This commit is contained in:
Isuru Samarathunga
2025-11-14 09:43:09 +05:30
parent 9ff39d7245
commit a2b80ef600
32 changed files with 928 additions and 295 deletions

View File

@ -10,12 +10,14 @@ set(SRC_FILES
"imp/cpp/UI/TabContainer.cpp"
"imp/cpp/UI/View/IView.cpp"
"imp/cpp/UI/View/Asset.cpp"
"imp/cpp/UI/View/FilePreview.cpp"
"imp/cpp/UI/View/AssetBrowser.cpp"
"imp/cpp/UI/View/Console.cpp"
"imp/cpp/UI/View/Nodes.cpp"
"imp/cpp/UI/View/Package.cpp"
"imp/cpp/UI/View/Scene.cpp"
"imp/cpp/UI/View/Game.cpp"
"imp/cpp/UI/View/Asset.cpp"
"imp/cpp/UI/View/Properties.cpp"
# imgui

View File

@ -26,6 +26,7 @@
#include <UI/UI.hpp>
#include <UI/View/Asset.hpp>
#include <UI/View/FilePreview.hpp>
#include <LogoIcon.hpp>
@ -41,15 +42,46 @@ namespace ia::iae
ImDrawData *g_imDrawData{};
IVec2 g_windowExtent{800, 600};
Map<String, String> g_assetNameMap;
SIZE_T g_uniqueNameCounter{0};
String generate_unique_asset_name()
{
return BuildString("Asset_", g_uniqueNameCounter++);
}
VOID Editor::LoadProject(IN CONST String &directory)
{
m_activeProject = Project::Load(directory);
}
VOID Editor::OpenAsset(IN Path path)
VOID Editor::OpenFile(IN Path path)
{
const auto assetName = AssetManager::GetAssetName(path.string().c_str());
if (assetName.size())
{
UI::GetAssetView()->Open(assetName);
UI::OpenAssetView();
}
else
{
UI::GetFilePreviewView()->Open(path);
UI::OpenFilePreviewView();
}
}
VOID Editor::MarkAsAsset(IN Path path)
{
const auto assetName = generate_unique_asset_name();
AssetManager::AssignAssetName(AssetManager::LoadTexture(path.string().c_str()), assetName);
UI::CloseFilePreviewView();
UI::GetAssetView()->Open(assetName);
UI::OpenAssetView();
}
VOID Editor::RemoveFromAssets(IN CONST String &assetName)
{
UI::GetAssetView()->Open(path);
UI::FocusAssetView();
}
INT32 Editor::Run(IN INT32 argc, IN PCCHAR argv[])

View File

@ -20,7 +20,9 @@ namespace ia::iae
{
INT32 g_tabContainerCount{0};
TabContainer::TabContainer() : m_containerID(BuildString("TabContainer##", g_tabContainerCount++)), m_tabBarID(BuildString("TabBar##", g_tabContainerCount++))
TabContainer::TabContainer()
: m_containerID(BuildString("TabContainer##", g_tabContainerCount++)),
m_tabBarID(BuildString("TabBar##", g_tabContainerCount++))
{
}
@ -52,9 +54,10 @@ namespace ia::iae
m_pendingActiveTabName = nullptr;
}
if (ImGui::BeginTabItem(v->Value->IconAndName().c_str(), nullptr, flags))
BOOL* isOpen = v->Value.IsCloseable ? &v->Value.IsOpen : nullptr;
if (ImGui::BeginTabItem(v->Value.View->IconAndName().c_str(), isOpen, flags))
{
v->Value->Render();
v->Value.View->Render();
ImGui::EndTabItem();
m_activeTabName = v->Key.c_str();
@ -68,20 +71,20 @@ namespace ia::iae
VOID TabContainer::Update()
{
for (const auto &t : m_tabViews)
t->Value->Update();
t->Value.View->Update();
}
VOID TabContainer::ProcessEvent(IN SDL_Event *event)
{
for (const auto &t : m_tabViews)
t->Value->ProcessEvent(event);
t->Value.View->ProcessEvent(event);
}
VOID TabContainer::AddTab(IN CONST String &name, IN IView *view)
VOID TabContainer::AddTab(IN CONST String &name, IN IView *view, IN BOOL isCloseable)
{
RemoveTab(name);
view->Initialize();
m_tabViews[name] = view;
m_tabViews[name] = Tab{.View = view, .IsCloseable = isCloseable};
if (!m_activeTabName)
m_activeTabName = name.c_str();
}
@ -90,10 +93,25 @@ namespace ia::iae
{
if (!m_tabViews.contains(name))
return;
if (m_tabViews[name])
m_tabViews[name]->Terminate();
delete m_tabViews[name];
m_tabViews[name] = nullptr;
m_tabViews[name].IsOpen = false;
if (m_tabViews[name].View)
m_tabViews[name].View->Terminate();
delete m_tabViews[name].View;
m_tabViews[name] = {};
}
VOID TabContainer::OpenTab(IN CONST String &name)
{
if (!m_tabViews.contains(name))
return;
m_tabViews[name].IsOpen = true;
}
VOID TabContainer::CloseTab(IN CONST String &name)
{
if (!m_tabViews.contains(name))
return;
m_tabViews[name].IsOpen = false;
}
VOID TabContainer::ChangeActiveTab(IN PCCHAR name)
@ -103,6 +121,6 @@ namespace ia::iae
IView *TabContainer::GetTab(IN CONST String &name)
{
return m_tabViews[name];
return m_tabViews[name].View;
}
} // namespace ia::iae

View File

@ -21,22 +21,26 @@
#include <UI/View/Asset.hpp>
#include <UI/View/AssetBrowser.hpp>
#include <UI/View/Console.hpp>
#include <UI/View/FilePreview.hpp>
#include <UI/View/Nodes.hpp>
#include <UI/View/Package.hpp>
#include <UI/View/Properties.hpp>
#include <UI/View/Scene.hpp>
#include <UI/View/Game.hpp>
#include <UI/TabContainer.hpp>
namespace ia::iae
{
STATIC CONSTEXPR PCCHAR VIEW_NAME_ASSET_BROWSER = "AssetBrowser";
STATIC CONSTEXPR PCCHAR VIEW_NAME_FILE_PREVIEW = "FilePreview";
STATIC CONSTEXPR PCCHAR VIEW_NAME_ASSET = "Asset";
STATIC CONSTEXPR PCCHAR VIEW_NAME_CONSOLE = "Console";
STATIC CONSTEXPR PCCHAR VIEW_NAME_NODES = "Nodes";
STATIC CONSTEXPR PCCHAR VIEW_NAME_PACKAGE = "Package";
STATIC CONSTEXPR PCCHAR VIEW_NAME_PROPERTIES = "Properties";
STATIC CONSTEXPR PCCHAR VIEW_NAME_SCENE = "SCENE";
STATIC CONSTEXPR PCCHAR VIEW_NAME_SCENE = "Scene";
STATIC CONSTEXPR PCCHAR VIEW_NAME_GAME = "Game";
EXTERN IVec2 g_windowExtent;
@ -47,14 +51,36 @@ namespace ia::iae
TabContainer g_tabContainerTM;
TabContainer g_tabContainerTR;
VOID UI::FocusAssetView()
VOID UI::OpenFilePreviewView()
{
g_tabContainerTR.OpenTab(VIEW_NAME_FILE_PREVIEW);
g_tabContainerTR.ChangeActiveTab(VIEW_NAME_FILE_PREVIEW);
}
VOID UI::CloseFilePreviewView()
{
g_tabContainerTR.CloseTab(VIEW_NAME_FILE_PREVIEW);
}
VOID UI::OpenAssetView()
{
g_tabContainerTR.OpenTab(VIEW_NAME_ASSET);
g_tabContainerTR.ChangeActiveTab(VIEW_NAME_ASSET);
}
VOID UI::CloseAssetView()
{
g_tabContainerTR.CloseTab(VIEW_NAME_ASSET);
}
class View_Asset *UI::GetAssetView()
{
return (View_Asset*)g_tabContainerTR.GetTab(VIEW_NAME_ASSET);
return (View_Asset *) g_tabContainerTR.GetTab(VIEW_NAME_ASSET);
}
class View_FilePreview *UI::GetFilePreviewView()
{
return (View_FilePreview *) g_tabContainerTR.GetTab(VIEW_NAME_FILE_PREVIEW);
}
VOID UI::Initialize()
@ -71,9 +97,14 @@ namespace ia::iae
g_tabContainerTL.AddTab<View_Package>(VIEW_NAME_PACKAGE);
g_tabContainerTM.AddTab<View_Scene>(VIEW_NAME_SCENE);
g_tabContainerTM.AddTab<View_Game>(VIEW_NAME_GAME);
g_tabContainerTR.AddTab<View_Properties>(VIEW_NAME_PROPERTIES);
g_tabContainerTR.AddTab<View_Asset>(VIEW_NAME_ASSET);
g_tabContainerTR.AddTab<View_Asset>(VIEW_NAME_ASSET, true);
g_tabContainerTR.AddTab<View_FilePreview>(VIEW_NAME_FILE_PREVIEW, true);
g_tabContainerTR.CloseTab(VIEW_NAME_ASSET);
g_tabContainerTR.CloseTab(VIEW_NAME_FILE_PREVIEW);
}
VOID UI::Terminate()
@ -180,4 +211,13 @@ namespace ia::iae
{
ImGui::SetCursorPosY((rect.GetHeight() - height) / 2.0f);
}
VOID UI::DrawTextCentered(IN CONST ImVec2 &viewExtent, IN CONST String &text)
{
ImRect rect{{}, viewExtent};
const auto textSize = ImGui::CalcTextSize(text.c_str());
UI::AlignCursorHCenter(rect, textSize.x);
UI::AlignCursorVCenter(rect, textSize.y);
ImGui::Text("%s", text.c_str());
}
} // namespace ia::iae

View File

@ -16,13 +16,13 @@
#include <UI/View/Asset.hpp>
#include <IAEngine/Asset/AssetManager.hpp>
#include <RenderCore/RenderCore.hpp>
#include <Editor.hpp>
namespace ia::iae
{
struct AssetCacheEntry
{
};
VOID View_Asset::Initialize()
{
SetName("Asset");
@ -37,13 +37,47 @@ namespace ia::iae
{
PreRender();
if(m_assetPath.empty())
if (!m_asset)
{
PostRender();
return;
}
ImGui::Text("%s", m_assetPath.filename().string().c_str());
STATIC CHAR NAME_BUFFER[256];
memcpy(NAME_BUFFER, m_assetName.c_str(), m_assetName.size() + 1);
ImGui::Text("Name: ");
ImGui::SameLine();
ImGui::InputText("##name", NAME_BUFFER, sizeof(NAME_BUFFER));
m_assetName = NAME_BUFFER;
DrawAssetTypePicker();
switch (m_asset->GetType())
{
case EAssetType::TEXTURE:
RenderTextureAsset();
break;
case EAssetType::SPRITE:
RenderSpriteAsset();
break;
case EAssetType::TILESHEET:
RenderTileSheetAsset();
break;
case EAssetType::SPRITESHEET:
RenderSpriteSheetAsset();
break;
case EAssetType::INVALID:
case EAssetType::SOUND:
case EAssetType::SCENE:
case EAssetType::PLUGIN:
case EAssetType::PACKAGE:
break;
}
PostRender();
}
@ -56,14 +90,125 @@ namespace ia::iae
{
}
VOID View_Asset::Open(IN Path path)
VOID View_Asset::Open(IN String assetName)
{
Close();
m_assetPath = path;
m_assetName = assetName;
const auto asset = AssetManager::GetAssetByName<Asset_Texture>(m_assetName);
m_assetImageHandle = RDC::BakeTexture(asset->GetHandle()->ImagePtr);
m_assetImageExtent = {asset->GetHandle()->ImagePtr->Width, asset->GetHandle()->ImagePtr->Height};
m_asset = asset;
m_assetType = asset->GetType();
}
VOID View_Asset::Close()
{
m_assetPath = Path();
m_assetName = "";
m_asset = nullptr;
m_assetImageHandle = 0;
m_assetImageExtent = {};
m_assetType = EAssetType::INVALID;
}
VOID View_Asset::RenderTextureAsset()
{
const auto asset = (Asset_Texture *) m_asset;
DrawAssetImage(0.75f, {0, 0});
}
VOID View_Asset::RenderSpriteAsset()
{
const auto asset = (Asset_Sprite *) m_asset;
DrawAssetImage(0.75f, {0, 0});
}
VOID View_Asset::RenderTileSheetAsset()
{
const auto asset = (Asset_TileSheet *) m_asset;
ImGui::Text("Tile Width: ");
ImGui::SameLine();
ImGui::InputInt("##TileWidth", &asset->TileWidth());
if (asset->TileWidth() < 1)
asset->TileWidth() = 1;
if (asset->TileWidth() > m_assetImageExtent.x)
asset->TileWidth() = m_assetImageExtent.x;
ImGui::Text("Tile Height: ");
ImGui::SameLine();
ImGui::InputInt("##TileHeight", &asset->TileHeight());
if (asset->TileHeight() < 1)
asset->TileHeight() = 1;
if (asset->TileHeight() > m_assetImageExtent.y)
asset->TileHeight() = m_assetImageExtent.y;
DrawAssetImage(0.75f, {asset->TileWidth(), asset->TileHeight()});
}
VOID View_Asset::RenderSpriteSheetAsset()
{
const auto asset = (Asset_SpriteSheet *) m_asset;
}
VOID View_Asset::DrawAssetImage(IN FLOAT32 relativeWidth, IN IVec2 gridSize)
{
ImVec2 base_pos = ImGui::GetCursorScreenPos();
const auto ImageWidth = m_extent.x * relativeWidth;
const auto aspectRatio =
static_cast<FLOAT32>(m_assetImageExtent.y) / static_cast<FLOAT32>(m_assetImageExtent.x);
const auto ImageHeight = aspectRatio * ImageWidth;
ImGui::Image((ImTextureRef) m_assetImageHandle, {ImageWidth, ImageHeight});
if((!gridSize.x) || (!gridSize.y))
return;
gridSize.x *= ImageWidth/m_assetImageExtent.x;
gridSize.y *= ImageHeight/m_assetImageExtent.y;
ImDrawList *draw_list = ImGui::GetWindowDrawList();
auto gridCountX = ImageWidth / gridSize.x;
auto gridCountY = ImageHeight / gridSize.y;
ImU32 grid_color = IM_COL32(200, 200, 200, 50);
float grid_thickness = 1.0f;
ImGui::Dummy(ImVec2(ImageWidth, ImageHeight));
for (int i = 0; i <= gridCountX; ++i)
{
ImVec2 p1 = ImVec2(base_pos.x + i * gridSize.x, base_pos.y);
ImVec2 p2 = ImVec2(base_pos.x + i * gridSize.x, base_pos.y + ImageHeight);
draw_list->AddLine(p1, p2, grid_color, grid_thickness);
}
for (int i = 0; i <= gridCountY; ++i)
{
ImVec2 p1 = ImVec2(base_pos.x, base_pos.y + i * gridSize.y);
ImVec2 p2 = ImVec2(base_pos.x + ImageWidth, base_pos.y + i * gridSize.y);
draw_list->AddLine(p1, p2, grid_color, grid_thickness);
}
}
VOID View_Asset::DrawAssetTypePicker()
{
ImGui::Text("Asset Type: ");
ImGui::SameLine();
ImGui::Combo("##", (INT32 *) &m_assetType, "None\0Texture\0Sprite\0TileSheet\0SpriteSheet\0");
if (m_assetType != m_asset->GetType())
{
ImGui::SameLine();
if (ImGui::Button("Apply"))
{
if (m_assetType == EAssetType::INVALID)
{
Editor::Instance().RemoveFromAssets(m_assetName);
Close();
UI::CloseAssetView();
}
m_asset = AssetManager::ChangeAssetType(m_assetName, m_assetType);
}
}
}
} // namespace ia::iae

View File

@ -147,6 +147,6 @@ namespace ia::iae
VOID View_AssetBrowser::OpenAsset(IN CONST std::filesystem::path &path)
{
Editor::Instance().OpenAsset(path);
Editor::Instance().OpenFile(path);
}
} // namespace ia::iae

View File

@ -0,0 +1,170 @@
// 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 <UI/View/FilePreview.hpp>
#include <IAEngine/Asset/AssetManager.hpp>
#include <RenderCore/RenderCore.hpp>
#include <Editor.hpp>
#include <fstream>
namespace ia::iae
{
BOOL is_extension_one_of(IN PCCHAR ext, IN std::initializer_list<PCCHAR> values)
{
for (const auto &t : values)
{
if (!strcmp(ext, t))
return true;
}
return false;
}
Vector<String> get_lines_of_file(IN CONST Path &path)
{
Vector<String> result;
std::string line;
std::ifstream file(path);
while (std::getline(file, line))
result.pushBack(line.c_str());
return result;
}
VOID View_FilePreview::Initialize()
{
SetName("File Preview");
SetIcon(ICON_FA_MAGNIFYING_GLASS);
}
VOID View_FilePreview::Terminate()
{
}
VOID View_FilePreview::Render()
{
PreRender();
if (m_filePath.empty())
{
PostRender();
return;
}
switch (m_fileType)
{
case EFileType::UNKNOWN:
RenderUnknownFile();
break;
case EFileType::TEXT:
RenderTextFile();
break;
case EFileType::IMAGE:
RenderImageFile();
break;
}
PostRender();
}
VOID View_FilePreview::Update()
{
}
VOID View_FilePreview::OnEvent(IN SDL_Event *event)
{
}
VOID View_FilePreview::Open(IN Path path)
{
Close();
m_filePath = path;
m_fileType = EFileType::UNKNOWN;
const auto ext = path.extension().string();
if (is_extension_one_of(&ext[1], {"txt", "xml", "md", "cpp", "c", "hpp", "h"}))
{
m_fileType = EFileType::TEXT;
const auto lines = get_lines_of_file(path);
m_fileDataSize = lines.size();
const auto fileData = new String[m_fileDataSize];
for (SIZE_T i = 0; i < m_fileDataSize; i++)
fileData[i] = lines[i];
m_fileData = fileData;
}
else if (is_extension_one_of(&ext[1], {"png", "jpg", "webp"}))
{
m_fileType = EFileType::IMAGE;
m_fileDataSize = SIZE_MAX;
const auto image = AssetManager::LoadTexture(path.string().c_str())->GetHandle()->ImagePtr;
m_fileDataExtent = IVec2{image->Width, image->Height};
m_fileData = (PVOID)RDC::BakeTexture(image);
}
}
VOID View_FilePreview::Close()
{
switch (m_fileType)
{
case EFileType::UNKNOWN:
break;
case EFileType::TEXT:
delete[] ((String *) m_fileData);
m_fileDataSize = 0;
m_fileData = nullptr;
break;
case EFileType::IMAGE:
m_fileDataSize = 0;
m_fileData = nullptr;
m_fileDataExtent = {};
break;
}
m_filePath = Path();
m_fileType = EFileType::UNKNOWN;
}
VOID View_FilePreview::RenderTextFile()
{
const auto lines = (String*)m_fileData;
for(SIZE_T i = 0; i < m_fileDataSize; i++)
ImGui::Text("%s", lines[i].c_str());
}
VOID View_FilePreview::RenderImageFile()
{
UI::PadX();
UI::PadY();
if(ImGui::Button("Mark as Asset"))
Editor::Instance().MarkAsAsset(m_filePath);
UI::PadY();
const auto ImageWidth = m_extent.x * 0.75f;
UI::AlignCursorHCenter(ImRect{{}, m_extent}, ImageWidth);
const auto aspectRatio = static_cast<FLOAT32>(m_fileDataExtent.y)/static_cast<FLOAT32>(m_fileDataExtent.x);
ImGui::Image((ImTextureRef)m_fileData, {ImageWidth, aspectRatio * ImageWidth});
}
VOID View_FilePreview::RenderUnknownFile()
{
UI::DrawTextCentered(m_extent, "Unsupported File Format");
}
} // namespace ia::iae

View File

@ -0,0 +1,99 @@
// 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 <Editor.hpp>
#include <UI/View/Game.hpp>
#include <RenderCore/RenderCore.hpp>
#include <IAEngine/LibInterface.hpp>
namespace ia::iae
{
VOID View_Game::Initialize()
{
SetName("Game");
SetIcon(ICON_FA_GAMEPAD);
IAEngine::__Initialize(SCENE_EDITOR_RESOULTION, Editor::Instance().GetActiveProject()->AssetDirectory());
m_gameRenderTexture = new RDC_Texture(RDC_Texture::EType::SAMPLED, SCENE_EDITOR_RESOULTION.x, SCENE_EDITOR_RESOULTION.y);
}
VOID View_Game::Terminate()
{
delete m_gameRenderTexture;
}
VOID View_Game::Render()
{
PreRender();
ImGui::Image(m_gameRenderTexture->GetHandle(), m_extent);
PostRender();
}
VOID View_Game::Update()
{
STATIC INT32 frameCounter{0};
IAEngine::__Update();
frameCounter++;
if (frameCounter >= 60)
{
frameCounter = 0;
IAEngine::__FixedUpdate();
}
IAEngine::__RenderToTexture(m_gameRenderTexture->GetHandle());
}
VOID View_Game::OnEvent(IN SDL_Event *event)
{
IAEngine::__ProcessEvent(event);
}
} // namespace ia::iae
C_DECL(GameRequestedConfig *Game_GetConfigRequest())
{
return nullptr;
}
C_DECL(VOID Game_OnInitialize())
{
}
C_DECL(VOID Game_OnTerminate())
{
}
C_DECL(VOID Game_OnDebugDraw())
{
}
C_DECL(VOID Game_OnFixedUpdate())
{
}
C_DECL(VOID Game_OnUpdate(IN FLOAT32 deltaTime))
{
}
C_DECL(VOID Game_OnResize(IN INT32 newWidth, IN INT32 newHeight))
{
}

View File

@ -19,8 +19,6 @@
#include <RenderCore/RenderCore.hpp>
#include <IAEngine/LibInterface.hpp>
namespace ia::iae
{
VOID View_Scene::Initialize()
@ -28,21 +26,16 @@ namespace ia::iae
SetName("Scene");
SetIcon(ICON_FA_HASHTAG);
IAEngine::__Initialize(SCENE_EDITOR_RESOULTION, Editor::Instance().GetActiveProject()->AssetDirectory());
m_gamePreviewTexture = new RDC_Texture(RDC_Texture::EType::SAMPLED, SCENE_EDITOR_RESOULTION.x, SCENE_EDITOR_RESOULTION.y);
}
VOID View_Scene::Terminate()
{
delete m_gamePreviewTexture;
}
VOID View_Scene::Render()
{
PreRender();
ImGui::Image(m_gamePreviewTexture->GetHandle(), {SCENE_EDITOR_RESOULTION.x, SCENE_EDITOR_RESOULTION.y});
PostRender();
}
@ -51,49 +44,9 @@ namespace ia::iae
{
STATIC INT32 frameCounter{0};
IAEngine::__Update();
frameCounter++;
if (frameCounter >= 60)
{
frameCounter = 0;
IAEngine::__FixedUpdate();
}
IAEngine::__RenderToTexture(m_gamePreviewTexture->GetHandle());
}
VOID View_Scene::OnEvent(IN SDL_Event *event)
{
IAEngine::__ProcessEvent(event);
}
} // namespace ia::iae
C_DECL(GameRequestedConfig *Game_GetConfigRequest())
{
return nullptr;
}
C_DECL(VOID Game_OnInitialize())
{
}
C_DECL(VOID Game_OnTerminate())
{
}
C_DECL(VOID Game_OnDebugDraw())
{
}
C_DECL(VOID Game_OnFixedUpdate())
{
}
C_DECL(VOID Game_OnUpdate(IN FLOAT32 deltaTime))
{
}
C_DECL(VOID Game_OnResize(IN INT32 newWidth, IN INT32 newHeight))
{
}

View File

@ -33,7 +33,9 @@ namespace ia::iae
public:
VOID LoadProject(IN CONST String &directory);
VOID OpenAsset(IN Path path);
VOID OpenFile(IN Path path);
VOID MarkAsAsset(IN Path path);
VOID RemoveFromAssets(IN CONST String& assetName);
public:
CONST Project *GetActiveProject() CONST

View File

@ -22,6 +22,13 @@ namespace ia::iae
{
class TabContainer
{
struct Tab
{
IView* View{};
BOOL IsOpen{true};
BOOL IsCloseable{false};
};
public:
TabContainer();
@ -31,10 +38,13 @@ namespace ia::iae
VOID Update();
VOID ProcessEvent(IN SDL_Event *event);
template<typename ViewType> INLINE VOID AddTab(IN CONST String &name);
template<typename ViewType> INLINE VOID AddTab(IN CONST String &name, IN BOOL isCloseable = false);
IView *GetTab(IN CONST String &name);
VOID RemoveTab(IN CONST String &name);
VOID OpenTab(IN CONST String& name);
VOID CloseTab(IN CONST String& name);
VOID ChangeActiveTab(IN PCCHAR name);
private:
@ -42,14 +52,14 @@ namespace ia::iae
CONST String m_containerID;
PCCHAR m_activeTabName{};
PCCHAR m_pendingActiveTabName{};
Map<String, IView *> m_tabViews;
Map<String, Tab> m_tabViews;
private:
VOID AddTab(IN CONST String &name, IN IView *view);
VOID AddTab(IN CONST String &name, IN IView *view, IN BOOL isCloseable);
};
template<typename ViewType> VOID TabContainer::AddTab(IN CONST String &name)
template<typename ViewType> VOID TabContainer::AddTab(IN CONST String &name, IN BOOL isCloseable)
{
AddTab(name, new ViewType());
AddTab(name, new ViewType(), isCloseable);
}
} // namespace ia::iae

View File

@ -33,10 +33,16 @@ namespace ia::iae
STATIC VOID AlignCursorHCenter(IN CONST ImRect &rect, IN FLOAT32 width);
STATIC VOID AlignCursorVCenter(IN CONST ImRect &rect, IN FLOAT32 height);
public:
STATIC VOID FocusAssetView();
STATIC VOID DrawTextCentered(IN CONST ImVec2& viewExtent, IN CONST String& text);
STATIC class View_Asset *GetAssetView();
public:
STATIC VOID OpenFilePreviewView();
STATIC VOID CloseFilePreviewView();
STATIC VOID OpenAssetView();
STATIC VOID CloseAssetView();
STATIC class View_Asset* GetAssetView();
STATIC class View_FilePreview *GetFilePreviewView();
STATIC class IView *GetFocusedView()
{

View File

@ -18,12 +18,14 @@
#include <UI/View/IView.hpp>
#include <IAEngine/Asset/IAsset.hpp>
namespace ia::iae
{
class View_Asset : public IView
{
public:
VOID Open(IN Path path);
VOID Open(IN String assetName);
VOID Close();
public:
@ -36,6 +38,19 @@ namespace ia::iae
VOID OnEvent(IN SDL_Event *event);
private:
Path m_assetPath{};
VOID RenderTextureAsset();
VOID RenderSpriteAsset();
VOID RenderTileSheetAsset();
VOID RenderSpriteSheetAsset();
VOID DrawAssetTypePicker();
VOID DrawAssetImage(IN FLOAT32 relativeWidth, IN IVec2 gridSize);
private:
class IAsset *m_asset{};
String m_assetName{};
Handle m_assetImageHandle{};
IVec2 m_assetImageExtent{};
EAssetType m_assetType{};
};
} // namespace ia::iae

View File

@ -0,0 +1,58 @@
// 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 <UI/View/IView.hpp>
namespace ia::iae
{
class View_FilePreview : public IView
{
enum class EFileType
{
UNKNOWN,
TEXT,
IMAGE,
};
public:
VOID Open(IN Path path);
VOID Close();
public:
VOID Initialize();
VOID Terminate();
VOID Render();
VOID Update();
protected:
VOID OnEvent(IN SDL_Event *event);
private:
VOID RenderTextFile();
VOID RenderImageFile();
VOID RenderUnknownFile();
private:
Path m_filePath{};
EFileType m_fileType{EFileType::UNKNOWN};
PVOID m_fileData{};
SIZE_T m_fileDataSize{};
IVec2 m_fileDataExtent{};
};
} // namespace ia::iae

View File

@ -0,0 +1,43 @@
// 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 <UI/View/IView.hpp>
namespace ia::iae
{
class View_Game : public IView
{
public:
VOID Initialize();
VOID Terminate();
VOID Render();
VOID Update();
protected:
VOID OnEvent(IN SDL_Event *event);
public:
VOID ProcessEvent(IN SDL_Event *event)
{
OnEvent(event);
}
private:
class RDC_Texture* m_gameRenderTexture;
};
} // namespace ia::iae

View File

@ -71,7 +71,7 @@ namespace ia::iae
VOID IView::PreRender()
{
m_extent = ImGui::GetWindowSize();
m_extent = ImGui::GetContentRegionAvail();
ImGui::BeginChild("##");
}

View File

@ -36,8 +36,5 @@ namespace ia::iae
{
OnEvent(event);
}
private:
class RDC_Texture* m_gamePreviewTexture;
};
} // namespace ia::iae

View File

@ -26,13 +26,18 @@
#include <IACore/DynamicLib.hpp>
#include <filesystem>
namespace ia::iae
{
Map<String, String> g_assetNameToPathMap;
Map<String, String> g_assetPathToNameMap;
String AssetManager::s_assetDirectory;
Vector<IAsset *> AssetManager::s_assets;
Map<String, IAsset *> AssetManager::s_assetNames;
Handle CreateTextureFromFile(IN PCCHAR path, IN INT32 tileWidth = -1, IN INT32 tileHeight = -1)
ImageView *CreateTextureFromFile(IN PCCHAR path, IN INT32 tileWidth = -1, IN INT32 tileHeight = -1)
{
const auto data = AssetManager::ReadBinaryAsset(path);
@ -40,8 +45,8 @@ namespace ia::iae
auto pixels = stbi_load_from_memory(data.data(), data.size(), &w, &h, &n, STBI_rgb_alpha);
if (!pixels)
THROW_INVALID_DATA(path);
const auto t =
RDC::CreateImage(pixels, w, h, tileWidth == -1 ? 1 : w / tileWidth, tileHeight == -1 ? 1 : h / tileHeight);
const auto t = RDC::CreateImageView(RDC::CreateImage(pixels, w, h), tileWidth == -1 ? 1 : w / tileWidth,
tileHeight == -1 ? 1 : h / tileHeight);
stbi_image_free(pixels);
return t;
}
@ -56,6 +61,65 @@ namespace ia::iae
DestroyAsset(s_assets[i]);
}
String get_relative_asset_path(IN CONST String& _path)
{
std::string __path = _path.c_str();
const auto t = std::filesystem::path(_path.c_str());
return t.is_absolute() ? String(__path.substr(__path.find("Assets") + 7).c_str()) : _path;
}
String AssetManager::GetAssetName(IN CONST String &_path)
{
const auto path = get_relative_asset_path(_path);
if(g_assetPathToNameMap.contains(path))
return g_assetPathToNameMap[path];
return "";
}
IAsset* AssetManager::ChangeAssetType(IN CONST String& assetName, IN EAssetType newType)
{
if(!s_assetNames.contains(assetName))
return nullptr;
const auto currentAsset = (Asset_Texture*)s_assetNames[assetName];
if(newType == currentAsset->GetType())
return currentAsset;
IAsset* asset{};
switch(newType)
{
case EAssetType::TEXTURE:
asset = new Asset_Texture(currentAsset->GetHandle());
break;
case EAssetType::SPRITE:
asset = new Asset_Sprite(currentAsset->GetHandle());
break;
case EAssetType::TILESHEET:
asset = new Asset_TileSheet(currentAsset->GetHandle(), currentAsset->GetHandle()->ImagePtr->Width, currentAsset->GetHandle()->ImagePtr->Height);
break;
case EAssetType::SPRITESHEET:
asset = new Asset_SpriteSheet(currentAsset->GetHandle(), currentAsset->GetHandle()->ImagePtr->Width, currentAsset->GetHandle()->ImagePtr->Height, {});
break;
case EAssetType::INVALID:
case EAssetType::SOUND:
case EAssetType::SCENE:
case EAssetType::PLUGIN:
case EAssetType::PACKAGE:
break;
}
DestroyAsset(s_assetNames[assetName]);
s_assetNames[assetName] = asset;
return asset;
}
VOID AssetManager::SetAssetDirectory(IN CONST String &path)
{
s_assetDirectory = path;
@ -63,7 +127,8 @@ namespace ia::iae
String AssetManager::ReadTextAsset(IN CONST String &path)
{
const auto t = BuildString(s_assetDirectory, "/", path);
const auto t =
std::filesystem::path(path.c_str()).is_absolute() ? path : BuildString(s_assetDirectory, "/", path);
SDL_IOStream *f = SDL_IOFromFile(t.c_str(), "r");
if (!f)
THROW_FILE_OPEN_READ(t);
@ -79,7 +144,8 @@ namespace ia::iae
Vector<UINT8> AssetManager::ReadBinaryAsset(IN CONST String &path)
{
const auto t = BuildString(s_assetDirectory, "/", path);
const auto t =
std::filesystem::path(path.c_str()).is_absolute() ? path : BuildString(s_assetDirectory, "/", path);
SDL_IOStream *f = SDL_IOFromFile(t.c_str(), "rb");
if (!f)
THROW_FILE_OPEN_READ(t);
@ -94,25 +160,19 @@ namespace ia::iae
Asset_Texture *AssetManager::LoadTexture(IN CONST String &path)
{
const auto t = new Asset_Sprite(CreateTextureFromFile(path.c_str()));
const auto t = new Asset_Texture(CreateTextureFromFile(path.c_str()));
t->SetPath(get_relative_asset_path(path));
s_assets.pushBack(t);
return t;
}
Asset_Sprite *AssetManager::LoadSprite(IN CONST String &path)
{
const auto t = new Asset_Sprite(CreateTextureFromFile(path.c_str()));
s_assets.pushBack(t);
return t;
return nullptr;
}
Asset_SpriteSheet *AssetManager::LoadSpriteSheet(IN CONST String &path)
{
// const auto t = new Asset_SpriteSheet();
// t->m_frameCounts = frameCounts;
// t->m_texture = CreateTextureFromFile(path.c_str(), spriteWidth, spriteHeight);
// s_assets.pushBack(t);
// return t;
return nullptr;
}
@ -128,16 +188,22 @@ namespace ia::iae
Asset_Texture *AssetManager::CreateTexture(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height)
{
return nullptr;
return new Asset_Texture(RDC::CreateImageView(RDC::CreateImage(rgbaData, width, height)));
}
Asset_Sprite *AssetManager::CreateSprite(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height)
Asset_Sprite *AssetManager::CreateSprite(IN CONST Asset_Texture *texture)
{
return new Asset_Sprite(texture->m_handle);
}
Asset_SpriteSheet *AssetManager::CreateSpriteSheet(IN CONST Vector<Asset_Texture *> &sprites,
IN CONST Map<String, INT32> &animations)
{
return nullptr;
}
Asset_SpriteSheet *AssetManager::CreateSpriteSheet(IN CONST Asset_Texture *texture, IN INT32 spriteWidth,
IN INT32 spriteHeight, IN CONST Vector<INT32> &frameCounts)
Asset_SpriteSheet *AssetManager::CreateSpriteSheet(IN CONST Asset_Texture *texture, IN INT32 frameWidth,
IN INT32 frameHeight, IN CONST Map<String, INT32> &animations)
{
return nullptr;
}
@ -145,7 +211,9 @@ namespace ia::iae
Asset_TileSheet *AssetManager::CreateTileSheet(IN CONST Asset_Texture *texture, IN INT32 tileWidth,
IN INT32 tileHeight)
{
const auto t = new Asset_TileSheet(texture->m_handle, tileWidth, tileHeight);
const auto image = texture->m_handle->ImagePtr;
const auto t = new Asset_TileSheet(
RDC::CreateImageView(image, image->Width / tileWidth, image->Height / tileHeight), tileWidth, tileHeight);
s_assets.pushBack(t);
return t;
}
@ -172,6 +240,8 @@ namespace ia::iae
VOID AssetManager::AssignAssetName(IN IAsset *asset, IN CONST String &name)
{
s_assetNames[name] = asset;
g_assetNameToPathMap[name] = asset->GetPath();
g_assetPathToNameMap[asset->GetPath()] = name;
}
Asset_Scene *AssetManager::CreateScene(IN IVec2 extent)

View File

@ -86,7 +86,7 @@ namespace ia::iae
else if (!strcmp(entry.name(), "TileSheet"))
{
AssetManager::AssignAssetName(
AssetManager::CreateTileSheet(entry.attribute("path").as_string(),
AssetManager::CreateTileSheet(AssetManager::LoadTexture(entry.attribute("path").as_string()),
entry.attribute("tileWidth").as_int(),
entry.attribute("tileHeight").as_int()),
entry.attribute("name").as_string());

View File

@ -44,14 +44,18 @@ namespace ia::iae
STATIC Asset_Scene *CreateScene(IN IVec2 extent);
STATIC Asset_Texture *CreateTexture(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height);
STATIC Asset_Sprite *CreateSprite(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height);
STATIC Asset_SpriteSheet *CreateSpriteSheet(IN CONST Asset_Texture *texture, IN INT32 spriteWidth,
IN INT32 spriteHeight, IN CONST Vector<INT32> &frameCounts);
STATIC Asset_Sprite *CreateSprite(IN CONST Asset_Texture *texture);
STATIC Asset_SpriteSheet *CreateSpriteSheet(IN CONST Vector<Asset_Texture*>& sprites, IN CONST Map<String, INT32> &animations);
STATIC Asset_SpriteSheet *CreateSpriteSheet(IN CONST Asset_Texture *texture, IN INT32 frameWidth,
IN INT32 frameHeight, IN CONST Map<String, INT32> &animations);
STATIC Asset_TileSheet *CreateTileSheet(IN CONST Asset_Texture *texture, IN INT32 tileWidth,
IN INT32 tileHeight);
STATIC VOID DestroyAsset(IN IAsset *asset);
STATIC VOID AssignAssetName(IN IAsset *asset, IN CONST String &name);
STATIC String GetAssetName(IN CONST String& path);
STATIC IAsset* ChangeAssetType(IN CONST String& assetName, IN EAssetType newType);
template<typename AssetType>
requires std::is_base_of<IAsset, AssetType>::value

View File

@ -20,7 +20,7 @@
namespace ia::iae
{
enum class EAssetType
enum class EAssetType: INT32
{
INVALID,
@ -43,7 +43,24 @@ namespace ia::iae
PURE_VIRTUAL(VOID Compile());
PURE_VIRTUAL(VOID Destroy());
public:
String GetPath() CONST
{
return m_path;
}
VOID SetPath(IN CONST String &path)
{
m_path = path;
}
EAssetType GetType() CONST
{
return m_type;
}
protected:
String m_path;
CONST EAssetType m_type;
};
}
} // namespace ia::iae

View File

@ -23,7 +23,7 @@ namespace ia::iae
class Asset_Sprite : public Asset_Texture
{
public:
Asset_Sprite(IN Handle textureHandle) : Asset_Texture(textureHandle, EAssetType::SPRITE)
Asset_Sprite(IN ImageView* textureHandle) : Asset_Texture(textureHandle, EAssetType::SPRITE)
{
}

View File

@ -30,20 +30,35 @@ namespace ia::iae
};
public:
Asset_SpriteSheet(IN Handle textureHandle, IN INT32 frameWidth, IN INT32 frameHeight,
Asset_SpriteSheet(IN ImageView *textureHandle, IN INT32 frameWidth, IN INT32 frameHeight,
IN Map<String, AnimationDesc> &&animations)
: Asset_Texture(textureHandle, EAssetType::SPRITESHEET), m_frameWidth(frameWidth), m_frameHeight(frameHeight),
m_animations(IA_MOVE(animations))
: Asset_Texture(textureHandle, EAssetType::SPRITESHEET), m_frameWidth(frameWidth),
m_frameHeight(frameHeight), m_animations(IA_MOVE(animations))
{
}
VIRTUAL VOID Compile();
VIRTUAL VOID Destroy();
INT32 &FrameWidth()
{
return m_frameWidth;
}
INT32 &FrameHeight()
{
return m_frameHeight;
}
Map<String, AnimationDesc> &Animations()
{
return m_animations;
}
protected:
CONST INT32 m_frameWidth;
CONST INT32 m_frameHeight;
CONST Map<String, AnimationDesc> m_animations;
INT32 m_frameWidth;
INT32 m_frameHeight;
Map<String, AnimationDesc> m_animations;
friend class AssetManager;
};

View File

@ -23,26 +23,26 @@ namespace ia::iae
class Asset_Texture : public IAsset
{
public:
Asset_Texture(IN Handle handle) : IAsset(EAssetType::TEXTURE), m_handle(handle)
Asset_Texture(IN ImageView* handle) : IAsset(EAssetType::TEXTURE), m_handle(handle)
{
}
Asset_Texture(IN Handle handle, IN EAssetType type) : IAsset(type), m_handle(handle)
Asset_Texture(IN ImageView* handle, IN EAssetType type) : IAsset(type), m_handle(handle)
{
}
VIRTUAL VOID Compile();
VIRTUAL VOID Destroy();
INLINE Handle GetHandle();
INLINE ImageView* GetHandle();
protected:
CONST Handle m_handle;
ImageView* CONST m_handle;
friend class AssetManager;
};
INLINE Handle Asset_Texture::GetHandle()
INLINE ImageView* Asset_Texture::GetHandle()
{
return m_handle;
}

View File

@ -23,7 +23,7 @@ namespace ia::iae
class Asset_TileSheet : public Asset_Texture
{
public:
Asset_TileSheet(IN Handle textureHandle, IN INT32 tileWidth, IN INT32 tileHeight)
Asset_TileSheet(IN ImageView *textureHandle, IN INT32 tileWidth, IN INT32 tileHeight)
: Asset_Texture(textureHandle, EAssetType::TILESHEET), m_tileWidth(tileWidth), m_tileHeight(tileHeight)
{
}
@ -31,9 +31,19 @@ namespace ia::iae
VIRTUAL VOID Compile();
VIRTUAL VOID Destroy();
INT32 &TileWidth()
{
return m_tileWidth;
}
INT32 &TileHeight()
{
return m_tileHeight;
}
protected:
CONST INT32 m_tileWidth;
CONST INT32 m_tileHeight;
INT32 m_tileWidth;
INT32 m_tileHeight;
friend class AssetManager;
};
} // namespace ia::iae

View File

@ -50,9 +50,11 @@ namespace ia::iae
INT32 RDC::s_primitiveInstanceCount{};
GeometryVertex RDC::s_primitiveInstances[RDC::MAX_PRIMITIVE_COUNT];
Vector<RDC_Texture*> g_managedBakedTextures;
VOID RDC::Initialize(IN IVec2 viewportExtent, IN SDL_Window *windowHandle, IN BOOL isDebugMode)
{
if(s_windowHandle)
if (s_windowHandle)
return;
EmbeddedResources::Initialize();
@ -77,6 +79,9 @@ namespace ia::iae
RDC_Device::DestroyGeometry(s_quadGeometry);
for (const auto &t : g_managedBakedTextures)
delete t;
SDL_ReleaseGPUSampler(RDC_Device::GetHandle(), s_linearClampSampler);
SDL_ReleaseGPUSampler(RDC_Device::GetHandle(), s_linearRepeatSampler);
@ -190,29 +195,26 @@ namespace ia::iae
RDC_Device::WaitForIdle();
}
Vec2 RDC::DrawSpriteTopLeft(IN Handle _image, IN INT32 tileIndexX, IN INT32 tileIndexY, IN Vec2 position,
Vec2 RDC::DrawSpriteTopLeft(IN ImageView *imageView, IN INT32 tileIndexX, IN INT32 tileIndexY, IN Vec2 position,
IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH, IN BOOL flipV, IN Vec2 uvOffset)
{
const auto image = (ImageData *) _image;
const auto _s = Vec2{scale.x * image->TileWidth, scale.y * image->TileHeight};
const auto _s = Vec2{scale.x * imageView->TileWidth, scale.y * imageView->TileHeight};
Mat4 transform = glm::translate(glm::mat4(1.0f), glm::vec3{position.x, position.y, 0});
transform = glm::rotate(transform, rotation, glm::vec3(0.0f, 0.0f, 1.0f));
transform = glm::scale(transform, glm::vec3(_s, 1.0f));
s_spriteInstances[s_spriteInstanceCount++] = {
.Transform = transform,
.TexCoords = s_dynamicSpriteAtlas ? s_dynamicSpriteAtlas->GetTextureCoordinates(
_image, tileIndexX, tileIndexY, flipH, flipV, uvOffset)
imageView, tileIndexX, tileIndexY, flipH, flipV, uvOffset)
: Vec4{0.0f, 0.0f, 1.0f, 1.0f},
.Color = {1.0f, 1.0f, 1.0f, 1.0f}};
return _s;
}
Vec2 RDC::DrawSpriteCentered(IN Handle _image, IN INT32 tileIndexX, IN INT32 tileIndexY, IN Vec2 position,
Vec2 RDC::DrawSpriteCentered(IN ImageView *imageView, IN INT32 tileIndexX, IN INT32 tileIndexY, IN Vec2 position,
IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH, IN BOOL flipV, IN Vec2 uvOffset)
{
const auto image = (ImageData *) _image;
const auto _s = Vec2{scale.x * image->TileWidth, scale.y * image->TileHeight};
const auto _s = Vec2{scale.x * imageView->TileWidth, scale.y * imageView->TileHeight};
Mat4 transform =
glm::translate(glm::mat4(1.0f), glm::vec3{position.x - _s.x / 2.0f, position.y - _s.y / 2.0f, 0});
transform = glm::rotate(transform, rotation, glm::vec3(0.0f, 0.0f, 1.0f));
@ -220,7 +222,7 @@ namespace ia::iae
s_spriteInstances[s_spriteInstanceCount++] = {
.Transform = transform,
.TexCoords = s_dynamicSpriteAtlas ? s_dynamicSpriteAtlas->GetTextureCoordinates(
_image, tileIndexX, tileIndexY, flipH, flipV, uvOffset)
imageView, tileIndexX, tileIndexY, flipH, flipV, uvOffset)
: Vec4{0.0f, 0.0f, 1.0f, 1.0f},
.Color = {1.0f, 1.0f, 1.0f, 1.0f}};
return _s;
@ -263,34 +265,50 @@ namespace ia::iae
s_viewMatrix = glm::lookAtLH(glm::vec3{s_cameraPosition, -1.0f}, {s_cameraPosition, 0.0f}, {0.0f, 1.0f, 0.0f});
}
Handle RDC::CreateImage(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height, IN INT32 tileCountX,
IN INT32 tileCountY)
Image *RDC::CreateImage(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height)
{
const auto pixelDataSize = width * height * 4;
const auto image = new ImageData{
.Pixels = new UINT8[pixelDataSize],
.Width = width,
.Height = height,
.TileWidth = width / tileCountX,
.TileHeight = height / tileCountY,
const auto image = new Image{.Pixels = new UINT8[pixelDataSize], .Width = width, .Height = height};
ia_memcpy(image->Pixels, rgbaData, pixelDataSize);
return image;
}
ImageView *RDC::CreateImageView(IN Image *image, IN INT32 tileCountX, IN INT32 tileCountY)
{
const auto imageView = new ImageView{
.ImagePtr = image,
.TileWidth = image->Width / tileCountX,
.TileHeight = image->Height / tileCountY,
.TileCountX = tileCountX,
.TileCountY = tileCountY,
};
ia_memcpy(image->Pixels, rgbaData, pixelDataSize);
return (Handle) image;
return imageView;
}
VOID RDC::DestroyImage(IN Handle _image)
VOID RDC::DestroyImage(IN Image *image)
{
const auto image = (ImageData *) _image;
delete[] image->Pixels;
delete image;
}
VOID RDC::CompileTextures(IN CONST Vector<Handle> &images)
VOID RDC::DestroyImageView(IN ImageView *imageView)
{
delete imageView;
}
Handle RDC::BakeTexture(IN Image *image)
{
const auto texture = new RDC_Texture(RDC_Texture::EType::SAMPLED, image->Width, image->Height);
texture->SetImageData(image->Pixels);
g_managedBakedTextures.pushBack(texture);
return (Handle)texture->GetHandle();
}
VOID RDC::CompileTextures(IN CONST Vector<Image *> &images)
{
if (!images.size())
return;

View File

@ -18,19 +18,18 @@
namespace ia::iae
{
RDC_TextureAtlas::RDC_TextureAtlas(IN CONST Vector<Handle> &images)
RDC_TextureAtlas::RDC_TextureAtlas(IN CONST Vector<Image*> &images)
{
if (images.empty())
return;
m_atlasSize.x = 0;
m_atlasSize.y = 0;
for (const auto &_image : images)
for (const auto &image : images)
{
const auto d = (ImageData *) _image;
m_atlasSize.x += d->Width;
if (d->Height > m_atlasSize.y)
m_atlasSize.y = d->Height;
m_atlasSize.x += image->Width;
if (image->Height > m_atlasSize.y)
m_atlasSize.y = image->Height;
}
m_inverseAtlasSize = {1.0f / ((FLOAT32) m_atlasSize.x), 1.0f / ((FLOAT32) m_atlasSize.y)};
@ -38,13 +37,12 @@ namespace ia::iae
const auto pixels = new UINT8[m_atlasSize.x * m_atlasSize.y * 4];
INT32 atlasCursor{0};
for (const auto &_image : images)
for (const auto &image : images)
{
const auto d = (ImageData *) _image;
for (INT32 y = 0; y < d->Height; y++)
ia_memcpy(&pixels[(atlasCursor + (y * m_atlasSize.x)) * 4], &d->Pixels[y * d->Width * 4], d->Width * 4);
m_texCoordMap[_image] = Vec2(((FLOAT32) atlasCursor) / ((FLOAT32) m_atlasSize.x), 0.0f);
atlasCursor += d->Width;
for (INT32 y = 0; y < image->Height; y++)
ia_memcpy(&pixels[(atlasCursor + (y * m_atlasSize.x)) * 4], &image->Pixels[y * image->Width * 4], image->Width * 4);
m_texCoordMap[(Handle)(image)] = Vec2(((FLOAT32) atlasCursor) / ((FLOAT32) m_atlasSize.x), 0.0f);
atlasCursor += image->Width;
}
m_texture = new RDC_Texture(RDC_Texture::EType::SAMPLED, m_atlasSize.x, m_atlasSize.y);
@ -58,15 +56,14 @@ namespace ia::iae
delete m_texture;
}
Vec4 RDC_TextureAtlas::GetTextureCoordinates(IN Handle _image, IN INT32 tileIndexX, IN INT32 tileIndexY, IN BOOL flipH,
Vec4 RDC_TextureAtlas::GetTextureCoordinates(IN ImageView* imageView, IN INT32 tileIndexX, IN INT32 tileIndexY, IN BOOL flipH,
IN BOOL flipV, IN Vec2 uvOffset)
{
const auto d = (ImageData *) _image;
const auto &t = m_texCoordMap[_image];
const auto pX = ((tileIndexX + uvOffset.x) * ((FLOAT32) d->TileWidth)) * m_inverseAtlasSize.x;
const auto pY = ((tileIndexY + uvOffset.y) * ((FLOAT32) d->TileHeight)) * m_inverseAtlasSize.y;
auto texCoords = Vec4(t.x + pX, t.y + pY, d->TileWidth * m_inverseAtlasSize.x,
d->TileHeight * m_inverseAtlasSize.y);
const auto &t = m_texCoordMap[(Handle)(imageView->ImagePtr)];
const auto pX = ((tileIndexX + uvOffset.x) * ((FLOAT32) imageView->TileWidth)) * m_inverseAtlasSize.x;
const auto pY = ((tileIndexY + uvOffset.y) * ((FLOAT32) imageView->TileHeight)) * m_inverseAtlasSize.y;
auto texCoords = Vec4(t.x + pX, t.y + pY, imageView->TileWidth * m_inverseAtlasSize.x,
imageView->TileHeight * m_inverseAtlasSize.y);
if (flipH)
{
texCoords.x += texCoords.z;

View File

@ -27,11 +27,16 @@
namespace ia::iae
{
struct ImageData
struct Image
{
PUINT8 Pixels{};
INT32 Width{};
INT32 Height{};
};
struct ImageView
{
Image* ImagePtr{};
INT32 TileWidth{};
INT32 TileHeight{};
INT32 TileCountX{};

View File

@ -17,10 +17,11 @@
#pragma once
#include <RenderCore/Buffer.hpp>
#include <RenderCore/Texture.hpp>
#include <RenderCore/Pipeline.hpp>
#include <RenderCore/Texture.hpp>
#include <RenderCore/TextureAtlas.hpp>
namespace ia::iae
{
#pragma pack(push, 1)
@ -47,25 +48,30 @@ namespace ia::iae
STATIC VOID ResizeScreen(IN IVec2 newExtent);
STATIC VOID RenderToWindow();
STATIC VOID RenderToTexture(IN SDL_GPUTexture* texture);
STATIC VOID RenderToTexture(IN SDL_GPUTexture *texture);
public:
STATIC Vec2 GetCameraPosition();
STATIC VOID SetCameraPosition(IN Vec2 position);
STATIC Vec2 DrawSpriteTopLeft(IN Handle image, IN INT32 tileIndexX, IN INT32 tileIndexY,
IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH = false, IN BOOL flipV = false, IN Vec2 uvOffset = {});
STATIC Vec2 DrawSpriteCentered(IN Handle image, IN INT32 tileIndexX, IN INT32 tileIndexY,
IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH = false, IN BOOL flipV = false, IN Vec2 uvOffset = {});
STATIC Vec2 DrawSpriteTopLeft(IN ImageView* imageView, IN INT32 tileIndexX, IN INT32 tileIndexY, IN Vec2 position,
IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH = false, IN BOOL flipV = false,
IN Vec2 uvOffset = {});
STATIC Vec2 DrawSpriteCentered(IN ImageView* imageView, IN INT32 tileIndexX, IN INT32 tileIndexY, IN Vec2 position,
IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH = false, IN BOOL flipV = false,
IN Vec2 uvOffset = {});
STATIC VOID DrawLine(IN Vec2 start, IN Vec2 end, IN Vec4 color);
STATIC VOID DrawRect(IN Vec2 start, IN Vec2 end, IN Vec4 color);
STATIC Handle CreateImage(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height, IN INT32 tileCountX = 1,
IN INT32 tileCountY = 1);
STATIC VOID DestroyImage(IN Handle image);
STATIC Image* CreateImage(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height);
STATIC ImageView* CreateImageView(IN Image* image, IN INT32 tileCountX = 1, IN INT32 tileCountY = 1);
STATIC VOID DestroyImage(IN Image* image);
STATIC VOID DestroyImageView(IN ImageView* imageView);
STATIC VOID CompileTextures(IN CONST Vector<Handle>& images);
STATIC Handle BakeTexture(IN Image* image);
STATIC VOID CompileTextures(IN CONST Vector<Image*> &images);
private:
STATIC VOID InitializeSamplers();
@ -74,7 +80,7 @@ namespace ia::iae
STATIC VOID InitializePipelines();
STATIC VOID InitializeGeometries();
STATIC VOID Render(IN SDL_GPURenderPass* renderPass, IN SDL_GPUCommandBuffer* commandBuffer);
STATIC VOID Render(IN SDL_GPURenderPass *renderPass, IN SDL_GPUCommandBuffer *commandBuffer);
private:
STATIC Mat4 s_viewMatrix;
@ -83,7 +89,7 @@ namespace ia::iae
STATIC IVec2 s_viewportExtent;
STATIC Mat4 s_projectionMatrix;
STATIC SDL_Window *s_windowHandle;
STATIC RDC_Texture* s_defaultTexture;
STATIC RDC_Texture *s_defaultTexture;
STATIC RDC_Pipeline *s_primitiveDrawPipeline;
STATIC RDC_Pipeline *s_dynamicSpritePipeline;
@ -93,9 +99,9 @@ namespace ia::iae
STATIC RDC_TextureAtlas *s_staticSpriteAtlas;
STATIC RDC_TextureAtlas *s_dynamicSpriteAtlas;
STATIC RDC_HostVisibleBuffer* s_primitiveInstanceBuffer;
STATIC RDC_HostVisibleBuffer* s_staticSpriteInstanceBuffer;
STATIC RDC_HostVisibleBuffer* s_dynamicSpriteInstanceBuffer;
STATIC RDC_HostVisibleBuffer *s_primitiveInstanceBuffer;
STATIC RDC_HostVisibleBuffer *s_staticSpriteInstanceBuffer;
STATIC RDC_HostVisibleBuffer *s_dynamicSpriteInstanceBuffer;
STATIC INT32 s_spriteInstanceCount;
STATIC RDC_SpriteInstanceData s_spriteInstances[MAX_SPRITE_COUNT];

View File

@ -23,10 +23,10 @@ namespace ia::iae
class RDC_TextureAtlas
{
public:
RDC_TextureAtlas(IN CONST Vector<Handle> &images);
RDC_TextureAtlas(IN CONST Vector<Image*> &images);
~RDC_TextureAtlas();
Vec4 GetTextureCoordinates(IN Handle image, IN INT32 tileIndexX, IN INT32 tileIndexY, IN BOOL flipH,
Vec4 GetTextureCoordinates(IN ImageView* imageView, IN INT32 tileIndexX, IN INT32 tileIndexY, IN BOOL flipH,
IN BOOL flipV, IN Vec2 uvOffset);
public: