Restructure

This commit is contained in:
Isuru Samarathunga
2025-09-20 10:03:52 +05:30
parent 7eecf8f968
commit ece65b18da
27 changed files with 437 additions and 259 deletions

10
.vscode/settings.json vendored
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@ -19,6 +19,14 @@
"initializer_list": "cpp", "initializer_list": "cpp",
"random": "cpp", "random": "cpp",
"span": "cpp", "span": "cpp",
"xstring": "cpp" "xstring": "cpp",
"cstddef": "cpp",
"algorithm": "cpp",
"expected": "cpp",
"optional": "cpp",
"regex": "cpp",
"system_error": "cpp",
"xlocmon": "cpp",
"xiosbase": "cpp"
} }
} }

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@ -8,4 +8,4 @@ add_executable(IAESandbox ${IAESandbox_Sources})
target_include_directories(IAESandbox PRIVATE imp/hpp) target_include_directories(IAESandbox PRIVATE imp/hpp)
target_link_libraries(IAESandbox PRIVATE IAEngine) target_link_libraries(IAESandbox PRIVATE IAEngine RmlUi::RmlUi)

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@ -6,6 +6,7 @@
#include <IACore/File.hpp> #include <IACore/File.hpp>
namespace ia::iae::game namespace ia::iae::game
{ {
RefPtr<Scene> scene; RefPtr<Scene> scene;
@ -25,14 +26,14 @@ namespace ia::iae::game
.ShouldLoop = true, .ShouldLoop = true,
.Keys = { .Keys = {
SpriteRendererComponent::AnimationKeyFrame { SpriteRendererComponent::AnimationKeyFrame {
.Scale = {0.1f, 0.1f, 0.1f},
.Texture = Engine::CreateTexture(File::ReadToVector("Graphics/green.png")), .Texture = Engine::CreateTexture(File::ReadToVector("Graphics/green.png")),
.Scale = {0.1f, 0.1f},
} }
}, },
}); });
t->BakeAnimations(); t->BakeAnimations();
} }
g_player->SetLocalPosition({200, 200, 0}); g_player->SetLocalPosition({200, 200});
const auto obstacle = MakeRefPtr<Node>(); const auto obstacle = MakeRefPtr<Node>();
{ {
@ -41,15 +42,15 @@ namespace ia::iae::game
.ShouldLoop = true, .ShouldLoop = true,
.Keys = { .Keys = {
SpriteRendererComponent::AnimationKeyFrame { SpriteRendererComponent::AnimationKeyFrame {
.Scale = {0.25f, 0.25f, 0.1f},
.Texture = Engine::CreateTexture(File::ReadToVector("Graphics/red.png")), .Texture = Engine::CreateTexture(File::ReadToVector("Graphics/red.png")),
.Scale = {0.25f, 0.25f},
} }
}, },
}); });
t->BakeAnimations(); t->BakeAnimations();
} }
obstacle->SortOffset() = 20; obstacle->SetLocalSortIndex(20);
obstacle->SetLocalPosition({150, 100, 0}); obstacle->SetLocalPosition({150, 100});
scene->AddNode(g_player); scene->AddNode(g_player);
scene->AddNode(obstacle); scene->AddNode(obstacle);
@ -61,6 +62,6 @@ namespace ia::iae::game
VOID Game::Update() VOID Game::Update()
{ {
g_player->SetLocalPosition(g_player->GetLocalPosition() + glm::vec3{Input::GetDirectionalInput(), 0.0f}); g_player->SetLocalPosition(g_player->GetLocalPosition() + Input::GetDirectionalInput());
} }
} }

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@ -7,14 +7,13 @@ set(IAEngine_Sources
imp/cpp/Scene.cpp imp/cpp/Scene.cpp
imp/cpp/Random.cpp imp/cpp/Random.cpp
imp/cpp/Texture.cpp imp/cpp/Texture.cpp
imp/cpp/UI.cpp
imp/cpp/Rendering/Camera.cpp imp/cpp/Rendering/Camera.cpp
imp/cpp/Rendering/Renderer.cpp imp/cpp/Rendering/Renderer.cpp
imp/cpp/Rendering/GPUBuffer.cpp imp/cpp/Rendering/GPUBuffer.cpp
imp/cpp/Rendering/GPUTexture.cpp imp/cpp/Rendering/GPUTexture.cpp
imp/cpp/Rendering/Mesh/Quad.cpp
imp/cpp/Rendering/Pipeline/Pipeline.cpp imp/cpp/Rendering/Pipeline/Pipeline.cpp
imp/cpp/Rendering/Pipeline/UnlitMesh.cpp imp/cpp/Rendering/Pipeline/UnlitMesh.cpp

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@ -20,7 +20,7 @@
namespace ia::iae namespace ia::iae
{ {
AtlasRendererComponent::AtlasRendererComponent(IN Node *node) : IComponent(node) AtlasRendererComponent::AtlasRendererComponent(IN Node *node) : TextureRendererComponent(node)
{ {
} }
@ -40,12 +40,12 @@ namespace ia::iae
m_tileGrid.m_tileTextures.resize(m_tileGrid.TileCountX * m_tileGrid.TileCountY); m_tileGrid.m_tileTextures.resize(m_tileGrid.TileCountX * m_tileGrid.TileCountY);
} }
VOID AtlasRendererComponent::SetGridTileTexture(IN INT32 index, IN Texture texture) VOID AtlasRendererComponent::SetGridTileTexture(IN INT32 index, IN class Texture texture)
{ {
m_tileGrid.m_tileTextures[index] = texture; m_tileGrid.m_tileTextures[index] = texture;
} }
VOID AtlasRendererComponent::SetGridTileTexture(IN INT32 x, IN INT32 y, IN Texture texture) VOID AtlasRendererComponent::SetGridTileTexture(IN INT32 x, IN INT32 y, IN class Texture texture)
{ {
m_tileGrid.m_tileTextures[x + (y * m_tileGrid.TileCountX)] = texture; m_tileGrid.m_tileTextures[x + (y * m_tileGrid.TileCountX)] = texture;
} }
@ -59,7 +59,8 @@ namespace ia::iae
handles[i] = m_tileGrid.m_tileTextures[i].GetHandle(); handles[i] = m_tileGrid.m_tileTextures[i].GetHandle();
m_bakedGPUTexture = GPUTexture::GridCombine(handles.data(), m_tileGrid.TileCountX, m_tileGrid.TileCountY, m_bakedGPUTexture = GPUTexture::GridCombine(handles.data(), m_tileGrid.TileCountX, m_tileGrid.TileCountY,
m_tileGrid.TileWidth, m_tileGrid.TileHeight); m_tileGrid.TileWidth, m_tileGrid.TileHeight);
m_bakedTexture = Texture(m_bakedGPUTexture->GetHandle(), w, h); CurrentTexture() = Texture(m_bakedGPUTexture->GetHandle(), w, h);
PositionOffset() = m_tileGrid.Position;
} }
VOID AtlasRendererComponent::Update() VOID AtlasRendererComponent::Update()
@ -68,7 +69,6 @@ namespace ia::iae
VOID AtlasRendererComponent::Draw() VOID AtlasRendererComponent::Draw()
{ {
m_bakedTexture.Draw(m_node->SortOffset(), m_node->GetPosition() + m_tileGrid.Position, {1.0f, 1.0f, 1.0f}, 0.0f, TextureRendererComponent::Draw();
false, false, {1.0f, 1.0f, 1.0f, 1.0f});
} }
} // namespace ia::iae } // namespace ia::iae

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@ -29,7 +29,7 @@ namespace ia::iae
return m_reverseAnimation ? m_activeAnimation.Keys[m_activeAnimation.Keys.size() - 1 - index] : m_activeAnimation.Keys[index]; return m_reverseAnimation ? m_activeAnimation.Keys[m_activeAnimation.Keys.size() - 1 - index] : m_activeAnimation.Keys[index];
} }
SpriteRendererComponent::SpriteRendererComponent(IN Node *node) : IComponent(node) SpriteRendererComponent::SpriteRendererComponent(IN Node *node) : TextureRendererComponent(node)
{ {
} }
@ -69,11 +69,13 @@ namespace ia::iae
VOID SpriteRendererComponent::Draw() VOID SpriteRendererComponent::Draw()
{ {
Renderer::SetParallaxFactor(m_parallaxFactor);
const auto &animFrame = m_currentAnimationState; const auto &animFrame = m_currentAnimationState;
animFrame.Texture.Draw(m_node->SortOffset() + m_sortOffset, m_node->GetPosition() + animFrame.Position, PositionOffset() = animFrame.Position;
m_node->GetScale() * animFrame.Scale, m_node->GetRotation().z + animFrame.Rotation.z, ScaleOffset() = animFrame.Scale;
m_isFlippedH, m_isFlippedV, animFrame.ColorOverlay); RotationOffset() = animFrame.Rotation;
ColorOverlay() = animFrame.ColorOverlay;
CurrentTexture() = animFrame.Texture;
TextureRendererComponent::Draw();
} }
VOID SpriteRendererComponent::UpdateAnimation() VOID SpriteRendererComponent::UpdateAnimation()

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@ -17,6 +17,7 @@
#include <IAEngine/Components/TextureRenderer.hpp> #include <IAEngine/Components/TextureRenderer.hpp>
#include <IAEngine/Nodes/Node.hpp> #include <IAEngine/Nodes/Node.hpp>
#include <IAEngine/Rendering/Renderer.hpp>
namespace ia::iae namespace ia::iae
{ {
@ -30,8 +31,13 @@ namespace ia::iae
VOID TextureRendererComponent::Draw() VOID TextureRendererComponent::Draw()
{ {
m_texture.Draw(m_node->SortOffset(), m_node->GetPosition() + m_position, Renderer::SetState_FlippedH(m_isFlippedH);
m_node->GetScale(), m_node->GetRotation().z, Renderer::SetState_FlippedV(m_isFlippedV);
false, false, glm::vec4{1.0f, 1.0f, 1.0f, 1.0f}); Renderer::SetState_CameraRelative(m_isCameraRelative);
Renderer::SetState_TextureOffset(m_textureOffset.x, m_textureOffset.y);
Renderer::Draw(Renderer::GetMesh_Quad(), m_texture.GetHandle(), m_node->GetPosition() + m_positionOffset,
m_node->GetScale() * m_texture.GetExtent() * m_scaleOffset, m_node->GetRotation() + m_rotationOffset, m_node->LayerIndex(),
m_node->GetSortIndex(), m_colorOverlay);
} }
} // namespace ia::iae } // namespace ia::iae

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@ -22,6 +22,7 @@
#include <IAEngine/Physics/Physics.hpp> #include <IAEngine/Physics/Physics.hpp>
#include <IAEngine/Random.hpp> #include <IAEngine/Random.hpp>
#include <IAEngine/Time.hpp> #include <IAEngine/Time.hpp>
#include <IAEngine/UI.hpp>
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
@ -71,6 +72,7 @@ namespace ia::iae
Input::Initialize(); Input::Initialize();
Audio::Initialize(); Audio::Initialize();
Physics::Initialize(); Physics::Initialize();
UI::Initialize(config.WindowWidth, config.WindowHeight);
return true; return true;
} }
@ -82,9 +84,10 @@ namespace ia::iae
for (auto &t : g_gpuTextureRefs) for (auto &t : g_gpuTextureRefs)
t.reset(); t.reset();
Renderer::Terminate(); UI::Terminate();
Audio::Terminate();
Physics::Terminate(); Physics::Terminate();
Audio::Terminate();
Renderer::Terminate();
SDL_DestroyWindow(g_windowHandle); SDL_DestroyWindow(g_windowHandle);
@ -106,6 +109,7 @@ namespace ia::iae
} }
Renderer::BeginFrame(); Renderer::BeginFrame();
RenderGame(); RenderGame();
UI::Draw();
} }
VOID Engine::EndFrame() VOID Engine::EndFrame()
@ -123,10 +127,12 @@ namespace ia::iae
{ {
ImGui_ImplSDL3_ProcessEvent(&g_event); ImGui_ImplSDL3_ProcessEvent(&g_event);
Input::OnEvent(&g_event); Input::OnEvent(&g_event);
UI::OnEvent(&g_event);
} }
VOID Engine::UpdateGame() VOID Engine::UpdateGame()
{ {
UI::Update();
Physics::Update(); Physics::Update();
if B_LIKELY (g_activeScene) if B_LIKELY (g_activeScene)

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@ -51,13 +51,13 @@ namespace ia::iae
const auto nodeA = g_colliders[i]->GetNode(); const auto nodeA = g_colliders[i]->GetNode();
if(IsIntersectingH(boxB, boxA.z) && (IsIntersectingV(boxB, boxA.y) || IsIntersectingV(boxB, boxA.w))) if(IsIntersectingH(boxB, boxA.z) && (IsIntersectingV(boxB, boxA.y) || IsIntersectingV(boxB, boxA.w)))
nodeA->SetLocalPosition(nodeA->GetLocalPosition() + glm::vec3(-boxA.z + boxB.x, 0, 0)); nodeA->SetLocalPosition(nodeA->GetLocalPosition() + glm::vec2(-boxA.z + boxB.x, 0));
else if(IsIntersectingH(boxB, boxA.x) && (IsIntersectingV(boxB, boxA.y) || IsIntersectingV(boxB, boxA.w))) else if(IsIntersectingH(boxB, boxA.x) && (IsIntersectingV(boxB, boxA.y) || IsIntersectingV(boxB, boxA.w)))
nodeA->SetLocalPosition(nodeA->GetLocalPosition() + glm::vec3(-boxA.x + boxB.z, 0, 0)); nodeA->SetLocalPosition(nodeA->GetLocalPosition() + glm::vec2(-boxA.x + boxB.z, 0));
else if(IsIntersectingV(boxB, boxA.w) && (IsIntersectingH(boxB, boxA.x) || IsIntersectingH(boxB, boxA.z))) else if(IsIntersectingV(boxB, boxA.w) && (IsIntersectingH(boxB, boxA.x) || IsIntersectingH(boxB, boxA.z)))
nodeA->SetLocalPosition(nodeA->GetLocalPosition() + glm::vec3(0, -boxA.w + boxB.y, 0)); nodeA->SetLocalPosition(nodeA->GetLocalPosition() + glm::vec2(0, -boxA.w + boxB.y));
else if(IsIntersectingV(boxB, boxA.y) && (IsIntersectingH(boxB, boxA.x) || IsIntersectingH(boxB, boxA.z))) else if(IsIntersectingV(boxB, boxA.y) && (IsIntersectingH(boxB, boxA.x) || IsIntersectingH(boxB, boxA.z)))
nodeA->SetLocalPosition(nodeA->GetLocalPosition() + glm::vec3(0, -boxA.y + boxB.w, 0)); nodeA->SetLocalPosition(nodeA->GetLocalPosition() + glm::vec2(0, -boxA.y + boxB.w));
} }
} }
} }

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@ -78,6 +78,7 @@ namespace ia::iae
SDL_EndGPUCopyPass(copyPass); SDL_EndGPUCopyPass(copyPass);
SDL_SubmitGPUCommandBuffer(cmdBuffer); SDL_SubmitGPUCommandBuffer(cmdBuffer);
SDL_WaitForGPUIdle(g_gpuDevice);
} }
res->m_handle = (Handle) handle; res->m_handle = (Handle) handle;

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@ -83,6 +83,7 @@ namespace ia::iae
SDL_UploadToGPUTexture(copyPass, &transferInfo, &region, false); SDL_UploadToGPUTexture(copyPass, &transferInfo, &region, false);
SDL_EndGPUCopyPass(copyPass); SDL_EndGPUCopyPass(copyPass);
SDL_SubmitGPUCommandBuffer(cmdBuffer); SDL_SubmitGPUCommandBuffer(cmdBuffer);
SDL_WaitForGPUIdle(g_gpuDevice);
SDL_ReleaseGPUTransferBuffer(g_gpuDevice, stagingBuffer); SDL_ReleaseGPUTransferBuffer(g_gpuDevice, stagingBuffer);
res->m_handle = (Handle) handle; res->m_handle = (Handle) handle;
@ -125,6 +126,7 @@ namespace ia::iae
SDL_EndGPUCopyPass(copyPass); SDL_EndGPUCopyPass(copyPass);
SDL_SubmitGPUCommandBuffer(cmdBuffer); SDL_SubmitGPUCommandBuffer(cmdBuffer);
SDL_WaitForGPUIdle(g_gpuDevice);
res->m_handle = (Handle) handle; res->m_handle = (Handle) handle;

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@ -1,51 +0,0 @@
// 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/Rendering/GPUBuffer.hpp>
#include <IAEngine/Rendering/Mesh/Quad.hpp>
#include <IAEngine/Rendering/Renderer.hpp>
#include <IAEngine/Rendering/Types.hpp>
namespace ia::iae
{
RefPtr<GPUBuffer> g_quadMeshVertexBuffer{};
VOID QuadMesh::Initialize()
{
Vertex_Mesh vertices[6] = {
{glm::vec3{0, 1, 0}, glm::vec2{0, 1}},
{glm::vec3{1, 1, 0}, glm::vec2{1, 1}},
{glm::vec3{1, 0, 0}, glm::vec2{1, 0}},
{glm::vec3{1, 0, 0}, glm::vec2{1, 0}},
{glm::vec3{0, 0, 0}, glm::vec2{0, 0}},
{glm::vec3{0, 1, 0}, glm::vec2{0, 1}},
};
g_quadMeshVertexBuffer = GPUBuffer::Create(GPUBuffer::Usage::VERTEX, &vertices, sizeof(vertices));
}
VOID QuadMesh::Terminate()
{
if (g_quadMeshVertexBuffer)
g_quadMeshVertexBuffer.reset();
}
VOID QuadMesh::Draw(IN FLOAT32 sortOffset, IN CONST glm::vec3 &position, IN CONST glm::vec3 &scale,
IN FLOAT32 rotation)
{
Renderer::Draw(sortOffset, position, scale, rotation, g_quadMeshVertexBuffer->GetHandle(), 6);
}
} // namespace ia::iae

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@ -45,7 +45,7 @@ namespace ia::iae
}}; }};
SDL_GPUVertexBufferDescription vertexBuffers[] = {{ SDL_GPUVertexBufferDescription vertexBuffers[] = {{
.slot = 0, .slot = 0,
.pitch = sizeof(Vertex_Mesh), .pitch = sizeof(MeshVertex),
.input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX, .input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX,
.instance_step_rate = 0, .instance_step_rate = 0,
}}; }};
@ -54,7 +54,8 @@ namespace ia::iae
{.location = 1, {.location = 1,
.buffer_slot = 0, .buffer_slot = 0,
.format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2, .format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2,
.offset = sizeof(glm::vec3)}}; .offset = sizeof(glm::vec3)},
};
SDL_GPUGraphicsPipelineCreateInfo createInfo = { SDL_GPUGraphicsPipelineCreateInfo createInfo = {
.vertex_shader = (SDL_GPUShader *) vertexShader, .vertex_shader = (SDL_GPUShader *) vertexShader,
.fragment_shader = (SDL_GPUShader *) pixelShader, .fragment_shader = (SDL_GPUShader *) pixelShader,

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@ -18,7 +18,6 @@
#include <IAEngine/Rendering/Camera.hpp> #include <IAEngine/Rendering/Camera.hpp>
#include <IAEngine/Rendering/GPUBuffer.hpp> #include <IAEngine/Rendering/GPUBuffer.hpp>
#include <IAEngine/Rendering/GPUTexture.hpp> #include <IAEngine/Rendering/GPUTexture.hpp>
#include <IAEngine/Rendering/Mesh/Quad.hpp>
#include <IAEngine/Rendering/Pipeline/UnlitMesh.hpp> #include <IAEngine/Rendering/Pipeline/UnlitMesh.hpp>
#include <IAEngine/Rendering/Renderer.hpp> #include <IAEngine/Rendering/Renderer.hpp>
@ -27,6 +26,27 @@
#include <backends/imgui_impl_sdl3.h> #include <backends/imgui_impl_sdl3.h>
#include <backends/imgui_impl_sdlgpu3.h> #include <backends/imgui_impl_sdlgpu3.h>
namespace ia::iae
{
struct Mesh
{
INT32 IndexCount{};
RefPtr<GPUBuffer> IndexBuffer;
RefPtr<GPUBuffer> VertexBuffer;
};
struct RenderState
{
BOOL FlippedH{false};
BOOL FlippedV{false};
BOOL CameraRelative{true};
glm::vec2 TextureOffset{0.0f, 0.0f};
};
Vector<Mesh> g_meshes{};
RenderState g_renderState{};
} // namespace ia::iae
namespace ia::iae namespace ia::iae
{ {
EXTERN SDL_Window *g_windowHandle; EXTERN SDL_Window *g_windowHandle;
@ -55,9 +75,9 @@ namespace ia::iae
glm::mat4 matView{1.0f}; glm::mat4 matView{1.0f};
glm::mat4 matModel{1.0f}; glm::mat4 matModel{1.0f};
BOOL g_flipH{false}; glm::mat4 matIdentity{1.0f};
BOOL g_flipV{false};
FLOAT32 g_parallaxFactor{0.0f}; Handle g_meshHandleQuad{};
BOOL Renderer::Initialize() BOOL Renderer::Initialize()
{ {
@ -117,10 +137,17 @@ namespace ia::iae
g_pipelineUnlitMesh = Pipeline_UnlitMesh::Create(); g_pipelineUnlitMesh = Pipeline_UnlitMesh::Create();
QuadMesh::Initialize();
matProjection = glm::orthoLH(0.0f, (FLOAT32) s_width, (FLOAT32) s_height, 0.0f, -1000.0f, 1000.0f); matProjection = glm::orthoLH(0.0f, (FLOAT32) s_width, (FLOAT32) s_height, 0.0f, -1000.0f, 1000.0f);
g_meshHandleQuad = CreateMesh(
{
{glm::vec3{0, 1, 0}, glm::vec2{0, 1}},
{glm::vec3{1, 1, 0}, glm::vec2{1, 1}},
{glm::vec3{1, 0, 0}, glm::vec2{1, 0}},
{glm::vec3{0, 0, 0}, glm::vec2{0, 0}},
},
{0, 1, 2, 2, 3, 0});
return true; return true;
} }
@ -128,9 +155,13 @@ namespace ia::iae
{ {
SDL_WaitForGPUIdle(g_gpuDevice); SDL_WaitForGPUIdle(g_gpuDevice);
g_pipelineUnlitMesh.reset(); for (auto &mesh : g_meshes)
{
mesh.VertexBuffer.reset();
mesh.IndexBuffer.reset();
}
QuadMesh::Terminate(); g_pipelineUnlitMesh.reset();
GPUTexture::Terminate(); GPUTexture::Terminate();
@ -221,85 +252,98 @@ namespace ia::iae
SDL_SubmitGPUCommandBuffer(g_cmdBuffer); SDL_SubmitGPUCommandBuffer(g_cmdBuffer);
} }
VOID Renderer::SetFlipH(IN BOOL value) VOID Renderer::SetState_FlippedH(IN BOOL value)
{ {
g_flipH = value; g_renderState.FlippedH = value;
} }
VOID Renderer::SetFlipV(IN BOOL value) VOID Renderer::SetState_FlippedV(IN BOOL value)
{ {
g_flipV = value; g_renderState.FlippedV = value;
} }
VOID Renderer::BindTexture(IN Handle handle, IN CONST glm::vec4 &colorOverlay) VOID Renderer::SetState_CameraRelative(IN BOOL value)
{ {
SDL_GPUTextureSamplerBinding binding{.texture = (SDL_GPUTexture *) handle, g_renderState.CameraRelative = value;
.sampler = (SDL_GPUSampler *) GPUTexture::GetDefaultSampler()};
SDL_BindGPUFragmentSamplers(g_renderPass, 0, &binding, 1);
SDL_PushGPUFragmentUniformData(g_cmdBuffer, 0, &colorOverlay, sizeof(colorOverlay));
} }
VOID SetModelTransformMatrix(IN FLOAT32 sortOffset, IN CONST glm::vec3 &position, IN CONST glm::vec3 &scale, VOID Renderer::SetState_TextureOffset(IN FLOAT32 u, IN FLOAT32 v)
IN FLOAT32 rotation)
{ {
if (g_parallaxFactor <= 0.0f) g_renderState.TextureOffset = {u, v};
matView = g_camera.GetViewMatrix();
else
matView = glm::mat4(1.0f);
SDL_PushGPUVertexUniformData(g_cmdBuffer, 1, &matView, sizeof(matView));
FLOAT32 shaderParallaxFactor = g_parallaxFactor * g_camera.Position().x / 640.0f;
SDL_PushGPUFragmentUniformData(g_cmdBuffer, 1, &shaderParallaxFactor, sizeof(shaderParallaxFactor));
matModel = glm::mat4(1.0f);
glm::vec3 poff = {0.0f, 0.0f, 0.0f};
const auto f = 1.0f;
if(g_flipH)
{
poff.x = scale.x * f;
}
// [IATODO]: IMPL Flip V
const auto depthTestOffset = sortOffset + (Engine::GetActiveScene()->YSortingEnabled() ? position.y : 0);
matModel =
glm::translate(matModel, {position.x + poff.x, position.y,
position.z + depthTestOffset + (g_parallaxFactor < 0.0f ? 0.0f : -100.0f)});
matModel = glm::rotate(matModel, rotation, glm::vec3(0.0f, 0.0f, 1.0f));
matModel = glm::scale(matModel, scale * (g_flipH ? glm::vec3{-1.0f, 1.0f, 1.0f} : glm::vec3{1.0f, 1.0f, 1.0f}));
SDL_PushGPUVertexUniformData(g_cmdBuffer, 2, &matModel, sizeof(matModel));
}
VOID Renderer::Draw(IN FLOAT32 sortOffset, IN CONST glm::vec3 &position, IN CONST glm::vec3 &scale,
IN FLOAT32 rotation, IN Handle vertexBufferHandle, IN INT32 vertexCount)
{
SetModelTransformMatrix(sortOffset, position, scale, rotation);
SDL_GPUBufferBinding bindings[] = {{.buffer = (SDL_GPUBuffer *) vertexBufferHandle, .offset = 0}};
SDL_BindGPUVertexBuffers(g_renderPass, 0, bindings, 1);
SDL_DrawGPUPrimitives(g_renderPass, vertexCount, 1, 0, 0);
}
VOID Renderer::Draw(IN FLOAT32 sortOffset, IN CONST glm::vec3 &position, IN CONST glm::vec3 &scale,
IN FLOAT32 rotation, IN Handle vertexBufferHandle, IN Handle indexBufferHandle,
IN INT32 indexCount)
{
SetModelTransformMatrix(sortOffset, position, scale, rotation);
SDL_GPUBufferBinding bindings[] = {{.buffer = (SDL_GPUBuffer *) vertexBufferHandle, .offset = 0},
{.buffer = (SDL_GPUBuffer *) indexBufferHandle, .offset = 0}};
SDL_BindGPUVertexBuffers(g_renderPass, 0, bindings, 1);
SDL_BindGPUIndexBuffer(g_renderPass, &bindings[1], SDL_GPU_INDEXELEMENTSIZE_32BIT);
SDL_DrawGPUIndexedPrimitives(g_renderPass, indexCount, 1, 0, 0, 0);
} }
Camera2D *Renderer::GetCamera() Camera2D *Renderer::GetCamera()
{ {
return &g_camera; return &g_camera;
} }
VOID Renderer::SetParallaxFactor(IN FLOAT32 value)
{
g_parallaxFactor = value;
}
} // namespace ia::iae } // namespace ia::iae
namespace ia::iae
{
Handle Renderer::GetMesh_Quad()
{
return g_meshHandleQuad;
}
Handle Renderer::CreateMesh(IN CONST Vector<MeshVertex> &vertices, IN CONST Vector<INT32> &indices)
{
Mesh mesh{};
mesh.VertexBuffer = GPUBuffer::Create(GPUBuffer::Usage::VERTEX, vertices.data(),
static_cast<UINT32>(vertices.size() * sizeof(vertices[0])));
mesh.IndexBuffer = GPUBuffer::Create(GPUBuffer::Usage::INDEX, indices.data(),
static_cast<UINT32>(indices.size() * sizeof(indices[0])));
mesh.IndexCount = static_cast<UINT32>(indices.size());
g_meshes.pushBack(mesh);
return static_cast<Handle>(g_meshes.size() - 1);
}
VOID Renderer::Draw(IN Handle meshHandle, IN Handle textureHandle, IN CONST glm::vec2 &position,
IN CONST glm::vec2 &scale, IN FLOAT32 rotation, IN UINT8 layerIndex, IN INT16 sortIndex,
IN CONST glm::vec4 &colorOverlay)
{
IA_ASSERT(sortIndex <= 0x1FFF);
#pragma pack(push, 1)
STATIC struct
{
INT32 FlippedH{false};
INT32 FlippedV{false};
glm::vec2 TextureOffset{0.0f, 0.0f};
glm::vec4 ColorOverlay{1.0f, 1.0f, 1.0f, 1.0f};
} s_fragmentUniform{};
#pragma pack(pop)
if (g_renderState.CameraRelative)
SDL_PushGPUVertexUniformData(g_cmdBuffer, 1, &matView, sizeof(matView));
else
SDL_PushGPUVertexUniformData(g_cmdBuffer, 1, &matIdentity, sizeof(matIdentity));
if(Engine::GetActiveScene()->YSortingEnabled())
sortIndex += static_cast<INT16>(position.y);
matModel =
glm::translate(glm::mat4(1.0f), glm::vec3{position.x, position.y,
static_cast<FLOAT32>((layerIndex << 13) | (sortIndex & 0x1FFF))});
matModel = glm::rotate(matModel, rotation, glm::vec3(0.0f, 0.0f, 1.0f));
matModel = glm::scale(matModel, glm::vec3{scale.x, scale.y, 1.0f});
SDL_PushGPUVertexUniformData(g_cmdBuffer, 2, &matModel, sizeof(matModel));
s_fragmentUniform.ColorOverlay = colorOverlay;
s_fragmentUniform.FlippedH = g_renderState.FlippedH;
s_fragmentUniform.FlippedV = g_renderState.FlippedV;
s_fragmentUniform.TextureOffset = g_renderState.TextureOffset;
SDL_PushGPUFragmentUniformData(g_cmdBuffer, 0, &s_fragmentUniform, sizeof(s_fragmentUniform));
SDL_GPUTextureSamplerBinding textureBinding{.texture = (SDL_GPUTexture *) textureHandle,
.sampler = (SDL_GPUSampler *) GPUTexture::GetDefaultSampler()};
SDL_BindGPUFragmentSamplers(g_renderPass, 0, &textureBinding, 1);
const auto &mesh = g_meshes[meshHandle];
SDL_GPUBufferBinding bufferBindings[] = {
{.buffer = (SDL_GPUBuffer *) mesh.VertexBuffer->GetHandle(), .offset = 0},
{.buffer = (SDL_GPUBuffer *) mesh.IndexBuffer->GetHandle(), .offset = 0}};
SDL_BindGPUVertexBuffers(g_renderPass, 0, bufferBindings, 1);
SDL_BindGPUIndexBuffer(g_renderPass, &bufferBindings[1], SDL_GPU_INDEXELEMENTSIZE_32BIT);
SDL_DrawGPUIndexedPrimitives(g_renderPass, mesh.IndexCount, 1, 0, 0, 0);
}
} // namespace ia::iae

View File

@ -17,7 +17,6 @@
#include <IAEngine/IAEngine.hpp> #include <IAEngine/IAEngine.hpp>
#include <IAEngine/Texture.hpp> #include <IAEngine/Texture.hpp>
#include <IAEngine/Rendering/Mesh/Quad.hpp>
#include <IAEngine/Rendering/Renderer.hpp> #include <IAEngine/Rendering/Renderer.hpp>
namespace ia::iae namespace ia::iae
@ -27,20 +26,11 @@ namespace ia::iae
} }
Texture::Texture(IN Handle handle, IN INT32 width, IN INT32 height) Texture::Texture(IN Handle handle, IN INT32 width, IN INT32 height)
: m_handle(handle), m_size({(FLOAT32) width, (FLOAT32) height, 1.0f}) : m_handle(handle), m_extent({(FLOAT32) width, (FLOAT32) height})
{ {
} }
Texture::~Texture() Texture::~Texture()
{ {
} }
VOID Texture::Draw(IN FLOAT32 sortOffset, IN CONST glm::vec3 &position, IN CONST glm::vec3 &scale, IN FLOAT32 rotation, IN BOOL flipH,
IN BOOL flipV, IN CONST glm::vec4 &colorOverlay) CONST
{
Renderer::SetFlipH(flipH);
Renderer::SetFlipV(flipV);
Renderer::BindTexture(m_handle, colorOverlay);
QuadMesh::Draw(sortOffset, position, m_size * scale, rotation);
}
} // namespace ia::iae } // namespace ia::iae

113
Src/IAEngine/imp/cpp/UI.cpp Normal file
View File

@ -0,0 +1,113 @@
// 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/UI.hpp>
#include <RmlUi/Core.h>
namespace ia::iae
{
class RmlUIRenderInterface : public Rml::RenderInterface
{
public:
Rml::CompiledGeometryHandle CompileGeometry(Rml::Span<const Rml::Vertex> vertices,
Rml::Span<const int> indices);
void RenderGeometry(Rml::CompiledGeometryHandle geometry, Rml::Vector2f translation,
Rml::TextureHandle texture);
void ReleaseGeometry(Rml::CompiledGeometryHandle geometry);
Rml::TextureHandle LoadTexture(Rml::Vector2i &texture_dimensions, const Rml::String &source);
Rml::TextureHandle GenerateTexture(Rml::Span<const Rml::byte> source, Rml::Vector2i source_dimensions);
void ReleaseTexture(Rml::TextureHandle texture);
void EnableScissorRegion(bool enable);
void SetScissorRegion(Rml::Rectanglei region);
};
//RmlUIRenderInterface g_rmlUIRenderInterface{};
} // namespace ia::iae
namespace ia::iae
{
//Rml::Context* g_context{};
VOID UI::Initialize(IN INT32 width, IN INT32 height)
{
//Rml::SetRenderInterface(&g_rmlUIRenderInterface);
//Rml::Initialise();
//g_context = Rml::CreateContext("main", Rml::Vector2i(width, height));
}
VOID UI::Terminate()
{
//Rml::Shutdown();
}
VOID UI::Update()
{
//g_context->Update();
}
VOID UI::Draw()
{
//g_context->Render();
}
VOID UI::OnEvent(IN PVOID event)
{
}
VOID UI::OnResize(IN INT32 width, IN INT32 height)
{
}
} // namespace ia::iae
namespace ia::iae
{
/*Rml::CompiledGeometryHandle RmlUIRenderInterface::CompileGeometry(Rml::Span<const Rml::Vertex> vertices,
Rml::Span<const int> indices)
{
}
void RmlUIRenderInterface::RenderGeometry(Rml::CompiledGeometryHandle geometry, Rml::Vector2f translation,
Rml::TextureHandle texture)
{
}
void RmlUIRenderInterface::ReleaseGeometry(Rml::CompiledGeometryHandle geometry)
{
}
Rml::TextureHandle RmlUIRenderInterface::LoadTexture(Rml::Vector2i &texture_dimensions, const Rml::String &source)
{
}
Rml::TextureHandle RmlUIRenderInterface::GenerateTexture(Rml::Span<const Rml::byte> source,
Rml::Vector2i source_dimensions)
{
}
void RmlUIRenderInterface::ReleaseTexture(Rml::TextureHandle texture)
{
}
void RmlUIRenderInterface::EnableScissorRegion(bool enable)
{
}
void RmlUIRenderInterface::SetScissorRegion(Rml::Rectanglei region)
{
}*/
} // namespace ia::iae

View File

@ -7,16 +7,18 @@ layout(location = 0) out vec4 outColor;
layout(set = 2, binding = 0) uniform sampler2D texSampler; layout(set = 2, binding = 0) uniform sampler2D texSampler;
layout(set = 3, binding = 0) uniform UniformBufferObject { layout(set = 3, binding = 0) uniform UniformBufferObject {
bool flippedH;
bool flippedV;
vec2 uvOffset;
vec4 colorOverlay; vec4 colorOverlay;
} ubo; } ubo;
layout(set = 3, binding = 1) uniform UniformBufferObject2 {
float parallaxFactor;
} ubo2;
void main() void main()
{ {
vec2 uv = inTexCoord; vec2 uv = inTexCoord;
uv.x += ubo2.parallaxFactor; uv += ubo.uvOffset;
if(ubo.flippedH) uv.x = 1.0 - uv.x;
if(ubo.flippedV) uv.y = 1.0 - uv.y;
outColor = texture(texSampler, uv) * ubo.colorOverlay; outColor = texture(texSampler, uv) * ubo.colorOverlay;
if(outColor.w < 0.1) if(outColor.w < 0.1)
discard; discard;

File diff suppressed because one or more lines are too long

View File

@ -16,13 +16,13 @@
#pragma once #pragma once
#include <IAEngine/Components/Component.hpp> #include <IAEngine/Components/TextureRenderer.hpp>
#include <IAEngine/Rendering/GPUTexture.hpp> #include <IAEngine/Rendering/GPUTexture.hpp>
#include <IAEngine/Texture.hpp> #include <IAEngine/Texture.hpp>
namespace ia::iae namespace ia::iae
{ {
class AtlasRendererComponent : public IComponent class AtlasRendererComponent : public TextureRendererComponent
{ {
public: public:
struct TileGrid struct TileGrid
@ -35,7 +35,7 @@ namespace ia::iae
INT32 TileCountY{}; INT32 TileCountY{};
private: private:
Vector<Texture> m_tileTextures{}; Vector<class Texture> m_tileTextures{};
friend class AtlasRendererComponent; friend class AtlasRendererComponent;
}; };
@ -46,8 +46,8 @@ namespace ia::iae
public: public:
VOID SetGrid(IN INT32 tileWidth, IN INT32 tileHeight, IN INT32 tileCountX, IN INT32 tileCountY); VOID SetGrid(IN INT32 tileWidth, IN INT32 tileHeight, IN INT32 tileCountX, IN INT32 tileCountY);
VOID SetGridTileTexture(IN INT32 index, IN Texture texture); VOID SetGridTileTexture(IN INT32 index, IN class Texture texture);
VOID SetGridTileTexture(IN INT32 x, IN INT32 y, IN Texture texture); VOID SetGridTileTexture(IN INT32 x, IN INT32 y, IN class Texture texture);
VOID BakeGrid(); VOID BakeGrid();
public: public:
@ -56,7 +56,6 @@ namespace ia::iae
private: private:
TileGrid m_tileGrid{}; TileGrid m_tileGrid{};
Texture m_bakedTexture{};
RefPtr<GPUTexture> m_bakedGPUTexture{}; RefPtr<GPUTexture> m_bakedGPUTexture{};
}; };
} // namespace ia::iae } // namespace ia::iae

View File

@ -16,23 +16,24 @@
#pragma once #pragma once
#include <IAEngine/Components/Component.hpp> #include <IAEngine/Components/TextureRenderer.hpp>
#include <IAEngine/Texture.hpp> #include <IAEngine/Texture.hpp>
namespace ia::iae namespace ia::iae
{ {
class SpriteRendererComponent : public IComponent class SpriteRendererComponent : public TextureRendererComponent
{ {
public: public:
struct AnimationKeyFrame struct AnimationKeyFrame
{ {
INT32 Duration{100};
glm::vec3 Position{};
glm::vec3 Rotation{};
glm::vec3 Scale{1.0f, 1.0f, 1.0f};
glm::vec4 ColorOverlay{1.0f, 1.0f, 1.0f, 1.0f};
BOOL ShouldInterpolate{};
Texture Texture; Texture Texture;
INT32 Duration{100};
BOOL ShouldInterpolate{};
FLOAT32 Rotation{};
glm::vec2 Position{};
glm::vec2 Scale{1.0f, 1.0f};
glm::vec4 ColorOverlay{1.0f, 1.0f, 1.0f, 1.0f};
}; };
struct Animation struct Animation
@ -61,26 +62,6 @@ namespace ia::iae
return m_animations; return m_animations;
} }
BOOL &IsFlippedV()
{
return m_isFlippedV;
}
BOOL &IsFlippedH()
{
return m_isFlippedH;
}
FLOAT32 &SortOffset()
{
return m_sortOffset;
}
FLOAT32 &ParallaxFactor()
{
return m_parallaxFactor;
}
BOOL &ReverseAnimation() BOOL &ReverseAnimation()
{ {
return m_reverseAnimation; return m_reverseAnimation;
@ -97,10 +78,6 @@ namespace ia::iae
private: private:
BOOL m_reverseAnimation{}; BOOL m_reverseAnimation{};
FLOAT32 m_parallaxFactor{0.0f};
FLOAT32 m_sortOffset{};
BOOL m_isFlippedV{false};
BOOL m_isFlippedH{false};
FLOAT32 m_timelinePosition{}; FLOAT32 m_timelinePosition{};
Animation m_activeAnimation{}; Animation m_activeAnimation{};
Handle m_activeAnimationHandle{INVALID_HANDLE}; Handle m_activeAnimationHandle{INVALID_HANDLE};

View File

@ -26,14 +26,49 @@ namespace ia::iae
public: public:
TextureRendererComponent(IN Node *node); TextureRendererComponent(IN Node *node);
Texture &Texture() Texture &CurrentTexture()
{ {
return m_texture; return m_texture;
} }
glm::vec3 &Position() glm::vec2 &PositionOffset()
{ {
return m_position; return m_positionOffset;
}
glm::vec2 &ScaleOffset()
{
return m_scaleOffset;
}
FLOAT32& RotationOffset()
{
return m_rotationOffset;
}
glm::vec2 &TextureOffset()
{
return m_textureOffset;
}
glm::vec4 &ColorOverlay()
{
return m_colorOverlay;
}
BOOL &IsFlippedH()
{
return m_isFlippedH;
}
BOOL &IsFlippedV()
{
return m_isFlippedV;
}
BOOL &IsCameraRelative()
{
return m_isCameraRelative;
} }
public: public:
@ -41,7 +76,14 @@ namespace ia::iae
VOID Update(); VOID Update();
private: private:
BOOL m_isFlippedH{};
BOOL m_isFlippedV{};
BOOL m_isCameraRelative{};
glm::vec2 m_positionOffset{};
glm::vec2 m_scaleOffset{};
FLOAT32 m_rotationOffset{};
glm::vec2 m_textureOffset{};
glm::vec4 m_colorOverlay{1.0f, 1.0f, 1.0f, 1.0f};
class Texture m_texture; class Texture m_texture;
glm::vec3 m_position;
}; };
} // namespace ia::iae } // namespace ia::iae

View File

@ -49,15 +49,19 @@ namespace ia::iae
return m_components; return m_components;
} }
public: UINT8 GetLayerIndex() CONST
FLOAT32 &SortOffset()
{ {
return m_sortOffset; return m_layerIndex;
}
UINT8 &LayerIndex()
{
return m_layerIndex;
} }
protected: protected:
Scene *m_scene{}; Scene *m_scene{};
FLOAT32 m_sortOffset{}; UINT8 m_layerIndex{};
BOOL m_isEnabled{true}; BOOL m_isEnabled{true};
protected: protected:

View File

@ -20,55 +20,70 @@
namespace ia::iae namespace ia::iae
{ {
template<typename _node_type> template<typename _node_type> class Transform
class Transform
{ {
public: public:
VOID SetLocalPosition(IN CONST glm::vec3 &v) VOID SetLocalSortIndex(IN INT16 index)
{
m_local.SortIndex = index;
RecalculateSortIndex();
}
VOID SetLocalPosition(IN CONST glm::vec2 &v)
{ {
m_local.Position = v; m_local.Position = v;
RecalculatePosition(); RecalculatePosition();
} }
VOID SetLocalScale(IN CONST glm::vec3 &v) VOID SetLocalScale(IN CONST glm::vec2 &v)
{ {
m_local.Scale = v; m_local.Scale = v;
RecalculateScale(); RecalculateScale();
} }
VOID SetLocalRotation(IN CONST glm::vec3 &v) VOID SetLocalRotation(IN CONST glm::vec2 &v)
{ {
m_local.Rotation = v; m_local.Rotation = v;
RecalculateRotation(); RecalculateRotation();
} }
public: public:
CONST glm::vec3 &GetPosition() CONST INT16 GetSortIndex() CONST
{
return m_global.SortIndex;
}
CONST glm::vec2 &GetPosition() CONST
{ {
return m_global.Position; return m_global.Position;
} }
CONST glm::vec3 &GetScale() CONST CONST glm::vec2 &GetScale() CONST
{ {
return m_global.Scale; return m_global.Scale;
} }
CONST glm::vec3 &GetRotation() CONST CONST FLOAT32 &GetRotation() CONST
{ {
return m_global.Rotation; return m_global.Rotation;
} }
CONST glm::vec3 &GetLocalPosition() CONST INT16 GetLocalSortIndex() CONST
{
return m_local.SortIndex;
}
CONST glm::vec2 &GetLocalPosition() CONST
{ {
return m_local.Position; return m_local.Position;
} }
CONST glm::vec3 &GetLocalScale() CONST CONST glm::vec2 &GetLocalScale() CONST
{ {
return m_local.Scale; return m_local.Scale;
} }
CONST glm::vec3 &GetLocalRotation() CONST CONST FLOAT32 &GetLocalRotation() CONST
{ {
return m_local.Rotation; return m_local.Rotation;
} }
@ -78,23 +93,30 @@ namespace ia::iae
Vector<RefPtr<_node_type>> m_children{}; Vector<RefPtr<_node_type>> m_children{};
protected: protected:
VOID RecalculateSortIndex()
{
m_global.SortIndex = (m_parent ? m_parent->GetSortIndex() : 0) + m_local.SortIndex;
for (auto &c : m_children)
c->RecalculateSortIndex();
}
VOID RecalculatePosition() VOID RecalculatePosition()
{ {
m_global.Position = (m_parent ? m_parent->GetPosition() : glm::vec3{}) + m_local.Position; m_global.Position = (m_parent ? m_parent->GetPosition() : glm::vec2{}) + m_local.Position;
for (auto &c : m_children) for (auto &c : m_children)
c->RecalculatePosition(); c->RecalculatePosition();
} }
VOID RecalculateRotation() VOID RecalculateRotation()
{ {
m_global.Rotation = (m_parent ? m_parent->GetRotation() : glm::vec3{}) + m_local.Rotation; m_global.Rotation = (m_parent ? m_parent->GetRotation() : 0) + m_local.Rotation;
for (auto &c : m_children) for (auto &c : m_children)
c->RecalculateRotation(); c->RecalculateRotation();
} }
VOID RecalculateScale() VOID RecalculateScale()
{ {
m_global.Scale = (m_parent ? m_parent->GetScale() : glm::vec3{}) + m_local.Scale; m_global.Scale = (m_parent ? m_parent->GetScale() : glm::vec2{}) + m_local.Scale;
for (auto &c : m_children) for (auto &c : m_children)
c->RecalculateScale(); c->RecalculateScale();
} }
@ -102,9 +124,10 @@ namespace ia::iae
private: private:
struct struct
{ {
glm::vec3 Position{0.0f, 0.0f, 0.0f}; INT16 SortIndex{};
glm::vec3 Rotation{0.0f, 0.0f, 0.0f}; FLOAT32 Rotation{0.0f};
glm::vec3 Scale{1.0f, 1.0f, 1.0f}; glm::vec2 Position{0.0f, 0.0f};
glm::vec2 Scale{1.0f, 1.0f};
} m_local{}, m_global{}; } m_local{}, m_global{};
}; };
} // namespace ia::iae } // namespace ia::iae

View File

@ -16,7 +16,7 @@
#pragma once #pragma once
#include <IAEngine/Base.hpp> #include <IAEngine/Rendering/Types.hpp>
namespace ia::iae namespace ia::iae
{ {
@ -44,16 +44,22 @@ namespace ia::iae
STATIC VOID BeginFrame(); STATIC VOID BeginFrame();
STATIC VOID EndFrame(); STATIC VOID EndFrame();
STATIC VOID BindTexture(IN Handle handle, IN CONST glm::vec4& colorOverlay); STATIC VOID SetState_FlippedH(IN BOOL value);
STATIC VOID SetState_FlippedV(IN BOOL value);
STATIC VOID SetState_CameraRelative(IN BOOL value);
STATIC VOID SetState_TextureOffset(IN FLOAT32 u, IN FLOAT32 v);
STATIC VOID Draw(IN FLOAT32 sortOffset, IN CONST glm::vec3 &position, IN CONST glm::vec3 &scale, IN FLOAT32 rotation, IN Handle vertexBufferHandle, IN INT32 vertexCount); public:
STATIC VOID Draw(IN FLOAT32 sortOffset, IN CONST glm::vec3 &position, IN CONST glm::vec3 &scale, IN FLOAT32 rotation, IN Handle vertexBufferHandle, IN Handle indexBufferHandle, IN INT32 indexCount); STATIC Handle GetMesh_Quad();
STATIC Camera2D* GetCamera(); STATIC Handle CreateMesh(IN CONST Vector<MeshVertex> &vertices, IN CONST Vector<INT32> &indices);
STATIC VOID SetFlipH(IN BOOL value); STATIC VOID Draw(IN Handle meshHandle, IN Handle textureHandle, IN CONST glm::vec2 &position,
STATIC VOID SetFlipV(IN BOOL value); IN CONST glm::vec2 &scale, IN FLOAT32 rotation = 0, IN UINT8 layerIndex = 0,
STATIC VOID SetParallaxFactor(IN FLOAT32 value); IN INT16 sortIndex = 0, IN CONST glm::vec4 &colorOverlay = {1.0f, 1.0f, 1.0f, 1.0f});
public:
STATIC Camera2D *GetCamera();
public: public:
STATIC INT32 Width() STATIC INT32 Width()

View File

@ -20,11 +20,9 @@
namespace ia::iae namespace ia::iae
{ {
struct Vertex_Mesh struct MeshVertex
{ {
glm::vec3 Position{}; glm::vec3 Position{};
glm::vec2 UV{}; glm::vec2 UV{};
}; };
} }

View File

@ -27,10 +27,6 @@ namespace ia::iae
Texture(); Texture();
~Texture(); ~Texture();
public:
VOID Draw(IN FLOAT32 sortOffset, IN CONST glm::vec3 &position, IN CONST glm::vec3 &scale, IN FLOAT32 rotation,
IN BOOL flipH, IN BOOL flipV, IN CONST glm::vec4 &colorOverlay) CONST;
public: public:
Handle GetHandle() CONST Handle GetHandle() CONST
{ {
@ -39,16 +35,21 @@ namespace ia::iae
INT32 GetWidth() CONST INT32 GetWidth() CONST
{ {
return (INT32) m_size.x; return (INT32) m_extent.x;
} }
INT32 GetHeight() CONST INT32 GetHeight() CONST
{ {
return (INT32) m_size.y; return (INT32) m_extent.y;
}
CONST glm::vec2 &GetExtent() CONST
{
return m_extent;
} }
private: private:
Handle m_handle{INVALID_HANDLE}; Handle m_handle{INVALID_HANDLE};
glm::vec3 m_size{}; glm::vec2 m_extent{};
}; };
} // namespace ia::iae } // namespace ia::iae

View File

@ -20,12 +20,16 @@
namespace ia::iae namespace ia::iae
{ {
class QuadMesh class UI
{ {
public: public:
STATIC VOID Initialize(); STATIC VOID Initialize(IN INT32 width, IN INT32 height);
STATIC VOID Terminate(); STATIC VOID Terminate();
STATIC VOID Draw(IN FLOAT32 sortOffset, IN CONST glm::vec3 &position, IN CONST glm::vec3 &scale, IN FLOAT32 rotation); STATIC VOID Draw();
STATIC VOID Update();
STATIC VOID OnEvent(IN PVOID event);
STATIC VOID OnResize(IN INT32 width, IN INT32 height);
}; };
} // namespace ia::iae }