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