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@@ -15,8 +15,9 @@ UIPass::~UIPass()
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}
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void UIPass::beginFrame(const Component::Camera&)
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void UIPass::beginFrame(const Component::Camera& cam)
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{
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RenderPass::beginFrame(cam);
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VertexBufferCreateInfo info = {
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.sourceData = {
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.size = (uint32)(sizeof(UI::RenderElementStyle) * renderElements.size()),
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@@ -103,7 +104,7 @@ void UIPass::createRenderPass()
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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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.bInstanced = 1
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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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@@ -111,7 +112,7 @@ void UIPass::createRenderPass()
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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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.bInstanced = 1
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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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@@ -119,7 +120,7 @@ void UIPass::createRenderPass()
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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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.bInstanced = 1
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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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@@ -127,7 +128,7 @@ void UIPass::createRenderPass()
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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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.bInstanced = 1
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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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@@ -135,7 +136,7 @@ void UIPass::createRenderPass()
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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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.bInstanced = 1
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.instanced = 1
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});
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declaration = graphics->createVertexDeclaration(decl);
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@@ -152,7 +153,7 @@ void UIPass::createRenderPass()
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.size = sizeof(Matrix4),
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.data = (uint8*)&projectionMatrix,
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},
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.bDynamic = false,
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.dynamic = false,
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};
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Gfx::PUniformBuffer uniformBuffer = graphics->createUniformBuffer(info);
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Gfx::PSamplerState backgroundSampler = graphics->createSamplerState({});
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@@ -162,7 +163,7 @@ void UIPass::createRenderPass()
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.size = sizeof(uint32),
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.data = nullptr
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},
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.bDynamic = true,
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.dynamic = true,
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};
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numTexturesBuffer = graphics->createUniformBuffer(info);
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@@ -176,8 +177,8 @@ void UIPass::createRenderPass()
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pipelineLayout->addDescriptorLayout(0, descriptorLayout);
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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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Gfx::ORenderTargetLayout layout = new Gfx::RenderTargetLayout(std::move(renderTarget), std::move(depthAttachment));
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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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