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C++ vs_output::attribute方法代码示例

本文整理汇总了C++中vs_output::attribute方法的典型用法代码示例。如果您正苦于以下问题:C++ vs_output::attribute方法的具体用法?C++ vs_output::attribute怎么用?C++ vs_output::attribute使用的例子?那么恭喜您, 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vs_output的用法示例。


在下文中一共展示了vs_output::attribute方法的8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: shader_prog

	void shader_prog(const vs_input& in, vs_output& out)
	{
		vec4 pos = in.attribute(0);
		vec4 nor = in.attribute(1);

		out.position() = out.attribute(0) = vec4(0.0f, 0.0f, 0.0f, 0.0f);
		pos.w(1.0f);
		nor.w(0.0f);

		for(int i = 0; i < 4; ++i)
		{
			union {float f; int i;} f2i;
			f2i.f = in.attribute(3)[i];
			float w = in.attribute(4)[i];
			int boneIndex = f2i.i;
			if(boneIndex == -1){break;}
			vec4 skin_pos;
			vec4 skin_nor;
			transform(skin_pos, invMatrices[boneIndex], pos);
			transform(skin_pos, boneMatrices[boneIndex], skin_pos);
			transform(skin_nor, invMatrices[boneIndex], nor);
			transform(skin_nor, boneMatrices[boneIndex], skin_nor);
			out.position() += (skin_pos*w);
			out.attribute(0) += (skin_nor*w);
		}
		
		transform(out.position(), out.position(), wvp);

		// out.attribute(0) = in.attribute(1);
		out.attribute(1) = in.attribute(2);
		out.attribute(2) = light_pos - pos;
		out.attribute(3) = eye_pos - pos;
	}
开发者ID:EddyGun,项目名称:SalviaRenderer,代码行数:33,代码来源:Morph.cpp

示例2: shader_prog

	void shader_prog(const vs_input& in, vs_output& out)
	{
		vec4 pos = in.attribute(0);
		transform(out.position(), pos, wvp);
		out.attribute(0) = in.attribute(1);
		out.attribute(1) = in.attribute(2);
		out.attribute(2) = light_pos - pos;
		out.attribute(3) = eye_pos - pos;
	}
开发者ID:EddyGun,项目名称:SalviaRenderer,代码行数:9,代码来源:Sponza.cpp

示例3: shader_prog

	void shader_prog(const vs_input& in, vs_output& out)
	{
		vec4 pos = in.attribute(0);
		vec4 pos_es, normal_es;
		transform(pos_es, pos, wv);
		transform33(normal_es, in.attribute(1), wv);
		transform(out.position(), pos_es, proj);
		out.attribute(0) = vec4(light_pos - pos_es.xyz(), 1);
		out.attribute(1) = vec4(eye_pos - pos_es.xyz(), 1);
		out.attribute(2) = normal_es;
	}
开发者ID:EddyGun,项目名称:SalviaRenderer,代码行数:11,代码来源:ComplexMesh.cpp

示例4: shader_prog

 void shader_prog(const vs_input& in, vs_output& out)
 {
     vec4 pos = in.attribute(0);
     transform(out.position(), pos, wvp);
     out.attribute(0) = in.attribute(0);//(vec4(1.0f, 1.0f, 1.0f, 1.0f) - in[0]);
     out.attribute(1) = in.attribute(1);
 }
开发者ID:xinchoubiology,项目名称:SalviaRenderer,代码行数:7,代码来源:AnisotropicFilter.cpp

示例5: shader_prog

	bool shader_prog(const vs_output& in, ps_output& out)
	{
		vec4 diff_color = vec4(1.0f, 1.0f, 1.0f, 1.0f); // diffuse;

		vec3 norm( normalize3( in.attribute(0).xyz() ) );
		vec3 light_dir( normalize3( in.attribute(1).xyz() ) );
		vec3 eye_dir( normalize3( in.attribute(2).xyz() ) );

		float illum_diffuse = clamp( dot_prod3( light_dir, norm ), 0.0f, 1.0f );
		float illum_specular = clamp( dot_prod3( reflect3( light_dir, norm ), eye_dir ), 0.0f, 1.0f );

		out.color[0] = ambient * 0.01f + diff_color * illum_diffuse + specular * illum_specular;
		out.color[0] = diff_color * illum_diffuse;
		// out.color[0] = ( vec4(norm, 1.0f) + vec4(1.0f, 1.0f, 1.0f, 1.0f) ) * 0.5f;

		out.color[0][3] = 1.0f;

		return true;
	}
开发者ID:2007750219,项目名称:softart,代码行数:19,代码来源:AstroBoy.cpp

示例6: shader_prog

	bool shader_prog(const vs_output& in, ps_output& out)
	{
		color_rgba32f tex_color(1.0f, 1.0f, 1.0f, 1.0f);
		if( sampler_ )
		{
			tex_color = tex2d(*sampler_ , 0);
		}
		vec3 norm( normalize3( in.attribute(1).xyz() ) );
		vec3 light_dir( normalize3( in.attribute(2).xyz() ) );
		vec3 eye_dir( normalize3( in.attribute(3).xyz() ) );

		float illum_diffuse = clamp( dot_prod3( light_dir, norm ), 0.0f, 1.0f );
		float illum_specular = clamp( dot_prod3( reflect3( light_dir, norm ), eye_dir ), 0.0f, 1.0f );
		vec4 illum = ambient + diffuse * illum_diffuse + specular * illum_specular;

		out.color[0] = tex_color.get_vec4() * illum;
		out.color[0][3] = 1.0f;

		return true;
	}
开发者ID:2007750219,项目名称:softart,代码行数:20,代码来源:ObjLoader.cpp

示例7: shader_prog

    bool shader_prog(const vs_output& in, ps_output& out)
    {
        ++count;
        vec4 diff_color = vec4(1.0f, 1.0f, 1.0f, 1.0f); // diffuse;

        if( sampler_ )
        {
            diff_color = tex2d(*sampler_, 0).get_vec4();
        }

        vec3 norm( normalize3( in.attribute(1).xyz() ) );
        vec3 light_dir( normalize3( in.attribute(2).xyz() ) );
        vec3 eye_dir( normalize3( in.attribute(3).xyz() ) );

        float illum_diffuse = clamp( dot_prod3( light_dir, norm ), 0.0f, 1.0f );

        out.color[0] = diff_color * illum_diffuse;
        out.color[0][3] = 1.0f;

        return true;
    }
开发者ID:whztt07,项目名称:SALVIA,代码行数:21,代码来源:PartOfSponza.cpp

示例8: shader_prog

	bool shader_prog(const vs_output& in, ps_output& out)
	{
		float height = in.attribute(0)[0];

		vec4 colors[] = 
		{
			vec4(0.0f, 0.0f, 0.5f, 1.0f),
			vec4(0.7f, 0.6f, 0.0f, 1.0f),
			vec4(0.45f, 0.38f, 0.26f, 1.0f),
			vec4(0.0f, 0.7f, 0.8f, 1.0f),
			vec4(0.9f, 0.9f, 1.0f, 1.0f),
			vec4(0.9f, 0.9f, 1.0f, 1.0f) // sentinel
		};

		float boundary_points[] = {0.0f, 0.62f, 0.75f, 0.88f, 1.0f, 1.0f};

		int lower_bound = -1;
		for(int i = 0; i < 5; ++i)
		{
			if( height < boundary_points[i] ){
				break;
			}
			lower_bound = i;
		}
		
		if(lower_bound == -1)
		{
			out.color[0] = colors[0];
		}
		else
		{
			float lower_value = boundary_points[lower_bound];
			float interval = boundary_points[lower_bound+1]-lower_value;
			out.color[0] = lerp( colors[lower_bound], colors[lower_bound+1], (height-lower_value)/interval );
		}

		return true;
	}
开发者ID:whztt07,项目名称:SALVIA,代码行数:38,代码来源:VertexTextureFetch.cpp


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