adding graphics support class, refactoring the code

This commit is contained in:
kbz_8
2023-04-02 17:37:38 +02:00
parent 534bea942c
commit 7a5e280322
14 changed files with 318 additions and 148 deletions

View File

@@ -6,7 +6,7 @@
/* By: maldavid <kbz_8.dev@akel-engine.com> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2023/03/31 18:03:35 by maldavid #+# #+# */
/* Updated: 2023/04/01 15:39:59 by maldavid ### ########.fr */
/* Updated: 2023/04/02 15:47:49 by maldavid ### ########.fr */
/* */
/* ************************************************************************** */
@@ -55,9 +55,9 @@ namespace mlx
void Texture::render(Renderer& renderer, int x, int y)
{
auto cmd = renderer.getActiveCmdBuffer().get();
_vbo.bind(renderer);
_ibo.bind(renderer);
auto cmd = renderer.getActiveCmdBuffer().get();
glm::vec2 translate(x, y);
vkCmdPushConstants(cmd, renderer.getPipeline().getPipelineLayout(), VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(translate), &translate);
vkCmdDrawIndexed(cmd, static_cast<uint32_t>(_ibo.getSize() / sizeof(uint16_t)), 1, 0, 0, 0);
@@ -70,7 +70,7 @@ namespace mlx
_ibo.destroy();
}
Texture stb_texture_load(std::filesystem::path file, int* w, int* h)
Texture stbTextureLoad(std::filesystem::path file, int* w, int* h)
{
Texture texture;
int channels;