pleascach/Renderer/VertexBuffer.hpp

36 lines
919 B
C++

#include <Memory/Buffer.hpp>
#include <memory>
#include <glm/glm.hpp>
struct Vertex {
glm::vec3 coord;
};
struct VertexBuffer {
std::unique_ptr<Buffer> buffer;
VertexBuffer(vk::PhysicalDevice phys_dev, vk::Device dev, size_t n_vertices);
void upload(const std::vector<Vertex>& data);
inline vk::VertexInputBindingDescription binding(uint32_t binding, vk::ShaderStageFlags stages = vk::ShaderStageFlagBits::eVertex) const {
return vk::VertexInputBindingDescription {
.binding = binding,
.stride = sizeof(Vertex),
.inputRate = vk::VertexInputRate::eVertex,
};
}
inline std::vector<vk::VertexInputAttributeDescription> attrs(uint32_t binding) const {
return std::vector<vk::VertexInputAttributeDescription> {
vk::VertexInputAttributeDescription {
.location = 0,
.binding = binding,
.format = vk::Format::eR32G32B32Sfloat,
.offset = offsetof(Vertex, coord),
}
};
}
};