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davinci2/test/shader/test_pixel_shader.cpp
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2025-11-15 16:27:19 +08:00

109 lines
3.9 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, davinci::MaterialConstPtr material)
{
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 = u_normalColor.xyz() * 2.0f - fVector3::ONE;
vN.normalise();
fVector3 vL =vLight;
vL.normalise();
fVector3 vV = *v_toCamera;
vV.normalise();
float ndotl = vL.dotProduct(vN);
fVector3 vR = 2 * ndotl * vN - vL;
float rdotv = vR.dotProduct(vV);
fVector3 colAmbient = u_ambientColor * u_matColor;
fVector3 colDiff = shader::max(0.0f, ndotl) * 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;
fVector3 final = fVector3::BLACK;
//final += colAmbient;
final += colDiff;
//final += colSpec;
//final *= u_textureColor.xyz();
//final = u_normalColor.xyz();
//color = fVector4::RED;
color = fVector4(final.saturate(), 1.0f);// fVector4::RED;
}