Added Renderer
This commit is contained in:
5
.vscode/settings.json
vendored
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5
.vscode/settings.json
vendored
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@ -0,0 +1,5 @@
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{
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"files.associations": {
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"functional": "cpp"
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}
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}
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2
Dependencies/IACore
vendored
2
Dependencies/IACore
vendored
Submodule Dependencies/IACore updated: 0fd33d958e...8e2e118dd5
@ -17,13 +17,7 @@ namespace ia::iae::game
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scene = m_engine->CreateScene();
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scene = m_engine->CreateScene();
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m_engine->ChangeScene(scene);
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m_engine->ChangeScene(scene);
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const auto player = MakeRefPtr<Player>(m_engine);
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iae::Renderer::AddDebugUIWindow("Debug Window", {100, 100}, {100, 200}, [](){});
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player->SetLocalPosition({100.0f, 200.0f, 0.0f});
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scene->AddNode(player);
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const auto ground = MakeRefPtr<Ground>(m_engine);
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ground->SetLocalPosition({50.0f, 500.0f, 0.0f});
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scene->AddNode(ground);
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}
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}
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VOID Game::Terminate()
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VOID Game::Terminate()
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@ -3,13 +3,16 @@ set(IAEngine_Sources
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imp/cpp/IAEngine.cpp
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imp/cpp/IAEngine.cpp
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imp/cpp/Time.cpp
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imp/cpp/Time.cpp
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imp/cpp/Audio.cpp
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imp/cpp/Audio.cpp
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imp/cpp/Texture.cpp
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imp/cpp/Input.cpp
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imp/cpp/Input.cpp
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imp/cpp/Scene.cpp
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imp/cpp/Scene.cpp
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imp/cpp/Random.cpp
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imp/cpp/Random.cpp
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imp/cpp/ResourceManager.cpp
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imp/cpp/ResourceManager.cpp
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imp/cpp/Rendering/Texture.cpp
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imp/cpp/Rendering/Camera.cpp
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imp/cpp/Rendering/Renderer.cpp
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imp/cpp/Physics/Physics.cpp
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imp/cpp/Physics/Physics.cpp
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imp/cpp/Events/Event.cpp
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imp/cpp/Events/Event.cpp
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@ -1,3 +1,19 @@
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// IAEngine: 2D Game Engine by IA
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// Copyright (C) 2025 IAS (ias@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/Audio.hpp>
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#include <IAEngine/Audio.hpp>
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#include <SDL3/SDL_iostream.h>
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#include <SDL3/SDL_iostream.h>
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@ -1,3 +1,19 @@
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// IAEngine: 2D Game Engine by IA
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// Copyright (C) 2025 IAS (ias@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/AtlasRenderer.hpp>
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#include <IAEngine/Components/AtlasRenderer.hpp>
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#include <IAEngine/Nodes/Node.hpp>
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#include <IAEngine/Nodes/Node.hpp>
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@ -1,3 +1,19 @@
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// IAEngine: 2D Game Engine by IA
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// Copyright (C) 2025 IAS (ias@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/ParticleEmitter.hpp>
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#include <IAEngine/Components/ParticleEmitter.hpp>
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namespace ia::iae
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namespace ia::iae
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@ -1,3 +1,19 @@
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// IAEngine: 2D Game Engine by IA
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// Copyright (C) 2025 IAS (ias@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/PhysicsBody.hpp>
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#include <IAEngine/Components/PhysicsBody.hpp>
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namespace ia::iae
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namespace ia::iae
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@ -1,3 +1,19 @@
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// IAEngine: 2D Game Engine by IA
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// Copyright (C) 2025 IAS (ias@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/SoundEmitter.hpp>
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#include <IAEngine/Components/SoundEmitter.hpp>
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namespace ia::iae
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namespace ia::iae
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@ -1,3 +1,19 @@
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// IAEngine: 2D Game Engine by IA
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// Copyright (C) 2025 IAS (ias@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/SpriteRenderer.hpp>
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#include <IAEngine/Components/SpriteRenderer.hpp>
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#include <IAEngine/Nodes/Node.hpp>
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#include <IAEngine/Nodes/Node.hpp>
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@ -1,3 +1,19 @@
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// IAEngine: 2D Game Engine by IA
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// Copyright (C) 2025 IAS (ias@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/TextureRenderer.hpp>
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#include <IAEngine/Components/TextureRenderer.hpp>
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#include <IAEngine/Nodes/Node.hpp>
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#include <IAEngine/Nodes/Node.hpp>
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@ -1,3 +1,19 @@
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// IAEngine: 2D Game Engine by IA
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// Copyright (C) 2025 IAS (ias@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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//
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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/Events/Event.hpp>
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#include <IAEngine/Events/Event.hpp>
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namespace ia::iae
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namespace ia::iae
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@ -1,3 +1,19 @@
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// IAEngine: 2D Game Engine by IA
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// Copyright (C) 2025 IAS (ias@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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||||||
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
|
// 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/Audio.hpp>
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#include <IAEngine/Audio.hpp>
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#include <IAEngine/IAEngine.hpp>
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#include <IAEngine/IAEngine.hpp>
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#include <IAEngine/Input.hpp>
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#include <IAEngine/Input.hpp>
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@ -7,18 +23,15 @@
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#include <SDL3/SDL.h>
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#include <SDL3/SDL.h>
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#include <backends/imgui_impl_sdl3.h>
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#include <backends/imgui_impl_sdlrenderer3.h>
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#include <imgui.h>
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#include <imgui.h>
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#include <backends/imgui_impl_sdl3.h>
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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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struct EngineContext
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struct EngineContext
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{
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{
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SDL_Renderer *Renderer{};
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SDL_Window *Window{};
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SDL_Window *Window{};
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SDL_Event Event{};
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SDL_Event Event{};
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ImGuiIO ImGUIIO{};
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BOOL ShouldClose{false};
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BOOL ShouldClose{false};
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};
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};
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@ -46,36 +59,20 @@ namespace ia::iae
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return false;
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return false;
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}
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}
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if (!SDL_CreateWindowAndRenderer(config.GameName.c_str(), config.WindowWidth, config.WindowHeight,
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if (!(m_context->Window = SDL_CreateWindow(config.GameName.c_str(), config.WindowWidth, config.WindowHeight, SDL_WINDOW_RESIZABLE)))
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SDL_WINDOW_RESIZABLE, &m_context->Window, &m_context->Renderer))
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{
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{
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IAE_LOG_ERROR("Couldn't create SDL3 window and renderer: ", SDL_GetError());
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IAE_LOG_ERROR("Couldn't create SDL3 window: ", SDL_GetError());
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return false;
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return false;
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}
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}
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SDL_SetWindowResizable(m_context->Window, false);
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SDL_SetWindowResizable(m_context->Window, false);
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SDL_SetRenderVSync(m_context->Renderer, 1);
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const auto mainScale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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m_context->ImGUIIO = ImGui::GetIO();
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(void) m_context->ImGUIIO;
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m_context->ImGUIIO.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
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m_context->ImGUIIO.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
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ImGui::StyleColorsClassic();
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ImGuiStyle &style = ImGui::GetStyle();
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style.ScaleAllSizes(mainScale);
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style.FontScaleDpi = mainScale;
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ImGui_ImplSDL3_InitForSDLRenderer(m_context->Window, m_context->Renderer);
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ImGui_ImplSDLRenderer3_Init(m_context->Renderer);
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Time::Initialize();
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Time::Initialize();
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if (!Renderer::Initialize(this))
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return false;
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Random::Initialize();
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Random::Initialize();
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Input::Initialize();
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Input::Initialize();
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Audio::Initialize();
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Audio::Initialize();
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Physics::Initialize();
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Physics::Initialize();
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@ -89,12 +86,8 @@ namespace ia::iae
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Physics::Terminate();
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Physics::Terminate();
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Audio::Terminate();
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Audio::Terminate();
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Renderer::Terminate();
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ImGui_ImplSDLRenderer3_Shutdown();
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ImGui_ImplSDL3_Shutdown();
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ImGui::DestroyContext();
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SDL_DestroyRenderer(m_context->Renderer);
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SDL_DestroyWindow(m_context->Window);
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SDL_DestroyWindow(m_context->Window);
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SDL_Quit();
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SDL_Quit();
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@ -113,47 +106,21 @@ namespace ia::iae
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while (m_updateTimer >= GAME_UPDATE_INTERVAL)
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while (m_updateTimer >= GAME_UPDATE_INTERVAL)
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m_updateTimer -= GAME_UPDATE_INTERVAL;
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m_updateTimer -= GAME_UPDATE_INTERVAL;
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}
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}
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ImGui_ImplSDLRenderer3_NewFrame();
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Renderer::BeginFrame();
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ImGui_ImplSDL3_NewFrame();
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ImGui::NewFrame();
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RenderDebugUI();
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ImGui::Render();
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SDL_SetRenderScale(m_context->Renderer, m_context->ImGUIIO.DisplayFramebufferScale.x,
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m_context->ImGUIIO.DisplayFramebufferScale.y);
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SDL_SetRenderDrawColorFloat(m_context->Renderer, 0.33f, 0.33f, 0.33f, 1.0f);
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SDL_RenderClear(m_context->Renderer);
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RenderGame();
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RenderGame();
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}
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}
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VOID Engine::EndFrame()
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VOID Engine::EndFrame()
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{
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{
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ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData(), m_context->Renderer);
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Renderer::EndFrame();
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SDL_RenderPresent(m_context->Renderer);
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Time::NextFrame();
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Time::NextFrame();
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}
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}
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VOID Engine::AddDebugUIWindow(IN PCCHAR title, IN CONST iam::Vec2f &position, IN CONST iam::Vec2f &size,
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IN std::function<VOID()> contentDrawCallback)
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{
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m_debugUIWindows.pushBack(DebugUIWindow{title, position, size, contentDrawCallback});
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}
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BOOL Engine::ShouldClose()
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BOOL Engine::ShouldClose()
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{
|
{
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return m_context->ShouldClose;
|
return m_context->ShouldClose;
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||||||
}
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}
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VOID Engine::RenderDebugUI()
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|
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{
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|
||||||
for (const auto &w : m_debugUIWindows) {
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||||||
ImGui::Begin(w.Title);
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||||||
ImGui::SetWindowPos({w.Position.X, w.Position.Y});
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|
||||||
ImGui::SetWindowSize({w.Size.X, w.Size.Y});
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w.ContentDrawCallback();
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||||||
ImGui::End();
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|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
VOID Engine::ProcessEvents()
|
VOID Engine::ProcessEvents()
|
||||||
{
|
{
|
||||||
ImGui_ImplSDL3_ProcessEvent(&m_context->Event);
|
ImGui_ImplSDL3_ProcessEvent(&m_context->Event);
|
||||||
@ -184,8 +151,8 @@ namespace ia::iae
|
|||||||
return MakeRefPtr<Scene>(this);
|
return MakeRefPtr<Scene>(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
PVOID Engine::GetRendererHandle() CONST
|
PVOID Engine::GetWindowHandle() CONST
|
||||||
{
|
{
|
||||||
return m_context->Renderer;
|
return m_context->Window;
|
||||||
}
|
}
|
||||||
} // namespace ia::iae
|
} // namespace ia::iae
|
||||||
|
|||||||
@ -1,3 +1,19 @@
|
|||||||
|
// IAEngine: 2D Game Engine by IA
|
||||||
|
// Copyright (C) 2025 IAS (ias@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/Input.hpp>
|
#include <IAEngine/Input.hpp>
|
||||||
|
|
||||||
#include <SDL3/SDL_events.h>
|
#include <SDL3/SDL_events.h>
|
||||||
|
|||||||
@ -1,3 +1,19 @@
|
|||||||
|
// IAEngine: 2D Game Engine by IA
|
||||||
|
// Copyright (C) 2025 IAS (ias@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/Nodes/Node.hpp>
|
#include <IAEngine/Nodes/Node.hpp>
|
||||||
|
|
||||||
#include <IAEngine/IAEngine.hpp>
|
#include <IAEngine/IAEngine.hpp>
|
||||||
|
|||||||
@ -1,3 +1,19 @@
|
|||||||
|
// IAEngine: 2D Game Engine by IA
|
||||||
|
// Copyright (C) 2025 IAS (ias@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/Nodes/Transform.hpp>
|
#include <IAEngine/Nodes/Transform.hpp>
|
||||||
|
|
||||||
namespace ia::iae
|
namespace ia::iae
|
||||||
|
|||||||
@ -1,3 +1,19 @@
|
|||||||
|
// IAEngine: 2D Game Engine by IA
|
||||||
|
// Copyright (C) 2025 IAS (ias@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/Physics/Physics.hpp>
|
#include <IAEngine/Physics/Physics.hpp>
|
||||||
|
|
||||||
namespace ia::iae
|
namespace ia::iae
|
||||||
|
|||||||
@ -1,3 +1,19 @@
|
|||||||
|
// IAEngine: 2D Game Engine by IA
|
||||||
|
// Copyright (C) 2025 IAS (ias@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/Random.hpp>
|
#include <IAEngine/Random.hpp>
|
||||||
|
|
||||||
#include <IAEngine/Time.hpp>
|
#include <IAEngine/Time.hpp>
|
||||||
|
|||||||
15
Src/IAEngine/imp/cpp/Rendering/Camera.cpp
Normal file
15
Src/IAEngine/imp/cpp/Rendering/Camera.cpp
Normal file
@ -0,0 +1,15 @@
|
|||||||
|
// IAEngine: 2D Game Engine by IA
|
||||||
|
// Copyright (C) 2025 IAS (ias@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/>.
|
||||||
158
Src/IAEngine/imp/cpp/Rendering/Renderer.cpp
Normal file
158
Src/IAEngine/imp/cpp/Rendering/Renderer.cpp
Normal file
@ -0,0 +1,158 @@
|
|||||||
|
// IAEngine: 2D Game Engine by IA
|
||||||
|
// Copyright (C) 2025 IAS (ias@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/IAEngine.hpp>
|
||||||
|
#include <IAEngine/Rendering/Renderer.hpp>
|
||||||
|
|
||||||
|
#include <SDL3/SDL_gpu.h>
|
||||||
|
|
||||||
|
#include <backends/imgui_impl_sdl3.h>
|
||||||
|
#include <backends/imgui_impl_sdlgpu3.h>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
INT32 Renderer::s_width{};
|
||||||
|
INT32 Renderer::s_height{};
|
||||||
|
Vector<Renderer::DebugUIWindow> Renderer::s_debugUIWindows;
|
||||||
|
|
||||||
|
SDL_Window *g_windowHandle{};
|
||||||
|
SDL_GPUDevice *g_gpuDevice{};
|
||||||
|
|
||||||
|
// Render State
|
||||||
|
SDL_GPUCommandBuffer *g_cmdBuffer{};
|
||||||
|
SDL_GPURenderPass *g_renderPass{};
|
||||||
|
SDL_GPUTexture *g_swpChainTexture{};
|
||||||
|
|
||||||
|
// ImGUI State
|
||||||
|
ImGuiIO g_imGUIIO{};
|
||||||
|
ImDrawData* g_imDrawData{};
|
||||||
|
|
||||||
|
BOOL Renderer::Initialize(IN Engine *engine)
|
||||||
|
{
|
||||||
|
g_windowHandle = (SDL_Window *) engine->GetWindowHandle();
|
||||||
|
|
||||||
|
if (!(g_gpuDevice =
|
||||||
|
SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV | SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_MSL,
|
||||||
|
engine->IsDebugMode, nullptr)))
|
||||||
|
{
|
||||||
|
IAE_LOG_ERROR("Couldn't create SDL3 GPU Device: ", SDL_GetError());
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!SDL_ClaimWindowForGPUDevice(g_gpuDevice, g_windowHandle))
|
||||||
|
{
|
||||||
|
IAE_LOG_ERROR("Couldn't initialize SDL3 GPU for the window: ", SDL_GetError());
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
SDL_SetGPUSwapchainParameters(g_gpuDevice, g_windowHandle, SDL_GPU_SWAPCHAINCOMPOSITION_SDR, SDL_GPU_PRESENTMODE_VSYNC);
|
||||||
|
|
||||||
|
const auto mainScale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
|
||||||
|
|
||||||
|
IMGUI_CHECKVERSION();
|
||||||
|
ImGui::CreateContext();
|
||||||
|
g_imGUIIO = ImGui::GetIO();
|
||||||
|
g_imGUIIO.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
|
||||||
|
g_imGUIIO.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
|
||||||
|
|
||||||
|
ImGui::StyleColorsClassic();
|
||||||
|
|
||||||
|
ImGuiStyle &style = ImGui::GetStyle();
|
||||||
|
style.ScaleAllSizes(mainScale);
|
||||||
|
style.FontScaleDpi = mainScale;
|
||||||
|
|
||||||
|
ImGui_ImplSDLGPU3_InitInfo initInfo{
|
||||||
|
.Device = g_gpuDevice,
|
||||||
|
.ColorTargetFormat = SDL_GetGPUSwapchainTextureFormat(g_gpuDevice, g_windowHandle),
|
||||||
|
.PresentMode = SDL_GPU_PRESENTMODE_VSYNC
|
||||||
|
};
|
||||||
|
ImGui_ImplSDL3_InitForSDLGPU(g_windowHandle);
|
||||||
|
ImGui_ImplSDLGPU3_Init(&initInfo);
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Renderer::Terminate()
|
||||||
|
{
|
||||||
|
SDL_WaitForGPUIdle(g_gpuDevice);
|
||||||
|
|
||||||
|
ImGui_ImplSDL3_Shutdown();
|
||||||
|
ImGui_ImplSDLGPU3_Shutdown();
|
||||||
|
ImGui::DestroyContext();
|
||||||
|
|
||||||
|
SDL_ReleaseWindowFromGPUDevice(g_gpuDevice, g_windowHandle);
|
||||||
|
SDL_DestroyGPUDevice(g_gpuDevice);
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Renderer::AddDebugUIWindow(IN PCCHAR title, IN CONST iam::Vec2f &position, IN CONST iam::Vec2f &size,
|
||||||
|
IN std::function<VOID()> contentDrawCallback)
|
||||||
|
{
|
||||||
|
s_debugUIWindows.pushBack(DebugUIWindow{title, position, size, contentDrawCallback});
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Renderer::BeginFrame()
|
||||||
|
{
|
||||||
|
ImGui_ImplSDLGPU3_NewFrame();
|
||||||
|
ImGui_ImplSDL3_NewFrame();
|
||||||
|
ImGui::NewFrame();
|
||||||
|
for (const auto &w : s_debugUIWindows)
|
||||||
|
{
|
||||||
|
ImGui::Begin(w.Title);
|
||||||
|
ImGui::SetWindowPos({w.Position.X, w.Position.Y});
|
||||||
|
ImGui::SetWindowSize({w.Size.X, w.Size.Y});
|
||||||
|
w.ContentDrawCallback();
|
||||||
|
ImGui::End();
|
||||||
|
}
|
||||||
|
ImGui::Render();
|
||||||
|
|
||||||
|
if (!(g_cmdBuffer = SDL_AcquireGPUCommandBuffer(g_gpuDevice)))
|
||||||
|
{
|
||||||
|
IAE_LOG_ERROR("Couldn't acquire SDL3 GPU command buffer: ", SDL_GetError());
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!SDL_WaitAndAcquireGPUSwapchainTexture(g_cmdBuffer, g_windowHandle, &g_swpChainTexture, (PUINT32) &s_width,
|
||||||
|
(PUINT32) &s_height))
|
||||||
|
{
|
||||||
|
IAE_LOG_ERROR("Couldn't acquire SDL3 GPU Swapchain texture: ", SDL_GetError());
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!g_swpChainTexture)
|
||||||
|
return;
|
||||||
|
|
||||||
|
g_imDrawData = ImGui::GetDrawData();
|
||||||
|
|
||||||
|
ImGui_ImplSDLGPU3_PrepareDrawData(g_imDrawData, g_cmdBuffer);
|
||||||
|
|
||||||
|
SDL_GPUColorTargetInfo colorTargetInfo = {0};
|
||||||
|
colorTargetInfo.texture = g_swpChainTexture;
|
||||||
|
colorTargetInfo.clear_color = SDL_FColor{0.33f, 0.33f, 0.33f, 1.0f};
|
||||||
|
colorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
|
||||||
|
colorTargetInfo.store_op = SDL_GPU_STOREOP_STORE;
|
||||||
|
|
||||||
|
g_renderPass = SDL_BeginGPURenderPass(g_cmdBuffer, &colorTargetInfo, 1, NULL);
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Renderer::EndFrame()
|
||||||
|
{
|
||||||
|
if (!g_swpChainTexture)
|
||||||
|
return;
|
||||||
|
|
||||||
|
ImGui_ImplSDLGPU3_RenderDrawData(g_imDrawData, g_cmdBuffer, g_renderPass);
|
||||||
|
SDL_EndGPURenderPass(g_renderPass);
|
||||||
|
SDL_SubmitGPUCommandBuffer(g_cmdBuffer);
|
||||||
|
}
|
||||||
|
} // namespace ia::iae
|
||||||
47
Src/IAEngine/imp/cpp/Rendering/Texture.cpp
Normal file
47
Src/IAEngine/imp/cpp/Rendering/Texture.cpp
Normal file
@ -0,0 +1,47 @@
|
|||||||
|
// IAEngine: 2D Game Engine by IA
|
||||||
|
// Copyright (C) 2025 IAS (ias@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/IAEngine.hpp>
|
||||||
|
#include <IAEngine/Rendering/Texture.hpp>
|
||||||
|
|
||||||
|
#include <SDL3/SDL.h>
|
||||||
|
|
||||||
|
#define TEXTURE_HANDLE (SDL_Texture *) m_handle
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
Texture::Texture(IN Engine *engine) : m_engine(engine)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
Texture::~Texture()
|
||||||
|
{
|
||||||
|
SDL_DestroyTexture(TEXTURE_HANDLE);
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Texture::Draw(IN CONST iam::Vec3f &position, IN CONST iam::Vec3f &scale, IN FLOAT32 rotation, IN BOOL flipH,
|
||||||
|
IN BOOL flipV, IN CONST iam::Vec4f &colorOverlay) CONST
|
||||||
|
{
|
||||||
|
SDL_FRect rect{.x = position.X, .y = position.Y, .w = m_width * scale.X, .h = m_height * scale.Y};
|
||||||
|
|
||||||
|
//SDL_SetTextureColorModFloat(TEXTURE_HANDLE, colorOverlay.X, colorOverlay.Y, colorOverlay.Z);
|
||||||
|
//SDL_SetTextureAlphaModFloat(TEXTURE_HANDLE, colorOverlay.W);
|
||||||
|
//SDL_RenderTextureRotated((SDL_Renderer *) m_engine->GetRendererHandle(), TEXTURE_HANDLE, nullptr, &rect,
|
||||||
|
// rotation, nullptr,
|
||||||
|
// (SDL_FlipMode) (SDL_FLIP_NONE | (flipV ? SDL_FLIP_VERTICAL : SDL_FLIP_NONE) |
|
||||||
|
// (flipH ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE)));
|
||||||
|
}
|
||||||
|
} // namespace ia::iae
|
||||||
@ -1,3 +1,19 @@
|
|||||||
|
// IAEngine: 2D Game Engine by IA
|
||||||
|
// Copyright (C) 2025 IAS (ias@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/IAEngine.hpp>
|
#include <IAEngine/IAEngine.hpp>
|
||||||
#include <IAEngine/ResourceManager.hpp>
|
#include <IAEngine/ResourceManager.hpp>
|
||||||
|
|
||||||
@ -35,14 +51,14 @@ namespace ia::iae
|
|||||||
result->m_width = width;
|
result->m_width = width;
|
||||||
result->m_height = height;
|
result->m_height = height;
|
||||||
|
|
||||||
SDL_Surface *surface =
|
//SDL_Surface *surface =
|
||||||
SDL_CreateSurfaceFrom(width, height, SDL_PIXELFORMAT_RGBA32, (void *) rgbaData, width << 2);
|
// SDL_CreateSurfaceFrom(width, height, SDL_PIXELFORMAT_RGBA32, (void *) rgbaData, width << 2);
|
||||||
if (!surface)
|
//if (!surface)
|
||||||
THROW_UNKNOWN("Failed to create SDL surface: ", SDL_GetError());
|
// THROW_UNKNOWN("Failed to create SDL surface: ", SDL_GetError());
|
||||||
result->m_handle = SDL_CreateTextureFromSurface((SDL_Renderer *) m_engine->GetRendererHandle(), surface);
|
//result->m_handle = SDL_CreateTextureFromSurface((SDL_Renderer *) m_engine->GetRendererHandle(), surface);
|
||||||
if (!result->m_handle)
|
//if (!result->m_handle)
|
||||||
THROW_UNKNOWN("Failed to create SDL Texture: ", SDL_GetError());
|
// THROW_UNKNOWN("Failed to create SDL Texture: ", SDL_GetError());
|
||||||
SDL_DestroySurface(surface);
|
//SDL_DestroySurface(surface);
|
||||||
|
|
||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|||||||
@ -1,3 +1,19 @@
|
|||||||
|
// IAEngine: 2D Game Engine by IA
|
||||||
|
// Copyright (C) 2025 IAS (ias@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/Scene.hpp>
|
#include <IAEngine/Scene.hpp>
|
||||||
|
|
||||||
namespace ia::iae
|
namespace ia::iae
|
||||||
|
|||||||
@ -1,31 +0,0 @@
|
|||||||
#include <IAEngine/IAEngine.hpp>
|
|
||||||
#include <IAEngine/Texture.hpp>
|
|
||||||
|
|
||||||
#include <SDL3/SDL.h>
|
|
||||||
|
|
||||||
#define TEXTURE_HANDLE (SDL_Texture *) m_handle
|
|
||||||
|
|
||||||
namespace ia::iae
|
|
||||||
{
|
|
||||||
Texture::Texture(IN Engine *engine) : m_engine(engine)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
Texture::~Texture()
|
|
||||||
{
|
|
||||||
SDL_DestroyTexture(TEXTURE_HANDLE);
|
|
||||||
}
|
|
||||||
|
|
||||||
VOID Texture::Draw(IN CONST iam::Vec3f &position, IN CONST iam::Vec3f &scale, IN FLOAT32 rotation, IN BOOL flipH,
|
|
||||||
IN BOOL flipV, IN CONST iam::Vec4f &colorOverlay) CONST
|
|
||||||
{
|
|
||||||
SDL_FRect rect{.x = position.X, .y = position.Y, .w = m_width * scale.X, .h = m_height * scale.Y};
|
|
||||||
|
|
||||||
SDL_SetTextureColorModFloat(TEXTURE_HANDLE, colorOverlay.X, colorOverlay.Y, colorOverlay.Z);
|
|
||||||
SDL_SetTextureAlphaModFloat(TEXTURE_HANDLE, colorOverlay.W);
|
|
||||||
SDL_RenderTextureRotated((SDL_Renderer *) m_engine->GetRendererHandle(), TEXTURE_HANDLE, nullptr, &rect,
|
|
||||||
rotation, nullptr,
|
|
||||||
(SDL_FlipMode) (SDL_FLIP_NONE | (flipV ? SDL_FLIP_VERTICAL : SDL_FLIP_NONE) |
|
|
||||||
(flipH ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE)));
|
|
||||||
}
|
|
||||||
} // namespace ia::iae
|
|
||||||
@ -1,3 +1,19 @@
|
|||||||
|
// IAEngine: 2D Game Engine by IA
|
||||||
|
// Copyright (C) 2025 IAS (ias@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/Random.hpp>
|
#include <IAEngine/Random.hpp>
|
||||||
#include <IAEngine/Time.hpp>
|
#include <IAEngine/Time.hpp>
|
||||||
|
|
||||||
|
|||||||
@ -17,7 +17,7 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include <IAEngine/Components/Component.hpp>
|
#include <IAEngine/Components/Component.hpp>
|
||||||
#include <IAEngine/Texture.hpp>
|
#include <IAEngine/Rendering/Texture.hpp>
|
||||||
|
|
||||||
namespace ia::iae
|
namespace ia::iae
|
||||||
{
|
{
|
||||||
|
|||||||
@ -17,7 +17,7 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include <IAEngine/Components/Component.hpp>
|
#include <IAEngine/Components/Component.hpp>
|
||||||
#include <IAEngine/Texture.hpp>
|
#include <IAEngine/Rendering/Texture.hpp>
|
||||||
|
|
||||||
namespace ia::iae
|
namespace ia::iae
|
||||||
{
|
{
|
||||||
|
|||||||
@ -17,7 +17,7 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include <IAEngine/Components/Component.hpp>
|
#include <IAEngine/Components/Component.hpp>
|
||||||
#include <IAEngine/Texture.hpp>
|
#include <IAEngine/Rendering/Texture.hpp>
|
||||||
|
|
||||||
namespace ia::iae
|
namespace ia::iae
|
||||||
{
|
{
|
||||||
|
|||||||
@ -17,9 +17,10 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include <IAEngine/Nodes/Node.hpp>
|
#include <IAEngine/Nodes/Node.hpp>
|
||||||
#include <IAEngine/Scene.hpp>
|
#include <IAEngine/Rendering/Texture.hpp>
|
||||||
#include <IAEngine/Texture.hpp>
|
#include <IAEngine/Rendering/Renderer.hpp>
|
||||||
#include <IAEngine/ResourceManager.hpp>
|
#include <IAEngine/ResourceManager.hpp>
|
||||||
|
#include <IAEngine/Scene.hpp>
|
||||||
|
|
||||||
namespace ia::iae
|
namespace ia::iae
|
||||||
{
|
{
|
||||||
@ -27,14 +28,6 @@ namespace ia::iae
|
|||||||
|
|
||||||
class Engine
|
class Engine
|
||||||
{
|
{
|
||||||
struct DebugUIWindow
|
|
||||||
{
|
|
||||||
PCCHAR Title{""};
|
|
||||||
iam::Vec2f Position{};
|
|
||||||
iam::Vec2f Size{};
|
|
||||||
std::function<VOID()> ContentDrawCallback{};
|
|
||||||
};
|
|
||||||
|
|
||||||
public:
|
public:
|
||||||
struct InitConfig
|
struct InitConfig
|
||||||
{
|
{
|
||||||
@ -43,6 +36,12 @@ namespace ia::iae
|
|||||||
INT32 WindowHeight{600};
|
INT32 WindowHeight{600};
|
||||||
};
|
};
|
||||||
|
|
||||||
|
#if defined(__DEBUG_MODE__)
|
||||||
|
STATIC CONSTEXPR BOOL IsDebugMode = TRUE;
|
||||||
|
#else
|
||||||
|
STATIC CONSTEXPR BOOL IsDebugMode = FALSE;
|
||||||
|
#endif
|
||||||
|
|
||||||
public:
|
public:
|
||||||
Engine();
|
Engine();
|
||||||
~Engine();
|
~Engine();
|
||||||
@ -54,10 +53,7 @@ namespace ia::iae
|
|||||||
VOID EndFrame();
|
VOID EndFrame();
|
||||||
BOOL ShouldClose();
|
BOOL ShouldClose();
|
||||||
|
|
||||||
VOID AddDebugUIWindow(IN PCCHAR title, IN CONST iam::Vec2f &position, IN CONST iam::Vec2f &size, IN std::function<VOID()> contentDrawCallback);
|
template<typename _class_type> _class_type *RegisterResourceManager();
|
||||||
|
|
||||||
template<typename _class_type>
|
|
||||||
_class_type* RegisterResourceManager();
|
|
||||||
|
|
||||||
public:
|
public:
|
||||||
RefPtr<Scene> CreateScene();
|
RefPtr<Scene> CreateScene();
|
||||||
@ -65,10 +61,9 @@ namespace ia::iae
|
|||||||
VOID ChangeScene(IN RefPtr<Scene> scene);
|
VOID ChangeScene(IN RefPtr<Scene> scene);
|
||||||
|
|
||||||
public:
|
public:
|
||||||
PVOID GetRendererHandle() CONST;
|
PVOID GetWindowHandle() CONST;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
VOID RenderDebugUI();
|
|
||||||
VOID ProcessEvents();
|
VOID ProcessEvents();
|
||||||
VOID UpdateGame();
|
VOID UpdateGame();
|
||||||
VOID RenderGame();
|
VOID RenderGame();
|
||||||
@ -78,13 +73,11 @@ namespace ia::iae
|
|||||||
RefPtr<Scene> m_activeScene{};
|
RefPtr<Scene> m_activeScene{};
|
||||||
CONST RefPtr<EngineContext> m_context;
|
CONST RefPtr<EngineContext> m_context;
|
||||||
RefPtr<ResourceManager> m_resourceManager;
|
RefPtr<ResourceManager> m_resourceManager;
|
||||||
Vector<DebugUIWindow> m_debugUIWindows;
|
|
||||||
};
|
};
|
||||||
|
|
||||||
template<typename _class_type>
|
template<typename _class_type> _class_type *Engine::RegisterResourceManager()
|
||||||
_class_type* Engine::RegisterResourceManager()
|
|
||||||
{
|
{
|
||||||
m_resourceManager = MakeRefPtr<_class_type>(this);
|
m_resourceManager = MakeRefPtr<_class_type>(this);
|
||||||
return (_class_type*)m_resourceManager.get();
|
return (_class_type *) m_resourceManager.get();
|
||||||
}
|
}
|
||||||
} // namespace ia::iae
|
} // namespace ia::iae
|
||||||
@ -18,7 +18,7 @@
|
|||||||
|
|
||||||
#include <IAEngine/Components/Component.hpp>
|
#include <IAEngine/Components/Component.hpp>
|
||||||
#include <IAEngine/Nodes/Transform.hpp>
|
#include <IAEngine/Nodes/Transform.hpp>
|
||||||
#include <IAEngine/Texture.hpp>
|
#include <IAEngine/Rendering/Texture.hpp>
|
||||||
|
|
||||||
namespace ia::iae
|
namespace ia::iae
|
||||||
{
|
{
|
||||||
|
|||||||
0
Src/IAEngine/inc/IAEngine/Rendering/Camera.hpp
Normal file
0
Src/IAEngine/inc/IAEngine/Rendering/Camera.hpp
Normal file
63
Src/IAEngine/inc/IAEngine/Rendering/Renderer.hpp
Normal file
63
Src/IAEngine/inc/IAEngine/Rendering/Renderer.hpp
Normal file
@ -0,0 +1,63 @@
|
|||||||
|
// IAEngine: 2D Game Engine by IA
|
||||||
|
// Copyright (C) 2025 IAS (ias@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/Base.hpp>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
class Engine;
|
||||||
|
|
||||||
|
class Renderer
|
||||||
|
{
|
||||||
|
struct DebugUIWindow
|
||||||
|
{
|
||||||
|
PCCHAR Title{""};
|
||||||
|
iam::Vec2f Position{};
|
||||||
|
iam::Vec2f Size{};
|
||||||
|
std::function<VOID()> ContentDrawCallback{};
|
||||||
|
};
|
||||||
|
|
||||||
|
public:
|
||||||
|
STATIC BOOL Initialize(IN Engine *engine);
|
||||||
|
STATIC VOID Terminate();
|
||||||
|
|
||||||
|
public:
|
||||||
|
STATIC VOID AddDebugUIWindow(IN PCCHAR title, IN CONST iam::Vec2f &position, IN CONST iam::Vec2f &size,
|
||||||
|
IN std::function<VOID()> contentDrawCallback);
|
||||||
|
|
||||||
|
public:
|
||||||
|
STATIC VOID BeginFrame();
|
||||||
|
STATIC VOID EndFrame();
|
||||||
|
|
||||||
|
public:
|
||||||
|
STATIC INT32 Width()
|
||||||
|
{
|
||||||
|
return s_width;
|
||||||
|
}
|
||||||
|
|
||||||
|
STATIC INT32 Height()
|
||||||
|
{
|
||||||
|
return s_height;
|
||||||
|
}
|
||||||
|
|
||||||
|
private:
|
||||||
|
STATIC INT32 s_width;
|
||||||
|
STATIC INT32 s_height;
|
||||||
|
STATIC Vector<DebugUIWindow> s_debugUIWindows;
|
||||||
|
};
|
||||||
|
} // namespace ia::iae
|
||||||
@ -17,7 +17,7 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include <IAEngine/Audio.hpp>
|
#include <IAEngine/Audio.hpp>
|
||||||
#include <IAEngine/Texture.hpp>
|
#include <IAEngine/Rendering/Texture.hpp>
|
||||||
|
|
||||||
namespace ia::iae
|
namespace ia::iae
|
||||||
{
|
{
|
||||||
|
|||||||
2
Vendor/CMakeLists.txt
vendored
2
Vendor/CMakeLists.txt
vendored
@ -23,7 +23,7 @@ add_library(
|
|||||||
"imgui/imgui_tables.cpp"
|
"imgui/imgui_tables.cpp"
|
||||||
"imgui/imgui_widgets.cpp"
|
"imgui/imgui_widgets.cpp"
|
||||||
"imgui/backends/imgui_impl_sdl3.cpp"
|
"imgui/backends/imgui_impl_sdl3.cpp"
|
||||||
"imgui/backends/imgui_impl_sdlrenderer3.cpp"
|
"imgui/backends/imgui_impl_sdlgpu3.cpp"
|
||||||
)
|
)
|
||||||
target_include_directories(
|
target_include_directories(
|
||||||
ImGui PRIVATE
|
ImGui PRIVATE
|
||||||
|
|||||||
2
Vendor/SDL
vendored
2
Vendor/SDL
vendored
Submodule Vendor/SDL updated: 4efdfd92a2...cfa31df2d5
2
Vendor/SDL_Mixer
vendored
2
Vendor/SDL_Mixer
vendored
Submodule Vendor/SDL_Mixer updated: 172997758b...40a580fe85
2
Vendor/imgui
vendored
2
Vendor/imgui
vendored
Submodule Vendor/imgui updated: 8eb22ea620...02af06ea5f
Reference in New Issue
Block a user