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path: root/Runtime/Rendering/Quad.cpp
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#include "../Math/Vector2.h"
#include "../Math/Vector3.h"
#include "Quad.h"
#include "../Graphics/GfxDevice.h"

struct QuadVBOLayout
{
	Internal::Vector3 position;
	Internal::Vector2 uv;
};

static CustomVertexLayout layout;

InitializeStaticVariables([]() {
	VertexAttributeDescriptor POSITION = VertexAttributeDescriptor(0, 3, VertexAttrFormat_Float, sizeof(QuadVBOLayout));
	VertexAttributeDescriptor UV = VertexAttributeDescriptor(sizeof(Internal::Vector3), 2, VertexAttrFormat_Float, sizeof(QuadVBOLayout));

	layout.attributes.push_back(POSITION);
	layout.attributes.push_back(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;

	g_SharedVBO.GetChunk(sizeof(QuadVBOLayout), sizeof(uint16), 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(layout);
}