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Seele/src/Engine/Graphics/RenderPass/TextPass.h
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2024-06-09 12:20:53 +02:00

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C++

#pragma once
#include "Asset/FontAsset.h"
#include "Graphics/Shader.h"
#include "RenderPass.h"
#include "UI/RenderHierarchy.h"
namespace Seele {
DECLARE_NAME_REF(Gfx, Texture2D)
DECLARE_NAME_REF(Gfx, ShaderBuffer)
struct TextRender {
std::string text;
PFontAsset font;
Vector4 textColor;
Vector2 position;
float scale;
};
class TextPass : public RenderPass {
public:
TextPass(Gfx::PGraphics graphics, PScene scene);
TextPass(TextPass&&) = default;
TextPass& operator=(TextPass&&) = default;
virtual ~TextPass();
virtual void beginFrame(const Component::Camera& cam) override;
virtual void render() override;
virtual void endFrame() override;
virtual void publishOutputs() override;
virtual void createRenderPass() override;
private:
struct GlyphData {
Vector2 bearing;
Vector2 size;
uint32 advance;
};
struct GlyphInstanceData {
Vector2 position;
Vector2 widthHeight;
uint32 glyphIndex;
};
struct TextData {
Vector4 textColor;
float scale;
};
struct FontData {
Gfx::PDescriptorSet textureArraySet;
Array<GlyphData> glyphDataSet;
Map<uint32, uint32> characterToGlyphIndex;
};
FontData& getFontData(PFontAsset font);
Map<PFontAsset, FontData> fontData;
struct TextResources {
Gfx::PShaderBuffer instanceBuffer;
Gfx::PDescriptorSet textureArraySet;
TextData textData;
};
Map<PFontAsset, Array<TextResources>> textResources;
Gfx::RenderTargetAttachment renderTarget;
Gfx::RenderTargetAttachment depthAttachment;
Gfx::ODescriptorLayout generalLayout;
Gfx::ODescriptorLayout textureArrayLayout;
Gfx::PDescriptorSet generalSet;
Gfx::OUniformBuffer projectionBuffer;
Gfx::OSampler glyphSampler;
Gfx::OVertexShader vertexShader;
Gfx::OFragmentShader fragmentShader;
Gfx::OPipelineLayout pipelineLayout;
Gfx::PGraphicsPipeline pipeline;
Array<TextRender> texts;
};
DEFINE_REF(TextPass);
} // namespace Seele