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/*
* Copyright 2022-2023 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 <array>
#include "../core.hpp"
#include "sprite.hpp"
#include "uniform_data_object.hpp"
namespace
{
struct SpriteBuilder
{
VK::Sprite *sprite;
glm::vec4 ▭
SpriteBuilder(VK::Sprite *sprite, glm::vec4 &rect);
};
SpriteBuilder::SpriteBuilder(VK::Sprite *sprite, glm::vec4 &rect):
sprite{sprite},
rect{rect}
{
}
void
load_mesh(void *obj)
{
auto self = static_cast<SpriteBuilder*>(obj);
self->sprite->queue_family =
cg_core.vk_device_with_swapchain->get_queue_family_with_graphics();
glm::vec2 rect[VK::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) * VK::Sprite::vertex_count;
self->sprite->source_buffer = new VK::SourceBuffer{
self->sprite->queue_family->device, vertexes_data, vertexes_size};
self->sprite->vertex_buffer = new VK::DestinationBuffer{
self->sprite->queue_family, self->sprite->source_buffer,
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT};
}
void
unload_mesh(void *obj)
{
auto self = static_cast<SpriteBuilder*>(obj);
delete self->sprite->vertex_buffer;
delete self->sprite->source_buffer;
}
static const CommandChain loader{
{&load_mesh, &unload_mesh},
};
}
namespace VK
{
Sprite::Sprite(std::shared_ptr<Texture> 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);
}
}
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