Totally refactored UILabel
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@ -1,43 +1,14 @@
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// Copyright (c) 2022 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 "SimpleTexturedShaderProgram.hpp"
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#define UI_SHADER_PROGRAM_PRIORITY 100
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namespace Dawn {
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class UIShaderProgram : public SimpleTexturedShaderProgram {
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public:
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struct ShaderPassItem getUIPassItem(
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glm::mat4 projection,
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glm::mat4 view,
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glm::mat4 transform,
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Texture *texture,
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struct Color color,
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Mesh *mesh,
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float_t z
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) {
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struct ShaderPassItem item;
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item.shaderProgram = this;
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item.colorValues[this->paramColor] = color;
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if(texture == nullptr) {
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item.boolValues[this->paramHasTexture] = false;
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} else {
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item.textureSlots[0] = texture;
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item.textureValues[this->paramTexture] = 0;
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item.boolValues[this->paramHasTexture] = true;
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}
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item.matrixValues[this->paramProjection] = projection;
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item.matrixValues[this->paramView] = view;
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item.matrixValues[this->paramModel] = transform;
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item.priority = UI_SHADER_PROGRAM_PRIORITY;
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item.w = z;
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item.renderFlags = RENDER_MANAGER_RENDER_FLAG_BLEND;
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item.mesh = mesh;
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return item;
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}
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};
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// Copyright (c) 2022 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 "SimpleTexturedShaderProgram.hpp"
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#define UI_SHADER_PROGRAM_PRIORITY 100
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namespace Dawn {
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class UIShaderProgram : public SimpleTexturedShaderProgram {
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};
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}
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