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VkeTerrainQuad.h
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/*
* Copyright (c) 2014-2024, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2024 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
/* Contact chebert@nvidia.com (Chris Hebert) for feedback */
#pragma once
#include "VkeBuffer.h"
#include "VkeIBO.h"
#include "VkeVBO.h"
#include <glm/glm.hpp>
typedef struct _TerrainUniform
{
glm::mat4 view_matrix;
} TerrainUniform;
class VkeTerrainQuad : public VkeBuffer<TerrainUniform>
{
public:
VkeTerrainQuad();
~VkeTerrainQuad();
void bind(VkCommandBuffer* inBuffer);
void initQuadData();
void draw(VkCommandBuffer* inBuffer);
VkeVBO m_vbo;
VkeIBO m_ibo;
};