Refactoring graphics
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@@ -1,21 +1,16 @@
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#pragma once
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#include "RenderPass.h"
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#include "UI/RenderHierarchy.h"
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#include "Graphics/GraphicsResources.h"
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#include "Graphics/Resources.h"
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namespace Seele
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{
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DECLARE_NAME_REF(Gfx, Texture2D)
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DECLARE_NAME_REF(Gfx, RenderTargetAttachment)
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struct UIPassData
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{
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Array<UI::RenderElementStyle> renderElements;
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Array<Gfx::PTexture> usedTextures;
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};
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class UIPass : public RenderPass<UIPassData>
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class UIPass : public RenderPass
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{
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public:
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UIPass(Gfx::PGraphics graphics);
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UIPass(Gfx::PGraphics graphics, PScene scene);
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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;
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@@ -39,6 +34,9 @@ private:
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Gfx::PFragmentShader fragmentShader;
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Gfx::PPipelineLayout pipelineLayout;
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Gfx::PGraphicsPipeline pipeline;
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Array<UI::RenderElementStyle> renderElements;
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Array<Gfx::PTexture> usedTextures;
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};
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DEFINE_REF(UIPass);
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} // namespace Seele
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