Finished UI Render Context
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@ -5,9 +5,8 @@
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#include "UICanvas.hpp"
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#include "display/pass/RenderPass.hpp"
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#include "display/shader/UIShader.hpp"
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#include "display/mesh/QuadMesh.hpp"
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#include "ui/UIComponent.hpp"
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using namespace Dawn;
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@ -35,32 +34,70 @@ void UICanvas::onDispose() {
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}
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std::vector<std::shared_ptr<IRenderPass>> UICanvas::getPasses(
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struct RenderPassContext &ctx
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struct RenderPassContext &ctx
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) {
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std::vector<std::shared_ptr<IRenderPass>> passes;
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std::unordered_map<shadertexturebinding_t, std::shared_ptr<Texture>> textures;
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UIShaderData data = {
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.projection = ctx.camera->getProjection(),
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.view = ctx.camera->getItem()->getWorldTransform(),
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.model = this->getItem()->getWorldTransform()
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};
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size_t quadCount = 0;
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if(this->components.empty()) return {};
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data.projection = ctx.camera->getProjection();
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data.view = ctx.camera->getItem()->getWorldTransform();
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data.model = this->getItem()->getWorldTransform();
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this->passes.clear();
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this->textureBindings.clear();
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this->textures.clear();
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quadCount = 0;
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nextBinding = 0;
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auto itComponents = components.begin();
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auto self = std::ref(*this);
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while(itComponents != components.end()) {
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auto component = *itComponents;
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// Get this components' quads.
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auto quads = component->getQuads({ 0, 0 });
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for(auto quad : quads) {
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data.quads[quadCount++] = quad;
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assertTrue(quadCount <= UI_SHADER_QUAD_COUNT, "Too many UI quads!");
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}
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component->getQuads({ 0, 0 }, self);
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++itComponents;
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}
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flushPass();
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// No render passes if no quads.
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if(quadCount == 0) return passes;
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return passes;
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}
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void UICanvas::addQuad(
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const glm::vec4 quad,
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const glm::vec4 uvs,
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const struct Color color,
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const std::shared_ptr<Texture> text
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) {
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float_t fTexture = -1;
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if(text == nullptr) {
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fTexture = -1;
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} else {
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shadertexturebinding_t texture;
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auto bindingIt = textureBindings.find(text);
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if(bindingIt == textureBindings.end()) {
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if(nextBinding >= UI_SHADER_TEXTURE_COUNT) {
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flushPass();
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}
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textureBindings[text] = nextBinding;
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textures[nextBinding] = text;
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data.textures[nextBinding] = nextBinding;
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texture = nextBinding++;
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} else {
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texture = bindingIt->second;
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}
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fTexture = (float_t)texture;
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}
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data.quads[quadCount] = {
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quad,
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uvs,
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color,
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fTexture
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};
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quadCount++;
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if(quadCount == UI_SHADER_QUAD_COUNT) flushPass();
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}
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void UICanvas::flushPass() {
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if(quadCount == 0) return;
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auto pass = createRenderPass<UIShader, UIShaderData>(
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std::ref(*this),
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@ -73,6 +110,8 @@ std::vector<std::shared_ptr<IRenderPass>> UICanvas::getPasses(
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);
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passes.push_back(pass);
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return passes;
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quadCount = 0;
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nextBinding = 0;
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textures.clear();
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textureBindings.clear();
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}
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@ -6,25 +6,47 @@
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#pragma once
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#include "scene/SceneItem.hpp"
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#include "component/display/IRenderableComponent.hpp"
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#include "ui/UIComponent.hpp"
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#include "display/shader/UIShader.hpp"
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namespace Dawn {
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class UIComponent;
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class UICanvas :
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public SceneComponent,
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public IRenderableComponent
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{
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protected:
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private:
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std::shared_ptr<Mesh> mesh;
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UIShaderData data;
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size_t quadCount = 0;
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shadertexturebinding_t nextBinding = 0;
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std::unordered_map<
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shadertexturebinding_t, std::shared_ptr<Texture>
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> textures;
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std::map<
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std::shared_ptr<Texture>, shadertexturebinding_t
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> textureBindings;
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std::vector<std::shared_ptr<IRenderPass>> passes;
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protected:
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virtual void onInit() override;
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virtual void onDispose() override;
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void flushPass();
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public:
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std::vector<std::shared_ptr<UIComponent>> components;
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std::vector<std::shared_ptr<IRenderPass>> getPasses(
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struct RenderPassContext &ctx
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) override;
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void addQuad(
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const glm::vec4 quad,
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const glm::vec4 uvs,
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const struct Color color,
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const std::shared_ptr<Texture> texture
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);
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};
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}
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