[a].gl_Position;"
          "		vec4 pb = gl_in[b].gl_Position;"
          "		vec4 pc = gl_in[c].gl_Position;"
          "		vec4 px, py;"
          "		if(ld[a] == 0.0 && ld[b] == 0.0)"
          "		{"
          "			px = pa;"
          "			py = pb;"
          "		}"
          "		else if(ld[a] > 0.0 && ld[b] < 0.0)"
//.........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:026_stencil_shadow.cpp

示例8: attr

	WritingExample(void)
	{
		VertexShader vs;
		// Set the vertex shader source
		vs.Source(
			"#version 330\n"
			"in vec4 Position;"
			"void main(void)"
			"{"
			"	gl_Position = Position;"
			"}"
		);
		// compile it
		vs.Compile();

		GeometryShader gs;
		// Set the geometry shader source
		gs.Source(
			"#version 330\n"
			"layout(lines) in;"
			"layout(triangle_strip, max_vertices = 4) out;"
			"void main(void)"
			"{"
			"	vec4 offs = vec4(0.02, 0.01, 0.0, 0.0);"
			"	gl_Position = gl_in[0].gl_Position - offs;"
			"	EmitVertex();"
			"	gl_Position = gl_in[0].gl_Position + offs;"
			"	EmitVertex();"
			"	gl_Position = gl_in[1].gl_Position - offs;"
			"	EmitVertex();"
			"	gl_Position = gl_in[1].gl_Position + offs;"
			"	EmitVertex();"
			"	EndPrimitive();"
			"}"
		);
		// compile it
		gs.Compile();

		FragmentShader fs;
		// set the fragment shader source
		fs.Source(
			"#version 330\n"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	fragColor = vec4(0.0, 0.0, 0.0, 1.0);"
			"}"
		);
		// compile it
		fs.Compile();

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

		const Vec2f points[] = {
			Vec2f(-0.33f, +0.50f),
			Vec2f(-0.45f, +0.70f),
			Vec2f(-0.66f, +0.70f),
			Vec2f(-0.66f, +0.30f),
			Vec2f(-0.66f, -0.20f),
			Vec2f(-0.35f, -0.15f),
			Vec2f(-0.30f, +0.05f),
			Vec2f(-0.20f, +0.50f),
			Vec2f(-0.30f, +0.50f),
			Vec2f(-0.33f, +0.50f),
			Vec2f(-0.50f, +0.45f),
			Vec2f(-0.10f, +0.40f),
			Vec2f(+0.10f, +0.55f),
			Vec2f(-0.20f, +0.40f),
			Vec2f(-0.30f, -0.10f),
			Vec2f( 0.00f, -0.10f),
			Vec2f(+0.10f, -0.10f),
			Vec2f(+0.20f, -0.10f),
			Vec2f(+0.10f, +0.55f),
			Vec2f(+0.20f, +0.00f),
			Vec2f(+0.30f, -0.70f),
			Vec2f( 0.00f, -0.75f),
			Vec2f(-0.40f, -0.75f),
			Vec2f( 0.00f,  0.00f),
			Vec2f(+0.40f, +0.10f),
			Vec2f(+0.60f, +0.10f),
			Vec2f(+0.70f, +0.90f),
			Vec2f(+0.55f, +0.90f),
			Vec2f(+0.35f, +0.90f),
			Vec2f(+0.10f, -0.10f),
			Vec2f(+0.55f,  0.00f),
			Vec2f(+0.90f,  0.10f),
			Vec2f(+0.70f,  0.10f),
			Vec2f(+0.90f,  0.20f)
		};
		BezierCurves<Vec2f, double, 3> bezier(
			std::vector<Vec2f>(
				points,
				points+sizeof(points)/sizeof(points[0])
			)
//.........这里部分代码省略.........
开发者ID:detunized,项目名称:oglplus,代码行数:101,代码来源:011_writing.cpp

示例9: 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10: input

	BlenderMeshExample(int argc, const char* argv[])
	 : prog()
	 , camera_matrix(prog, "CameraMatrix")
	 , light_position(prog, "LightPosition")
	 , camera_position(prog, "CameraPosition")
	 , face_normals(prog, "FaceNormals")
	 , element_count(0)
	{
		using namespace oglplus;

		VertexShader vs;
		vs.Source(
			"#version 330\n"
			"uniform mat4 CameraMatrix, ProjectionMatrix;"
			"uniform vec3 LightPosition, CameraPosition;"

			"mat4 Matrix = ProjectionMatrix * CameraMatrix;"

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

			"out vec3 vertNormal;"
			"out vec3 vertLightDir;"
			"out vec3 vertViewDir;"

			"void main(void)"
			"{"
			"	vertNormal = Normal;"
			"	vertLightDir = LightPosition - Position;"
			"	vertViewDir = CameraPosition - Position;"
			"	gl_Position = Matrix * vec4(Position, 1.0);"
			"}"
		);
		vs.Compile();
		prog.AttachShader(vs);

		GeometryShader gs;
		gs.Source(
			"#version 330\n"
			"layout (triangles) in;"
			"layout (triangle_strip, max_vertices=3) out;"

			"uniform bool FaceNormals;"

			"in vec3 vertNormal[3];"
			"in vec3 vertLightDir[3];"
			"in vec3 vertViewDir[3];"

			"out vec3 geomNormal;"
			"out vec3 geomLightDir;"
			"out vec3 geomViewDir;"

			"void main(void)"
			"{"
			"	vec3 fn;"
			"	if(FaceNormals)"
			"	{"
			"		vec3 p0 = gl_in[0].gl_Position.xyz;"
			"		vec3 p1 = gl_in[1].gl_Position.xyz;"
			"		vec3 p2 = gl_in[2].gl_Position.xyz;"
			"		fn = normalize(cross(p1-p0, p2-p0));"
			"	}"

			"	for(int v=0; v!=3; ++v)"
			"	{"
			"		gl_Position = gl_in[v].gl_Position;"
			"		if(FaceNormals) geomNormal = fn;"
			"		else geomNormal = vertNormal[v];"
			"		geomLightDir = vertLightDir[v];"
			"		geomViewDir = vertViewDir[v];"
			"		EmitVertex();"
			"	}"
			"	EndPrimitive();"
			"}"
		);
		gs.Compile();
		prog.AttachShader(gs);

		FragmentShader fs;
		fs.Source(
			"#version 330\n"

			"in vec3 geomNormal;"
			"in vec3 geomLightDir;"
			"in vec3 geomViewDir;"

			"out vec3 fragColor;"

			"void main(void)"
			"{"
			"	vec3 LightColor = vec3(1.0, 1.0, 1.0);"
			"	vec3 MatColor = vec3(0.5, 0.5, 0.5);"

			"	vec3 LightRefl = reflect(-geomLightDir, geomNormal);"

			"	float Ambient = 0.3;"
			"	float Diffuse = max(dot("
			"		normalize(geomNormal),"
			"		normalize(geomLightDir)"
			"	), 0.0);"
//.........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:026_blender_mesh_loader.cpp

示例11: attr

	TorusExample(void)
	 : make_torus(1.0, 0.5, 18, 36)
	 , torus_instr(make_torus.Instructions())
	 , torus_indices(make_torus.Indices())
	 , vs(ObjectDesc("Vertex"))
	 , gs(ObjectDesc("Geometry"))
	 , face_fs(ObjectDesc("Face fragment"))
	 , frame_fs(ObjectDesc("Frame fragment"))
	 , transf_prog(ObjectDesc("Transformation"))
	 , face_prog(ObjectDesc("Face"))
	 , frame_prog(ObjectDesc("Frame"))
	 , projection_matrix(transf_prog, "ProjectionMatrix")
	 , camera_matrix(transf_prog, "CameraMatrix")
	 , model_matrix(transf_prog, "ModelMatrix")
	 , transf_time(transf_prog, "Time")
	{
		vs.Source(
			"#version 330\n"
			"uniform mat4 ModelMatrix;"
			"in vec4 Position;"
			"in vec3 Normal;"
			"in vec2 TexCoord;"
			"out gl_PerVertex {"
			"	vec4 gl_Position;"
			"};"
			"out vec3 vertNormal;"
			"out vec2 vertTexCoord;"
			"void main(void)"
			"{"
			"	gl_Position = ModelMatrix * Position;"
			"	vertNormal = (ModelMatrix*vec4(Normal,0.0)).xyz;"
			"	vertTexCoord = TexCoord;"
			"}"
		);
		vs.Compile();

		gs.Source(
			"#version 330\n"
			"layout(triangles) in;"
			"layout(triangle_strip, max_vertices = 15) out;"
			"uniform mat4 CameraMatrix, ProjectionMatrix;"
			"uniform vec3 LightPos;"
			"uniform float Time;"
			"in gl_PerVertex {"
			"	vec4 gl_Position;"
			"} gl_in[];"
			"in vec3 vertNormal[];"
			"in vec2 vertTexCoord[];"
			"out gl_PerVertex {"
			"	vec4 gl_Position;"
			"};"
			"out vec3 geomNormal;"
			"out vec3 geomLight;"
			"out float geomGlow;"
			"flat out int geomTop;"
			"void main(void)"
			"{"
			"	vec3 FaceNormal = normalize("
			"		vertNormal[0]+"
			"		vertNormal[1]+"
			"		vertNormal[2] "
			"	);"
			"	vec2 FaceCoord = 0.33333 * ("
			"		vertTexCoord[0]+"
			"		vertTexCoord[1]+"
			"		vertTexCoord[2] "
			"	);"
			"	float Offs = (sin((FaceCoord.s + Time/10.0)* 3.14 * 2.0 * 10)*0.5 + 0.5)*0.4;"
			"	Offs *= cos(FaceCoord.t * 3.1415 * 2.0)*0.5 + 0.51;"

			"	vec3 pos[3], norm[3];"
			"	for(int i=0; i!=3; ++i)"
			"		pos[i] = gl_in[i].gl_Position.xyz;"
			"	for(int i=0; i!=3; ++i)"
			"		norm[i] = cross("
			"			FaceNormal, "
			"			normalize(pos[(i+1)%3] - pos[i])"
			"		);"
			"	vec3 pofs = FaceNormal * Offs;"

			"	geomTop = 0;"
			"	for(int i=0; i!=3; ++i)"
			"	{"
			"		geomNormal = norm[i];"
			"		for(int j=0; j!=2; ++j)"
			"		{"
			"			vec3 tpos = pos[(i+j)%3];"
			"			geomLight = LightPos-tpos;"
			"			geomGlow = 1.0;"
			"			gl_Position = "
			"				ProjectionMatrix *"
			"				CameraMatrix *"
			"				vec4(tpos, 1.0);"
			"			EmitVertex();"
			"			geomGlow = 0.7;"
			"			geomLight = LightPos-tpos+pofs;"
			"			gl_Position = "
			"				ProjectionMatrix *"
			"				CameraMatrix *"
			"				vec4(tpos + pofs, 1.0);"
//.........这里部分代码省略.........
开发者ID:detunized,项目名称:oglplus,代码行数:101,代码来源:024_extruded_torus.cpp

示例12: attr

	TorusExample(void)
	 : make_torus(1.0, 0.5, 12, 12)
	 , torus_instr(make_torus.Instructions())
	 , torus_indices(make_torus.Indices())
	 , projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	 , model_matrix(prog, "ModelMatrix")
	 , light_pos_cam(prog, "LightPosCam")
	 , front_color(prog, "FrontColor")
	 , back_color(prog, "BackColor")
	{
		vs.Source(
			"#version 330\n"
			"uniform mat4 ModelMatrix, CameraMatrix;"
			"in vec4 Position;"
			"void main(void)"
			"{"
			"	gl_Position = CameraMatrix *"
			"		ModelMatrix * Position;"
			"}"
		);
		vs.Compile();

		gs.Source(
			"#version 330\n"
			"layout(triangles) in;"
			"layout(triangle_strip, max_vertices = 8) out;"
			"uniform mat4 ProjectionMatrix;"
			"uniform vec4 LightPosCam;"
			"out vec3 geomLightDir;"
			"out float geomOpacity;"
			"void main(void)"
			"{"
			"	vec4 c = vec4(("
			"		gl_in[0].gl_Position.xyz+"
			"		gl_in[1].gl_Position.xyz+"
			"		gl_in[2].gl_Position.xyz "
			"	) * 0.333333, 1.0);"
			"	for(int v = 0; v != 4; ++v)"
			"	{"
			"		vec4 b = gl_in[v%3].gl_Position;"
			"		vec4 a = vec4("
			"			b.xyz + (c.xyz - b.xyz)*0.3,"
			"			1.0"
			"		);"

			"		gl_Position = ProjectionMatrix * a;"
			"		geomLightDir = (LightPosCam - a).xyz;"
			"		geomOpacity = 1.0;"
			"		EmitVertex();"
			"		gl_Position = ProjectionMatrix * b;"
			"		geomLightDir = (LightPosCam - b).xyz;"
			"		geomOpacity = 0.0;"
			"		EmitVertex();"
			"	}"
			"	EndPrimitive();"
			"}"
		);
		gs.Compile();

		fs.Source(
			"#version 330\n"
			"in vec3 geomLightDir;"
			"in float geomOpacity;"
			"uniform vec3 FrontColor, BackColor;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float l = length(geomLightDir);"
			"	vec3 color = gl_FrontFacing?"
			"		FrontColor:"
			"		BackColor;"
			"	fragColor = vec4(color*(4.0/l), geomOpacity);"
			"}"
		);
		fs.Compile();

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

		torus.Bind();
		verts.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_torus.Positions(data);
			Buffer::Data(Buffer::Target::Array, data);

			prog.Use();
			VertexAttribArray attr(prog, "Position");
			attr.Setup(n_per_vertex, DataType::Float);
			attr.Enable();
		}

		gl.ClearColor(0.8f, 0.7f, 0.6f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);
		gl.DepthFunc(CompareFn::LEqual);
		gl.FrontFace(make_torus.FaceWinding());
//.........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:023_lattice_torus.cpp

示例13: attr

	SinglePassEdgeExample(void)
	 : make_shape(1, shapes::SubdivSphereInitialShape::Octohedron)
	 , shape_instr(make_shape.Instructions())
	 , shape_indices(make_shape.Indices())
	 , vs(ObjectDesc("Vertex"))
	 , gs(ObjectDesc("Geometry"))
	 , fs(ObjectDesc("Fragment"))
	 , projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	 , model_matrix(prog, "ModelMatrix")
	 , viewport_dimensions(prog, "ViewportDimensions")
	 , edge_width(prog, "EdgeWidth")
	{
		vs.Source(StrLit(
			"#version 330\n"

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

			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"

			"in vec4 Position;"

			"out vec3 vertNormal;"
			"out vec3 vertLightDir;"

			"void main(void)"
			"{"
			"	gl_Position = "
			"		ModelMatrix *"
			"		Position;"
			"	vertNormal = ("
			"		ModelMatrix *"
			"		vec4(Position.xyz, 0.0)"
			"	).xyz;"
			"	vertLightDir = "
			"		LightPosition -"
			"		gl_Position.xyz;"
			"	gl_Position = "
			"		ProjectionMatrix *"
			"		CameraMatrix *"
			"		gl_Position;"
			"}"
		));
		vs.Compile();

		gs.Source(StrLit(
			"#version 330\n"
			"layout (triangles) in;"
			"layout (triangle_strip, max_vertices = 3) out;"

			"uniform vec2 ViewportDimensions;"

			"in vec3 vertNormal[], vertLightDir[];"

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

			"void main(void)"
			"{"
			"	geomNormal = normalize("
			"		vertNormal[0]+"
			"		vertNormal[1]+"
			"		vertNormal[2]"
			"	);"
			"	geomColor = normalize(abs("
			"		vec3(1.0, 1.0, 1.0)-"
			"		geomNormal"
			"	));"

			"	vec2 ScreenPos[3];"
			"	for(int i=0; i!=3; ++i)"
			"	{"
			"		ScreenPos[i] = "
			"			ViewportDimensions*"
			"			gl_in[i].gl_Position.xy/"
			"			gl_in[i].gl_Position.w;"
			"	}"

			"	vec2 TmpVect[3];"
			"	for(int i=0; i!=3; ++i)"
			"	{"
			"		TmpVect[i] = "
			"			ScreenPos[(i+2)%3]-"
			"			ScreenPos[(i+1)%3];"
			"	}"

			"	const vec3 EdgeMask[3] = vec3[3]("
			"		vec3(1.0, 0.0, 0.0),"
			"		vec3(0.0, 1.0, 0.0),"
			"		vec3(0.0, 0.0, 1.0) "
			"	);"

			"	for(int i=0; i!=3; ++i)"
			"	{"
			"		float Dist = abs("
			"			TmpVect[(i+1)%3].x*TmpVect[(i+2)%3].y-"
			"			TmpVect[(i+1)%3].y*TmpVect[(i+2)%3].x "
			"		) / length(TmpVect[i]);"
//.........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:017_single_pass_edges.cpp

示例14: attr

	ReflectionExample(void)
	 : torus_indices(make_torus.Indices())
	 , torus_instr(make_torus.Instructions())
	 , vs_norm(ObjectDesc("Vertex-Normal"))
	 , vs_refl(ObjectDesc("Vertex-Reflection"))
	 , gs_refl(ObjectDesc("Geometry-Reflection"))
	{
		namespace se = oglplus::smart_enums;
		// Set the normal object vertex shader source
		vs_norm.Source(
			"#version 330\n"
			"in vec4 Position;"
			"in vec3 Normal;"
			"out vec3 geomColor;"
			"out vec3 geomNormal;"
			"out vec3 geomLight;"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"uniform vec3 LightPos;"
			"void main(void)"
			"{"
			"	gl_Position = ModelMatrix * Position;"
			"	geomColor = Normal;"
			"	geomNormal = mat3(ModelMatrix)*Normal;"
			"	geomLight = LightPos-gl_Position.xyz;"
			"	gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;"
			"}"
		);
		// compile it
		vs_norm.Compile();

		// Set the reflected object vertex shader source
		// which just passes data to the geometry shader
		vs_refl.Source(
			"#version 330\n"
			"in vec4 Position;"
			"in vec3 Normal;"
			"out vec3 vertNormal;"
			"void main(void)"
			"{"
			"	gl_Position = Position;"
			"	vertNormal = Normal;"
			"}"
		);
		// compile it
		vs_refl.Compile();

		// Set the reflected object geometry shader source
		// This shader creates a reflection matrix that
		// relies on the fact that the reflection is going
		// to be done by the y-plane
		gs_refl.Source(
			"#version 330\n"
			"layout(triangles) in;"
			"layout(triangle_strip, max_vertices = 6) out;"

			"in vec3 vertNormal[];"

			"uniform mat4 ProjectionMatrix;"
			"uniform mat4 CameraMatrix;"
			"uniform mat4 ModelMatrix;"

			"out vec3 geomColor;"
			"out vec3 geomNormal;"
			"out vec3 geomLight;"
			"uniform vec3 LightPos;"

			"mat4 ReflectionMatrix = mat4("
			"	1.0, 0.0, 0.0, 0.0,"
			"	0.0,-1.0, 0.0, 0.0,"
			"	0.0, 0.0, 1.0, 0.0,"
			"	0.0, 0.0, 0.0, 1.0 "
			");"
			"void main(void)"
			"{"
			"	for(int v=0; v!=gl_in.length(); ++v)"
			"	{"
			"		vec4 Position = gl_in[v].gl_Position;"
			"		gl_Position = ModelMatrix * Position;"
			"		geomColor = vertNormal[v];"
			"		geomNormal = mat3(ModelMatrix)*vertNormal[v];"
			"		geomLight = LightPos - gl_Position.xyz;"
			"		gl_Position = "
			"			ProjectionMatrix *"
			"			CameraMatrix *"
			"			ReflectionMatrix *"
			"			gl_Position;"
			"		EmitVertex();"
			"	}"
			"	EndPrimitive();"
			"}"
		);
		// compile it
		gs_refl.Compile();

		// set the fragment shader source
		fs.Source(
			"#version 330\n"
			"in vec3 geomColor;"
			"in vec3 geomNormal;"
			"in vec3 geomLight;"
//.........这里部分代码省略.........
开发者ID:,项目名称:,代码行数:101,代码来源:

示例15: 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


注:本文中的GeometryShader::Compile方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。