(Temp) UI only renders to backbuffer
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@ -5,9 +5,11 @@
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#pragma once
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#include "scene/Scene.hpp"
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#include "scene/components/display/Camera.hpp"
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#include "scene/components/display/CameraTexture.hpp"
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#include "prefabs/SimpleSpinningCubePrefab.hpp"
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#include "prefabs/VNTextbox.hpp"
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#include "display/TextureRenderTarget.hpp"
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#include "scene/components/ui/UIImage.hpp"
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namespace Dawn {
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class HelloWorldScene : public Scene {
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@ -15,6 +17,7 @@ namespace Dawn {
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Camera *camera;
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Camera *camNew;
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UICanvas *canvas;
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TextureRenderTarget *renderTarget;
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Texture text;
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int32_t test = 0;
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@ -24,17 +27,27 @@ namespace Dawn {
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camera = Camera::create(this);
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camera->fov = 0.436332f;
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camera->transform->lookAt(glm::vec3(10, 10, 10), glm::vec3(0, 0, 0));
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camera->transform->lookAt(glm::vec3(900, 900, 900), glm::vec3(800, 800, 800));
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camNew = Camera::create(this);
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auto camTexture = camNew->item->addComponent<CameraTexture>();
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camNew->transform->lookAt(glm::vec3(10, 10, 10), glm::vec3(0, 0, 0));
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camNew->renderTarget = nullptr;
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camTexture->renderTarget.setSize(256, 256);
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auto cube = SimpleSpinningCubePrefab::create(this);
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auto textbox = VNTextbox::create(this);
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textbox->transform.setParent(canvas->transform);
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auto uiTest = this->createSceneItem();
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uiTest->transform.setParent(canvas->transform);
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auto image = uiTest->addComponent<UIImage>();
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image->texture = camTexture->renderTarget.getTexture();
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image->alignment = glm::vec4(0, 0, 50, 0);
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image->alignX = UI_COMPONENT_ALIGN_START;
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image->alignUnitRight = UI_COMPONENT_ALIGN_UNIT_PERCENT;
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image->alignY = UI_COMPONENT_ALIGN_STRETCH;
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struct Color colors[] = {
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COLOR_BLUE, COLOR_MAGENTA, COLOR_WHITE,
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COLOR_MAGENTA, COLOR_CORNFLOWER_BLUE, COLOR_MAGENTA,
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