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2025-12-03 23:38:08 +08:00

52 lines
1.3 KiB
C++

#pragma once
#include "dvc_config.h"
#include "shader/dvc_shader_interface.h"
class StandardVertexShader : public davinci::VertexShaderInterface
{
public:
virtual const char* getName(void) const {
return m_name.c_str();
}
virtual const davinci::VertexDesc& getOutputVertexDesc() const {
return m_outputVertexDesc;
}
virtual size_t getOutputVertexByteSize(void) const {
return m_outputVertexDesc.vertexByteSize();
}
virtual void begin(const davinci::RenderPipe* pipe, SetInputAttributeFunc setInputAttributeFunc);
virtual void process(size_t index, float32_t* outputVertex);
virtual void end();
protected:
davinci::DeviceBufferAccessorConstPtr getInputAccessor(davinci::VertexElementType elementType) const {
auto it = m_inputAccessors.find(elementType);
if (it != m_inputAccessors.end()) {
return it->second;
}
return nullptr;
}
private:
const davinci::RenderPipe* m_pipe = nullptr;
std::string m_name;
bool m_withWorldPos = false;
bool m_withNormal = false;
bool m_withTexCoord0 = false;
typedef std::map<davinci::VertexElementType, davinci::DeviceBufferAccessorConstPtr> InputAccessorMap;
InputAccessorMap m_inputAccessors;
davinci::VertexDesc m_outputVertexDesc;
public:
StandardVertexShader(bool withWorldPos, bool withNormal, bool withTexCoord0);
virtual ~StandardVertexShader();
};