More Refactoring
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@@ -2,6 +2,7 @@
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#include "RenderGraph.h"
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#include "Graphics/Graphics.h"
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#include "Graphics/RenderTarget.h"
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#include "Graphics/Command.h"
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using namespace Seele;
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@@ -61,9 +62,9 @@ void UIPass::endFrame()
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void UIPass::publishOutputs()
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{
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TextureCreateInfo depthBufferInfo = {
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.format = Gfx::SE_FORMAT_D32_SFLOAT,
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.width = viewport->getWidth(),
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.height = viewport->getHeight(),
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.format = Gfx::SE_FORMAT_D32_SFLOAT,
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.usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT,
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};
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@@ -74,9 +75,9 @@ void UIPass::publishOutputs()
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resources->registerRenderPassOutput("UIPASS_DEPTH", depthAttachment);
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TextureCreateInfo colorBufferInfo = {
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.format = Gfx::SE_FORMAT_R16G16B16A16_SFLOAT,
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.width = viewport->getWidth(),
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.height = viewport->getHeight(),
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.format = Gfx::SE_FORMAT_R16G16B16A16_SFLOAT,
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.usage = Gfx::SE_IMAGE_USAGE_COLOR_ATTACHMENT_BIT,
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};
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colorBuffer = graphics->createTexture2D(colorBufferInfo);
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@@ -97,48 +98,6 @@ void UIPass::createRenderPass()
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createInfo.name = "UIFragment";
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createInfo.entryPoint = "fragmentMain";
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fragmentShader = graphics->createFragmentShader(createInfo);
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Array<Gfx::VertexElement> decl;
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decl.add({
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.binding = 0,
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.offset = offsetof(UI::RenderElementStyle, position),
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.vertexFormat = Gfx::SE_FORMAT_R32G32B32_SFLOAT,
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.attributeIndex = 0,
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.stride = sizeof(UI::RenderElementStyle),
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.instanced = 1
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});
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decl.add({
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.binding = 0,
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.offset = offsetof(UI::RenderElementStyle, backgroundImageIndex),
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.vertexFormat = Gfx::SE_FORMAT_R32_UINT,
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.attributeIndex = 1,
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.stride = sizeof(UI::RenderElementStyle),
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.instanced = 1
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});
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decl.add({
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.binding = 0,
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.offset = offsetof(UI::RenderElementStyle, backgroundColor),
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.vertexFormat = Gfx::SE_FORMAT_R32G32B32_SFLOAT,
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.attributeIndex = 2,
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.stride = sizeof(UI::RenderElementStyle),
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.instanced = 1
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});
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decl.add({
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.binding = 0,
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.offset = offsetof(UI::RenderElementStyle, opacity),
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.vertexFormat = Gfx::SE_FORMAT_R32_SFLOAT,
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.attributeIndex = 3,
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.stride = sizeof(UI::RenderElementStyle),
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.instanced = 1
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});
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decl.add({
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.binding = 0,
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.offset = offsetof(UI::RenderElementStyle, dimensions),
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.vertexFormat = Gfx::SE_FORMAT_R32G32_SFLOAT,
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.attributeIndex = 4,
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.stride = sizeof(UI::RenderElementStyle),
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.instanced = 1
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});
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declaration = graphics->createVertexDeclaration(decl);
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descriptorLayout = graphics->createDescriptorLayout("UIDescriptorLayout");
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descriptorLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
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@@ -156,7 +115,7 @@ void UIPass::createRenderPass()
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.dynamic = false,
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};
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Gfx::OUniformBuffer uniformBuffer = graphics->createUniformBuffer(info);
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Gfx::OSamplerState backgroundSampler = graphics->createSamplerState({});
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Gfx::OSampler backgroundSampler = graphics->createSampler({});
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info = {
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.sourceData = {
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@@ -181,7 +140,6 @@ void UIPass::createRenderPass()
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renderPass = graphics->createRenderPass(std::move(layout), viewport);
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Gfx::LegacyPipelineCreateInfo pipelineInfo;
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pipelineInfo.vertexDeclaration = declaration;
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pipelineInfo.vertexShader = vertexShader;
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pipelineInfo.fragmentShader = fragmentShader;
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pipelineInfo.renderPass = renderPass;
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