Add DrawVertices & FillTriangle funcs.
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@@ -1744,3 +1744,41 @@ void Render2D::DrawBlur(const Rectangle& rect, float blurStrength)
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drawCall.AsBlur.BottomRightY = p.Y;
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WriteRect(rect, Color::White);
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}
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void Render2D::DrawVertices(GPUTexture* t, const Array<Vector2> vertices, const Array<Vector2> uvs)
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{
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RENDER2D_CHECK_RENDERING_STATE;
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Render2DDrawCall& drawCall = DrawCalls.AddOne();
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drawCall.Type = DrawCallType::FillTexture;
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drawCall.StartIB = IBIndex;
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drawCall.CountIB = vertices.Count();
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drawCall.AsTexture.Ptr = t;
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for (int32 i = 0; i < vertices.Count(); i += 3)
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WriteTri(vertices[i], vertices[i + 1], vertices[i + 2], uvs[i], uvs[i + 1], uvs[i + 2]);
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}
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void Render2D::DrawVertices(const Array<Vector2> vertices, const Array<Color> colors, bool useAlpha)
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{
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RENDER2D_CHECK_RENDERING_STATE;
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Render2DDrawCall& drawCall = DrawCalls.AddOne();
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drawCall.Type = useAlpha ? DrawCallType::FillRect : DrawCallType::FillRectNoAlpha;
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drawCall.StartIB = IBIndex;
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drawCall.CountIB = vertices.Count();
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for (int32 i = 0; i < vertices.Count(); i += 3)
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WriteTri(vertices[i], vertices[i + 1], vertices[i + 2], colors[i], colors[i + 1], colors[i + 2]);
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}
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void Render2D::FillTriangle(const Vector2& p0, const Vector2& p1, const Vector2& p2, const Color& color)
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{
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RENDER2D_CHECK_RENDERING_STATE;
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Render2DDrawCall& drawCall = DrawCalls.AddOne();
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drawCall.Type = color.A < 1.0f ? DrawCallType::FillRect : DrawCallType::FillRectNoAlpha;
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drawCall.StartIB = IBIndex;
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drawCall.CountIB = 3;
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WriteTri(p0, p1, p2, color, color, color);
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}
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