Optimized Renderer
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@ -39,7 +39,7 @@ namespace ia::iae
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CONST Mat4 *CameraComponent::GetViewMatrix()
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{
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const auto pos = (m_node->GetPosition() + m_positionOffset) * Engine::GetRendererScalingFactor();
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const auto pos = (m_node->GetPosition() + m_positionOffset) * Engine::GetSceneScalingFactor();
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m_viewMatrix = glm::lookAtLH(glm::vec3{pos, -2.0f}, {pos, 0.0f}, {0.0f, 1.0f, 0.0f});
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return &m_viewMatrix;
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}
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@ -35,15 +35,15 @@ namespace ia::iae
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m_textureExtent = {t.x, t.y};
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m_drawnSize = m_node->GetScale() * m_textureExtent * m_scaleOffset;
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Engine::SetRenderState_Texture(m_texture);
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Engine::SetRenderState_FlippedH(m_isFlippedH);
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Engine::SetRenderState_FlippedV(m_isFlippedV);
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Engine::SetRenderState_ColorOverlay(m_colorOverlay);
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Engine::SetRenderState_TextureOffset(m_textureOffset);
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Engine::SetRenderState_CameraRelative(m_isCameraRelative);
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Engine::SetRenderState_Transform(m_node->GetPosition() + m_positionOffset, m_node->GetScale() * Vec2{t2.x, t2.y} * m_scaleOffset, m_node->GetRotation() + m_rotationOffset);
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Engine::DrawGeometry(Engine::GetGeometry_Quad(), m_node->Layer(), m_node->SortIndex());
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Engine::DrawGeometry(Engine::GetGeometry_Quad(), m_texture, m_node->GetPosition() + m_positionOffset,
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m_node->GetScale() * Vec2{t2.x, t2.y} * m_scaleOffset,
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m_node->GetRotation() + m_rotationOffset, m_node->Layer(), m_node->SortIndex());
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}
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VOID TextureComponent::DebugDraw()
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@ -0,0 +1,65 @@
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// IAEngine: 2D Game Engine by IA
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// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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#include <IAEngine/Components/UIButtonComponent.hpp>
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#include <IAEngine/Engine.hpp>
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#include <IAEngine/Nodes/UINode.hpp>
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namespace ia::iae
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{
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UIButtonComponent::UIButtonComponent(IN UINode *node) : UIImageComponent(node)
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{
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}
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VOID UIButtonComponent::Draw()
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{
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UIImageComponent::Draw();
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if (m_label.length())
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{
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Engine::SetRenderState_FlippedH(false);
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Engine::SetRenderState_FlippedV(false);
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Engine::SetRenderState_ColorOverlay(m_labelColor);
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Engine::SetRenderState_TextureOffset({});
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Engine::SetRenderState_CameraRelative(false);
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Engine::DrawText(m_label, m_node->GetPosition() + m_labelPosition, m_node->GetScale() * m_labelSize,
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m_node->GetRotation(), 0xFF, 0);
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}
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}
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VOID UIButtonComponent::DebugDraw()
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{
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}
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VOID UIButtonComponent::Update()
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{
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if (Engine::Input_IsPointerDown(m_node->GetPosition(), m_node->GetPosition() + DrawnSize()))
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{
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if (m_onDownCallback)
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m_onDownCallback();
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}
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if (Engine::Input_DidPointerClick(m_node->GetPosition(), m_node->GetPosition() + DrawnSize()))
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{
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if (m_onClickCallback)
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m_onClickCallback();
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}
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}
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VOID UIButtonComponent::FixedUpdate()
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{
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}
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} // namespace ia::iae
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@ -0,0 +1,52 @@
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// IAEngine: 2D Game Engine by IA
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// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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#include <IAEngine/Engine.hpp>
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#include <IAEngine/Nodes/UINode.hpp>
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#include <IAEngine/Components/UIImageComponent.hpp>
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namespace ia::iae
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{
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UIImageComponent::UIImageComponent(IN UINode *node) : IUIComponent(node)
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{
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}
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VOID UIImageComponent::Draw()
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{
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const auto t = Engine::GetImageOriginalExtent(m_image);
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m_drawnSize = {m_node->GetScale() * t.x, m_node->GetScale() * t.y};
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Engine::SetRenderState_FlippedH(false);
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Engine::SetRenderState_FlippedV(false);
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Engine::SetRenderState_ColorOverlay({0xFF, 0xFF, 0xFF, 0xFF});
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Engine::SetRenderState_TextureOffset({});
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Engine::SetRenderState_CameraRelative(false);
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Engine::DrawGeometry(Engine::GetGeometry_Quad(), m_image, m_node->GetPosition(), m_drawnSize, m_node->GetRotation(), 0xFF, 0);
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}
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VOID UIImageComponent::DebugDraw()
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{
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}
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VOID UIImageComponent::Update()
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{
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}
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VOID UIImageComponent::FixedUpdate()
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{
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}
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} // namespace ia::iae
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@ -26,10 +26,9 @@ namespace ia::iae
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VOID UILabelComponent::Draw()
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{
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Engine::SetRenderState_Texture(0);
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Engine::SetRenderState_FlippedH(false);
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Engine::SetRenderState_FlippedV(false);
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Engine::SetRenderState_ColorOverlay({0xFF, 0xFF, 0xFF, 0xFF});
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Engine::SetRenderState_ColorOverlay(m_color);
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Engine::SetRenderState_TextureOffset({});
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Engine::SetRenderState_CameraRelative(false);
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Engine::DrawText(m_label, m_node->GetPosition(), m_node->GetScale(), m_node->GetRotation(), 0xFF, 0);
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