Optimized Renderer

This commit is contained in:
Isuru Samarathunga
2025-10-21 10:44:11 +05:30
parent b10aacaee7
commit 86ed9346aa
21 changed files with 516 additions and 241 deletions

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@ -39,7 +39,7 @@ namespace ia::iae
CONST Mat4 *CameraComponent::GetViewMatrix() 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}); m_viewMatrix = glm::lookAtLH(glm::vec3{pos, -2.0f}, {pos, 0.0f}, {0.0f, 1.0f, 0.0f});
return &m_viewMatrix; return &m_viewMatrix;
} }

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@ -35,15 +35,15 @@ namespace ia::iae
m_textureExtent = {t.x, t.y}; m_textureExtent = {t.x, t.y};
m_drawnSize = m_node->GetScale() * m_textureExtent * m_scaleOffset; m_drawnSize = m_node->GetScale() * m_textureExtent * m_scaleOffset;
Engine::SetRenderState_Texture(m_texture);
Engine::SetRenderState_FlippedH(m_isFlippedH); Engine::SetRenderState_FlippedH(m_isFlippedH);
Engine::SetRenderState_FlippedV(m_isFlippedV); Engine::SetRenderState_FlippedV(m_isFlippedV);
Engine::SetRenderState_ColorOverlay(m_colorOverlay); Engine::SetRenderState_ColorOverlay(m_colorOverlay);
Engine::SetRenderState_TextureOffset(m_textureOffset); Engine::SetRenderState_TextureOffset(m_textureOffset);
Engine::SetRenderState_CameraRelative(m_isCameraRelative); 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() VOID TextureComponent::DebugDraw()

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@ -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 <https://www.gnu.org/licenses/>.
#include <IAEngine/Components/UIButtonComponent.hpp>
#include <IAEngine/Engine.hpp>
#include <IAEngine/Nodes/UINode.hpp>
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

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@ -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 <https://www.gnu.org/licenses/>.
#include <IAEngine/Engine.hpp>
#include <IAEngine/Nodes/UINode.hpp>
#include <IAEngine/Components/UIImageComponent.hpp>
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

View File

@ -26,10 +26,9 @@ namespace ia::iae
VOID UILabelComponent::Draw() VOID UILabelComponent::Draw()
{ {
Engine::SetRenderState_Texture(0);
Engine::SetRenderState_FlippedH(false); Engine::SetRenderState_FlippedH(false);
Engine::SetRenderState_FlippedV(false); Engine::SetRenderState_FlippedV(false);
Engine::SetRenderState_ColorOverlay({0xFF, 0xFF, 0xFF, 0xFF}); Engine::SetRenderState_ColorOverlay(m_color);
Engine::SetRenderState_TextureOffset({}); Engine::SetRenderState_TextureOffset({});
Engine::SetRenderState_CameraRelative(false); Engine::SetRenderState_CameraRelative(false);
Engine::DrawText(m_label, m_node->GetPosition(), m_node->GetScale(), m_node->GetRotation(), 0xFF, 0); Engine::DrawText(m_label, m_node->GetPosition(), m_node->GetScale(), m_node->GetRotation(), 0xFF, 0);

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@ -24,10 +24,15 @@
#include <SDL3/SDL_iostream.h> #include <SDL3/SDL_iostream.h>
#include <ResourceManager.hpp>
namespace ia::iae namespace ia::iae
{ {
EXTERN SDL_Window *g_windowHandle; 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() BOOL Engine::IsDebugMode()
{ {
@ -96,8 +101,12 @@ namespace ia::iae
{ {
const auto data = ReadBinaryAsset(path); const auto data = ReadBinaryAsset(path);
const auto handle = CreateImage(name, data.data(), data.size()); const auto handle = CreateImage(name, data.data(), data.size());
if (!resizeToWidth || !resizeToHeight)
return handle;
const auto extent = GetImageExtent(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) 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) Handle Engine::RescaleImage(IN CONST String &name, IN Vec2 factor)
{ {
return RescaleImage(GetImage(name), factor); return ResourceManager::RescaleImage(GetImage(name), factor);
} }
String Engine::GetUniqueResourceName() String Engine::GetUniqueResourceName()
{ {
return BuildString("__res_", g_resourceNameCounter++); return BuildString("__res_", g_resourceNameCounter++);
} }
Vec2 Engine::GetSceneScalingFactor()
{
return g_sceneScalingFactor;
}
} // namespace ia::iae } // namespace ia::iae

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@ -24,6 +24,8 @@ namespace ia::iae
BOOL InputManager::s_keys[256]; BOOL InputManager::s_keys[256];
BOOL InputManager::s_prevKeys[256]; BOOL InputManager::s_prevKeys[256];
Vec2 InputManager::s_pointerPosition{}; Vec2 InputManager::s_pointerPosition{};
BOOL InputManager::s_pointerState{};
BOOL InputManager::s_pointerPrevState{};
InputManager::KeyboardGamePadMapping InputManager::s_keyboardGamePadMapping{}; InputManager::KeyboardGamePadMapping InputManager::s_keyboardGamePadMapping{};
BOOL InputManager::s_buttonA{}; BOOL InputManager::s_buttonA{};
@ -48,6 +50,7 @@ namespace ia::iae
VOID InputManager::OnSDLEvent(IN SDL_Event *event) VOID InputManager::OnSDLEvent(IN SDL_Event *event)
{ {
s_pointerPrevState = s_pointerState;
memcpy(s_prevKeys, s_keys, sizeof(s_prevKeys)); memcpy(s_prevKeys, s_keys, sizeof(s_prevKeys));
switch (event->type) switch (event->type)
{ {
@ -59,10 +62,21 @@ namespace ia::iae
s_keys[event->key.scancode] = false; s_keys[event->key.scancode] = false;
break; break;
case SDL_EVENT_FINGER_MOTION:
case SDL_EVENT_MOUSE_MOTION: case SDL_EVENT_MOUSE_MOTION:
s_pointerPosition = {event->motion.x, event->motion.y}; s_pointerPosition = {event->motion.x, event->motion.y};
break; 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: default:
break; break;
} }
@ -78,6 +92,11 @@ namespace ia::iae
SDL_StopTextInput(g_windowHandle); SDL_StopTextInput(g_windowHandle);
} }
BOOL InputManager::IsPointerDown()
{
return s_pointerState;
}
Vec2 InputManager::GetPointerPosition() Vec2 InputManager::GetPointerPosition()
{ {
return s_pointerPosition; return s_pointerPosition;
@ -178,16 +197,16 @@ namespace ia::iae
{ {
if (s_onScreenGamePadEnabled) if (s_onScreenGamePadEnabled)
{ {
//Engine::SetRenderState_Texture(0); // Engine::SetRenderState_Texture(0);
//Engine::SetRenderState_FlippedH(false); // Engine::SetRenderState_FlippedH(false);
//Engine::SetRenderState_FlippedV(false); // Engine::SetRenderState_FlippedV(false);
//Engine::SetRenderState_ColorOverlay({0xFF, 0xFF, 0xFF, 0xFF}); // Engine::SetRenderState_ColorOverlay({0xFF, 0xFF, 0xFF, 0xFF});
//Engine::SetRenderState_TextureOffset({0, 0}); // Engine::SetRenderState_TextureOffset({0, 0});
//Engine::SetRenderState_CameraRelative(false); // Engine::SetRenderState_CameraRelative(false);
//Engine::SetRenderState_Transform({300.0f, 500.0f}, // Engine::SetRenderState_Transform({300.0f, 500.0f},
// {100.0f, 100.0f}, // {100.0f, 100.0f},
// 0); // 0);
//Engine::DrawGeometry(Engine::GetGeometry_Circle(), 0xFF, 0); // Engine::DrawGeometry(Engine::GetGeometry_Circle(), 0xFF, 0);
} }
} }
@ -216,6 +235,18 @@ namespace ia::iae
IsKeyDown(s_keyboardGamePadMapping.AxisRight) + IsKeyDown(s_keyboardGamePadMapping.AxisLeft) * -1; 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
namespace ia::iae namespace ia::iae
@ -235,6 +266,21 @@ namespace ia::iae
return InputManager::GetPointerPosition(); 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) BOOL Engine::Input_IsKeyDown(IN InputKey key)
{ {
return InputManager::IsKeyDown(key); return InputManager::IsKeyDown(key);

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@ -42,10 +42,15 @@ namespace ia::iae
SDL_Window *g_windowHandle; SDL_Window *g_windowHandle;
EXTERN Vec2 g_sceneDesignViewport;
VOID __Internal_Engine::Initialize() VOID __Internal_Engine::Initialize()
{ {
const auto config = Game_GetConfigRequest(); const auto config = Game_GetConfigRequest();
g_sceneDesignViewport.x = config->DesignWidth;
g_sceneDesignViewport.y = config->DesignHeight;
IAE_LOG_INFO("Booting IAEngine for ", g_gameName); IAE_LOG_INFO("Booting IAEngine for ", g_gameName);
SDL_SetHint(SDL_HINT_ORIENTATIONS, "LandscapeRight"); SDL_SetHint(SDL_HINT_ORIENTATIONS, "LandscapeRight");

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@ -39,11 +39,7 @@ namespace ia::iae
Renderer::State Renderer::s_state{}; Renderer::State Renderer::s_state{};
SDL_GPUDevice *Renderer::s_gpuDevice{}; SDL_GPUDevice *Renderer::s_gpuDevice{};
SDL_GPUTexture *Renderer::s_renderTargetSceneColor{};
SDL_GPUTexture *Renderer::s_renderTargetDebugDrawColor{};
Pipeline *Renderer::s_geometryPipeline{}; Pipeline *Renderer::s_geometryPipeline{};
Pipeline *Renderer::s_postprocessPipeline{};
Renderer::Geometry *Renderer::s_quadGeometry{}; Renderer::Geometry *Renderer::s_quadGeometry{};
Renderer::Geometry *Renderer::s_circleGeometry{}; Renderer::Geometry *Renderer::s_circleGeometry{};
@ -54,10 +50,12 @@ namespace ia::iae
SDL_GPUCommandBuffer *Renderer::s_activeCommandBuffer{}; SDL_GPUCommandBuffer *Renderer::s_activeCommandBuffer{};
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)
@ -299,78 +313,39 @@ 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,
sizeof(Mat4));
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(); SDL_PushGPUVertexUniformData(Renderer::s_activeCommandBuffer, 2, &modelMatrix, sizeof(Mat4));
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_SetGPUScissor(s_activeRenderPass, &s_scissor); s_fragmentUniform.ColorOverlay = t.DrawState.ColorOverlay.GetAsFloatVec();
// SDL_SetGPUViewport(s_activeRenderPass, &s_activeViewport); 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}, SDL_SetGPUScissor(s_activeRenderPass, &t.DrawState.Scissor);
{.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_EndGPURenderPass(s_activeRenderPass); SDL_GPUBufferBinding bufferBindings[] = {{.buffer = t.GeometryHandle->VertexBuffer, .offset = 0},
{.buffer = t.GeometryHandle->IndexBuffer, .offset = 0}};
DebugDraw::Render(); SDL_BindGPUVertexBuffers(s_activeRenderPass, 0, bufferBindings, 1);
const auto imDrawData = ImGui::GetDrawData(); SDL_BindGPUIndexBuffer(s_activeRenderPass, &bufferBindings[1], SDL_GPU_INDEXELEMENTSIZE_32BIT);
ImGui_ImplSDLGPU3_PrepareDrawData(imDrawData, s_activeCommandBuffer); SDL_DrawGPUIndexedPrimitives(s_activeRenderPass, t.GeometryHandle->IndexCount, 1, 0, 0, 0);
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)
@ -378,38 +353,21 @@ namespace ia::iae
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,
@ -528,10 +485,24 @@ 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};
} }
VOID Engine::SetRenderState_FlippedH(IN BOOL value) VOID Engine::SetRenderState_FlippedH(IN BOOL value)
@ -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()

View File

@ -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;
@ -145,21 +146,29 @@ 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;
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; return image;
} }

View File

@ -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

View File

@ -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)

View File

@ -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;

View File

@ -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};
SDL_GPUTexture* ActiveTexture{nullptr};
Mat4 ModelMatrix{1.0f}; Vec2 Position{};
FLOAT32 PositionY{}; Vec2 Scale{};
FLOAT32 Rotation;
SDL_Rect Scissor{};
SDL_GPUTexture *ActiveTexture{nullptr};
}; };
struct DrawEntry struct DrawEntry
@ -52,7 +53,7 @@ namespace ia::iae
UINT8 Layer{}; UINT8 Layer{};
UINT16 SortIndex{}; UINT16 SortIndex{};
State DrawState{}; State DrawState{};
Geometry* GeometryHandle{}; Geometry *GeometryHandle{};
}; };
public: public:
@ -67,11 +68,13 @@ namespace ia::iae
STATIC VOID OnScreenResize(IN INT32 newWidth, IN INT32 newHeight); STATIC VOID OnScreenResize(IN INT32 newWidth, IN INT32 newHeight);
public: public:
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();
@ -80,25 +83,25 @@ 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 Pipeline *s_geometryPipeline;
STATIC SDL_GPUTexture *s_renderTargetDebugDrawColor; STATIC Geometry *s_quadGeometry;
STATIC Pipeline* s_geometryPipeline; STATIC Geometry *s_circleGeometry;
STATIC Pipeline* s_postprocessPipeline;
STATIC Geometry* s_quadGeometry;
STATIC Geometry* s_circleGeometry;
STATIC Vector<DrawEntry> s_drawEntries; STATIC Vector<DrawEntry> s_drawEntries;
STATIC SDL_GPURenderPass* s_activeRenderPass; STATIC SDL_GPURenderPass *s_activeRenderPass;
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;
}; };

View File

@ -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);

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@ -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

View File

@ -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

View File

@ -23,7 +23,7 @@ namespace ia::iae
class UILabelComponent : public IUIComponent class UILabelComponent : public IUIComponent
{ {
public: public:
UILabelComponent(IN UINode* node); UILabelComponent(IN UINode *node);
String &Label() String &Label()
{ {
@ -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

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@ -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);

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@ -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;

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