品牌网站建设帮你大蝌蚪/搜索引擎优化结果

品牌网站建设帮你大蝌蚪,搜索引擎优化结果,做程序网站需要什么代码,网站建设书运行效果 CPP #include <iostream> #include <fstream> #include <string> #include <cmath>#include <GL/glew.h> #include <GLFW/glfw3.h> #include <glm/glm.hpp> #include <glm/gtc/type_ptr.hpp> #include <glm/gtc/…

 运行效果

CPP

#include <iostream>
#include <fstream>
#include <string>
#include <cmath>#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <soil2/SOIL2.h>#define PI 3.14159f#define numVAOs 1
#define numVBOs 128#define SPEED 0.1f
#define ANGLE 0.01fusing namespace std;GLuint rendering_program;
GLuint vao[numVAOs];
GLuint vbo[numVBOs];
GLuint vbo_count = 0;
GLuint mvloc, ploc, nloc;
GLuint clr_loc;
GLuint global_amb_loc, dirlight_amb_loc, dirlight_dif_loc, dirlight_dir_loc;int HEIGHT = 724, WIDTH = 1024;
float aspect = (float)WIDTH / (float)HEIGHT;glm::vec4 GlobalAmbient = { 0.5f, 0.5f, 0.5f, 1.0f };		//全局环境光
glm::vec4 DirLightAmbient = { 0.2f, 0.2f, 0.2f, 1.0f };		//定向光:环境特征
glm::vec4 DirLightDiffuse = { 0.35f, 0.35f, 0.35f, 1.0f };	//定向光:漫反射
glm::vec3 DirLightDirection = { -0.5f, -0.866f, 0.0f };glm::mat4 tmat;												//平移
glm::mat4 rmat;												//旋转
glm::mat4 vmat;												//t_mat * r_mat
glm::mat4 pmat;												//透视
glm::mat4 mvmat;
glm::mat4 invmat;											//mv矩阵的逆
glm::vec4 texture_color;struct Camera {float x, y, z;float theta, fine;
}camera;struct Plane {GLuint vbo_index[2] = { 0 };glm::vec3 position = { 0.0f, 0.0f, 0.0f };float vertex_positions[18] = {0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f,1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f};float vertex_normal[18] = {0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f};void init(float x, float y, float z) {vbo_index[0] = vbo_count++;vbo_index[1] = vbo_count++;position = { x, y, z };glBindBuffer(GL_ARRAY_BUFFER, vbo[vbo_index[0]]);glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_positions), vertex_positions, GL_STATIC_DRAW);glBindBuffer(GL_ARRAY_BUFFER, vbo[vbo_index[1]]);glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_normal), vertex_normal, GL_STATIC_DRAW);}void draw() {glUniformMatrix4fv(mvloc, 1, GL_FALSE, glm::value_ptr(mvmat));glUniformMatrix4fv(ploc, 1, GL_FALSE, glm::value_ptr(pmat));glUniformMatrix4fv(nloc, 1, GL_FALSE, glm::value_ptr(invmat));glUniform4fv(clr_loc, 1, glm::value_ptr(texture_color));glBindBuffer(GL_ARRAY_BUFFER, vbo[plane.vbo_index[0]]);glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);glEnableVertexAttribArray(0);glBindBuffer(GL_ARRAY_BUFFER, vbo[plane.vbo_index[1]]);glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);glEnableVertexAttribArray(1);glEnable(GL_DEPTH_TEST);glDepthFunc(GL_LEQUAL);glDrawArrays(GL_TRIANGLES, 0, 6);}
}plane;
struct Tetrahedron {GLuint vbo_index[2] = { 0 };glm::vec3 position = { 0.0f, 0.0f, 0.0f };float vertex_positions[36] = {0.0f, -0.408f, 1.155f, -1.0f, -0.408f, -0.577f, 1.0f, -0.408f, -0.577f,0.0f, -0.408f, 1.155f, 0.0f, 1.225f, 0.0f, -1.0f, -0.408f, -0.577f,0.0f, -0.408f, 1.155f, 1.0f, -0.408f, -0.577f, 0.0f, 1.225f, 0.0f,-1.0f, -0.408f, -0.577f, 0.0f, 1.225f, 0.0f, 1.0f, -0.408f, -0.577f};float vertex_normal[36] = {0.0f, -1.225f, -0.0f, 0.0f, -1.225f, 0.0f, 0.0f, -1.225f, 0.0f,-1.0f, 0.408f,-0.577f, -1.0f, 0.408f, 0.577f, -1.0f, 0.408f, 0.577f,1.0f, 0.408f, 0.577f, 1.0f, 0.408f, 0.577f, 1.0f, 0.408f, 0.577f,0.0f, 0.408f, -1.155f, 0.0f, 0.408f, -1.155f, 0.0f, 0.408f, -1.155f};void init(float x, float y, float z) {vbo_index[0] = vbo_count++;vbo_index[1] = vbo_count++;position = { x, y, z };glBindBuffer(GL_ARRAY_BUFFER, vbo[vbo_index[0]]);glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_positions), vertex_positions, GL_STATIC_DRAW);glBindBuffer(GL_ARRAY_BUFFER, vbo[vbo_index[1]]);glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_normal), vertex_normal, GL_STATIC_DRAW);}void draw() {glUniformMatrix4fv(mvloc, 1, GL_FALSE, glm::value_ptr(mvmat));glUniformMatrix4fv(ploc, 1, GL_FALSE, glm::value_ptr(pmat));glUniformMatrix4fv(nloc, 1, GL_FALSE, glm::value_ptr(invmat));glUniform4fv(clr_loc, 1, glm::value_ptr(glm::vec4(1.0f, 0.0f, 0.0f, 1.0f)));glBindBuffer(GL_ARRAY_BUFFER, vbo[tetrahedron.vbo_index[0]]);glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);glEnableVertexAttribArray(0);glBindBuffer(GL_ARRAY_BUFFER, vbo[tetrahedron.vbo_index[1]]);glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);glEnableVertexAttribArray(1);glEnable(GL_DEPTH_TEST);glDepthFunc(GL_LEQUAL);glDrawArrays(GL_TRIANGLES, 0, 12);}
}tetrahedron;
struct Icosahedron {GLuint vbo_index[2] = { 0 };glm::vec3 position = { 0.0f, 0.0f, 0.0f };float vertex_positions[180] = {-0.618f, 1.0f, 0.0f, 0.618f, 1.0f, 0.0f, 0.0f, 0.618f, -1.0f,0.618f, -1.0f, 0.0f, -0.618f, -1.0f, 0.0f, 0.0f, -0.618f, -1.0f,0.0f, 0.618f, -1.0f, -1.0f, 0.0f, -0.618f, -0.618f, 1.0f, 0.0f,-1.0f, 0.0f, -0.618f, 0.0f, -0.618f, -1.0f, -0.618f, -1.0f, 0.0f,0.618f, 1.0f, 0.0f, 1.0f, 0.0f, -0.618f, 0.0f, 0.618f, -1.0f,1.0f, 0.0f, -0.618f, 0.618f, -1.0f, 0.0f, 0.0f, -0.618f, -1.0f,-1.0f, 0.0f, -0.618f, 0.0f, 0.618f, -1.0f, 0.0f, -0.618f, -1.0f,0.0f, -0.618f, -1.0f, 0.0f, 0.618f, -1.0f, 1.0f, 0.0f, -0.618f,0.618f, 1.0f, 0.0f, -0.618f, 1.0f, 0.0f, 0.0f, 0.618f, 1.0f,-0.618f, -1.0f, 0.0f, 0.618f, -1.0f, 0.0f, 0.0f, -0.618f, 1.0f,-1.0f, 0.0f, 0.618f, 0.0f, 0.618f, 1.0f, -0.618f, 1.0f, 0.0f,-1.0f, 0.0f, 0.618f, -0.618f, -1.0f, 0.0f, 0.0f, -0.618f, 1.0f,0.618f, 1.0f, 0.0f, 0.0f, 0.618f, 1.0f, 1.0f, 0.0f, 0.618f,0.0f, -0.618f, 1.0f, 0.618f, -1.0f, 0.0f, 1.0f, 0.0f, 0.618f,0.0f, -0.618f, 1.0f, 0.0f, 0.618f, 1.0f, -1.0f, 0.0f, 0.618f,0.0f, 0.618f, 1.0f, 0.0f, -0.618f, 1.0f, 1.0f, 0.0f, 0.618f,-1.0f, 0.0f, 0.618f, -0.618f, 1.0f, 0.0f, -1.0f, 0.0f, -0.618f,-1.0f, 0.0f, 0.618f, -1.0f, 0.0f, -0.618f, -0.618f, -1.0f, 0.0f,1.0f, 0.0f, 0.618f, 1.0f, 0.0f, -0.618f, 0.618f, 1.0f, 0.0f,1.0f, 0.0f, -0.618f, 1.0f, 0.0f, 0.618f, 0.618f, -1.0f, 0.0f};float vertex_normal[180] = {0.0f, 2.618f, -1.0f, 0.0f, 2.618f, -1.0f, 0.0f, 2.618f, -1.0f,0.0f, -2.618f, -1.0f, 0.0f, -2.618f, -1.0f, 0.0f, -2.618f, -1.0f,-1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f,-1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f,1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f,1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f,-1.0f, 0.0f, -2.618f, -1.0f, 0.0f, -2.618f, -1.0f, 0.0f, -2.618f,1.0f, 0.0f, -2.618f, 1.0f, 0.0f, -2.618f, 1.0f, 0.0f, -2.618f,0.0f, 2.618f, 1.0f, 0.0f, 2.618f, 1.0f, 0.0f, 2.618f, 1.0f,0.0f, -2.618f, 1.0f, 0.0f, -2.618f, 1.0f, 0.0f, -2.618f, 1.0f,-1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f,-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f,1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f,-1.0f, 0.0f, 2.618f, -1.0f, 0.0f, 2.618f, -1.0f, 0.0f, 2.618f,1.0f, 0.0f, 2.618f, 1.0f, 0.0f, 2.618f, 1.0f, 0.0f, 2.618f,-2.618f, 1.0f, 0.0f, -2.618f, 1.0f, 0.0f, -2.618f, 1.0f, 0.0f,-2.618f, -1.0f, 0.0f, -2.618f, -1.0f, 0.0f, -2.618f, -1.0f, 0.0f,2.618f, 1.0f, 0.0f, 2.618f, 1.0f, 0.0f, 2.618f, 1.0f, 0.0f,2.618f, -1.0f, 0.0f, 2.618f, -1.0f, 0.0f, 2.618f, -1.0f, 0.0f};void init(float x, float y, float z) {vbo_index[0] = vbo_count++;vbo_index[1] = vbo_count++;position = { x, y, z };glBindBuffer(GL_ARRAY_BUFFER, vbo[vbo_index[0]]);glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_positions), vertex_positions, GL_STATIC_DRAW);glBindBuffer(GL_ARRAY_BUFFER, vbo[vbo_index[1]]);glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_normal), vertex_normal, GL_STATIC_DRAW);}void draw() {glUniformMatrix4fv(mvloc, 1, GL_FALSE, glm::value_ptr(mvmat));glUniformMatrix4fv(ploc, 1, GL_FALSE, glm::value_ptr(pmat));glUniformMatrix4fv(nloc, 1, GL_FALSE, glm::value_ptr(invmat));glUniform4fv(clr_loc, 1, glm::value_ptr(glm::vec4(1.0f, 0.0f, 0.0f, 1.0f)));glBindBuffer(GL_ARRAY_BUFFER, vbo[icosahedron.vbo_index[0]]);glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);glEnableVertexAttribArray(0);glBindBuffer(GL_ARRAY_BUFFER, vbo[icosahedron.vbo_index[1]]);glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);glEnableVertexAttribArray(1);glEnable(GL_DEPTH_TEST);glDepthFunc(GL_LEQUAL);glDrawArrays(GL_TRIANGLES, 0, 60);}
}icosahedron;string ReadShaderSource(const char* file_path) {string content;string line = "";ifstream file_stream(file_path, ios::in);while (!file_stream.eof()) {getline(file_stream, line);content.append(line + "\n");}file_stream.close();return content;
}
void PrintShaderLog(GLuint shader) {int len = 0;int ch_writtn = 0;char* log;glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);if (len > 0) {log = (char*)malloc(len);glGetShaderInfoLog(shader, len, &ch_writtn, log);cout << "Shader Info Log:" << log << endl;free(log);}
}
void PrintProgramLog(GLuint program) {int len = 0;int ch_writtn = 0;char* log;glGetProgramiv(program, GL_INFO_LOG_LENGTH, &len);if (len > 0) {log = (char*)malloc(len);glGetProgramInfoLog(program, len, &ch_writtn, log);cout << "Program Info Log:" << log << endl;free(log);}
}
bool CheckOpenGLError() {bool found_error = false;int glerr = glGetError();while (glerr != GL_NO_ERROR) {cout << "GL ERROR:" << glerr << endl;found_error = true;glerr = glGetError();}return found_error;
}
GLuint CreateShaderProgram() {GLuint vshader = glCreateShader(GL_VERTEX_SHADER);GLuint fshader = glCreateShader(GL_FRAGMENT_SHADER);GLint vert_compiled;GLint frag_compiled;GLint linked;string vert_shader_string = ReadShaderSource("vert_shader.glsl");string frag_shader_string = ReadShaderSource("frag_shader.glsl");const char* vert_shader_source = vert_shader_string.c_str();const char* frag_shader_source = frag_shader_string.c_str();glShaderSource(vshader, 1, &vert_shader_source, NULL);glShaderSource(fshader, 1, &frag_shader_source, NULL);glCompileShader(vshader);CheckOpenGLError();glGetShaderiv(vshader, GL_COMPILE_STATUS, &vert_compiled);if (vert_compiled != 1) {cout << "vertex compilation failed" << endl;PrintShaderLog(vshader);}glCompileShader(fshader);CheckOpenGLError();glGetShaderiv(fshader, GL_COMPILE_STATUS, &frag_compiled);if (frag_compiled != 1) {cout << "fragment compilation failed" << endl;PrintShaderLog(fshader);}GLuint program = glCreateProgram();glAttachShader(program, vshader);glAttachShader(program, fshader);glLinkProgram(program);CheckOpenGLError();glGetProgramiv(program, GL_LINK_STATUS, &linked);if (linked != 1) {cout << "linking failed" << endl;PrintProgramLog(program);}return program;
}
GLuint LoadTexture(const char* ImagePath) {GLuint textureID;textureID = SOIL_load_OGL_texture(ImagePath, SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y);if (textureID == 0) cout << "could not find texture file:" << ImagePath << endl;return textureID;
}
void init(GLFWwindow* window) {vmat = glm::mat4(1.0f);rmat = glm::mat4(1.0f);pmat = glm::perspective(1.3f, aspect, 0.1f, 1000.0f);rendering_program = CreateShaderProgram();glGenVertexArrays(numVAOs, vao);glBindVertexArray(vao[0]);glGenBuffers(numVBOs, vbo);tetrahedron.init(4.0f, 4.0f, 0.0f);icosahedron.init(0.0f, 4.0f, 4.0f);plane.init(0.0f, 0.0f, 0.0f);
}
void MoveCamera(GLFWwindow* window) {bool translate = false;bool rotato = false;if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {camera.x -= (float)sin(camera.theta) * SPEED;camera.z -= (float)cos(camera.theta) * SPEED;translate = true;}if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {camera.x += (float)sin(camera.theta) * SPEED;camera.z += (float)cos(camera.theta) * SPEED;translate = true;}if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {camera.x -= (float)cos(camera.theta) * SPEED;camera.z += (float)sin(camera.theta) * SPEED;translate = true;}if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {camera.x += (float)cos(camera.theta) * SPEED;camera.z -= (float)sin(camera.theta) * SPEED;translate = true;}if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) {camera.y += SPEED;translate = true;}if (glfwGetKey(window, GLFW_KEY_R) == GLFW_PRESS) {camera.y -= SPEED;translate = true;}if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS) {if (camera.fine < PI / 2.0) {camera.fine += ANGLE;rotato = true;}}if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS) {if (camera.fine > -PI / 2.0) {camera.fine -= ANGLE;rotato = true;}}if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS) {camera.theta += ANGLE;rotato = true;}if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS) {camera.theta -= ANGLE;rotato = true;}if (translate) tmat = glm::translate(glm::mat4(1.0f), glm::vec3(-camera.x, -camera.y, -camera.z));if (rotato) rmat = {{ cos(camera.theta)  , sin(camera.fine) * sin(camera.theta), cos(camera.fine) * sin(camera.theta), 0.0f },{ 0.0f				 , cos(camera.fine)					 , -sin(camera.fine)				   , 0.0f },{ -sin(camera.theta) , sin(camera.fine) * cos(camera.theta), cos(camera.fine) * cos(camera.theta), 0.0f },{ 0.0f				 , 0.0f								 , 0.0f								   , 1.0f }};if (translate || rotato) vmat = rmat * tmat;
}
void WindowReshapeCallback(GLFWwindow* window, int new_width, int new_height) {WIDTH = new_width;HEIGHT = new_height;aspect = (float)WIDTH / (float)HEIGHT;pmat = glm::perspective(1.3f, aspect, 0.1f, 1000.0f);glViewport(0, 0, WIDTH, HEIGHT);
}
void InstallLight() {global_amb_loc = glGetUniformLocation(rendering_program, "GlobalAmbient");dirlight_amb_loc = glGetUniformLocation(rendering_program, "DirLightAmbient");dirlight_dif_loc = glGetUniformLocation(rendering_program, "DirLightDiffuse");dirlight_dir_loc = glGetUniformLocation(rendering_program, "DirLightDirection");glProgramUniform4fv(rendering_program, global_amb_loc, 1, glm::value_ptr(GlobalAmbient));glProgramUniform4fv(rendering_program, dirlight_amb_loc, 1, glm::value_ptr(DirLightAmbient));glProgramUniform4fv(rendering_program, dirlight_dif_loc, 1, glm::value_ptr(DirLightDiffuse));glProgramUniform3fv(rendering_program, dirlight_dir_loc, 1, glm::value_ptr(DirLightDirection));
}
void display(GLFWwindow* window, double curretTime) {glClear(GL_DEPTH_BUFFER_BIT);glClear(GL_COLOR_BUFFER_BIT);glUseProgram(rendering_program);InstallLight();mvloc = glGetUniformLocation(rendering_program, "mvmat");ploc = glGetUniformLocation(rendering_program, "pmat");nloc = glGetUniformLocation(rendering_program, "nmat");clr_loc = glGetUniformLocation(rendering_program, "texture_color");glDisable(GL_CULL_FACE);for (int x = -32; x < 32; x++)for (int z = -32; z < 32; z++) {glm::mat4 mmat_p = glm::translate(glm::mat4(1.0f), glm::vec3((float)x, 0.0f, (float)z));if ((x + z) & 1)texture_color = { 0.0f, 1.0f, 0.0f, 1.0f };elsetexture_color = { 0.0f, 0.0f, 1.0f, 1.0f };mvmat = vmat * mmat_p;invmat = glm::transpose(glm::inverse(mvmat));plane.draw();}glEnable(GL_CULL_FACE);glm::mat4 mmat_t = glm::translate(glm::mat4(1.0f), tetrahedron.position);mvmat = vmat * mmat_t;invmat = glm::transpose(glm::inverse(mvmat));texture_color = { 1.0f, 0.0f, 0.0f, 1.0f };tetrahedron.draw();glm::mat4 mmat_i = glm::translate(glm::mat4(1.0f), icosahedron.position);mvmat = vmat * mmat_i;invmat = glm::transpose(glm::inverse(mvmat));texture_color = { 1.0f, 0.0f, 0.0f, 1.0f };icosahedron.draw();
}
int main() {if (!glfwInit()) { exit(EXIT_FAILURE); }glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "HelloWorld", NULL, NULL);glfwMakeContextCurrent(window);if (glewInit() != GLEW_OK) { exit(EXIT_FAILURE); }glfwSwapInterval(1);glfwSetWindowSizeCallback(window, WindowReshapeCallback);init(window);while (!glfwWindowShouldClose(window)) {MoveCamera(window);display(window, glfwGetTime());glfwSwapBuffers(window);glfwPollEvents();}glfwDestroyWindow(window);glfwTerminate();exit(EXIT_SUCCESS);
}

顶点着色器

#version 430layout (location=0) in vec3 position;
layout (location=1) in vec3 normal;out vec3 varying_normal;
out vec3 varying_direction;uniform mat4 mvmat;
uniform mat4 pmat;
uniform mat4 nmat;
uniform vec4 texture_color;
h
uniform vec4 GlobalAmbient;
uniform vec4 DirLightAmbient;
uniform vec4 DirLightDiffuse;
uniform vec3 DirLightDirection;void main(void) {varying_normal = (nmat * vec4(normal, 1.0)).xyz;varying_direction = (nmat * vec4(DirLightDirection, 1.0)).xyz;gl_Position = pmat * mvmat * vec4(position, 1.0);
}

片段着色器

#version 430in vec3 varying_normal;
in vec3 varying_direction;out vec4 color;uniform mat4 mvmat;
uniform mat4 pmat;
uniform mat4 nmat;
uniform vec4 texture_color;uniform vec4 GlobalAmbient;
uniform vec4 DirLightAmbient;
uniform vec4 DirLightDiffuse;
uniform vec3 DirLightDirection;void main(void) {vec3 L = normalize(varying_direction);vec3 N = normalize(varying_normal);float cos_theta = dot(L, N);vec3 ambient = GlobalAmbient.xyz * texture_color.xyz + DirLightAmbient.xyz * texture_color.xyz;vec3 diffuse = texture_color.xyz * DirLightDiffuse.xyz * max(cos_theta, 0.0);color = vec4(ambient + diffuse, 1.0);
}

本文来自互联网用户投稿,该文观点仅代表作者本人,不代表本站立场。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。如若转载,请注明出处:http://www.mzph.cn/diannao/68679.shtml

如若内容造成侵权/违法违规/事实不符,请联系多彩编程网进行投诉反馈email:809451989@qq.com,一经查实,立即删除!

相关文章

简要介绍C语言/C++的三目运算符

三元运算符是C语言和C中的一种简洁的条件运算符&#xff0c;它的形式为&#xff1a; 条件表达式 ? 表达式1 : 表达式2; 三元运算符的含义 条件表达式&#xff1a;这是一个布尔表达式&#xff0c;通常是一个比较操作&#xff08;如 >、<、 等&#xff09;。 表达式1&am…

本地部署DeepSeekp R1教程

目录 一.打开ollama官网&#xff0c;下载安装 1.下载完成双击安装程序 2.winr 输入cmd打开命令行输入命令 查看是否安装成功 二.部署DeepSeek R1模型 1. 下载模型&#xff1a;终端输入 (根据你的显存大小选择版本&#xff0c;16g就可以选择14b/32b)**电脑配置很低的话选…

事务04之死锁,锁底层和隔离机制原理

死锁和事务底层原理 文章目录 死锁和事务底层原理一&#xff1a;MySQL中的死锁现象1&#xff1a;何为死锁1.1&#xff1a;死锁的概念1.2&#xff1a;死锁产生的四个必要条件&#xff1a; 2&#xff1a;MySQL的死锁2.1&#xff1a;死锁的触发2.2&#xff1a;MySQL的死锁如何解决…

Fiddler(一) - Fiddler简介_fiddler软件

文章目录 一、为什么选择Fiddler作为抓包工具? 二、什么是Fiddler?三、Fiddler使用界面简介四、延伸阅读 一、为什么选择Fiddler作为抓包工具? 抓包工具有很多&#xff0c;小到最常用的web调试工具firebug&#xff0c;大到通用性强大的抓包工具wireshark。为什么使用fid…

RabbitMQ模块新增消息转换器

文章目录 1.目录结构2.代码1.pom.xml 排除logging2.RabbitMQConfig.java3.RabbitMQAutoConfiguration.java 1.目录结构 2.代码 1.pom.xml 排除logging <?xml version"1.0" encoding"UTF-8"?> <project xmlns"http://maven.apache.org/PO…

win11 sourcetree安装问题

win11 sourcetree安装出现msys-2.0.dll 问题&#xff0c;需要从win10的以下路径复制出 msys-2.0.dll来加入到win11中 C:\Users\kz121468\AppData\Local\Atlassian\SourceTree\git_local\usr\bin\ 复制到 win11的 C:\Users\kz121468\AppData\Local\Atlassian\SourceTree\git_lo…

Qt事件处理:理解处理器、过滤器与事件系统

1. 事件 事件 是一个描述应用程序中、发生的某些事情的对象。 在 Qt 中&#xff0c;所有事件都继承自 QEvent &#xff0c;并且每个事件都有特定的标识符&#xff0c;如&#xff1a;Qt::MouseButtonPress 代表鼠标按下事件。 每个事件对象包含该事件的所有相关信息&#xff…

一文读懂 Faiss:开启高维向量高效检索的大门

一、引言 在大数据与人工智能蓬勃发展的当下&#xff0c;高维向量数据如潮水般涌现。无论是图像、音频、文本&#xff0c;还是生物信息领域&#xff0c;都离不开高维向量来精准刻画数据特征。然而&#xff0c;在海量的高维向量数据中进行快速、准确的相似性搜索&#xff0c;却…

Openfga 授权模型搭建

1.根据项目去启动 配置一个 openfga 服务器 先创建一个 config.yaml文件 cd /opt/openFGA/conf touch ./config.yaml 怎么配置&#xff1f; 根据官网来看 openfga/.config-schema.json at main openfga/openfga GitHub 这里讲述详细的每一个配置每一个类型 这些配置有…

赛博算卦之周易六十四卦JAVA实现:六幺算尽天下事,梅花化解天下苦。

佬们过年好呀~新年第一篇博客让我们来场赛博算命吧&#xff01; 更多文章&#xff1a;个人主页 系列文章&#xff1a;JAVA专栏 欢迎各位大佬来访哦~互三必回&#xff01;&#xff01;&#xff01; 文章目录 #一、文化背景概述1.文化起源2.起卦步骤 #二、卦象解读#三、just do i…

力扣116. 填充每个节点的下一个右侧节点指针

Problem: 116. 填充每个节点的下一个右侧节点指针 文章目录 题目描述思路复杂度Code 题目描述 思路 遍历思想(利用二叉树的先序遍历) 本题目的难点在于对于不同父节点的邻接问题因此我们可以抽象将两两节点为一组&#xff08;不同父节点的两个孩子节点也抽象为一组&#xff09…

python学opencv|读取图像(四十九)原理探究:使用cv2.bitwise()系列函数实现图像按位运算

【0】基础定义 按位与运算&#xff1a;两个等长度二进制数上下对齐&#xff0c;全1取1&#xff0c;其余取0。 按位或运算&#xff1a;两个等长度二进制数上下对齐&#xff0c;有1取1&#xff0c;其余取0。 按位异或运算&#xff1a; 两个等长度二进制数上下对齐&#xff0c;相…

【架构面试】一、架构设计认知

涉及分布式锁、中间件、数据库、分布式缓存、系统高可用等多个技术领域&#xff0c;旨在考查候选人的技术深度、架构设计能力与解决实际问题的能力。 1. 以 Redis 是否可以作为分布式锁为例&#xff1a; 用 Redis 实现分布式锁会存在哪些问题&#xff1f; 死锁&#xff1a;如果…

MySQL基本架构SQL语句在数据库框架中的执行流程数据库的三范式

MySQL基本架构图&#xff1a; MySQL主要分为Server层和存储引擎层 Server层&#xff1a; 连接器&#xff1a;连接客户端&#xff0c;获取权限&#xff0c;管理连接 查询缓存&#xff08;可选&#xff09;&#xff1a;在执行查询语句之前会先到查询缓存中查看是否执行过这条语…

跟李沐学AI:视频生成类论文精读(Movie Gen、HunyuanVideo)

Movie Gen&#xff1a;A Cast of Media Foundation Models 简介 Movie Gen是Meta公司提出的一系列内容生成模型&#xff0c;包含了 3.2.1 预训练数据 Movie Gen采用大约 100M 的视频-文本对和 1B 的图片-文本对进行预训练。 图片-文本对的预训练流程与Meta提出的 Emu: Enh…

Baklib深入解析企业内容管理与内容中台的本质差异

内容概要 在当前信息化快速发展的时代&#xff0c;企业迫切需要高效的内容管理解决方案。企业内容管理&#xff08;ECM&#xff09;和内容中台是满足这一需求的两种不同系统。企业内容管理的主要作用是对企业内部的各种文档、数据进行整理和存储&#xff0c;确保信息资源的整合…

Ansible介绍与入门学习

一、Ansible的介绍&#xff08;Ansible is a radically simple IT automation engine 极简的IT自动化工具&#xff09; 1.Ansible是一款 运维的自动化工具&#xff0c;常用于软件部署自动化、配置自动化、管理自动化等&#xff0c;其内置大量的功能模块来满足日常的工作需要…

1.27补题 回训练营

E 智乃的小球 题目描述 在一条无限长的水平直线上&#xff0c;有 n 个小球&#xff0c;每个小球的质量相同&#xff0c;体积可以忽略不计。这些小球初始时位于直线上的不同位置&#xff0c;并且每个小球有一个初始速度&#xff0c;速度为 -1 m/s 或 1 m/s。速度为 -1 m/s 表示…

[JavaWeb]搜索表单区域

一.注意事项 设置外边距:margin:(参数可省去部分)上 下 左 右 二.源代码 <!DOCTYPE html> <html lang"zh-CN"> <head> <meta charset"UTF-8"> <title>Tlias智能学习辅助系统</title> <style> /* 导航栏样…

前端进阶:深度剖析预解析机制

一、预解析是什么&#xff1f; 在前端开发中&#xff0c;我们常常会遇到一些看似不符合常规逻辑的代码执行现象&#xff0c;比如为什么在变量声明之前访问它&#xff0c;得到的结果是undefined&#xff0c;而不是报错&#xff1f;为什么函数在声明之前就可以被调用&#xff1f…