#include "test_vertex_shader.h" #include "device/dvc_buffer_accessor.h" #include "math/dvc_vector2.h" #include "math/dvc_vector3.h" #include "math/dvc_matrix4.h" #include "device/dvc_uniform_buffer.h" TestVertexShader::TestVertexShader() { //output point v_position = point(0, 0, 0) [[ string attribute="POSITION"]], m_outputVertexDesc.addElement("v_position", davinci::VET_POSITION, davinci::CT_Float32, davinci::DT_Vec3); //output vector v_normal = vector(0,1,0) [[ string attribute="NORMAL"]], m_outputVertexDesc.addElement("v_normal", davinci::VET_NORMAL, davinci::CT_Float32, davinci::DT_Vec3); //output float v_uv[2] = {0, 0} [[ string attribute="TEXCOORD_0"]], m_outputVertexDesc.addElement("v_uv", davinci::VET_TEXCOORD_0, davinci::CT_Float32, davinci::DT_Vec2); //output vector v_toCamera = vector(0, 0, 0), m_outputVertexDesc.addElement("v_toCamera", davinci::VET_UNKNOWN, davinci::CT_Float32, davinci::DT_Vec3); //output vector v_toLight = vector(0,0,0) m_outputVertexDesc.addElement("v_toLight", davinci::VET_UNKNOWN, davinci::CT_Float32, davinci::DT_Vec3); m_outputVertexDesc.addElement("v_color0", davinci::VET_UNKNOWN, davinci::CT_Float32, davinci::DT_Vec3); } TestVertexShader::~TestVertexShader() { } const char* TestVertexShader::getName(void) const { return "test_vertex_shader"; } size_t TestVertexShader::getOutputVertexByteSize(void) const { return m_outputVertexDesc.vertexByteSize(); } const davinci::VertexDesc& TestVertexShader::getOutputVertexDesc() const { return m_outputVertexDesc; } void TestVertexShader::prepare(const davinci::UniformBuffer* uniformBuffer, SetInputAttributeFunc setInputAttributeFunc) { m_uniformBuffer = uniformBuffer; //point a_position = vector(0, 0, 0) [[ string attribute="POSITION"]], m_POSITION = setInputAttributeFunc(davinci::VET_POSITION); //vector a_normal = vector(0, 1, 0) [[ string attribute="NORMAL"]], m_NORMAL = setInputAttributeFunc(davinci::VET_NORMAL); //float a_uv[2] = {0,0} [[ string attribute="TEXCOORD_0"]], m_TEXCOORD_0 = setInputAttributeFunc(davinci::VET_TEXCOORD_0); // m_COLOR_0 = setInputAttributeFunc(davinci::VET_COLOR_0); } void TestVertexShader::process(size_t index, void* outputVertex, davinci::fVector3& vertexWorldPos) { static const float DEFAULT_POSITION[] = {0.f, 0.f, 0.f}; static const float DEFAULT_NORMAL[] = { 0.f, 0.f, 0.f }; static const float DEFAULT_TEXCOORD0[] = { 0.f, 0.f}; static const uint16_t DEFAULT_COLOR0[] = { 0, 0, 0 }; davinci::fVector3 a_position(m_POSITION ? (const float*)(m_POSITION->getElement(index)) : DEFAULT_POSITION); davinci::fVector3 a_normal(m_NORMAL ? (const float*)(m_NORMAL->getElement(index)) : DEFAULT_NORMAL); const float32_t* a_texcoord_0(m_TEXCOORD_0 ? (const float*)(m_TEXCOORD_0->getElement(index)) : DEFAULT_TEXCOORD0); const uint16_t* color0 = m_COLOR_0 ? (const uint16_t*)(m_COLOR_0->getElement(index)) : DEFAULT_COLOR0; davinci::fVector3 a_color_0( color0[0] / float(std::numeric_limits::max()), color0[1] / float(std::numeric_limits::max()), color0[2] / float(std::numeric_limits::max()) ); davinci::fMatrix4 mat_world = davinci::fMatrix4::IDENTITY; if (davinci::fMatrix4* p_mat_world = (davinci::fMatrix4*)(m_uniformBuffer->getAttribute("self:world_transform"))) { mat_world = *p_mat_world; } davinci::fMatrix4 mat_camera_view_proj = davinci::fMatrix4::IDENTITY; if (davinci::fMatrix4* p_mat_camera_view_proj = (davinci::fMatrix4*)(m_uniformBuffer->getAttribute("camera:view_proj_mat"))) { mat_camera_view_proj = *p_mat_camera_view_proj; } davinci::fVector3 camera_position = davinci::fVector3::ZERO; if (davinci::fVector3* p_camera_position = (davinci::fVector3*)(m_uniformBuffer->getAttribute("camera:eye_pos"))) { camera_position = *p_camera_position; } davinci::fVector3 light0_position = davinci::fVector3::ZERO; if (davinci::fVector3* p_light0_position = (davinci::fVector3*)(m_uniformBuffer->getAttribute("light0:position"))) { light0_position = *p_light0_position; } davinci::fVector3 temp1 = mat_world * a_position; davinci::fVector3 v_position = mat_camera_view_proj * temp1; davinci::fVector3 v_normal = a_normal; davinci::fVector3 v_color_0 = a_color_0; float32_t v_uv[2]; memcpy(v_uv, a_texcoord_0, sizeof(float32_t) * 2); davinci::fVector3 v_to_camera = (camera_position - v_position).normalise(); davinci::fVector3 v_to_light = (light0_position - v_position).normalise(); memcpy((char*)outputVertex + m_outputVertexDesc.getElement(0)->offset, &v_position, sizeof(davinci::fVector3)); memcpy((char*)outputVertex + m_outputVertexDesc.getElement(1)->offset, &v_normal, sizeof(davinci::fVector3)); memcpy((char*)outputVertex + m_outputVertexDesc.getElement(2)->offset, v_uv, sizeof(float32_t) * 2); memcpy((char*)outputVertex + m_outputVertexDesc.getElement(3)->offset, &v_to_camera, sizeof(davinci::fVector3)); memcpy((char*)outputVertex + m_outputVertexDesc.getElement(4)->offset, &v_to_light, sizeof(davinci::fVector3)); memcpy((char*)outputVertex + m_outputVertexDesc.getElement(5)->offset, &v_color_0, sizeof(davinci::fVector3)); vertexWorldPos = mat_world * a_position; }