Texture Fixes

This commit is contained in:
Isuru Samarathunga
2025-10-17 00:51:28 +05:30
parent ad4a1ac6f2
commit a93910a43d
5 changed files with 147 additions and 144 deletions

View File

@ -41,9 +41,9 @@ namespace ia::iae
Engine::SetRenderState_ColorOverlay(m_colorOverlay);
Engine::SetRenderState_TextureOffset(m_textureOffset);
Engine::SetRenderState_CameraRelative(m_isCameraRelative);
Engine::SetRenderState_Transform(m_node->GetPosition() + m_positionOffset, m_node->GetScale() * Vec2{t2.x, t2.y} * m_scaleOffset, m_node->GetRotation() + m_rotationOffset, m_node->Layer(), m_node->SortIndex());
Engine::SetRenderState_Transform(m_node->GetPosition() + m_positionOffset, m_node->GetScale() * Vec2{t2.x, t2.y} * m_scaleOffset, m_node->GetRotation() + m_rotationOffset);
Engine::DrawGeometry(Engine::GetGeometry_Quad());
Engine::DrawGeometry(Engine::GetGeometry_Quad(), m_node->Layer(), m_node->SortIndex());
}
VOID TextureComponent::DebugDraw()

View File

@ -25,6 +25,8 @@
#include <IAEngine/imgui/backends/imgui_impl_sdl3.h>
#include <IAEngine/imgui/backends/imgui_impl_sdlgpu3.h>
#include <algorithm>
namespace ia::iae
{
STATIC Mat4 IdentityMatrix(1.0f);
@ -37,7 +39,6 @@ namespace ia::iae
SDL_GPUDevice *Renderer::s_gpuDevice{};
SDL_GPUTexture *Renderer::s_renderTargetSceneColor{};
SDL_GPUTexture *Renderer::s_renderTargetSceneDepth{};
SDL_GPUTexture *Renderer::s_renderTargetDebugDrawColor{};
Pipeline *Renderer::s_geometryPipeline{};
@ -45,6 +46,17 @@ namespace ia::iae
Renderer::Geometry *Renderer::s_quadGeometry{};
Vector<Renderer::DrawEntry> Renderer::s_drawEntries;
SDL_GPURenderPass *Renderer::s_activeRenderPass{};
SDL_GPUCommandBuffer *Renderer::s_activeCommandBuffer{};
SDL_GPUColorTargetInfo Renderer::s_colorTargetInfo{};
class CameraComponent *Renderer::s_activeCamera{};
SDL_Rect Renderer::s_scissor{0, 0, 0, 0};
SDL_GPUViewport Renderer::s_activeViewport{};
Vec2 Renderer::s_sceneScaleFactor{1.0f, 1.0f};
VOID Renderer::Initialize()
{
if (!(s_gpuDevice = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV, Engine::IsDebugMode(), nullptr)))
@ -93,17 +105,9 @@ namespace ia::iae
DebugDraw::Initialize();
s_state.ColorTargetInfo.clear_color = SDL_FColor{0.0f, 0.0f, 0.0f, 1.0f};
s_state.ColorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
s_state.ColorTargetInfo.store_op = SDL_GPU_STOREOP_STORE;
s_state.DepthStencilTargetInfo.cycle = true;
s_state.DepthStencilTargetInfo.clear_depth = 0;
s_state.DepthStencilTargetInfo.clear_stencil = 0;
s_state.DepthStencilTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
s_state.DepthStencilTargetInfo.store_op = SDL_GPU_STOREOP_STORE;
s_state.DepthStencilTargetInfo.stencil_load_op = SDL_GPU_LOADOP_CLEAR;
s_state.DepthStencilTargetInfo.stencil_store_op = SDL_GPU_STOREOP_STORE;
s_colorTargetInfo.clear_color = SDL_FColor{0.0f, 0.0f, 0.0f, 1.0f};
s_colorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
s_colorTargetInfo.store_op = SDL_GPU_STOREOP_STORE;
s_quadGeometry = CreateGeometry(
{
@ -126,7 +130,6 @@ namespace ia::iae
delete s_geometryPipeline;
delete s_postprocessPipeline;
GPUResourceManager::DestroyTexture(s_renderTargetSceneDepth);
GPUResourceManager::DestroyTexture(s_renderTargetSceneColor);
GPUResourceManager::DestroyTexture(s_renderTargetDebugDrawColor);
@ -138,61 +141,108 @@ namespace ia::iae
VOID Renderer::BeginFrame()
{
if (!(s_state.ActiveCommandBuffer = SDL_AcquireGPUCommandBuffer(s_gpuDevice)))
s_drawEntries.clear();
if (!(s_activeCommandBuffer = SDL_AcquireGPUCommandBuffer(s_gpuDevice)))
THROW_UNKNOWN("Failed to acquire SDL GPU command buffer: ", SDL_GetError());
const auto clearColor = WorldManager::GetActiveScene()->BackgroundColor().GetAsFloatVec();
s_state.ColorTargetInfo.clear_color = SDL_FColor{clearColor.x, clearColor.y, clearColor.z, 1.0f};
s_state.ColorTargetInfo.texture = s_renderTargetSceneColor;
s_state.DepthStencilTargetInfo.texture = s_renderTargetSceneDepth;
s_state.ActiveRenderPass =
SDL_BeginGPURenderPass(s_state.ActiveCommandBuffer, &s_state.ColorTargetInfo, 1, nullptr);
s_colorTargetInfo.clear_color = SDL_FColor{clearColor.x, clearColor.y, clearColor.z, 1.0f};
s_colorTargetInfo.texture = s_renderTargetSceneColor;
s_activeRenderPass = SDL_BeginGPURenderPass(s_activeCommandBuffer, &s_colorTargetInfo, 1, nullptr);
SDL_BindGPUGraphicsPipeline(s_state.ActiveRenderPass, s_geometryPipeline->GetHandle());
SDL_PushGPUVertexUniformData(
s_state.ActiveCommandBuffer, 0,
s_state.ActiveCamera ? s_state.ActiveCamera->GetProjectionMatrix() : &IdentityMatrix, sizeof(Mat4));
SDL_BindGPUGraphicsPipeline(s_activeRenderPass, s_geometryPipeline->GetHandle());
SDL_PushGPUVertexUniformData(s_activeCommandBuffer, 0,
s_activeCamera ? s_activeCamera->GetProjectionMatrix() : &IdentityMatrix,
sizeof(Mat4));
}
VOID Renderer::EndFrame()
{
SDL_EndGPURenderPass(s_state.ActiveRenderPass);
#pragma pack(push, 1)
STATIC struct
{
INT32 FlippedH{false};
INT32 FlippedV{false};
Vec2 TextureOffset{0.0f, 0.0f};
Vec4 ColorOverlay{1.0f, 1.0f, 1.0f, 1.0f};
} s_fragmentUniform{};
#pragma pack(pop)
std::sort(s_drawEntries.begin(), s_drawEntries.end(), [](IN CONST DrawEntry &a, IN CONST DrawEntry &b) {
if(a.Layer != b.Layer)
return a.Layer < b.Layer;
return a.SortIndex < b.SortIndex;
});
for (const auto &t : s_drawEntries)
{
SDL_PushGPUVertexUniformData(
s_activeCommandBuffer, 1,
(s_activeCamera && t.DrawState.CameraRelative) ? s_activeCamera->GetViewMatrix() : &IdentityMatrix,
sizeof(Mat4));
SDL_PushGPUVertexUniformData(Renderer::s_activeCommandBuffer, 2, &t.DrawState.ModelMatrix, sizeof(Mat4));
s_fragmentUniform.ColorOverlay = t.DrawState.ColorOverlay.GetAsFloatVec();
s_fragmentUniform.FlippedH = t.DrawState.FlippedH;
s_fragmentUniform.FlippedV = t.DrawState.FlippedV;
s_fragmentUniform.TextureOffset = t.DrawState.TextureOffset;
SDL_GPUTextureSamplerBinding textureBinding{.texture = t.DrawState.ActiveTexture,
.sampler = ((t.DrawState.TextureOffset.x <= FLOAT32_EPSILON) &&
(t.DrawState.TextureOffset.y <= FLOAT32_EPSILON))
? GPUResourceManager::GetSampler_LinearClamp()
: GPUResourceManager::GetSampler_LinearRepeat()};
SDL_BindGPUFragmentSamplers(s_activeRenderPass, 0, &textureBinding, 1);
SDL_PushGPUFragmentUniformData(s_activeCommandBuffer, 0, &s_fragmentUniform, sizeof(s_fragmentUniform));
// SDL_SetGPUScissor(s_activeRenderPass, &s_scissor);
// SDL_SetGPUViewport(s_activeRenderPass, &s_activeViewport);
SDL_GPUBufferBinding bufferBindings[] = {{.buffer = t.GeometryHandle->VertexBuffer, .offset = 0},
{.buffer = t.GeometryHandle->IndexBuffer, .offset = 0}};
SDL_BindGPUVertexBuffers(s_activeRenderPass, 0, bufferBindings, 1);
SDL_BindGPUIndexBuffer(s_activeRenderPass, &bufferBindings[1], SDL_GPU_INDEXELEMENTSIZE_32BIT);
SDL_DrawGPUIndexedPrimitives(s_activeRenderPass, t.GeometryHandle->IndexCount, 1, 0, 0, 0);
}
SDL_EndGPURenderPass(s_activeRenderPass);
DebugDraw::Render();
const auto imDrawData = ImGui::GetDrawData();
ImGui_ImplSDLGPU3_PrepareDrawData(imDrawData, s_state.ActiveCommandBuffer);
s_state.ColorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
s_state.ColorTargetInfo.clear_color = SDL_FColor{0.0f, 0.0f, 0.0f, 0.0f};
s_state.ColorTargetInfo.texture = s_renderTargetDebugDrawColor;
s_state.ActiveRenderPass =
SDL_BeginGPURenderPass(s_state.ActiveCommandBuffer, &s_state.ColorTargetInfo, 1, nullptr);
ImGui_ImplSDLGPU3_RenderDrawData(imDrawData, s_state.ActiveCommandBuffer, s_state.ActiveRenderPass);
SDL_EndGPURenderPass(s_state.ActiveRenderPass);
ImGui_ImplSDLGPU3_PrepareDrawData(imDrawData, s_activeCommandBuffer);
s_colorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
s_colorTargetInfo.clear_color = SDL_FColor{0.0f, 0.0f, 0.0f, 0.0f};
s_colorTargetInfo.texture = s_renderTargetDebugDrawColor;
s_activeRenderPass = SDL_BeginGPURenderPass(s_activeCommandBuffer, &s_colorTargetInfo, 1, nullptr);
ImGui_ImplSDLGPU3_RenderDrawData(imDrawData, s_activeCommandBuffer, s_activeRenderPass);
SDL_EndGPURenderPass(s_activeRenderPass);
SDL_GPUTexture *swapChainTexture{};
if (!SDL_WaitAndAcquireGPUSwapchainTexture(s_state.ActiveCommandBuffer, g_windowHandle, &swapChainTexture,
if (!SDL_WaitAndAcquireGPUSwapchainTexture(s_activeCommandBuffer, g_windowHandle, &swapChainTexture,
(PUINT32) &s_screenWidth, (PUINT32) &s_screenHeight))
THROW_UNKNOWN("Failed to acquire SDL GPU Swapchain texture: ", SDL_GetError());
if (!swapChainTexture)
return;
s_state.ColorTargetInfo.clear_color = SDL_FColor{1.0f, 1.0f, 1.0f, 1.0f};
s_state.ColorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
s_state.ColorTargetInfo.texture = swapChainTexture;
s_colorTargetInfo.clear_color = SDL_FColor{1.0f, 1.0f, 1.0f, 1.0f};
s_colorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
s_colorTargetInfo.texture = swapChainTexture;
s_state.ActiveRenderPass =
SDL_BeginGPURenderPass(s_state.ActiveCommandBuffer, &s_state.ColorTargetInfo, 1, nullptr);
SDL_BindGPUGraphicsPipeline(s_state.ActiveRenderPass, s_postprocessPipeline->GetHandle());
s_activeRenderPass = SDL_BeginGPURenderPass(s_activeCommandBuffer, &s_colorTargetInfo, 1, nullptr);
SDL_BindGPUGraphicsPipeline(s_activeRenderPass, s_postprocessPipeline->GetHandle());
SDL_GPUTextureSamplerBinding textureBindings[2] = {
{.texture = s_renderTargetSceneColor, .sampler = GPUResourceManager::GetSampler_LinearClamp()},
{.texture = s_renderTargetDebugDrawColor, .sampler = GPUResourceManager::GetSampler_LinearClamp()},
};
SDL_BindGPUFragmentSamplers(s_state.ActiveRenderPass, 0, textureBindings, 2);
SDL_DrawGPUPrimitives(s_state.ActiveRenderPass, 6, 1, 0, 0);
SDL_EndGPURenderPass(s_state.ActiveRenderPass);
SDL_BindGPUFragmentSamplers(s_activeRenderPass, 0, textureBindings, 2);
SDL_DrawGPUPrimitives(s_activeRenderPass, 6, 1, 0, 0);
SDL_EndGPURenderPass(s_activeRenderPass);
SDL_SubmitGPUCommandBuffer(s_state.ActiveCommandBuffer);
SDL_SubmitGPUCommandBuffer(s_activeCommandBuffer);
}
VOID Renderer::OnScreenResize(IN INT32 newWidth, IN INT32 newHeight)
@ -200,16 +250,11 @@ namespace ia::iae
s_screenWidth = newWidth;
s_screenHeight = newHeight;
if (s_renderTargetSceneDepth)
GPUResourceManager::DestroyTexture(s_renderTargetSceneDepth);
if (s_renderTargetSceneColor)
GPUResourceManager::DestroyTexture(s_renderTargetSceneColor);
if (s_renderTargetDebugDrawColor)
GPUResourceManager::DestroyTexture(s_renderTargetDebugDrawColor);
s_renderTargetSceneDepth =
GPUResourceManager::CreateTexture(SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET, s_screenWidth, s_screenHeight,
nullptr, SDL_GPU_TEXTUREFORMAT_D16_UNORM);
s_renderTargetSceneColor = GPUResourceManager::CreateTexture(
SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER, s_screenWidth, s_screenHeight, nullptr,
SDL_GetGPUSwapchainTextureFormat(s_gpuDevice, g_windowHandle));
@ -217,26 +262,25 @@ namespace ia::iae
SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER, s_screenWidth, s_screenHeight, nullptr,
SDL_GetGPUSwapchainTextureFormat(s_gpuDevice, g_windowHandle));
s_state.Scissor = {0, 0, newWidth, newHeight};
s_scissor = {0, 0, newWidth, newHeight};
s_state.ActiveViewport.x = 0;
s_state.ActiveViewport.y = 0;
s_state.ActiveViewport.w = newWidth;
s_state.ActiveViewport.h = newHeight;
s_state.ActiveViewport.min_depth = 0.0f;
s_state.ActiveViewport.max_depth = 1.0f;
s_activeViewport.x = 0;
s_activeViewport.y = 0;
s_activeViewport.w = newWidth;
s_activeViewport.h = newHeight;
s_activeViewport.min_depth = 0.0f;
s_activeViewport.max_depth = 1.0f;
if (s_state.ActiveCamera)
s_state.ActiveCamera->SetViewport(newWidth, newHeight);
if (s_activeCamera)
s_activeCamera->SetViewport(newWidth, newHeight);
const auto activeScene = WorldManager::GetActiveScene();
if (activeScene)
{
const auto sceneViewport = activeScene->Viewport();
s_state.SceneScaleFactor = {(FLOAT32) newWidth / (FLOAT32) sceneViewport.x,
(FLOAT32) newHeight / (FLOAT32) sceneViewport.y};
IAE_LOG_INFO("Updated Scene Scale Factor: (", s_state.SceneScaleFactor.x, ", ", s_state.SceneScaleFactor.y,
")");
s_sceneScaleFactor = {(FLOAT32) newWidth / (FLOAT32) sceneViewport.x,
(FLOAT32) newHeight / (FLOAT32) sceneViewport.y};
IAE_LOG_INFO("Updated Scene Scale Factor: (", s_sceneScaleFactor.x, ", ", s_sceneScaleFactor.y, ")");
}
}
@ -264,45 +308,14 @@ namespace ia::iae
delete handle;
}
VOID Renderer::DrawGeometry(IN Geometry *handle)
VOID Renderer::DrawGeometry(IN Geometry *handle, IN UINT8 layer, IN UINT16 sortIndex)
{
#pragma pack(push, 1)
STATIC struct
{
INT32 FlippedH{false};
INT32 FlippedV{false};
Vec2 TextureOffset{0.0f, 0.0f};
Vec4 ColorOverlay{1.0f, 1.0f, 1.0f, 1.0f};
} s_fragmentUniform{};
#pragma pack(pop)
SDL_PushGPUVertexUniformData(
s_state.ActiveCommandBuffer, 1,
(s_state.ActiveCamera && s_state.CameraRelative) ? s_state.ActiveCamera->GetViewMatrix() : &IdentityMatrix,
sizeof(Mat4));
s_fragmentUniform.ColorOverlay = s_state.ColorOverlay.GetAsFloatVec();
s_fragmentUniform.FlippedH = s_state.FlippedH;
s_fragmentUniform.FlippedV = s_state.FlippedV;
s_fragmentUniform.TextureOffset = s_state.TextureOffset;
SDL_GPUTextureSamplerBinding textureBinding{
.texture = s_state.ActiveTexture,
.sampler = ((s_state.TextureOffset.x <= FLOAT32_EPSILON) && (s_state.TextureOffset.y <= FLOAT32_EPSILON))
? GPUResourceManager::GetSampler_LinearClamp()
: GPUResourceManager::GetSampler_LinearRepeat()};
SDL_BindGPUFragmentSamplers(s_state.ActiveRenderPass, 0, &textureBinding, 1);
SDL_PushGPUFragmentUniformData(s_state.ActiveCommandBuffer, 0, &s_fragmentUniform, sizeof(s_fragmentUniform));
SDL_SetGPUScissor(s_state.ActiveRenderPass, &s_state.Scissor);
SDL_SetGPUViewport(s_state.ActiveRenderPass, &s_state.ActiveViewport);
SDL_GPUBufferBinding bufferBindings[] = {{.buffer = handle->VertexBuffer, .offset = 0},
{.buffer = handle->IndexBuffer, .offset = 0}};
SDL_BindGPUVertexBuffers(s_state.ActiveRenderPass, 0, bufferBindings, 1);
SDL_BindGPUIndexBuffer(s_state.ActiveRenderPass, &bufferBindings[1], SDL_GPU_INDEXELEMENTSIZE_32BIT);
SDL_DrawGPUIndexedPrimitives(s_state.ActiveRenderPass, handle->IndexCount, 1, 0, 0, 0);
const auto t = (UINT16) (sortIndex + ((UINT16) s_state.PositionY * s_state.YSortingEnabled));
s_drawEntries.pushBack(
DrawEntry{.Layer = layer,
.SortIndex = t,
.DrawState = s_state,
.GeometryHandle = handle});
}
VOID Renderer::WaitForGPUIdle()
@ -320,18 +333,18 @@ namespace ia::iae
VOID Engine::SetActiveCamera(IN CameraComponent *cameraComponent)
{
Renderer::s_state.ActiveCamera = cameraComponent;
Renderer::s_activeCamera = cameraComponent;
Renderer::OnScreenResize(Renderer::s_screenWidth, Renderer::s_screenHeight);
}
CameraComponent *Engine::GetActiveCamera()
{
return Renderer::s_state.ActiveCamera;
return Renderer::s_activeCamera;
}
Vec2 Engine::GetRendererScalingFactor()
{
return Renderer::s_state.SceneScaleFactor;
return Renderer::s_sceneScaleFactor;
}
Handle Engine::CreateGeometry(IN CONST Vector<GeometryVertex> &vertices, IN CONST Vector<INT32> &indices)
@ -344,15 +357,15 @@ namespace ia::iae
Renderer::DestroyGeometry((Renderer::Geometry *) geometry);
}
VOID Engine::DrawGeometry(IN Handle handle)
VOID Engine::DrawGeometry(IN Handle handle, IN UINT8 layer, IN UINT16 sortIndex)
{
Renderer::DrawGeometry((Renderer::Geometry *) handle);
Renderer::DrawGeometry((Renderer::Geometry *) handle, layer, sortIndex);
}
VOID Engine::SetRenderState_Scissor(IN IVec4 rect)
{
Renderer::s_state.Scissor = rect.z ? SDL_Rect{0, 0, Renderer::s_screenWidth, Renderer::s_screenHeight}
: SDL_Rect{rect.x, rect.y, rect.z, rect.w};
Renderer::s_scissor = rect.z ? SDL_Rect{0, 0, Renderer::s_screenWidth, Renderer::s_screenHeight}
: SDL_Rect{rect.x, rect.y, rect.z, rect.w};
}
VOID Engine::SetRenderState_FlippedH(IN BOOL value)
@ -385,39 +398,25 @@ namespace ia::iae
Renderer::s_state.ActiveTexture = ResourceManager::GetTextureFromImage(image);
}
VOID Engine::SetRenderState_Transform(IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation, IN UINT8 layer,
IN INT16 sortIndex)
VOID Engine::SetRenderState_Transform(IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation)
{
IA_ASSERT(sortIndex <= 0x1FFF);
position *= Renderer::s_sceneScaleFactor;
scale *= Renderer::s_sceneScaleFactor;
if (Renderer::s_state.YSortingEnabled)
sortIndex += static_cast<INT16>(position.y);
Renderer::s_state.PositionY = position.y;
position *= Renderer::s_state.SceneScaleFactor;
scale *= Renderer::s_state.SceneScaleFactor;
Renderer::s_state.ModelMatrix =
glm::translate(glm::mat4(1.0f), glm::vec3{position.x, position.y,
static_cast<FLOAT32>((layer << 13) | (sortIndex & 0x1FFF))});
Renderer::s_state.ModelMatrix = glm::translate(glm::mat4(1.0f), glm::vec3{position.x, position.y, 0});
Renderer::s_state.ModelMatrix =
glm::rotate(Renderer::s_state.ModelMatrix, rotation, glm::vec3(0.0f, 0.0f, 1.0f));
Renderer::s_state.ModelMatrix = glm::scale(Renderer::s_state.ModelMatrix, glm::vec3{scale.x, scale.y, 1.0f});
SDL_PushGPUVertexUniformData(Renderer::s_state.ActiveCommandBuffer, 2, &Renderer::s_state.ModelMatrix,
sizeof(Mat4));
}
VOID Engine::SetRenderState_TransformUI(IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation)
{
Renderer::s_state.ModelMatrix =
glm::translate(glm::mat4(1.0f), glm::vec3{position.x, position.y,
static_cast<FLOAT32>(0xFF << 13)});
Renderer::s_state.ModelMatrix = glm::translate(glm::mat4(1.0f), glm::vec3{position.x, position.y, 0});
Renderer::s_state.ModelMatrix =
glm::rotate(Renderer::s_state.ModelMatrix, rotation, glm::vec3(0.0f, 0.0f, 1.0f));
Renderer::s_state.ModelMatrix = glm::scale(Renderer::s_state.ModelMatrix, glm::vec3{scale.x, scale.y, 1.0f});
SDL_PushGPUVertexUniformData(Renderer::s_state.ActiveCommandBuffer, 2, &Renderer::s_state.ModelMatrix,
sizeof(Mat4));
}
VOID Engine::SetRenderState_YSortingEnabled(IN BOOL value)

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@ -498,7 +498,7 @@ namespace ia::iae
Engine::SetRenderState_CameraRelative(false);
Engine::SetRenderState_TransformUI({translation.x, translation.y}, {1.0f, 1.0f}, 0);
Engine::DrawGeometry((Handle) geometry);
Engine::DrawGeometry((Handle) geometry, 0xFF, 0);
}
void RmlUIRenderInterface::ReleaseGeometry(Rml::CompiledGeometryHandle geometry)