规范模型输入以及测试shader
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@@ -15,7 +15,7 @@ void Canvas::reset(int32_t width, int32_t height)
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{
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m_pixels[i].fragementID = -1;
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m_pixels[i].mask = 0;
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m_pixels[i].color = 0;
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m_pixels[i].color = davinci::fVector3::BLACK;
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}
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m_fragementArray.clear();
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@@ -9,13 +9,31 @@ 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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static TestVertexShader testVertexShader;
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return &testVertexShader;
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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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{
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static TestVertexShader testVertexShader;
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return &testVertexShader;
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}
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return nullptr;
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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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return &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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{
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return &testPixelShader;
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}
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return nullptr;
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}
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};
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@@ -2,7 +2,7 @@
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const char* TestPixelShader::getName(void) const
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{
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return "test_pixel_shader";
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return "test";
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}
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void TestPixelShader::prepare(const davinci::UniformBuffer* uniformBuffer, SetInputAttributeFunc setInputAttributeFunc)
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@@ -12,14 +12,14 @@ void TestPixelShader::prepare(const davinci::UniformBuffer* uniformBuffer, SetIn
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void TestPixelShader::process(const davinci::VertexDesc& veretexDesc, const float32_t* pixelData, davinci::fVector4& color)
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{
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const davinci::VertexDesc::Element* v_position_Element = veretexDesc.getElement("v_position");
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const davinci::fVector3* v_position = (const davinci::fVector3*)(pixelData + (v_position_Element->offset / sizeof(float32_t)));
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//const davinci::VertexDesc::Element* v_position_Element = veretexDesc.getElement("v_position");
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//const davinci::fVector3* v_position = (const davinci::fVector3*)(pixelData + (v_position_Element->offset / sizeof(float32_t)));
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const davinci::VertexDesc::Element* v_normal_Element = veretexDesc.getElement("v_normal");
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const davinci::fVector3* v_normal = (const davinci::fVector3*)(pixelData + (v_normal_Element->offset / sizeof(float32_t)));
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const davinci::VertexDesc::Element* v_uv_Element = veretexDesc.getElement("v_uv");
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const float32_t* v_uv = (const float32_t*)(pixelData + (v_uv_Element->offset / sizeof(float32_t)));
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//const davinci::VertexDesc::Element* v_uv_Element = veretexDesc.getElement("v_uv");
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//const float32_t* v_uv = (const float32_t*)(pixelData + (v_uv_Element->offset / sizeof(float32_t)));
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const davinci::VertexDesc::Element* v_toCamera_Element = veretexDesc.getElement("v_toCamera");
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const davinci::fVector3* v_toCamera = (const davinci::fVector3*)(pixelData + (v_toCamera_Element->offset / sizeof(float32_t)));
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@@ -49,9 +49,9 @@ void TestPixelShader::process(const davinci::VertexDesc& veretexDesc, const floa
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davinci::fVector3 vH = vL + vV;
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vH.normalise();
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davinci::fVector3 u_ambientColor = davinci::fVector3(0.1, 0.1, 0.1);
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davinci::fVector3 u_ambientColor = davinci::fVector3(0.2, 0.2, 0.2);
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davinci::fVector3 u_matColor = davinci::fVector3(1.0, 0.5, 0.7);
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davinci::fVector3 u_matColor = davinci::fVector3(0.7, 0.7, 0.7);
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davinci::fVector3 u_lightColor = davinci::fVector3(1.0, 1.0, 1.0);
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@@ -69,8 +69,24 @@ void TestPixelShader::process(const davinci::VertexDesc& veretexDesc, const floa
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davinci::fVector3 colSpec = (ndotl < 0.f ? 0.0 : 1.0) * std::powf(spec, 64.f) * u_matColor * u_lightColor;
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//color final = colAmbient + colDiff + colSpec;
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davinci::fVector3 final = colAmbient + colDiff + colSpec;
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davinci::fVector3 final = colAmbient +colDiff +colSpec;
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//davinci::fVector3 final = *v_color0;
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//color = davinci::fVector4::RED;
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color = davinci::fVector4(final.saturate(), 1.0f);// davinci::fVector4::RED;
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}
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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 davinci::UniformBuffer* uniformBuffer, SetInputAttributeFunc setInputAttributeFunc)
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{
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}
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void SolidColorPixelShader::process(const davinci::VertexDesc& veretexDesc, const float32_t* pixelData, davinci::fVector4& color)
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{
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color = davinci::fVector4::RED;
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}
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@@ -12,4 +12,15 @@ public:
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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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};
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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::UniformBuffer* uniformBuffer, 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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@@ -28,7 +28,7 @@ TestVertexShader::~TestVertexShader()
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const char* TestVertexShader::getName(void) const
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{
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return "test_vertex_shader";
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return "test";
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}
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size_t TestVertexShader::getOutputVertexByteSize(void) const
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@@ -57,21 +57,18 @@ void TestVertexShader::prepare(const davinci::UniformBuffer* uniformBuffer, SetI
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void TestVertexShader::process(size_t index, void* outputVertex, davinci::fVector3& vertexWorldPos)
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{
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static const float DEFAULT_POSITION[] = {0.f, 0.f, 0.f};
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static const float DEFAULT_NORMAL[] = { 0.f, 0.f, 0.f };
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static const float DEFAULT_TEXCOORD0[] = { 0.f, 0.f};
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static const uint16_t DEFAULT_COLOR0[] = { 0, 0, 0 };
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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_COLOR0[] = { 0.f, 0.f, 0.f };
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davinci::fVector3 a_position(m_POSITION ? (const float*)(m_POSITION->getElement(index)) : DEFAULT_POSITION);
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davinci::fVector3 a_normal(m_NORMAL ? (const float*)(m_NORMAL->getElement(index)) : DEFAULT_NORMAL);
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const float32_t* a_texcoord_0(m_TEXCOORD_0 ? (const float*)(m_TEXCOORD_0->getElement(index)) : DEFAULT_TEXCOORD0);
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const uint16_t* color0 = m_COLOR_0 ? (const uint16_t*)(m_COLOR_0->getElement(index)) : DEFAULT_COLOR0;
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davinci::fVector3 a_position(m_POSITION ? (const float32_t*)(m_POSITION->getElement(index)) : DEFAULT_POSITION);
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davinci::fVector3 a_color_0(
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color0[0] / float(std::numeric_limits<uint16_t>::max()),
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color0[1] / float(std::numeric_limits<uint16_t>::max()),
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color0[2] / float(std::numeric_limits<uint16_t>::max())
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);
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davinci::fVector3 a_normal(m_NORMAL ? (const float32_t*)(m_NORMAL->getElement(index)) : DEFAULT_NORMAL);
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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_color_0(m_COLOR_0 ? (const float32_t*)(m_COLOR_0->getElement(index)) : DEFAULT_COLOR0);
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davinci::fMatrix4 mat_world = davinci::fMatrix4::IDENTITY;
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if (davinci::fMatrix4* p_mat_world = (davinci::fMatrix4*)(m_uniformBuffer->getAttribute("self:world_transform")))
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@@ -100,19 +97,21 @@ void TestVertexShader::process(size_t index, void* outputVertex, davinci::fVecto
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davinci::fVector3 temp1 = mat_world * a_position;
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davinci::fVector3 v_position = mat_camera_view_proj * temp1;
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davinci::fVector3 v_normal = a_normal;
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davinci::fMatrix4 matNormal = davinci::fMatrix4::IDENTITY;
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if (davinci::fMatrix4* p_mat_normal = (davinci::fMatrix4*)(m_uniformBuffer->getAttribute("self:world_transform_inverse_trans")))
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{
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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_color_0 = a_color_0;
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float32_t v_uv[2];
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memcpy(v_uv, a_texcoord_0, sizeof(float32_t) * 2);
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davinci::fVector3 v_to_camera = (camera_position - v_position).normalise();
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davinci::fVector3 v_to_light = (light0_position - v_position).normalise();
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davinci::fVector3 v_to_camera = (camera_position - temp1).normalise();
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davinci::fVector3 v_to_light = (light0_position - temp1).normalise();
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memcpy((char*)outputVertex + m_outputVertexDesc.getElement(0)->offset, &v_position, sizeof(davinci::fVector3));
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memcpy((char*)outputVertex + m_outputVertexDesc.getElement(1)->offset, &v_normal, sizeof(davinci::fVector3));
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memcpy((char*)outputVertex + m_outputVertexDesc.getElement(2)->offset, v_uv, sizeof(float32_t) * 2);
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memcpy((char*)outputVertex + m_outputVertexDesc.getElement(2)->offset, &a_uv, sizeof(float32_t) * 2);
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memcpy((char*)outputVertex + m_outputVertexDesc.getElement(3)->offset, &v_to_camera, sizeof(davinci::fVector3));
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memcpy((char*)outputVertex + m_outputVertexDesc.getElement(4)->offset, &v_to_light, sizeof(davinci::fVector3));
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memcpy((char*)outputVertex + m_outputVertexDesc.getElement(5)->offset, &v_color_0, sizeof(davinci::fVector3));
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@@ -120,3 +119,64 @@ void TestVertexShader::process(size_t index, void* outputVertex, davinci::fVecto
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vertexWorldPos = mat_world * a_position;
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}
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StandardVertexShader::StandardVertexShader()
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{
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m_uniformBuffer = nullptr;
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//output point v_position = point(0, 0, 0) [[ string attribute="POSITION"]],
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m_outputVertexDesc.addElement("v_position", davinci::VET_POSITION, davinci::CT_Float32, davinci::DT_Vec3);
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}
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StandardVertexShader::~StandardVertexShader()
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{
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}
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const char* StandardVertexShader::getName(void) const
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{
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return "standard";
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}
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size_t StandardVertexShader::getOutputVertexByteSize(void) const
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{
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return m_outputVertexDesc.vertexByteSize();
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}
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const davinci::VertexDesc& StandardVertexShader::getOutputVertexDesc() const
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{
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return m_outputVertexDesc;
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}
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void StandardVertexShader::prepare(const davinci::UniformBuffer* uniformBuffer, SetInputAttributeFunc setInputAttributeFunc)
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{
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m_uniformBuffer = uniformBuffer;
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//point a_position = vector(0, 0, 0) [[ string attribute="POSITION"]],
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m_POSITION = setInputAttributeFunc(davinci::VET_POSITION);
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}
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void StandardVertexShader::process(size_t index, void* outputVertex, davinci::fVector3& vertexWorldPos)
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{
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static const float DEFAULT_POSITION[] = {0.f, 0.f, 0.f};
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davinci::fVector3 a_position(m_POSITION ? (const float32_t*)(m_POSITION->getElement(index)) : DEFAULT_POSITION);
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davinci::fMatrix4 mat_world = davinci::fMatrix4::IDENTITY;
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if (davinci::fMatrix4* p_mat_world = (davinci::fMatrix4*)(m_uniformBuffer->getAttribute("self:world_transform")))
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{
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mat_world = *p_mat_world;
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}
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davinci::fMatrix4 mat_camera_view_proj = davinci::fMatrix4::IDENTITY;
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if (davinci::fMatrix4* p_mat_camera_view_proj = (davinci::fMatrix4*)(m_uniformBuffer->getAttribute("camera:view_proj_mat")))
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{
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mat_camera_view_proj = *p_mat_camera_view_proj;
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}
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davinci::fVector3 temp1 = mat_world * a_position;
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davinci::fVector3 v_position = mat_camera_view_proj * temp1;
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memcpy((char*)outputVertex + m_outputVertexDesc.getElement(0)->offset, &v_position, sizeof(davinci::fVector3));
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vertexWorldPos = mat_world * a_position;
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}
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@@ -31,3 +31,22 @@ public:
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virtual ~TestVertexShader();
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};
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class StandardVertexShader : public davinci::VertexShaderInterface
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{
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public:
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virtual const char* getName(void) const;
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virtual const davinci::VertexDesc& getOutputVertexDesc() const;
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virtual size_t getOutputVertexByteSize(void) const;
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virtual void prepare(const davinci::UniformBuffer* uniformBuffer, SetInputAttributeFunc setInputAttributeFunc);
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virtual void process(size_t index, void* outputVertex, davinci::fVector3& vertexWorldPos);
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private:
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const davinci::UniformBuffer* m_uniformBuffer = nullptr;
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davinci::DeviceBufferAccessorConstPtr m_POSITION;
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davinci::VertexDesc m_outputVertexDesc;
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public:
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StandardVertexShader();
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virtual ~StandardVertexShader();
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};
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