Fixes
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@ -18,6 +18,7 @@
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#include <Renderer/Renderer.hpp>
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#include <Renderer/DebugDraw.hpp>
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#include <Physics.hpp>
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#include <WorldManager.hpp>
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#include <IAEngine/imgui/backends/imgui_impl_sdl3.h>
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@ -69,6 +70,7 @@ namespace ia::iae
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ImGui_ImplSDL3_NewFrame();
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ImGui::NewFrame();
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Physics::DebugDraw();
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WorldManager::DebugDraw();
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g_gameFunctions.OnDebugDraw();
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@ -89,7 +91,7 @@ namespace ia::iae
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g_debugDrawState.ActiveColor = IM_COL32(color.R, color.G, color.B, color.A);
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}
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VOID Engine::DebugDraw_StrokeWidth(IN FLOAT32 width)
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VOID Engine::DebugDraw_SetStrokeWidth(IN FLOAT32 width)
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{
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g_debugDrawState.ActiveStrokeWidth = width;
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}
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@ -239,7 +239,8 @@ namespace ia::iae
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const auto sceneExtent = activeScene->Extent();
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s_state.SceneScaleFactor = {(FLOAT32) newWidth / (FLOAT32) sceneExtent.x,
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(FLOAT32) newHeight / (FLOAT32) sceneExtent.y};
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IAE_LOG_INFO("Updated Scene Scale Factor: (", s_state.SceneScaleFactor.x, ", ", s_state.SceneScaleFactor.y, ")");
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IAE_LOG_INFO("Updated Scene Scale Factor: (", s_state.SceneScaleFactor.x, ", ", s_state.SceneScaleFactor.y,
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")");
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}
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}
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@ -319,6 +320,11 @@ namespace ia::iae
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Renderer::OnScreenResize(Renderer::s_screenWidth, Renderer::s_screenHeight);
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}
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CameraComponent *Engine::GetActiveCamera()
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{
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return Renderer::s_state.ActiveCamera;
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}
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Handle Engine::CreateGeometry(IN CONST Vector<GeometryVertex> &vertices, IN CONST Vector<INT32> &indices)
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{
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return (Handle) Renderer::CreateGeometry(vertices, indices);
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@ -379,7 +385,7 @@ namespace ia::iae
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sortIndex += static_cast<INT16>(position.y);
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position *= Renderer::s_state.SceneScaleFactor;
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//scale *= Renderer::s_state.SceneScaleFactor;
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// scale *= Renderer::s_state.SceneScaleFactor;
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Renderer::s_state.ModelMatrix =
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glm::translate(glm::mat4(1.0f), glm::vec3{position.x, position.y,
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