updated project structure
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@ -13,7 +13,7 @@ internal class GuiController : IDisposable
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{
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public event Action OnGui;
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private readonly string shaderContentPath = Path.Combine(System.AppContext.BaseDirectory, "Assets", "Shaders");
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private readonly string shaderContentPath = Path.Combine(System.AppContext.BaseDirectory, "Content", "Shaders");
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private readonly GraphicsDevice graphicsDevice;
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private readonly Window mainWindow;
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@ -175,7 +175,7 @@ internal class GuiController : IDisposable
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io.DeltaTime = deltaSeconds; // DeltaTime is in seconds.
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}
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private static void UpdateInput()
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private void UpdateInput()
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{
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ImGuiIOPtr io = ImGui.GetIO();
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@ -240,7 +240,7 @@ internal class GuiController : IDisposable
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}
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}
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private static void UpdateCursor()
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private void UpdateCursor()
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{
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ImGuiIOPtr io = ImGui.GetIO();
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@ -500,6 +500,7 @@ internal class GuiController : IDisposable
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commandBuffer.EndRenderPass(renderPass);
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}
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#region Resources
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private unsafe void BuildFontAtlas()
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{
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ResourceUploader resourceUploader = new ResourceUploader(graphicsDevice);
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@ -528,6 +529,7 @@ internal class GuiController : IDisposable
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textureStorage.Add(fontTexture); // <-- The fontTexture seems to get lost after some time (CG?).
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this.fontTexture = fontTexture; // <-- So we also keep a reference to make sure it doesn't happen.
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}
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#endregion
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#region Window
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private void CreateWindow(ImGuiViewportPtr vp)
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@ -1,2 +0,0 @@
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glslangvalidator -V imgui-vertex.glsl -o imgui-vertex.spv -S vert
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glslangvalidator -V imgui-frag.glsl -o imgui-frag.spv -S frag
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@ -1,13 +0,0 @@
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#version 450
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layout (location = 0) in vec4 color;
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layout (location = 1) in vec2 texCoord;
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layout(set = 2, binding = 0) uniform sampler2D Sampler;
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layout (location = 0) out vec4 outputColor;
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void main()
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{
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outputColor = color * texture(Sampler, texCoord);
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}
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@ -1,20 +0,0 @@
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#version 450
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layout (location = 0) in vec2 in_position;
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layout (location = 1) in vec2 in_texCoord;
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layout (location = 2) in vec4 in_color;
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layout (set = 1, binding = 0) uniform ProjectionMatrixBuffer
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{
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mat4 projection_matrix;
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};
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layout (location = 0) out vec4 color;
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layout (location = 1) out vec2 texCoord;
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void main()
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{
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gl_Position = projection_matrix * vec4(in_position, 0, 1);
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color = in_color;
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texCoord = in_texCoord;
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}
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