Draw Manager: Fullscreen triangle

Used a triangle instead of a quad for fullscreen passes.
This commit is contained in:
Clément Foucault
2017-05-09 21:46:04 +02:00
parent 75ba1826c8
commit bf0ebfca1a

View File

@@ -246,8 +246,10 @@ static VertexBuffer *sphere_wire_vbo(const float rad)
Batch *DRW_cache_fullscreen_quad_get(void)
{
if (!SHC.drw_fullscreen_quad) {
float pos[4][2] = {{-1.0f, -1.0f}, { 1.0f, -1.0f}, {-1.0f, 1.0f}, { 1.0f, 1.0f}};
float uvs[4][2] = {{ 0.0f, 0.0f}, { 1.0f, 0.0f}, { 0.0f, 1.0f}, { 1.0f, 1.0f}};
/* Use a triangle instead of a real quad */
/* https://www.slideshare.net/DevCentralAMD/vertex-shader-tricks-bill-bilodeau - slide 14 */
float pos[3][2] = {{-1.0f, -1.0f}, { 3.0f, -1.0f}, {-1.0f, 3.0f}};
float uvs[3][2] = {{ 0.0f, 0.0f}, { 2.0f, 0.0f}, { 0.0f, 2.0f}};
/* Position Only 2D format */
static VertexFormat format = { 0 };
@@ -258,14 +260,14 @@ Batch *DRW_cache_fullscreen_quad_get(void)
}
VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
VertexBuffer_allocate_data(vbo, 4);
VertexBuffer_allocate_data(vbo, 3);
for (int i = 0; i < 4; ++i) {
for (int i = 0; i < 3; ++i) {
VertexBuffer_set_attrib(vbo, pos_id, i, pos[i]);
VertexBuffer_set_attrib(vbo, uvs_id, i, uvs[i]);
}
SHC.drw_fullscreen_quad = Batch_create(PRIM_TRIANGLE_STRIP, vbo, NULL);
SHC.drw_fullscreen_quad = Batch_create(PRIM_TRIANGLES, vbo, NULL);
}
return SHC.drw_fullscreen_quad;
}