Example of Rendering UI done.

This commit is contained in:
2023-12-12 13:40:50 -06:00
parent debe4146eb
commit d9278414c5
15 changed files with 218 additions and 118 deletions

View File

@ -12,13 +12,46 @@ void QuadMesh::buffer(
const glm::vec4 positions,
const glm::vec4 coordinates,
const int32_t verticeStart,
const int32_t indiceStart
const int32_t indiceStart,
const float_t depth
) {
glm::vec3 vertices[QUAD_VERTICE_COUNT] = {
glm::vec3(positions.x, positions.y, 0),
glm::vec3(positions.z, positions.y, 0),
glm::vec3(positions.x, positions.w, 0),
glm::vec3(positions.z, positions.w, 0)
glm::vec3(positions.x, positions.y, depth),
glm::vec3(positions.z, positions.y, depth),
glm::vec3(positions.x, positions.w, depth),
glm::vec3(positions.z, positions.w, depth)
};
glm::vec2 coords[QUAD_VERTICE_COUNT] = {
glm::vec2(coordinates.x, coordinates.y),
glm::vec2(coordinates.z, coordinates.y),
glm::vec2(coordinates.x, coordinates.w),
glm::vec2(coordinates.z, coordinates.w)
};
int32_t indices[QUAD_INDICE_COUNT] = {
verticeStart, verticeStart + 1, verticeStart + 3,
verticeStart, verticeStart + 2, verticeStart + 3
};
mesh->bufferPositions(verticeStart, vertices, QUAD_VERTICE_COUNT);
mesh->bufferCoordinates(verticeStart, coords, QUAD_VERTICE_COUNT);
mesh->bufferIndices(indiceStart, indices, QUAD_INDICE_COUNT);
}
void QuadMesh::bufferWithIndex(
const std::shared_ptr<Mesh> mesh,
const glm::vec4 positions,
const glm::vec4 coordinates,
const int32_t verticeStart,
const int32_t indiceStart,
const int32_t indexOffset
) {
glm::vec3 vertices[QUAD_VERTICE_COUNT] = {
glm::vec3(positions.x, positions.y, indexOffset),
glm::vec3(positions.z, positions.y, indexOffset + 1),
glm::vec3(positions.x, positions.w, indexOffset + 2),
glm::vec3(positions.z, positions.w, indexOffset + 3)
};
glm::vec2 coords[QUAD_VERTICE_COUNT] = {

View File

@ -20,13 +20,36 @@ namespace Dawn {
* @param coordinates The coordinates of the vertices.
* @param verticeStart The starting index of the vertices.
* @param indiceStart The starting index of the indices.
* @param depth The depth of the vertices (Z coordinate).
*/
static void buffer(
const std::shared_ptr<Mesh> mesh,
const glm::vec4 positions,
const glm::vec4 coordinates,
const int32_t verticeStart,
const int32_t indiceStart
const int32_t indiceStart,
const float_t depth = 0.0f
);
/**
* Buffers quad mesh vertices and indices into the given mesh. This will
* store the index of the vertice in the Z component, allowing you to find
* which vertex ID you are rendering in your shader.
*
* @param mesh The mesh to buffer into.
* @param positions The positions of the vertices.
* @param coordinates The coordinates of the vertices.
* @param verticeStart The starting index of the vertices.
* @param indiceStart The starting index of the indices.
* @param indexOffset The offset to add to the index of each vertex.
*/
static void bufferWithIndex(
const std::shared_ptr<Mesh> mesh,
const glm::vec4 positions,
const glm::vec4 coordinates,
const int32_t verticeStart,
const int32_t indiceStart,
const int32_t indexOffset = 0
);
};
}