在FragementShader的begin函数中准备输入的顶点数据偏移

This commit is contained in:
2025-12-04 23:09:04 +08:00
parent 0cd230b577
commit 656ce63d55
18 changed files with 162 additions and 117 deletions
@@ -5,33 +5,40 @@
#include "shader/dvc_shader_functions.h"
#include "pipe/dvc_render_pipe.h"
using namespace davinci;
const char* DebugFragementShader_ShowTexture::getName(void) const
{
return "debug:show_texture";
}
void DebugFragementShader_ShowTexture::begin(const davinci::RenderPipe* pipe, davinci::MaterialConstPtr material)
bool DebugFragementShader_ShowTexture::begin(const RenderPipe* pipe, MaterialConstPtr material, const VertexDesc& veretexDesc)
{
m_pipe = pipe;
m_material = material;
material->getParam("u_textureInfo", m_textureInfo);
if (!(material->getParam("u_textureInfo", m_textureInfo)))
{
return false;
}
if (const VertexDesc::Element* element = veretexDesc.getElementByType(static_cast<VertexElementType>(VET_TEXCOORD_0+m_textureInfo.texCoord)))
{
m_vTextureCoordinateOffset = element->offset / sizeof(float32_t);
}
else return false;
return true;
}
void DebugFragementShader_ShowTexture::process(const davinci::VertexDesc& veretexDesc, const float32_t* pixelData, davinci::fVector4& color)
void DebugFragementShader_ShowTexture::process(const float32_t* pixelData, fVector4& color)
{
const davinci::UniformBuffer& uniformBuffer = m_pipe->getUniformBuffer();
const fVector2* v_TextureCoordinate = (const fVector2*)(pixelData + m_vTextureCoordinateOffset);
const davinci::VertexDesc::Element* v_uv_Element = veretexDesc.getElement("v_uv");
const davinci::fVector2* v_uv = (const davinci::fVector2*)(pixelData + (v_uv_Element->offset / sizeof(float32_t)));
davinci::fVector4 textureColor = davinci::shader::texture2D(*m_pipe,
m_textureInfo, (*v_uv), davinci::fVector4::WHITE);
fVector4 textureColor = shader::texture2D(*m_pipe, m_textureInfo, (*v_TextureCoordinate), fVector4::WHITE);
color = textureColor;
}
void DebugFragementShader_ShowTexture::end()
{
m_material.reset();
m_textureInfo.texture.reset();
}