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ps/trunk/source/renderer/TexturedLineRData.cpp
Show First 20 Lines • Show All 56 Lines • ▼ Show 20 Lines | void CTexturedLineRData::Render( | ||||
deviceCommandContext->SetUniform( | deviceCommandContext->SetUniform( | ||||
shader->GetBindingSlot(str_objectColor), line.m_Color.AsFloatArray()); | shader->GetBindingSlot(str_objectColor), line.m_Color.AsFloatArray()); | ||||
const uint32_t stride = sizeof(CTexturedLineRData::SVertex); | const uint32_t stride = sizeof(CTexturedLineRData::SVertex); | ||||
deviceCommandContext->SetVertexAttributeFormat( | deviceCommandContext->SetVertexAttributeFormat( | ||||
Renderer::Backend::VertexAttributeStream::POSITION, | Renderer::Backend::VertexAttributeStream::POSITION, | ||||
Renderer::Backend::Format::R32G32B32_SFLOAT, | Renderer::Backend::Format::R32G32B32_SFLOAT, | ||||
offsetof(CTexturedLineRData::SVertex, m_Position), stride, 0); | offsetof(CTexturedLineRData::SVertex, m_Position), stride, | ||||
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0); | |||||
deviceCommandContext->SetVertexAttributeFormat( | deviceCommandContext->SetVertexAttributeFormat( | ||||
Renderer::Backend::VertexAttributeStream::UV0, | Renderer::Backend::VertexAttributeStream::UV0, | ||||
Renderer::Backend::Format::R32G32_SFLOAT, | Renderer::Backend::Format::R32G32_SFLOAT, | ||||
offsetof(CTexturedLineRData::SVertex, m_UVs), stride, 0); | offsetof(CTexturedLineRData::SVertex, m_UVs), stride, | ||||
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0); | |||||
deviceCommandContext->SetVertexAttributeFormat( | deviceCommandContext->SetVertexAttributeFormat( | ||||
Renderer::Backend::VertexAttributeStream::UV1, | Renderer::Backend::VertexAttributeStream::UV1, | ||||
Renderer::Backend::Format::R32G32_SFLOAT, | Renderer::Backend::Format::R32G32_SFLOAT, | ||||
offsetof(CTexturedLineRData::SVertex, m_UVs), stride, 0); | offsetof(CTexturedLineRData::SVertex, m_UVs), stride, | ||||
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0); | |||||
deviceCommandContext->SetVertexBuffer(0, m_VB->m_Owner->GetBuffer()); | deviceCommandContext->SetVertexBuffer(0, m_VB->m_Owner->GetBuffer()); | ||||
deviceCommandContext->SetIndexBuffer(m_VBIndices->m_Owner->GetBuffer()); | deviceCommandContext->SetIndexBuffer(m_VBIndices->m_Owner->GetBuffer()); | ||||
deviceCommandContext->DrawIndexed(m_VBIndices->m_Index, m_VBIndices->m_Count, 0); | deviceCommandContext->DrawIndexed(m_VBIndices->m_Index, m_VBIndices->m_Count, 0); | ||||
g_Renderer.GetStats().m_DrawCalls++; | g_Renderer.GetStats().m_DrawCalls++; | ||||
g_Renderer.GetStats().m_OverlayTris += m_VBIndices->m_Count/3; | g_Renderer.GetStats().m_OverlayTris += m_VBIndices->m_Count/3; | ||||
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Wildfire Games · Phabricator