/* * Copyright 2022-2024 Frederico de Oliveira Linhares * * 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. */ #include "sprite.hpp" #include #include "../core.hpp" #include "sprite.hpp" #include "uniform_data_object.hpp" namespace { struct SpriteBuilder { BluCat::Sprite *sprite; glm::vec4 ▭ SpriteBuilder(BluCat::Sprite *sprite, glm::vec4 &rect); }; SpriteBuilder::SpriteBuilder(BluCat::Sprite *sprite, glm::vec4 &rect): sprite{sprite}, rect{rect} { } void load_mesh(void *obj) { auto self = static_cast(obj); self->sprite->queue_family = cg_core.vk_device_with_swapchain->get_queue_family_with_graphics(); glm::vec2 rect[BluCat::Sprite::vertex_count]{ glm::vec2{self->rect.x, self->rect.y}, glm::vec2{self->rect.x, self->rect.w}, glm::vec2{self->rect.z, self->rect.y}, glm::vec2{self->rect.z, self->rect.w} }; void *vertexes_data{&rect}; static const size_t vertexes_size = sizeof(glm::vec2) * BluCat::Sprite::vertex_count; self->sprite->source_buffer = new BluCat::SourceBuffer{ self->sprite->queue_family->device, vertexes_data, vertexes_size}; self->sprite->vertex_buffer = new BluCat::DestinationBuffer{ self->sprite->queue_family, self->sprite->source_buffer, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT}; } void unload_mesh(void *obj) { auto self = static_cast(obj); delete self->sprite->vertex_buffer; delete self->sprite->source_buffer; } static const CommandChain loader{ {&load_mesh, &unload_mesh}, }; } namespace BluCat { Sprite::Sprite(std::shared_ptr texture, glm::vec4 &rect): texture{texture} { SpriteBuilder sprite_builder(this, rect); loader.execute(&sprite_builder); } Sprite::~Sprite() { glm::vec4 vector_4d{}; SpriteBuilder sprite_builder(this, vector_4d); loader.revert(&sprite_builder); } }