pleascach/Renderer/VertexBuffer.hpp
2024-02-06 15:40:50 -05:00

42 lines
1003 B
C++

#pragma once
#include <Memory/Buffer.hpp>
#include <memory>
#include <glm/glm.hpp>
#include <tinygltf/tiny_gltf.h>
struct Vertex {
glm::vec2 pos;
};
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);
void upload(const tinygltf::Buffer& buff, const tinygltf::BufferView& view);
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> {
{
.location = 0,
.binding = binding,
.format = vk::Format::eR32G32Sfloat,
.offset = offsetof(Vertex, pos),
},
};
}
};