Cleaned up UI renderer a little and added color parameter for quads (WIP).
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assets/shaders/glsl/ui.frag
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24
assets/shaders/glsl/ui.frag
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@ -0,0 +1,24 @@
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#version 460
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layout(set = 2, binding = 0)
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uniform sampler2D u_texture;
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layout(set = 3, binding = 0)
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uniform Parameters
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{
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vec4 u_color;
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};
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layout(location = 0)
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in vec2 i_texCoord;
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layout(location = 1)
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in vec4 i_color;
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layout(location = 0)
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out vec4 o_color;
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void main()
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{
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o_color = texture(u_texture, i_texCoord) * i_color * u_color;
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}
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@ -12,13 +12,20 @@ in vec2 i_position;
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layout(location = 1)
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in vec2 i_texCoord;
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layout(location = 2)
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in vec4 i_color;
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layout(location = 0)
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out vec2 o_texCoord;
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layout(location = 1)
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out vec4 o_color;
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void main()
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{
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vec2 relativePos = 2.0 * (i_position / u_windowSize) - vec2(1.0);
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relativePos.y *= -1.0;
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gl_Position = vec4(relativePos, 0.0, 1.0);
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o_texCoord = i_texCoord;
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o_color = i_color;
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}
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@ -1,8 +1,6 @@
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#include "./ui_renderer.hpp"
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#include <glm/vec4.hpp>
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namespace sdl_gpu_test::inline app6
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{
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namespace
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@ -25,7 +23,7 @@ void UIRenderer::init(Application& application)
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.stage = sdlpp::GPUShaderStage::VERTEX,
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.numUniformBuffers = 1
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});
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const sdlpp::GPUShader fragmentShader = application.loadShader("shaders/glsl/color_from_texture.frag.spv", {
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const sdlpp::GPUShader fragmentShader = application.loadShader("shaders/glsl/ui.frag.spv", {
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.format = sdlpp::GPUShaderFormat::SPIRV,
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.stage = sdlpp::GPUShaderStage::FRAGMENT,
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.numSamplers = 1,
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@ -64,6 +62,12 @@ void UIRenderer::init(Application& application)
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.bindingIndex = 0,
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.format = sdlpp::GPUVertexElementFormat::FLOAT2,
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.offset = offsetof(UIVertex, texcoord)
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},
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sdlpp::GPUVertexAttribute{
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.location = 2,
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.bindingIndex = 0,
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.format = sdlpp::GPUVertexElementFormat::FLOAT4,
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.offset = offsetof(UIVertex, color)
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}
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};
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mUIPipeline.create(device, {
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@ -78,45 +82,20 @@ void UIRenderer::init(Application& application)
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}
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});
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// load the font map for rendering text
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const FontMap fontMap = loadFontMap(application.getFileSystem().getPath("fonts/symtext.fnt"));
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const UVFontMap uvFontMap = makeUVFontMap({
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mFontMap = makeUVFontMap({
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.original = &fontMap,
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.textureWidth = 256,
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.textureHeight = 256
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});
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unsigned posX = 100;
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const unsigned posY = 100;
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for (const char chr : std::string_view("Dies ist ein Test-Text!"))
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{
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const UVFontMapEntry& entry = uvFontMap.entries[chr < 0 ? '_' : chr];
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const UIVertex topLeft = {
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.pos = {posX + entry.xOffset, posY + entry.yOffset},
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.texcoord = {entry.uvX, entry.uvY}
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};
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const UIVertex bottomRight = {
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.pos = {topLeft.pos.x + static_cast<float>(entry.width), topLeft.pos.y + static_cast<float>(entry.height)},
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.texcoord = {entry.uvX + entry.uvWidth, entry.uvY + entry.uvHeight}
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};
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const UIVertex bottomLeft = {
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.pos = {topLeft.pos.x, bottomRight.pos.y},
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.texcoord = {topLeft.texcoord.x, bottomRight.texcoord.y}
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};
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const UIVertex topRight = {
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.pos = {bottomRight.pos.x, topLeft.pos.y},
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.texcoord = {bottomRight.texcoord.x, topLeft.texcoord.y}
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};
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mUIVertices.push_back(topLeft);
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mUIVertices.push_back(bottomLeft);
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mUIVertices.push_back(topRight);
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mUIVertices.push_back(bottomRight);
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mUIVertices.push_back(topRight);
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mUIVertices.push_back(bottomLeft);
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posX += entry.xAdvance;
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}
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// render some test text
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drawText({
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.x = 100,
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.y = 100,
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.text = "Test-Text!\nSecond line?"
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});
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// create UI vertex buffer
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mUIVertexBuffer.create(device, {
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@ -164,4 +143,67 @@ void UIRenderer::render(const UIRendererRenderArgs& args)
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}
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}
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void UIRenderer::drawText(const DrawTextArgs& args)
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{
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unsigned posX = args.x;
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unsigned posY = args.y;
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for (const char chr : args.text)
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{
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switch (chr)
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{
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case '\n':
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posX = args.x;
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posY += mFontMap.lineHeight;
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break;
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default:
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posX += drawChar({
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.x = posX,
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.y = posY,
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.chr = chr
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});
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break;
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}
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}
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}
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unsigned UIRenderer::drawChar(const DrawCharArgs& args)
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{
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const UVFontMapEntry& entry = mFontMap.entries[args.chr < 0 ? '_' : args.chr]; // TODO: more chars
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const glm::vec2 topLeft = {args.x + entry.xOffset, args.y + entry.yOffset};
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drawQuadInternal({
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.topLeft = topLeft,
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.bottomRight = {topLeft.x + static_cast<float>(entry.width), topLeft.y + static_cast<float>(entry.height)},
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.uvTopLeft = {entry.uvX, entry.uvY},
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.uvBottomRight = {entry.uvX + entry.uvWidth, entry.uvY + entry.uvHeight}
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});
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return entry.xAdvance;
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}
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void UIRenderer::drawQuadInternal(const DrawQuadInternalArgs& args)
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{
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const UIVertex topLeft = {
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.pos = args.topLeft,
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.texcoord = args.uvTopLeft
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};
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const UIVertex bottomRight = {
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.pos = args.bottomRight,
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.texcoord = args.uvBottomRight
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};
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const UIVertex bottomLeft = {
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.pos = {topLeft.pos.x, bottomRight.pos.y},
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.texcoord = {topLeft.texcoord.x, bottomRight.texcoord.y}
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};
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const UIVertex topRight = {
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.pos = {bottomRight.pos.x, topLeft.pos.y},
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.texcoord = {bottomRight.texcoord.x, topLeft.texcoord.y}
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};
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mUIVertices.push_back(topLeft);
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mUIVertices.push_back(bottomLeft);
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mUIVertices.push_back(topRight);
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mUIVertices.push_back(bottomRight);
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mUIVertices.push_back(topRight);
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mUIVertices.push_back(bottomLeft);
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}
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}
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@ -5,6 +5,7 @@
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#define SDL_GPU_TEST_PRIVATE_SDL_GPU_TEST_6_UI_UI_UI_RENDERER_HPP_INCLUDED 1
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#include <glm/vec2.hpp>
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#include <glm/vec4.hpp>
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#include "../../application.hpp"
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#include "../../sdlpp/gpu.hpp"
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#include "../../util/font_map.hpp"
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@ -15,6 +16,21 @@ struct UIVertex
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{
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glm::vec2 pos;
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glm::vec2 texcoord;
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glm::vec4 color = glm::vec4(1.f);
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};
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struct DrawTextArgs
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{
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unsigned x = 0;
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unsigned y = 0;
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std::string_view text;
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};
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struct DrawCharArgs
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{
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unsigned x = 0;
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unsigned y = 0;
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char chr;
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};
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struct UIRendererRenderArgs
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@ -38,6 +54,18 @@ private:
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public:
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void init(Application& application);
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void render(const UIRendererRenderArgs& args);
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void drawText(const DrawTextArgs& args);
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unsigned drawChar(const DrawCharArgs& args);
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private:
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struct DrawQuadInternalArgs
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{
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glm::vec2 topLeft;
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glm::vec2 bottomRight;
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glm::vec2 uvTopLeft;
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glm::vec2 uvBottomRight;
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};
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void drawQuadInternal(const DrawQuadInternalArgs& args);
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};
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} // namespace sdl_gpu_test::inline app6
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