11.15
This commit is contained in:
@@ -9,12 +9,7 @@ class TestShaderInterface : public davinci::ShaderFileInterface
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public:
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virtual davinci::VertexShaderInterface* getVertexShader(const char* szName)
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{
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if (strcmp(szName, "standard") == 0)
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{
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static StandardVertexShader standardVertexShader;
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return &standardVertexShader;
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}
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else if (strcmp(szName, "test") == 0)
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if (strcmp(szName, "test") == 0)
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{
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static TestVertexShader testVertexShader;
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return &testVertexShader;
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@@ -23,13 +18,8 @@ public:
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}
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virtual davinci::PixelShaderInterface* getPixelShader(const char* szName)
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{
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static SolidColorPixelShader solidColorPixelShader;
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static TestPixelShader testPixelShader;
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if(strcmp(szName, solidColorPixelShader.getName()) == 0)
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{
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return &solidColorPixelShader;
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}
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else if (strcmp(szName, testPixelShader.getName()) == 0)
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if (strcmp(szName, testPixelShader.getName()) == 0)
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{
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return &testPixelShader;
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}
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@@ -12,7 +12,7 @@ const char* TestPixelShader::getName(void) const
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return "test";
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}
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void TestPixelShader::prepare(const RenderPipe* pipe, SetInputAttributeFunc setInputAttributeFunc)
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void TestPixelShader::prepare(const RenderPipe* pipe, davinci::MaterialConstPtr material)
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{
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m_pipe = pipe;
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}
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@@ -68,76 +68,41 @@ void TestPixelShader::process(const VertexDesc& veretexDesc, const float32_t* pi
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fVector3 u_lightColor = fVector3(1.0, 1.0, 1.0);
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fVector4 u_textureColor = shader::texture2D(*m_pipe, "material:pbr:base_color_texture", *v_uv, fVector4::WHITE);
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fVector4 u_textureColor;// = shader::texture2D(*m_pipe, "material:pbr:base_color_texture", *v_uv, fVector4::WHITE);
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const fVector4 defaultNormal = fVector4(0.5f, 0.5f, 1.0f, 1.0f);
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fVector4 u_normalColor = shader::texture2D(*m_pipe, "material:pbr:normal_texture", *v_uv, defaultNormal);
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fVector4 u_normalColor;// = shader::texture2D(*m_pipe, "material:pbr:normal_texture", *v_uv, defaultNormal);
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//----------------
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fVector3 vN = fVector3::UNIT_Z;// u_normalColor.xyz() * 2.0f - fVector3::ONE;
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fVector3 vN = u_normalColor.xyz() * 2.0f - fVector3::ONE;
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vN.normalise();
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//vector vL = normalize(v_toLight);
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fVector3 vL =vLight;
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vL.normalise();
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//vector vV = normalize(v_toCamera);
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fVector3 vV = *v_toCamera;
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vV.normalise();
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float ndotl = vL.dotProduct(vN);
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//vector vR = 2 * dot(vL, vN)*vN - vL;
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fVector3 vR = 2 * ndotl * vN - vL;
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float rdotv = vR.dotProduct(vV);
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//vector vH = normalize(vL + vV);
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//fVector3 vH = vL + vV;
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//vH.normalise();
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//color colAmbient = u_ambientColor*u_matColor;
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fVector3 colAmbient = u_ambientColor * u_matColor;
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//float ndotl = max(dot(vN, vL), 0);
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//float32_t ndotl = std::max(vN.dotProduct(vL), 0.0f);
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//color colDiff = ndotl * u_matColor * u_lightColor;
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fVector3 colDiff = shader::max(0.0f, ndotl) * u_matColor* u_lightColor;
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//float32_t spec = std::max(vR.dotProduct(vV), 0.0f)*1.0;
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//color colSpec = step(0, ndotl) * pow(spec, 64) * u_matColor * u_lightColor;
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const float _m = 1.0f;
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float spec = shader::step(0.0f, ndotl) * shader::pow(shader::max(0.0f, rdotv), 32.f);
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fVector3 colSpec = spec * u_matColor* u_lightColor;
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//color final = colAmbient + colDiff + colSpec;
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fVector3 final = fVector3::BLACK;// (colAmbient + colDiff + colSpec)* u_textureColor.xyz();
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final += colAmbient;
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fVector3 final = fVector3::BLACK;
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//final += colAmbient;
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final += colDiff;
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final += colSpec;
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final *= u_textureColor.xyz();
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//fVector3 final = (colAmbient +colDiff +colSpec)*u_textureColor.xyz();
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//final += colSpec;
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//final *= u_textureColor.xyz();
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//final = u_normalColor.xyz();
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//color = fVector4::RED;
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color = fVector4(final.saturate(), 1.0f);// fVector4::RED;
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}
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const char* SolidColorPixelShader::getName(void) const
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{
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return "solid";
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}
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void SolidColorPixelShader::prepare(const RenderPipe* pipe, SetInputAttributeFunc setInputAttributeFunc)
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{
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}
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void SolidColorPixelShader::process(const VertexDesc& veretexDesc, const float32_t* pixelData, fVector4& color)
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{
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color = fVector4::RED;
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}
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@@ -8,7 +8,7 @@ class TestPixelShader : public davinci::PixelShaderInterface
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public:
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virtual const char* getName(void) const;
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virtual void prepare(const davinci::RenderPipe* pipe, SetInputAttributeFunc setInputAttributeFunc);
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virtual void prepare(const davinci::RenderPipe* pipe, davinci::MaterialConstPtr material);
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virtual void process(const davinci::VertexDesc& veretexDesc, const float32_t* pixelData,
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davinci::fVector4& color);
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@@ -16,13 +16,3 @@ private:
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const davinci::RenderPipe* m_pipe = nullptr;
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};
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class SolidColorPixelShader : public davinci::PixelShaderInterface
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{
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public:
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virtual const char* getName(void) const;
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virtual void prepare(const davinci::RenderPipe* pipe, SetInputAttributeFunc setInputAttributeFunc);
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virtual void process(const davinci::VertexDesc& veretexDesc, const float32_t* pixelData,
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davinci::fVector4& color);
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};
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@@ -63,7 +63,7 @@ void TestVertexShader::process(size_t index, void* outputVertex, davinci::fVecto
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static const float32_t DEFAULT_POSITION[] = {0.f, 0.f, 0.f};
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static const float32_t DEFAULT_NORMAL[] = { 0.f, 0.f, 0.f };
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static const float32_t DEFAULT_TEXCOORD0[] = { 0.f, 0.f};
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static const float32_t DEFAULT_TANGENT[] = { 1.f, 0.f, 0.f };
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static const float32_t DEFAULT_TANGENT[] = { 1.f, 0.f, 0.f, 1.f };
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const davinci::UniformBuffer& uniformBuffer = m_pipe->getUniformBuffer();
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@@ -73,7 +73,7 @@ void TestVertexShader::process(size_t index, void* outputVertex, davinci::fVecto
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davinci::fVector2 a_uv(m_TEXCOORD_0 ? (const float32_t*)(m_TEXCOORD_0->getElement(index)) : DEFAULT_TEXCOORD0);
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davinci::fVector3 a_tangent(m_TANGENT ? (const float32_t*)(m_TANGENT->getElement(index)) : DEFAULT_TANGENT);
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davinci::fVector4 a_tangent(m_TANGENT ? (const float32_t*)(m_TANGENT->getElement(index)) : DEFAULT_TANGENT);
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davinci::fMatrix4 mat_world = davinci::fMatrix4::IDENTITY;
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if (davinci::fMatrix4* p_mat_world = (davinci::fMatrix4*)(uniformBuffer.getAttribute("self:world_transform")))
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@@ -108,8 +108,8 @@ void TestVertexShader::process(size_t index, void* outputVertex, davinci::fVecto
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matNormal = *p_mat_normal;
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}
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davinci::fVector3 v_normal = (matNormal * davinci::fVector4(a_normal, 0)).xyz().normalise();
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davinci::fVector3 v_tangent = (matNormal * davinci::fVector4(a_tangent, 0)).xyz().normalise();
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davinci::fVector3 v_binormal = v_normal.crossProduct(v_tangent).normalise();
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davinci::fVector3 v_tangent = (matNormal * davinci::fVector4(a_tangent.xyz(), 0)).xyz().normalise();
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davinci::fVector3 v_binormal = v_normal.crossProduct(v_tangent).normalise();// *a_tangent.w;
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davinci::fMatrix3 tbnMatrix = davinci::fMatrix3(
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v_tangent.x, v_binormal.x, v_normal.x,
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