144 lines
4.9 KiB
C++
144 lines
4.9 KiB
C++
#include "test_pixel_shader.h"
|
|
#include "device/dvc_device.h"
|
|
#include "device/dvc_uniform_buffer.h"
|
|
#include "asset/dvc_texture.h"
|
|
#include "shader/dvc_shader_functions.h"
|
|
#include "pipe/dvc_render_pipe.h"
|
|
|
|
using namespace davinci;
|
|
|
|
const char* TestPixelShader::getName(void) const
|
|
{
|
|
return "test";
|
|
}
|
|
|
|
void TestPixelShader::prepare(const RenderPipe* pipe, SetInputAttributeFunc setInputAttributeFunc)
|
|
{
|
|
m_pipe = pipe;
|
|
}
|
|
|
|
void TestPixelShader::process(const VertexDesc& veretexDesc, const float32_t* pixelData, fVector4& color)
|
|
{
|
|
const davinci::UniformBuffer& uniformBuffer = m_pipe->getUniformBuffer();
|
|
|
|
const VertexDesc::Element* v_normal_Element = veretexDesc.getElement("v_normal");
|
|
const fVector3* v_normal = (const fVector3*)(pixelData + (v_normal_Element->offset / sizeof(float32_t)));
|
|
|
|
const VertexDesc::Element* v_uv_Element = veretexDesc.getElement("v_uv");
|
|
const fVector2* v_uv = (const fVector2*)(pixelData + (v_uv_Element->offset / sizeof(float32_t)));
|
|
|
|
const VertexDesc::Element* v_toCamera_Element = veretexDesc.getElement("v_toCamera");
|
|
const fVector3* v_toCamera = (const fVector3*)(pixelData + (v_toCamera_Element->offset / sizeof(float32_t)));
|
|
|
|
const VertexDesc::Element* v_toLight_Element = veretexDesc.getElement("v_toLight");
|
|
const fVector3* v_toLight = (const fVector3*)(pixelData + (v_toLight_Element->offset / sizeof(float32_t)));
|
|
|
|
const VertexDesc::Element* v_tangent_Element = veretexDesc.getElement("v_tangent");
|
|
const fVector3* v_tangent = (const fVector3*)(pixelData + (v_tangent_Element->offset / sizeof(float32_t)));
|
|
|
|
const VertexDesc::Element* v_binormal_Element = veretexDesc.getElement("v_binormal");
|
|
const fVector3* v_binormal = (const fVector3*)(pixelData + (v_binormal_Element->offset / sizeof(float32_t)));
|
|
|
|
const VertexDesc::Element* v_wposition_Element = veretexDesc.getElement("v_wposition");
|
|
const fVector3* v_wposition = (const fVector3*)(pixelData + (v_wposition_Element->offset / sizeof(float32_t)));
|
|
|
|
fMatrix3 tbnMatrix = fMatrix3(
|
|
v_tangent->x, v_binormal->x, v_normal->x,
|
|
v_tangent->y, v_binormal->y, v_normal->y,
|
|
v_tangent->z, v_binormal->z, v_normal->z);
|
|
|
|
davinci::fVector3 light0_position = davinci::fVector3::ZERO;
|
|
if (davinci::fVector3* p_light0_position = (davinci::fVector3*)(uniformBuffer.getAttribute("light0:position")))
|
|
{
|
|
light0_position = *p_light0_position;
|
|
}
|
|
|
|
//davinci::fVector3 camera_position = davinci::fVector3::ZERO;
|
|
//if (davinci::fVector3* p_camera_position = (davinci::fVector3*)(uniformBuffer.getAttribute("camera:eye_pos")))
|
|
//{
|
|
// camera_position = *p_camera_position;
|
|
//}
|
|
|
|
fVector3 lp = light0_position - *v_wposition;
|
|
fVector3 vLight = lp.normalise() * tbnMatrix;
|
|
|
|
fVector3 u_ambientColor = fVector3(0.2, 0.2, 0.2);
|
|
|
|
fVector3 u_matColor = fVector3(1.0, 1.0, 1.0);
|
|
|
|
fVector3 u_lightColor = fVector3(1.0, 1.0, 1.0);
|
|
|
|
fVector4 u_textureColor = shader::texture2D(*m_pipe, "material:pbr:base_color_texture", *v_uv, fVector4::WHITE);
|
|
|
|
const fVector4 defaultNormal = fVector4(0.5f, 0.5f, 1.0f, 1.0f);
|
|
fVector4 u_normalColor = shader::texture2D(*m_pipe, "material:pbr:normal_texture", *v_uv, defaultNormal);
|
|
|
|
//----------------
|
|
fVector3 vN = fVector3::UNIT_Z;// u_normalColor.xyz() * 2.0f - fVector3::ONE;
|
|
vN.normalise();
|
|
|
|
//vector vL = normalize(v_toLight);
|
|
fVector3 vL =vLight;
|
|
vL.normalise();
|
|
|
|
//vector vV = normalize(v_toCamera);
|
|
fVector3 vV = *v_toCamera;
|
|
vV.normalise();
|
|
|
|
float ndotl = vL.dotProduct(vN);
|
|
|
|
//vector vR = 2 * dot(vL, vN)*vN - vL;
|
|
fVector3 vR = 2 * ndotl * vN - vL;
|
|
|
|
float rdotv = vR.dotProduct(vV);
|
|
|
|
//vector vH = normalize(vL + vV);
|
|
//fVector3 vH = vL + vV;
|
|
//vH.normalise();
|
|
|
|
|
|
//color colAmbient = u_ambientColor*u_matColor;
|
|
fVector3 colAmbient = u_ambientColor * u_matColor;
|
|
|
|
//float ndotl = max(dot(vN, vL), 0);
|
|
//float32_t ndotl = std::max(vN.dotProduct(vL), 0.0f);
|
|
//color colDiff = ndotl * u_matColor * u_lightColor;
|
|
fVector3 colDiff = shader::max(0.0f, ndotl) * u_matColor* u_lightColor;
|
|
|
|
|
|
//float32_t spec = std::max(vR.dotProduct(vV), 0.0f)*1.0;
|
|
//color colSpec = step(0, ndotl) * pow(spec, 64) * u_matColor * u_lightColor;
|
|
|
|
const float _m = 1.0f;
|
|
float spec = shader::step(0.0f, ndotl) * shader::pow(shader::max(0.0f, rdotv), 32.f);
|
|
fVector3 colSpec = spec * u_matColor* u_lightColor;
|
|
|
|
//color final = colAmbient + colDiff + colSpec;
|
|
fVector3 final = fVector3::BLACK;// (colAmbient + colDiff + colSpec)* u_textureColor.xyz();
|
|
|
|
final += colAmbient;
|
|
final += colDiff;
|
|
final += colSpec;
|
|
|
|
final *= u_textureColor.xyz();
|
|
//fVector3 final = (colAmbient +colDiff +colSpec)*u_textureColor.xyz();
|
|
|
|
//color = fVector4::RED;
|
|
color = fVector4(final.saturate(), 1.0f);// fVector4::RED;
|
|
}
|
|
|
|
const char* SolidColorPixelShader::getName(void) const
|
|
{
|
|
return "solid";
|
|
}
|
|
|
|
void SolidColorPixelShader::prepare(const RenderPipe* pipe, SetInputAttributeFunc setInputAttributeFunc)
|
|
{
|
|
|
|
}
|
|
|
|
void SolidColorPixelShader::process(const VertexDesc& veretexDesc, const float32_t* pixelData, fVector4& color)
|
|
{
|
|
color = fVector4::RED;
|
|
}
|