diff --git a/Src/IAESandbox/imp/cpp/Game.cpp b/Src/IAESandbox/imp/cpp/Game.cpp index 3bc8a7d..104a55e 100644 --- a/Src/IAESandbox/imp/cpp/Game.cpp +++ b/Src/IAESandbox/imp/cpp/Game.cpp @@ -6,7 +6,6 @@ #include - namespace ia::iae::game { RefPtr scene; @@ -26,8 +25,8 @@ namespace ia::iae::game .ShouldLoop = true, .Keys = { SpriteRendererComponent::AnimationKeyFrame { - .Texture = Engine::CreateTexture(File::ReadToVector("Graphics/green.png")), - .Scale = {0.1f, 0.1f}, + .Scale = {0.25f, 0.25f}, + .ColorOverlay = {0.0f, 0.75f, 0.0f, 1.0f} } }, }); @@ -42,8 +41,8 @@ namespace ia::iae::game .ShouldLoop = true, .Keys = { SpriteRendererComponent::AnimationKeyFrame { - .Texture = Engine::CreateTexture(File::ReadToVector("Graphics/red.png")), - .Scale = {0.25f, 0.25f}, + .Scale = {0.5f, 0.5f}, + .ColorOverlay = {0.75f, 0.0f, 0.0f, 1.0f} } }, }); @@ -52,8 +51,8 @@ namespace ia::iae::game obstacle->SetLocalSortIndex(20); obstacle->SetLocalPosition({150, 100}); - scene->AddNode(g_player); - scene->AddNode(obstacle); + //scene->AddNode(g_player); + //scene->AddNode(obstacle); } VOID Game::Terminate() diff --git a/Src/IAEngine/imp/cpp/Rendering/Pipeline/UnlitMesh.cpp b/Src/IAEngine/imp/cpp/Rendering/Pipeline/UnlitMesh.cpp index 18d7b18..d530efb 100644 --- a/Src/IAEngine/imp/cpp/Rendering/Pipeline/UnlitMesh.cpp +++ b/Src/IAEngine/imp/cpp/Rendering/Pipeline/UnlitMesh.cpp @@ -38,7 +38,7 @@ namespace ia::iae const auto vertexShader = LoadShaderFromMemory(ShaderStage::VERTEX, SHADER_SOURCE_UNLITMESH_VERT, sizeof(SHADER_SOURCE_UNLITMESH_VERT), 0, 3, 0, 0); const auto pixelShader = LoadShaderFromMemory(ShaderStage::PIXEL, SHADER_SOURCE_UNLITMESH_FRAG, - sizeof(SHADER_SOURCE_UNLITMESH_FRAG), 1, 2, 0, 0); + sizeof(SHADER_SOURCE_UNLITMESH_FRAG), 1, 1, 0, 0); SDL_GPUColorTargetDescription colorTargets[] = {{ .format = SDL_GetGPUSwapchainTextureFormat(g_gpuDevice, g_windowHandle), @@ -55,6 +55,10 @@ namespace ia::iae .buffer_slot = 0, .format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2, .offset = sizeof(glm::vec3)}, + {.location = 2, + .buffer_slot = 0, + .format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4, + .offset = sizeof(glm::vec3) + sizeof(glm::vec2)}, }; SDL_GPUGraphicsPipelineCreateInfo createInfo = { .vertex_shader = (SDL_GPUShader *) vertexShader, diff --git a/Src/IAEngine/imp/cpp/Rendering/Renderer.cpp b/Src/IAEngine/imp/cpp/Rendering/Renderer.cpp index daba1b9..a244f3c 100644 --- a/Src/IAEngine/imp/cpp/Rendering/Renderer.cpp +++ b/Src/IAEngine/imp/cpp/Rendering/Renderer.cpp @@ -40,7 +40,9 @@ namespace ia::iae BOOL FlippedH{false}; BOOL FlippedV{false}; BOOL CameraRelative{true}; + BOOL ScissorEnabled{false}; glm::vec2 TextureOffset{0.0f, 0.0f}; + SDL_Rect Scissor{0, 0, 0, 0}; }; Vector g_meshes{}; @@ -77,8 +79,12 @@ namespace ia::iae glm::mat4 matIdentity{1.0f}; + SDL_Rect g_defaultScissor{}; + Handle g_meshHandleQuad{}; + RefPtr g_whiteTexture{}; + BOOL Renderer::Initialize() { SDL_GetWindowSizeInPixels(g_windowHandle, &s_width, &s_height); @@ -139,12 +145,26 @@ namespace ia::iae matProjection = glm::orthoLH(0.0f, (FLOAT32) s_width, (FLOAT32) s_height, 0.0f, -1000.0f, 1000.0f); + g_defaultScissor.x = 0; + g_defaultScissor.y = 0; + g_defaultScissor.w = s_width; + g_defaultScissor.h = s_height; + + { + constexpr auto l = 100; + const auto data = new UINT32[l * l]; + for (SIZE_T i = 0; i < l * l; i++) + data[i] = 0xFFFFFFFF; + g_whiteTexture = GPUTexture::Create((PCUINT8) data, l, l); + delete[] data; + } + g_meshHandleQuad = CreateMesh( { - {glm::vec3{0, 1, 0}, glm::vec2{0, 1}}, - {glm::vec3{1, 1, 0}, glm::vec2{1, 1}}, - {glm::vec3{1, 0, 0}, glm::vec2{1, 0}}, - {glm::vec3{0, 0, 0}, glm::vec2{0, 0}}, + {glm::vec3{0, 1, 0}, glm::vec2{0, 1}, glm::vec4{1.0f, 1.0f, 1.0f, 1.0f}}, + {glm::vec3{1, 1, 0}, glm::vec2{1, 1}, glm::vec4{1.0f, 1.0f, 1.0f, 1.0f}}, + {glm::vec3{1, 0, 0}, glm::vec2{1, 0}, glm::vec4{1.0f, 1.0f, 1.0f, 1.0f}}, + {glm::vec3{0, 0, 0}, glm::vec2{0, 0}, glm::vec4{1.0f, 1.0f, 1.0f, 1.0f}}, }, {0, 1, 2, 2, 3, 0}); @@ -163,6 +183,8 @@ namespace ia::iae g_pipelineUnlitMesh.reset(); + g_whiteTexture.reset(); + GPUTexture::Terminate(); GPUBuffer::TerminateStagingBuffer(); @@ -267,6 +289,19 @@ namespace ia::iae g_renderState.CameraRelative = value; } + VOID Renderer::SetState_ScissorEnabled(IN BOOL value) + { + g_renderState.ScissorEnabled = value; + } + + VOID Renderer::SetState_Scissor(IN CONST glm::vec4 ®ion) + { + g_renderState.Scissor.x = region.x; + g_renderState.Scissor.y = region.y; + g_renderState.Scissor.w = region.z; + g_renderState.Scissor.h = region.w; + } + VOID Renderer::SetState_TextureOffset(IN FLOAT32 u, IN FLOAT32 v) { g_renderState.TextureOffset = {u, v}; @@ -319,7 +354,7 @@ namespace ia::iae SDL_PushGPUVertexUniformData(g_cmdBuffer, 1, &matView, sizeof(matView)); else SDL_PushGPUVertexUniformData(g_cmdBuffer, 1, &matIdentity, sizeof(matIdentity)); - if(Engine::GetActiveScene()->YSortingEnabled()) + if (Engine::GetActiveScene()->YSortingEnabled()) sortIndex += static_cast(position.y); matModel = glm::translate(glm::mat4(1.0f), glm::vec3{position.x, position.y, @@ -332,11 +367,16 @@ namespace ia::iae s_fragmentUniform.FlippedH = g_renderState.FlippedH; s_fragmentUniform.FlippedV = g_renderState.FlippedV; s_fragmentUniform.TextureOffset = g_renderState.TextureOffset; + SDL_GPUTextureSamplerBinding textureBinding{ + .texture = (SDL_GPUTexture *) (textureHandle ? textureHandle : g_whiteTexture->GetHandle()), + .sampler = (SDL_GPUSampler *) GPUTexture::GetDefaultSampler()}; + SDL_BindGPUFragmentSamplers(g_renderPass, 0, &textureBinding, 1); SDL_PushGPUFragmentUniformData(g_cmdBuffer, 0, &s_fragmentUniform, sizeof(s_fragmentUniform)); - SDL_GPUTextureSamplerBinding textureBinding{.texture = (SDL_GPUTexture *) textureHandle, - .sampler = (SDL_GPUSampler *) GPUTexture::GetDefaultSampler()}; - SDL_BindGPUFragmentSamplers(g_renderPass, 0, &textureBinding, 1); + if (g_renderState.ScissorEnabled) + SDL_SetGPUScissor(g_renderPass, &g_renderState.Scissor); + else + SDL_SetGPUScissor(g_renderPass, &g_defaultScissor); const auto &mesh = g_meshes[meshHandle]; SDL_GPUBufferBinding bufferBindings[] = { diff --git a/Src/IAEngine/imp/cpp/Texture.cpp b/Src/IAEngine/imp/cpp/Texture.cpp index 153d1b8..ca7a00e 100644 --- a/Src/IAEngine/imp/cpp/Texture.cpp +++ b/Src/IAEngine/imp/cpp/Texture.cpp @@ -21,7 +21,7 @@ namespace ia::iae { - Texture::Texture() + Texture::Texture() : m_handle(0), m_extent({100.0f, 100.0f}) { } diff --git a/Src/IAEngine/imp/cpp/UI.cpp b/Src/IAEngine/imp/cpp/UI.cpp index 2efe31d..757cb5e 100644 --- a/Src/IAEngine/imp/cpp/UI.cpp +++ b/Src/IAEngine/imp/cpp/UI.cpp @@ -14,9 +14,15 @@ // You should have received a copy of the GNU General Public License // along with this program. If not, see . +#include +#include +#include #include #include +#include + +#include namespace ia::iae { @@ -35,38 +41,325 @@ namespace ia::iae void SetScissorRegion(Rml::Rectanglei region); }; - //RmlUIRenderInterface g_rmlUIRenderInterface{}; + Vector g_textures; + RmlUIRenderInterface g_rmlUIRenderInterface{}; + + /* Taken from https://github.com/mikke89/RmlUi/blob/master/Backends/RmlUi_Platform_SDL.cpp */ + INT32 GetKeyModifierState() + { + SDL_Keymod sdl_mods = SDL_GetModState(); + INT32 keymods = 0; + if (sdl_mods & SDL_KMOD_CTRL) + keymods |= Rml::Input::KM_CTRL; + if (sdl_mods & SDL_KMOD_SHIFT) + keymods |= Rml::Input::KM_SHIFT; + if (sdl_mods & SDL_KMOD_ALT) + keymods |= Rml::Input::KM_ALT; + if (sdl_mods & SDL_KMOD_NUM) + keymods |= Rml::Input::KM_NUMLOCK; + if (sdl_mods & SDL_KMOD_CAPS) + keymods |= Rml::Input::KM_CAPSLOCK; + return keymods; + } + + /* Taken from https://github.com/mikke89/RmlUi/blob/master/Backends/RmlUi_Platform_SDL.cpp */ + INT32 SDLMouseButtonToRml(IN INT32 button) + { + switch (button) + { + case SDL_BUTTON_LEFT: + return 0; + case SDL_BUTTON_RIGHT: + return 1; + case SDL_BUTTON_MIDDLE: + return 2; + default: + break; + } + return 3; + } + + /* Taken from https://github.com/mikke89/RmlUi/blob/master/Backends/RmlUi_Platform_SDL.cpp */ + Rml::Input::KeyIdentifier SDLKeyToRml(int sdlkey) + { + switch (sdlkey) + { + case SDLK_UNKNOWN: + return Rml::Input::KI_UNKNOWN; + case SDLK_ESCAPE: + return Rml::Input::KI_ESCAPE; + case SDLK_SPACE: + return Rml::Input::KI_SPACE; + case SDLK_0: + return Rml::Input::KI_0; + case SDLK_1: + return Rml::Input::KI_1; + case SDLK_2: + return Rml::Input::KI_2; + case SDLK_3: + return Rml::Input::KI_3; + case SDLK_4: + return Rml::Input::KI_4; + case SDLK_5: + return Rml::Input::KI_5; + case SDLK_6: + return Rml::Input::KI_6; + case SDLK_7: + return Rml::Input::KI_7; + case SDLK_8: + return Rml::Input::KI_8; + case SDLK_9: + return Rml::Input::KI_9; + case SDLK_A: + return Rml::Input::KI_A; + case SDLK_B: + return Rml::Input::KI_B; + case SDLK_C: + return Rml::Input::KI_C; + case SDLK_D: + return Rml::Input::KI_D; + case SDLK_E: + return Rml::Input::KI_E; + case SDLK_F: + return Rml::Input::KI_F; + case SDLK_G: + return Rml::Input::KI_G; + case SDLK_H: + return Rml::Input::KI_H; + case SDLK_I: + return Rml::Input::KI_I; + case SDLK_J: + return Rml::Input::KI_J; + case SDLK_K: + return Rml::Input::KI_K; + case SDLK_L: + return Rml::Input::KI_L; + case SDLK_M: + return Rml::Input::KI_M; + case SDLK_N: + return Rml::Input::KI_N; + case SDLK_O: + return Rml::Input::KI_O; + case SDLK_P: + return Rml::Input::KI_P; + case SDLK_Q: + return Rml::Input::KI_Q; + case SDLK_R: + return Rml::Input::KI_R; + case SDLK_S: + return Rml::Input::KI_S; + case SDLK_T: + return Rml::Input::KI_T; + case SDLK_U: + return Rml::Input::KI_U; + case SDLK_V: + return Rml::Input::KI_V; + case SDLK_W: + return Rml::Input::KI_W; + case SDLK_X: + return Rml::Input::KI_X; + case SDLK_Y: + return Rml::Input::KI_Y; + case SDLK_Z: + return Rml::Input::KI_Z; + case SDLK_SEMICOLON: + return Rml::Input::KI_OEM_1; + case SDLK_PLUS: + return Rml::Input::KI_OEM_PLUS; + case SDLK_COMMA: + return Rml::Input::KI_OEM_COMMA; + case SDLK_MINUS: + return Rml::Input::KI_OEM_MINUS; + case SDLK_PERIOD: + return Rml::Input::KI_OEM_PERIOD; + case SDLK_SLASH: + return Rml::Input::KI_OEM_2; + case SDLK_GRAVE: + return Rml::Input::KI_OEM_3; + case SDLK_LEFTBRACKET: + return Rml::Input::KI_OEM_4; + case SDLK_BACKSLASH: + return Rml::Input::KI_OEM_5; + case SDLK_RIGHTBRACKET: + return Rml::Input::KI_OEM_6; + case SDLK_DBLAPOSTROPHE: + return Rml::Input::KI_OEM_7; + case SDLK_KP_0: + return Rml::Input::KI_NUMPAD0; + case SDLK_KP_1: + return Rml::Input::KI_NUMPAD1; + case SDLK_KP_2: + return Rml::Input::KI_NUMPAD2; + case SDLK_KP_3: + return Rml::Input::KI_NUMPAD3; + case SDLK_KP_4: + return Rml::Input::KI_NUMPAD4; + case SDLK_KP_5: + return Rml::Input::KI_NUMPAD5; + case SDLK_KP_6: + return Rml::Input::KI_NUMPAD6; + case SDLK_KP_7: + return Rml::Input::KI_NUMPAD7; + case SDLK_KP_8: + return Rml::Input::KI_NUMPAD8; + case SDLK_KP_9: + return Rml::Input::KI_NUMPAD9; + case SDLK_KP_ENTER: + return Rml::Input::KI_NUMPADENTER; + case SDLK_KP_MULTIPLY: + return Rml::Input::KI_MULTIPLY; + case SDLK_KP_PLUS: + return Rml::Input::KI_ADD; + case SDLK_KP_MINUS: + return Rml::Input::KI_SUBTRACT; + case SDLK_KP_PERIOD: + return Rml::Input::KI_DECIMAL; + case SDLK_KP_DIVIDE: + return Rml::Input::KI_DIVIDE; + case SDLK_KP_EQUALS: + return Rml::Input::KI_OEM_NEC_EQUAL; + case SDLK_BACKSPACE: + return Rml::Input::KI_BACK; + case SDLK_TAB: + return Rml::Input::KI_TAB; + case SDLK_CLEAR: + return Rml::Input::KI_CLEAR; + case SDLK_RETURN: + return Rml::Input::KI_RETURN; + case SDLK_PAUSE: + return Rml::Input::KI_PAUSE; + case SDLK_CAPSLOCK: + return Rml::Input::KI_CAPITAL; + case SDLK_PAGEUP: + return Rml::Input::KI_PRIOR; + case SDLK_PAGEDOWN: + return Rml::Input::KI_NEXT; + case SDLK_END: + return Rml::Input::KI_END; + case SDLK_HOME: + return Rml::Input::KI_HOME; + case SDLK_LEFT: + return Rml::Input::KI_LEFT; + case SDLK_UP: + return Rml::Input::KI_UP; + case SDLK_RIGHT: + return Rml::Input::KI_RIGHT; + case SDLK_DOWN: + return Rml::Input::KI_DOWN; + case SDLK_INSERT: + return Rml::Input::KI_INSERT; + case SDLK_DELETE: + return Rml::Input::KI_DELETE; + case SDLK_HELP: + return Rml::Input::KI_HELP; + case SDLK_F1: + return Rml::Input::KI_F1; + case SDLK_F2: + return Rml::Input::KI_F2; + case SDLK_F3: + return Rml::Input::KI_F3; + case SDLK_F4: + return Rml::Input::KI_F4; + case SDLK_F5: + return Rml::Input::KI_F5; + case SDLK_F6: + return Rml::Input::KI_F6; + case SDLK_F7: + return Rml::Input::KI_F7; + case SDLK_F8: + return Rml::Input::KI_F8; + case SDLK_F9: + return Rml::Input::KI_F9; + case SDLK_F10: + return Rml::Input::KI_F10; + case SDLK_F11: + return Rml::Input::KI_F11; + case SDLK_F12: + return Rml::Input::KI_F12; + case SDLK_F13: + return Rml::Input::KI_F13; + case SDLK_F14: + return Rml::Input::KI_F14; + case SDLK_F15: + return Rml::Input::KI_F15; + case SDLK_NUMLOCKCLEAR: + return Rml::Input::KI_NUMLOCK; + case SDLK_SCROLLLOCK: + return Rml::Input::KI_SCROLL; + case SDLK_LSHIFT: + return Rml::Input::KI_LSHIFT; + case SDLK_RSHIFT: + return Rml::Input::KI_RSHIFT; + case SDLK_LCTRL: + return Rml::Input::KI_LCONTROL; + case SDLK_RCTRL: + return Rml::Input::KI_RCONTROL; + case SDLK_LALT: + return Rml::Input::KI_LMENU; + case SDLK_RALT: + return Rml::Input::KI_RMENU; + case SDLK_LGUI: + return Rml::Input::KI_LMETA; + case SDLK_RGUI: + return Rml::Input::KI_RMETA; + default: + break; + } + return Rml::Input::KI_UNKNOWN; + } } // namespace ia::iae namespace ia::iae { - //Rml::Context* g_context{}; + Rml::Context *g_context{}; VOID UI::Initialize(IN INT32 width, IN INT32 height) { - //Rml::SetRenderInterface(&g_rmlUIRenderInterface); - //Rml::Initialise(); - //g_context = Rml::CreateContext("main", Rml::Vector2i(width, height)); + Rml::SetRenderInterface(&g_rmlUIRenderInterface); + Rml::Initialise(); + g_context = Rml::CreateContext("main", Rml::Vector2i(width, height)); + //Rml::Debugger::Initialise(g_context); + //Rml::Debugger::SetVisible(true); + //Rml::LoadFontFace("Roboto-Black.ttf"); } VOID UI::Terminate() { - //Rml::Shutdown(); + Rml::Shutdown(); } VOID UI::Update() { - //g_context->Update(); + g_context->Update(); } VOID UI::Draw() { - //g_context->Render(); + g_context->Render(); } - VOID UI::OnEvent(IN PVOID event) + VOID UI::OnEvent(IN PVOID _event) { - + const auto keymods = GetKeyModifierState(); + const auto event = (SDL_Event *) _event; + switch (event->type) + { + case SDL_EventType::SDL_EVENT_MOUSE_MOTION: + g_context->ProcessMouseMove(event->motion.x, event->motion.y, keymods); + break; + case SDL_EventType::SDL_EVENT_MOUSE_BUTTON_UP: + g_context->ProcessMouseButtonUp(SDLMouseButtonToRml(event->button.button), keymods); + break; + case SDL_EventType::SDL_EVENT_MOUSE_BUTTON_DOWN: + g_context->ProcessMouseButtonDown(SDLMouseButtonToRml(event->button.button), keymods); + break; + case SDL_EventType::SDL_EVENT_KEY_DOWN: + g_context->ProcessKeyDown(SDLKeyToRml(event->key.key), keymods); + break; + case SDL_EventType::SDL_EVENT_KEY_UP: + g_context->ProcessKeyUp(SDLKeyToRml(event->key.key), keymods); + break; + } } VOID UI::OnResize(IN INT32 width, IN INT32 height) @@ -76,14 +369,31 @@ namespace ia::iae namespace ia::iae { - /*Rml::CompiledGeometryHandle RmlUIRenderInterface::CompileGeometry(Rml::Span vertices, + Rml::CompiledGeometryHandle RmlUIRenderInterface::CompileGeometry(Rml::Span vertices, Rml::Span indices) { + Vector _vertices; + Vector _indices; + for (const auto &v : vertices) + _vertices.pushBack({glm::vec3{v.position.x, v.position.y, 0.0f}, glm::vec2{v.tex_coord.x, v.tex_coord.y}, + glm::vec4{v.colour.red / 255.0f, v.colour.green / 255.0f, v.colour.blue / 255.0f, + v.colour.alpha / 255.0f}}); + for (const auto &v : indices) + _indices.pushBack(v); + return Renderer::CreateMesh(_vertices, _indices); } void RmlUIRenderInterface::RenderGeometry(Rml::CompiledGeometryHandle geometry, Rml::Vector2f translation, Rml::TextureHandle texture) { + Renderer::SetState_FlippedH(false); + Renderer::SetState_FlippedV(false); + Renderer::SetState_CameraRelative(false); + Renderer::SetState_TextureOffset(0, 0); + if (texture) + Renderer::Draw(geometry, g_textures[texture - 1].GetHandle(), {translation.x, translation.y}, {1.0f, 1.0f}); + else + Renderer::Draw(geometry, 0, {translation.x, translation.y}, {1.0f, 1.0f}); } void RmlUIRenderInterface::ReleaseGeometry(Rml::CompiledGeometryHandle geometry) @@ -92,11 +402,15 @@ namespace ia::iae Rml::TextureHandle RmlUIRenderInterface::LoadTexture(Rml::Vector2i &texture_dimensions, const Rml::String &source) { + return 0; } Rml::TextureHandle RmlUIRenderInterface::GenerateTexture(Rml::Span source, Rml::Vector2i source_dimensions) { + g_textures.pushBack( + Engine::CreateTexture((PCUINT8) source.data(), (INT32) source_dimensions.x, (INT32) source_dimensions.y)); + return g_textures.size(); } void RmlUIRenderInterface::ReleaseTexture(Rml::TextureHandle texture) @@ -105,9 +419,11 @@ namespace ia::iae void RmlUIRenderInterface::EnableScissorRegion(bool enable) { + Renderer::SetState_ScissorEnabled(enable); } void RmlUIRenderInterface::SetScissorRegion(Rml::Rectanglei region) { - }*/ + Renderer::SetState_Scissor({region.Left(), region.Top(), region.Right(), region.Bottom()}); + } } // namespace ia::iae \ No newline at end of file diff --git a/Src/IAEngine/imp/glsl/UnlitMesh/UnlitMesh.frag b/Src/IAEngine/imp/glsl/UnlitMesh/UnlitMesh.frag index d1a5302..a6928f3 100644 --- a/Src/IAEngine/imp/glsl/UnlitMesh/UnlitMesh.frag +++ b/Src/IAEngine/imp/glsl/UnlitMesh/UnlitMesh.frag @@ -2,6 +2,7 @@ #extension GL_ARB_separate_shader_objects : enable layout(location = 0) in vec2 inTexCoord; +layout(location = 1) in vec4 inVertexColor; layout(location = 0) out vec4 outColor; @@ -19,7 +20,7 @@ void main() uv += ubo.uvOffset; if(ubo.flippedH) uv.x = 1.0 - uv.x; if(ubo.flippedV) uv.y = 1.0 - uv.y; - outColor = texture(texSampler, uv) * ubo.colorOverlay; + outColor = texture(texSampler, uv) * inVertexColor * ubo.colorOverlay; if(outColor.w < 0.1) discard; } \ No newline at end of file diff --git a/Src/IAEngine/imp/glsl/UnlitMesh/UnlitMesh.vert b/Src/IAEngine/imp/glsl/UnlitMesh/UnlitMesh.vert index e1ebc9d..f864f68 100644 --- a/Src/IAEngine/imp/glsl/UnlitMesh/UnlitMesh.vert +++ b/Src/IAEngine/imp/glsl/UnlitMesh/UnlitMesh.vert @@ -3,8 +3,10 @@ layout (location = 0) in vec3 inPosition; layout (location = 1) in vec2 inTexCoord; +layout (location = 2) in vec4 inVertexColor; layout(location = 0) out vec2 outTexCoord; +layout(location = 1) out vec4 outVertexColor; layout(set = 1, binding = 0) uniform UBO_Vertex_PerScene { mat4 projection; @@ -20,4 +22,5 @@ void main() { gl_Position = uboPerScene.projection * uboPerFrame.view * uboPerDraw.model * vec4(inPosition, 1.0f); outTexCoord = inTexCoord; + outVertexColor = inVertexColor; } \ No newline at end of file diff --git a/Src/IAEngine/imp/hpp/EmbeddedShaders.hpp b/Src/IAEngine/imp/hpp/EmbeddedShaders.hpp index 206de4f..ca96b99 100644 --- a/Src/IAEngine/imp/hpp/EmbeddedShaders.hpp +++ b/Src/IAEngine/imp/hpp/EmbeddedShaders.hpp @@ -24,10 +24,10 @@ namespace ia::iae { -CONSTEXPR UINT8 SHADER_SOURCE_UNLITMESH_VERT[1964] = { 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-CONSTEXPR UINT8 SHADER_SOURCE_UNLITMESH_FRAG[1964] = { 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+CONSTEXPR UINT8 SHADER_SOURCE_UNLITMESH_FRAG[2076] = { 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} // namespace ia::iae diff --git a/Src/IAEngine/inc/IAEngine/Rendering/Renderer.hpp b/Src/IAEngine/inc/IAEngine/Rendering/Renderer.hpp index 1670e57..72170e9 100644 --- a/Src/IAEngine/inc/IAEngine/Rendering/Renderer.hpp +++ b/Src/IAEngine/inc/IAEngine/Rendering/Renderer.hpp @@ -47,6 +47,8 @@ namespace ia::iae STATIC VOID SetState_FlippedH(IN BOOL value); STATIC VOID SetState_FlippedV(IN BOOL value); STATIC VOID SetState_CameraRelative(IN BOOL value); + STATIC VOID SetState_ScissorEnabled(IN BOOL value); + STATIC VOID SetState_Scissor(IN CONST glm::vec4& region); STATIC VOID SetState_TextureOffset(IN FLOAT32 u, IN FLOAT32 v); public: diff --git a/Src/IAEngine/inc/IAEngine/Rendering/Types.hpp b/Src/IAEngine/inc/IAEngine/Rendering/Types.hpp index e420b8a..65f7cb2 100644 --- a/Src/IAEngine/inc/IAEngine/Rendering/Types.hpp +++ b/Src/IAEngine/inc/IAEngine/Rendering/Types.hpp @@ -24,5 +24,6 @@ namespace ia::iae { glm::vec3 Position{}; glm::vec2 UV{}; + glm::vec4 Color{}; }; } \ No newline at end of file diff --git a/Src/IAEngine/inc/IAEngine/Texture.hpp b/Src/IAEngine/inc/IAEngine/Texture.hpp index b55759b..6d91a18 100644 --- a/Src/IAEngine/inc/IAEngine/Texture.hpp +++ b/Src/IAEngine/inc/IAEngine/Texture.hpp @@ -23,8 +23,8 @@ namespace ia::iae class Texture { public: - Texture(IN Handle handle, IN INT32 width, IN INT32 height); Texture(); + Texture(IN Handle handle, IN INT32 width, IN INT32 height); ~Texture(); public: