在FragementShader的begin函数中准备输入的顶点数据偏移
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@@ -5,33 +5,40 @@
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#include "shader/dvc_shader_functions.h"
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#include "pipe/dvc_render_pipe.h"
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using namespace davinci;
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const char* DebugFragementShader_ShowTexture::getName(void) const
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{
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return "debug:show_texture";
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}
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void DebugFragementShader_ShowTexture::begin(const davinci::RenderPipe* pipe, davinci::MaterialConstPtr material)
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bool DebugFragementShader_ShowTexture::begin(const RenderPipe* pipe, MaterialConstPtr material, const VertexDesc& veretexDesc)
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{
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m_pipe = pipe;
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m_material = material;
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material->getParam("u_textureInfo", m_textureInfo);
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if (!(material->getParam("u_textureInfo", m_textureInfo)))
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{
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return false;
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}
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if (const VertexDesc::Element* element = veretexDesc.getElementByType(static_cast<VertexElementType>(VET_TEXCOORD_0+m_textureInfo.texCoord)))
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{
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m_vTextureCoordinateOffset = element->offset / sizeof(float32_t);
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}
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else return false;
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return true;
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}
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void DebugFragementShader_ShowTexture::process(const davinci::VertexDesc& veretexDesc, const float32_t* pixelData, davinci::fVector4& color)
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void DebugFragementShader_ShowTexture::process(const float32_t* pixelData, fVector4& color)
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{
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const davinci::UniformBuffer& uniformBuffer = m_pipe->getUniformBuffer();
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const fVector2* v_TextureCoordinate = (const fVector2*)(pixelData + m_vTextureCoordinateOffset);
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const davinci::VertexDesc::Element* v_uv_Element = veretexDesc.getElement("v_uv");
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const davinci::fVector2* v_uv = (const davinci::fVector2*)(pixelData + (v_uv_Element->offset / sizeof(float32_t)));
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davinci::fVector4 textureColor = davinci::shader::texture2D(*m_pipe,
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m_textureInfo, (*v_uv), davinci::fVector4::WHITE);
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fVector4 textureColor = shader::texture2D(*m_pipe, m_textureInfo, (*v_TextureCoordinate), fVector4::WHITE);
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color = textureColor;
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}
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void DebugFragementShader_ShowTexture::end()
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{
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m_material.reset();
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m_textureInfo.texture.reset();
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}
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