在FragementShader的begin函数中准备输入的顶点数据偏移

This commit is contained in:
2025-12-04 23:09:04 +08:00
parent 0cd230b577
commit 656ce63d55
18 changed files with 162 additions and 117 deletions
+48 -19
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@@ -10,41 +10,70 @@ const char* ClassicFragementShader_Phong::getName(void) const
return "classic:phong";
}
void ClassicFragementShader_Phong::begin(const davinci::RenderPipe* pipe, davinci::MaterialConstPtr material)
bool ClassicFragementShader_Phong::begin(const davinci::RenderPipe* pipe, davinci::MaterialConstPtr material, const davinci::VertexDesc& veretexDesc)
{
m_pipe = pipe;
const davinci::UniformBuffer& uniformBuffer = m_pipe->getUniformBuffer();
material->getParam("u_materialColor", m_materialColor);
material->getParam("u_specularShininess", m_specularShininess);
material->getParam("u_specularStrength", m_specularStrength);
if (davinci::fVector3* p_ambient_light_color = (davinci::fVector3*)(uniformBuffer.getAttribute("ambient_light:color")))
if(!(material->getParam("u_materialColor", m_materialColor)))
{
m_ambientLightColor = *p_ambient_light_color;
m_materialColor = davinci::fVector4::WHITE;
}
if (davinci::fVector3* p_light0_position = (davinci::fVector3*)(uniformBuffer.getAttribute("light0:position")))
if(!(material->getParam("u_specularShininess", m_specularShininess)))
{
m_light0Position = *p_light0_position;
m_specularShininess = 64.0f;
}
if (davinci::fVector3* p_light0_color = (davinci::fVector3*)(uniformBuffer.getAttribute("light0:color")))
if (!(material->getParam("u_specularStrength", m_specularStrength)))
{
m_light0Color = *p_light0_color;
m_specularStrength = 5.0f;
}
if (davinci::fVector3* p_camera_position = (davinci::fVector3*)(uniformBuffer.getAttribute("camera:eye_pos")))
if (const davinci::fVector3* attribute = (davinci::fVector3*)(uniformBuffer.getAttribute("ambient_light:color")))
{
m_cameraPosition = *p_camera_position;
m_ambientLightColor = *attribute;
}
else
{
m_ambientLightColor = davinci::fVector3(0.2f, 0.2f, 0.2f);
}
if (const davinci::fVector3* attribute = (davinci::fVector3*)(uniformBuffer.getAttribute("light0:position")))
{
m_light0Position = *attribute;
}
else return false;
if (const davinci::fVector3* attribute = (davinci::fVector3*)(uniformBuffer.getAttribute("light0:color")))
{
m_light0Color = *attribute;
}
else return false;
if (const davinci::fVector3* attribute = (davinci::fVector3*)(uniformBuffer.getAttribute("camera:eye_pos")))
{
m_cameraPosition = *attribute;
}
else return false;
if (const VertexDesc::Element* element = veretexDesc.getElementByType(davinci::VET_POSITION_WORLD))
{
m_vWorldPosOffset = element->offset / sizeof(float32_t);
}
else return false;
if (const VertexDesc::Element* element = veretexDesc.getElementByType(davinci::VET_NORMAL))
{
m_vNormalOffset = element->offset / sizeof(float32_t);
}
else return false;
return true;
}
void ClassicFragementShader_Phong::process(const davinci::VertexDesc& veretexDesc, const float32_t* pixelData, davinci::fVector4& color)
void ClassicFragementShader_Phong::process(const float32_t* pixelData, davinci::fVector4& color)
{
const VertexDesc::Element* v_worldpos_Element = veretexDesc.getElement(davinci::VET_POSITION_WORLD);
fVector3 v_worldpos = v_worldpos_Element ? *((const fVector3*)(pixelData + (v_worldpos_Element->offset / sizeof(float32_t)))) : fVector3::ZERO;
const VertexDesc::Element* v_normal_Element = veretexDesc.getElement(davinci::VET_NORMAL);
fVector3 v_normal = v_normal_Element ? *((const fVector3*)(pixelData + (v_normal_Element->offset / sizeof(float32_t)))) : fVector3::UNIT_Z;
fVector3 v_worldpos = *((const fVector3*)(pixelData + m_vWorldPosOffset));
fVector3 v_normal = *((const fVector3*)(pixelData + m_vNormalOffset));
fVector3 toLight = m_light0Position - v_worldpos;
toLight.normalise();
+8 -7
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@@ -8,11 +8,10 @@ class ClassicFragementShader_Phong : public davinci::FragementShaderInterface
public:
virtual const char* getName(void) const;
virtual void begin(const davinci::RenderPipe* pipe, davinci::MaterialConstPtr material);
virtual bool begin(const davinci::RenderPipe* pipe, davinci::MaterialConstPtr material, const davinci::VertexDesc& veretexDesc) override;
virtual void process(const float32_t* pixelData, davinci::fVector4& color) override;
virtual void end() override;
virtual void process(const davinci::VertexDesc& veretexDesc, const float32_t* pixelData,
davinci::fVector4& color);
virtual void end();
private:
const davinci::RenderPipe* m_pipe = nullptr;
davinci::fVector4 m_materialColor = davinci::fVector4::WHITE;
@@ -20,8 +19,10 @@ private:
float32_t m_specularStrength = 5.0f;
davinci::fVector3 m_ambientLightColor = davinci::fVector3(0.2f, 0.2f, 0.2f);
davinci::fVector3 m_light0Position = davinci::fVector3::ZERO;
davinci::fVector3 m_light0Color = davinci::fVector3::WHITE;
davinci::fVector3 m_light0Position;
davinci::fVector3 m_light0Color;
davinci::fVector3 m_cameraPosition;
davinci::fVector3 m_cameraPosition = davinci::fVector3::ZERO;
size_t m_vWorldPosOffset;
size_t m_vNormalOffset;
};
@@ -5,29 +5,37 @@
#include "shader/dvc_shader_functions.h"
#include "pipe/dvc_render_pipe.h"
using namespace davinci;
const char* DebugFragementShader_GeometryNormal::getName(void) const
{
return "debug:geometry_normal";
}
void DebugFragementShader_GeometryNormal::begin(const davinci::RenderPipe* pipe, davinci::MaterialConstPtr material)
bool DebugFragementShader_GeometryNormal::begin(const RenderPipe* pipe, MaterialConstPtr material, const VertexDesc& veretexDesc)
{
m_pipe = pipe;
m_material = material;
if (const VertexDesc::Element* element = veretexDesc.getElementByType(VET_NORMAL))
{
m_vNormalOffset = element->offset / sizeof(float32_t);
}
else return false;
return true;
}
void DebugFragementShader_GeometryNormal::process(const davinci::VertexDesc& veretexDesc, const float32_t* pixelData, davinci::fVector4& color)
void DebugFragementShader_GeometryNormal::process(const float32_t* pixelData, fVector4& color)
{
const davinci::UniformBuffer& uniformBuffer = m_pipe->getUniformBuffer();
const UniformBuffer& uniformBuffer = m_pipe->getUniformBuffer();
const davinci::VertexDesc::Element* v_normal_Element = veretexDesc.getElement("v_normal");
const davinci::fVector3* v_normal = (const davinci::fVector3*)(pixelData + (v_normal_Element->offset / sizeof(float32_t)));
fVector3 v_normal = *((const fVector3*)(pixelData + m_vNormalOffset));
davinci::fVector3 normalColor = *v_normal;
fVector3 normalColor = v_normal;
normalColor.normalise();
normalColor = normalColor * 0.5f + 0.5f;
color = davinci::fVector4(normalColor, 1);
color = fVector4(normalColor, 1);
}
void DebugFragementShader_GeometryNormal::end()
@@ -8,14 +8,11 @@ class DebugFragementShader_GeometryNormal : public davinci::FragementShaderInter
public:
virtual const char* getName(void) const;
virtual void begin(const davinci::RenderPipe* pipe, davinci::MaterialConstPtr material);
virtual void process(const davinci::VertexDesc& veretexDesc, const float32_t* pixelData,
davinci::fVector4& color);
virtual void end();
virtual bool begin(const davinci::RenderPipe* pipe, davinci::MaterialConstPtr material, const davinci::VertexDesc& veretexDesc) override;
virtual void process(const float32_t* pixelData, davinci::fVector4& color) override;
virtual void end() override;
private:
const davinci::RenderPipe* m_pipe = nullptr;
davinci::MaterialConstPtr m_material;
size_t m_vNormalOffset;
};
@@ -5,33 +5,40 @@
#include "shader/dvc_shader_functions.h"
#include "pipe/dvc_render_pipe.h"
using namespace davinci;
const char* DebugFragementShader_ShowTexture::getName(void) const
{
return "debug:show_texture";
}
void DebugFragementShader_ShowTexture::begin(const davinci::RenderPipe* pipe, davinci::MaterialConstPtr material)
bool DebugFragementShader_ShowTexture::begin(const RenderPipe* pipe, MaterialConstPtr material, const VertexDesc& veretexDesc)
{
m_pipe = pipe;
m_material = material;
material->getParam("u_textureInfo", m_textureInfo);
if (!(material->getParam("u_textureInfo", m_textureInfo)))
{
return false;
}
if (const VertexDesc::Element* element = veretexDesc.getElementByType(static_cast<VertexElementType>(VET_TEXCOORD_0+m_textureInfo.texCoord)))
{
m_vTextureCoordinateOffset = element->offset / sizeof(float32_t);
}
else return false;
return true;
}
void DebugFragementShader_ShowTexture::process(const davinci::VertexDesc& veretexDesc, const float32_t* pixelData, davinci::fVector4& color)
void DebugFragementShader_ShowTexture::process(const float32_t* pixelData, fVector4& color)
{
const davinci::UniformBuffer& uniformBuffer = m_pipe->getUniformBuffer();
const fVector2* v_TextureCoordinate = (const fVector2*)(pixelData + m_vTextureCoordinateOffset);
const davinci::VertexDesc::Element* v_uv_Element = veretexDesc.getElement("v_uv");
const davinci::fVector2* v_uv = (const davinci::fVector2*)(pixelData + (v_uv_Element->offset / sizeof(float32_t)));
davinci::fVector4 textureColor = davinci::shader::texture2D(*m_pipe,
m_textureInfo, (*v_uv), davinci::fVector4::WHITE);
fVector4 textureColor = shader::texture2D(*m_pipe, m_textureInfo, (*v_TextureCoordinate), fVector4::WHITE);
color = textureColor;
}
void DebugFragementShader_ShowTexture::end()
{
m_material.reset();
m_textureInfo.texture.reset();
}
@@ -9,16 +9,13 @@ class DebugFragementShader_ShowTexture : public davinci::FragementShaderInterfac
public:
virtual const char* getName(void) const;
virtual void begin(const davinci::RenderPipe* pipe, davinci::MaterialConstPtr material);
virtual void process(const davinci::VertexDesc& veretexDesc, const float32_t* pixelData,
davinci::fVector4& color);
virtual void end();
virtual bool begin(const davinci::RenderPipe* pipe, davinci::MaterialConstPtr material, const davinci::VertexDesc& veretexDesc) override;
virtual void process(const float32_t* pixelData, davinci::fVector4& color) override;
virtual void end() override;
private:
const davinci::RenderPipe* m_pipe = nullptr;
davinci::MaterialConstPtr m_material;
davinci::TextureInfo m_textureInfo;
size_t m_vTextureCoordinateOffset;
};
@@ -1,17 +1,23 @@
#include "fs_debug_solid_color.h"
#include "asset/dvc_material.h"
using namespace davinci;
const char* DebugFragementShader_SolidColor::getName(void) const
{
return "debug:solid_color";
}
void DebugFragementShader_SolidColor::begin(const davinci::RenderPipe* pipe, davinci::MaterialConstPtr material)
bool DebugFragementShader_SolidColor::begin(const RenderPipe* pipe, MaterialConstPtr material, const VertexDesc& veretexDesc)
{
material->getParam("u_solidColor", m_solidColor);
if (!(material->getParam("u_solidColor", m_solidColor)))
{
m_solidColor = davinci::fVector4::WHITE;
}
return true;
}
void DebugFragementShader_SolidColor::process( const davinci::VertexDesc& veretexDesc, const float32_t* pixelData, davinci::fVector4& color)
void DebugFragementShader_SolidColor::process(const float32_t* pixelData, fVector4& color)
{
color = m_solidColor;
}
@@ -8,12 +8,9 @@ class DebugFragementShader_SolidColor : public davinci::FragementShaderInterface
public:
virtual const char* getName(void) const;
virtual void begin(const davinci::RenderPipe* pipe, davinci::MaterialConstPtr material);
virtual void process(const davinci::VertexDesc& veretexDesc, const float32_t* pixelData,
davinci::fVector4& color);
virtual void end();
virtual bool begin(const davinci::RenderPipe* pipe, davinci::MaterialConstPtr material, const davinci::VertexDesc& veretexDesc) override;
virtual void process(const float32_t* pixelData, davinci::fVector4& color) override;
virtual void end() override;
private:
davinci::fVector4 m_solidColor = davinci::fVector4::WHITE;
@@ -5,31 +5,40 @@
#include "shader/dvc_shader_functions.h"
#include "pipe/dvc_render_pipe.h"
using namespace davinci;
const char* DebugFragementShader_TextureCoordinates::getName(void) const
{
return "debug:texture_coordinates";
}
void DebugFragementShader_TextureCoordinates::begin(const davinci::RenderPipe* pipe, davinci::MaterialConstPtr material)
bool DebugFragementShader_TextureCoordinates::begin(const RenderPipe* pipe, MaterialConstPtr material, const VertexDesc& veretexDesc)
{
m_pipe = pipe;
m_material = material;
material->getParam("u_texCoord", m_texCoord);
if (!(material->getParam("u_texCoord", m_texCoord)))
{
m_texCoord = 0;
}
if (const VertexDesc::Element* element = veretexDesc.getElementByType(static_cast<VertexElementType>(VET_TEXCOORD_0+m_texCoord)))
{
m_vTextureCoordinateOffset = element->offset / sizeof(float32_t);
}
else return false;
return true;
}
void DebugFragementShader_TextureCoordinates::process(const davinci::VertexDesc& veretexDesc, const float32_t* pixelData, davinci::fVector4& color)
void DebugFragementShader_TextureCoordinates::process(const float32_t* pixelData, fVector4& color)
{
const davinci::UniformBuffer& uniformBuffer = m_pipe->getUniformBuffer();
const fVector2* v_uv = (const fVector2*)(pixelData + m_vTextureCoordinateOffset);
const davinci::VertexDesc::Element* v_uv_Element = veretexDesc.getElement("v_uv");
const davinci::fVector2* v_uv = (const davinci::fVector2*)(pixelData + (v_uv_Element->offset / sizeof(float32_t)));
davinci::fVector2 uv = *v_uv;
fVector2 uv = *v_uv;
float uv_x = uv.x - std::floor(uv.x);
float uv_y = uv.y - std::floor(uv.y);
color = davinci::fVector4(uv_x, uv_y, 0, 1);
color = fVector4(uv_x, uv_y, 0, 1);
}
void DebugFragementShader_TextureCoordinates::end()
@@ -8,16 +8,13 @@ class DebugFragementShader_TextureCoordinates : public davinci::FragementShaderI
public:
virtual const char* getName(void) const;
virtual void begin(const davinci::RenderPipe* pipe, davinci::MaterialConstPtr material);
virtual void process(const davinci::VertexDesc& veretexDesc, const float32_t* pixelData,
davinci::fVector4& color);
virtual void end();
virtual bool begin(const davinci::RenderPipe* pipe, davinci::MaterialConstPtr material, const davinci::VertexDesc& veretexDesc) override;
virtual void process(const float32_t* pixelData, davinci::fVector4& color) override;
virtual void end() override;
private:
const davinci::RenderPipe* m_pipe = nullptr;
davinci::MaterialConstPtr m_material;
int32_t m_texCoord=0;
size_t m_vTextureCoordinateOffset;
};
+4 -3
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@@ -8,13 +8,14 @@ const char* PbrFragementShader_GLTF::getName(void) const
return "pbr:gltf";
}
void PbrFragementShader_GLTF::begin(const davinci::RenderPipe* pipe, davinci::MaterialConstPtr material)
bool PbrFragementShader_GLTF::begin(const RenderPipe* pipe, MaterialConstPtr material, const VertexDesc& veretexDesc)
{
m_pipe = pipe;
const davinci::UniformBuffer& uniformBuffer = m_pipe->getUniformBuffer();
const UniformBuffer& uniformBuffer = m_pipe->getUniformBuffer();
return true;
}
void PbrFragementShader_GLTF::process(const davinci::VertexDesc& veretexDesc, const float32_t* pixelData, davinci::fVector4& color)
void PbrFragementShader_GLTF::process(const float32_t* pixelData, fVector4& color)
{
color = fVector4::BLUE;
}
+3 -6
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@@ -8,12 +8,9 @@ class PbrFragementShader_GLTF : public davinci::FragementShaderInterface
public:
virtual const char* getName(void) const;
virtual void begin(const davinci::RenderPipe* pipe, davinci::MaterialConstPtr material);
virtual void process(const davinci::VertexDesc& veretexDesc, const float32_t* pixelData,
davinci::fVector4& color);
virtual void end();
virtual bool begin(const davinci::RenderPipe* pipe, davinci::MaterialConstPtr material, const davinci::VertexDesc& veretexDesc) override;
virtual void process(const float32_t* pixelData, davinci::fVector4& color) override;
virtual void end() override;
private:
const davinci::RenderPipe* m_pipe = nullptr;
+4 -4
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@@ -89,13 +89,13 @@ void StandardVertexShader::process(size_t index, float32_t* outputVertex)
//output NDC position
{
davinci::fVector3 vertexNDCPos = mat_camera_view_proj * vertexWorldPos;
memcpy((char*)outputVertex + m_outputVertexDesc.getElement(davinci::VET_POSITION_NDC)->offset, &vertexNDCPos, sizeof(davinci::fVector3));
memcpy((char*)outputVertex + m_outputVertexDesc.getElementByType(davinci::VET_POSITION_NDC)->offset, &vertexNDCPos, sizeof(davinci::fVector3));
}
//output world position
if (m_withWorldPos)
{
memcpy((char*)outputVertex + m_outputVertexDesc.getElement(davinci::VET_POSITION_WORLD)->offset, &vertexWorldPos, sizeof(davinci::fVector3));
memcpy((char*)outputVertex + m_outputVertexDesc.getElementByType(davinci::VET_POSITION_WORLD)->offset, &vertexWorldPos, sizeof(davinci::fVector3));
}
//output normal
@@ -107,13 +107,13 @@ void StandardVertexShader::process(size_t index, float32_t* outputVertex)
matNormal = *p_mat_normal;
}
davinci::fVector3 v_normal = (matNormal * davinci::fVector4(a_normal, 0)).xyz().normalise();
memcpy((char*)outputVertex + m_outputVertexDesc.getElement(davinci::VET_NORMAL)->offset, &v_normal, sizeof(davinci::fVector3));
memcpy((char*)outputVertex + m_outputVertexDesc.getElementByType(davinci::VET_NORMAL)->offset, &v_normal, sizeof(davinci::fVector3));
}
//output uv0
if (m_withTexCoord0)
{
memcpy((char*)outputVertex + m_outputVertexDesc.getElement(davinci::VET_TEXCOORD_0)->offset, &a_uv, sizeof(float32_t) * 2);
memcpy((char*)outputVertex + m_outputVertexDesc.getElementByType(davinci::VET_TEXCOORD_0)->offset, &a_uv, sizeof(float32_t) * 2);
}
}