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Seele/src/Engine/Graphics/RenderPass/UIPass.cpp
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#include "UIPass.h"
#include "RenderGraph.h"
#include "Graphics/Graphics.h"
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#include "Graphics/RenderTarget.h"
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using namespace Seele;
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UIPass::UIPass(Gfx::PGraphics graphics, PScene scene)
: RenderPass(graphics, scene)
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{
}
UIPass::~UIPass()
{
}
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void UIPass::beginFrame(const Component::Camera&)
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{
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VertexBufferCreateInfo info = {
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.sourceData = {
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.size = (uint32)(sizeof(UI::RenderElementStyle) * renderElements.size()),
.data = (uint8*)renderElements.data()
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},
.vertexSize = sizeof(UI::RenderElementStyle),
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.numVertices = (uint32)renderElements.size(),
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};
elementBuffer = graphics->createVertexBuffer(info);
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uint32 numTextures = static_cast<uint32>(usedTextures.size());
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numTexturesBuffer->updateContents({
.size = sizeof(uint32),
.data = (uint8*)&numTextures,
});
descriptorSet->updateBuffer(2, numTexturesBuffer);
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descriptorSet->updateTextureArray(3, usedTextures);
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descriptorSet->writeChanges();
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//co_return;
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}
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void UIPass::render()
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{
graphics->beginRenderPass(renderPass);
Gfx::PRenderCommand command = graphics->createRenderCommand("UIPassCommand");
command->setViewport(viewport);
command->bindPipeline(pipeline);
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command->bindVertexBuffer({elementBuffer});
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command->bindDescriptor(descriptorSet);
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command->draw(4, static_cast<uint32>(renderElements.size()), 0, 0);
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graphics->executeCommands(Array<Gfx::PRenderCommand>({command}));
graphics->endRenderPass();
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//co_return;
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}
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void UIPass::endFrame()
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{
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//co_return;
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}
void UIPass::publishOutputs()
{
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TextureCreateInfo depthBufferInfo = {
.width = viewport->getSizeX(),
.height = viewport->getSizeY(),
.format = Gfx::SE_FORMAT_D32_SFLOAT,
.usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT,
};
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depthBuffer = graphics->createTexture2D(depthBufferInfo);
depthAttachment =
new Gfx::RenderTargetAttachment(depthBuffer, Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
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depthAttachment->clear.depthStencil.depth = 1.0f;
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resources->registerRenderPassOutput("UIPASS_DEPTH", depthAttachment);
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TextureCreateInfo colorBufferInfo = {
.width = viewport->getSizeX(),
.height = viewport->getSizeY(),
.format = Gfx::SE_FORMAT_R16G16B16A16_SFLOAT,
.usage = Gfx::SE_IMAGE_USAGE_COLOR_ATTACHMENT_BIT,
};
colorBuffer = graphics->createTexture2D(colorBufferInfo);
renderTarget =
new Gfx::RenderTargetAttachment(colorBuffer, Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
renderTarget->clear.color = { 0.0f, 0.0f, 0.0f, 1.0f };
resources->registerRenderPassOutput("UIPASS_COLOR", renderTarget);
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}
void UIPass::createRenderPass()
{
ShaderCreateInfo createInfo;
createInfo.mainModule = "UIPass";
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createInfo.name = "UIVertex";
createInfo.entryPoint = "vertexMain";
vertexShader = graphics->createVertexShader(createInfo);
createInfo.name = "UIFragment";
createInfo.entryPoint = "fragmentMain";
fragmentShader = graphics->createFragmentShader(createInfo);
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Array<Gfx::VertexElement> decl;
decl.add({
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.binding = 0,
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.offset = offsetof(UI::RenderElementStyle, position),
.vertexFormat = Gfx::SE_FORMAT_R32G32B32_SFLOAT,
.attributeIndex = 0,
.stride = sizeof(UI::RenderElementStyle),
.bInstanced = 1
});
decl.add({
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.binding = 0,
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.offset = offsetof(UI::RenderElementStyle, backgroundImageIndex),
.vertexFormat = Gfx::SE_FORMAT_R32_UINT,
.attributeIndex = 1,
.stride = sizeof(UI::RenderElementStyle),
.bInstanced = 1
});
decl.add({
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.binding = 0,
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.offset = offsetof(UI::RenderElementStyle, backgroundColor),
.vertexFormat = Gfx::SE_FORMAT_R32G32B32_SFLOAT,
.attributeIndex = 2,
.stride = sizeof(UI::RenderElementStyle),
.bInstanced = 1
});
decl.add({
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.binding = 0,
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.offset = offsetof(UI::RenderElementStyle, opacity),
.vertexFormat = Gfx::SE_FORMAT_R32_SFLOAT,
.attributeIndex = 3,
.stride = sizeof(UI::RenderElementStyle),
.bInstanced = 1
});
decl.add({
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.binding = 0,
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.offset = offsetof(UI::RenderElementStyle, dimensions),
.vertexFormat = Gfx::SE_FORMAT_R32G32_SFLOAT,
.attributeIndex = 4,
.stride = sizeof(UI::RenderElementStyle),
.bInstanced = 1
});
declaration = graphics->createVertexDeclaration(decl);
descriptorLayout = graphics->createDescriptorLayout("UIDescriptorLayout");
descriptorLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
descriptorLayout->addDescriptorBinding(1, Gfx::SE_DESCRIPTOR_TYPE_SAMPLER);
descriptorLayout->addDescriptorBinding(2, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
descriptorLayout->addDescriptorBinding(3, Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 256, Gfx::SE_DESCRIPTOR_BINDING_VARIABLE_DESCRIPTOR_COUNT_BIT | Gfx::SE_DESCRIPTOR_BINDING_PARTIALLY_BOUND_BIT);
descriptorLayout->create();
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Matrix4 projectionMatrix = glm::ortho(0, 1, 1, 0);
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UniformBufferCreateInfo info = {
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.sourceData = {
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.size = sizeof(Matrix4),
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.data = (uint8*)&projectionMatrix,
},
.bDynamic = false,
};
Gfx::PUniformBuffer uniformBuffer = graphics->createUniformBuffer(info);
Gfx::PSamplerState backgroundSampler = graphics->createSamplerState({});
info = {
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.sourceData = {
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.size = sizeof(uint32),
.data = nullptr
},
.bDynamic = true,
};
numTexturesBuffer = graphics->createUniformBuffer(info);
descriptorSet = descriptorLayout->allocateDescriptorSet();
descriptorSet->updateBuffer(0, uniformBuffer);
descriptorSet->updateSampler(1, backgroundSampler);
descriptorSet->writeChanges();
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pipelineLayout = graphics->createPipelineLayout();
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pipelineLayout->addDescriptorLayout(0, descriptorLayout);
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pipelineLayout->create();
Gfx::PRenderTargetLayout layout = new Gfx::RenderTargetLayout(renderTarget, depthAttachment);
renderPass = graphics->createRenderPass(layout, viewport);
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Gfx::LegacyPipelineCreateInfo pipelineInfo;
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pipelineInfo.vertexDeclaration = declaration;
pipelineInfo.vertexShader = vertexShader;
pipelineInfo.fragmentShader = fragmentShader;
pipelineInfo.renderPass = renderPass;
pipelineInfo.pipelineLayout = pipelineLayout;
pipelineInfo.rasterizationState.cullMode = Gfx::SE_CULL_MODE_NONE;
pipelineInfo.topology = Gfx::SE_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP;
pipeline = graphics->createGraphicsPipeline(pipelineInfo);
}