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#include "../Math/Vector2.h"
#include "../Math/Vector3.h"
#include "Quad.h"
#include "GfxDevice.h"
struct QuadVBOLayout
{
Vector3 position;
Vector2 uv;
};
void Quad::Draw()
{
const int nVerts = 4;
const int nIndices = 6;
float pos[] = {
m_Left, m_Bottom, 0, // left-bottom
m_Right, m_Bottom, 0, // right-bottom
m_Right, m_Top, 0, // right-top
m_Left, m_Top, 0, // top-left
};
float uv[] = {
0, 0,
1, 0,
1, 1,
0, 1,
};
int indices[] = {
0, 1, 3, // right-top
1, 2, 3, // left-bottom
};
uint8* vb;
uint16* ib;
uint attrs = Mask(VertexAttr_Position) | Mask(VertexAttr_UV);
g_SharedVBO.GetChunk(attrs, 4, 6, Primitive_Triangle, (void**)&vb, (void**)&ib);
QuadVBOLayout* dst = (QuadVBOLayout*)vb;
for (int i = 0; i < nVerts; ++i)
{
dst[i].position.Set(pos[3 * i], pos[3 * i + 1], pos[3 * i + 2]);
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(4, 6);
g_SharedVBO.DrawChunk();
}
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