diff --git a/Engine/Src/Imp/CPP/Components/CameraComponent.cpp b/Engine/Src/Imp/CPP/Components/CameraComponent.cpp
index 89fe9a7..0f31cb2 100644
--- a/Engine/Src/Imp/CPP/Components/CameraComponent.cpp
+++ b/Engine/Src/Imp/CPP/Components/CameraComponent.cpp
@@ -39,7 +39,7 @@ namespace ia::iae
CONST Mat4 *CameraComponent::GetViewMatrix()
{
- const auto pos = (m_node->GetPosition() + m_positionOffset) * Engine::GetRendererScalingFactor();
+ const auto pos = (m_node->GetPosition() + m_positionOffset) * Engine::GetSceneScalingFactor();
m_viewMatrix = glm::lookAtLH(glm::vec3{pos, -2.0f}, {pos, 0.0f}, {0.0f, 1.0f, 0.0f});
return &m_viewMatrix;
}
diff --git a/Engine/Src/Imp/CPP/Components/TextureComponent.cpp b/Engine/Src/Imp/CPP/Components/TextureComponent.cpp
index c8161a7..2c84036 100644
--- a/Engine/Src/Imp/CPP/Components/TextureComponent.cpp
+++ b/Engine/Src/Imp/CPP/Components/TextureComponent.cpp
@@ -35,15 +35,15 @@ namespace ia::iae
m_textureExtent = {t.x, t.y};
m_drawnSize = m_node->GetScale() * m_textureExtent * m_scaleOffset;
- Engine::SetRenderState_Texture(m_texture);
Engine::SetRenderState_FlippedH(m_isFlippedH);
Engine::SetRenderState_FlippedV(m_isFlippedV);
Engine::SetRenderState_ColorOverlay(m_colorOverlay);
Engine::SetRenderState_TextureOffset(m_textureOffset);
Engine::SetRenderState_CameraRelative(m_isCameraRelative);
- Engine::SetRenderState_Transform(m_node->GetPosition() + m_positionOffset, m_node->GetScale() * Vec2{t2.x, t2.y} * m_scaleOffset, m_node->GetRotation() + m_rotationOffset);
- Engine::DrawGeometry(Engine::GetGeometry_Quad(), m_node->Layer(), m_node->SortIndex());
+ Engine::DrawGeometry(Engine::GetGeometry_Quad(), m_texture, m_node->GetPosition() + m_positionOffset,
+ m_node->GetScale() * Vec2{t2.x, t2.y} * m_scaleOffset,
+ m_node->GetRotation() + m_rotationOffset, m_node->Layer(), m_node->SortIndex());
}
VOID TextureComponent::DebugDraw()
diff --git a/Engine/Src/Imp/CPP/Components/UIButtonComponent.cpp b/Engine/Src/Imp/CPP/Components/UIButtonComponent.cpp
index e69de29..dbab2d9 100644
--- a/Engine/Src/Imp/CPP/Components/UIButtonComponent.cpp
+++ b/Engine/Src/Imp/CPP/Components/UIButtonComponent.cpp
@@ -0,0 +1,65 @@
+// 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 .
+
+#include
+#include
+#include
+
+namespace ia::iae
+{
+ UIButtonComponent::UIButtonComponent(IN UINode *node) : UIImageComponent(node)
+ {
+ }
+
+ VOID UIButtonComponent::Draw()
+ {
+ UIImageComponent::Draw();
+
+ if (m_label.length())
+ {
+ Engine::SetRenderState_FlippedH(false);
+ Engine::SetRenderState_FlippedV(false);
+ Engine::SetRenderState_ColorOverlay(m_labelColor);
+ Engine::SetRenderState_TextureOffset({});
+ Engine::SetRenderState_CameraRelative(false);
+ Engine::DrawText(m_label, m_node->GetPosition() + m_labelPosition, m_node->GetScale() * m_labelSize,
+ m_node->GetRotation(), 0xFF, 0);
+ }
+ }
+
+ VOID UIButtonComponent::DebugDraw()
+ {
+ }
+
+ VOID UIButtonComponent::Update()
+ {
+ if (Engine::Input_IsPointerDown(m_node->GetPosition(), m_node->GetPosition() + DrawnSize()))
+ {
+ if (m_onDownCallback)
+ m_onDownCallback();
+ }
+
+ if (Engine::Input_DidPointerClick(m_node->GetPosition(), m_node->GetPosition() + DrawnSize()))
+ {
+ if (m_onClickCallback)
+ m_onClickCallback();
+ }
+ }
+
+ VOID UIButtonComponent::FixedUpdate()
+ {
+ }
+} // namespace ia::iae
\ No newline at end of file
diff --git a/Engine/Src/Imp/CPP/Components/UIImageComponent.cpp b/Engine/Src/Imp/CPP/Components/UIImageComponent.cpp
index e69de29..0252dd4 100644
--- a/Engine/Src/Imp/CPP/Components/UIImageComponent.cpp
+++ b/Engine/Src/Imp/CPP/Components/UIImageComponent.cpp
@@ -0,0 +1,52 @@
+// 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 .
+
+#include
+#include
+#include
+
+namespace ia::iae
+{
+ UIImageComponent::UIImageComponent(IN UINode *node) : IUIComponent(node)
+ {
+ }
+
+ VOID UIImageComponent::Draw()
+ {
+ const auto t = Engine::GetImageOriginalExtent(m_image);
+ m_drawnSize = {m_node->GetScale() * t.x, m_node->GetScale() * t.y};
+
+ Engine::SetRenderState_FlippedH(false);
+ Engine::SetRenderState_FlippedV(false);
+ Engine::SetRenderState_ColorOverlay({0xFF, 0xFF, 0xFF, 0xFF});
+ Engine::SetRenderState_TextureOffset({});
+ Engine::SetRenderState_CameraRelative(false);
+
+ Engine::DrawGeometry(Engine::GetGeometry_Quad(), m_image, m_node->GetPosition(), m_drawnSize, m_node->GetRotation(), 0xFF, 0);
+ }
+
+ VOID UIImageComponent::DebugDraw()
+ {
+ }
+
+ VOID UIImageComponent::Update()
+ {
+ }
+
+ VOID UIImageComponent::FixedUpdate()
+ {
+ }
+} // namespace ia::iae
\ No newline at end of file
diff --git a/Engine/Src/Imp/CPP/Components/UILabelComponent.cpp b/Engine/Src/Imp/CPP/Components/UILabelComponent.cpp
index f42ee8b..e229223 100644
--- a/Engine/Src/Imp/CPP/Components/UILabelComponent.cpp
+++ b/Engine/Src/Imp/CPP/Components/UILabelComponent.cpp
@@ -26,10 +26,9 @@ namespace ia::iae
VOID UILabelComponent::Draw()
{
- Engine::SetRenderState_Texture(0);
Engine::SetRenderState_FlippedH(false);
Engine::SetRenderState_FlippedV(false);
- Engine::SetRenderState_ColorOverlay({0xFF, 0xFF, 0xFF, 0xFF});
+ Engine::SetRenderState_ColorOverlay(m_color);
Engine::SetRenderState_TextureOffset({});
Engine::SetRenderState_CameraRelative(false);
Engine::DrawText(m_label, m_node->GetPosition(), m_node->GetScale(), m_node->GetRotation(), 0xFF, 0);
diff --git a/Engine/Src/Imp/CPP/Engine.cpp b/Engine/Src/Imp/CPP/Engine.cpp
index 598c285..c54afda 100644
--- a/Engine/Src/Imp/CPP/Engine.cpp
+++ b/Engine/Src/Imp/CPP/Engine.cpp
@@ -24,10 +24,15 @@
#include
+#include
+
namespace ia::iae
{
EXTERN SDL_Window *g_windowHandle;
- SIZE_T g_resourceNameCounter = 1;
+ SIZE_T g_resourceNameCounter {1};
+
+ Vec2 g_sceneScalingFactor{1.0f};
+ Vec2 g_sceneDesignViewport{1.0f};
BOOL Engine::IsDebugMode()
{
@@ -96,8 +101,12 @@ namespace ia::iae
{
const auto data = ReadBinaryAsset(path);
const auto handle = CreateImage(name, data.data(), data.size());
+ if (!resizeToWidth || !resizeToHeight)
+ return handle;
const auto extent = GetImageExtent(handle);
- return (resizeToWidth && resizeToHeight) ? RescaleImage(handle, {(FLOAT32)resizeToWidth/(FLOAT32)extent.x, (FLOAT32)resizeToHeight/(FLOAT32)extent.y}) : handle;
+ const auto newHandle = ResourceManager::RescaleImage(
+ handle, {(FLOAT32) resizeToWidth / (FLOAT32) extent.x, (FLOAT32) resizeToHeight / (FLOAT32) extent.y}, true);
+ return newHandle;
}
Handle Engine::CreateSoundFromFile(IN CONST String &name, IN CONST String &path)
@@ -108,11 +117,16 @@ namespace ia::iae
Handle Engine::RescaleImage(IN CONST String &name, IN Vec2 factor)
{
- return RescaleImage(GetImage(name), factor);
+ return ResourceManager::RescaleImage(GetImage(name), factor);
}
String Engine::GetUniqueResourceName()
{
return BuildString("__res_", g_resourceNameCounter++);
}
+
+ Vec2 Engine::GetSceneScalingFactor()
+ {
+ return g_sceneScalingFactor;
+ }
} // namespace ia::iae
diff --git a/Engine/Src/Imp/CPP/InputManager.cpp b/Engine/Src/Imp/CPP/InputManager.cpp
index a959bd1..fb20d5e 100644
--- a/Engine/Src/Imp/CPP/InputManager.cpp
+++ b/Engine/Src/Imp/CPP/InputManager.cpp
@@ -24,6 +24,8 @@ namespace ia::iae
BOOL InputManager::s_keys[256];
BOOL InputManager::s_prevKeys[256];
Vec2 InputManager::s_pointerPosition{};
+ BOOL InputManager::s_pointerState{};
+ BOOL InputManager::s_pointerPrevState{};
InputManager::KeyboardGamePadMapping InputManager::s_keyboardGamePadMapping{};
BOOL InputManager::s_buttonA{};
@@ -48,6 +50,7 @@ namespace ia::iae
VOID InputManager::OnSDLEvent(IN SDL_Event *event)
{
+ s_pointerPrevState = s_pointerState;
memcpy(s_prevKeys, s_keys, sizeof(s_prevKeys));
switch (event->type)
{
@@ -59,10 +62,21 @@ namespace ia::iae
s_keys[event->key.scancode] = false;
break;
+ case SDL_EVENT_FINGER_MOTION:
case SDL_EVENT_MOUSE_MOTION:
s_pointerPosition = {event->motion.x, event->motion.y};
break;
+ case SDL_EVENT_MOUSE_BUTTON_DOWN:
+ case SDL_EVENT_FINGER_DOWN:
+ s_pointerState = true;
+ break;
+
+ case SDL_EVENT_MOUSE_BUTTON_UP:
+ case SDL_EVENT_FINGER_UP:
+ s_pointerState = false;
+ break;
+
default:
break;
}
@@ -78,6 +92,11 @@ namespace ia::iae
SDL_StopTextInput(g_windowHandle);
}
+ BOOL InputManager::IsPointerDown()
+ {
+ return s_pointerState;
+ }
+
Vec2 InputManager::GetPointerPosition()
{
return s_pointerPosition;
@@ -178,16 +197,16 @@ namespace ia::iae
{
if (s_onScreenGamePadEnabled)
{
- //Engine::SetRenderState_Texture(0);
- //Engine::SetRenderState_FlippedH(false);
- //Engine::SetRenderState_FlippedV(false);
- //Engine::SetRenderState_ColorOverlay({0xFF, 0xFF, 0xFF, 0xFF});
- //Engine::SetRenderState_TextureOffset({0, 0});
- //Engine::SetRenderState_CameraRelative(false);
- //Engine::SetRenderState_Transform({300.0f, 500.0f},
- // {100.0f, 100.0f},
- // 0);
- //Engine::DrawGeometry(Engine::GetGeometry_Circle(), 0xFF, 0);
+ // Engine::SetRenderState_Texture(0);
+ // Engine::SetRenderState_FlippedH(false);
+ // Engine::SetRenderState_FlippedV(false);
+ // Engine::SetRenderState_ColorOverlay({0xFF, 0xFF, 0xFF, 0xFF});
+ // Engine::SetRenderState_TextureOffset({0, 0});
+ // Engine::SetRenderState_CameraRelative(false);
+ // Engine::SetRenderState_Transform({300.0f, 500.0f},
+ // {100.0f, 100.0f},
+ // 0);
+ // Engine::DrawGeometry(Engine::GetGeometry_Circle(), 0xFF, 0);
}
}
@@ -216,6 +235,18 @@ namespace ia::iae
IsKeyDown(s_keyboardGamePadMapping.AxisRight) + IsKeyDown(s_keyboardGamePadMapping.AxisLeft) * -1;
}
}
+
+ BOOL InputManager::IsPointerDown(IN CONST Vec2 &start, IN CONST Vec2 &end)
+ {
+ if(!s_pointerState) return false;
+ return (s_pointerPosition.x >= start.x) && (s_pointerPosition.x <= end.x) && (s_pointerPosition.y >= start.y) &&
+ (s_pointerPosition.y <= end.y);
+ }
+
+ BOOL InputManager::DidPointerClick(IN CONST Vec2 &start, IN CONST Vec2 &end)
+ {
+ return IsPointerDown(start, end) && !s_pointerPrevState;
+ }
} // namespace ia::iae
namespace ia::iae
@@ -235,6 +266,21 @@ namespace ia::iae
return InputManager::GetPointerPosition();
}
+ BOOL Engine::Input_IsPointerDown()
+ {
+ return InputManager::IsPointerDown();
+ }
+
+ BOOL Engine::Input_IsPointerDown(IN CONST Vec2 &start, IN CONST Vec2 &end)
+ {
+ return InputManager::IsPointerDown(start, end);
+ }
+
+ BOOL Engine::Input_DidPointerClick(IN CONST Vec2 &start, IN CONST Vec2 &end)
+ {
+ return InputManager::DidPointerClick(start, end);
+ }
+
BOOL Engine::Input_IsKeyDown(IN InputKey key)
{
return InputManager::IsKeyDown(key);
diff --git a/Engine/Src/Imp/CPP/InternalEngine.cpp b/Engine/Src/Imp/CPP/InternalEngine.cpp
index e0e026b..6b0bc47 100644
--- a/Engine/Src/Imp/CPP/InternalEngine.cpp
+++ b/Engine/Src/Imp/CPP/InternalEngine.cpp
@@ -42,10 +42,15 @@ namespace ia::iae
SDL_Window *g_windowHandle;
+ EXTERN Vec2 g_sceneDesignViewport;
+
VOID __Internal_Engine::Initialize()
{
const auto config = Game_GetConfigRequest();
+ g_sceneDesignViewport.x = config->DesignWidth;
+ g_sceneDesignViewport.y = config->DesignHeight;
+
IAE_LOG_INFO("Booting IAEngine for ", g_gameName);
SDL_SetHint(SDL_HINT_ORIENTATIONS, "LandscapeRight");
diff --git a/Engine/Src/Imp/CPP/Renderer/Renderer.cpp b/Engine/Src/Imp/CPP/Renderer/Renderer.cpp
index c5f2fd5..82cde09 100644
--- a/Engine/Src/Imp/CPP/Renderer/Renderer.cpp
+++ b/Engine/Src/Imp/CPP/Renderer/Renderer.cpp
@@ -39,11 +39,7 @@ namespace ia::iae
Renderer::State Renderer::s_state{};
SDL_GPUDevice *Renderer::s_gpuDevice{};
- SDL_GPUTexture *Renderer::s_renderTargetSceneColor{};
- SDL_GPUTexture *Renderer::s_renderTargetDebugDrawColor{};
-
Pipeline *Renderer::s_geometryPipeline{};
- Pipeline *Renderer::s_postprocessPipeline{};
Renderer::Geometry *Renderer::s_quadGeometry{};
Renderer::Geometry *Renderer::s_circleGeometry{};
@@ -54,10 +50,12 @@ namespace ia::iae
SDL_GPUCommandBuffer *Renderer::s_activeCommandBuffer{};
SDL_GPUColorTargetInfo Renderer::s_colorTargetInfo{};
class CameraComponent *Renderer::s_activeCamera{};
+ BOOL Renderer::s_ySortingEnabled{false};
+ SDL_Rect Renderer::s_defaultScissor{};
+ SDL_GPUViewport Renderer::s_defaultViewport{};
- SDL_Rect Renderer::s_scissor{0, 0, 0, 0};
- SDL_GPUViewport Renderer::s_activeViewport{};
- Vec2 Renderer::s_sceneScaleFactor{1.0f, 1.0f};
+ EXTERN Vec2 g_sceneScalingFactor;
+ EXTERN Vec2 g_sceneDesignViewport;
VOID Renderer::Initialize()
{
@@ -81,7 +79,7 @@ namespace ia::iae
SDL_GetWindowSizeInPixels(g_windowHandle, &s_screenWidth, &s_screenHeight);
OnScreenResize(s_screenWidth, s_screenHeight);
- // Initialize Pipelines
+ // Initialize Pipeline
s_geometryPipeline = new Pipeline(
Pipeline::StageDesc{
.SourceData = SHADER_SOURCE_GEOMETRY_VERT,
@@ -96,20 +94,6 @@ namespace ia::iae
.UniformBufferCount = 1,
},
true, true);
- s_postprocessPipeline = new Pipeline(
- Pipeline::StageDesc{
- .SourceData = SHADER_SOURCE_POSTPROCESS_VERT,
- .SourceLength = sizeof(SHADER_SOURCE_POSTPROCESS_VERT),
- .SamplerCount = 0,
- .UniformBufferCount = 0,
- },
- Pipeline::StageDesc{
- .SourceData = SHADER_SOURCE_POSTPROCESS_FRAG,
- .SourceLength = sizeof(SHADER_SOURCE_POSTPROCESS_FRAG),
- .SamplerCount = 2,
- .UniformBufferCount = 0,
- },
- false, false);
DebugDraw::Initialize();
@@ -256,10 +240,6 @@ namespace ia::iae
DebugDraw::Terminate();
delete s_geometryPipeline;
- delete s_postprocessPipeline;
-
- GPUResourceManager::DestroyTexture(s_renderTargetSceneColor);
- GPUResourceManager::DestroyTexture(s_renderTargetDebugDrawColor);
GPUResourceManager::Terminate();
@@ -267,6 +247,8 @@ namespace ia::iae
SDL_DestroyGPUDevice(s_gpuDevice);
}
+ ImDrawData *g_imDrawData{};
+
VOID Renderer::BeginFrame()
{
s_drawEntries.clear();
@@ -274,18 +256,50 @@ namespace ia::iae
if (!(s_activeCommandBuffer = SDL_AcquireGPUCommandBuffer(s_gpuDevice)))
THROW_UNKNOWN("Failed to acquire SDL GPU command buffer: ", SDL_GetError());
+ SDL_GPUTexture *swapChainTexture{};
+ if (!SDL_WaitAndAcquireGPUSwapchainTexture(s_activeCommandBuffer, g_windowHandle, &swapChainTexture,
+ (PUINT32) &s_screenWidth, (PUINT32) &s_screenHeight))
+ THROW_UNKNOWN("Failed to acquire SDL GPU Swapchain texture: ", SDL_GetError());
+
+ if (!swapChainTexture)
+ return;
+
+ DebugDraw::Render();
+ g_imDrawData = ImGui::GetDrawData();
+ ImGui_ImplSDLGPU3_PrepareDrawData(g_imDrawData, s_activeCommandBuffer);
+
const auto clearColor = WorldManager::GetActiveScene()->BackgroundColor().GetAsFloatVec();
s_colorTargetInfo.clear_color = SDL_FColor{clearColor.x, clearColor.y, clearColor.z, 1.0f};
- s_colorTargetInfo.texture = s_renderTargetSceneColor;
+ s_colorTargetInfo.texture = swapChainTexture;
s_activeRenderPass = SDL_BeginGPURenderPass(s_activeCommandBuffer, &s_colorTargetInfo, 1, nullptr);
SDL_BindGPUGraphicsPipeline(s_activeRenderPass, s_geometryPipeline->GetHandle());
SDL_PushGPUVertexUniformData(s_activeCommandBuffer, 0,
s_activeCamera ? s_activeCamera->GetProjectionMatrix() : &IdentityMatrix,
sizeof(Mat4));
+
+ s_state.Scissor = s_defaultScissor;
}
VOID Renderer::EndFrame()
+ {
+ std::sort(s_drawEntries.begin(), s_drawEntries.end(), [](IN CONST DrawEntry &a, IN CONST DrawEntry &b) {
+ if (a.Layer != b.Layer)
+ return a.Layer < b.Layer;
+ return a.SortIndex < b.SortIndex;
+ });
+
+ for (const auto &t : s_drawEntries)
+ Draw(t);
+
+ ImGui_ImplSDLGPU3_RenderDrawData(g_imDrawData, s_activeCommandBuffer, s_activeRenderPass);
+
+ SDL_EndGPURenderPass(s_activeRenderPass);
+
+ SDL_SubmitGPUCommandBuffer(s_activeCommandBuffer);
+ }
+
+ VOID Renderer::Draw(IN CONST DrawEntry &t)
{
#pragma pack(push, 1)
@@ -299,78 +313,39 @@ namespace ia::iae
#pragma pack(pop)
- std::sort(s_drawEntries.begin(), s_drawEntries.end(), [](IN CONST DrawEntry &a, IN CONST DrawEntry &b) {
- if (a.Layer != b.Layer)
- return a.Layer < b.Layer;
- return a.SortIndex < b.SortIndex;
- });
+ Vec2 position = t.DrawState.Position * g_sceneScalingFactor;
+ Vec2 scale = t.DrawState.Scale * g_sceneScalingFactor;
- for (const auto &t : s_drawEntries)
- {
- SDL_PushGPUVertexUniformData(
- s_activeCommandBuffer, 1,
- (s_activeCamera && t.DrawState.CameraRelative) ? s_activeCamera->GetViewMatrix() : &IdentityMatrix,
- sizeof(Mat4));
+ Mat4 modelMatrix = glm::translate(glm::mat4(1.0f), glm::vec3{position.x, position.y, 0});
+ modelMatrix = glm::rotate(modelMatrix, t.DrawState.Rotation, glm::vec3(0.0f, 0.0f, 1.0f));
+ modelMatrix = glm::scale(modelMatrix, glm::vec3{scale.x, scale.y, 1.0f});
- SDL_PushGPUVertexUniformData(Renderer::s_activeCommandBuffer, 2, &t.DrawState.ModelMatrix, sizeof(Mat4));
+ SDL_PushGPUVertexUniformData(s_activeCommandBuffer, 1,
+ (s_activeCamera && t.DrawState.CameraRelative) ? s_activeCamera->GetViewMatrix()
+ : &IdentityMatrix,
+ sizeof(Mat4));
- s_fragmentUniform.ColorOverlay = t.DrawState.ColorOverlay.GetAsFloatVec();
- s_fragmentUniform.FlippedH = t.DrawState.FlippedH;
- s_fragmentUniform.FlippedV = t.DrawState.FlippedV;
- s_fragmentUniform.TextureOffset = t.DrawState.TextureOffset;
- SDL_GPUTextureSamplerBinding textureBinding{.texture = t.DrawState.ActiveTexture,
- .sampler = ((t.DrawState.TextureOffset.x <= FLOAT32_EPSILON) &&
- (t.DrawState.TextureOffset.y <= FLOAT32_EPSILON))
- ? GPUResourceManager::GetSampler_LinearClamp()
- : GPUResourceManager::GetSampler_LinearRepeat()};
- SDL_BindGPUFragmentSamplers(s_activeRenderPass, 0, &textureBinding, 1);
- SDL_PushGPUFragmentUniformData(s_activeCommandBuffer, 0, &s_fragmentUniform, sizeof(s_fragmentUniform));
+ SDL_PushGPUVertexUniformData(Renderer::s_activeCommandBuffer, 2, &modelMatrix, sizeof(Mat4));
- // SDL_SetGPUScissor(s_activeRenderPass, &s_scissor);
- // SDL_SetGPUViewport(s_activeRenderPass, &s_activeViewport);
+ s_fragmentUniform.ColorOverlay = t.DrawState.ColorOverlay.GetAsFloatVec();
+ s_fragmentUniform.FlippedH = t.DrawState.FlippedH;
+ s_fragmentUniform.FlippedV = t.DrawState.FlippedV;
+ s_fragmentUniform.TextureOffset = t.DrawState.TextureOffset;
+ SDL_GPUTextureSamplerBinding textureBinding{.texture = t.DrawState.ActiveTexture,
+ .sampler = ((t.DrawState.TextureOffset.x <= FLOAT32_EPSILON) &&
+ (t.DrawState.TextureOffset.y <= FLOAT32_EPSILON))
+ ? GPUResourceManager::GetSampler_LinearClamp()
+ : GPUResourceManager::GetSampler_LinearRepeat()};
+ SDL_BindGPUFragmentSamplers(s_activeRenderPass, 0, &textureBinding, 1);
+ SDL_PushGPUFragmentUniformData(s_activeCommandBuffer, 0, &s_fragmentUniform, sizeof(s_fragmentUniform));
- SDL_GPUBufferBinding bufferBindings[] = {{.buffer = t.GeometryHandle->VertexBuffer, .offset = 0},
- {.buffer = t.GeometryHandle->IndexBuffer, .offset = 0}};
- SDL_BindGPUVertexBuffers(s_activeRenderPass, 0, bufferBindings, 1);
- SDL_BindGPUIndexBuffer(s_activeRenderPass, &bufferBindings[1], SDL_GPU_INDEXELEMENTSIZE_32BIT);
- SDL_DrawGPUIndexedPrimitives(s_activeRenderPass, t.GeometryHandle->IndexCount, 1, 0, 0, 0);
- }
+ SDL_SetGPUScissor(s_activeRenderPass, &t.DrawState.Scissor);
- SDL_EndGPURenderPass(s_activeRenderPass);
-
- DebugDraw::Render();
- const auto imDrawData = ImGui::GetDrawData();
- ImGui_ImplSDLGPU3_PrepareDrawData(imDrawData, s_activeCommandBuffer);
- s_colorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
- s_colorTargetInfo.clear_color = SDL_FColor{0.0f, 0.0f, 0.0f, 0.0f};
- s_colorTargetInfo.texture = s_renderTargetDebugDrawColor;
- s_activeRenderPass = SDL_BeginGPURenderPass(s_activeCommandBuffer, &s_colorTargetInfo, 1, nullptr);
- ImGui_ImplSDLGPU3_RenderDrawData(imDrawData, s_activeCommandBuffer, s_activeRenderPass);
- SDL_EndGPURenderPass(s_activeRenderPass);
-
- SDL_GPUTexture *swapChainTexture{};
- if (!SDL_WaitAndAcquireGPUSwapchainTexture(s_activeCommandBuffer, g_windowHandle, &swapChainTexture,
- (PUINT32) &s_screenWidth, (PUINT32) &s_screenHeight))
- THROW_UNKNOWN("Failed to acquire SDL GPU Swapchain texture: ", SDL_GetError());
-
- if (!swapChainTexture)
- return;
-
- s_colorTargetInfo.clear_color = SDL_FColor{1.0f, 1.0f, 1.0f, 1.0f};
- s_colorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
- s_colorTargetInfo.texture = swapChainTexture;
-
- s_activeRenderPass = SDL_BeginGPURenderPass(s_activeCommandBuffer, &s_colorTargetInfo, 1, nullptr);
- SDL_BindGPUGraphicsPipeline(s_activeRenderPass, s_postprocessPipeline->GetHandle());
- SDL_GPUTextureSamplerBinding textureBindings[2] = {
- {.texture = s_renderTargetSceneColor, .sampler = GPUResourceManager::GetSampler_LinearClamp()},
- {.texture = s_renderTargetDebugDrawColor, .sampler = GPUResourceManager::GetSampler_LinearClamp()},
- };
- SDL_BindGPUFragmentSamplers(s_activeRenderPass, 0, textureBindings, 2);
- SDL_DrawGPUPrimitives(s_activeRenderPass, 6, 1, 0, 0);
- SDL_EndGPURenderPass(s_activeRenderPass);
-
- SDL_SubmitGPUCommandBuffer(s_activeCommandBuffer);
+ SDL_GPUBufferBinding bufferBindings[] = {{.buffer = t.GeometryHandle->VertexBuffer, .offset = 0},
+ {.buffer = t.GeometryHandle->IndexBuffer, .offset = 0}};
+ SDL_BindGPUVertexBuffers(s_activeRenderPass, 0, bufferBindings, 1);
+ SDL_BindGPUIndexBuffer(s_activeRenderPass, &bufferBindings[1], SDL_GPU_INDEXELEMENTSIZE_32BIT);
+ SDL_DrawGPUIndexedPrimitives(s_activeRenderPass, t.GeometryHandle->IndexCount, 1, 0, 0, 0);
}
VOID Renderer::OnScreenResize(IN INT32 newWidth, IN INT32 newHeight)
@@ -378,38 +353,21 @@ namespace ia::iae
s_screenWidth = newWidth;
s_screenHeight = newHeight;
- if (s_renderTargetSceneColor)
- GPUResourceManager::DestroyTexture(s_renderTargetSceneColor);
- if (s_renderTargetDebugDrawColor)
- GPUResourceManager::DestroyTexture(s_renderTargetDebugDrawColor);
+ s_defaultScissor = {0, 0, newWidth, newHeight};
- s_renderTargetSceneColor = GPUResourceManager::CreateTexture(
- SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER, s_screenWidth, s_screenHeight, nullptr,
- SDL_GetGPUSwapchainTextureFormat(s_gpuDevice, g_windowHandle));
- s_renderTargetDebugDrawColor = GPUResourceManager::CreateTexture(
- SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER, s_screenWidth, s_screenHeight, nullptr,
- SDL_GetGPUSwapchainTextureFormat(s_gpuDevice, g_windowHandle));
-
- s_scissor = {0, 0, newWidth, newHeight};
-
- s_activeViewport.x = 0;
- s_activeViewport.y = 0;
- s_activeViewport.w = newWidth;
- s_activeViewport.h = newHeight;
- s_activeViewport.min_depth = 0.0f;
- s_activeViewport.max_depth = 1.0f;
+ s_defaultViewport.x = 0;
+ s_defaultViewport.y = 0;
+ s_defaultViewport.w = newWidth;
+ s_defaultViewport.h = newHeight;
+ s_defaultViewport.min_depth = 0.0f;
+ s_defaultViewport.max_depth = 1.0f;
if (s_activeCamera)
s_activeCamera->SetViewport(newWidth, newHeight);
- const auto activeScene = WorldManager::GetActiveScene();
- if (activeScene)
- {
- const auto sceneViewport = activeScene->Viewport();
- s_sceneScaleFactor = {(FLOAT32) newWidth / (FLOAT32) sceneViewport.x,
- (FLOAT32) newHeight / (FLOAT32) sceneViewport.y};
- IAE_LOG_INFO("Updated Scene Scale Factor: (", s_sceneScaleFactor.x, ", ", s_sceneScaleFactor.y, ")");
- }
+ g_sceneScalingFactor = {(FLOAT32) newWidth / g_sceneDesignViewport.x,
+ (FLOAT32) newHeight / g_sceneDesignViewport.y};
+ IAE_LOG_INFO("Updated Scene Scale Factor: (", g_sceneScalingFactor.x, ", ", g_sceneScalingFactor.y, ")");
}
SDL_GPUTextureFormat Renderer::GetRenderTargetFormat()
@@ -436,36 +394,38 @@ namespace ia::iae
delete handle;
}
- VOID Renderer::DrawGeometry(IN Geometry *handle, IN UINT8 layer, IN UINT16 sortIndex)
+ VOID Renderer::DrawGeometry(IN Geometry *handle, IN SDL_GPUTexture *texture, IN Vec2 position, IN Vec2 scale,
+ IN FLOAT32 rotation, IN UINT8 layer, IN UINT16 sortIndex)
{
- const auto t = (UINT16) (sortIndex + ((UINT16) s_state.PositionY * s_state.YSortingEnabled));
+ s_state.ActiveTexture = texture;
+ s_state.Position = position;
+ s_state.Rotation = rotation;
+ s_state.Scale = scale;
s_drawEntries.pushBack(
- DrawEntry{.Layer = layer, .SortIndex = t, .DrawState = s_state, .GeometryHandle = handle});
+ DrawEntry{.Layer = layer,
+ .SortIndex = (UINT16) (sortIndex + ((UINT16) s_state.Position.y * s_ySortingEnabled)),
+ .DrawState = s_state,
+ .GeometryHandle = handle});
}
VOID Renderer::DrawText(IN CONST String &text, IN Vec2 position, IN FLOAT32 scale, IN FLOAT32 rotation,
IN UINT8 layer, IN UINT16 sortIndex)
{
+ const auto t = (UINT16) (sortIndex + ((UINT16) s_state.Position.y * s_ySortingEnabled));
const auto &font = FontManager::GetFont("Roboto");
- const auto t = (UINT16) (sortIndex + ((UINT16) s_state.PositionY * s_state.YSortingEnabled));
- Vec3 p{};
- Vec3 s{};
for (const auto &c : text)
{
if (!c)
break;
+
const auto glyph = font.Chars[(UINT8) c];
- p = Vec3(position.x, position.y, 0.0f) +
- Vec3(glyph.Bearing.x, glyph.Size.y - glyph.Bearing.y, 0.0f) * scale;
- p.y += (16 - glyph.Size.y) * scale;
- s = Vec3(scale * glyph.Size.x, scale * glyph.Size.y, 1.0f);
-
s_state.ActiveTexture = glyph.Texture;
- s_state.PositionY = position.y;
- s_state.ModelMatrix = glm::translate(glm::mat4(1.0f), p);
- s_state.ModelMatrix = glm::rotate(s_state.ModelMatrix, rotation, glm::vec3(0.0f, 0.0f, 1.0f));
- s_state.ModelMatrix = glm::scale(s_state.ModelMatrix, s);
+ s_state.Position = position + Vec2(glyph.Bearing.x, glyph.Size.y - glyph.Bearing.y) * scale;
+ s_state.Position.y += (16 - glyph.Size.y) * scale;
+ s_state.Rotation = rotation;
+ s_state.Scale = Vec2(scale * glyph.Size.x, scale * glyph.Size.y);
+
s_drawEntries.pushBack(
DrawEntry{.Layer = layer, .SortIndex = t, .DrawState = s_state, .GeometryHandle = s_quadGeometry});
@@ -502,11 +462,6 @@ namespace ia::iae
return Renderer::s_activeCamera;
}
- Vec2 Engine::GetRendererScalingFactor()
- {
- return Renderer::s_sceneScaleFactor;
- }
-
Handle Engine::CreateGeometry(IN CONST Vector &vertices, IN CONST Vector &indices)
{
return (Handle) Renderer::CreateGeometry(vertices, indices);
@@ -517,9 +472,11 @@ namespace ia::iae
Renderer::DestroyGeometry((Renderer::Geometry *) geometry);
}
- VOID Engine::DrawGeometry(IN Handle handle, IN UINT8 layer, IN UINT16 sortIndex)
+ VOID Engine::DrawGeometry(IN Handle handle, IN Handle texture, IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation,
+ IN UINT8 layer, IN UINT16 sortIndex)
{
- Renderer::DrawGeometry((Renderer::Geometry *) handle, layer, sortIndex);
+ Renderer::DrawGeometry((Renderer::Geometry *) handle, ResourceManager::GetTextureFromImage(texture), position,
+ scale, rotation, layer, sortIndex);
}
VOID Engine::DrawText(IN CONST String &text, IN Vec2 position, IN FLOAT32 scale, IN FLOAT32 rotation,
@@ -528,10 +485,24 @@ namespace ia::iae
Renderer::DrawText(text, position, scale, rotation, layer, sortIndex);
}
+ VOID Engine::DrawQuad(IN Vec2 position, IN Handle texture, IN Vec2 scale, IN FLOAT32 rotation, IN UINT8 layer,
+ IN UINT16 sortIndex)
+ {
+ Renderer::DrawGeometry(Renderer::s_quadGeometry, ResourceManager::GetTextureFromImage(texture), position, scale,
+ rotation, layer, sortIndex);
+ }
+
+ VOID Engine::DrawCircle(IN Vec2 position, IN Handle texture, IN FLOAT32 radius, IN FLOAT32 rotation, IN UINT8 layer,
+ IN UINT16 sortIndex)
+ {
+ Renderer::DrawGeometry(Renderer::s_circleGeometry, ResourceManager::GetTextureFromImage(texture), position,
+ {radius, radius}, rotation, layer, sortIndex);
+ }
+
VOID Engine::SetRenderState_Scissor(IN IVec4 rect)
{
- Renderer::s_scissor = rect.z ? SDL_Rect{0, 0, Renderer::s_screenWidth, Renderer::s_screenHeight}
- : SDL_Rect{rect.x, rect.y, rect.z, rect.w};
+ Renderer::s_state.Scissor = rect.z ? SDL_Rect{0, 0, Renderer::s_screenWidth, Renderer::s_screenHeight}
+ : SDL_Rect{rect.x, rect.y, rect.z, rect.w};
}
VOID Engine::SetRenderState_FlippedH(IN BOOL value)
@@ -559,35 +530,9 @@ namespace ia::iae
Renderer::s_state.CameraRelative = value;
}
- VOID Engine::SetRenderState_Texture(IN Handle image)
- {
- Renderer::s_state.ActiveTexture = ResourceManager::GetTextureFromImage(image);
- }
-
- VOID Engine::SetRenderState_Transform(IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation)
- {
- position *= Renderer::s_sceneScaleFactor;
- scale *= Renderer::s_sceneScaleFactor;
-
- Renderer::s_state.PositionY = position.y;
-
- Renderer::s_state.ModelMatrix = glm::translate(glm::mat4(1.0f), glm::vec3{position.x, position.y, 0});
- Renderer::s_state.ModelMatrix =
- glm::rotate(Renderer::s_state.ModelMatrix, rotation, glm::vec3(0.0f, 0.0f, 1.0f));
- Renderer::s_state.ModelMatrix = glm::scale(Renderer::s_state.ModelMatrix, glm::vec3{scale.x, scale.y, 1.0f});
- }
-
- VOID Engine::SetRenderState_TransformUI(IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation)
- {
- Renderer::s_state.ModelMatrix = glm::translate(glm::mat4(1.0f), glm::vec3{position.x, position.y, 0});
- Renderer::s_state.ModelMatrix =
- glm::rotate(Renderer::s_state.ModelMatrix, rotation, glm::vec3(0.0f, 0.0f, 1.0f));
- Renderer::s_state.ModelMatrix = glm::scale(Renderer::s_state.ModelMatrix, glm::vec3{scale.x, scale.y, 1.0f});
- }
-
VOID Engine::SetRenderState_YSortingEnabled(IN BOOL value)
{
- Renderer::s_state.YSortingEnabled = value;
+ Renderer::s_ySortingEnabled = value;
}
Handle Engine::GetGeometry_Quad()
diff --git a/Engine/Src/Imp/CPP/ResourceManager.cpp b/Engine/Src/Imp/CPP/ResourceManager.cpp
index 46363d9..b81d085 100644
--- a/Engine/Src/Imp/CPP/ResourceManager.cpp
+++ b/Engine/Src/Imp/CPP/ResourceManager.cpp
@@ -61,8 +61,9 @@ namespace ia::iae
Handle ResourceManager::CreateImage(IN CONST String &name, IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height)
{
- const auto texture = GPUResourceManager::CreateTexture(SDL_GPU_TEXTUREUSAGE_SAMPLER | SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, width, height, rgbaData,
- SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM, true);
+ const auto texture =
+ GPUResourceManager::CreateTexture(SDL_GPU_TEXTUREUSAGE_SAMPLER | SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, width,
+ height, rgbaData, SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM, true);
s_imageHandles.pushBack(ImageResource{.OriginalWidth = width,
.OriginalHeight = height,
.OriginalPixelData = new UINT8[width * height * 4],
@@ -137,7 +138,7 @@ namespace ia::iae
return {t.OriginalWidth, t.OriginalHeight};
}
- Handle ResourceManager::RescaleImage(IN Handle image, IN Vec2 factor)
+ Handle ResourceManager::RescaleImage(IN Handle image, IN Vec2 factor, IN BOOL makeOriginal)
{
if (!s_imageHandles[image].OriginalPixelData)
return image;
@@ -145,21 +146,29 @@ namespace ia::iae
const auto newWidth = (INT32) (s_imageHandles[image].OriginalWidth * factor.x);
const auto newHeight = (INT32) (s_imageHandles[image].OriginalHeight * factor.y);
- if (!newWidth || !newHeight ||
- ((newWidth <= s_imageHandles[image].OriginalWidth) && (newHeight <= s_imageHandles[image].OriginalHeight)))
+ if (!newWidth || !newHeight)
return image;
const auto newPixelData =
stbir_resize_uint8_linear(s_imageHandles[image].OriginalPixelData, s_imageHandles[image].OriginalWidth,
s_imageHandles[image].OriginalHeight, s_imageHandles[image].OriginalWidth * 4,
nullptr, newWidth, newHeight, newWidth * 4, stbir_pixel_layout::STBIR_RGBA);
- const auto texture = GPUResourceManager::CreateTexture(SDL_GPU_TEXTUREUSAGE_SAMPLER | SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, newWidth, newHeight,
- newPixelData, SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM, true);
+ const auto texture = GPUResourceManager::CreateTexture(
+ SDL_GPU_TEXTUREUSAGE_SAMPLER | SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, newWidth, newHeight, newPixelData,
+ SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM, true);
GPUResourceManager::DestroyTexture(s_imageHandles[image].Handle);
s_imageHandles[image].Handle = texture;
s_imageHandles[image].Width = newWidth;
s_imageHandles[image].Height = newHeight;
- free(newPixelData);
+ if (!makeOriginal)
+ {
+ free(newPixelData);
+ return image;
+ }
+ free(s_imageHandles[image].OriginalPixelData);
+ s_imageHandles[image].OriginalPixelData = newPixelData;
+ s_imageHandles[image].OriginalWidth = newWidth;
+ s_imageHandles[image].OriginalHeight = newHeight;
return image;
}
diff --git a/Engine/Src/Imp/CPP/SceneManager.cpp b/Engine/Src/Imp/CPP/SceneManager.cpp
index 2ab3b88..303ff1f 100644
--- a/Engine/Src/Imp/CPP/SceneManager.cpp
+++ b/Engine/Src/Imp/CPP/SceneManager.cpp
@@ -101,9 +101,6 @@ namespace ia::iae
{
auto t = propRoot.child("Extent");
scene->Extent() = Vec2{t.attribute("width").as_float(), t.attribute("height").as_float()};
-
- t = propRoot.child("Viewport");
- scene->Viewport() = Vec2{t.attribute("width").as_float(), t.attribute("height").as_float()};
}
// Process Nodes
diff --git a/Engine/Src/Imp/CPP/UI.cpp b/Engine/Src/Imp/CPP/UI.cpp
index 37cd05b..d2ed7aa 100644
--- a/Engine/Src/Imp/CPP/UI.cpp
+++ b/Engine/Src/Imp/CPP/UI.cpp
@@ -589,15 +589,13 @@ namespace ia::iae
Rml::TextureHandle texture)
{
- Engine::SetRenderState_Texture((Handle) texture);
Engine::SetRenderState_FlippedH(false);
Engine::SetRenderState_FlippedV(false);
Engine::SetRenderState_ColorOverlay({255, 255, 255, 255});
Engine::SetRenderState_TextureOffset({0, 0});
Engine::SetRenderState_CameraRelative(false);
- Engine::SetRenderState_Transform({translation.x, translation.y}, {1.0f, 1.0f}, 0);
- Engine::DrawGeometry((Handle) geometry, 0xFF, 0);
+ Engine::DrawGeometry((Handle) geometry, (Handle) texture, {translation.x, translation.y}, {1.0f, 1.0f}, 0, 0xFF, 0);
}
void RmlUIRenderInterface::ReleaseGeometry(Rml::CompiledGeometryHandle geometry)
diff --git a/Engine/Src/Imp/HPP/InputManager.hpp b/Engine/Src/Imp/HPP/InputManager.hpp
index b9868c3..feac4ab 100644
--- a/Engine/Src/Imp/HPP/InputManager.hpp
+++ b/Engine/Src/Imp/HPP/InputManager.hpp
@@ -41,7 +41,10 @@ namespace ia::iae
STATIC VOID SwitchModeToText();
STATIC VOID SwitchModeToAction();
+ STATIC BOOL IsPointerDown();
STATIC Vec2 GetPointerPosition();
+ STATIC BOOL IsPointerDown(IN CONST Vec2& start, IN CONST Vec2& end);
+ STATIC BOOL DidPointerClick(IN CONST Vec2& start, IN CONST Vec2& end);
STATIC BOOL IsKeyDown(IN InputKey key);
STATIC BOOL WasKeyPressed(IN InputKey key);
@@ -74,6 +77,8 @@ namespace ia::iae
STATIC INT16 s_horizontalAxis;
STATIC BOOL s_keys[256];
STATIC BOOL s_prevKeys[256];
+ STATIC BOOL s_pointerState;
+ STATIC BOOL s_pointerPrevState;
STATIC Vec2 s_pointerPosition;
STATIC BOOL s_onScreenGamePadEnabled;
STATIC BOOL s_keyboardGamePadEnabled;
diff --git a/Engine/Src/Imp/HPP/Renderer/Renderer.hpp b/Engine/Src/Imp/HPP/Renderer/Renderer.hpp
index 30460ac..22863ec 100644
--- a/Engine/Src/Imp/HPP/Renderer/Renderer.hpp
+++ b/Engine/Src/Imp/HPP/Renderer/Renderer.hpp
@@ -16,17 +16,14 @@
#pragma once
-#include
#include
+#include
namespace ia::iae
{
class Renderer
{
public:
- STATIC CONSTEXPR FLOAT32 MIN_DEPTH = -2097152.0f;
- STATIC CONSTEXPR FLOAT32 MAX_DEPTH = 2097152.0f;
-
struct Geometry
{
INT32 IndexCount{};
@@ -39,12 +36,16 @@ namespace ia::iae
BOOL FlippedH{false};
BOOL FlippedV{false};
BOOL CameraRelative{true};
- BOOL YSortingEnabled{false};
Color ColorOverlay{};
Vec2 TextureOffset{0.0f, 0.0f};
- SDL_GPUTexture* ActiveTexture{nullptr};
- Mat4 ModelMatrix{1.0f};
- FLOAT32 PositionY{};
+
+ Vec2 Position{};
+ Vec2 Scale{};
+ FLOAT32 Rotation;
+
+ SDL_Rect Scissor{};
+
+ SDL_GPUTexture *ActiveTexture{nullptr};
};
struct DrawEntry
@@ -52,7 +53,7 @@ namespace ia::iae
UINT8 Layer{};
UINT16 SortIndex{};
State DrawState{};
- Geometry* GeometryHandle{};
+ Geometry *GeometryHandle{};
};
public:
@@ -67,11 +68,13 @@ namespace ia::iae
STATIC VOID OnScreenResize(IN INT32 newWidth, IN INT32 newHeight);
public:
- STATIC Geometry* CreateGeometry(IN CONST Vector &vertices, IN CONST Vector &indices);
- STATIC VOID DestroyGeometry(IN Geometry* handle);
+ STATIC Geometry *CreateGeometry(IN CONST Vector &vertices, IN CONST Vector &indices);
+ STATIC VOID DestroyGeometry(IN Geometry *handle);
- STATIC VOID DrawGeometry(IN Geometry* handle, IN UINT8 layer, IN UINT16 sortIndex);
- STATIC VOID DrawText(IN CONST String& text, IN Vec2 position, IN FLOAT32 scale, IN FLOAT32 rotation, IN UINT8 layer, IN UINT16 sortIndex);
+ STATIC VOID DrawGeometry(IN Geometry *handle, IN SDL_GPUTexture* texture, IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation,
+ IN UINT8 layer, IN UINT16 sortIndex);
+ STATIC VOID DrawText(IN CONST String &text, IN Vec2 position, IN FLOAT32 scale, IN FLOAT32 rotation,
+ IN UINT8 layer, IN UINT16 sortIndex);
STATIC SDL_GPUTextureFormat GetRenderTargetFormat();
@@ -80,25 +83,25 @@ namespace ia::iae
return s_gpuDevice;
}
+ private:
+ STATIC VOID Draw(IN CONST DrawEntry &entity);
+
private:
STATIC State s_state;
STATIC INT32 s_screenWidth;
STATIC INT32 s_screenHeight;
STATIC SDL_GPUDevice *s_gpuDevice;
- STATIC SDL_GPUTexture *s_renderTargetSceneColor;
- STATIC SDL_GPUTexture *s_renderTargetDebugDrawColor;
- STATIC Pipeline* s_geometryPipeline;
- STATIC Pipeline* s_postprocessPipeline;
- STATIC Geometry* s_quadGeometry;
- STATIC Geometry* s_circleGeometry;
+ STATIC Pipeline *s_geometryPipeline;
+ STATIC Geometry *s_quadGeometry;
+ STATIC Geometry *s_circleGeometry;
STATIC Vector s_drawEntries;
- STATIC SDL_GPURenderPass* s_activeRenderPass;
- STATIC SDL_GPUCommandBuffer* s_activeCommandBuffer;
+ STATIC SDL_GPURenderPass *s_activeRenderPass;
+ STATIC SDL_GPUCommandBuffer *s_activeCommandBuffer;
STATIC SDL_GPUColorTargetInfo s_colorTargetInfo;
STATIC class CameraComponent *s_activeCamera;
- STATIC SDL_Rect s_scissor;
- STATIC SDL_GPUViewport s_activeViewport;
- STATIC Vec2 s_sceneScaleFactor;
+ STATIC BOOL s_ySortingEnabled;
+ STATIC SDL_Rect s_defaultScissor;
+ STATIC SDL_GPUViewport s_defaultViewport;
friend class Engine;
};
diff --git a/Engine/Src/Imp/HPP/ResourceManager.hpp b/Engine/Src/Imp/HPP/ResourceManager.hpp
index f88969e..529a7b1 100644
--- a/Engine/Src/Imp/HPP/ResourceManager.hpp
+++ b/Engine/Src/Imp/HPP/ResourceManager.hpp
@@ -53,7 +53,7 @@ namespace ia::iae
STATIC IVec2 GetImageExtent(IN Handle image);
STATIC IVec2 GetImageOriginalExtent(IN Handle image);
STATIC VOID RescaleAllImages(IN Vec2 factor);
- STATIC Handle RescaleImage(IN Handle image, IN Vec2 factor);
+ STATIC Handle RescaleImage(IN Handle image, IN Vec2 factor, IN BOOL makeOriginal = false);
STATIC Handle CombineImages(IN CONST Vector &images, IN INT32 unitWidth, IN INT32 unitHeight,
IN INT32 unitCountX, IN INT32 unitCountY);
diff --git a/Engine/Src/Inc/IAEngine/Components/UIButtonComponent.hpp b/Engine/Src/Inc/IAEngine/Components/UIButtonComponent.hpp
index e69de29..69056dc 100644
--- a/Engine/Src/Inc/IAEngine/Components/UIButtonComponent.hpp
+++ b/Engine/Src/Inc/IAEngine/Components/UIButtonComponent.hpp
@@ -0,0 +1,79 @@
+// 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 .
+
+#pragma once
+
+#include
+
+namespace ia::iae
+{
+ class UIButtonComponent : public UIImageComponent
+ {
+ public:
+ UIButtonComponent(IN UINode *node);
+
+ String &Label()
+ {
+ return m_label;
+ }
+
+ CONST String &Label() CONST
+ {
+ return m_label;
+ }
+
+ Vec2 &LabelPosition()
+ {
+ return m_labelPosition;
+ }
+
+ FLOAT32 &LabelSize()
+ {
+ return m_labelSize;
+ }
+
+ Color &LabelColor()
+ {
+ return m_labelColor;
+ }
+
+ public:
+ VOID SetOnDownCallback(IN std::function callback)
+ {
+ m_onDownCallback = callback;
+ }
+
+ VOID SetOnClickCallback(IN std::function callback)
+ {
+ m_onClickCallback = callback;
+ }
+
+ public:
+ VOID Draw();
+ VOID DebugDraw();
+
+ VOID Update();
+ VOID FixedUpdate();
+
+ private:
+ String m_label{};
+ Vec2 m_labelPosition{};
+ FLOAT32 m_labelSize{1.0f};
+ Color m_labelColor{0xFF, 0xFF, 0xFF, 0xFF};
+ std::function m_onDownCallback;
+ std::function m_onClickCallback;
+ };
+} // namespace ia::iae
\ No newline at end of file
diff --git a/Engine/Src/Inc/IAEngine/Components/UIImageComponent.hpp b/Engine/Src/Inc/IAEngine/Components/UIImageComponent.hpp
index e69de29..0565719 100644
--- a/Engine/Src/Inc/IAEngine/Components/UIImageComponent.hpp
+++ b/Engine/Src/Inc/IAEngine/Components/UIImageComponent.hpp
@@ -0,0 +1,54 @@
+// 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 .
+
+#pragma once
+
+#include
+
+namespace ia::iae
+{
+ class UIImageComponent : public IUIComponent
+ {
+ public:
+ UIImageComponent(IN UINode *node);
+
+ Handle &Image()
+ {
+ return m_image;
+ }
+
+ CONST Handle &Image() CONST
+ {
+ return m_image;
+ }
+
+ CONST Vec2 &DrawnSize() CONST
+ {
+ return m_drawnSize;
+ }
+
+ public:
+ VOID Draw();
+ VOID DebugDraw();
+
+ VOID Update();
+ VOID FixedUpdate();
+
+ private:
+ Handle m_image{};
+ Vec2 m_drawnSize{};
+ };
+} // namespace ia::iae
\ No newline at end of file
diff --git a/Engine/Src/Inc/IAEngine/Components/UILabelComponent.hpp b/Engine/Src/Inc/IAEngine/Components/UILabelComponent.hpp
index 1dd8a11..180d7c6 100644
--- a/Engine/Src/Inc/IAEngine/Components/UILabelComponent.hpp
+++ b/Engine/Src/Inc/IAEngine/Components/UILabelComponent.hpp
@@ -23,7 +23,7 @@ namespace ia::iae
class UILabelComponent : public IUIComponent
{
public:
- UILabelComponent(IN UINode* node);
+ UILabelComponent(IN UINode *node);
String &Label()
{
@@ -35,6 +35,11 @@ namespace ia::iae
return m_label;
}
+ struct Color &Color()
+ {
+ return m_color;
+ }
+
public:
VOID Draw();
VOID DebugDraw();
@@ -44,5 +49,6 @@ namespace ia::iae
private:
String m_label{};
+ struct Color m_color{0xFF, 0xFF, 0xFF, 0xFF};
};
} // namespace ia::iae
\ No newline at end of file
diff --git a/Engine/Src/Inc/IAEngine/Engine.hpp b/Engine/Src/Inc/IAEngine/Engine.hpp
index 3eb62b4..f919da9 100644
--- a/Engine/Src/Inc/IAEngine/Engine.hpp
+++ b/Engine/Src/Inc/IAEngine/Engine.hpp
@@ -47,10 +47,12 @@ namespace ia::iae
STATIC Handle GetGeometry_Circle();
STATIC Handle CreateGeometry(IN CONST Vector &vertices, IN CONST Vector &indices);
STATIC VOID DestroyGeometry(IN Handle geometry);
- STATIC VOID DrawGeometry(IN Handle handle, IN UINT8 layer, IN UINT16 sortIndex);
STATIC IVec2 GetDisplayExtent();
STATIC FLOAT32 GetDisplayAspectRatio();
STATIC VOID ResizeDisplay(IN INT32 newWidth, IN INT32 newHeight);
+ STATIC VOID DrawGeometry(IN Handle geometry, IN Handle texture, IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation, IN UINT8 layer, IN UINT16 sortIndex);
+ STATIC VOID DrawQuad(IN Vec2 position, IN Handle texture, IN Vec2 scale, IN FLOAT32 rotation, IN UINT8 layer, IN UINT16 sortIndex);
+ STATIC VOID DrawCircle(IN Vec2 position, IN Handle texture, IN FLOAT32 radius, IN FLOAT32 rotation, IN UINT8 layer, IN UINT16 sortIndex);
STATIC VOID DrawText(IN CONST String& text, IN Vec2 position, IN FLOAT32 scale, IN FLOAT32 rotation, IN UINT8 layer, IN UINT16 sortIndex);
// Renderer State Functions
@@ -61,10 +63,7 @@ namespace ia::iae
STATIC VOID SetRenderState_YSortingEnabled(IN BOOL value);
STATIC VOID SetRenderState_ColorOverlay(IN Color color);
STATIC VOID SetRenderState_CameraRelative(IN BOOL value);
- STATIC VOID SetRenderState_Texture(IN Handle image);
- STATIC VOID SetRenderState_Transform(IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation);
- STATIC VOID SetRenderState_TransformUI(IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation);
- STATIC Vec2 GetRendererScalingFactor();
+ STATIC Vec2 GetSceneScalingFactor();
// Debug Draw Functions
STATIC VOID DebugDraw_SetColor(IN Color color);
@@ -107,7 +106,12 @@ namespace ia::iae
// Input Functions
STATIC VOID Input_SwitchModeToText();
STATIC VOID Input_SwitchModeToAction();
+
+ STATIC BOOL Input_IsPointerDown();
STATIC Vec2 Input_GetPointerPosition();
+ STATIC BOOL Input_DidPointerClick(IN CONST Vec2& start, IN CONST Vec2& end);
+ STATIC BOOL Input_IsPointerDown(IN CONST Vec2& start, IN CONST Vec2& end);
+
STATIC BOOL Input_IsKeyDown(IN InputKey key);
STATIC BOOL Input_WasKeyPressed(IN InputKey key);
STATIC BOOL Input_WasKeyReleased(IN InputKey key);
diff --git a/Engine/Src/Inc/IAEngine/Scene.hpp b/Engine/Src/Inc/IAEngine/Scene.hpp
index 2ffbdcd..d2ba591 100644
--- a/Engine/Src/Inc/IAEngine/Scene.hpp
+++ b/Engine/Src/Inc/IAEngine/Scene.hpp
@@ -48,11 +48,6 @@ namespace ia::iae
return m_extent;
}
- IVec2 &Viewport()
- {
- return m_viewport;
- }
-
Color &BackgroundColor()
{
return m_backgroundColor;
@@ -62,7 +57,6 @@ namespace ia::iae
String m_uiMarkup{};
String m_uiMarkupStyles{};
IVec2 m_extent{100, 100};
- IVec2 m_viewport{100, 100};
CameraComponent *m_camera{};
Color m_backgroundColor{0, 0, 0, 255};
Map> m_nodes;
diff --git a/Resources/HUD/Button.png b/Resources/HUD/Button.png
new file mode 100644
index 0000000..58c42a3
Binary files /dev/null and b/Resources/HUD/Button.png differ