#include "fs_classic_phong.h" #include "asset/dvc_material.h" #include "pipe/dvc_render_pipe.h" #include "shader/dvc_shader_functions.h" using namespace davinci; const char* ClassicFragementShader_Phong::getName(void) const { return "classic:phong"; } void ClassicFragementShader_Phong::begin(const davinci::RenderPipe* pipe, davinci::MaterialConstPtr material) { 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"))) { m_ambientLightColor = *p_ambient_light_color; } if (davinci::fVector3* p_light0_position = (davinci::fVector3*)(uniformBuffer.getAttribute("light0:position"))) { m_light0Position = *p_light0_position; } if (davinci::fVector3* p_light0_color = (davinci::fVector3*)(uniformBuffer.getAttribute("light0:color"))) { m_light0Color = *p_light0_color; } if (davinci::fVector3* p_camera_position = (davinci::fVector3*)(uniformBuffer.getAttribute("camera:eye_pos"))) { m_cameraPosition = *p_camera_position; } } void ClassicFragementShader_Phong::process(const davinci::VertexDesc& veretexDesc, 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 toLight = m_light0Position - v_worldpos; toLight.normalise(); fVector3 toCamera = m_cameraPosition - v_worldpos; toCamera.normalise(); float32_t ndotl = toLight.dotProduct(v_normal); fVector3 vR = 2 * ndotl*v_normal - toLight; float32_t rdotv = vR.dotProduct(toCamera); fVector3 colAmbient = m_ambientLightColor * m_materialColor.xyz(); fVector3 colDiffuse = shader::max(0.0f, ndotl) * m_light0Color * m_materialColor.xyz(); float32_t specular = shader::step(0.f, ndotl) * m_specularStrength * shader::pow(shader::max(0.0f, rdotv), m_specularShininess); fVector3 colSpecular = specular * m_light0Color; fVector3 final = fVector3::BLACK; final += colAmbient; final += colDiffuse; final += colSpecular; color = fVector4(final.saturate(), 1.0f); } void ClassicFragementShader_Phong::end() { }