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gshader.cpp
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#include "gshader.h"
#include "ggraphiclibapi.h"
#include "gutils.h"
#include "ggameobject.h"
#include <algorithm>
#include "gmathutils.h"
using namespace GMath;
using namespace std;
S_abs_appdata *S_abs_appdata::CreateAppData(GShaderAppDataType appdataType)
{
switch (appdataType)
{
case GShaderAppDataType::kSADTDefault:
return new S_appdata();
}
return nullptr;
}
const std::vector<S_SlotInfo> &S_abs_appdata::GetSlotInfoArr(GShaderAppDataType appdataType)
{
switch (appdataType)
{
case GShaderAppDataType::kSADTDefault:
return S_appdata::_slotInfoArr;
}
assert(false);
}
const S_SlotInfo &S_abs_appdata::GetSlotInfo(GShaderAppDataType appdataType, int slot)
{
const std::vector<S_SlotInfo>& slotInfoArr = GetSlotInfoArr(appdataType);
return slotInfoArr[slot];
}
const std::vector<S_SlotInfo> S_appdata::_slotInfoArr = {
{0, 3, GSlotType::kSlotTPosition},
{1, 2, GSlotType::kSlotTUV0},
{2, 3, GSlotType::kSlotTNormal},
};
void S_appdata::SetSlotDatum(int slot, int datumIdx, double value)
{
if(slot==0)
{
vert[datumIdx] = value;
}
else if(slot==1)
{
uv[datumIdx] = value;
}
else if(slot==2)
{
normal[datumIdx] = value;
}
}
vec4 GShader::vertex(GGraphicLibAPI *GLAPI, S_abs_appdata *vert_in, int vertIdx)
{
if(vertIdx == 0) v2f_data_arr_tmp.clear();
if((int)v2f_data_arr_tmp.size() <= vertIdx)
{
v2f_data_arr_tmp.push_back(S_v2f());
}
S_appdata* appdata = (S_appdata*) vert_in;
GMath::vec4 wPos = GMath::embed<double,4>(appdata->vert, 1);
wPos = (mat4)obj2World * wPos;
v2f_data_arr_tmp[vertIdx].wPos = proj<double, 3>(wPos);
wPos = (mat4)world2View * wPos;
v2f_data_arr_tmp[vertIdx].gl_position = (mat4)projMat * wPos;
v2f_data_arr_tmp[vertIdx].uv = appdata->uv;
v2f_data_arr_tmp[vertIdx].normal = appdata->normal;
return v2f_data_arr_tmp[vertIdx].gl_position;
}
int GShader::homogenous_clipping(GGraphicLibAPI *GLAPI)
{
int onePrimitiveVertCount = 0;
if(GLAPI->activePrimitiveType==GPrimitiveType::kTriangles)
{
onePrimitiveVertCount = 3;
}
else if(GLAPI->activePrimitiveType==GPrimitiveType::kLines)
{
onePrimitiveVertCount = 2;
}
int vertCount = clip_vertex(onePrimitiveVertCount);
return vertCount;
}
int GShader::clip_vertex(int primitiveCount)
{
std::vector<S_v2f> &vertsIn = v2f_data_arr_tmp;
std::vector<S_v2f> &vertsOut = v2f_data_arr;
int vertCount = clip_vertex(GFrustumPlaneType::kFPTFront, vertsIn, vertsOut);
if(vertCount<primitiveCount)
{
return vertCount;
}
vertCount = clip_vertex(GFrustumPlaneType::kFPTBack, vertsOut, vertsIn);
if(vertCount<primitiveCount)
{
return vertCount;
}
vertCount = clip_vertex(GFrustumPlaneType::kFPTLeft, vertsIn, vertsOut);
if(vertCount<primitiveCount)
{
return vertCount;
}
vertCount = clip_vertex(GFrustumPlaneType::kFPTRight, vertsOut, vertsIn);
if(vertCount<primitiveCount)
{
return vertCount;
}
vertCount = clip_vertex(GFrustumPlaneType::kFPTBottom, vertsIn, vertsOut);
if(vertCount<primitiveCount)
{
return vertCount;
}
vertCount = clip_vertex(GFrustumPlaneType::kFPTTop, vertsOut, vertsIn);
if(vertCount<primitiveCount)
{
return vertCount;
}
vertCount = clip_vertex(GFrustumPlaneType::kFPTW, vertsIn, vertsOut);
// need generate primitive
if(vertCount>primitiveCount)
{
vertCount = 0;
v2f_data_arr_tmp.clear();
for(int i=0; i<(int)v2f_data_arr.size()-2; i++)
{
int idx0 = 0;
int idx1 = i + 1;
int idx2 = i + 2;
v2f_data_arr_tmp.push_back(v2f_data_arr[idx0]);
v2f_data_arr_tmp.push_back(v2f_data_arr[idx1]);
v2f_data_arr_tmp.push_back(v2f_data_arr[idx2]);
vertCount += 3;
}
}
return vertCount;
}
int GShader::clip_vertex(GFrustumPlaneType planeType, std::vector<S_v2f> &vertsIn, std::vector<S_v2f> &vertsOut)
{
vertsOut.clear();
for(size_t vertIdx=0; vertIdx<vertsIn.size(); vertIdx++)
{
size_t preIdx = (vertIdx-1+vertsIn.size()) % vertsIn.size();
size_t curIdx = vertIdx;
vec4 prePos = vertsIn[preIdx].gl_position;
vec4 curPos = vertsIn[curIdx].gl_position;
bool isPreInside = GRasterGPUPipeline::IsInsideFrustumPlane(planeType, prePos);
bool isCurInside = GRasterGPUPipeline::IsInsideFrustumPlane(planeType, curPos);
if(isPreInside != isCurInside)
{
float lerpFactor = GRasterGPUPipeline::CalcIntersectLerpFactor(planeType, prePos, curPos);
S_v2f intersectPoint;
intersectPoint.gl_position = lerp(prePos, curPos, lerpFactor);
intersectPoint.normal = lerp(vertsIn[preIdx].normal, vertsIn[curIdx].normal, lerpFactor);
intersectPoint.uv = lerp(vertsIn[preIdx].uv, vertsIn[curIdx].uv, lerpFactor);
intersectPoint.wPos = lerp(vertsIn[preIdx].wPos, vertsIn[curIdx].wPos, lerpFactor);
vertsOut.push_back(std::move(intersectPoint));
}
if(isCurInside)
{
vertsOut.push_back(vertsIn[curIdx]);
}
}
return (int)vertsOut.size();
}
void GShader::calc_tangent(GGraphicLibAPI *GLAPI)
{
if(GLAPI->activePrimitiveType==GPrimitiveType::kTriangles)
{
// tangent-xAxis normal-yAxis binormal-zAxis. the binormals below are all OK.
//vec3 binormal = embed<double,3>(v2f_data_arr[1].uv - v2f_data_arr[0].uv, 0);
//vec3 binormal = embed<double,3>(v2f_data_arr[2].uv - v2f_data_arr[0].uv, 0);
vec3 binormal = vec3(v2f_data_arr[2].uv.x()-v2f_data_arr[0].uv.x(), 0, v2f_data_arr[2].uv.y()-v2f_data_arr[0].uv.y());
for(int vertIdx=0; vertIdx<3; vertIdx++)
{
vec3 normal = v2f_data_arr[vertIdx].normal;
vec3 tmpTangent = cross(normal, binormal);
v2f_data_arr[vertIdx].tangent = tmpTangent;
v2f_data_arr[vertIdx].wNormal = (mat3)(world2Obj.get_minor(3,3).transpose()) * normal;
v2f_data_arr[vertIdx].wTangent = (mat3)(obj2World.get_minor(3,3)) * tmpTangent;
}
}
}
S_abs_v2f* GShader::interpolation(GGraphicLibAPI *GLAPI, vec3 lerpFactor, int fragIdx)
{
int vertCount = 1;
if(GLAPI->activePrimitiveType==GPrimitiveType::kLines)
{
vertCount = 2;
}
else if(GLAPI->activePrimitiveType==GPrimitiveType::kTriangles)
{
vertCount = 3;
}
v2f_interpolated[fragIdx].gl_position = vec4::zero;
v2f_interpolated[fragIdx].uv = vec2::zero;
v2f_interpolated[fragIdx].wPos = vec3::zero;
v2f_interpolated[fragIdx].wNormal = vec3::zero;
v2f_interpolated[fragIdx].wTangent = vec3::zero;
for(int i=0; i<vertCount; i++)
{
v2f_interpolated[fragIdx].gl_position = v2f_interpolated[fragIdx].gl_position + v2f_data_arr[i].gl_position * lerpFactor[i];
v2f_interpolated[fragIdx].uv = v2f_interpolated[fragIdx].uv + v2f_data_arr[i].uv * lerpFactor[i];
v2f_interpolated[fragIdx].wPos = v2f_interpolated[fragIdx].wPos + v2f_data_arr[i].wPos * lerpFactor[i];
v2f_interpolated[fragIdx].wNormal = v2f_interpolated[fragIdx].wNormal + v2f_data_arr[i].wNormal * lerpFactor[i];
v2f_interpolated[fragIdx].wTangent = v2f_interpolated[fragIdx].wTangent + v2f_data_arr[i].wTangent * lerpFactor[i];
}
return &(v2f_interpolated[fragIdx]);
}
void GShader::fragment(S_abs_v2f& frag_in, S_fout &frag_out, int fragIdx)
{
S_v2f& v2f = (S_v2f&)frag_in;
vec4 col;
vec4 diffColor = GColor::ToFloat01Color(SampleTex(diffusemaps_, diff_mipmaptype, v2f.uv,fragIdx, diffuseColor));
double alpha = diffColor.w();
float NoL = 0;
float HoN = 0;
// don't normalize the wTangent!
//v2f.wTangent.normalize();
vec3 wBinormal = cross(v2f.wTangent, v2f.wNormal); //cross(v2f.wNormal, v2f.wTangent);
vec3 tNormal = proj<float,3>(GColor::ToFloat01Color(SampleTex(normalmaps_, norm_mipmaptype, v2f.uv,fragIdx, GColor::normal)));
tNormal = (tNormal*2) - vec3::one;
vec3 wNormal = tNormal.x() * v2f.wTangent + tNormal.y() * wBinormal + tNormal.z() * v2f.wNormal;
vec3 viewDir = ((vec3)wCamPos - v2f.wPos).normalize();
vec3 H;
for(GLightInfo* light : lights)
{
NoL = 1;
HoN = 0;
if(light->lightType == GLightType::kLTDirection)
{
NoL = GMathUtils::saturate(GMath::dot(wNormal, light->lightPosOrDir));
H = (viewDir + light->lightPosOrDir).normalize();
HoN = GMathUtils::saturate(GMath::dot(H, wNormal));
}
vec4 lightColor = GColor::ToFloat01Color(light->lightColor) * light->lightIntensity;
col = (diffColor * lightColor) * NoL + lightColor * std::pow(HoN, 50);
}
// debug world tangent
//col.SetXYZ((v2f.wTangent+vec3::one)*0.5f);
// debug world normal
//col.SetXYZ((wNormal+vec3::one)*0.5f);
col.SetW(alpha);
frag_out.colors.push_back(col);
}
GColor GShader::SampleTex(std::vector<TGAImage> *mipmaps, GMipmapType mipmapType, vec2f uv, int fragIdx, GColor defaultColor)
{
if(mipmaps==nullptr)
{
return defaultColor;
}
if(mipmaps->size()<1)
{
return defaultColor;
}
if(mipmapType == GMipmapType::kMipmapIsotropy)
{
vec2f pixelCount = GetPixelCountPerTexel(&(mipmaps->at(0)), fragIdx);
float lod = max(pixelCount.x(),pixelCount.y());
lod = log2f(lod);
int lodLevel = lod+0.5;
return GUtils::SampleImage(mipmaps, uv, lodLevel);
}
else if(mipmapType== GMipmapType::kMipmapAnisotropy)
{
vec2f pixelCount = GetPixelCountPerTexel(&(mipmaps->at(0)), fragIdx);
bool xDirPixelMore = pixelCount.x() > pixelCount.y();
float maxPixelCount = xDirPixelMore ? pixelCount.x() : pixelCount.y();
float minPixelCount = xDirPixelMore ? pixelCount.y() : pixelCount.x();
int sampleRatio = maxPixelCount/minPixelCount + 0.5;
sampleRatio = min(sampleRatio, 20);
int lod = std::max(0.0f,log2f(maxPixelCount/sampleRatio));
lod = std::min(lod, (int)mipmaps->size()-1);
TGAImage* curLodImage = &(mipmaps->at(lod));
vec2f curLodUVStep = vec2f::one / vec2f(curLodImage->get_width(), curLodImage->get_height());
vec4f texelValue = vec4::zero;
vec2f sampleUV;
for(float i=1; i<=sampleRatio; i++)
{
sampleUV = xDirPixelMore ? vec2f(uv.x()+(i/(sampleRatio+i)-0.5)*curLodUVStep.x(), uv.y()) : vec2f(uv.x(), uv.y()+(i/(sampleRatio+i)-0.5)*curLodUVStep.y());
texelValue = texelValue + GUtils::SampleImage(mipmaps, sampleUV, lod).ToFloatColor();
}
texelValue = texelValue / sampleRatio;
return GColor::FromFloatColor(texelValue);
}
else
{
return GUtils::SampleImage(&(mipmaps->at(0)), uv);
}
}
vec2f GShader::GetPixelCountPerTexel(const TGAImage* mipmap0Tex, int fragIdx)
{
vec2f ddxUV;
vec2f ddyUV;
if(fragIdx==0 || fragIdx==1)
{
ddxUV = v2f_interpolated[1].uv - v2f_interpolated[0].uv;
}
else
{
ddxUV = v2f_interpolated[3].uv - v2f_interpolated[2].uv;
}
if(fragIdx==0 || fragIdx==2)
{
ddyUV = v2f_interpolated[2].uv - v2f_interpolated[0].uv;
}
else
{
ddyUV = v2f_interpolated[3].uv - v2f_interpolated[1].uv;
}
vec2f mipmap0Size = vec2f(mipmap0Tex->get_width(), mipmap0Tex->get_height());
ddxUV = ddxUV * mipmap0Size;
ddyUV = ddyUV * mipmap0Size;
return vec2f(ddxUV.length(), ddyUV.length());
}