1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
|
#include "../Graphics/GfxDevice.h"
#include "UIQuad.h"
#include "Runtime/Math/Math.h"
struct UIQuadLayout
{
Vector2 position;
Vector2 uv;
};
static CustomVertexLayout layout;
InitializeStaticVariables([]() {
VertexAttributeDescriptor POSITION = VertexAttributeDescriptor(0, 2, VertexAttrFormat_Float, sizeof(UIQuadLayout));
VertexAttributeDescriptor UV = VertexAttributeDescriptor(sizeof(Vector2), 2, VertexAttrFormat_Float, sizeof(UIQuadLayout));
layout.attributes.push_back(POSITION);
layout.attributes.push_back(UV);
});
void UIQuad::Draw()
{
const int nVerts = 4;
const int nIndices = 6;
float pos[] = {
m_Left, m_Bottom, // left-bottom
m_Right, m_Bottom, // right-bottom
m_Right, m_Top, // right-top
m_Left, m_Top, // top-left
};
float uv[] = {
0, 0,
1, 0,
1, 1,
0, 1,
};
uint16 indices[] = {
0, 1, 3, // right-top
1, 2, 3, // left-bottom
};
uint8* vb;
uint16* ib;
g_SharedVBO.GetChunk(sizeof(UIQuadLayout), sizeof(uint16), nVerts, nIndices, Primitive_Triangle, (void**)&vb, (void**)&ib);
UIQuadLayout* dst = (UIQuadLayout*)vb;
for (int i = 0; i < nVerts; ++i)
{
dst[i].position.Set(pos[2 * i], pos[2 * i + 1]);
dst[i].uv.Set(uv[2 * i], uv[2 * i + 1]);
}
for (int i = 0; i < nIndices; ++i)
ib[i] = indices[i];
g_SharedVBO.ReleaseChunk(nVerts, nIndices);
g_SharedVBO.DrawChunk(layout);
}
|