Finished UI Render Context

This commit is contained in:
2023-12-13 22:55:13 -06:00
parent bef222d39d
commit 0224ec3af3
12 changed files with 163 additions and 68 deletions

View File

@ -5,9 +5,8 @@
#include "UICanvas.hpp"
#include "display/pass/RenderPass.hpp"
#include "display/shader/UIShader.hpp"
#include "display/mesh/QuadMesh.hpp"
#include "ui/UIComponent.hpp"
using namespace Dawn;
@ -35,32 +34,70 @@ void UICanvas::onDispose() {
}
std::vector<std::shared_ptr<IRenderPass>> UICanvas::getPasses(
struct RenderPassContext &ctx
struct RenderPassContext &ctx
) {
std::vector<std::shared_ptr<IRenderPass>> passes;
std::unordered_map<shadertexturebinding_t, std::shared_ptr<Texture>> textures;
UIShaderData data = {
.projection = ctx.camera->getProjection(),
.view = ctx.camera->getItem()->getWorldTransform(),
.model = this->getItem()->getWorldTransform()
};
size_t quadCount = 0;
if(this->components.empty()) return {};
data.projection = ctx.camera->getProjection();
data.view = ctx.camera->getItem()->getWorldTransform();
data.model = this->getItem()->getWorldTransform();
this->passes.clear();
this->textureBindings.clear();
this->textures.clear();
quadCount = 0;
nextBinding = 0;
auto itComponents = components.begin();
auto self = std::ref(*this);
while(itComponents != components.end()) {
auto component = *itComponents;
// Get this components' quads.
auto quads = component->getQuads({ 0, 0 });
for(auto quad : quads) {
data.quads[quadCount++] = quad;
assertTrue(quadCount <= UI_SHADER_QUAD_COUNT, "Too many UI quads!");
}
component->getQuads({ 0, 0 }, self);
++itComponents;
}
flushPass();
// No render passes if no quads.
if(quadCount == 0) return passes;
return passes;
}
void UICanvas::addQuad(
const glm::vec4 quad,
const glm::vec4 uvs,
const struct Color color,
const std::shared_ptr<Texture> text
) {
float_t fTexture = -1;
if(text == nullptr) {
fTexture = -1;
} else {
shadertexturebinding_t texture;
auto bindingIt = textureBindings.find(text);
if(bindingIt == textureBindings.end()) {
if(nextBinding >= UI_SHADER_TEXTURE_COUNT) {
flushPass();
}
textureBindings[text] = nextBinding;
textures[nextBinding] = text;
data.textures[nextBinding] = nextBinding;
texture = nextBinding++;
} else {
texture = bindingIt->second;
}
fTexture = (float_t)texture;
}
data.quads[quadCount] = {
quad,
uvs,
color,
fTexture
};
quadCount++;
if(quadCount == UI_SHADER_QUAD_COUNT) flushPass();
}
void UICanvas::flushPass() {
if(quadCount == 0) return;
auto pass = createRenderPass<UIShader, UIShaderData>(
std::ref(*this),
@ -73,6 +110,8 @@ std::vector<std::shared_ptr<IRenderPass>> UICanvas::getPasses(
);
passes.push_back(pass);
return passes;
quadCount = 0;
nextBinding = 0;
textures.clear();
textureBindings.clear();
}

View File

@ -6,25 +6,47 @@
#pragma once
#include "scene/SceneItem.hpp"
#include "component/display/IRenderableComponent.hpp"
#include "ui/UIComponent.hpp"
#include "display/shader/UIShader.hpp"
namespace Dawn {
class UIComponent;
class UICanvas :
public SceneComponent,
public IRenderableComponent
{
protected:
private:
std::shared_ptr<Mesh> mesh;
UIShaderData data;
size_t quadCount = 0;
shadertexturebinding_t nextBinding = 0;
std::unordered_map<
shadertexturebinding_t, std::shared_ptr<Texture>
> textures;
std::map<
std::shared_ptr<Texture>, shadertexturebinding_t
> textureBindings;
std::vector<std::shared_ptr<IRenderPass>> passes;
protected:
virtual void onInit() override;
virtual void onDispose() override;
void flushPass();
public:
std::vector<std::shared_ptr<UIComponent>> components;
std::vector<std::shared_ptr<IRenderPass>> getPasses(
struct RenderPassContext &ctx
) override;
void addQuad(
const glm::vec4 quad,
const glm::vec4 uvs,
const struct Color color,
const std::shared_ptr<Texture> texture
);
};
}