Formatted EVERYTHING
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@@ -1,24 +1,22 @@
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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 "Asset/FontAsset.h"
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#include "Graphics/Shader.h"
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#include "RenderPass.h"
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#include "UI/RenderHierarchy.h"
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namespace Seele
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{
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namespace Seele {
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DECLARE_NAME_REF(Gfx, Texture2D)
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DECLARE_NAME_REF(Gfx, ShaderBuffer)
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struct TextRender
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{
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struct TextRender {
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std::string text;
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PFontAsset font;
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Vector4 textColor;
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Vector2 position;
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float scale;
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};
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class TextPass : public RenderPass
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{
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public:
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class TextPass : public RenderPass {
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public:
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TextPass(Gfx::PGraphics graphics, PScene scene);
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TextPass(TextPass&&) = default;
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TextPass& operator=(TextPass&&) = default;
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@@ -28,26 +26,23 @@ public:
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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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struct GlyphData
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{
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private:
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struct GlyphData {
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Vector2 bearing;
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Vector2 size;
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uint32 advance;
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};
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struct GlyphInstanceData
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{
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struct GlyphInstanceData {
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Vector2 position;
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Vector2 widthHeight;
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uint32 glyphIndex;
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};
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struct TextData
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{
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struct TextData {
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Vector4 textColor;
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float scale;
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};
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struct FontData
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{
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struct FontData {
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Gfx::PDescriptorSet textureArraySet;
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Array<GlyphData> glyphDataSet;
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Map<uint32, uint32> characterToGlyphIndex;
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@@ -55,8 +50,7 @@ private:
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FontData& getFontData(PFontAsset font);
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Map<PFontAsset, FontData> fontData;
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struct TextResources
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{
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struct TextResources {
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Gfx::PShaderBuffer instanceBuffer;
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Gfx::PDescriptorSet textureArraySet;
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TextData textData;
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