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Seele/src/Engine/Graphics/RenderPass/UIPass.h
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#pragma once
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#include "Graphics/Shader.h"
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#include "RenderPass.h"
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#include "Asset/FontAsset.h"
#include "UI/System.h"
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namespace Seele {
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DECLARE_NAME_REF(Gfx, Texture2D)
DECLARE_NAME_REF(Gfx, RenderTargetAttachment)
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struct TextRender {
std::string text;
PFontAsset font;
uint32 fontSize;
Vector4 textColor;
Vector2 position;
};
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class UIPass : public RenderPass {
public:
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UIPass(Gfx::PGraphics graphics, UI::PSystem system);
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UIPass(UIPass&&) = default;
UIPass& operator=(UIPass&&) = default;
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virtual ~UIPass();
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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;
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private:
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struct GlyphData {
Vector2 bearing;
Vector2 size;
uint32 advance;
};
struct GlyphInstanceData {
float x;
float y;
float width;
float height;
uint32 glyphIndex;
};
struct TextData {
Vector4 textColor;
float scale;
};
struct TextResources {
Gfx::PShaderBuffer instanceBuffer;
Gfx::PDescriptorSet textureArraySet;
TextData textData;
};
Map<PFontAsset, Array<TextResources>> textResources;
Gfx::RenderTargetAttachment colorAttachment;
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Gfx::RenderTargetAttachment depthAttachment;
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Gfx::OTexture2D depthBuffer;
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Gfx::ODescriptorLayout textDescriptorLayout;
Gfx::PDescriptorSet textDescriptorSet;
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Gfx::OVertexShader textVertexShader;
Gfx::OFragmentShader textFragmentShader;
Gfx::OPipelineLayout textPipelineLayout;
Gfx::PGraphicsPipeline textPipeline;
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Gfx::ODescriptorLayout uiDescriptorLayout;
Gfx::PDescriptorSet uiDescriptorSet;
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Gfx::OVertexShader uiVertexShader;
Gfx::OFragmentShader uiFragmentShader;
Gfx::OPipelineLayout uiPipelineLayout;
Gfx::PGraphicsPipeline uiPipeline;
Array<TextRender> texts;
Array<GlyphInstanceData> glyphs;
Gfx::OShaderBuffer glyphInstanceBuffer;
Gfx::OSampler glyphSampler;
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Array<Gfx::PTexture2D> usedTextures;
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};
DEFINE_REF(UIPass);
} // namespace Seele