Refactoring basic text rendering
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+19
-37
@@ -1,39 +1,21 @@
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import Common;
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struct GlyphData
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{
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float4 bearingSize;
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};
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struct TextData
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{
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float4 textColor;
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float scale;
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}
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struct GlyphSampler
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{
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SamplerState s;
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}
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ParameterBlock<GlyphSampler> glyphSampler;
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//layout(set = 1)
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//ShaderBuffer<GlyphData> glyphData;
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struct GlyphTextures
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{
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Texture2D[256] textures;
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}
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ParameterBlock<GlyphTextures> pGlyphTextures;
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struct GlyphInstanceData
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{
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float2 position;
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float2 widthHeight;
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float x;
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float y;
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float width;
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float height;
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uint glyphIndex;
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};
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struct TextRender
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struct TextData
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{
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StructuredBuffer<GlyphInstanceData> instances;
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TextData textData;
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}
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ParameterBlock<TextRender> pRender;
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StructuredBuffer<GlyphInstanceData> glyphs;
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SamplerState glyphSampler;
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Texture2D<float> glyphTextures[];
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};
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ParameterBlock<TextData> pText;
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struct VertexInput
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{
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@@ -51,23 +33,23 @@ struct VertexOutput
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[shader("vertex")]
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VertexOutput vertexMain(VertexInput input)
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{
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float xpos = pRender.instances[input.instanceId].position.x;
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float ypos = pRender.instances[input.instanceId].position.y;
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float xpos = pText.glyphs[input.instanceId].x;
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float ypos = pText.glyphs[input.instanceId].y;
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float w = pRender.instances[input.instanceId].widthHeight.x;
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float h = pRender.instances[input.instanceId].widthHeight.y;
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float w = pText.glyphs[input.instanceId].width;
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float h = pText.glyphs[input.instanceId].height;
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float4 coordinates[4] = {
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const float4 coordinates[4] = {
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float4(xpos, ypos, 0, 1),
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float4(xpos, ypos + h, 0, 0),
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float4(xpos + w, ypos, 1, 1),
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float4(xpos + w, ypos + h, 1, 0)
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float4(xpos + w, ypos + h, 1, 0),
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};
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float4 vertex = coordinates[input.vertexId];
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VertexOutput output;
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output.texCoords = vertex.zw;
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output.position = mul(pViewParams.projectionMatrix, float4(vertex.xy, 0, 1));
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output.glyphIndex = pRender.instances[input.instanceId].glyphIndex;
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output.glyphIndex = pText.glyphs[input.instanceId].glyphIndex;
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return output;
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}
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@@ -78,5 +60,5 @@ float4 fragmentMain(
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uint glyphIndex : GLYPHINDEX
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) : SV_Target
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{
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return pRender.textData.textColor * pGlyphTextures.textures[glyphIndex].Sample(glyphSampler.s, texCoords);
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return float4(1, 0, 0, pText.glyphTextures[glyphIndex].Sample(pText.glyphSampler, texCoords));
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}
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