11.15
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#include "fs_debug_normal_texture.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_NormalTexture::getName(void) const
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{
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return "debug:normal_texture";
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}
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void DebugFragementShader_NormalTexture::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_NormalTexture::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_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 u_baseColor = davinci::shader::texture2D(*m_pipe, m_material->getNormalTexture(), (*v_uv), davinci::fVector4::WHITE);
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color = davinci::fVector4(u_baseColor.xyz(), 1);
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}
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