rework label shader
This commit is contained in:
@@ -28,16 +28,17 @@ namespace OpenVulkano::Scene
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SetLabelSettings(settings);
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SetupShaders();
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SetupBuffers();
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m_backgroundGeometry.SetFreeAfterUpload(false);
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}
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void LabelDrawable::SetLabelSettings(const LabelDrawableSettings& settings)
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{
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m_settings = settings;
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m_labelData.color = settings.backgroundColor;
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m_labelData.hasRoundedCorners = settings.hasRoundedCorners;
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m_labelData.hasArrow = settings.hasArrow;
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m_labelData.cornerRadius = settings.cornerRadius;
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m_labelData.cornerRadius = settings.cornerRadius * settings.cornerRadius;
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m_labelData.arrowLength = settings.arrowLength;
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m_labelData.arrowWidth = settings.arrowWidth;
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}
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void LabelDrawable::AddText(const std::string& text, const TextConfig& config)
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@@ -47,8 +48,8 @@ namespace OpenVulkano::Scene
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return;
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}
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// do not render glyph's background
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TextDrawable& textDrawable = m_texts.emplace_back(m_atlasData, config);
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// do not render glyph's background
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textDrawable.GetConfig().backgroundColor.a = 0;
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textDrawable.SetShader(&m_textShader);
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double lineHeight = m_atlasData->meta.lineHeight;
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@@ -58,72 +59,20 @@ namespace OpenVulkano::Scene
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// update position for next text entry
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m_position.y = m_bbox.GetMin().y - lineHeight;
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if (!m_settings.hasArrow)
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{
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if (m_backgroundGeometry.vertexCount != 4)
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{
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m_backgroundGeometry.Init(4, 6);
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uint32_t indices[6] = { 0, 1, 2, 0, 2, 3 };
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m_backgroundGeometry.SetIndices(indices, 6);
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}
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}
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else
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{
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if (m_backgroundGeometry.vertexCount != 7)
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{
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m_backgroundGeometry.Init(7, 9);
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uint32_t indices[9] = { 0, 1, 2, 0, 2, 3, 4, 5, 6 };
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m_backgroundGeometry.SetIndices(indices, 9);
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}
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}
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const auto& min = m_bbox.GetMin();
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const auto& max = m_bbox.GetMax();
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Vertex v, v2, v3, v4;
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v.color = v2.color = v3.color = v4.color = m_settings.backgroundColor;
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const float offset = 0.001;
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v.position = Vector3f(min.x - m_settings.horizontalOffset, min.y - m_settings.verticalOffset, min.z - offset);
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v2.position = Vector3f(max.x + m_settings.horizontalOffset, min.y - m_settings.verticalOffset, min.z - offset);
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const float yOffset = m_settings.hasArrow ? m_settings.arrowLength : 0;
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v.position = Vector3f(min.x - m_settings.horizontalOffset, min.y - m_settings.verticalOffset - yOffset, min.z - offset);
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v2.position = Vector3f(max.x + m_settings.horizontalOffset, min.y - m_settings.verticalOffset - yOffset, min.z - offset);
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v3.position = Vector3f(max.x + m_settings.horizontalOffset, max.y + m_settings.verticalOffset, min.z - offset);
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v4.position = Vector3f(min.x - m_settings.horizontalOffset, max.y + m_settings.verticalOffset, min.z - offset);
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if (!m_settings.hasArrow)
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{
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v.textureCoordinates = Vector3f(0, 0, 0);
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v2.textureCoordinates = Vector3f(1, 0, 0);
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v3.textureCoordinates = Vector3f(1, 1, 0);
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v4.textureCoordinates = Vector3f(0, 1, 0);
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}
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else
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{
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const float w = v2.position.x - v.position.x;
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const float h = v3.position.y - v2.position.y + m_settings.arrowLength;
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v.textureCoordinates = Vector3f(0, v.position.y / h, 0);
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v2.textureCoordinates = Vector3f(1, v2.position.y / h, 0);
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v3.textureCoordinates = Vector3f(1, 1, 0);
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v4.textureCoordinates = Vector3f(0, 1, 0);
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// arrow vertices
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Vertex a, b, c;
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a.position = Vector3f(v.position.x + w / 3, v.position.y, v.position.z);
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b.position = Vector3f(v.position.x + w / 2, v.position.y - m_settings.arrowLength, v.position.z);
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c.position = Vector3f(v2.position.x - w / 3, v.position.y, v.position.z);
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a.color = b.color = c.color = m_settings.backgroundColor;
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a.textureCoordinates = Vector3f(a.position.x / w, a.position.y / h, 0);
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b.textureCoordinates = Vector3f(b.position.x / w, 0, 0);
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c.textureCoordinates = Vector3f(c.position.x / w, c.position.y / h, 0);
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m_backgroundGeometry.vertices[4] = a;
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m_backgroundGeometry.vertices[5] = b;
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m_backgroundGeometry.vertices[6] = c;
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}
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m_backgroundGeometry.vertices[0] = v;
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m_backgroundGeometry.vertices[1] = v2;
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m_backgroundGeometry.vertices[2] = v3;
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m_backgroundGeometry.vertices[3] = v4;
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if (m_settings.hasRoundedCorners)
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{
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m_labelData.textSize.x = v2.position.x - v.position.x;
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m_labelData.textSize.y = v3.position.y - v.position.y;
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}
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m_labelData.textSize.x = v2.position.x - v.position.x;
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m_labelData.textSize.y = v3.position.y - v.position.y;
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m_labelData.bboxCenter.x = (v2.position.x + v.position.x) / 2;
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m_labelData.bboxCenter.y = (v3.position.y + v.position.y) / 2;
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}
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void LabelDrawable::SetBillboardSettings(const BillboardControlBlock& settings)
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@@ -150,23 +99,22 @@ namespace OpenVulkano::Scene
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void LabelDrawable::SetupShaders()
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{
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DescriptorSetLayoutBinding binding = UniformBuffer::DESCRIPTOR_SET_LAYOUT_BINDING;
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if (!m_isBillboard)
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{
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m_backgroundShader.AddShaderProgram(OpenVulkano::ShaderProgramType::VERTEX, "Shader/basic");
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m_backgroundShader.AddShaderProgram(OpenVulkano::ShaderProgramType::VERTEX, "Shader/label");
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}
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else
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{
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m_backgroundShader.AddShaderProgram(OpenVulkano::ShaderProgramType::VERTEX, "Shader/billboard");
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m_backgroundShader.AddShaderProgram(OpenVulkano::ShaderProgramType::VERTEX, "Shader/labelBillboard");
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// binding for billboard's buffer
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DescriptorSetLayoutBinding binding = UniformBuffer::DESCRIPTOR_SET_LAYOUT_BINDING;
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binding.stageFlags = ShaderProgramType::Type::VERTEX;
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m_backgroundShader.AddDescriptorSetLayoutBinding(binding, 4);
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}
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m_backgroundShader.AddShaderProgram(OpenVulkano::ShaderProgramType::FRAGMENT, "Shader/label");
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m_backgroundShader.AddVertexInputDescription(OpenVulkano::Vertex::GetVertexInputDescription());
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m_backgroundShader.AddDescriptorSetLayoutBinding(Texture::DESCRIPTOR_SET_LAYOUT_BINDING, 2);
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binding.stageFlags = ShaderProgramType::Type::FRAGMENT;
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m_backgroundShader.AddDescriptorSetLayoutBinding(binding, 5);
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m_backgroundShader.AddDescriptorSetLayoutBinding(UniformBuffer::DESCRIPTOR_SET_LAYOUT_BINDING, 5);
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m_backgroundShader.topology = Topology::TRIANGLE_STRIP;
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m_backgroundShader.cullMode = CullMode::NONE;
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SetShader(&m_backgroundShader);
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@@ -198,17 +146,16 @@ namespace OpenVulkano::Scene
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void LabelDrawable::SetupBuffers()
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{
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DescriptorSetLayoutBinding binding = UniformBuffer::DESCRIPTOR_SET_LAYOUT_BINDING;
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binding.stageFlags = ShaderProgramType::Type::VERTEX;
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m_billboardBuffer.size = sizeof(BillboardControlBlock);
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m_billboardBuffer.data = &m_billboardSettings;
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m_billboardBuffer.setId = 4;
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DescriptorSetLayoutBinding binding = UniformBuffer::DESCRIPTOR_SET_LAYOUT_BINDING;
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binding.stageFlags = ShaderProgramType::Type::VERTEX;
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m_billboardBuffer.binding = binding;
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binding.stageFlags = ShaderProgramType::Type::FRAGMENT;
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m_labelBuffer.size = sizeof(LabelUniformData);
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m_labelBuffer.data = &m_labelData;
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m_labelBuffer.setId = 5;
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m_labelBuffer.binding = binding;
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m_labelBuffer.binding = UniformBuffer::DESCRIPTOR_SET_LAYOUT_BINDING;
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}
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}
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@@ -25,22 +25,23 @@ namespace OpenVulkano::Scene
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Math::Vector4f backgroundColor = { 1, 0, 0, 1 };
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float horizontalOffset = 0.05f;
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float verticalOffset = 0.05f;
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float cornerRadius = 0.5f;
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float cornerRadius = 0.05f;
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float arrowLength = 0.5f;
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float arrowWidth = 0.2f;
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int32_t hasRoundedCorners = false;
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int32_t hasArrow = false;
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};
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namespace
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struct LabelUniformData
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{
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struct LabelUniformData
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{
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Math::Vector2f textSize = { 0, 0 };
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float cornerRadius = 0.f;
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float arrowLength = 0.f;
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int32_t hasRoundedCorners = false;
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int32_t hasArrow = false;
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};
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Math::Vector4f textSize = { 0, 0, 0, 0 };
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Math::Vector4f color = { 0, 0, 0, 0 };
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Math::Vector4f bboxCenter = { 0, 0, 0, 0 };
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float cornerRadius = 0.f;
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float arrowLength = 0.f;
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float arrowWidth = 0.f;
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int32_t hasRoundedCorners = false;
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int32_t hasArrow = false;
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};
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class LabelDrawable final : public Drawable
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@@ -56,7 +57,6 @@ namespace OpenVulkano::Scene
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LabelDrawableSettings& GetSettings() { return m_settings; }
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UniformBuffer* GetBillboardBuffer() { return &m_billboardBuffer; }
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UniformBuffer* GetLabelBuffer() { return &m_labelBuffer; }
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Geometry& GetBackgroundGeometry() { return m_backgroundGeometry; }
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BillboardControlBlock& GetBillboardSettings() { return m_billboardSettings; }
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Math::Vector3f& GetPosition() { return m_position; }
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bool IsBillboard() const { return m_isBillboard; }
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@@ -67,10 +67,8 @@ namespace OpenVulkano::Scene
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void SetupBuffers();
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private:
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Shader m_backgroundShader;
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Geometry m_backgroundGeometry;
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UniformBuffer m_billboardBuffer;
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UniformBuffer m_labelBuffer;
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std::vector<Shader> m_billboardTextShaders;
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// list over vector to prevent memory reallocation and crash
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std::list<TextDrawable> m_texts;
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Shader m_textShader;
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