Text Rendering works
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@@ -27,9 +27,9 @@ class TextPass : public RenderPass<TextPassData>
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public:
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TextPass(Gfx::PGraphics graphics, Gfx::PViewport viewport, Gfx::PRenderTargetAttachment renderTarget);
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virtual ~TextPass();
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virtual MainJob beginFrame() override;
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virtual MainJob render() override;
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virtual MainJob endFrame() override;
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virtual void beginFrame() override;
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virtual void render() override;
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virtual void endFrame() override;
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virtual void publishOutputs() override;
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virtual void createRenderPass() override;
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private:
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@@ -45,8 +45,8 @@ private:
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};
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struct FontData
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{
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Gfx::PStructuredBuffer structuredBuffer;
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Array<Gfx::PTexture> textures;
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Gfx::PDescriptorSet glyphDataSet;
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Gfx::PDescriptorSet textureArraySet;
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Map<uint32, uint32> characterToGlyphIndex;
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// Logically this should be part of GlyphData,
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// but because GlyphData mirrors shader data and we need
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@@ -58,9 +58,9 @@ private:
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struct TextResources
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{
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Gfx::PDescriptorSet descriptorSet;
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Gfx::PDescriptorSet textureArraySet;
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Gfx::PVertexBuffer vertexBuffer;
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Gfx::PDescriptorSet glyphDataSet;
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Gfx::PDescriptorSet textureArraySet;
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float scale;
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};
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Array<TextResources> textResources;
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@@ -69,9 +69,12 @@ private:
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Gfx::PRenderTargetAttachment depthAttachment;
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Gfx::PTexture2D depthBuffer;
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Gfx::PDescriptorLayout descriptorLayout;
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Gfx::PDescriptorLayout generalLayout;
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Gfx::PDescriptorLayout glyphDataLayout;
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Gfx::PDescriptorLayout textureArrayLayout;
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Gfx::PDescriptorSet generalSet;
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Gfx::PUniformBuffer projectionBuffer;
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Gfx::PSamplerState glyphSampler;
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