11.15
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#include "fs_debug_geometry_normal.h"
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#include "device/dvc_device.h"
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#include "device/dvc_uniform_buffer.h"
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#include "asset/dvc_texture.h"
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#include "shader/dvc_shader_functions.h"
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#include "pipe/dvc_render_pipe.h"
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const char* DebugFragementShader_GeometryNormal::getName(void) const
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{
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return "debug:geometry_normal";
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}
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void DebugFragementShader_GeometryNormal::prepare(const davinci::RenderPipe* pipe, davinci::MaterialConstPtr material)
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{
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m_pipe = pipe;
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m_material = material;
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}
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void DebugFragementShader_GeometryNormal::process(const davinci::VertexDesc& veretexDesc, const float32_t* pixelData, davinci::fVector4& color)
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{
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const davinci::UniformBuffer& uniformBuffer = m_pipe->getUniformBuffer();
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const davinci::VertexDesc::Element* v_normal_Element = veretexDesc.getElement("v_normal");
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const davinci::fVector3* v_normal = (const davinci::fVector3*)(pixelData + (v_normal_Element->offset / sizeof(float32_t)));
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davinci::fVector3 normalColor = *v_normal;
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normalColor.normalise();
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color = davinci::fVector4(normalColor, 1);
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}
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