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VkeScreenQuad.cpp
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VkeScreenQuad.cpp
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/*
* Copyright (c) 2014-2024, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2024 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
/* Contact chebert@nvidia.com (Chris Hebert) for feedback */
#include "VkeScreenQuad.h"
VkeScreenQuad::VkeScreenQuad()
{
}
VkeScreenQuad::~VkeScreenQuad() {}
void VkeScreenQuad::initQuadData()
{
// Each of these is a VertexObjectUV.
// The vertices here cover the screen exactly.
// Note that it's more efficient to draw a single triangle that covers
// the entire screen, thanks to reduced overdraw around the diagonal.
float quadVerts[] = {-1.0, -1.0, 0.0, 1.0, 0.0, 0.0, //
1.0, -1.0, 0.0, 1.0, 1.0, 0.0, //
1.0, 1.0, 0.0, 1.0, 1.0, 1.0, //
-1.0, 1.0, 0.0, 1.0, 0.0, 1.0};
uint32_t quadIdxs[] = {0, 2, 1, 0, 3, 2};
size_t dataSize = 4 * sizeof(VertexObjectUV);
m_vbo.initBackingStore(dataSize);
float* vData = m_vbo.getBackingStore();
memcpy(vData, (const void*)quadVerts, dataSize);
dataSize = sizeof(uint32_t) * 6;
m_ibo.initBackingStore(dataSize);
uint32_t* iData = m_ibo.getBackingStore();
memcpy(iData, (const void*)quadIdxs, dataSize);
m_vbo.initVKBufferData();
m_ibo.initVKBufferData();
}
void VkeScreenQuad::draw(VkCommandBuffer* inCommand)
{
vkCmdDrawIndexed(*inCommand, 6, 1, 0, 0, 0);
}
void VkeScreenQuad::bind(VkCommandBuffer* inCmd)
{
m_vbo.bind(inCmd);
m_ibo.bind(inCmd);
}