Texture Fixes
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@ -42,19 +42,17 @@ namespace ia::iae
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BOOL YSortingEnabled{false};
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Color ColorOverlay{};
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Vec2 TextureOffset{0.0f, 0.0f};
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SDL_Rect Scissor{0, 0, 0, 0};
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SDL_GPUTexture* ActiveTexture{nullptr};
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SDL_GPUViewport ActiveViewport{};
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Vec2 SceneScaleFactor{1.0f, 1.0f};
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Mat4 ModelMatrix{1.0f};
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FLOAT32 PositionY{};
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};
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SDL_GPURenderPass* ActiveRenderPass{};
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SDL_GPUCommandBuffer* ActiveCommandBuffer{};
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SDL_GPUColorTargetInfo ColorTargetInfo{};
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SDL_GPUDepthStencilTargetInfo DepthStencilTargetInfo{};
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class CameraComponent *ActiveCamera{};
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struct DrawEntry
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{
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UINT8 Layer{};
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UINT16 SortIndex{};
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State DrawState{};
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Geometry* GeometryHandle{};
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};
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public:
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@ -72,7 +70,7 @@ namespace ia::iae
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STATIC Geometry* CreateGeometry(IN CONST Vector<GeometryVertex> &vertices, IN CONST Vector<INT32> &indices);
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STATIC VOID DestroyGeometry(IN Geometry* handle);
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STATIC VOID DrawGeometry(IN Geometry* handle);
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STATIC VOID DrawGeometry(IN Geometry* handle, IN UINT8 layer, IN UINT16 sortIndex);
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STATIC SDL_GPUTextureFormat GetRenderTargetFormat();
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@ -87,11 +85,18 @@ namespace ia::iae
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STATIC INT32 s_screenHeight;
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STATIC SDL_GPUDevice *s_gpuDevice;
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STATIC SDL_GPUTexture *s_renderTargetSceneColor;
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STATIC SDL_GPUTexture *s_renderTargetSceneDepth;
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STATIC SDL_GPUTexture *s_renderTargetDebugDrawColor;
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STATIC Pipeline* s_geometryPipeline;
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STATIC Pipeline* s_postprocessPipeline;
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STATIC Geometry* s_quadGeometry;
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STATIC Vector<DrawEntry> s_drawEntries;
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STATIC SDL_GPURenderPass* s_activeRenderPass;
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STATIC SDL_GPUCommandBuffer* s_activeCommandBuffer;
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STATIC SDL_GPUColorTargetInfo s_colorTargetInfo;
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STATIC class CameraComponent *s_activeCamera;
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STATIC SDL_Rect s_scissor;
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STATIC SDL_GPUViewport s_activeViewport;
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STATIC Vec2 s_sceneScaleFactor;
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friend class Engine;
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};
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