Basic UI quad, yay
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#include "UIPass.h"
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#include "RenderGraph.h"
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#include "Graphics/Graphics.h"
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using namespace Seele;
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UIPass::UIPass(PRenderGraph renderGraph, Gfx::PGraphics graphics, Gfx::PViewport viewport, Gfx::PRenderTargetAttachment attachment)
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: RenderPass(renderGraph, graphics, viewport)
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, renderTarget(attachment)
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{
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}
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UIPass::~UIPass()
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{
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}
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void UIPass::beginFrame()
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{
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}
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void UIPass::render()
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{
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graphics->beginRenderPass(renderPass);
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Gfx::PRenderCommand command = graphics->createRenderCommand("UIPassCommand");
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command->setViewport(viewport);
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command->bindPipeline(pipeline);
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command->draw(4, 1, 0, 0);
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graphics->executeCommands(Array<Gfx::PRenderCommand>({command}));
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graphics->endRenderPass();
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}
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void UIPass::endFrame()
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{
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}
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void UIPass::publishOutputs()
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{
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TextureCreateInfo depthBufferInfo;
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// Even if we only render to part of an image, we need to make sure
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// that the depthbuffer is the same size or they can't be used in the same
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// framebuffer
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depthBufferInfo.width = viewport->getOwner()->getSizeX();
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depthBufferInfo.height = viewport->getOwner()->getSizeY();
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depthBufferInfo.format = Gfx::SE_FORMAT_D32_SFLOAT;
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depthBufferInfo.usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
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depthBuffer = graphics->createTexture2D(depthBufferInfo);
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depthAttachment =
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new Gfx::RenderTargetAttachment(depthBuffer, Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
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depthAttachment->clear.depthStencil.depth = 1.0f;
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renderGraph->registerRenderPassOutput("UIPASS_DEPTH", depthAttachment);
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}
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void UIPass::createRenderPass()
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{
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std::ifstream codeStream("./shaders/UIPass.slang", std::ios::ate);
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auto fileSize = codeStream.tellg();
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codeStream.seekg(0);
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Array<char> buffer(static_cast<uint32>(fileSize));
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codeStream.read(buffer.data(), fileSize);
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ShaderCreateInfo createInfo;
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createInfo.shaderCode.add(std::string(buffer.data()));
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createInfo.name = "UIVertex";
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createInfo.entryPoint = "vertexMain";
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vertexShader = graphics->createVertexShader(createInfo);
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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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declaration = graphics->createVertexDeclaration({});
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pipelineLayout = graphics->createPipelineLayout();
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pipelineLayout->create();
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Gfx::PRenderTargetLayout layout = new Gfx::RenderTargetLayout(renderTarget, depthAttachment);
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renderPass = graphics->createRenderPass(layout, viewport);
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GraphicsPipelineCreateInfo 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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pipelineInfo.pipelineLayout = pipelineLayout;
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pipelineInfo.rasterizationState.cullMode = Gfx::SE_CULL_MODE_NONE;
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pipelineInfo.topology = Gfx::SE_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP;
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pipeline = graphics->createGraphicsPipeline(pipelineInfo);
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}
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