Optimized Renderer
This commit is contained in:
@ -39,7 +39,7 @@ namespace ia::iae
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CONST Mat4 *CameraComponent::GetViewMatrix()
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CONST Mat4 *CameraComponent::GetViewMatrix()
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{
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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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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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return &m_viewMatrix;
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}
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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_textureExtent = {t.x, t.y};
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m_drawnSize = m_node->GetScale() * m_textureExtent * m_scaleOffset;
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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_FlippedH(m_isFlippedH);
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Engine::SetRenderState_FlippedV(m_isFlippedV);
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Engine::SetRenderState_FlippedV(m_isFlippedV);
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Engine::SetRenderState_ColorOverlay(m_colorOverlay);
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Engine::SetRenderState_ColorOverlay(m_colorOverlay);
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Engine::SetRenderState_TextureOffset(m_textureOffset);
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Engine::SetRenderState_TextureOffset(m_textureOffset);
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Engine::SetRenderState_CameraRelative(m_isCameraRelative);
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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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}
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VOID TextureComponent::DebugDraw()
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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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VOID UILabelComponent::Draw()
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{
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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_FlippedH(false);
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Engine::SetRenderState_FlippedV(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_TextureOffset({});
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Engine::SetRenderState_CameraRelative(false);
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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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Engine::DrawText(m_label, m_node->GetPosition(), m_node->GetScale(), m_node->GetRotation(), 0xFF, 0);
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@ -24,10 +24,15 @@
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#include <SDL3/SDL_iostream.h>
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#include <SDL3/SDL_iostream.h>
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#include <ResourceManager.hpp>
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namespace ia::iae
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namespace ia::iae
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{
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{
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EXTERN SDL_Window *g_windowHandle;
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EXTERN SDL_Window *g_windowHandle;
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SIZE_T g_resourceNameCounter = 1;
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SIZE_T g_resourceNameCounter {1};
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Vec2 g_sceneScalingFactor{1.0f};
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Vec2 g_sceneDesignViewport{1.0f};
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BOOL Engine::IsDebugMode()
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BOOL Engine::IsDebugMode()
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{
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{
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@ -96,8 +101,12 @@ namespace ia::iae
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{
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{
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const auto data = ReadBinaryAsset(path);
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const auto data = ReadBinaryAsset(path);
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const auto handle = CreateImage(name, data.data(), data.size());
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const auto handle = CreateImage(name, data.data(), data.size());
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if (!resizeToWidth || !resizeToHeight)
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return handle;
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const auto extent = GetImageExtent(handle);
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const auto extent = GetImageExtent(handle);
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return (resizeToWidth && resizeToHeight) ? RescaleImage(handle, {(FLOAT32)resizeToWidth/(FLOAT32)extent.x, (FLOAT32)resizeToHeight/(FLOAT32)extent.y}) : handle;
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const auto newHandle = ResourceManager::RescaleImage(
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handle, {(FLOAT32) resizeToWidth / (FLOAT32) extent.x, (FLOAT32) resizeToHeight / (FLOAT32) extent.y}, true);
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return newHandle;
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}
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}
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Handle Engine::CreateSoundFromFile(IN CONST String &name, IN CONST String &path)
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Handle Engine::CreateSoundFromFile(IN CONST String &name, IN CONST String &path)
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@ -108,11 +117,16 @@ namespace ia::iae
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Handle Engine::RescaleImage(IN CONST String &name, IN Vec2 factor)
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Handle Engine::RescaleImage(IN CONST String &name, IN Vec2 factor)
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{
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{
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return RescaleImage(GetImage(name), factor);
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return ResourceManager::RescaleImage(GetImage(name), factor);
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}
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}
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String Engine::GetUniqueResourceName()
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String Engine::GetUniqueResourceName()
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{
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{
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return BuildString("__res_", g_resourceNameCounter++);
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return BuildString("__res_", g_resourceNameCounter++);
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}
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}
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Vec2 Engine::GetSceneScalingFactor()
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{
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return g_sceneScalingFactor;
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}
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} // namespace ia::iae
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} // namespace ia::iae
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@ -24,6 +24,8 @@ namespace ia::iae
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BOOL InputManager::s_keys[256];
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BOOL InputManager::s_keys[256];
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BOOL InputManager::s_prevKeys[256];
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BOOL InputManager::s_prevKeys[256];
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Vec2 InputManager::s_pointerPosition{};
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Vec2 InputManager::s_pointerPosition{};
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BOOL InputManager::s_pointerState{};
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BOOL InputManager::s_pointerPrevState{};
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InputManager::KeyboardGamePadMapping InputManager::s_keyboardGamePadMapping{};
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InputManager::KeyboardGamePadMapping InputManager::s_keyboardGamePadMapping{};
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BOOL InputManager::s_buttonA{};
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BOOL InputManager::s_buttonA{};
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@ -48,6 +50,7 @@ namespace ia::iae
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VOID InputManager::OnSDLEvent(IN SDL_Event *event)
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VOID InputManager::OnSDLEvent(IN SDL_Event *event)
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{
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{
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s_pointerPrevState = s_pointerState;
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memcpy(s_prevKeys, s_keys, sizeof(s_prevKeys));
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memcpy(s_prevKeys, s_keys, sizeof(s_prevKeys));
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switch (event->type)
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switch (event->type)
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{
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{
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@ -59,10 +62,21 @@ namespace ia::iae
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s_keys[event->key.scancode] = false;
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s_keys[event->key.scancode] = false;
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break;
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break;
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case SDL_EVENT_FINGER_MOTION:
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case SDL_EVENT_MOUSE_MOTION:
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case SDL_EVENT_MOUSE_MOTION:
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s_pointerPosition = {event->motion.x, event->motion.y};
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s_pointerPosition = {event->motion.x, event->motion.y};
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break;
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break;
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case SDL_EVENT_MOUSE_BUTTON_DOWN:
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case SDL_EVENT_FINGER_DOWN:
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s_pointerState = true;
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break;
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case SDL_EVENT_MOUSE_BUTTON_UP:
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case SDL_EVENT_FINGER_UP:
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s_pointerState = false;
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break;
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default:
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default:
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break;
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break;
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}
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}
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@ -78,6 +92,11 @@ namespace ia::iae
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SDL_StopTextInput(g_windowHandle);
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SDL_StopTextInput(g_windowHandle);
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}
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}
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BOOL InputManager::IsPointerDown()
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{
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return s_pointerState;
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}
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Vec2 InputManager::GetPointerPosition()
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Vec2 InputManager::GetPointerPosition()
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{
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{
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return s_pointerPosition;
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return s_pointerPosition;
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@ -216,6 +235,18 @@ namespace ia::iae
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IsKeyDown(s_keyboardGamePadMapping.AxisRight) + IsKeyDown(s_keyboardGamePadMapping.AxisLeft) * -1;
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IsKeyDown(s_keyboardGamePadMapping.AxisRight) + IsKeyDown(s_keyboardGamePadMapping.AxisLeft) * -1;
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}
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}
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}
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}
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BOOL InputManager::IsPointerDown(IN CONST Vec2 &start, IN CONST Vec2 &end)
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{
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if(!s_pointerState) return false;
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return (s_pointerPosition.x >= start.x) && (s_pointerPosition.x <= end.x) && (s_pointerPosition.y >= start.y) &&
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(s_pointerPosition.y <= end.y);
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}
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BOOL InputManager::DidPointerClick(IN CONST Vec2 &start, IN CONST Vec2 &end)
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{
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return IsPointerDown(start, end) && !s_pointerPrevState;
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}
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} // namespace ia::iae
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} // namespace ia::iae
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namespace ia::iae
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namespace ia::iae
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@ -235,6 +266,21 @@ namespace ia::iae
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return InputManager::GetPointerPosition();
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return InputManager::GetPointerPosition();
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}
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}
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BOOL Engine::Input_IsPointerDown()
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{
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return InputManager::IsPointerDown();
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}
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BOOL Engine::Input_IsPointerDown(IN CONST Vec2 &start, IN CONST Vec2 &end)
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{
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return InputManager::IsPointerDown(start, end);
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}
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BOOL Engine::Input_DidPointerClick(IN CONST Vec2 &start, IN CONST Vec2 &end)
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{
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return InputManager::DidPointerClick(start, end);
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}
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BOOL Engine::Input_IsKeyDown(IN InputKey key)
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BOOL Engine::Input_IsKeyDown(IN InputKey key)
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{
|
{
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return InputManager::IsKeyDown(key);
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return InputManager::IsKeyDown(key);
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@ -42,10 +42,15 @@ namespace ia::iae
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|
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SDL_Window *g_windowHandle;
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SDL_Window *g_windowHandle;
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EXTERN Vec2 g_sceneDesignViewport;
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VOID __Internal_Engine::Initialize()
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VOID __Internal_Engine::Initialize()
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{
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{
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const auto config = Game_GetConfigRequest();
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const auto config = Game_GetConfigRequest();
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g_sceneDesignViewport.x = config->DesignWidth;
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g_sceneDesignViewport.y = config->DesignHeight;
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IAE_LOG_INFO("Booting IAEngine for ", g_gameName);
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IAE_LOG_INFO("Booting IAEngine for ", g_gameName);
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SDL_SetHint(SDL_HINT_ORIENTATIONS, "LandscapeRight");
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SDL_SetHint(SDL_HINT_ORIENTATIONS, "LandscapeRight");
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@ -39,11 +39,7 @@ namespace ia::iae
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Renderer::State Renderer::s_state{};
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Renderer::State Renderer::s_state{};
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SDL_GPUDevice *Renderer::s_gpuDevice{};
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SDL_GPUDevice *Renderer::s_gpuDevice{};
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SDL_GPUTexture *Renderer::s_renderTargetSceneColor{};
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SDL_GPUTexture *Renderer::s_renderTargetDebugDrawColor{};
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Pipeline *Renderer::s_geometryPipeline{};
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Pipeline *Renderer::s_geometryPipeline{};
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Pipeline *Renderer::s_postprocessPipeline{};
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Renderer::Geometry *Renderer::s_quadGeometry{};
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Renderer::Geometry *Renderer::s_quadGeometry{};
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Renderer::Geometry *Renderer::s_circleGeometry{};
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Renderer::Geometry *Renderer::s_circleGeometry{};
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@ -54,10 +50,12 @@ namespace ia::iae
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SDL_GPUCommandBuffer *Renderer::s_activeCommandBuffer{};
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SDL_GPUCommandBuffer *Renderer::s_activeCommandBuffer{};
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SDL_GPUColorTargetInfo Renderer::s_colorTargetInfo{};
|
SDL_GPUColorTargetInfo Renderer::s_colorTargetInfo{};
|
||||||
class CameraComponent *Renderer::s_activeCamera{};
|
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};
|
EXTERN Vec2 g_sceneScalingFactor;
|
||||||
SDL_GPUViewport Renderer::s_activeViewport{};
|
EXTERN Vec2 g_sceneDesignViewport;
|
||||||
Vec2 Renderer::s_sceneScaleFactor{1.0f, 1.0f};
|
|
||||||
|
|
||||||
VOID Renderer::Initialize()
|
VOID Renderer::Initialize()
|
||||||
{
|
{
|
||||||
@ -81,7 +79,7 @@ namespace ia::iae
|
|||||||
SDL_GetWindowSizeInPixels(g_windowHandle, &s_screenWidth, &s_screenHeight);
|
SDL_GetWindowSizeInPixels(g_windowHandle, &s_screenWidth, &s_screenHeight);
|
||||||
OnScreenResize(s_screenWidth, s_screenHeight);
|
OnScreenResize(s_screenWidth, s_screenHeight);
|
||||||
|
|
||||||
// Initialize Pipelines
|
// Initialize Pipeline
|
||||||
s_geometryPipeline = new Pipeline(
|
s_geometryPipeline = new Pipeline(
|
||||||
Pipeline::StageDesc{
|
Pipeline::StageDesc{
|
||||||
.SourceData = SHADER_SOURCE_GEOMETRY_VERT,
|
.SourceData = SHADER_SOURCE_GEOMETRY_VERT,
|
||||||
@ -96,20 +94,6 @@ namespace ia::iae
|
|||||||
.UniformBufferCount = 1,
|
.UniformBufferCount = 1,
|
||||||
},
|
},
|
||||||
true, true);
|
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();
|
DebugDraw::Initialize();
|
||||||
|
|
||||||
@ -256,10 +240,6 @@ namespace ia::iae
|
|||||||
DebugDraw::Terminate();
|
DebugDraw::Terminate();
|
||||||
|
|
||||||
delete s_geometryPipeline;
|
delete s_geometryPipeline;
|
||||||
delete s_postprocessPipeline;
|
|
||||||
|
|
||||||
GPUResourceManager::DestroyTexture(s_renderTargetSceneColor);
|
|
||||||
GPUResourceManager::DestroyTexture(s_renderTargetDebugDrawColor);
|
|
||||||
|
|
||||||
GPUResourceManager::Terminate();
|
GPUResourceManager::Terminate();
|
||||||
|
|
||||||
@ -267,6 +247,8 @@ namespace ia::iae
|
|||||||
SDL_DestroyGPUDevice(s_gpuDevice);
|
SDL_DestroyGPUDevice(s_gpuDevice);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
ImDrawData *g_imDrawData{};
|
||||||
|
|
||||||
VOID Renderer::BeginFrame()
|
VOID Renderer::BeginFrame()
|
||||||
{
|
{
|
||||||
s_drawEntries.clear();
|
s_drawEntries.clear();
|
||||||
@ -274,18 +256,50 @@ namespace ia::iae
|
|||||||
if (!(s_activeCommandBuffer = SDL_AcquireGPUCommandBuffer(s_gpuDevice)))
|
if (!(s_activeCommandBuffer = SDL_AcquireGPUCommandBuffer(s_gpuDevice)))
|
||||||
THROW_UNKNOWN("Failed to acquire SDL GPU command buffer: ", SDL_GetError());
|
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();
|
const auto clearColor = WorldManager::GetActiveScene()->BackgroundColor().GetAsFloatVec();
|
||||||
s_colorTargetInfo.clear_color = SDL_FColor{clearColor.x, clearColor.y, clearColor.z, 1.0f};
|
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);
|
s_activeRenderPass = SDL_BeginGPURenderPass(s_activeCommandBuffer, &s_colorTargetInfo, 1, nullptr);
|
||||||
|
|
||||||
SDL_BindGPUGraphicsPipeline(s_activeRenderPass, s_geometryPipeline->GetHandle());
|
SDL_BindGPUGraphicsPipeline(s_activeRenderPass, s_geometryPipeline->GetHandle());
|
||||||
SDL_PushGPUVertexUniformData(s_activeCommandBuffer, 0,
|
SDL_PushGPUVertexUniformData(s_activeCommandBuffer, 0,
|
||||||
s_activeCamera ? s_activeCamera->GetProjectionMatrix() : &IdentityMatrix,
|
s_activeCamera ? s_activeCamera->GetProjectionMatrix() : &IdentityMatrix,
|
||||||
sizeof(Mat4));
|
sizeof(Mat4));
|
||||||
|
|
||||||
|
s_state.Scissor = s_defaultScissor;
|
||||||
}
|
}
|
||||||
|
|
||||||
VOID Renderer::EndFrame()
|
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)
|
#pragma pack(push, 1)
|
||||||
|
|
||||||
@ -299,20 +313,19 @@ namespace ia::iae
|
|||||||
|
|
||||||
#pragma pack(pop)
|
#pragma pack(pop)
|
||||||
|
|
||||||
std::sort(s_drawEntries.begin(), s_drawEntries.end(), [](IN CONST DrawEntry &a, IN CONST DrawEntry &b) {
|
Vec2 position = t.DrawState.Position * g_sceneScalingFactor;
|
||||||
if (a.Layer != b.Layer)
|
Vec2 scale = t.DrawState.Scale * g_sceneScalingFactor;
|
||||||
return a.Layer < b.Layer;
|
|
||||||
return a.SortIndex < b.SortIndex;
|
|
||||||
});
|
|
||||||
|
|
||||||
for (const auto &t : s_drawEntries)
|
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));
|
||||||
SDL_PushGPUVertexUniformData(
|
modelMatrix = glm::scale(modelMatrix, glm::vec3{scale.x, scale.y, 1.0f});
|
||||||
s_activeCommandBuffer, 1,
|
|
||||||
(s_activeCamera && t.DrawState.CameraRelative) ? s_activeCamera->GetViewMatrix() : &IdentityMatrix,
|
SDL_PushGPUVertexUniformData(s_activeCommandBuffer, 1,
|
||||||
|
(s_activeCamera && t.DrawState.CameraRelative) ? s_activeCamera->GetViewMatrix()
|
||||||
|
: &IdentityMatrix,
|
||||||
sizeof(Mat4));
|
sizeof(Mat4));
|
||||||
|
|
||||||
SDL_PushGPUVertexUniformData(Renderer::s_activeCommandBuffer, 2, &t.DrawState.ModelMatrix, sizeof(Mat4));
|
SDL_PushGPUVertexUniformData(Renderer::s_activeCommandBuffer, 2, &modelMatrix, sizeof(Mat4));
|
||||||
|
|
||||||
s_fragmentUniform.ColorOverlay = t.DrawState.ColorOverlay.GetAsFloatVec();
|
s_fragmentUniform.ColorOverlay = t.DrawState.ColorOverlay.GetAsFloatVec();
|
||||||
s_fragmentUniform.FlippedH = t.DrawState.FlippedH;
|
s_fragmentUniform.FlippedH = t.DrawState.FlippedH;
|
||||||
@ -326,8 +339,7 @@ namespace ia::iae
|
|||||||
SDL_BindGPUFragmentSamplers(s_activeRenderPass, 0, &textureBinding, 1);
|
SDL_BindGPUFragmentSamplers(s_activeRenderPass, 0, &textureBinding, 1);
|
||||||
SDL_PushGPUFragmentUniformData(s_activeCommandBuffer, 0, &s_fragmentUniform, sizeof(s_fragmentUniform));
|
SDL_PushGPUFragmentUniformData(s_activeCommandBuffer, 0, &s_fragmentUniform, sizeof(s_fragmentUniform));
|
||||||
|
|
||||||
// SDL_SetGPUScissor(s_activeRenderPass, &s_scissor);
|
SDL_SetGPUScissor(s_activeRenderPass, &t.DrawState.Scissor);
|
||||||
// SDL_SetGPUViewport(s_activeRenderPass, &s_activeViewport);
|
|
||||||
|
|
||||||
SDL_GPUBufferBinding bufferBindings[] = {{.buffer = t.GeometryHandle->VertexBuffer, .offset = 0},
|
SDL_GPUBufferBinding bufferBindings[] = {{.buffer = t.GeometryHandle->VertexBuffer, .offset = 0},
|
||||||
{.buffer = t.GeometryHandle->IndexBuffer, .offset = 0}};
|
{.buffer = t.GeometryHandle->IndexBuffer, .offset = 0}};
|
||||||
@ -336,80 +348,26 @@ namespace ia::iae
|
|||||||
SDL_DrawGPUIndexedPrimitives(s_activeRenderPass, t.GeometryHandle->IndexCount, 1, 0, 0, 0);
|
SDL_DrawGPUIndexedPrimitives(s_activeRenderPass, t.GeometryHandle->IndexCount, 1, 0, 0, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
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);
|
|
||||||
}
|
|
||||||
|
|
||||||
VOID Renderer::OnScreenResize(IN INT32 newWidth, IN INT32 newHeight)
|
VOID Renderer::OnScreenResize(IN INT32 newWidth, IN INT32 newHeight)
|
||||||
{
|
{
|
||||||
s_screenWidth = newWidth;
|
s_screenWidth = newWidth;
|
||||||
s_screenHeight = newHeight;
|
s_screenHeight = newHeight;
|
||||||
|
|
||||||
if (s_renderTargetSceneColor)
|
s_defaultScissor = {0, 0, newWidth, newHeight};
|
||||||
GPUResourceManager::DestroyTexture(s_renderTargetSceneColor);
|
|
||||||
if (s_renderTargetDebugDrawColor)
|
|
||||||
GPUResourceManager::DestroyTexture(s_renderTargetDebugDrawColor);
|
|
||||||
|
|
||||||
s_renderTargetSceneColor = GPUResourceManager::CreateTexture(
|
s_defaultViewport.x = 0;
|
||||||
SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER, s_screenWidth, s_screenHeight, nullptr,
|
s_defaultViewport.y = 0;
|
||||||
SDL_GetGPUSwapchainTextureFormat(s_gpuDevice, g_windowHandle));
|
s_defaultViewport.w = newWidth;
|
||||||
s_renderTargetDebugDrawColor = GPUResourceManager::CreateTexture(
|
s_defaultViewport.h = newHeight;
|
||||||
SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER, s_screenWidth, s_screenHeight, nullptr,
|
s_defaultViewport.min_depth = 0.0f;
|
||||||
SDL_GetGPUSwapchainTextureFormat(s_gpuDevice, g_windowHandle));
|
s_defaultViewport.max_depth = 1.0f;
|
||||||
|
|
||||||
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;
|
|
||||||
|
|
||||||
if (s_activeCamera)
|
if (s_activeCamera)
|
||||||
s_activeCamera->SetViewport(newWidth, newHeight);
|
s_activeCamera->SetViewport(newWidth, newHeight);
|
||||||
|
|
||||||
const auto activeScene = WorldManager::GetActiveScene();
|
g_sceneScalingFactor = {(FLOAT32) newWidth / g_sceneDesignViewport.x,
|
||||||
if (activeScene)
|
(FLOAT32) newHeight / g_sceneDesignViewport.y};
|
||||||
{
|
IAE_LOG_INFO("Updated Scene Scale Factor: (", g_sceneScalingFactor.x, ", ", g_sceneScalingFactor.y, ")");
|
||||||
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, ")");
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
SDL_GPUTextureFormat Renderer::GetRenderTargetFormat()
|
SDL_GPUTextureFormat Renderer::GetRenderTargetFormat()
|
||||||
@ -436,36 +394,38 @@ namespace ia::iae
|
|||||||
delete handle;
|
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(
|
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,
|
VOID Renderer::DrawText(IN CONST String &text, IN Vec2 position, IN FLOAT32 scale, IN FLOAT32 rotation,
|
||||||
IN UINT8 layer, IN UINT16 sortIndex)
|
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 &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)
|
for (const auto &c : text)
|
||||||
{
|
{
|
||||||
if (!c)
|
if (!c)
|
||||||
break;
|
break;
|
||||||
|
|
||||||
const auto glyph = font.Chars[(UINT8) c];
|
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.ActiveTexture = glyph.Texture;
|
||||||
s_state.PositionY = position.y;
|
s_state.Position = position + Vec2(glyph.Bearing.x, glyph.Size.y - glyph.Bearing.y) * scale;
|
||||||
s_state.ModelMatrix = glm::translate(glm::mat4(1.0f), p);
|
s_state.Position.y += (16 - glyph.Size.y) * scale;
|
||||||
s_state.ModelMatrix = glm::rotate(s_state.ModelMatrix, rotation, glm::vec3(0.0f, 0.0f, 1.0f));
|
s_state.Rotation = rotation;
|
||||||
s_state.ModelMatrix = glm::scale(s_state.ModelMatrix, s);
|
s_state.Scale = Vec2(scale * glyph.Size.x, scale * glyph.Size.y);
|
||||||
|
|
||||||
s_drawEntries.pushBack(
|
s_drawEntries.pushBack(
|
||||||
DrawEntry{.Layer = layer, .SortIndex = t, .DrawState = s_state, .GeometryHandle = s_quadGeometry});
|
DrawEntry{.Layer = layer, .SortIndex = t, .DrawState = s_state, .GeometryHandle = s_quadGeometry});
|
||||||
|
|
||||||
@ -502,11 +462,6 @@ namespace ia::iae
|
|||||||
return Renderer::s_activeCamera;
|
return Renderer::s_activeCamera;
|
||||||
}
|
}
|
||||||
|
|
||||||
Vec2 Engine::GetRendererScalingFactor()
|
|
||||||
{
|
|
||||||
return Renderer::s_sceneScaleFactor;
|
|
||||||
}
|
|
||||||
|
|
||||||
Handle Engine::CreateGeometry(IN CONST Vector<GeometryVertex> &vertices, IN CONST Vector<INT32> &indices)
|
Handle Engine::CreateGeometry(IN CONST Vector<GeometryVertex> &vertices, IN CONST Vector<INT32> &indices)
|
||||||
{
|
{
|
||||||
return (Handle) Renderer::CreateGeometry(vertices, indices);
|
return (Handle) Renderer::CreateGeometry(vertices, indices);
|
||||||
@ -517,9 +472,11 @@ namespace ia::iae
|
|||||||
Renderer::DestroyGeometry((Renderer::Geometry *) geometry);
|
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,
|
VOID Engine::DrawText(IN CONST String &text, IN Vec2 position, IN FLOAT32 scale, IN FLOAT32 rotation,
|
||||||
@ -528,9 +485,23 @@ namespace ia::iae
|
|||||||
Renderer::DrawText(text, position, scale, rotation, layer, sortIndex);
|
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)
|
VOID Engine::SetRenderState_Scissor(IN IVec4 rect)
|
||||||
{
|
{
|
||||||
Renderer::s_scissor = rect.z ? SDL_Rect{0, 0, Renderer::s_screenWidth, Renderer::s_screenHeight}
|
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};
|
: SDL_Rect{rect.x, rect.y, rect.z, rect.w};
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -559,35 +530,9 @@ namespace ia::iae
|
|||||||
Renderer::s_state.CameraRelative = value;
|
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)
|
VOID Engine::SetRenderState_YSortingEnabled(IN BOOL value)
|
||||||
{
|
{
|
||||||
Renderer::s_state.YSortingEnabled = value;
|
Renderer::s_ySortingEnabled = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
Handle Engine::GetGeometry_Quad()
|
Handle Engine::GetGeometry_Quad()
|
||||||
|
|||||||
@ -61,8 +61,9 @@ namespace ia::iae
|
|||||||
|
|
||||||
Handle ResourceManager::CreateImage(IN CONST String &name, IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height)
|
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,
|
const auto texture =
|
||||||
SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM, true);
|
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,
|
s_imageHandles.pushBack(ImageResource{.OriginalWidth = width,
|
||||||
.OriginalHeight = height,
|
.OriginalHeight = height,
|
||||||
.OriginalPixelData = new UINT8[width * height * 4],
|
.OriginalPixelData = new UINT8[width * height * 4],
|
||||||
@ -137,7 +138,7 @@ namespace ia::iae
|
|||||||
return {t.OriginalWidth, t.OriginalHeight};
|
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)
|
if (!s_imageHandles[image].OriginalPixelData)
|
||||||
return image;
|
return image;
|
||||||
@ -145,23 +146,31 @@ namespace ia::iae
|
|||||||
const auto newWidth = (INT32) (s_imageHandles[image].OriginalWidth * factor.x);
|
const auto newWidth = (INT32) (s_imageHandles[image].OriginalWidth * factor.x);
|
||||||
const auto newHeight = (INT32) (s_imageHandles[image].OriginalHeight * factor.y);
|
const auto newHeight = (INT32) (s_imageHandles[image].OriginalHeight * factor.y);
|
||||||
|
|
||||||
if (!newWidth || !newHeight ||
|
if (!newWidth || !newHeight)
|
||||||
((newWidth <= s_imageHandles[image].OriginalWidth) && (newHeight <= s_imageHandles[image].OriginalHeight)))
|
|
||||||
return image;
|
return image;
|
||||||
|
|
||||||
const auto newPixelData =
|
const auto newPixelData =
|
||||||
stbir_resize_uint8_linear(s_imageHandles[image].OriginalPixelData, s_imageHandles[image].OriginalWidth,
|
stbir_resize_uint8_linear(s_imageHandles[image].OriginalPixelData, s_imageHandles[image].OriginalWidth,
|
||||||
s_imageHandles[image].OriginalHeight, s_imageHandles[image].OriginalWidth * 4,
|
s_imageHandles[image].OriginalHeight, s_imageHandles[image].OriginalWidth * 4,
|
||||||
nullptr, newWidth, newHeight, newWidth * 4, stbir_pixel_layout::STBIR_RGBA);
|
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,
|
const auto texture = GPUResourceManager::CreateTexture(
|
||||||
newPixelData, SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM, true);
|
SDL_GPU_TEXTUREUSAGE_SAMPLER | SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, newWidth, newHeight, newPixelData,
|
||||||
|
SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM, true);
|
||||||
GPUResourceManager::DestroyTexture(s_imageHandles[image].Handle);
|
GPUResourceManager::DestroyTexture(s_imageHandles[image].Handle);
|
||||||
s_imageHandles[image].Handle = texture;
|
s_imageHandles[image].Handle = texture;
|
||||||
s_imageHandles[image].Width = newWidth;
|
s_imageHandles[image].Width = newWidth;
|
||||||
s_imageHandles[image].Height = newHeight;
|
s_imageHandles[image].Height = newHeight;
|
||||||
|
if (!makeOriginal)
|
||||||
|
{
|
||||||
free(newPixelData);
|
free(newPixelData);
|
||||||
return image;
|
return image;
|
||||||
}
|
}
|
||||||
|
free(s_imageHandles[image].OriginalPixelData);
|
||||||
|
s_imageHandles[image].OriginalPixelData = newPixelData;
|
||||||
|
s_imageHandles[image].OriginalWidth = newWidth;
|
||||||
|
s_imageHandles[image].OriginalHeight = newHeight;
|
||||||
|
return image;
|
||||||
|
}
|
||||||
|
|
||||||
Handle ResourceManager::CombineImages(IN CONST Vector<Handle> &images, IN INT32 unitWidth, IN INT32 unitHeight,
|
Handle ResourceManager::CombineImages(IN CONST Vector<Handle> &images, IN INT32 unitWidth, IN INT32 unitHeight,
|
||||||
IN INT32 unitCountX, IN INT32 unitCountY)
|
IN INT32 unitCountX, IN INT32 unitCountY)
|
||||||
|
|||||||
@ -101,9 +101,6 @@ namespace ia::iae
|
|||||||
{
|
{
|
||||||
auto t = propRoot.child("Extent");
|
auto t = propRoot.child("Extent");
|
||||||
scene->Extent() = Vec2{t.attribute("width").as_float(), t.attribute("height").as_float()};
|
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
|
// Process Nodes
|
||||||
|
|||||||
@ -589,15 +589,13 @@ namespace ia::iae
|
|||||||
Rml::TextureHandle texture)
|
Rml::TextureHandle texture)
|
||||||
{
|
{
|
||||||
|
|
||||||
Engine::SetRenderState_Texture((Handle) texture);
|
|
||||||
Engine::SetRenderState_FlippedH(false);
|
Engine::SetRenderState_FlippedH(false);
|
||||||
Engine::SetRenderState_FlippedV(false);
|
Engine::SetRenderState_FlippedV(false);
|
||||||
Engine::SetRenderState_ColorOverlay({255, 255, 255, 255});
|
Engine::SetRenderState_ColorOverlay({255, 255, 255, 255});
|
||||||
Engine::SetRenderState_TextureOffset({0, 0});
|
Engine::SetRenderState_TextureOffset({0, 0});
|
||||||
Engine::SetRenderState_CameraRelative(false);
|
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)
|
void RmlUIRenderInterface::ReleaseGeometry(Rml::CompiledGeometryHandle geometry)
|
||||||
|
|||||||
@ -41,7 +41,10 @@ namespace ia::iae
|
|||||||
STATIC VOID SwitchModeToText();
|
STATIC VOID SwitchModeToText();
|
||||||
STATIC VOID SwitchModeToAction();
|
STATIC VOID SwitchModeToAction();
|
||||||
|
|
||||||
|
STATIC BOOL IsPointerDown();
|
||||||
STATIC Vec2 GetPointerPosition();
|
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 IsKeyDown(IN InputKey key);
|
||||||
STATIC BOOL WasKeyPressed(IN InputKey key);
|
STATIC BOOL WasKeyPressed(IN InputKey key);
|
||||||
@ -74,6 +77,8 @@ namespace ia::iae
|
|||||||
STATIC INT16 s_horizontalAxis;
|
STATIC INT16 s_horizontalAxis;
|
||||||
STATIC BOOL s_keys[256];
|
STATIC BOOL s_keys[256];
|
||||||
STATIC BOOL s_prevKeys[256];
|
STATIC BOOL s_prevKeys[256];
|
||||||
|
STATIC BOOL s_pointerState;
|
||||||
|
STATIC BOOL s_pointerPrevState;
|
||||||
STATIC Vec2 s_pointerPosition;
|
STATIC Vec2 s_pointerPosition;
|
||||||
STATIC BOOL s_onScreenGamePadEnabled;
|
STATIC BOOL s_onScreenGamePadEnabled;
|
||||||
STATIC BOOL s_keyboardGamePadEnabled;
|
STATIC BOOL s_keyboardGamePadEnabled;
|
||||||
|
|||||||
@ -16,17 +16,14 @@
|
|||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include <Renderer/Pipeline.hpp>
|
|
||||||
#include <Renderer/GPUResourceManager.hpp>
|
#include <Renderer/GPUResourceManager.hpp>
|
||||||
|
#include <Renderer/Pipeline.hpp>
|
||||||
|
|
||||||
namespace ia::iae
|
namespace ia::iae
|
||||||
{
|
{
|
||||||
class Renderer
|
class Renderer
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
STATIC CONSTEXPR FLOAT32 MIN_DEPTH = -2097152.0f;
|
|
||||||
STATIC CONSTEXPR FLOAT32 MAX_DEPTH = 2097152.0f;
|
|
||||||
|
|
||||||
struct Geometry
|
struct Geometry
|
||||||
{
|
{
|
||||||
INT32 IndexCount{};
|
INT32 IndexCount{};
|
||||||
@ -39,12 +36,16 @@ namespace ia::iae
|
|||||||
BOOL FlippedH{false};
|
BOOL FlippedH{false};
|
||||||
BOOL FlippedV{false};
|
BOOL FlippedV{false};
|
||||||
BOOL CameraRelative{true};
|
BOOL CameraRelative{true};
|
||||||
BOOL YSortingEnabled{false};
|
|
||||||
Color ColorOverlay{};
|
Color ColorOverlay{};
|
||||||
Vec2 TextureOffset{0.0f, 0.0f};
|
Vec2 TextureOffset{0.0f, 0.0f};
|
||||||
|
|
||||||
|
Vec2 Position{};
|
||||||
|
Vec2 Scale{};
|
||||||
|
FLOAT32 Rotation;
|
||||||
|
|
||||||
|
SDL_Rect Scissor{};
|
||||||
|
|
||||||
SDL_GPUTexture *ActiveTexture{nullptr};
|
SDL_GPUTexture *ActiveTexture{nullptr};
|
||||||
Mat4 ModelMatrix{1.0f};
|
|
||||||
FLOAT32 PositionY{};
|
|
||||||
};
|
};
|
||||||
|
|
||||||
struct DrawEntry
|
struct DrawEntry
|
||||||
@ -70,8 +71,10 @@ namespace ia::iae
|
|||||||
STATIC Geometry *CreateGeometry(IN CONST Vector<GeometryVertex> &vertices, IN CONST Vector<INT32> &indices);
|
STATIC Geometry *CreateGeometry(IN CONST Vector<GeometryVertex> &vertices, IN CONST Vector<INT32> &indices);
|
||||||
STATIC VOID DestroyGeometry(IN Geometry *handle);
|
STATIC VOID DestroyGeometry(IN Geometry *handle);
|
||||||
|
|
||||||
STATIC VOID DrawGeometry(IN Geometry* handle, 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,
|
||||||
STATIC VOID DrawText(IN CONST String& text, IN Vec2 position, IN FLOAT32 scale, IN FLOAT32 rotation, IN UINT8 layer, IN UINT16 sortIndex);
|
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();
|
STATIC SDL_GPUTextureFormat GetRenderTargetFormat();
|
||||||
|
|
||||||
@ -80,15 +83,15 @@ namespace ia::iae
|
|||||||
return s_gpuDevice;
|
return s_gpuDevice;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private:
|
||||||
|
STATIC VOID Draw(IN CONST DrawEntry &entity);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
STATIC State s_state;
|
STATIC State s_state;
|
||||||
STATIC INT32 s_screenWidth;
|
STATIC INT32 s_screenWidth;
|
||||||
STATIC INT32 s_screenHeight;
|
STATIC INT32 s_screenHeight;
|
||||||
STATIC SDL_GPUDevice *s_gpuDevice;
|
STATIC SDL_GPUDevice *s_gpuDevice;
|
||||||
STATIC SDL_GPUTexture *s_renderTargetSceneColor;
|
|
||||||
STATIC SDL_GPUTexture *s_renderTargetDebugDrawColor;
|
|
||||||
STATIC Pipeline *s_geometryPipeline;
|
STATIC Pipeline *s_geometryPipeline;
|
||||||
STATIC Pipeline* s_postprocessPipeline;
|
|
||||||
STATIC Geometry *s_quadGeometry;
|
STATIC Geometry *s_quadGeometry;
|
||||||
STATIC Geometry *s_circleGeometry;
|
STATIC Geometry *s_circleGeometry;
|
||||||
STATIC Vector<DrawEntry> s_drawEntries;
|
STATIC Vector<DrawEntry> s_drawEntries;
|
||||||
@ -96,9 +99,9 @@ namespace ia::iae
|
|||||||
STATIC SDL_GPUCommandBuffer *s_activeCommandBuffer;
|
STATIC SDL_GPUCommandBuffer *s_activeCommandBuffer;
|
||||||
STATIC SDL_GPUColorTargetInfo s_colorTargetInfo;
|
STATIC SDL_GPUColorTargetInfo s_colorTargetInfo;
|
||||||
STATIC class CameraComponent *s_activeCamera;
|
STATIC class CameraComponent *s_activeCamera;
|
||||||
STATIC SDL_Rect s_scissor;
|
STATIC BOOL s_ySortingEnabled;
|
||||||
STATIC SDL_GPUViewport s_activeViewport;
|
STATIC SDL_Rect s_defaultScissor;
|
||||||
STATIC Vec2 s_sceneScaleFactor;
|
STATIC SDL_GPUViewport s_defaultViewport;
|
||||||
|
|
||||||
friend class Engine;
|
friend class Engine;
|
||||||
};
|
};
|
||||||
|
|||||||
@ -53,7 +53,7 @@ namespace ia::iae
|
|||||||
STATIC IVec2 GetImageExtent(IN Handle image);
|
STATIC IVec2 GetImageExtent(IN Handle image);
|
||||||
STATIC IVec2 GetImageOriginalExtent(IN Handle image);
|
STATIC IVec2 GetImageOriginalExtent(IN Handle image);
|
||||||
STATIC VOID RescaleAllImages(IN Vec2 factor);
|
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<Handle> &images, IN INT32 unitWidth, IN INT32 unitHeight,
|
STATIC Handle CombineImages(IN CONST Vector<Handle> &images, IN INT32 unitWidth, IN INT32 unitHeight,
|
||||||
IN INT32 unitCountX, IN INT32 unitCountY);
|
IN INT32 unitCountX, IN INT32 unitCountY);
|
||||||
|
|
||||||
|
|||||||
@ -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 <https://www.gnu.org/licenses/>.
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <IAEngine/Components/UIImageComponent.hpp>
|
||||||
|
|
||||||
|
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<VOID()> callback)
|
||||||
|
{
|
||||||
|
m_onDownCallback = callback;
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID SetOnClickCallback(IN std::function<VOID()> 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<VOID()> m_onDownCallback;
|
||||||
|
std::function<VOID()> m_onClickCallback;
|
||||||
|
};
|
||||||
|
} // namespace ia::iae
|
||||||
@ -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 <https://www.gnu.org/licenses/>.
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <IAEngine/Components/IUIComponent.hpp>
|
||||||
|
|
||||||
|
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
|
||||||
@ -35,6 +35,11 @@ namespace ia::iae
|
|||||||
return m_label;
|
return m_label;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
struct Color &Color()
|
||||||
|
{
|
||||||
|
return m_color;
|
||||||
|
}
|
||||||
|
|
||||||
public:
|
public:
|
||||||
VOID Draw();
|
VOID Draw();
|
||||||
VOID DebugDraw();
|
VOID DebugDraw();
|
||||||
@ -44,5 +49,6 @@ namespace ia::iae
|
|||||||
|
|
||||||
private:
|
private:
|
||||||
String m_label{};
|
String m_label{};
|
||||||
|
struct Color m_color{0xFF, 0xFF, 0xFF, 0xFF};
|
||||||
};
|
};
|
||||||
} // namespace ia::iae
|
} // namespace ia::iae
|
||||||
@ -47,10 +47,12 @@ namespace ia::iae
|
|||||||
STATIC Handle GetGeometry_Circle();
|
STATIC Handle GetGeometry_Circle();
|
||||||
STATIC Handle CreateGeometry(IN CONST Vector<GeometryVertex> &vertices, IN CONST Vector<INT32> &indices);
|
STATIC Handle CreateGeometry(IN CONST Vector<GeometryVertex> &vertices, IN CONST Vector<INT32> &indices);
|
||||||
STATIC VOID DestroyGeometry(IN Handle geometry);
|
STATIC VOID DestroyGeometry(IN Handle geometry);
|
||||||
STATIC VOID DrawGeometry(IN Handle handle, IN UINT8 layer, IN UINT16 sortIndex);
|
|
||||||
STATIC IVec2 GetDisplayExtent();
|
STATIC IVec2 GetDisplayExtent();
|
||||||
STATIC FLOAT32 GetDisplayAspectRatio();
|
STATIC FLOAT32 GetDisplayAspectRatio();
|
||||||
STATIC VOID ResizeDisplay(IN INT32 newWidth, IN INT32 newHeight);
|
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);
|
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
|
// Renderer State Functions
|
||||||
@ -61,10 +63,7 @@ namespace ia::iae
|
|||||||
STATIC VOID SetRenderState_YSortingEnabled(IN BOOL value);
|
STATIC VOID SetRenderState_YSortingEnabled(IN BOOL value);
|
||||||
STATIC VOID SetRenderState_ColorOverlay(IN Color color);
|
STATIC VOID SetRenderState_ColorOverlay(IN Color color);
|
||||||
STATIC VOID SetRenderState_CameraRelative(IN BOOL value);
|
STATIC VOID SetRenderState_CameraRelative(IN BOOL value);
|
||||||
STATIC VOID SetRenderState_Texture(IN Handle image);
|
STATIC Vec2 GetSceneScalingFactor();
|
||||||
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();
|
|
||||||
|
|
||||||
// Debug Draw Functions
|
// Debug Draw Functions
|
||||||
STATIC VOID DebugDraw_SetColor(IN Color color);
|
STATIC VOID DebugDraw_SetColor(IN Color color);
|
||||||
@ -107,7 +106,12 @@ namespace ia::iae
|
|||||||
// Input Functions
|
// Input Functions
|
||||||
STATIC VOID Input_SwitchModeToText();
|
STATIC VOID Input_SwitchModeToText();
|
||||||
STATIC VOID Input_SwitchModeToAction();
|
STATIC VOID Input_SwitchModeToAction();
|
||||||
|
|
||||||
|
STATIC BOOL Input_IsPointerDown();
|
||||||
STATIC Vec2 Input_GetPointerPosition();
|
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_IsKeyDown(IN InputKey key);
|
||||||
STATIC BOOL Input_WasKeyPressed(IN InputKey key);
|
STATIC BOOL Input_WasKeyPressed(IN InputKey key);
|
||||||
STATIC BOOL Input_WasKeyReleased(IN InputKey key);
|
STATIC BOOL Input_WasKeyReleased(IN InputKey key);
|
||||||
|
|||||||
@ -48,11 +48,6 @@ namespace ia::iae
|
|||||||
return m_extent;
|
return m_extent;
|
||||||
}
|
}
|
||||||
|
|
||||||
IVec2 &Viewport()
|
|
||||||
{
|
|
||||||
return m_viewport;
|
|
||||||
}
|
|
||||||
|
|
||||||
Color &BackgroundColor()
|
Color &BackgroundColor()
|
||||||
{
|
{
|
||||||
return m_backgroundColor;
|
return m_backgroundColor;
|
||||||
@ -62,7 +57,6 @@ namespace ia::iae
|
|||||||
String m_uiMarkup{};
|
String m_uiMarkup{};
|
||||||
String m_uiMarkupStyles{};
|
String m_uiMarkupStyles{};
|
||||||
IVec2 m_extent{100, 100};
|
IVec2 m_extent{100, 100};
|
||||||
IVec2 m_viewport{100, 100};
|
|
||||||
CameraComponent *m_camera{};
|
CameraComponent *m_camera{};
|
||||||
Color m_backgroundColor{0, 0, 0, 255};
|
Color m_backgroundColor{0, 0, 0, 255};
|
||||||
Map<String, RefPtr<INode>> m_nodes;
|
Map<String, RefPtr<INode>> m_nodes;
|
||||||
|
|||||||
BIN
Resources/HUD/Button.png
Normal file
BIN
Resources/HUD/Button.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 16 KiB |
Reference in New Issue
Block a user