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
+4 -3
View File
@@ -8,13 +8,14 @@ const char* PbrFragementShader_GLTF::getName(void) const
return "pbr:gltf";
}
void PbrFragementShader_GLTF::begin(const davinci::RenderPipe* pipe, davinci::MaterialConstPtr material)
bool PbrFragementShader_GLTF::begin(const RenderPipe* pipe, MaterialConstPtr material, const VertexDesc& veretexDesc)
{
m_pipe = pipe;
const davinci::UniformBuffer& uniformBuffer = m_pipe->getUniformBuffer();
const UniformBuffer& uniformBuffer = m_pipe->getUniformBuffer();
return true;
}
void PbrFragementShader_GLTF::process(const davinci::VertexDesc& veretexDesc, const float32_t* pixelData, davinci::fVector4& color)
void PbrFragementShader_GLTF::process(const float32_t* pixelData, fVector4& color)
{
color = fVector4::BLUE;
}