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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)
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DECLARE_NAME_REF(Gfx, ShaderBuffer)
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struct TextRender
{
std::string text;
PFontAsset font;
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Vector4 textColor;
Vector2 position;
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float scale;
};
struct TextPassData
{
Array<TextRender> texts;
};
class TextPass : public RenderPass<TextPassData>
{
public:
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TextPass(Gfx::PGraphics graphics);
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virtual ~TextPass();
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virtual void beginFrame(const Component::Camera& cam) override;
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virtual void render() override;
virtual void endFrame() override;
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virtual void publishOutputs() override;
virtual void createRenderPass() override;
private:
struct GlyphData
{
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Vector2 bearing;
Vector2 size;
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uint32 advance;
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};
struct GlyphInstanceData
{
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Vector2 position;
Vector2 widthHeight;
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uint32 glyphIndex;
};
struct TextData
{
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Vector4 textColor;
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float scale;
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};
struct FontData
{
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Gfx::PDescriptorSet textureArraySet;
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Array<GlyphData> glyphDataSet;
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Map<uint32, uint32> characterToGlyphIndex;
};
FontData& getFontData(PFontAsset font);
Map<PFontAsset, FontData> fontData;
struct TextResources
{
Gfx::PVertexBuffer vertexBuffer;
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Gfx::PDescriptorSet textureArraySet;
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TextData textData;
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};
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std::map<PFontAsset, Array<TextResources>> textResources;
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Gfx::PRenderTargetAttachment renderTarget;
Gfx::PRenderTargetAttachment depthAttachment;
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Gfx::PDescriptorLayout generalLayout;
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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