-
Notifications
You must be signed in to change notification settings - Fork 7
Expand file tree
/
Copy pathdefault_shader.cpp
More file actions
75 lines (66 loc) · 2.74 KB
/
Copy pathdefault_shader.cpp
File metadata and controls
75 lines (66 loc) · 2.74 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
/**
* @file default_shader.cpp
* @brief 默认着色器实现
* @author Zone.N (Zone.Niuzh@hotmail.com)
* @version 1.0
* @date 2022-11-01
* @copyright MIT LICENSE
* https://github.com/Simple-XX/SimpleRenderer
* @par change log:
* <table>
* <tr><th>Date<th>Author<th>Description
* <tr><td>2022-11-01<td>Zone.N<td>创建文件
* </table>
*/
#include "default_shader.h"
namespace simple_renderer {
auto DefaultShader::InterpolateColor(
const Color &color0, const Color &color1, const Color &color2,
const Vector3f &barycentric_coord) -> Color {
return Color(
static_cast<uint8_t>(static_cast<float>(color0[Color::kColorIndexRed]) *
barycentric_coord.x +
static_cast<float>(color1[Color::kColorIndexRed]) *
barycentric_coord.y +
static_cast<float>(color2[Color::kColorIndexRed]) *
barycentric_coord.z),
static_cast<uint8_t>(static_cast<float>(color0[Color::kColorIndexGreen]) *
barycentric_coord.x +
static_cast<float>(color1[Color::kColorIndexGreen]) *
barycentric_coord.y +
static_cast<float>(color2[Color::kColorIndexGreen]) *
barycentric_coord.z),
static_cast<uint8_t>(static_cast<float>(color0[Color::kColorIndexBlue]) *
barycentric_coord.x +
static_cast<float>(color1[Color::kColorIndexBlue]) *
barycentric_coord.y +
static_cast<float>(color2[Color::kColorIndexBlue]) *
barycentric_coord.z));
}
/// @todo 巨大性能开销
auto DefaultShader::Vertex(const ShaderVertexIn &shader_vertex_in) const
-> ShaderVertexOut {
auto face(shader_vertex_in.face_);
face = face * shader_data_.model_matrix_ * shader_data_.view_matrix_ *
shader_data_.project_matrix_;
/// @todo 变换贴图
return ShaderVertexOut(face);
}
auto DefaultShader::Fragment(const ShaderFragmentIn &shader_fragment_in) const
-> ShaderFragmentOut {
auto intensity =
glm::dot(shader_fragment_in.normal_, shader_fragment_in.light_);
auto is_need_draw = true;
// 光照方向为正,不绘制背面
if (intensity <= 0) {
is_need_draw = false;
return ShaderFragmentOut(is_need_draw, Color());
}
auto color =
InterpolateColor(shader_fragment_in.color0_, shader_fragment_in.color1_,
shader_fragment_in.color2_,
shader_fragment_in.barycentric_coord_) *
intensity;
return ShaderFragmentOut(is_need_draw, color);
}
} // namespace simple_renderer