183 lines
6.9 KiB
C++
183 lines
6.9 KiB
C++
#include "test_vertex_shader.h"
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#include "device/dvc_buffer_accessor.h"
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#include "math/dvc_vector2.h"
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#include "math/dvc_vector3.h"
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#include "math/dvc_matrix4.h"
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#include "device/dvc_uniform_buffer.h"
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TestVertexShader::TestVertexShader()
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{
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//output point v_position = point(0, 0, 0) [[ string attribute="POSITION"]],
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m_outputVertexDesc.addElement("v_position", davinci::VET_POSITION, davinci::CT_Float32, davinci::DT_Vec3);
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//output vector v_normal = vector(0,1,0) [[ string attribute="NORMAL"]],
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m_outputVertexDesc.addElement("v_normal", davinci::VET_NORMAL, davinci::CT_Float32, davinci::DT_Vec3);
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//output float v_uv[2] = {0, 0} [[ string attribute="TEXCOORD_0"]],
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m_outputVertexDesc.addElement("v_uv", davinci::VET_TEXCOORD_0, davinci::CT_Float32, davinci::DT_Vec2);
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//output vector v_toCamera = vector(0, 0, 0),
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m_outputVertexDesc.addElement("v_toCamera", davinci::VET_UNKNOWN, davinci::CT_Float32, davinci::DT_Vec3);
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//output vector v_toLight = vector(0,0,0)
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m_outputVertexDesc.addElement("v_toLight", davinci::VET_UNKNOWN, davinci::CT_Float32, davinci::DT_Vec3);
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m_outputVertexDesc.addElement("v_color0", davinci::VET_UNKNOWN, davinci::CT_Float32, davinci::DT_Vec3);
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}
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TestVertexShader::~TestVertexShader()
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{
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}
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const char* TestVertexShader::getName(void) const
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{
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return "test";
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}
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size_t TestVertexShader::getOutputVertexByteSize(void) const
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{
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return m_outputVertexDesc.vertexByteSize();
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}
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const davinci::VertexDesc& TestVertexShader::getOutputVertexDesc() const
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{
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return m_outputVertexDesc;
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}
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void TestVertexShader::prepare(const davinci::UniformBuffer* uniformBuffer, SetInputAttributeFunc setInputAttributeFunc)
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{
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m_uniformBuffer = uniformBuffer;
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//point a_position = vector(0, 0, 0) [[ string attribute="POSITION"]],
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m_POSITION = setInputAttributeFunc(davinci::VET_POSITION);
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//vector a_normal = vector(0, 1, 0) [[ string attribute="NORMAL"]],
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m_NORMAL = setInputAttributeFunc(davinci::VET_NORMAL);
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//float a_uv[2] = {0,0} [[ string attribute="TEXCOORD_0"]],
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m_TEXCOORD_0 = setInputAttributeFunc(davinci::VET_TEXCOORD_0);
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//
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m_COLOR_0 = setInputAttributeFunc(davinci::VET_COLOR_0);
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}
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void TestVertexShader::process(size_t index, void* outputVertex, davinci::fVector3& vertexWorldPos)
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{
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static const float32_t DEFAULT_POSITION[] = {0.f, 0.f, 0.f};
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static const float32_t DEFAULT_NORMAL[] = { 0.f, 0.f, 0.f };
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static const float32_t DEFAULT_TEXCOORD0[] = { 0.f, 0.f};
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static const float32_t DEFAULT_COLOR0[] = { 0.f, 0.f, 0.f };
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davinci::fVector3 a_position(m_POSITION ? (const float32_t*)(m_POSITION->getElement(index)) : DEFAULT_POSITION);
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davinci::fVector3 a_normal(m_NORMAL ? (const float32_t*)(m_NORMAL->getElement(index)) : DEFAULT_NORMAL);
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davinci::fVector2 a_uv(m_TEXCOORD_0 ? (const float32_t*)(m_TEXCOORD_0->getElement(index)) : DEFAULT_TEXCOORD0);
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davinci::fVector3 a_color_0(m_COLOR_0 ? (const float32_t*)(m_COLOR_0->getElement(index)) : DEFAULT_COLOR0);
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davinci::fMatrix4 mat_world = davinci::fMatrix4::IDENTITY;
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if (davinci::fMatrix4* p_mat_world = (davinci::fMatrix4*)(m_uniformBuffer->getAttribute("self:world_transform")))
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{
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mat_world = *p_mat_world;
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}
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davinci::fMatrix4 mat_camera_view_proj = davinci::fMatrix4::IDENTITY;
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if (davinci::fMatrix4* p_mat_camera_view_proj = (davinci::fMatrix4*)(m_uniformBuffer->getAttribute("camera:view_proj_mat")))
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{
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mat_camera_view_proj = *p_mat_camera_view_proj;
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}
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davinci::fVector3 camera_position = davinci::fVector3::ZERO;
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if (davinci::fVector3* p_camera_position = (davinci::fVector3*)(m_uniformBuffer->getAttribute("camera:eye_pos")))
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{
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camera_position = *p_camera_position;
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}
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davinci::fVector3 light0_position = davinci::fVector3::ZERO;
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if (davinci::fVector3* p_light0_position = (davinci::fVector3*)(m_uniformBuffer->getAttribute("light0:position")))
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{
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light0_position = *p_light0_position;
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}
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davinci::fVector3 temp1 = mat_world * a_position;
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davinci::fVector3 v_position = mat_camera_view_proj * temp1;
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davinci::fMatrix4 matNormal = davinci::fMatrix4::IDENTITY;
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if (davinci::fMatrix4* p_mat_normal = (davinci::fMatrix4*)(m_uniformBuffer->getAttribute("self:world_transform_inverse_trans")))
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{
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matNormal = *p_mat_normal;
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}
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davinci::fVector3 v_normal = (matNormal * davinci::fVector4(a_normal, 0)).xyz().normalise();
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davinci::fVector3 v_color_0 = a_color_0;
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davinci::fVector3 v_to_camera = (camera_position - temp1).normalise();
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davinci::fVector3 v_to_light = (light0_position - temp1).normalise();
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memcpy((char*)outputVertex + m_outputVertexDesc.getElement(0)->offset, &v_position, sizeof(davinci::fVector3));
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memcpy((char*)outputVertex + m_outputVertexDesc.getElement(1)->offset, &v_normal, sizeof(davinci::fVector3));
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memcpy((char*)outputVertex + m_outputVertexDesc.getElement(2)->offset, &a_uv, sizeof(float32_t) * 2);
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memcpy((char*)outputVertex + m_outputVertexDesc.getElement(3)->offset, &v_to_camera, sizeof(davinci::fVector3));
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memcpy((char*)outputVertex + m_outputVertexDesc.getElement(4)->offset, &v_to_light, sizeof(davinci::fVector3));
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memcpy((char*)outputVertex + m_outputVertexDesc.getElement(5)->offset, &v_color_0, sizeof(davinci::fVector3));
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vertexWorldPos = mat_world * a_position;
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}
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StandardVertexShader::StandardVertexShader()
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{
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m_uniformBuffer = nullptr;
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//output point v_position = point(0, 0, 0) [[ string attribute="POSITION"]],
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m_outputVertexDesc.addElement("v_position", davinci::VET_POSITION, davinci::CT_Float32, davinci::DT_Vec3);
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}
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StandardVertexShader::~StandardVertexShader()
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{
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}
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const char* StandardVertexShader::getName(void) const
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{
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return "standard";
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}
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size_t StandardVertexShader::getOutputVertexByteSize(void) const
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{
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return m_outputVertexDesc.vertexByteSize();
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}
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const davinci::VertexDesc& StandardVertexShader::getOutputVertexDesc() const
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{
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return m_outputVertexDesc;
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}
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void StandardVertexShader::prepare(const davinci::UniformBuffer* uniformBuffer, SetInputAttributeFunc setInputAttributeFunc)
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{
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m_uniformBuffer = uniformBuffer;
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//point a_position = vector(0, 0, 0) [[ string attribute="POSITION"]],
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m_POSITION = setInputAttributeFunc(davinci::VET_POSITION);
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}
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void StandardVertexShader::process(size_t index, void* outputVertex, davinci::fVector3& vertexWorldPos)
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{
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static const float DEFAULT_POSITION[] = {0.f, 0.f, 0.f};
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davinci::fVector3 a_position(m_POSITION ? (const float32_t*)(m_POSITION->getElement(index)) : DEFAULT_POSITION);
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davinci::fMatrix4 mat_world = davinci::fMatrix4::IDENTITY;
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if (davinci::fMatrix4* p_mat_world = (davinci::fMatrix4*)(m_uniformBuffer->getAttribute("self:world_transform")))
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{
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mat_world = *p_mat_world;
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}
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davinci::fMatrix4 mat_camera_view_proj = davinci::fMatrix4::IDENTITY;
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if (davinci::fMatrix4* p_mat_camera_view_proj = (davinci::fMatrix4*)(m_uniformBuffer->getAttribute("camera:view_proj_mat")))
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{
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mat_camera_view_proj = *p_mat_camera_view_proj;
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}
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davinci::fVector3 temp1 = mat_world * a_position;
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davinci::fVector3 v_position = mat_camera_view_proj * temp1;
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memcpy((char*)outputVertex + m_outputVertexDesc.getElement(0)->offset, &v_position, sizeof(davinci::fVector3));
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vertexWorldPos = mat_world * a_position;
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}
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