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@ -138,6 +138,7 @@ namespace ia::iae
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VOID GPUResourceManager::DestroyTexture(IN SDL_GPUTexture *handle)
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{
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if(!handle) return;
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SDL_ReleaseGPUTexture(Renderer::GetDevice(), handle);
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}
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@ -19,6 +19,7 @@
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#include <Renderer/EmbeddedShader.hpp>
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#include <Renderer/Renderer.hpp>
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#include <ResourceManager.hpp>
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#include <WorldManager.hpp>
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#include <backends/imgui_impl_sdl3.h>
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@ -231,6 +232,15 @@ namespace ia::iae
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if (s_state.ActiveCamera)
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s_state.ActiveCamera->SetViewport(newWidth, newHeight);
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const auto activeScene = WorldManager::GetActiveScene();
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if (activeScene)
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{
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const auto sceneExtent = activeScene->Extent();
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s_state.SceneScaleFactor = {(FLOAT32) newWidth / (FLOAT32) sceneExtent.x,
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(FLOAT32) newHeight / (FLOAT32) sceneExtent.y};
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IAE_LOG_INFO("Updated Scene Scale Factor: (", s_state.SceneScaleFactor.x, ", ", s_state.SceneScaleFactor.y, ")");
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}
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}
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SDL_GPUTextureFormat Renderer::GetRenderTargetFormat()
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@ -266,7 +276,7 @@ namespace ia::iae
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INT32 FlippedH{false};
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INT32 FlippedV{false};
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Vec2 TextureOffset{0.0f, 0.0f};
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glm::vec4 ColorOverlay{1.0f, 1.0f, 1.0f, 1.0f};
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Vec4 ColorOverlay{1.0f, 1.0f, 1.0f, 1.0f};
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} s_fragmentUniform{};
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#pragma pack(pop)
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@ -289,6 +299,11 @@ namespace ia::iae
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SDL_BindGPUIndexBuffer(s_state.ActiveRenderPass, &bufferBindings[1], SDL_GPU_INDEXELEMENTSIZE_32BIT);
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SDL_DrawGPUIndexedPrimitives(s_state.ActiveRenderPass, handle->IndexCount, 1, 0, 0, 0);
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}
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VOID Renderer::WaitForGPUIdle()
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{
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SDL_WaitForGPUIdle(s_gpuDevice);
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}
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} // namespace ia::iae
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namespace ia::iae
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@ -352,7 +367,7 @@ namespace ia::iae
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VOID Engine::SetRenderState_Texture(IN Handle image)
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{
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Renderer::s_state.ActiveTexture = (SDL_GPUTexture *) image;
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Renderer::s_state.ActiveTexture = ResourceManager::GetTextureFromImage(image);
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}
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VOID Engine::SetRenderState_Transform(IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation, IN UINT8 layer,
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@ -363,6 +378,9 @@ namespace ia::iae
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if (Renderer::s_state.YSortingEnabled)
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sortIndex += static_cast<INT16>(position.y);
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position *= Renderer::s_state.SceneScaleFactor;
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scale *= Renderer::s_state.SceneScaleFactor;
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Renderer::s_state.ModelMatrix =
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glm::translate(glm::mat4(1.0f), glm::vec3{position.x, position.y,
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static_cast<FLOAT32>((layer << 13) | (sortIndex & 0x1FFF))});
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@ -1,24 +0,0 @@
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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 <SDL3/SDL.h>
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namespace ia::iae
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{
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}
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