Fixed UI not rendering (partially)
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@ -4,7 +4,6 @@
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "display/_RenderManager.hpp"
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#include "display/BackBufferRenderTarget.hpp"
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#include "display/shader/ShaderManager.hpp"
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#include "display/shader/shaders/SimpleTexturedShader.hpp"
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@ -9,8 +9,6 @@
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#include "display/Color.hpp"
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#include "debug/debug.hpp"
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#include "ShaderParameterBuffer.hpp"
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typedef GLuint shaderparameter_t;
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namespace Dawn {
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@ -2,13 +2,6 @@
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "display/shader/Shader.hpp"
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@ -4,8 +4,8 @@
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "display/shader/buffers/RenderPipelineShaderBuffer.hpp"
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#include "display/shader/Shader.hpp"
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#include "display/shader/buffers/RenderPipelineShaderBuffer.hpp"
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namespace Dawn {
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class SimpleTexturedShader : public Shader {
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@ -4,8 +4,8 @@
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "display/shader/buffers/RenderPipelineShaderBuffer.hpp"
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#include "display/shader/Shader.hpp"
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#include "display/shader/buffers/RenderPipelineShaderBuffer.hpp"
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#define UI_SHADER_PROGRAM_PRIORITY 100
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@ -22,7 +22,7 @@ void SimpleBillboardedMaterial::onDispose() {
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this->getGame()->renderManager.getShaderManager()->releaseShader<SimpleBillboardedShader>(this->shaderLock);
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}
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std::vector<struct ShaderPassItem> SimpleBillboardedMaterial::getRenderPasses() {
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std::vector<struct ShaderPassItem> SimpleBillboardedMaterial::getRenderPasses(IRenderableContext &context) {
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return {
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};
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@ -26,6 +26,6 @@ namespace Dawn {
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void onStart() override;
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void onDispose() override;
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std::vector<struct ShaderPassItem> getRenderPasses() override;
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std::vector<struct ShaderPassItem> getRenderPasses(IRenderableContext &context) override;
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};
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}
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@ -21,27 +21,21 @@ void SimpleTexturedMaterial::onDispose() {
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this->getGame()->renderManager.getShaderManager()->releaseShader<SimpleTexturedShader>(this->shaderLock);
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}
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std::vector<struct ShaderPassItem> SimpleTexturedMaterial::getRenderPasses() {
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std::vector<struct ShaderPassItem> SimpleTexturedMaterial::getRenderPasses(IRenderableContext &context) {
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auto mesh = this->item->getComponent<MeshRenderer>();
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auto shader = this->getGame()->renderManager.getShaderManager()->getShader<SimpleTexturedShader>(this->shaderLock);
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auto camera = this->getGame()->renderManager.getRenderPipeline()->camera;
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assertNotNull(mesh);
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assertNotNull(mesh->mesh);
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assertNotNull(shader);
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assertNotNull(camera);
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struct ShaderPassItem onlyPass;
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onlyPass.mesh = mesh->mesh;
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onlyPass.shader = shader;
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onlyPass.colorValues[shader->paramColor] = this->color;
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onlyPass.matrixValues[shader->paramModel] = this->transform->getWorldTransform();
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onlyPass.parameterBuffers[shader->bufferRenderPipeline] = &context.renderPipeline->shaderBuffer;
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onlyPass.parameterBuffers[shader->bufferRenderPipeline] = &this->getGame()->renderManager.getRenderPipeline()->shaderBuffer;
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// onlyPass.matrixValues[shader->paramView] = camera->transform->getWorldTransform();
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// onlyPass.matrixValues[shader->paramProjection] = camera->getProjection();
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onlyPass.renderFlags = (
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RENDER_MANAGER_RENDER_FLAG_BLEND |
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RENDER_MANAGER_RENDER_FLAG_DEPTH_TEST
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@ -54,8 +48,6 @@ std::vector<struct ShaderPassItem> SimpleTexturedMaterial::getRenderPasses() {
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} else {
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onlyPass.boolValues[shader->paramHasTexture] = false;
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}
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std::vector<struct ShaderPassItem> passes;
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passes.push_back(onlyPass);
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return passes;
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return { onlyPass };
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}
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@ -27,6 +27,6 @@ namespace Dawn {
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void onStart() override;
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void onDispose() override;
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std::vector<struct ShaderPassItem> getRenderPasses() override;
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std::vector<struct ShaderPassItem> getRenderPasses(IRenderableContext &context) override;
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};
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}
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