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Seele/src/Engine/Graphics/RenderPass/UIPass.h
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#pragma once
#include "RenderPass.h"
#include "UI/RenderHierarchy.h"
#include "Graphics/GraphicsResources.h"
namespace Seele
{
DECLARE_NAME_REF(Gfx, Texture2D)
DECLARE_NAME_REF(Gfx, RenderTargetAttachment)
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struct UIPassData
{
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Array<UI::RenderElementStyle> renderElements;
Array<Gfx::PTexture> usedTextures;
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};
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class UIPass : public RenderPass<UIPassData>
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{
public:
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UIPass(Gfx::PGraphics graphics, Gfx::PViewport viewport, Gfx::PRenderTargetAttachment renderTarget);
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virtual ~UIPass();
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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:
Gfx::PRenderTargetAttachment renderTarget;
Gfx::PRenderTargetAttachment depthAttachment;
Gfx::PTexture2D depthBuffer;
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Gfx::PDescriptorLayout descriptorLayout;
Gfx::PDescriptorSet descriptorSet;
Gfx::PUniformBuffer numTexturesBuffer;
Gfx::PVertexBuffer elementBuffer;
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Gfx::PVertexDeclaration declaration;
Gfx::PVertexShader vertexShader;
Gfx::PFragmentShader fragmentShader;
Gfx::PPipelineLayout pipelineLayout;
Gfx::PGraphicsPipeline pipeline;
};
DEFINE_REF(UIPass);
} // namespace Seele