Engine API Enhancements
This commit is contained in:
@ -25,6 +25,8 @@ EXTERN GameFunctionTable g_gameFunctions;
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namespace ia::iae
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{
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EXTERN SDL_Window *g_windowHandle;
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BOOL Engine::IsDebugMode()
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{
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#if defined(__DEBUG_MODE__)
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@ -36,25 +38,28 @@ namespace ia::iae
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VOID Engine::ResizeDisplay(IN INT32 newWidth, IN INT32 newHeight)
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{
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SDL_SetWindowSize(g_windowHandle, newWidth, newHeight);
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Renderer::OnScreenResize(newWidth, newHeight);
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g_gameFunctions.OnResize(newWidth, newHeight);
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}
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Handle Engine::CreateImageFromFile(IN CONST String &path)
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Handle Engine::CreateImageFromFile(IN CONST String &name, IN CONST String &path, IN INT32 resizeToWidth,
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IN INT32 resizeToHeight)
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{
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const auto data = File::ReadToVector(path.c_str());
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return CreateImage(data.data(), data.size());
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const auto handle = CreateImage(name, data.data(), data.size());
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return (resizeToWidth && resizeToHeight) ? ResizeImage(handle, resizeToWidth, resizeToHeight) : handle;
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}
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Handle Engine::CreateSoundFromFile(IN CONST String &path)
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Handle Engine::CreateSoundFromFile(IN CONST String &name, IN CONST String &path)
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{
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const auto data = File::ReadToVector(path.c_str());
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return CreateSound(data.data(), data.size());
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return CreateSound(name, data.data(), data.size());
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}
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Handle Engine::CreateSceneFromFile(IN CONST String &path)
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RefPtr<Scene> Engine::CreateSceneFromFile(IN CONST String &path)
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{
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const auto data = File::ReadToString(path.c_str());
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return CreateScene(data);
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return Scene::Create(data);
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}
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} // namespace ia::iae
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@ -19,6 +19,8 @@
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#include <Renderer/EmbeddedShader.hpp>
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#include <Renderer/Renderer.hpp>
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#include <WorldManager.hpp>
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#include <backends/imgui_impl_sdl3.h>
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#include <backends/imgui_impl_sdlgpu3.h>
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@ -88,7 +90,7 @@ namespace ia::iae
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DebugDraw::Initialize();
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s_state.ColorTargetInfo.clear_color = SDL_FColor{0.33f, 0.33f, 0.33f, 1.0f};
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s_state.ColorTargetInfo.clear_color = SDL_FColor{0.0f, 0.0f, 0.0f, 1.0f};
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s_state.ColorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
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s_state.ColorTargetInfo.store_op = SDL_GPU_STOREOP_STORE;
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@ -138,6 +140,8 @@ namespace ia::iae
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if (!(s_state.ActiveCommandBuffer = SDL_AcquireGPUCommandBuffer(s_gpuDevice)))
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THROW_UNKNOWN("Failed to acquire SDL GPU command buffer: ", SDL_GetError());
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const auto clearColor = WorldManager::GetActiveScene()->BackgroundColor().GetAsFloatVec();
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s_state.ColorTargetInfo.clear_color = SDL_FColor{clearColor.x, clearColor.y, clearColor.z, 1.0f};
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s_state.ColorTargetInfo.texture = s_renderTargetSceneColor;
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s_state.DepthStencilTargetInfo.texture = s_renderTargetSceneDepth;
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s_state.ActiveRenderPass = SDL_BeginGPURenderPass(s_state.ActiveCommandBuffer, &s_state.ColorTargetInfo, 1,
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@ -160,6 +164,8 @@ namespace ia::iae
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DebugDraw::Render();
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const auto imDrawData = ImGui::GetDrawData();
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ImGui_ImplSDLGPU3_PrepareDrawData(imDrawData, s_state.ActiveCommandBuffer);
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s_state.ColorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
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s_state.ColorTargetInfo.clear_color = SDL_FColor{0.0f, 0.0f, 0.0f, 0.0f};
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s_state.ColorTargetInfo.texture = s_renderTargetDebugDrawColor;
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s_state.ActiveRenderPass =
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SDL_BeginGPURenderPass(s_state.ActiveCommandBuffer, &s_state.ColorTargetInfo, 1, nullptr);
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@ -174,6 +180,8 @@ namespace ia::iae
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if (!swapChainTexture)
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return;
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s_state.ColorTargetInfo.clear_color = SDL_FColor{1.0f, 1.0f, 1.0f, 1.0f};
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s_state.ColorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
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s_state.ColorTargetInfo.texture = swapChainTexture;
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s_state.ActiveRenderPass =
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@ -285,6 +293,11 @@ namespace ia::iae
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namespace ia::iae
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{
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IVec2 Engine::GetDisplayExtent()
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{
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return IVec2(Renderer::s_screenWidth, Renderer::s_screenHeight);
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}
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VOID Engine::SetActiveCamera(IN CameraComponent *cameraComponent)
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{
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Renderer::s_state.ActiveCamera = cameraComponent;
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@ -27,8 +27,8 @@
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namespace ia::iae
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{
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Vector<Handle> ResourceManager::s_images;
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Vector<Handle> ResourceManager::s_sounds;
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Map<String, Handle> ResourceManager::s_images;
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Map<String, Handle> ResourceManager::s_sounds;
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Map<Handle, UINT64> ResourceManager::s_imageExtents;
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VOID ResourceManager::Initialize()
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@ -38,36 +38,68 @@ namespace ia::iae
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VOID ResourceManager::Terminate()
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{
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for (const auto &t : s_images)
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GPUResourceManager::DestroyTexture((SDL_GPUTexture *) t);
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GPUResourceManager::DestroyTexture((SDL_GPUTexture *) t->Value);
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for (const auto &t : s_sounds)
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AudioManager::DestoryAudio(t);
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AudioManager::DestoryAudio(t->Value);
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}
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Handle ResourceManager::CreateImage(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize)
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Handle ResourceManager::CreateImage(IN CONST String &name, IN PCUINT8 encodedData, IN SIZE_T encodedDataSize)
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{
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INT32 w, h, n;
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const auto rgbaData = stbi_load_from_memory(encodedData, encodedDataSize, &w, &h, &n, STBI_rgb_alpha);
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const auto result = CreateImage(rgbaData, w, h);
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const auto result = CreateImage(name, rgbaData, w, h);
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STBI_FREE(rgbaData);
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return result;
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}
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Handle ResourceManager::CreateImage(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height)
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Handle ResourceManager::CreateImage(IN CONST String &name, IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height)
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{
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const auto handle = (Handle) GPUResourceManager::CreateTexture(SDL_GPU_TEXTUREUSAGE_SAMPLER, width, height,
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rgbaData, SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM);
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s_imageExtents[handle] = (((UINT64) width) << 32) | height;
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s_images.pushBack(handle);
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s_images[name] = handle;
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return handle;
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}
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Handle ResourceManager::CreateSound(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize)
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Handle ResourceManager::CreateSound(IN CONST String &name, IN PCUINT8 encodedData, IN SIZE_T encodedDataSize)
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{
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const auto handle = AudioManager::CreateAudio(encodedData, encodedDataSize);
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s_sounds.pushBack(handle);
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s_sounds[name] = handle;
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return handle;
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}
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Handle ResourceManager::GetImage(IN CONST String &name)
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{
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return s_images[name];
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}
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Handle ResourceManager::GetSound(IN CONST String &name)
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{
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return s_sounds[name];
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}
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String ResourceManager::GetImageName(IN Handle handle)
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{
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for (const auto &t : s_images)
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{
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if (handle == t->Value)
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return t->Key;
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}
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THROW_NO_SUCH_KEY();
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return "";
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}
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String ResourceManager::GetSoundName(IN Handle handle)
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{
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for (const auto &t : s_sounds)
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{
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if (handle == t->Value)
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return t->Key;
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}
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THROW_NO_SUCH_KEY();
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return "";
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}
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VOID ResourceManager::DestroyImage(IN Handle image)
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{
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GPUResourceManager::DestroyTexture((SDL_GPUTexture *) image);
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@ -84,15 +116,16 @@ namespace ia::iae
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return {(INT32) (t >> 32), (INT32) t};
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}
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Handle ResourceManager::RescaleImage(IN Handle image, IN INT32 newWidth, IN INT32 newHeight)
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Handle ResourceManager::ResizeImage(IN Handle image, IN INT32 newWidth, IN INT32 newHeight)
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{
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const auto currentExtent = GetImageExtent(image);
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const auto pixelData =
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GPUResourceManager::GetTexturePixelData((SDL_GPUTexture *) image, currentExtent.x, currentExtent.y);
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GPUResourceManager::DestroyTexture((SDL_GPUTexture*)image);
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const auto newPixelData =
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stbir_resize_uint8_linear(pixelData.data(), currentExtent.x, currentExtent.y, currentExtent.x * 4, nullptr,
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newWidth, newHeight, newWidth * 4, stbir_pixel_layout::STBIR_RGBA);
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const auto result = CreateImage(newPixelData, newWidth, newHeight);
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const auto result = CreateImage(GetImageName(image), newPixelData, newWidth, newHeight);
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free(newPixelData);
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return result;
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}
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@ -107,19 +140,29 @@ namespace ia::iae
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namespace ia::iae
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{
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Handle Engine::CreateImage(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize)
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Handle Engine::CreateImage(IN CONST String &name, IN PCUINT8 encodedData, IN SIZE_T encodedDataSize)
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{
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return ResourceManager::CreateImage(encodedData, encodedDataSize);
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return ResourceManager::CreateImage(name, encodedData, encodedDataSize);
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}
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Handle Engine::CreateImage(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height)
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Handle Engine::CreateImage(IN CONST String &name, IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height)
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{
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return ResourceManager::CreateImage(rgbaData, width, height);
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return ResourceManager::CreateImage(name, rgbaData, width, height);
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}
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Handle Engine::CreateSound(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize)
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Handle Engine::CreateSound(IN CONST String &name, IN PCUINT8 encodedData, IN SIZE_T encodedDataSize)
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{
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return ResourceManager::CreateSound(encodedData, encodedDataSize);
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return ResourceManager::CreateSound(name, encodedData, encodedDataSize);
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}
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Handle Engine::GetImage(IN CONST String &name)
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{
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return ResourceManager::GetImage(name);
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}
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Handle Engine::GetSound(IN CONST String &name)
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{
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return ResourceManager::GetSound(name);
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}
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VOID Engine::DestroyImage(IN Handle image)
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@ -137,9 +180,9 @@ namespace ia::iae
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return ResourceManager::GetImageExtent(image);
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}
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Handle Engine::RescaleImage(IN Handle image, IN INT32 newWidth, IN INT32 newHeight)
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Handle Engine::ResizeImage(IN Handle image, IN INT32 newWidth, IN INT32 newHeight)
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{
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return ResourceManager::RescaleImage(image, newWidth, newHeight);
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return ResourceManager::ResizeImage(image, newWidth, newHeight);
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}
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Handle Engine::CombineImages(IN CONST Vector<Handle> &images, IN INT32 unitWidth, IN INT32 unitHeight,
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@ -15,27 +15,22 @@
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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#include <IAEngine/Engine.hpp>
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#include <Scene.hpp>
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#include <IAEngine/Scene.hpp>
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namespace ia::iae
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{
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Scene *Scene::Create()
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RefPtr<Scene> Scene::Create()
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{
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return new Scene();
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return MakeRefPtr<Scene>();
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}
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Scene *Scene::Create(IN CONST String &sceneXML)
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RefPtr<Scene> Scene::Create(IN CONST String &sceneXML)
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{
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const auto scene = new Scene();
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const auto scene = MakeRefPtr<Scene>();
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return scene;
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}
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VOID Scene::Destroy(IN Scene *scene)
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{
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delete scene;
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}
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VOID Scene::Draw()
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{
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for (auto &t : m_nodes)
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@ -19,80 +19,74 @@
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namespace ia::iae
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{
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Scene *WorldManager::m_activeScene{};
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RefPtr<Scene> WorldManager::s_activeScene{};
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VOID WorldManager::Initialize()
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{
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m_activeScene = Scene::Create();
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s_activeScene = Scene::Create();
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}
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VOID WorldManager::Terminate()
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{
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if (m_activeScene)
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Scene::Destroy(m_activeScene);
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s_activeScene.reset();
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}
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VOID WorldManager::Draw()
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{
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m_activeScene->Draw();
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s_activeScene->Draw();
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}
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VOID WorldManager::DebugDraw()
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{
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m_activeScene->DebugDraw();
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s_activeScene->DebugDraw();
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}
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VOID WorldManager::Update()
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{
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m_activeScene->Update();
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s_activeScene->Update();
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}
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VOID WorldManager::FixedUpdate()
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{
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m_activeScene->FixedUpdate();
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s_activeScene->FixedUpdate();
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}
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VOID WorldManager::ChangeActiveScene(IN Scene *scene)
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VOID WorldManager::ChangeActiveScene(IN RefPtr<Scene> scene)
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{
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m_activeScene = scene;
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s_activeScene = scene;
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}
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VOID WorldManager::AddNodeToActiveScene(IN RefPtr<INode> node)
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{
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m_activeScene->AddNode(node);
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s_activeScene->AddNode(node);
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}
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INode *WorldManager::GetNodeFromActiveScene(IN CONST String &name)
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{
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return m_activeScene->GetNode(name);
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return s_activeScene->GetNode(name);
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}
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VOID WorldManager::RemoveNodeFromActiveScene(IN CONST String &name)
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{
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m_activeScene->RemoveNode(name);
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s_activeScene->RemoveNode(name);
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}
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Scene *WorldManager::GetActiveScene()
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{
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return s_activeScene.get();
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}
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} // namespace ia::iae
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namespace ia::iae
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{
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Handle Engine::CreateScene(IN CONST String &sceneXML)
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Scene *Engine::GetActiveScene()
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{
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return (Handle) Scene::Create(sceneXML);
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return WorldManager::GetActiveScene();
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}
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Handle Engine::CreateEmptyScene()
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VOID Engine::ChangeActiveScene(IN RefPtr<Scene> scene)
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{
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return (Handle) Scene::Create();
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}
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VOID Engine::DestroyScene(IN Handle handle)
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{
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Scene::Destroy((Scene *) handle);
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}
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VOID Engine::ChangeActiveScene(IN Handle scene)
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{
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WorldManager::ChangeActiveScene((Scene *) scene);
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WorldManager::ChangeActiveScene(scene);
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}
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VOID Engine::AddNodeToActiveScene(IN RefPtr<INode> node)
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@ -109,14 +103,4 @@ namespace ia::iae
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{
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WorldManager::RemoveNodeFromActiveScene(name);
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}
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VOID Engine::AddNodeToScene(IN Handle scene, IN RefPtr<INode> node)
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{
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((Scene *) scene)->AddNode(node);
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}
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VOID Engine::RemoveNodeFromScene(IN Handle scene, IN CONST String &name)
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{
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((Scene *) scene)->RemoveNode(name);
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}
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} // namespace ia::iae
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Block a user