[vulkan] rearrange locations of attributes for outlined gui text MAPSME-13322

This commit is contained in:
Anatoliy Tomilov 2020-05-13 11:02:49 +05:00 committed by Daria Volvenkova
parent 856dbb3acb
commit da7a39e0b8
2 changed files with 8 additions and 8 deletions

View file

@ -93,11 +93,11 @@ dp::BindingInfo const & StaticLabel::Vertex::GetBindingInfo()
FillPositionDecl(info->GetBindingDecl(0), stride, offset);
offset += sizeof(glsl::vec3);
FillNormalDecl(info->GetBindingDecl(1), stride, offset);
FillColorDecl(info->GetBindingDecl(1), stride, offset);
offset += sizeof(glsl::vec2);
FillColorDecl(info->GetBindingDecl(2), stride, offset);
FillOutlineDecl(info->GetBindingDecl(2), stride, offset);
offset += sizeof(glsl::vec2);
FillOutlineDecl(info->GetBindingDecl(3), stride, offset);
FillNormalDecl(info->GetBindingDecl(3), stride, offset);
offset += sizeof(glsl::vec2);
FillMaskDecl(info->GetBindingDecl(4), stride, offset);
ASSERT_EQUAL(offset + sizeof(glsl::vec2), stride, ());
@ -192,7 +192,7 @@ void StaticLabel::CacheStaticText(std::string const & text, char const * delim,
glsl::vec3 position = glsl::vec3(0.0, 0.0, depth);
for (size_t v = 0; v < normals.size(); ++v)
rb.push_back(Vertex(position, pen + normals[v], colorTex, outlineTex, maskTex[v]));
rb.push_back(Vertex(position, colorTex, outlineTex, pen + normals[v], maskTex[v]));
float const advance = glyph.GetAdvanceX() * textRatio;
prevLineHeight = std::max(prevLineHeight, offsets.y + glyph.GetPixelHeight() * textRatio);

View file

@ -26,21 +26,21 @@ public:
struct Vertex
{
Vertex() = default;
Vertex(glsl::vec3 const & pos, glsl::vec2 const & normal, glsl::vec2 const & color,
glsl::vec2 const & outline, glsl::vec2 const & mask)
Vertex(glsl::vec3 const & pos, glsl::vec2 const & color, glsl::vec2 const & outline,
glsl::vec2 const & normal, glsl::vec2 const & mask)
: m_position(pos)
, m_normal(normal)
, m_colorTexCoord(color)
, m_outlineColorTexCoord(outline)
, m_normal(normal)
, m_maskTexCoord(mask)
{}
static dp::BindingInfo const & GetBindingInfo();
glsl::vec3 m_position;
glsl::vec2 m_normal;
glsl::vec2 m_colorTexCoord;
glsl::vec2 m_outlineColorTexCoord;
glsl::vec2 m_normal;
glsl::vec2 m_maskTexCoord;
};