增加材质和纹理
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@@ -13,16 +13,17 @@ public:
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virtual const davinci::VertexDesc& getOutputVertexDesc() const;
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virtual size_t getOutputVertexByteSize(void) const;
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virtual void prepare(const davinci::UniformBuffer* uniformBuffer, SetInputAttributeFunc setInputAttributeFunc);
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virtual void prepare(const davinci::RenderPipe* pipe, SetInputAttributeFunc setInputAttributeFunc);
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virtual void process(size_t index, void* outputVertex, davinci::fVector3& vertexWorldPos);
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private:
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const davinci::UniformBuffer* m_uniformBuffer;
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const davinci::RenderPipe* m_pipe = nullptr;
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davinci::DeviceBufferAccessorConstPtr m_POSITION;
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davinci::DeviceBufferAccessorConstPtr m_NORMAL;
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davinci::DeviceBufferAccessorConstPtr m_TEXCOORD_0;
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davinci::DeviceBufferAccessorConstPtr m_COLOR_0;
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davinci::DeviceBufferAccessorConstPtr m_TANGENT;
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davinci::VertexDesc m_outputVertexDesc;
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@@ -37,11 +38,11 @@ public:
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virtual const char* getName(void) const;
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virtual const davinci::VertexDesc& getOutputVertexDesc() const;
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virtual size_t getOutputVertexByteSize(void) const;
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virtual void prepare(const davinci::UniformBuffer* uniformBuffer, SetInputAttributeFunc setInputAttributeFunc);
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virtual void prepare(const davinci::RenderPipe* pipe, SetInputAttributeFunc setInputAttributeFunc);
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virtual void process(size_t index, void* outputVertex, davinci::fVector3& vertexWorldPos);
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private:
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const davinci::UniformBuffer* m_uniformBuffer = nullptr;
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const davinci::RenderPipe* m_pipe = nullptr;
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davinci::DeviceBufferAccessorConstPtr m_POSITION;
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davinci::VertexDesc m_outputVertexDesc;
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