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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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