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C++

#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";
}
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();
if(!(material->getParam("u_materialColor", m_materialColor)))
{
m_materialColor = davinci::fVector4::WHITE;
}
if(!(material->getParam("u_specularShininess", m_specularShininess)))
{
m_specularShininess = 64.0f;
}
if (!(material->getParam("u_specularStrength", m_specularStrength)))
{
m_specularStrength = 5.0f;
}
if (const davinci::fVector3* attribute = (davinci::fVector3*)(uniformBuffer.getAttribute("ambient_light:color")))
{
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 float32_t* pixelData, davinci::fVector4& color)
{
fVector3 v_worldpos = *((const fVector3*)(pixelData + m_vWorldPosOffset));
fVector3 v_normal = *((const fVector3*)(pixelData + m_vNormalOffset));
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()
{
}