src/ngfx/drawOps/DrawTextureOp.cpp
Source code
/*
* Copyright 2020 GoPro Inc.
*
* Licensed to the Apache Software Foundation (ASF) under one
* or more contributor license agreements. See the NOTICE file
* distributed with this work for additional information
* regarding copyright ownership. The ASF licenses this file
* to you 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 "ngfx/drawOps/DrawTextureOp.h"
#include "ngfx/graphics/BufferUtil.h"
#include "ngfx/graphics/Config.h"
#include "ngfx/graphics/ShaderModule.h"
using namespace ngfx;
using namespace glm;
DrawTextureOp::DrawTextureOp(GraphicsContext *ctx, Texture *texture,
const std::vector<glm::vec2> &pos,
const std::vector<glm::vec2> &texCoord)
: DrawOp(ctx), texture(texture) {
bPos.reset(createVertexBuffer<vec2>(ctx, pos));
bTexCoord.reset(createVertexBuffer<vec2>(ctx, texCoord));
numVerts = uint32_t(pos.size());
createPipeline();
graphicsPipeline->getBindings({&U_TEXTURE}, {&B_POS, &B_TEXCOORD});
}
void DrawTextureOp::draw(CommandBuffer *commandBuffer, Graphics *graphics) {
graphics->bindGraphicsPipeline(commandBuffer, graphicsPipeline);
graphics->bindVertexBuffer(commandBuffer, bPos.get(), B_POS, sizeof(vec2));
graphics->bindVertexBuffer(commandBuffer, bTexCoord.get(), B_TEXCOORD,
sizeof(vec2));
graphics->bindTexture(commandBuffer, texture, U_TEXTURE);
graphics->draw(commandBuffer, numVerts);
}
void DrawTextureOp::createPipeline() {
const std::string key = "drawTextureOp";
graphicsPipeline = (GraphicsPipeline *)ctx->pipelineCache->get(key);
if (graphicsPipeline)
return;
GraphicsPipeline::State state;
state.renderPass = ctx->defaultRenderPass;
state.primitiveTopology = PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP;
auto device = ctx->device;
graphicsPipeline = GraphicsPipeline::create(
ctx, state,
VertexShaderModule::create(device, NGFX_DATA_DIR "/drawTexture.vert")
.get(),
FragmentShaderModule::create(device, NGFX_DATA_DIR "/drawTexture.frag")
.get(),
ctx->surfaceFormat, ctx->depthFormat);
ctx->pipelineCache->add(key, graphicsPipeline);
}
Updated on 3 April 2021 at 20:21:51 PDT