This commit is contained in:
Isuru Samarathunga
2025-11-08 23:46:47 +05:30
parent 042ff451b1
commit 73d26b2f35
41 changed files with 4348 additions and 532 deletions

View File

@ -1,4 +1,6 @@
add_subdirectory(Common/)
add_subdirectory(ConfigParser/)
add_subdirectory(RenderCore/)
add_subdirectory(IAEngine/)
add_subdirectory(CLI/)

10
Src/Common/CMakeLists.txt Normal file
View File

@ -0,0 +1,10 @@
set(SRC_FILES
"imp/cpp/Common.cpp"
)
add_library(Common STATIC ${SRC_FILES})
target_include_directories(Common PUBLIC inc)
target_include_directories(Common PRIVATE imp/hpp)
target_link_libraries(Common PUBLIC IACore SDL3::SDL3 glm::glm pugixml::pugixml)

View File

View File

@ -0,0 +1,48 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include <IACore/Exception.hpp>
#include <IACore/Logger.hpp>
#include <IACore/Map.hpp>
#include <IACore/Memory.hpp>
#include <IACore/String.hpp>
#include <IACore/Vector.hpp>
#include <glm/ext/matrix_clip_space.hpp>
#include <glm/ext/matrix_transform.hpp>
#include <glm/ext/scalar_constants.hpp>
#include <glm/mat4x4.hpp>
#include <glm/vec2.hpp>
#include <glm/vec3.hpp>
#include <glm/vec4.hpp>
namespace ia::iae
{
STATIC CONSTEXPR IA_VERSION_TYPE ENGINE_VERSION = IA_MAKE_VERSION(1, 0, 0);
using Handle = INT64;
STATIC CONSTEXPR Handle INVALID_HANDLE = -1;
using Vec2 = glm::vec2;
using Vec3 = glm::vec3;
using Vec4 = glm::vec4;
using IVec2 = glm::ivec2;
using IVec3 = glm::ivec3;
using IVec4 = glm::ivec4;
using Mat4 = glm::mat4;
} // namespace ia::iae

View File

@ -0,0 +1,10 @@
set(SRC_FILES
"imp/cpp/ConfigData.cpp"
)
add_library(ConfigData STATIC ${SRC_FILES})
target_include_directories(ConfigData PUBLIC inc)
target_include_directories(ConfigData PRIVATE imp/hpp)
target_link_libraries(ConfigData PUBLIC Common)

View File

@ -0,0 +1,83 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include <ConfigData/ConfigData.hpp>
#include <IACore/File.hpp>
namespace ia::iae
{
ConfigData::ConfigData(IN pugi::xml_document &&document, IN CONST String &type, IN CONST String &name,
IN pugi::xml_node propertiesNode, IN Vector<pugi::xml_node> &&childNodes)
: m_document(IA_MOVE(document)), m_type(type), m_name(name), m_propertiesNode(propertiesNode),
m_childNodes(IA_MOVE(childNodes))
{
}
RefPtr<ConfigData> ConfigData::LoadFromFile(IN CONST String &path)
{
return LoadFromMemory(File::ReadToString(path));
}
RefPtr<ConfigData> ConfigData::LoadFromMemory(IN CONST String &data)
{
pugi::xml_document doc;
if (!doc.load_string(data.c_str()))
return nullptr;
if (std::distance(doc.children().begin(), doc.children().end()) != 1)
return nullptr;
const auto rootNode = *doc.children().begin();
// Verify Engine Version
{
const auto engineInfoNode = rootNode.child("IAEngine");
if (!engineInfoNode)
return nullptr;
const auto engineVersionNode = engineInfoNode.child("EngineVersion");
if (!engineVersionNode)
return nullptr;
const auto engineVersion = IA_PARSE_VERSION_STRING(engineVersionNode.text().as_string());
if (engineVersion > ENGINE_VERSION)
{
CFG_LOG_WARN("XML data file was created with a newer version of IAEngine, skipping..");
return nullptr;
}
}
const auto propertiesNode = rootNode.child("Properties");
if (!propertiesNode)
return nullptr;
Vector<pugi::xml_node> childNodes;
for (auto &c : rootNode.children())
{
if ((!strcmp(c.name(), "Properties")) || (!strcmp(c.name(), "IAEngine")))
continue;
childNodes.pushBack(c);
}
const auto nameAttr = rootNode.attribute("name");
return MakeRefPtr<ConfigData>(IA_MOVE(doc), rootNode.name(), nameAttr ? nameAttr.as_string() : "",
propertiesNode, IA_MOVE(childNodes));
}
pugi::xml_node ConfigData::Property(IN CONST String &name)
{
return m_propertiesNode.child(name.c_str());
}
} // namespace ia::iae

View File

@ -0,0 +1,33 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include <Common/Base.hpp>
#include <pugixml.hpp>
#define CFG_LOG_TAG "CFG"
#define CFG_LOG_INFO(...) ia::Logger::Info(CFG_LOG_TAG, __VA_ARGS__)
#define CFG_LOG_WARN(...) ia::Logger::Warn(CFG_LOG_TAG, __VA_ARGS__)
#define CFG_LOG_ERROR(...) ia::Logger::Error(CFG_LOG_TAG, __VA_ARGS__)
#define CFG_LOG_SUCCESS(...) ia::Logger::Success(CFG_LOG_TAG, __VA_ARGS__)
namespace ia::iae
{
} // namespace ia::iae

View File

@ -0,0 +1,59 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include <ConfigData/Base.hpp>
namespace ia::iae
{
class ConfigData
{
public:
STATIC RefPtr<ConfigData> LoadFromFile(IN CONST String &path);
STATIC RefPtr<ConfigData> LoadFromMemory(IN CONST String &data);
public:
pugi::xml_node Property(IN CONST String &name);
public:
CONST String &Type() CONST
{
return m_type;
}
CONST String &Name() CONST
{
return m_name;
}
CONST Vector<pugi::xml_node> &Children() CONST
{
return m_childNodes;
}
private:
CONST String m_type;
CONST String m_name;
CONST pugi::xml_document m_document;
CONST pugi::xml_node m_propertiesNode;
CONST Vector<pugi::xml_node> m_childNodes;
public:
ConfigData(IN pugi::xml_document &&document, IN CONST String &type, IN CONST String &name,
IN pugi::xml_node propertiesNode, IN Vector<pugi::xml_node> &&childNodes);
};
} // namespace ia::iae

View File

@ -1,8 +1,12 @@
set(SRC_FILES
"imp/cpp/UI.cpp"
"imp/cpp/Main.cpp"
"imp/cpp/Editor.cpp"
"imp/cpp/Project.cpp"
"imp/cpp/GamePreview.cpp"
"imp/cpp/View/AssetBrowser.cpp"
# imgui
"imp/cpp/Vendor/imgui/imgui.cpp"
"imp/cpp/Vendor/imgui/imgui_draw.cpp"

File diff suppressed because one or more lines are too long

View File

@ -17,7 +17,7 @@
#include <GamePreview.hpp>
#include <RenderCore/RenderCore.hpp>
namespace ia::iae::editor
namespace ia::iae
{
}

View File

@ -14,9 +14,9 @@
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include <UI.hpp>
#include <Editor.hpp>
int main(int argc, char *argv[])
{
return ia::iae::editor::UI::Run(argc, (const char **) argv);
return ia::iae::Editor::Instance().Run(argc, (const char **) argv);
}

View File

@ -0,0 +1,38 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include <Project.hpp>
#include <ConfigData/ConfigData.hpp>
#include <filesystem>
namespace ia::iae
{
RefPtr<Project> Project::Load(IN CONST String &directory)
{
const auto config = ConfigData::LoadFromFile(BuildString(directory, "/", "Project.iae"));
return MakeRefPtr<Project>(config->Name(), std::filesystem::canonical(directory.c_str()).string().c_str());
}
Project::Project(IN CONST String& name, IN CONST String& absolutePath):
m_projectName(name), m_projectAbsolutePath(absolutePath), m_assetDirectory(BuildString(absolutePath, "/Assets/"))
{
IA_ASSERT(std::filesystem::exists(m_assetDirectory.c_str()));
}
Project::~Project()
{
}
} // namespace ia::iae

View File

@ -20,23 +20,26 @@
#include <Vendor/imgui/backends/imgui_impl_sdl3.h>
#include <Vendor/imgui/backends/imgui_impl_sdlgpu3.h>
#include <Vendor/imgui/imgui.h>
#include <UI.hpp>
namespace ia::iae::editor
{
CONST IVec2 gamePreviewResolution = {800, 608};
#include <View/AssetBrowser.hpp>
IVec2 g_windowExtent{800, 600};
RDC_Texture *g_gamePreviewTexture{};
namespace ia::iae
{
EXTERN IVec2 g_windowExtent;
EXTERN RDC_Texture *g_gamePreviewTexture;
View_AssetBrowser g_assetBrowserView;
VOID UI::Initialize()
{
g_assetBrowserView.Initialize();
}
VOID UI::Terminate()
{
g_assetBrowserView.Terminate();
}
VOID UI::Update()
@ -66,142 +69,19 @@ namespace ia::iae::editor
{ // Properties View
ImGui::Begin("Properties", nullptr,
ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse);
ImGui::SetWindowSize({g_windowExtent.x / 2.0f - gamePreviewViewSize.x / 2.0f - 15.0f, gamePreviewViewSize.y + 35});
ImGui::SetWindowSize(
{g_windowExtent.x / 2.0f - gamePreviewViewSize.x / 2.0f - 15.0f, gamePreviewViewSize.y + 35});
ImGui::SetWindowPos({g_windowExtent.x - ImGui::GetWindowSize().x, 0.0f});
ImGui::End();
}
{ // Tileset View
ImGui::Begin("Tilesets", nullptr,
{ // Asset Browser View
ImGui::Begin("Asset Browser", nullptr,
ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse);
ImGui::SetWindowPos({0.0f, gamePreviewViewSize.y + 35});
ImGui::SetWindowSize({(FLOAT32) g_windowExtent.x, (FLOAT32) g_windowExtent.y - gamePreviewViewSize.y - 35});
g_assetBrowserView.Render();
ImGui::End();
}
}
} // namespace ia::iae::editor
namespace ia::iae
{
EXTERN Vec2 g_designViewport;
EXTERN SDL_Window *g_windowHandle;
} // namespace ia::iae
namespace ia::iae::editor
{
ImDrawData *g_imDrawData{};
INT32 UI::Run(IN INT32 argc, IN PCCHAR argv[])
{
INT32 frameCounter{0};
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_GAMEPAD))
THROW_UNKNOWN("Failed to intialize SDL: ", SDL_GetError());
if (!(g_windowHandle = SDL_CreateWindow("IAEngine", g_windowExtent.x, g_windowExtent.y,
SDL_WINDOW_RESIZABLE | SDL_WINDOW_MAXIMIZED)))
THROW_UNKNOWN("Failed to create the SDL window: ", SDL_GetError());
SDL_MaximizeWindow(g_windowHandle);
SDL_GetWindowSizeInPixels(g_windowHandle, &g_windowExtent.x, &g_windowExtent.y);
g_designViewport = gamePreviewResolution;
IAEngine::__Initialize();
g_gamePreviewTexture = new RDC_Texture(RDC_Texture::EType::SAMPLED, g_designViewport.x, g_designViewport.y);
const auto mainScale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
IMGUI_CHECKVERSION();
ImGui::CreateContext();
auto &imGUIIO = ImGui::GetIO();
imGUIIO.IniFilename = nullptr;
imGUIIO.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
imGUIIO.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
ImGui::StyleColorsClassic();
ImGuiStyle &style = ImGui::GetStyle();
style.ScaleAllSizes(mainScale);
style.FontScaleDpi = mainScale;
ImGui_ImplSDLGPU3_InitInfo initInfo{.Device = RDC_Device::GetHandle(),
.ColorTargetFormat = RDC_Device::GetSwapchainTextureFormat(),
.PresentMode = SDL_GPU_PRESENTMODE_VSYNC};
ImGui_ImplSDL3_InitForSDLGPU(g_windowHandle);
ImGui_ImplSDLGPU3_Init(&initInfo);
Initialize();
SDL_Event event{};
while (true)
{
SDL_PollEvent(&event);
if (event.type == SDL_EVENT_QUIT)
break;
IAEngine::__ProcessEvent(&event);
IAEngine::__Update();
ImGui_ImplSDL3_ProcessEvent(&event);
Update();
frameCounter++;
if (frameCounter >= 60)
{
frameCounter = 0;
IAEngine::__FixedUpdate();
}
IAEngine::__RenderToTexture(g_gamePreviewTexture->GetHandle());
ImGui_ImplSDLGPU3_NewFrame();
ImGui_ImplSDL3_NewFrame();
ImGui::NewFrame();
Draw();
ImGui::Render();
STATIC SDL_GPURenderPass *ActiveRenderPass{};
STATIC SDL_GPUCommandBuffer *ActiveCommandBuffer{};
STATIC SDL_GPUColorTargetInfo ActiveColorTargetInfo{.clear_color = SDL_FColor{0.0f, 0.0f, 0.0f, 1.0f},
.load_op = SDL_GPU_LOADOP_CLEAR,
.store_op = SDL_GPU_STOREOP_STORE};
if (!(ActiveCommandBuffer = SDL_AcquireGPUCommandBuffer(RDC_Device::GetHandle())))
THROW_UNKNOWN("Failed to acquire SDL GPU command buffer: ", SDL_GetError());
g_imDrawData = ImGui::GetDrawData();
ImGui_ImplSDLGPU3_PrepareDrawData(g_imDrawData, ActiveCommandBuffer);
SDL_GPUTexture *swapChainTexture{};
if (!SDL_WaitAndAcquireGPUSwapchainTexture(ActiveCommandBuffer, g_windowHandle, &swapChainTexture, nullptr,
nullptr))
THROW_UNKNOWN("Failed to acquire SDL GPU Swapchain texture: ", SDL_GetError());
ActiveColorTargetInfo.texture = swapChainTexture;
ActiveColorTargetInfo.clear_color = SDL_FColor{0.3f, 0.3f, 0.3f, 1.0f};
ActiveRenderPass = SDL_BeginGPURenderPass(ActiveCommandBuffer, &ActiveColorTargetInfo, 1, nullptr);
ImGui_ImplSDLGPU3_RenderDrawData(g_imDrawData, ActiveCommandBuffer, ActiveRenderPass);
SDL_EndGPURenderPass(ActiveRenderPass);
SDL_SubmitGPUCommandBuffer(ActiveCommandBuffer);
RDC_Device::WaitForIdle();
}
Terminate();
ImGui_ImplSDL3_Shutdown();
ImGui_ImplSDLGPU3_Shutdown();
ImGui::DestroyContext();
delete g_gamePreviewTexture;
IAEngine::__Terminate();
SDL_DestroyWindow(g_windowHandle);
return 0;
}
} // namespace ia::iae::editor

View File

@ -0,0 +1,97 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include <View/AssetBrowser.hpp>
namespace ia::iae
{
VOID View_AssetBrowser::Initialize()
{
if (!std::filesystem::exists("Assets"))
THROW_INVALID_DATA("Not a valid IAEngine project directory");
m_assetDirectoryPath = std::filesystem::current_path() / "Assets/";
ChangeCurrentOpenDirectory(m_assetDirectoryPath);
FillFileEntries(m_assetDirectoryPath, m_assetDirectoryFiles);
}
VOID View_AssetBrowser::Terminate()
{
}
VOID View_AssetBrowser::Render()
{
PreRender();
if (ImGui::BeginTable("root", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_SizingStretchProp))
{
ImGui::TableSetupColumn("Navigation", ImGuiTableColumnFlags_WidthStretch, 0.25f);
ImGui::TableSetupColumn("Asset Browser", ImGuiTableColumnFlags_WidthStretch, 0.75f);
ImGui::TableNextColumn();
if (ImGui::BeginChild("Navigation", ImVec2(0, -FLT_MIN)))
{
for (const auto &t : m_assetDirectoryFiles)
{
ImGui::Text("%s %s", t.Icon, t.Name.c_str());
}
}
ImGui::EndChild();
ImGui::TableNextColumn();
if (ImGui::BeginChild("Asset Browser", ImVec2(0, -FLT_MIN)))
{
}
ImGui::EndChild();
ImGui::EndTable();
}
PostRender();
}
VOID View_AssetBrowser::ChangeCurrentOpenDirectory(IN CONST std::filesystem::path &path)
{
m_currentOpenDirectoryPath = path;
std::filesystem::current_path(m_currentOpenDirectoryPath);
FillFileEntries(m_currentOpenDirectoryPath, m_currentOpenDirectoryFiles);
}
VOID View_AssetBrowser::FillFileEntries(IN CONST std::filesystem::path &path, IN Vector<FileEntry> &fileEntries)
{
for (const auto &t : std::filesystem::directory_iterator(path))
{
if (!t.is_directory())
continue;
fileEntries.pushBack(
{.Icon = ICON_FA_FOLDER, .Name = t.path().filename().string().c_str(), .IsDirectory = true});
}
for (const auto &t : std::filesystem::directory_iterator(path))
{
if (t.is_directory())
continue;
fileEntries.pushBack({.Icon = GetFileEntryIcon(t.path().extension().string().c_str()),
.Name = t.path().filename().string().c_str(),
.IsDirectory = false});
}
}
PCCHAR View_AssetBrowser::GetFileEntryIcon(IN PCCHAR extension)
{
if(!strcmp(extension, ".xml"))
return ICON_FA_CODE;
return "";
}
} // namespace ia::iae::editor

View File

@ -18,7 +18,10 @@
#include <IAEngine/Base.hpp>
namespace ia::iae::editor
#include <Vendor/imgui/imgui.h>
#include <Vendor/IconsFontAwesome7.h>
namespace ia::iae
{
}

View File

@ -0,0 +1,48 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include <Project.hpp>
namespace ia::iae
{
class Editor
{
STATIC Editor s_instance;
public:
STATIC Editor &Instance()
{
return s_instance;
}
public:
VOID LoadProject(IN CONST String &directory);
public:
CONST Project *GetActiveProject() CONST
{
return m_activeProject.get();
}
public:
INT32 Run(IN INT32 argc, IN PCCHAR argv[]);
private:
RefPtr<Project> m_activeProject{};
};
} // namespace ia::iae

View File

@ -18,7 +18,7 @@
#include <Base.hpp>
namespace ia::iae::editor
namespace ia::iae
{
class GamePreview
{

View File

@ -0,0 +1,48 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include <Base.hpp>
namespace ia::iae
{
class Project
{
public:
STATIC RefPtr<Project> Load(IN CONST String &directory);
public:
CONST String &Name() CONST
{
return m_projectName;
}
CONST String &AssetDirectory() CONST
{
return m_assetDirectory;
}
private:
CONST String m_projectName;
CONST String m_assetDirectory;
CONST String m_projectAbsolutePath;
public:
Project(IN CONST String &name, IN CONST String &absolutePath);
~Project();
};
} // namespace ia::iae

View File

@ -18,14 +18,13 @@
#include <Base.hpp>
namespace ia::iae::editor
namespace ia::iae
{
CONST IVec2 gamePreviewResolution = {800, 608};
class UI
{
public:
STATIC INT32 Run(IN INT32 argc, IN PCCHAR argv[]);
private:
STATIC VOID Initialize();
STATIC VOID Terminate();
STATIC VOID Update();

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,51 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include <View/IView.hpp>
#include <filesystem>
namespace ia::iae
{
class View_AssetBrowser : public IView
{
struct FileEntry
{
PCCHAR Icon{""};
String Name{};
BOOL IsDirectory{};
};
public:
VOID Initialize();
VOID Terminate();
VOID Render();
private:
VOID ChangeCurrentOpenDirectory(IN CONST std::filesystem::path &path);
VOID FillFileEntries(IN CONST std::filesystem::path &path, IN Vector<FileEntry> &fileEntries);
PCCHAR GetFileEntryIcon(IN PCCHAR extension);
private:
Vector<FileEntry> m_assetDirectoryFiles;
std::filesystem::path m_assetDirectoryPath{};
Vector<FileEntry> m_currentOpenDirectoryFiles;
std::filesystem::path m_currentOpenDirectoryPath{};
};
} // namespace ia::iae::editor

View File

@ -0,0 +1,46 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include <Base.hpp>
namespace ia::iae
{
class IView
{
public:
PURE_VIRTUAL(VOID Initialize());
PURE_VIRTUAL(VOID Terminate());
PURE_VIRTUAL(VOID Render());
protected:
INLINE VOID PreRender();
INLINE VOID PostRender();
protected:
ImVec2 m_extent{};
};
VOID IView::PreRender()
{
m_extent = ImGui::GetWindowSize();
}
VOID IView::PostRender()
{
}
} // namespace ia::iae::editor

View File

@ -3,6 +3,7 @@ set(SRC_FILES
"imp/cpp/Scene.cpp"
"imp/cpp/GameData.cpp"
"imp/cpp/AssetManager.cpp"
#"imp/cpp/EmbeddedResources.cpp"
)
@ -11,5 +12,5 @@ add_library(IAEngine STATIC ${SRC_FILES})
target_include_directories(IAEngine PUBLIC inc)
target_include_directories(IAEngine PRIVATE imp/hpp)
target_link_libraries(IAEngine PUBLIC RenderCore pugixml::pugixml)
target_link_libraries(IAEngine PUBLIC RenderCore ConfigData)
target_link_libraries(IAEngine PRIVATE ZLIB::ZLIBSTATIC SDL3_mixer::SDL3_mixer)

View File

@ -0,0 +1,272 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include <IAEngine/AssetManager.hpp>
#include <IAEngine/IAEngine.hpp>
#include <SDL3/SDL_iostream.h>
#define STB_IMAGE_IMPLEMENTATION
#include <Vendor/stb/stb_image.h>
#include <RenderCore/RenderCore.hpp>
#include <IACore/DynamicLib.hpp>
namespace ia::iae
{
Handle CreateTextureFromFile(IN PCCHAR path, IN INT32 tileWidth = -1, IN INT32 tileHeight = -1)
{
const auto data = IAEngine::GetAssetManager()->ReadBinaryAsset(path);
INT32 w, h, n;
auto pixels = stbi_load_from_memory(data.data(), data.size(), &w, &h, &n, STBI_rgb_alpha);
if (!pixels)
THROW_INVALID_DATA(path);
const auto t =
RDC::CreateImage(pixels, w, h, tileWidth == -1 ? 1 : w / tileWidth, tileHeight == -1 ? 1 : h / tileHeight);
stbi_image_free(pixels);
return t;
}
VOID AssetManager::Initialize()
{
}
VOID AssetManager::Terminate()
{
for (SIZE_T i = 0; i < m_assets.size(); i++)
DestroyAsset(m_assets[i]);
}
VOID AssetManager::SetAssetDirectory(IN CONST String &path)
{
m_assetDirectory = path;
}
String AssetManager::ReadTextAsset(IN CONST String &path)
{
const auto t = BuildString(m_assetDirectory, "/", path);
SDL_IOStream *f = SDL_IOFromFile(t.c_str(), "r");
if (!f)
THROW_FILE_OPEN_READ(t);
Vector<CHAR> result;
SDL_SeekIO(f, 0, SDL_IO_SEEK_END);
result.resize(SDL_TellIO(f) + 1);
SDL_SeekIO(f, 0, SDL_IO_SEEK_SET);
SDL_ReadIO(f, result.data(), result.size());
result.back() = '\0';
SDL_CloseIO(f);
return result.data();
}
Vector<UINT8> AssetManager::ReadBinaryAsset(IN CONST String &path)
{
const auto t = BuildString(m_assetDirectory, "/", path);
SDL_IOStream *f = SDL_IOFromFile(t.c_str(), "rb");
if (!f)
THROW_FILE_OPEN_READ(t);
Vector<UINT8> result;
SDL_SeekIO(f, 0, SDL_IO_SEEK_END);
result.resize(SDL_TellIO(f));
SDL_SeekIO(f, 0, SDL_IO_SEEK_SET);
SDL_ReadIO(f, result.data(), result.size());
SDL_CloseIO(f);
return result;
}
Asset_Plugin *AssetManager::LoadPlugin(IN CONST String &path)
{
auto lib = DynamicLib::Load(BuildString(m_assetDirectory, "/Plugins"), path);
auto t = new Asset_Plugin();
t->OnInitialize = lib.GetFunction<VOID (*)()>("Plugin_OnInitialize");
t->OnTerminate = lib.GetFunction<VOID (*)()>("Plugin_OnTerminate");
t->OnDebugDraw = lib.GetFunction<VOID (*)()>("Plugin_OnDebugDraw");
t->OnFixedUpdate = lib.GetFunction<VOID (*)()>("Plugin_OnFixedUpdate");
t->OnUpdate = lib.GetFunction<VOID (*)(IN FLOAT32 deltaTime)>("Plugin_OnUpdate");
return t;
}
Asset_Sprite *AssetManager::CreateSprite(IN CONST String &path)
{
const auto t = new Asset_Sprite();
t->m_texture = CreateTextureFromFile(path.c_str());
m_assets.pushBack(t);
return t;
}
Asset_Sprite *AssetManager::CreateSprite(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height)
{
const auto t = new Asset_Sprite();
t->m_texture = RDC::CreateImage(rgbaData, width, height);
m_assets.pushBack(t);
return t;
}
Asset_SpriteSheet *AssetManager::CreateSpriteSheet(IN CONST Vector<Vector<Handle>> &animations)
{
THROW_NOT_IMPLEMENTED();
return nullptr;
}
Asset_SpriteSheet *AssetManager::CreateSpriteSheet(IN CONST String &path, IN INT32 spriteWidth,
IN INT32 spriteHeight, IN CONST Vector<INT32> &frameCounts)
{
const auto t = new Asset_SpriteSheet();
t->m_frameCounts = frameCounts;
t->m_texture = CreateTextureFromFile(path.c_str(), spriteWidth, spriteHeight);
m_assets.pushBack(t);
return t;
}
Asset_TileSheet *AssetManager::CreateTileSheet(IN CONST String &path, IN INT32 tileWidth, IN INT32 tileHeight)
{
const auto t = new Asset_TileSheet();
t->m_texture = CreateTextureFromFile(path.c_str(), tileWidth, tileHeight);
m_assets.pushBack(t);
return t;
}
Asset_TileSheet *AssetManager::CreateTileSheet(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height,
IN INT32 tileWidth, IN INT32 tileHeight)
{
const auto t = new Asset_TileSheet();
t->m_texture = RDC::CreateImage(rgbaData, width, height, width / tileWidth, height / tileHeight);
m_assets.pushBack(t);
return t;
}
VOID AssetManager::DestroyAsset(IN IAsset *asset)
{
asset->Destroy();
delete asset;
for (auto &t : m_assets)
if (t == asset)
t = nullptr;
for (auto &t : m_assetNames)
if (t->Value == asset)
t->Value = nullptr;
}
IAsset *AssetManager::GetAssetByName(IN CONST String &name)
{
return m_assetNames[name];
}
VOID AssetManager::AssignAssetName(IN IAsset *asset, IN CONST String &name)
{
m_assetNames[name] = asset;
}
Asset_Scene *AssetManager::CreateScene(IN IVec2 extent)
{
const auto t = new Asset_Scene();
t->m_scene.SetExtent(extent);
m_assets.pushBack(t);
return t;
}
} // namespace ia::iae
namespace ia::iae
{
IAsset::IAsset(IN EAssetType type) : m_type(type)
{
}
IAsset::~IAsset()
{
}
VOID Asset_Sprite::Compile()
{
}
VOID Asset_Sprite::Destroy()
{
}
VOID Asset_SpriteSheet::Compile()
{
}
VOID Asset_SpriteSheet::Destroy()
{
}
VOID Asset_Scene::Compile()
{
}
VOID Asset_Scene::Destroy()
{
}
VOID Asset_Plugin::Compile()
{
}
VOID Asset_Plugin::Destroy()
{
}
} // namespace ia::iae
#include <zlib.h>
namespace ia::iae
{
Vector<UINT8> AssetManager::Inflate(IN PCUINT8 data, IN SIZE_T dataSize)
{
STATIC UINT8 TMP_BUFFER[16384];
Vector<UINT8> result;
result.reserve(dataSize * 3);
z_stream stream;
stream.zalloc = Z_NULL;
stream.zfree = Z_NULL;
stream.opaque = Z_NULL;
stream.avail_in = 0;
stream.next_in = Z_NULL;
if (inflateInit(&stream) != Z_OK)
THROW_UNKNOWN("Inflate failed: init zlib inflate");
stream.avail_in = dataSize;
stream.next_in = (Bytef *) data;
while (true)
{
stream.avail_out = sizeof(TMP_BUFFER);
stream.next_out = TMP_BUFFER;
const auto r = inflate(&stream, Z_SYNC_FLUSH);
result.insert(result.end(), sizeof(TMP_BUFFER) - stream.avail_out, TMP_BUFFER);
if (r == Z_STREAM_END)
break;
else if (r != Z_OK)
THROW_INVALID_DATA("Inflate failed: zlib inflation");
}
inflateEnd(&stream);
return result;
}
Vector<UINT8> AssetManager::Deflate(IN PCUINT8 data, IN SIZE_T dataSize)
{
Vector<UINT8> result;
auto deflateBound = compressBound(dataSize);
result.resize(deflateBound);
compress(result.data(), &deflateBound, data, dataSize);
result.resize(deflateBound);
return result;
}
} // namespace ia::iae

File diff suppressed because one or more lines are too long

View File

@ -17,88 +17,19 @@
#include <GameData.hpp>
#include <IAEngine/IAEngine.hpp>
#include <pugixml.hpp>
#include <ConfigData/ConfigData.hpp>
#include <filesystem>
namespace ia::iae
{
class XMLData
{
public:
STATIC XMLData *Load(IN CONST String &path);
CONST String Type;
CONST String Name;
CONST pugi::xml_node PropertiesNode;
CONST Vector<pugi::xml_node> ChildNodes;
private:
CONST pugi::xml_document m_document;
XMLData(IN pugi::xml_document &&document, IN CONST String &type, IN CONST String &name,
IN pugi::xml_node propertiesNode, IN CONST Vector<pugi::xml_node> &childNodes);
};
XMLData::XMLData(IN pugi::xml_document &&document, IN CONST String &type, IN CONST String &name,
IN pugi::xml_node propertiesNode, IN CONST Vector<pugi::xml_node> &childNodes)
: m_document(IA_MOVE(document)), Type(type), Name(name), PropertiesNode(propertiesNode), ChildNodes(childNodes)
{
}
XMLData *XMLData::Load(IN CONST String &path)
{
pugi::xml_document doc;
if (!doc.load_file(path.c_str()))
return nullptr;
if (std::distance(doc.children().begin(), doc.children().end()) != 1)
return nullptr;
const auto rootNode = *doc.children().begin();
// Verify Engine Version
{
const auto engineInfoNode = rootNode.child("IAEngine");
if (!engineInfoNode)
return nullptr;
const auto engineVersionNode = engineInfoNode.child("EngineVersion");
if (!engineVersionNode)
return nullptr;
const auto engineVersion = IA_PARSE_VERSION_STRING(engineVersionNode.text().as_string());
if (engineVersion > IAEngine::ENGINE_VERSION)
{
IAE_LOG_WARN("XML data file was created with a newer version of IAEngine, skipping..");
return nullptr;
}
}
const auto propertiesNode = rootNode.child("Properties");
if (!propertiesNode)
return nullptr;
Vector<pugi::xml_node> childNodes;
for (auto &c : rootNode.children())
{
if ((!strcmp(c.name(), "Properties")) || (!strcmp(c.name(), "IAEngine")))
continue;
childNodes.pushBack(c);
}
const auto nameAttr = rootNode.attribute("name");
return new XMLData(IA_MOVE(doc), rootNode.name(), nameAttr ? nameAttr.as_string() : "", propertiesNode,
childNodes);
}
} // namespace ia::iae
namespace ia::iae
{
RefPtr<Scene> g_entryScene{};
Asset_Scene* g_entryScene{};
VOID GameData::Initialize()
{
if (!LoadResourceData())
if (!LoadAssetData())
{
IAE_LOG_WARN("Couldn't load \"Resources.XML\", skipping..");
IAE_LOG_WARN("Couldn't load \"Assets.XML\", skipping..");
return;
}
if (!LoadSceneData())
@ -114,7 +45,7 @@ namespace ia::iae
BOOL GameData::LoadSceneData()
{
for (const auto &entry : std::filesystem::directory_iterator("Resources/Scenes/"))
for (const auto &entry : std::filesystem::directory_iterator("Assets/Scenes/"))
{
const auto scene = ParseScene(entry.path().string().c_str());
if (!scene)
@ -126,14 +57,14 @@ namespace ia::iae
return true;
}
BOOL GameData::LoadResourceData()
BOOL GameData::LoadAssetData()
{
auto xml = XMLData::Load("Resources/Resources.xml");
auto xml = ConfigData::LoadFromFile("Assets/Assets.xml");
if (!xml)
return false;
pugi::xml_node entriesNode{};
for (const auto &node : xml->ChildNodes)
for (const auto &node : xml->Children())
{
if (!strcmp(node.name(), "Entries"))
{
@ -154,8 +85,8 @@ namespace ia::iae
}
else if (!strcmp(entry.name(), "TileSheet"))
{
IAEngine::AssignResourceName(
IAEngine::CreateTileSheet(BuildString("Resources/", entry.attribute("path").as_string()),
IAEngine::GetAssetManager()->AssignAssetName(
IAEngine::GetAssetManager()->CreateTileSheet(entry.attribute("path").as_string(),
entry.attribute("tileWidth").as_int(),
entry.attribute("tileHeight").as_int()),
entry.attribute("name").as_string());
@ -164,42 +95,41 @@ namespace ia::iae
THROW_INVALID_DATA();
}
delete xml;
return true;
}
RefPtr<Scene> GameData::ParseScene(IN CONST String &path)
Asset_Scene* GameData::ParseScene(IN CONST String &path)
{
const auto xml = XMLData::Load(path);
const auto xml = ConfigData::LoadFromFile(path);
if (!xml)
return nullptr;
const auto extentNode = xml->PropertiesNode.child("Extent");
const auto extentNode = xml->Property("Extent");
if (!extentNode)
return nullptr;
const auto extent = IVec2{extentNode.attribute("width").as_int(), extentNode.attribute("height").as_int()};
RefPtr<Scene> scene = MakeRefPtr<Scene>(extent);
auto scene = IAEngine::GetAssetManager()->CreateScene(extent);
for (const auto &child : xml->ChildNodes)
for (const auto &child : xml->Children())
{
if (!strcmp(child.name(), "Resources"))
if (!strcmp(child.name(), "Assets"))
{
for (const auto &r : child.children())
scene->AddReferencedResources(IAEngine::GetResourceByName(r.attribute("name").as_string()));
scene->GetScene().AddReferencedResources(IAEngine::GetAssetManager()->GetAssetByName<IAsset>(r.attribute("name").as_string()));
}
else if (!strcmp(child.name(), "Nodes"))
{
}
else if (!strcmp(child.name(), "Grid"))
{
ParseSceneGrid(scene.get(), &child);
ParseSceneGrid(&scene->GetScene(), &child);
}
else
THROW_INVALID_DATA();
}
IAEngine::AssignResourceName(IAEngine::AddScene(scene), xml->Name);
IAEngine::GetAssetManager()->AssignAssetName(scene, xml->Name());
if (!g_entryScene)
g_entryScene = scene;
@ -225,7 +155,7 @@ namespace ia::iae
return;
auto& cell = scene->GetGridCell(tileCursorX, tileCursorY);
cell.TileSheetTexture = IAEngine::GetResourceByName(cellNode.attribute("tileSheet").as_string());
cell.TileSheet = IAEngine::GetAssetManager()->GetAssetByName<Asset_TileSheet>(cellNode.attribute("tileSheet").as_string());
cell.TileIndex.x = cellNode.attribute("tileX").as_int();
cell.TileIndex.y = cellNode.attribute("tileY").as_int();
cell.CollisionMask = cellNode.attribute("collisionMask").as_ullong();
@ -261,7 +191,7 @@ namespace ia::iae
}
}
RefPtr<Scene> GameData::GetEntryScene()
Asset_Scene* GameData::GetEntryScene()
{
return g_entryScene;
}

View File

@ -18,50 +18,12 @@
#include <GameData.hpp>
#include <IAEngine/LibInterface.hpp>
#define STB_IMAGE_IMPLEMENTATION
#include <Vendor/stb/stb_image.h>
#include <RenderCore/RenderCore.hpp>
namespace ia::iae
{
struct Resource
{
enum class EType
{
INVALID,
Asset_Scene *g_activeScene{};
TEXTURE,
SPRITE_SHEET,
SOUND,
SCENE
};
EType Type{EType::INVALID};
};
struct Resource_Texture : public Resource
{
Handle Texture;
};
struct Resource_SpriteSheet : public Resource_Texture
{
Vector<INT32> FrameCounts;
};
struct Resource_Scene : public Resource
{
RefPtr<Scene> SceneRef;
};
RefPtr<Scene> g_activeScene;
Vector<Resource *> g_resources;
Map<String, Handle> g_resourceNames;
} // namespace ia::iae
namespace ia::iae
{
String g_gameName;
String g_gamePackageName;
String g_gameDeveloperName;
@ -71,6 +33,11 @@ namespace ia::iae
Vec2 g_designViewport;
SDL_Window *g_windowHandle{};
Vector<Asset_Plugin *> g_plugins;
AssetManager* g_assetManager{};
AssetManager* g_defaultAssetManager{};
#if defined(__IA_DEBUG) && __IA_DEBUG
BOOL g_isDebugMode = true;
#else
@ -156,12 +123,19 @@ namespace ia::iae
RDC::Initialize(IVec2{g_designViewport.x, g_designViewport.y}, g_windowHandle, g_isDebugMode);
g_defaultAssetManager = new AssetManager();
g_assetManager = g_defaultAssetManager;
GameData::Initialize();
ChangeActiveScene(GameData::GetEntryScene() ? GameData::GetEntryScene()
: CreateScene({g_designViewport.x, g_designViewport.y}));
ChangeActiveScene(GameData::GetEntryScene()
? GameData::GetEntryScene()
: g_assetManager->CreateScene({g_designViewport.x, g_designViewport.y}));
Game_OnInitialize();
for (auto &p : g_plugins)
p->OnInitialize();
}
VOID IAEngine::__InitializeHeadless()
@ -171,252 +145,133 @@ namespace ia::iae
if (!g_designViewport.x || !g_designViewport.y)
g_designViewport = {800, 600};
g_defaultAssetManager = new AssetManager();
g_assetManager = g_defaultAssetManager;
GameData::Initialize();
ChangeActiveScene(GameData::GetEntryScene() ? GameData::GetEntryScene()
: CreateScene({g_designViewport.x, g_designViewport.y}));
ChangeActiveScene(GameData::GetEntryScene()
? GameData::GetEntryScene()
: g_assetManager->CreateScene({g_designViewport.x, g_designViewport.y}));
Game_OnInitialize();
for (auto &p : g_plugins)
p->OnInitialize();
}
VOID IAEngine::__Terminate()
{
for (auto &p : g_plugins)
p->OnTerminate();
Game_OnTerminate();
GameData::Terminate();
RDC::Terminate();
delete g_defaultAssetManager;
for (SIZE_T i = 0; i < g_resources.size(); i++)
DestroyResource(i);
RDC::Terminate();
}
VOID IAEngine::__RenderToWindow()
{
g_activeScene->OnDraw();
g_activeScene->GetScene().OnDraw();
RDC::RenderToWindow();
g_activeScene->OnDebugDraw();
g_activeScene->GetScene().OnDebugDraw();
Game_OnDebugDraw();
for (auto &p : g_plugins)
p->OnDebugDraw();
}
VOID IAEngine::__RenderToTexture(IN PVOID textureHandle)
{
g_activeScene->OnDraw();
g_activeScene->GetScene().OnDraw();
RDC::RenderToTexture((SDL_GPUTexture *) textureHandle);
g_activeScene->OnDebugDraw();
g_activeScene->GetScene().OnDebugDraw();
Game_OnDebugDraw();
for (auto &p : g_plugins)
p->OnDebugDraw();
}
VOID IAEngine::__Update()
{
FLOAT32 deltaTime = 0;
g_activeScene->OnUpdate(deltaTime);
g_activeScene->GetScene().OnUpdate(deltaTime);
Game_OnUpdate(deltaTime);
for (auto &p : g_plugins)
p->OnUpdate(deltaTime);
}
VOID IAEngine::__FixedUpdate()
{
g_activeScene->OnFixedUpdate();
g_activeScene->GetScene().OnFixedUpdate();
Game_OnFixedUpdate();
for (auto &p : g_plugins)
p->OnFixedUpdate();
}
VOID IAEngine::__ProcessEvent(IN PVOID _event)
{
const auto event = (SDL_Event *) _event;
}
} // namespace ia::iae
namespace ia::iae
VOID IAEngine::AddPlugin(IN Asset_Plugin *plugin)
{
Handle CreateTextureFromFile(IN PCCHAR path, IN INT32 tileWidth = -1, IN INT32 tileHeight = -1)
{
INT32 w, h, n;
auto pixels = stbi_load(path, &w, &h, &n, STBI_rgb_alpha);
if (!pixels)
THROW_INVALID_DATA(path);
const auto t =
RDC::CreateImage(pixels, w, h, tileWidth == -1 ? 1 : w / tileWidth, tileHeight == -1 ? 1 : h / tileHeight);
stbi_image_free(pixels);
return t;
g_plugins.pushBack(plugin);
}
Handle IAEngine::CreateSprite(IN CONST String &path)
AssetManager* IAEngine::GetAssetManager()
{
const auto t = new Resource_Texture();
t->Type = Resource::EType::TEXTURE;
t->Texture = CreateTextureFromFile(path.c_str());
g_resources.pushBack(t);
return (Handle) g_resources.size() - 1;
return g_assetManager;
}
Handle IAEngine::CreateSprite(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height)
VOID IAEngine::SetAssetManager(IN AssetManager *instance)
{
const auto t = new Resource_Texture();
t->Type = Resource::EType::TEXTURE;
t->Texture = RDC::CreateImage(rgbaData, width, height);
g_resources.pushBack(t);
return (Handle) g_resources.size() - 1;
}
Handle IAEngine::CreateSpriteSheet(IN CONST Vector<Vector<Handle>> &animations)
{
THROW_NOT_IMPLEMENTED();
return INVALID_HANDLE;
}
Handle IAEngine::CreateSpriteSheet(IN CONST String &path, IN INT32 spriteWidth, IN INT32 spriteHeight,
IN CONST Vector<INT32> &frameCounts)
{
const auto t = new Resource_SpriteSheet();
t->Type = Resource::EType::SPRITE_SHEET;
t->FrameCounts = frameCounts;
t->Texture = CreateTextureFromFile(path.c_str(), spriteWidth, spriteHeight);
g_resources.pushBack(t);
return (Handle) g_resources.size() - 1;
}
Handle IAEngine::CreateTileSheet(IN CONST String &path, IN INT32 tileWidth, IN INT32 tileHeight)
{
const auto t = new Resource_Texture();
t->Type = Resource::EType::TEXTURE;
t->Texture = CreateTextureFromFile(path.c_str(), tileWidth, tileHeight);
g_resources.pushBack(t);
return (Handle) g_resources.size() - 1;
}
Handle IAEngine::CreateTileSheet(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height, IN INT32 tileWidth,
IN INT32 tileHeight)
{
const auto t = new Resource_Texture();
t->Type = Resource::EType::TEXTURE;
t->Texture = RDC::CreateImage(rgbaData, width, height, width / tileWidth, height / tileHeight);
g_resources.pushBack(t);
return (Handle) g_resources.size() - 1;
}
VOID IAEngine::DestroyResource(IN Handle resource)
{
if (!g_resources[resource])
return;
switch (g_resources[resource]->Type)
{
case Resource::EType::INVALID:
break;
case Resource::EType::TEXTURE:
case Resource::EType::SPRITE_SHEET:
RDC::DestroyImage(static_cast<Resource_Texture *>(g_resources[resource])->Texture);
break;
case Resource::EType::SOUND:
break;
case Resource::EType::SCENE:
static_cast<Resource_Scene *>(g_resources[resource])->SceneRef.reset();
break;
}
delete g_resources[resource];
g_resources[resource] = nullptr;
for (auto &t : g_resourceNames)
if (t->Value == resource)
t->Value = INVALID_HANDLE;
}
Handle IAEngine::GetResourceByName(IN CONST String &name)
{
return g_resourceNames[name];
}
VOID IAEngine::AssignResourceName(IN Handle resource, IN CONST String &name)
{
g_resourceNames[name] = resource;
}
VOID IAEngine::LoadResources(IN CONST Vector<Handle> &resources)
{
Vector<Handle> atlasTextures;
for (const auto &handle : resources)
{
switch (g_resources[handle]->Type)
{
case Resource::EType::SCENE:
case Resource::EType::INVALID:
break;
case Resource::EType::TEXTURE:
case Resource::EType::SPRITE_SHEET:
atlasTextures.pushBack(static_cast<Resource_Texture *>(g_resources[handle])->Texture);
break;
case Resource::EType::SOUND:
break;
}
}
RDC::CompileTextures(atlasTextures);
g_assetManager = instance;
}
} // namespace ia::iae
namespace ia::iae
{
VOID IAEngine::DrawTile(IN Handle tileSheet, IN INT32 tileIndexX, IN INT32 tileIndexY, IN Vec2 position,
VOID IAEngine::DrawTile(IN Asset_TileSheet *tileSheet, IN INT32 tileIndexX, IN INT32 tileIndexY, IN Vec2 position,
IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH, IN BOOL flipV, IN Vec2 uvOffset)
{
const auto t = static_cast<Resource_Texture *>(g_resources[tileSheet]);
RDC::DrawSpriteTopLeft(t->Texture, tileIndexX, tileIndexY, position, scale, rotation, flipH, flipV, uvOffset);
}
VOID IAEngine::DrawSprite(IN Handle sprite, IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH,
IN BOOL flipV, IN Vec2 uvOffset)
{
const auto t = static_cast<Resource_Texture *>(g_resources[sprite]);
RDC::DrawSpriteTopLeft(t->Texture, 0, 0, position, scale, rotation, flipH, flipV, uvOffset);
}
VOID IAEngine::DrawSprite(IN Handle spriteSheet, IN INT32 animationIndex, IN INT32 frameIndex, IN Vec2 position,
IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH, IN BOOL flipV, IN Vec2 uvOffset)
{
const auto t = static_cast<Resource_SpriteSheet *>(g_resources[spriteSheet]);
RDC::DrawSpriteTopLeft(t->Texture, frameIndex, animationIndex, position, scale, rotation, flipH, flipV,
RDC::DrawSpriteTopLeft(tileSheet->GetTexture(), tileIndexX, tileIndexY, position, scale, rotation, flipH, flipV,
uvOffset);
}
VOID IAEngine::DrawSprite(IN Asset_Sprite *sprite, IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation,
IN BOOL flipH, IN BOOL flipV, IN Vec2 uvOffset)
{
RDC::DrawSpriteTopLeft(sprite->GetTexture(), 0, 0, position, scale, rotation, flipH, flipV, uvOffset);
}
VOID IAEngine::DrawSprite(IN Asset_SpriteSheet *spriteSheet, IN INT32 animationIndex, IN INT32 frameIndex,
IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH, IN BOOL flipV,
IN Vec2 uvOffset)
{
RDC::DrawSpriteTopLeft(spriteSheet->GetTexture(), frameIndex, animationIndex, position, scale, rotation, flipH,
flipV, uvOffset);
}
} // namespace ia::iae
namespace ia::iae
{
RefPtr<Scene> IAEngine::GetActiveScene()
Asset_Scene *IAEngine::GetActiveScene()
{
return g_activeScene;
}
RefPtr<Scene> IAEngine::CreateScene(IN IVec2 extent)
{
return MakeRefPtr<Scene>(extent);
}
VOID IAEngine::ChangeActiveScene(IN RefPtr<Scene> scene)
VOID IAEngine::ChangeActiveScene(IN Asset_Scene *scene)
{
g_activeScene = scene;
LoadResources(scene->GetReferencedResources());
}
VOID IAEngine::ChangeActiveScene(IN Handle scene)
{
ChangeActiveScene(static_cast<Resource_Scene *>(g_resources[scene])->SceneRef);
}
Handle IAEngine::AddScene(IN RefPtr<Scene> scene)
{
const auto t = new Resource_Scene();
t->Type = Resource::EType::SCENE;
t->SceneRef = scene;
g_resources.pushBack(t);
return (Handle) g_resources.size() - 1;
}
} // namespace ia::iae

View File

@ -18,6 +18,10 @@
namespace ia::iae
{
Scene::Scene()
{
}
Scene::Scene(IN IVec2 extent) : m_extent(extent)
{
}
@ -26,6 +30,11 @@ namespace ia::iae
{
}
VOID Scene::SetExtent(IN IVec2 extent)
{
m_extent = extent;
}
VOID Scene::SetupGrid(IN IVec2 gridCellSize)
{
m_gridCellSize = gridCellSize;
@ -38,13 +47,10 @@ namespace ia::iae
INT32 tileCursorX{}, tileCursorY{};
for (const auto &cell : m_gridCells)
{
if (cell.TileSheetTexture)
IAEngine::DrawTile(cell.TileSheetTexture, cell.TileIndex.x, cell.TileIndex.y,
{
tileCursorX * m_gridCellSize.x,
tileCursorY * m_gridCellSize.y
},
{1.0f, 1.0f}, 0.0f);
if (cell.TileSheet)
IAEngine::DrawTile(cell.TileSheet, cell.TileIndex.x, cell.TileIndex.y,
{tileCursorX * m_gridCellSize.x, tileCursorY * m_gridCellSize.y}, {1.0f, 1.0f},
0.0f);
tileCursorX++;
if (tileCursorX >= GetGridSize().x)
{

View File

@ -0,0 +1,34 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include <IAEngine/Base.hpp>
namespace ia::iae
{
class EmbeddedResources
{
public:
STATIC VOID Initialize();
STATIC VOID Terminate();
STATIC CONST Vector<UINT8>& GetResource(IN CONST String& name);
private:
STATIC Map<String, Vector<UINT8>> s_resources;
};
}

View File

@ -16,20 +16,20 @@
#pragma once
#include <IAEngine/Scene.hpp>
#include <IAEngine/AssetManager.hpp>
namespace ia::iae
{
class GameData
{
public:
STATIC RefPtr<Scene> GetEntryScene();
STATIC Asset_Scene* GetEntryScene();
private:
STATIC BOOL LoadSceneData();
STATIC BOOL LoadResourceData();
STATIC BOOL LoadAssetData();
STATIC RefPtr<Scene> ParseScene(IN CONST String& path);
STATIC Asset_Scene* ParseScene(IN CONST String& path);
STATIC VOID ParseSceneGrid(IN Scene* scene, IN PCVOID gridNode);
private:

View File

@ -0,0 +1,222 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include <IAEngine/Scene.hpp>
#include <IACore/StreamReader.hpp>
namespace ia::iae
{
enum class EAssetType
{
INVALID,
SCENE,
SOUND,
SPRITE,
TILESHEET,
SPRITESHEET,
PLUGIN,
PACKAGE
};
class IAsset
{
public:
IAsset(IN EAssetType type);
VIRTUAL ~IAsset();
PURE_VIRTUAL(VOID Compile());
PURE_VIRTUAL(VOID Destroy());
protected:
CONST EAssetType m_type;
};
class Asset_Sprite : public IAsset
{
public:
Asset_Sprite() : IAsset(EAssetType::SPRITE)
{
}
Asset_Sprite(IN EAssetType type) : IAsset(type)
{
}
VOID Compile();
VOID Destroy();
INLINE Handle GetTexture();
protected:
Handle m_texture;
friend class AssetManager;
};
class Asset_TileSheet : public Asset_Sprite
{
public:
Asset_TileSheet() : Asset_Sprite(EAssetType::TILESHEET)
{
}
};
class Asset_SpriteSheet : public Asset_Sprite
{
public:
Asset_SpriteSheet() : Asset_Sprite(EAssetType::SPRITESHEET)
{
}
VOID Compile();
VOID Destroy();
INLINE CONST Vector<INT32> &GetFrameCounts() CONST;
protected:
Vector<INT32> m_frameCounts;
friend class AssetManager;
};
class Asset_Scene : public IAsset
{
public:
Asset_Scene() : IAsset(EAssetType::SCENE)
{
}
VOID Compile();
VOID Destroy();
public:
INLINE Scene &GetScene();
protected:
Scene m_scene;
friend class AssetManager;
};
class Asset_Plugin : public IAsset
{
public:
Asset_Plugin() : IAsset(EAssetType::PLUGIN)
{
}
VOID Compile();
VOID Destroy();
public:
VOID (*OnInitialize)();
VOID (*OnTerminate)();
VOID (*OnDebugDraw)();
VOID (*OnFixedUpdate)();
VOID (*OnUpdate)(IN FLOAT32 deltaTime);
};
class IAsset_Package : public IAsset
{
public:
struct AssetRef
{
String Path;
Handle RefHandle{INVALID_HANDLE};
EAssetType Type{EAssetType::INVALID};
};
public:
PURE_VIRTUAL(Vector<AssetRef>::const_iterator ListAssets());
PURE_VIRTUAL(RefPtr<IStreamReader> GetAssetData(IN Handle refHandle));
};
class AssetManager
{
public:
VIRTUAL VOID SetAssetDirectory(IN CONST String &path);
String ReadTextAsset(IN CONST String &path);
Vector<UINT8> ReadBinaryAsset(IN CONST String &path);
public:
VIRTUAL Asset_Plugin *LoadPlugin(IN CONST String &path);
VIRTUAL Asset_Sprite *CreateSprite(IN CONST String &path);
VIRTUAL Asset_Sprite *CreateSprite(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height);
VIRTUAL Asset_SpriteSheet *CreateSpriteSheet(IN CONST Vector<Vector<Handle>> &animations);
VIRTUAL Asset_SpriteSheet *CreateSpriteSheet(IN CONST String &path, IN INT32 spriteWidth, IN INT32 spriteHeight,
IN CONST Vector<INT32> &frameCounts);
VIRTUAL Asset_TileSheet *CreateTileSheet(IN CONST String &path, IN INT32 tileWidth, IN INT32 tileHeight);
VIRTUAL Asset_TileSheet *CreateTileSheet(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height,
IN INT32 tileWidth, IN INT32 tileHeight);
VIRTUAL Asset_Scene *CreateScene(IN IVec2 extent);
VIRTUAL VOID DestroyAsset(IN IAsset *asset);
VIRTUAL VOID AssignAssetName(IN IAsset *asset, IN CONST String &name);
template<typename AssetType>
requires std::is_base_of<IAsset, AssetType>::value
AssetType *GetAssetByName(IN CONST String &name);
public:
STATIC Vector<UINT8> Inflate(IN PCUINT8 data, IN SIZE_T dataSize);
STATIC Vector<UINT8> Deflate(IN PCUINT8 data, IN SIZE_T dataSize);
protected:
String m_assetDirectory;
Vector<IAsset *> m_assets;
Map<String, IAsset *> m_assetNames;
protected:
VIRTUAL IAsset *GetAssetByName(IN CONST String &name);
private:
VOID Initialize();
VOID Terminate();
friend class IAEngine;
};
template<typename AssetType>
requires std::is_base_of<IAsset, AssetType>::value
AssetType *AssetManager::GetAssetByName(IN CONST String &name)
{
return (AssetType *) GetAssetByName(name);
}
Handle Asset_Sprite::GetTexture()
{
return m_texture;
}
Scene &Asset_Scene::GetScene()
{
return m_scene;
}
CONST Vector<INT32> &Asset_SpriteSheet::GetFrameCounts() CONST
{
return m_frameCounts;
}
} // namespace ia::iae

View File

@ -16,51 +16,33 @@
#pragma once
#include <IAEngine/Scene.hpp>
#include <IAEngine/AssetManager.hpp>
namespace ia::iae
{
class IAEngine
{
public:
STATIC CONSTEXPR IA_VERSION_TYPE ENGINE_VERSION = IA_MAKE_VERSION(1, 0, 0);
STATIC VOID AddPlugin(IN Asset_Plugin *plugin);
STATIC AssetManager *GetAssetManager();
STATIC VOID SetAssetManager(IN AssetManager *instance);
public:
STATIC Handle CreateSprite(IN CONST String &path);
STATIC Handle CreateSprite(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height);
STATIC Handle CreateSpriteSheet(IN CONST Vector<Vector<Handle>> &animations);
STATIC Handle CreateSpriteSheet(IN CONST String &path, IN INT32 spriteWidth, IN INT32 spriteHeight,
IN CONST Vector<INT32> &frameCounts);
STATIC Handle CreateTileSheet(IN CONST String &path, IN INT32 tileWidth, IN INT32 tileHeight);
STATIC Handle CreateTileSheet(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height, IN INT32 tileWidth,
IN INT32 tileHeight);
STATIC VOID DestroyResource(IN Handle resource);
STATIC Handle GetResourceByName(IN CONST String &name);
STATIC VOID AssignResourceName(IN Handle resource, IN CONST String &name);
STATIC VOID LoadResources(IN CONST Vector<Handle> &resources);
STATIC Asset_Scene *GetActiveScene();
STATIC VOID ChangeActiveScene(IN Asset_Scene *scene);
public:
STATIC RefPtr<Scene> GetActiveScene();
STATIC RefPtr<Scene> CreateScene(IN IVec2 extent);
STATIC VOID ChangeActiveScene(IN Handle scene);
STATIC Handle AddScene(IN RefPtr<Scene> scene);
STATIC VOID ChangeActiveScene(IN RefPtr<Scene> scene);
public:
STATIC VOID DrawTile(IN Handle tileSheet, IN INT32 tileIndexX, IN INT32 tileIndexY, IN Vec2 position,
STATIC VOID DrawTile(IN Asset_TileSheet *tileSheet, IN INT32 tileIndexX, IN INT32 tileIndexY, IN Vec2 position,
IN Vec2 scale = {1.0f, 1.0f}, IN FLOAT32 rotation = 0.0f, IN BOOL flipH = false,
IN BOOL flipV = false, IN Vec2 uvOffset = {});
STATIC VOID DrawSprite(IN Handle sprite, IN Vec2 position, IN Vec2 scale = {1.0f, 1.0f},
STATIC VOID DrawSprite(IN Asset_Sprite *sprite, IN Vec2 position, IN Vec2 scale = {1.0f, 1.0f},
IN FLOAT32 rotation = 0.0f, IN BOOL flipH = false, IN BOOL flipV = false,
IN Vec2 uvOffset = {});
STATIC VOID DrawSprite(IN Handle spriteSheet, IN INT32 animationIndex, IN INT32 frameIndex, IN Vec2 position,
IN Vec2 scale = {1.0f, 1.0f}, IN FLOAT32 rotation = 0.0f, IN BOOL flipH = false,
IN BOOL flipV = false, IN Vec2 uvOffset = {});
STATIC VOID DrawSprite(IN Asset_SpriteSheet *spriteSheet, IN INT32 animationIndex, IN INT32 frameIndex,
IN Vec2 position, IN Vec2 scale = {1.0f, 1.0f}, IN FLOAT32 rotation = 0.0f,
IN BOOL flipH = false, IN BOOL flipV = false, IN Vec2 uvOffset = {});
public:
STATIC VOID __Initialize();

View File

@ -0,0 +1,55 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include <IAEngine/LibInterface.hpp>
#if defined(_WIN32) || defined(WIN32)
#define IAE_DLL_EXPORT __declspec(dllexport)
#else
#define IAE_DLL_EXPORT
#endif
IAE_DLL_EXPORT C_DECL(VOID Plugin_OnInitialize());
IAE_DLL_EXPORT C_DECL(VOID Plugin_OnTerminate());
IAE_DLL_EXPORT C_DECL(VOID Plugin_OnDebugDraw());
IAE_DLL_EXPORT C_DECL(VOID Plugin_OnFixedUpdate());
IAE_DLL_EXPORT C_DECL(VOID Plugin_OnUpdate(IN FLOAT32 deltaTime));
#define IAE_PLUGIN(name) \
C_DECL(GameRequestedConfig *Game_GetConfigRequest()) \
{ \
return nullptr; \
} \
C_DECL(VOID Game_OnInitialize()) \
{ \
} \
C_DECL(VOID Game_OnTerminate()) \
{ \
} \
C_DECL(VOID Game_OnDebugDraw()) \
{ \
} \
C_DECL(VOID Game_OnFixedUpdate()) \
{ \
} \
C_DECL(VOID Game_OnUpdate(IN FLOAT32 deltaTime)) \
{ \
} \
C_DECL(VOID Game_OnResize(IN INT32 newWidth, IN INT32 newHeight)) \
{ \
}

View File

@ -25,24 +25,27 @@ namespace ia::iae
IVec2 TileIndex;
PVOID UserData{};
Vec4 ColorOverlay;
Handle TileSheetTexture{};
UINT64 CollisionMask{};
class Asset_TileSheet* TileSheet{};
};
class Scene
{
public:
Scene();
Scene(IN IVec2 extent);
~Scene();
VOID SetExtent(IN IVec2 extent);
VOID SetupGrid(IN IVec2 gridCellSize);
public:
INLINE GridCell &GetGridCell(IN INT32 x, IN INT32 y);
INLINE VOID AddReferencedResources(IN Handle resource);
INLINE VOID AddReferencedResources(IN class IAsset* resource);
public:
CONST Vector<Handle> &GetReferencedResources() CONST
CONST Vector<class IAsset*> &GetReferencedResources() CONST
{
return m_referencedResources;
}
@ -63,12 +66,12 @@ namespace ia::iae
}
private:
IVec2 m_extent{};
IVec2 m_gridSize{};
CONST IVec2 m_extent;
IVec2 m_gridCellSize{};
Vec2 m_cameraPosition{};
Vector<GridCell> m_gridCells;
Vector<Handle> m_referencedResources;
Vector<class IAsset*> m_referencedResources;
private:
VOID OnDraw();
@ -84,7 +87,7 @@ namespace ia::iae
return m_gridCells[x + (y * m_gridSize.x)];
}
VOID Scene::AddReferencedResources(IN Handle resource)
VOID Scene::AddReferencedResources(IN class IAsset* resource)
{
m_referencedResources.pushBack(resource);
}

View File

@ -13,4 +13,4 @@ add_library(RenderCore STATIC ${SRC_FILES})
target_include_directories(RenderCore PUBLIC inc)
target_include_directories(RenderCore PRIVATE imp/hpp)
target_link_libraries(RenderCore PUBLIC IACore SDL3::SDL3 glm::glm)
target_link_libraries(RenderCore PUBLIC Common)

View File

@ -141,7 +141,7 @@ namespace ia::iae
{
STATIC SDL_GPURenderPass *ActiveRenderPass{};
STATIC SDL_GPUCommandBuffer *ActiveCommandBuffer{};
STATIC SDL_GPUColorTargetInfo ActiveColorTargetInfo{.clear_color = SDL_FColor{0.0f, 0.0f, 0.0f, 1.0f},
STATIC SDL_GPUColorTargetInfo ActiveColorTargetInfo{.clear_color = SDL_FColor{0.39f, 0.58f, 0.92f, 1.0f},
.load_op = SDL_GPU_LOADOP_CLEAR,
.store_op = SDL_GPU_STOREOP_STORE};
@ -170,7 +170,7 @@ namespace ia::iae
{
STATIC SDL_GPURenderPass *ActiveRenderPass{};
STATIC SDL_GPUCommandBuffer *ActiveCommandBuffer{};
STATIC SDL_GPUColorTargetInfo ActiveColorTargetInfo{.clear_color = SDL_FColor{0.0f, 0.0f, 0.0f, 1.0f},
STATIC SDL_GPUColorTargetInfo ActiveColorTargetInfo{.clear_color = SDL_FColor{0.39f, 0.58f, 0.92f, 1.0f},
.load_op = SDL_GPU_LOADOP_CLEAR,
.store_op = SDL_GPU_STOREOP_STORE};
@ -289,6 +289,8 @@ namespace ia::iae
VOID RDC::CompileTextures(IN CONST Vector<Handle> &images)
{
if (!images.size())
return;
delete s_dynamicSpriteAtlas;
s_dynamicSpriteAtlas = new RDC_TextureAtlas(images);
}

View File

@ -16,20 +16,7 @@
#pragma once
#include <IACore/Exception.hpp>
#include <IACore/Logger.hpp>
#include <IACore/Map.hpp>
#include <IACore/Memory.hpp>
#include <IACore/String.hpp>
#include <IACore/Vector.hpp>
#include <glm/ext/matrix_clip_space.hpp>
#include <glm/ext/matrix_transform.hpp>
#include <glm/ext/scalar_constants.hpp>
#include <glm/mat4x4.hpp>
#include <glm/vec2.hpp>
#include <glm/vec3.hpp>
#include <glm/vec4.hpp>
#include <Common/Base.hpp>
#define RDC_LOG_TAG "RDC"
@ -40,17 +27,6 @@
namespace ia::iae
{
using Handle = INT64;
STATIC CONSTEXPR Handle INVALID_HANDLE = -1;
using Vec2 = glm::vec2;
using Vec3 = glm::vec3;
using Vec4 = glm::vec4;
using IVec2 = glm::ivec2;
using IVec3 = glm::ivec3;
using IVec4 = glm::ivec4;
using Mat4 = glm::mat4;
struct ImageData
{
PUINT8 Pixels{};

2
Vendor/IACore vendored