// Sh: A GPU metaprogramming language.
//
// Copyright (c) 2003 University of Waterloo Computer Graphics Laboratory
// Project administrator: Michael D. McCool
// Authors: Zheng Qin, Stefanus Du Toit, Kevin Moule, Tiberiu S. Popa,
// Michael D. McCool
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented; you must
// not claim that you wrote the original software. If you use this
// software in a product, an acknowledgment in the product documentation
// would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such, and must
// not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source
// distribution.
//////////////////////////////////////////////////////////////////////////////
#include
#include
#include
#include "Shader.hpp"
#include "Globals.hpp"
using namespace SH;
using namespace ShUtil;
#include "util.hpp"
class GlassShader : public Shader {
public:
ShProgram vsh, fsh;
GlassShader();
~GlassShader();
bool init();
ShProgram vertex() { return vsh;}
ShProgram fragment() { return fsh;}
};
GlassShader::GlassShader()
: Shader("Refraction: Glass")
{
}
GlassShader::~GlassShader()
{
}
bool GlassShader::init()
{
std::cerr << "Initializing " << name() << std::endl;
std::string imageNames[6] = {"left", "right", "top", "bottom", "back", "front"};
ShImage test_image;
test_image.loadPng(std::string(SHMEDIA_DIR "/envmaps/aniroom/") + imageNames[0] + ".png");
ShTextureCube cubemap(test_image.width(), test_image.height());
{
for (int i = 0; i < 6; i++) {
ShImage image;
image.loadPng(std::string(SHMEDIA_DIR "/envmaps/aniroom/") + imageNames[i] + ".png");
cubemap.memory(image.memory(), static_cast(i));
}
}
ShAttrib1f theta = ShAttrib1f(1.3f);
theta.name("relative indices of refraction");
theta.range(0.0f,2.0f);
vsh = SH_BEGIN_PROGRAM("gpu:vertex") {
ShInputPosition4f ipos;
ShInputNormal3f inorm;
ShOutputPosition4f opos; // Position in NDC
ShOutputNormal3f onorm; // view-space normal
ShOutputVector3f reflv; // Compute reflection vector
ShOutputVector3f refrv; // Compute refraction vector
ShOutputAttrib1f fres; // Compute fresnel term
opos = Globals::mvp | ipos; // Compute NDC position
onorm = Globals::mv | inorm; // Compute view-space normal
onorm = normalize(onorm);
ShPoint3f posv = (Globals::mv | ipos)(0,1,2); // Compute view-space position
ShVector3f viewv = -normalize(posv); // Compute view vector
reflv = reflect(viewv,onorm); // Compute reflection vector
refrv = refract(viewv,onorm,theta); // Compute refraction vector
fres = fresnel(viewv,onorm,theta); // Compute fresnel term
// actually do reflection and refraction lookup in model space
reflv = Globals::mv_inverse | reflv;
refrv = Globals::mv_inverse | refrv;
} SH_END;
fsh = SH_BEGIN_PROGRAM("gpu:fragment") {
ShInputPosition4f posh;
ShInputNormal3f n; // normal
ShInputVector3f reflv; // Compute reflection vector
ShInputVector3f refrv; // Compute refraction vector
ShInputAttrib1f fres; // Compute fresnel term
ShOutputColor3f result;
result = fres*cubemap(reflv)(0,1,2) + (1.0f-fres)*cubemap(refrv)(0,1,2);
} SH_END;
return true;
}
GlassShader the_glass_shader;