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Seele/src/Engine/Graphics/RenderPass/TextPass.h
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#pragma once
#include "RenderPass.h"
#include "UI/RenderHierarchy.h"
#include "Graphics/GraphicsResources.h"
#include "Asset/FontAsset.h"
namespace Seele
{
DECLARE_NAME_REF(Gfx, Texture2D)
DECLARE_NAME_REF(Gfx, RenderTargetAttachment)
DECLARE_NAME_REF(Gfx, StructuredBuffer)
struct TextRender
{
std::string text;
PFontAsset font;
Vector4 textColor;
Vector2 position;
float scale;
};
struct TextPassData
{
Array<TextRender> texts;
};
class TextPass : public RenderPass<TextPassData>
{
public:
TextPass(Gfx::PGraphics graphics, Gfx::PViewport viewport, Gfx::PRenderTargetAttachment renderTarget);
virtual ~TextPass();
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virtual void beginFrame() override;
virtual void render() override;
virtual void endFrame() override;
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virtual void publishOutputs() override;
virtual void createRenderPass() override;
private:
struct GlyphData
{
Vector2 bearing;
Vector2 size;
};
struct GlyphInstanceData
{
uint32 glyphIndex;
Vector2 position;
};
struct FontData
{
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Gfx::PDescriptorSet glyphDataSet;
Gfx::PDescriptorSet textureArraySet;
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Map<uint32, uint32> characterToGlyphIndex;
// Logically this should be part of GlyphData,
// but because GlyphData mirrors shader data and we need
// the advance on the CPU, we need this in a separate structure
Map<uint32, uint32> characterAdvance;
};
FontData& getFontData(PFontAsset font);
Map<PFontAsset, FontData> fontData;
struct TextResources
{
Gfx::PVertexBuffer vertexBuffer;
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Gfx::PDescriptorSet glyphDataSet;
Gfx::PDescriptorSet textureArraySet;
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float scale;
};
Array<TextResources> textResources;
Gfx::PRenderTargetAttachment renderTarget;
Gfx::PRenderTargetAttachment depthAttachment;
Gfx::PTexture2D depthBuffer;
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Gfx::PDescriptorLayout generalLayout;
Gfx::PDescriptorLayout glyphDataLayout;
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Gfx::PDescriptorLayout textureArrayLayout;
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Gfx::PDescriptorSet generalSet;
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Gfx::PUniformBuffer projectionBuffer;
Gfx::PSamplerState glyphSampler;
Gfx::PVertexDeclaration declaration;
Gfx::PVertexShader vertexShader;
Gfx::PFragmentShader fragmentShader;
Gfx::PPipelineLayout pipelineLayout;
Gfx::PGraphicsPipeline pipeline;
};
DEFINE_REF(TextPass);
} // namespace Seele