Engine & Game Library Interface Update
This commit is contained in:
22
.vscode/settings.json
vendored
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22
.vscode/settings.json
vendored
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@ -0,0 +1,22 @@
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{
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"files.associations": {
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"*.rml": "html",
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"format": "cpp",
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"random": "cpp",
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"chrono": "cpp",
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||||||
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"functional": "cpp",
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"optional": "cpp",
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"regex": "cpp",
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||||||
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"system_error": "cpp",
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||||||
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"type_traits": "cpp",
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||||||
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"xlocmon": "cpp",
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||||||
|
"xlocnum": "cpp",
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||||||
|
"xtr1common": "cpp",
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|
"xutility": "cpp",
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"filesystem": "cpp",
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"xlocale": "cpp",
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"xlocinfo": "cpp",
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"xstring": "cpp",
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"any": "cpp"
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}
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}
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@ -1,5 +1,20 @@
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set(SRC_FILES
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set(SRC_FILES
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"Src/Imp/CPP/Time.cpp"
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"Src/Imp/CPP/Random.cpp"
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"Src/Imp/CPP/Engine.cpp"
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"Src/Imp/CPP/Engine.cpp"
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"Src/Imp/CPP/InternalEngine.cpp"
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"Src/Imp/CPP/InputManager.cpp"
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"Src/Imp/CPP/ResourceManager.cpp"
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"Src/Imp/CPP/EventManager.cpp"
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"Src/Imp/CPP/WorldManager.cpp"
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"Src/Imp/CPP/AudioManager.cpp"
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"Src/Imp/CPP/Renderer/DebugDraw.cpp"
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"Src/Imp/CPP/Renderer/Pipeline.cpp"
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"Src/Imp/CPP/Renderer/Renderer.cpp"
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"Src/Imp/CPP/Renderer/UIRenderer.cpp"
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"Src/Imp/CPP/Renderer/GPUResourceManager.cpp"
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)
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)
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add_library(IAEngine SHARED ${SRC_FILES})
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add_library(IAEngine SHARED ${SRC_FILES})
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29
Engine/Src/Imp/CPP/AudioManager.cpp
Normal file
29
Engine/Src/Imp/CPP/AudioManager.cpp
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@ -0,0 +1,29 @@
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// IAEngine: 2D Game Engine by IA
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|
// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
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|
//
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||||||
|
// This program is free software: you can redistribute it and/or modify
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||||||
|
// it under the terms of the GNU General Public License as published by
|
||||||
|
// the Free Software Foundation, either version 3 of the License, or
|
||||||
|
// (at your option) any later version.
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||||||
|
//
|
||||||
|
// 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/>.
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|
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|
#include <AudioManager.hpp>
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#include <IAEngine/Engine.hpp>
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namespace ia::iae
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{
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VOID AudioManager::Initialize()
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{
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}
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|
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VOID AudioManager::Terminate()
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{
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}
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}
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@ -14,114 +14,53 @@
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// You should have received a copy of the GNU General Public License
|
// You should have received a copy of the GNU General Public License
|
||||||
// along with this program. If not, see <https://www.gnu.org/licenses/>.
|
// along with this program. If not, see <https://www.gnu.org/licenses/>.
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|
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#include <Engine.hpp>
|
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#include <IAEngine/Engine.hpp>
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#include <IAEngine/Engine.hpp>
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#include <Renderer/Renderer.hpp>
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#include <SDL3/SDL.h>
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#include <IAEngine/EngineLibraryInterface.hpp>
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#include <IAEngine/EngineInterface.hpp>
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EXTERN GameFunctionTable g_gameFunctions;
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|
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GameFunctionTable g_gameFunctions{};
|
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|
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namespace ia::iae
|
namespace ia::iae
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{
|
{
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String GetStringVersion(IN UINT64 version)
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BOOL Engine::IsDebugMode()
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{
|
{
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return "";
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return true;
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}
|
}
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|
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VOID __Internal_Engine::Initialize()
|
VOID Engine::ResizeDisplay(IN INT32 newWidth, IN INT32 newHeight)
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{
|
{
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IAE_LOG_INFO("Booting IAEngine for ", g_gameFunctions.GetName());
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Renderer::OnScreenResize(newWidth, newHeight);
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g_gameFunctions.OnResize(newWidth, newHeight);
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SDL_SetAppMetadata(g_gameFunctions.GetName(), GetStringVersion(g_gameFunctions.GetVersion()).c_str(),
|
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g_gameFunctions.GetPackageName());
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g_gameFunctions.OnInitialize();
|
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}
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}
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|
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VOID __Internal_Engine::Terminate()
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FLOAT32 Engine::GetRandomFloat()
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{
|
{
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g_gameFunctions.OnTerminate();
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return 0.0f;
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|
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IAE_LOG_INFO("Shutting down IAEngine");
|
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}
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}
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|
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VOID __Internal_Engine::Iterate()
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INT32 Engine::GetRandomInRange(IN INT32 min, IN INT32 max)
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{
|
{
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return 0;
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}
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}
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|
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VOID __Internal_Engine::ProcessEvent(IN SDL_Event *event)
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INT64 Engine::GetTickCount()
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{
|
{
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switch (event->type)
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return 0;
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{
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}
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case SDL_EVENT_WINDOW_RESIZED:
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break;
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INT64 Engine::GetUnixSecond()
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|
{
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return 0;
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|
}
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|
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}
|
INT64 Engine::GetUnixMillisecond()
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|
{
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return 0;
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|
}
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|
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|
FLOAT32 Engine::GetFrameDeltaTime()
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|
{
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|
return 0.0f;
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}
|
}
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} // namespace ia::iae
|
} // namespace ia::iae
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|
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namespace ia::iae
|
|
||||||
{
|
|
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|
|
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}
|
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|
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BOOL ValidateGameFunctionTable(IN GameFunctionTable gameFunctionTable)
|
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{
|
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if (!gameFunctionTable.OnInitialize)
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return false;
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if (!gameFunctionTable.OnTerminate)
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return false;
|
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if (!gameFunctionTable.OnDebugDraw)
|
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return false;
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if (!gameFunctionTable.OnFixedUpdate)
|
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return false;
|
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if (!gameFunctionTable.OnUpdate)
|
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return false;
|
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if (!gameFunctionTable.OnResize)
|
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return false;
|
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if (!gameFunctionTable.GetName)
|
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return false;
|
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if (!gameFunctionTable.GetVersion)
|
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return false;
|
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if (!gameFunctionTable.GetPackageName)
|
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return false;
|
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if (!gameFunctionTable.GetDeveloperName)
|
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return false;
|
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if (!gameFunctionTable.GetPublisherName)
|
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return false;
|
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return true;
|
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}
|
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|
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C_DECL(IAE_DLL_API ia::BOOL IAEngine_OnInitialize(IN GameFunctionTable gameFunctionTable))
|
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{
|
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if (!ValidateGameFunctionTable(gameFunctionTable))
|
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{
|
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IAE_LOG_ERROR("Invalid game function table was passed to the engine. Exiting..");
|
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return false;
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}
|
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g_gameFunctions = gameFunctionTable;
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__Internal_Engine::Initialize();
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|
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return true;
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}
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C_DECL(IAE_DLL_API ia::VOID IAEngine_OnTerminate())
|
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{
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__Internal_Engine::Terminate();
|
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}
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|
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C_DECL(IAE_DLL_API ia::BOOL IAEngine_OnIterate())
|
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{
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__Internal_Engine::Iterate();
|
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return true;
|
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}
|
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|
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C_DECL(IAE_DLL_API ia::VOID IAEngine_OnEvent(IN PVOID event))
|
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{
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__Internal_Engine::ProcessEvent((SDL_Event *) event);
|
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}
|
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66
Engine/Src/Imp/CPP/EventManager.cpp
Normal file
66
Engine/Src/Imp/CPP/EventManager.cpp
Normal file
@ -0,0 +1,66 @@
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|||||||
|
// 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 <EventManager.hpp>
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|
#include <IAEngine/Engine.hpp>
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|
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|
namespace ia::iae
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|
{
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|
VOID EventManager::Initialize()
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|
{
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|
}
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|
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VOID EventManager::Terminate()
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|
{
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|
}
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|
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|
VOID EventManager::OnSDLEvent(IN SDL_Event *event)
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|
{
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|
}
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|
} // namespace ia::iae
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|
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|
namespace ia::iae
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|
{
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|
Handle Engine::CreateEvent(IN CONST String &name)
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|
{
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|
return INVALID_HANDLE;
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|
}
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|
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|
VOID Engine::DestroyEvent(IN Handle event)
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|
{
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|
}
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|
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|
Handle Engine::GetEventByName(IN CONST String &name)
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||||||
|
{
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|
return INVALID_HANDLE;
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||||||
|
}
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|
|
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|
VOID Engine::AddEventListener(IN Handle event, IN std::function<VOID()> callback)
|
||||||
|
{
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||||||
|
}
|
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|
|
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|
VOID Engine::AddEventListener(IN CONST String &eventName, IN std::function<VOID()> callback)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Engine::BroadcastEvent(IN Handle event)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Engine::BroadcastEvent(IN CONST String &eventName)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
} // namespace ia::iae
|
||||||
108
Engine/Src/Imp/CPP/InputManager.cpp
Normal file
108
Engine/Src/Imp/CPP/InputManager.cpp
Normal file
@ -0,0 +1,108 @@
|
|||||||
|
// 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 <InputManager.hpp>
|
||||||
|
#include <IAEngine/Engine.hpp>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
VOID InputManager::Initialize()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID InputManager::Terminate()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID InputManager::OnSDLEvent(IN SDL_Event *event)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
Vec2 Engine::GetInputAxis()
|
||||||
|
{
|
||||||
|
return {};
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Engine::SwitchInputModeToText()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Engine::SwitchInputModeToAction()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
Vec2 Engine::GetInputPointerPosition()
|
||||||
|
{
|
||||||
|
return {};
|
||||||
|
}
|
||||||
|
|
||||||
|
BOOL Engine::IsInputKeyDown(IN InputKey key)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
BOOL Engine::WasInputKeyPressed(IN InputKey key)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
BOOL Engine::WasInputKeyReleased(IN InputKey key)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
BOOL Engine::IsInputActionDown(IN Handle action)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
BOOL Engine::WasInputActionPressed(IN Handle action)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
BOOL Engine::WasInputActionReleased(IN Handle action)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
BOOL Engine::IsInputActionDown(IN PCCHAR action)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
BOOL Engine::WasInputActionPressed(IN PCCHAR action)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
BOOL Engine::WasInputActionReleased(IN PCCHAR action)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
Handle Engine::BindInputAction(IN CONST String &name, IN InputKey key)
|
||||||
|
{
|
||||||
|
return INVALID_HANDLE;
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Engine::BindInputAxis(IN InputKey upKey, IN InputKey downKey, IN InputKey leftKey, IN InputKey rightKey)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
} // namespace ia::iae
|
||||||
159
Engine/Src/Imp/CPP/InternalEngine.cpp
Normal file
159
Engine/Src/Imp/CPP/InternalEngine.cpp
Normal file
@ -0,0 +1,159 @@
|
|||||||
|
// 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 <AudioManager.hpp>
|
||||||
|
#include <EventManager.hpp>
|
||||||
|
#include <InputManager.hpp>
|
||||||
|
#include <InternalEngine.hpp>
|
||||||
|
#include <Random.hpp>
|
||||||
|
#include <Renderer/Renderer.hpp>
|
||||||
|
#include <ResourceManager.hpp>
|
||||||
|
#include <Time.hpp>
|
||||||
|
#include <WorldManager.hpp>
|
||||||
|
|
||||||
|
#include <IAEngine/Engine.hpp>
|
||||||
|
#include <IAEngine/EngineLibraryInterface.hpp>
|
||||||
|
|
||||||
|
#include <backends/imgui_impl_sdl3.h>
|
||||||
|
#include <backends/imgui_impl_sdlgpu3.h>
|
||||||
|
|
||||||
|
GameFunctionTable g_gameFunctions{};
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
SDL_Window *g_windowHandle;
|
||||||
|
|
||||||
|
VOID __Internal_Engine::Initialize()
|
||||||
|
{
|
||||||
|
IAE_LOG_INFO("Booting IAEngine for ", g_gameFunctions.GetName());
|
||||||
|
|
||||||
|
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_GAMEPAD))
|
||||||
|
THROW_UNKNOWN("Failed to intialize SDL: ", SDL_GetError());
|
||||||
|
|
||||||
|
if (!(g_windowHandle = SDL_CreateWindow(g_gameFunctions.GetName(), 800, 600, SDL_WINDOW_RESIZABLE)))
|
||||||
|
THROW_UNKNOWN("Failed to create the SDL window: ", SDL_GetError());
|
||||||
|
|
||||||
|
SDL_SetWindowResizable(g_windowHandle, false);
|
||||||
|
|
||||||
|
const auto gameVersion = g_gameFunctions.GetVersion();
|
||||||
|
SDL_SetAppMetadata(g_gameFunctions.GetName(), BuildString(gameVersion).c_str(),
|
||||||
|
g_gameFunctions.GetPackageName());
|
||||||
|
|
||||||
|
Time::Initialize();
|
||||||
|
Random::Initialize();
|
||||||
|
Renderer::Initialize();
|
||||||
|
AudioManager::Initialize();
|
||||||
|
EventManager::Initialize();
|
||||||
|
InputManager::Initialize();
|
||||||
|
ResourceManager::Initialize();
|
||||||
|
WorldManager::Initialize();
|
||||||
|
|
||||||
|
g_gameFunctions.OnInitialize();
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID __Internal_Engine::Terminate()
|
||||||
|
{
|
||||||
|
g_gameFunctions.OnTerminate();
|
||||||
|
|
||||||
|
WorldManager::Terminate();
|
||||||
|
ResourceManager::Terminate();
|
||||||
|
InputManager::Terminate();
|
||||||
|
EventManager::Terminate();
|
||||||
|
AudioManager::Terminate();
|
||||||
|
Renderer::Terminate();
|
||||||
|
Random::Terminate();
|
||||||
|
Time::Terminate();
|
||||||
|
|
||||||
|
SDL_DestroyWindow(g_windowHandle);
|
||||||
|
|
||||||
|
IAE_LOG_INFO("Shutting down IAEngine");
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID __Internal_Engine::Iterate()
|
||||||
|
{
|
||||||
|
WorldManager::Update();
|
||||||
|
|
||||||
|
Renderer::BeginFrame();
|
||||||
|
WorldManager::Draw();
|
||||||
|
Renderer::EndFrame();
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID __Internal_Engine::ProcessEvent(IN SDL_Event *event)
|
||||||
|
{
|
||||||
|
switch (event->type)
|
||||||
|
{
|
||||||
|
case SDL_EVENT_WINDOW_RESIZED:
|
||||||
|
Engine::ResizeDisplay(event->window.data1, event->window.data2);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
InputManager::OnSDLEvent(event);
|
||||||
|
EventManager::OnSDLEvent(event);
|
||||||
|
ImGui_ImplSDL3_ProcessEvent(event);
|
||||||
|
}
|
||||||
|
} // namespace ia::iae
|
||||||
|
|
||||||
|
BOOL ValidateGameFunctionTable(IN GameFunctionTable gameFunctionTable)
|
||||||
|
{
|
||||||
|
if (!gameFunctionTable.OnInitialize)
|
||||||
|
return false;
|
||||||
|
if (!gameFunctionTable.OnTerminate)
|
||||||
|
return false;
|
||||||
|
if (!gameFunctionTable.OnDebugDraw)
|
||||||
|
return false;
|
||||||
|
if (!gameFunctionTable.OnFixedUpdate)
|
||||||
|
return false;
|
||||||
|
if (!gameFunctionTable.OnUpdate)
|
||||||
|
return false;
|
||||||
|
if (!gameFunctionTable.OnResize)
|
||||||
|
return false;
|
||||||
|
if (!gameFunctionTable.GetName)
|
||||||
|
return false;
|
||||||
|
if (!gameFunctionTable.GetVersion)
|
||||||
|
return false;
|
||||||
|
if (!gameFunctionTable.GetPackageName)
|
||||||
|
return false;
|
||||||
|
if (!gameFunctionTable.GetDeveloperName)
|
||||||
|
return false;
|
||||||
|
if (!gameFunctionTable.GetPublisherName)
|
||||||
|
return false;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
C_DECL(IAE_DLL_API INT32 IAEngine_Run(IN GameFunctionTable gameFunctionTable))
|
||||||
|
{
|
||||||
|
if (!ValidateGameFunctionTable(gameFunctionTable))
|
||||||
|
{
|
||||||
|
IAE_LOG_ERROR("Invalid game function table was passed to the engine. Exiting..");
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
g_gameFunctions = gameFunctionTable;
|
||||||
|
|
||||||
|
__Internal_Engine::Initialize();
|
||||||
|
|
||||||
|
SDL_Event event{};
|
||||||
|
while(true)
|
||||||
|
{
|
||||||
|
SDL_PollEvent(&event);
|
||||||
|
if (event.type == SDL_EVENT_QUIT)
|
||||||
|
break;
|
||||||
|
__Internal_Engine::ProcessEvent(&event);
|
||||||
|
__Internal_Engine::Iterate();
|
||||||
|
}
|
||||||
|
|
||||||
|
__Internal_Engine::Terminate();
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
@ -0,0 +1,29 @@
|
|||||||
|
// 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 <Random.hpp>
|
||||||
|
#include <IAEngine/Engine.hpp>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
VOID Random::Initialize()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Random::Terminate()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
}
|
||||||
110
Engine/Src/Imp/CPP/Renderer/DebugDraw.cpp
Normal file
110
Engine/Src/Imp/CPP/Renderer/DebugDraw.cpp
Normal file
@ -0,0 +1,110 @@
|
|||||||
|
// 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 <IAEngine/Engine.hpp>
|
||||||
|
#include <Renderer/Renderer.hpp>
|
||||||
|
#include <Renderer/DebugDraw.hpp>
|
||||||
|
|
||||||
|
#include <WorldManager.hpp>
|
||||||
|
|
||||||
|
#include <backends/imgui_impl_sdl3.h>
|
||||||
|
#include <backends/imgui_impl_sdlgpu3.h>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
EXTERN SDL_Window *g_windowHandle;
|
||||||
|
|
||||||
|
ImGuiIO g_imGUIIO{};
|
||||||
|
|
||||||
|
VOID DebugDraw::Initialize()
|
||||||
|
{
|
||||||
|
const auto mainScale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
|
||||||
|
|
||||||
|
IMGUI_CHECKVERSION();
|
||||||
|
ImGui::CreateContext();
|
||||||
|
g_imGUIIO = ImGui::GetIO();
|
||||||
|
g_imGUIIO.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
|
||||||
|
g_imGUIIO.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
|
||||||
|
|
||||||
|
ImGui::StyleColorsClassic();
|
||||||
|
|
||||||
|
ImGuiStyle &style = ImGui::GetStyle();
|
||||||
|
style.ScaleAllSizes(mainScale);
|
||||||
|
style.FontScaleDpi = mainScale;
|
||||||
|
|
||||||
|
ImGui_ImplSDLGPU3_InitInfo initInfo{.Device = Renderer::GetDevice(),
|
||||||
|
.ColorTargetFormat =
|
||||||
|
Renderer::GetRenderTargetFormat(),
|
||||||
|
.PresentMode = SDL_GPU_PRESENTMODE_VSYNC};
|
||||||
|
ImGui_ImplSDL3_InitForSDLGPU(g_windowHandle);
|
||||||
|
ImGui_ImplSDLGPU3_Init(&initInfo);
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID DebugDraw::Terminate()
|
||||||
|
{
|
||||||
|
ImGui_ImplSDL3_Shutdown();
|
||||||
|
ImGui_ImplSDLGPU3_Shutdown();
|
||||||
|
ImGui::DestroyContext();
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID DebugDraw::Render()
|
||||||
|
{
|
||||||
|
ImGui_ImplSDLGPU3_NewFrame();
|
||||||
|
ImGui_ImplSDL3_NewFrame();
|
||||||
|
ImGui::NewFrame();
|
||||||
|
|
||||||
|
WorldManager::DebugDraw();
|
||||||
|
|
||||||
|
ImGui::Render();
|
||||||
|
}
|
||||||
|
} // namespace ia::iae
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
struct State
|
||||||
|
{
|
||||||
|
ImU32 ActiveColor{0xFFFFFFFF};
|
||||||
|
FLOAT32 ActiveStrokeWidth{1.0f};
|
||||||
|
} g_debugDrawState{};
|
||||||
|
|
||||||
|
VOID Engine::DebugDraw_SetColor(IN Color color)
|
||||||
|
{
|
||||||
|
g_debugDrawState.ActiveColor = IM_COL32(color.R, color.G, color.B, color.A);
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Engine::DebugDraw_StrokeWidth(IN FLOAT32 width)
|
||||||
|
{
|
||||||
|
g_debugDrawState.ActiveStrokeWidth = width;
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Engine::DebugDraw_Line(IN Vec2 from, IN Vec2 to)
|
||||||
|
{
|
||||||
|
const auto drawList = ImGui::GetForegroundDrawList();
|
||||||
|
drawList->AddLine(ImVec2(from.x, from.y), ImVec2(to.x, to.y), g_debugDrawState.ActiveColor, g_debugDrawState.ActiveStrokeWidth);
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Engine::DebugDraw_FillRect(IN Vec2 position, IN Vec2 size)
|
||||||
|
{
|
||||||
|
const auto drawList = ImGui::GetForegroundDrawList();
|
||||||
|
drawList->AddRectFilled(ImVec2(position.x, position.y), ImVec2(position.x + size.x, position.y + size.y), g_debugDrawState.ActiveColor);
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Engine::DebugDraw_StrokeRect(IN Vec2 position, IN Vec2 size)
|
||||||
|
{
|
||||||
|
const auto drawList = ImGui::GetForegroundDrawList();
|
||||||
|
drawList->AddRect(ImVec2(position.x, position.y), ImVec2(position.x + size.x, position.y + size.y), g_debugDrawState.ActiveColor, g_debugDrawState.ActiveStrokeWidth);
|
||||||
|
}
|
||||||
|
} // namespace ia::iae
|
||||||
148
Engine/Src/Imp/CPP/Renderer/GPUResourceManager.cpp
Normal file
148
Engine/Src/Imp/CPP/Renderer/GPUResourceManager.cpp
Normal file
@ -0,0 +1,148 @@
|
|||||||
|
// 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 <IAEngine/Engine.hpp>
|
||||||
|
#include <Renderer/GPUResourceManager.hpp>
|
||||||
|
#include <Renderer/Renderer.hpp>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
SDL_GPUSampler *g_linearClampSampler{};
|
||||||
|
SDL_GPUSampler *g_linearRepeatSampler{};
|
||||||
|
|
||||||
|
VOID GPUResourceManager::Initialize()
|
||||||
|
{
|
||||||
|
{ // Create Samplers
|
||||||
|
SDL_GPUSamplerCreateInfo createInfo{.min_filter = SDL_GPU_FILTER_LINEAR,
|
||||||
|
.mag_filter = SDL_GPU_FILTER_LINEAR,
|
||||||
|
.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR,
|
||||||
|
.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_REPEAT,
|
||||||
|
.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_REPEAT,
|
||||||
|
.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_REPEAT,
|
||||||
|
.enable_anisotropy = false};
|
||||||
|
|
||||||
|
g_linearClampSampler = SDL_CreateGPUSampler(Renderer::GetDevice(), &createInfo);
|
||||||
|
|
||||||
|
createInfo.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_REPEAT,
|
||||||
|
createInfo.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_REPEAT,
|
||||||
|
createInfo.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_REPEAT,
|
||||||
|
|
||||||
|
g_linearRepeatSampler = SDL_CreateGPUSampler(Renderer::GetDevice(), &createInfo);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID GPUResourceManager::Terminate()
|
||||||
|
{
|
||||||
|
SDL_ReleaseGPUSampler(Renderer::GetDevice(), g_linearClampSampler);
|
||||||
|
SDL_ReleaseGPUSampler(Renderer::GetDevice(), g_linearRepeatSampler);
|
||||||
|
}
|
||||||
|
|
||||||
|
SDL_GPUSampler *GPUResourceManager::GetSampler_LinearClamp()
|
||||||
|
{
|
||||||
|
return g_linearClampSampler;
|
||||||
|
}
|
||||||
|
|
||||||
|
SDL_GPUSampler *GPUResourceManager::GetSampler_LinearRepeat()
|
||||||
|
{
|
||||||
|
return g_linearRepeatSampler;
|
||||||
|
}
|
||||||
|
|
||||||
|
SDL_GPUTexture *GPUResourceManager::CreateTexture(IN SDL_GPUTextureUsageFlags usage, IN INT32 width,
|
||||||
|
IN INT32 height, IN PCUINT8 rgbaData,
|
||||||
|
IN SDL_GPUTextureFormat format)
|
||||||
|
{
|
||||||
|
SDL_GPUTextureCreateInfo createInfo{.type = SDL_GPU_TEXTURETYPE_2D,
|
||||||
|
.format = format,
|
||||||
|
.usage = usage,
|
||||||
|
.width = (UINT32) width,
|
||||||
|
.height = (UINT32) height,
|
||||||
|
.layer_count_or_depth = 1,
|
||||||
|
.num_levels = 1,
|
||||||
|
.sample_count = SDL_GPU_SAMPLECOUNT_1};
|
||||||
|
const auto result = SDL_CreateGPUTexture(Renderer::GetDevice(), &createInfo);
|
||||||
|
if (!result)
|
||||||
|
{
|
||||||
|
THROW_UNKNOWN("Failed to create a SDL GPU Texture: ", SDL_GetError());
|
||||||
|
return nullptr;
|
||||||
|
}
|
||||||
|
if (rgbaData)
|
||||||
|
{
|
||||||
|
SDL_GPUTransferBufferCreateInfo stagingBufferCreateInfo{.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
|
||||||
|
.size = (UINT32) width * (UINT32) height * 4};
|
||||||
|
const auto stagingBuffer = SDL_CreateGPUTransferBuffer(Renderer::GetDevice(), &stagingBufferCreateInfo);
|
||||||
|
const auto mappedPtr = SDL_MapGPUTransferBuffer(Renderer::GetDevice(), stagingBuffer, false);
|
||||||
|
SDL_memcpy(mappedPtr, rgbaData, width * height * 4);
|
||||||
|
SDL_UnmapGPUTransferBuffer(Renderer::GetDevice(), stagingBuffer);
|
||||||
|
|
||||||
|
const auto cmdBuffer = SDL_AcquireGPUCommandBuffer(Renderer::GetDevice());
|
||||||
|
const auto copyPass = SDL_BeginGPUCopyPass(cmdBuffer);
|
||||||
|
|
||||||
|
SDL_GPUTextureTransferInfo transferInfo{.transfer_buffer = stagingBuffer, .offset = 0};
|
||||||
|
SDL_GPUTextureRegion region{.texture = result, .w = (UINT32) width, .h = (UINT32) height, .d = 1};
|
||||||
|
SDL_UploadToGPUTexture(copyPass, &transferInfo, ®ion, false);
|
||||||
|
|
||||||
|
SDL_EndGPUCopyPass(copyPass);
|
||||||
|
SDL_SubmitGPUCommandBuffer(cmdBuffer);
|
||||||
|
SDL_WaitForGPUIdle(Renderer::GetDevice());
|
||||||
|
SDL_ReleaseGPUTransferBuffer(Renderer::GetDevice(), stagingBuffer);
|
||||||
|
}
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
SDL_GPUBuffer *GPUResourceManager::CreateDeviceLocalBuffer(IN SDL_GPUBufferUsageFlags usage, IN PCVOID data,
|
||||||
|
IN UINT32 dataSize)
|
||||||
|
{
|
||||||
|
SDL_GPUBufferCreateInfo createInfo{.usage = usage, .size = dataSize};
|
||||||
|
const auto result = SDL_CreateGPUBuffer(Renderer::GetDevice(), &createInfo);
|
||||||
|
if (!result)
|
||||||
|
{
|
||||||
|
THROW_UNKNOWN("Failed to create a SDL GPU Buffer: ", SDL_GetError());
|
||||||
|
return nullptr;
|
||||||
|
}
|
||||||
|
if(dataSize && dataSize)
|
||||||
|
{
|
||||||
|
SDL_GPUTransferBufferCreateInfo stagingBufferCreateInfo{.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
|
||||||
|
.size = dataSize};
|
||||||
|
const auto stagingBuffer = SDL_CreateGPUTransferBuffer(Renderer::GetDevice(), &stagingBufferCreateInfo);
|
||||||
|
const auto mappedPtr = SDL_MapGPUTransferBuffer(Renderer::GetDevice(), stagingBuffer, false);
|
||||||
|
SDL_memcpy(mappedPtr, data, dataSize);
|
||||||
|
SDL_UnmapGPUTransferBuffer(Renderer::GetDevice(), stagingBuffer);
|
||||||
|
|
||||||
|
const auto cmdBuffer = SDL_AcquireGPUCommandBuffer(Renderer::GetDevice());
|
||||||
|
const auto copyPass = SDL_BeginGPUCopyPass(cmdBuffer);
|
||||||
|
|
||||||
|
SDL_GPUTransferBufferLocation src{.transfer_buffer = stagingBuffer, .offset = 0};
|
||||||
|
SDL_GPUBufferRegion dst{.buffer = result, .offset = 0, .size = dataSize};
|
||||||
|
SDL_UploadToGPUBuffer(copyPass, &src, &dst, false);
|
||||||
|
|
||||||
|
SDL_EndGPUCopyPass(copyPass);
|
||||||
|
SDL_SubmitGPUCommandBuffer(cmdBuffer);
|
||||||
|
SDL_WaitForGPUIdle(Renderer::GetDevice());
|
||||||
|
SDL_ReleaseGPUTransferBuffer(Renderer::GetDevice(), stagingBuffer);
|
||||||
|
}
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID GPUResourceManager::DestroyTexture(IN SDL_GPUTexture *handle)
|
||||||
|
{
|
||||||
|
SDL_ReleaseGPUTexture(Renderer::GetDevice(), handle);
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID GPUResourceManager::DestroyBuffer(IN SDL_GPUBuffer *handle)
|
||||||
|
{
|
||||||
|
SDL_ReleaseGPUBuffer(Renderer::GetDevice(), handle);
|
||||||
|
}
|
||||||
|
} // namespace ia::iae
|
||||||
108
Engine/Src/Imp/CPP/Renderer/Pipeline.cpp
Normal file
108
Engine/Src/Imp/CPP/Renderer/Pipeline.cpp
Normal file
@ -0,0 +1,108 @@
|
|||||||
|
// 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 <IAEngine/Engine.hpp>
|
||||||
|
#include <Renderer/Pipeline.hpp>
|
||||||
|
#include <Renderer/Renderer.hpp>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
Pipeline::Pipeline(IN CONST StageDesc &vertexStageDesc, IN CONST StageDesc &pixelStageDesc,
|
||||||
|
IN BOOL enableVertexBuffer, IN BOOL enableDepthTest)
|
||||||
|
{
|
||||||
|
SDL_GPUShader *vertexShader{};
|
||||||
|
SDL_GPUShader *pixelShader{};
|
||||||
|
|
||||||
|
SDL_GPUShaderCreateInfo shaderCreateInfo = {
|
||||||
|
.entrypoint = "main",
|
||||||
|
.format = SDL_GPU_SHADERFORMAT_SPIRV,
|
||||||
|
.num_storage_textures = 0,
|
||||||
|
.num_storage_buffers = 0,
|
||||||
|
};
|
||||||
|
|
||||||
|
shaderCreateInfo.stage = SDL_GPU_SHADERSTAGE_VERTEX;
|
||||||
|
shaderCreateInfo.code = vertexStageDesc.SourceData;
|
||||||
|
shaderCreateInfo.code_size = vertexStageDesc.SourceLength;
|
||||||
|
shaderCreateInfo.num_samplers = vertexStageDesc.SamplerCount;
|
||||||
|
shaderCreateInfo.num_uniform_buffers = vertexStageDesc.UniformBufferCount;
|
||||||
|
if (!(vertexShader = SDL_CreateGPUShader(Renderer::GetDevice(), &shaderCreateInfo)))
|
||||||
|
THROW_UNKNOWN("Failed to create a SDL shader: ", SDL_GetError());
|
||||||
|
|
||||||
|
shaderCreateInfo.stage = SDL_GPU_SHADERSTAGE_FRAGMENT;
|
||||||
|
shaderCreateInfo.code = pixelStageDesc.SourceData;
|
||||||
|
shaderCreateInfo.code_size = pixelStageDesc.SourceLength;
|
||||||
|
shaderCreateInfo.num_samplers = pixelStageDesc.SamplerCount;
|
||||||
|
shaderCreateInfo.num_uniform_buffers = pixelStageDesc.UniformBufferCount;
|
||||||
|
if (!(pixelShader = SDL_CreateGPUShader(Renderer::GetDevice(), &shaderCreateInfo)))
|
||||||
|
THROW_UNKNOWN("Failed to create a SDL shader: ", SDL_GetError());
|
||||||
|
|
||||||
|
SDL_GPUColorTargetDescription colorTargetDesc = {
|
||||||
|
.format = Renderer::GetRenderTargetFormat(),
|
||||||
|
};
|
||||||
|
|
||||||
|
SDL_GPUVertexBufferDescription vertexBufferDesc = {
|
||||||
|
.slot = 0,
|
||||||
|
.pitch = sizeof(GeometryVertex),
|
||||||
|
.input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX,
|
||||||
|
.instance_step_rate = 0,
|
||||||
|
};
|
||||||
|
|
||||||
|
SDL_GPUVertexAttribute vertexAttributes[] = {
|
||||||
|
{.location = 0, .buffer_slot = 0, .format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2, .offset = 0},
|
||||||
|
{.location = 1,
|
||||||
|
.buffer_slot = 0,
|
||||||
|
.format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2,
|
||||||
|
.offset = sizeof(glm::vec2)},
|
||||||
|
{.location = 2,
|
||||||
|
.buffer_slot = 0,
|
||||||
|
.format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4,
|
||||||
|
.offset = sizeof(glm::vec4)},
|
||||||
|
};
|
||||||
|
|
||||||
|
SDL_GPUGraphicsPipelineCreateInfo createInfo = {
|
||||||
|
.vertex_shader = vertexShader,
|
||||||
|
.fragment_shader = pixelShader,
|
||||||
|
.vertex_input_state = SDL_GPUVertexInputState{.vertex_buffer_descriptions = &vertexBufferDesc,
|
||||||
|
.num_vertex_buffers = enableVertexBuffer ? (UINT32) 1 : 0,
|
||||||
|
.vertex_attributes = vertexAttributes,
|
||||||
|
.num_vertex_attributes = enableVertexBuffer ? (UINT32) 3 : 0},
|
||||||
|
.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST,
|
||||||
|
.rasterizer_state = SDL_GPURasterizerState{.fill_mode = SDL_GPU_FILLMODE_FILL,
|
||||||
|
.cull_mode = SDL_GPU_CULLMODE_NONE,
|
||||||
|
.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE},
|
||||||
|
.depth_stencil_state = SDL_GPUDepthStencilState{.compare_op = SDL_GPU_COMPAREOP_GREATER_OR_EQUAL,
|
||||||
|
.write_mask = 0xFF,
|
||||||
|
.enable_depth_test = enableDepthTest,
|
||||||
|
.enable_depth_write = enableDepthTest,
|
||||||
|
.enable_stencil_test = false},
|
||||||
|
.target_info = {.color_target_descriptions = &colorTargetDesc,
|
||||||
|
.num_color_targets = 1,
|
||||||
|
.depth_stencil_format = SDL_GPU_TEXTUREFORMAT_D16_UNORM,
|
||||||
|
.has_depth_stencil_target = enableDepthTest},
|
||||||
|
};
|
||||||
|
|
||||||
|
if(!(m_handle = SDL_CreateGPUGraphicsPipeline(Renderer::GetDevice(), &createInfo)))
|
||||||
|
THROW_UNKNOWN("Failed to create a SDL graphics pipeline: ", SDL_GetError());
|
||||||
|
|
||||||
|
SDL_ReleaseGPUShader(Renderer::GetDevice(), pixelShader);
|
||||||
|
SDL_ReleaseGPUShader(Renderer::GetDevice(), vertexShader);
|
||||||
|
}
|
||||||
|
|
||||||
|
Pipeline::~Pipeline()
|
||||||
|
{
|
||||||
|
SDL_ReleaseGPUGraphicsPipeline(Renderer::GetDevice(), m_handle);
|
||||||
|
}
|
||||||
|
} // namespace ia::iae
|
||||||
257
Engine/Src/Imp/CPP/Renderer/Renderer.cpp
Normal file
257
Engine/Src/Imp/CPP/Renderer/Renderer.cpp
Normal file
@ -0,0 +1,257 @@
|
|||||||
|
// 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 <IAEngine/Engine.hpp>
|
||||||
|
#include <Renderer/DebugDraw.hpp>
|
||||||
|
#include <Renderer/EmbeddedShader.hpp>
|
||||||
|
#include <Renderer/Renderer.hpp>
|
||||||
|
|
||||||
|
#include <backends/imgui_impl_sdl3.h>
|
||||||
|
#include <backends/imgui_impl_sdlgpu3.h>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
EXTERN SDL_Window *g_windowHandle;
|
||||||
|
|
||||||
|
INT32 Renderer::s_screenWidth{};
|
||||||
|
INT32 Renderer::s_screenHeight{};
|
||||||
|
Renderer::State Renderer::s_state{};
|
||||||
|
SDL_GPUDevice *Renderer::s_gpuDevice{};
|
||||||
|
|
||||||
|
SDL_GPUTexture *Renderer::s_renderTargetSceneColor{};
|
||||||
|
SDL_GPUTexture *Renderer::s_renderTargetSceneDepth{};
|
||||||
|
SDL_GPUTexture *Renderer::s_renderTargetDebugDrawColor{};
|
||||||
|
|
||||||
|
Pipeline *Renderer::s_geometryPipeline{};
|
||||||
|
Pipeline *Renderer::s_postprocessPipeline{};
|
||||||
|
|
||||||
|
VOID Renderer::Initialize()
|
||||||
|
{
|
||||||
|
SDL_GetWindowSizeInPixels(g_windowHandle, &s_screenWidth, &s_screenHeight);
|
||||||
|
|
||||||
|
if (!(s_gpuDevice = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV, Engine::IsDebugMode(), nullptr)))
|
||||||
|
THROW_UNKNOWN("Failed to create the SDL GPU Device: ", SDL_GetError());
|
||||||
|
|
||||||
|
if (!SDL_ClaimWindowForGPUDevice(s_gpuDevice, g_windowHandle))
|
||||||
|
THROW_UNKNOWN("Failed to initialize SDL GPU for the window: ", SDL_GetError());
|
||||||
|
|
||||||
|
SDL_SetGPUSwapchainParameters(s_gpuDevice, g_windowHandle, SDL_GPU_SWAPCHAINCOMPOSITION_SDR,
|
||||||
|
SDL_GPU_PRESENTMODE_VSYNC);
|
||||||
|
|
||||||
|
GPUResourceManager::Initialize();
|
||||||
|
|
||||||
|
// Initialize Render Targets
|
||||||
|
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));
|
||||||
|
s_renderTargetDebugDrawColor = GPUResourceManager::CreateTexture(
|
||||||
|
SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER, s_screenWidth, s_screenHeight, nullptr,
|
||||||
|
SDL_GetGPUSwapchainTextureFormat(s_gpuDevice, g_windowHandle));
|
||||||
|
|
||||||
|
// Initialize Pipelines
|
||||||
|
s_geometryPipeline = new Pipeline(
|
||||||
|
Pipeline::StageDesc{
|
||||||
|
.SourceData = SHADER_SOURCE_GEOMETRY_VERT,
|
||||||
|
.SourceLength = sizeof(SHADER_SOURCE_GEOMETRY_VERT),
|
||||||
|
.SamplerCount = 0,
|
||||||
|
.UniformBufferCount = 3,
|
||||||
|
},
|
||||||
|
Pipeline::StageDesc{
|
||||||
|
.SourceData = SHADER_SOURCE_GEOMETRY_FRAG,
|
||||||
|
.SourceLength = sizeof(SHADER_SOURCE_GEOMETRY_FRAG),
|
||||||
|
.SamplerCount = 1,
|
||||||
|
.UniformBufferCount = 1,
|
||||||
|
},
|
||||||
|
true, true);
|
||||||
|
s_postprocessPipeline = new Pipeline(
|
||||||
|
Pipeline::StageDesc{
|
||||||
|
.SourceData = SHADER_SOURCE_POSTPROCESS_VERT,
|
||||||
|
.SourceLength = sizeof(SHADER_SOURCE_POSTPROCESS_VERT),
|
||||||
|
.SamplerCount = 0,
|
||||||
|
.UniformBufferCount = 0,
|
||||||
|
},
|
||||||
|
Pipeline::StageDesc{
|
||||||
|
.SourceData = SHADER_SOURCE_POSTPROCESS_FRAG,
|
||||||
|
.SourceLength = sizeof(SHADER_SOURCE_POSTPROCESS_FRAG),
|
||||||
|
.SamplerCount = 2,
|
||||||
|
.UniformBufferCount = 0,
|
||||||
|
},
|
||||||
|
false, false);
|
||||||
|
|
||||||
|
DebugDraw::Initialize();
|
||||||
|
|
||||||
|
s_state.ProjectionMatrix =
|
||||||
|
glm::orthoLH(0.0f, (FLOAT32) s_screenWidth, (FLOAT32) s_screenHeight, 0.0f, -2097152.0f, 2097152.0f);
|
||||||
|
|
||||||
|
s_state.ColorTargetInfo.clear_color = SDL_FColor{0.33f, 0.33f, 0.33f, 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;
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Renderer::Terminate()
|
||||||
|
{
|
||||||
|
SDL_WaitForGPUIdle(s_gpuDevice);
|
||||||
|
|
||||||
|
DebugDraw::Terminate();
|
||||||
|
|
||||||
|
delete s_geometryPipeline;
|
||||||
|
delete s_postprocessPipeline;
|
||||||
|
|
||||||
|
GPUResourceManager::DestroyTexture(s_renderTargetSceneDepth);
|
||||||
|
GPUResourceManager::DestroyTexture(s_renderTargetSceneColor);
|
||||||
|
GPUResourceManager::DestroyTexture(s_renderTargetDebugDrawColor);
|
||||||
|
|
||||||
|
GPUResourceManager::Terminate();
|
||||||
|
|
||||||
|
SDL_ReleaseWindowFromGPUDevice(s_gpuDevice, g_windowHandle);
|
||||||
|
SDL_DestroyGPUDevice(s_gpuDevice);
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Renderer::BeginFrame()
|
||||||
|
{
|
||||||
|
if (!(s_state.ActiveCommandBuffer = SDL_AcquireGPUCommandBuffer(s_gpuDevice)))
|
||||||
|
THROW_UNKNOWN("Failed to acquire SDL GPU command buffer: ", SDL_GetError());
|
||||||
|
|
||||||
|
s_state.ColorTargetInfo.texture = s_renderTargetSceneColor;
|
||||||
|
s_state.DepthStencilTargetInfo.texture = s_renderTargetSceneDepth;
|
||||||
|
s_state.ActiveRenderPass = SDL_BeginGPURenderPass(s_state.ActiveCommandBuffer, &s_state.ColorTargetInfo, 1,
|
||||||
|
&s_state.DepthStencilTargetInfo);
|
||||||
|
|
||||||
|
SDL_BindGPUGraphicsPipeline(s_state.ActiveRenderPass, s_geometryPipeline->GetHandle());
|
||||||
|
SDL_PushGPUVertexUniformData(s_state.ActiveCommandBuffer, 0, &s_state.ProjectionMatrix, sizeof(Mat4));
|
||||||
|
//SDL_PushGPUVertexUniformData(s_state.ActiveCommandBuffer, 1, s_state.ActiveCamera->GetMatrix(), sizeof(Mat4));
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Renderer::EndFrame()
|
||||||
|
{
|
||||||
|
SDL_EndGPURenderPass(s_state.ActiveRenderPass);
|
||||||
|
|
||||||
|
DebugDraw::Render();
|
||||||
|
const auto imDrawData = ImGui::GetDrawData();
|
||||||
|
ImGui_ImplSDLGPU3_PrepareDrawData(imDrawData, s_state.ActiveCommandBuffer);
|
||||||
|
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);
|
||||||
|
|
||||||
|
SDL_GPUTexture *swapChainTexture{};
|
||||||
|
if (!SDL_WaitAndAcquireGPUSwapchainTexture(s_state.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.texture = swapChainTexture;
|
||||||
|
|
||||||
|
s_state.ActiveRenderPass =
|
||||||
|
SDL_BeginGPURenderPass(s_state.ActiveCommandBuffer, &s_state.ColorTargetInfo, 1, nullptr);
|
||||||
|
SDL_BindGPUGraphicsPipeline(s_state.ActiveRenderPass, s_postprocessPipeline->GetHandle());
|
||||||
|
SDL_GPUTextureSamplerBinding textureBindings[2] = {
|
||||||
|
{.texture = s_renderTargetSceneColor, .sampler = GPUResourceManager::GetSampler_LinearRepeat()},
|
||||||
|
{.texture = s_renderTargetDebugDrawColor, .sampler = GPUResourceManager::GetSampler_LinearRepeat()},
|
||||||
|
};
|
||||||
|
SDL_BindGPUFragmentSamplers(s_state.ActiveRenderPass, 0, textureBindings, 2);
|
||||||
|
SDL_DrawGPUPrimitives(s_state.ActiveRenderPass, 6, 1, 0, 0);
|
||||||
|
SDL_EndGPURenderPass(s_state.ActiveRenderPass);
|
||||||
|
|
||||||
|
SDL_SubmitGPUCommandBuffer(s_state.ActiveCommandBuffer);
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Renderer::OnScreenResize(IN INT32 newWidth, IN INT32 newHeight)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
SDL_GPUTextureFormat Renderer::GetRenderTargetFormat()
|
||||||
|
{
|
||||||
|
return SDL_GetGPUSwapchainTextureFormat(s_gpuDevice, g_windowHandle);
|
||||||
|
}
|
||||||
|
} // namespace ia::iae
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
VOID Engine::SetActiveCamera(IN ICameraComponent *cameraComponent)
|
||||||
|
{
|
||||||
|
Renderer::s_state.ActiveCamera = cameraComponent;
|
||||||
|
}
|
||||||
|
|
||||||
|
Handle Engine::CreateGeometry(IN CONST Vector<GeometryVertex> &vertices, IN CONST Vector<INT32> &indices)
|
||||||
|
{
|
||||||
|
return INVALID_HANDLE;
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Engine::DestroyGeometry(IN Handle geometry)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Engine::DrawGeometry(IN Handle handle)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
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};
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Engine::SetRenderState_FlippedH(IN BOOL value)
|
||||||
|
{
|
||||||
|
Renderer::s_state.FlippedH = value;
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Engine::SetRenderState_FlippedV(IN BOOL value)
|
||||||
|
{
|
||||||
|
Renderer::s_state.FlippedV = value;
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Engine::SetRenderState_TextureOffset(IN Vec2 off)
|
||||||
|
{
|
||||||
|
Renderer::s_state.TextureOffset = off;
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Engine::SetRenderState_ColorOverlay(IN Color color)
|
||||||
|
{
|
||||||
|
Renderer::s_state.ColorOverlay = color;
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Engine::SetRenderState_CameraRelative(IN BOOL value)
|
||||||
|
{
|
||||||
|
Renderer::s_state.CameraRelative = value;
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Engine::SetRenderState_Texture(IN Handle image)
|
||||||
|
{
|
||||||
|
Renderer::s_state.ActiveTexture = image;
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Engine::SetRenderState_Transform(IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation, IN UINT8 layer,
|
||||||
|
IN INT16 sortIndex)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
} // namespace ia::iae
|
||||||
24
Engine/Src/Imp/CPP/Renderer/UIRenderer.cpp
Normal file
24
Engine/Src/Imp/CPP/Renderer/UIRenderer.cpp
Normal file
@ -0,0 +1,24 @@
|
|||||||
|
// 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 <IAEngine/Engine.hpp>
|
||||||
|
|
||||||
|
#include <SDL3/SDL.h>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
4
Engine/Src/Imp/CPP/Renderer/imgui.ini
Normal file
4
Engine/Src/Imp/CPP/Renderer/imgui.ini
Normal file
@ -0,0 +1,4 @@
|
|||||||
|
[Window][Debug##Default]
|
||||||
|
Pos=60,60
|
||||||
|
Size=400,400
|
||||||
|
|
||||||
65
Engine/Src/Imp/CPP/ResourceManager.cpp
Normal file
65
Engine/Src/Imp/CPP/ResourceManager.cpp
Normal file
@ -0,0 +1,65 @@
|
|||||||
|
// 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 <ResourceManager.hpp>
|
||||||
|
#include <IAEngine/Engine.hpp>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
VOID ResourceManager::Initialize()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID ResourceManager::Terminate()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
Handle Engine::CreateImage()
|
||||||
|
{
|
||||||
|
return INVALID_HANDLE;
|
||||||
|
}
|
||||||
|
|
||||||
|
Handle Engine::CreateSound()
|
||||||
|
{
|
||||||
|
return INVALID_HANDLE;
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Engine::DestroyImage(IN Handle image)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Engine::DestroySound(IN Handle sound)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
Vec2 Engine::GetImageExtent(IN Handle image)
|
||||||
|
{
|
||||||
|
return {};
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Engine::RescaleImage(IN Handle image, IN INT32 newWidth, IN INT32 newHeight)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
Handle Engine::CombineImages(IN CONST Vector<Handle> &images, IN INT32 unitWidth, IN INT32 unitHeight,
|
||||||
|
IN INT32 unitCountX, IN INT32 unitCountY)
|
||||||
|
{
|
||||||
|
return INVALID_HANDLE;
|
||||||
|
}
|
||||||
|
} // namespace ia::iae
|
||||||
@ -0,0 +1,29 @@
|
|||||||
|
// 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 <IAEngine/Engine.hpp>
|
||||||
|
#include <Time.hpp>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
VOID Time::Initialize()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Time::Terminate()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
} // namespace ia::iae
|
||||||
92
Engine/Src/Imp/CPP/WorldManager.cpp
Normal file
92
Engine/Src/Imp/CPP/WorldManager.cpp
Normal file
@ -0,0 +1,92 @@
|
|||||||
|
// 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 <IAEngine/Engine.hpp>
|
||||||
|
#include <WorldManager.hpp>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
VOID WorldManager::Initialize()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID WorldManager::Terminate()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID WorldManager::Draw()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID WorldManager::DebugDraw()
|
||||||
|
{
|
||||||
|
Engine::DebugDraw_FillRect({0.0f, 0.0f}, {100.0f, 100.0f});
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID WorldManager::Update()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
} // namespace ia::iae
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
Handle Engine::CreatePhysicsBody()
|
||||||
|
{
|
||||||
|
return INVALID_HANDLE;
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Engine::DestroyPhysicsBody(IN Handle body)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Engine::SetTimeScale(IN FLOAT32 scale)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
Handle Engine::CreateScene()
|
||||||
|
{
|
||||||
|
return INVALID_HANDLE;
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Engine::DestroyScene(IN Handle handle)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Engine::ChangeActiveScene(IN Handle scene)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Engine::AddNodeToActiveScene(IN RefPtr<INode> node)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
INode *Engine::GetNodeFromActiveScene(IN CONST String &name)
|
||||||
|
{
|
||||||
|
return nullptr;
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Engine::RemoveNodeFromActiveScene(IN CONST String &name)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Engine::AddNodeToScene(IN Handle scene, IN RefPtr<INode> node)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Engine::RemoveNodeFromScene(IN Handle scene, IN CONST String &name)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
} // namespace ia::iae
|
||||||
4
Engine/Src/Imp/CPP/imgui.ini
Normal file
4
Engine/Src/Imp/CPP/imgui.ini
Normal file
@ -0,0 +1,4 @@
|
|||||||
|
[Window][Debug##Default]
|
||||||
|
Pos=60,60
|
||||||
|
Size=400,400
|
||||||
|
|
||||||
31
Engine/Src/Imp/HPP/AudioManager.hpp
Normal file
31
Engine/Src/Imp/HPP/AudioManager.hpp
Normal file
@ -0,0 +1,31 @@
|
|||||||
|
// 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 <IAEngine/Base.hpp>
|
||||||
|
|
||||||
|
#include <SDL3/SDL.h>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
class AudioManager
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
STATIC VOID Initialize();
|
||||||
|
STATIC VOID Terminate();
|
||||||
|
};
|
||||||
|
}
|
||||||
33
Engine/Src/Imp/HPP/EventManager.hpp
Normal file
33
Engine/Src/Imp/HPP/EventManager.hpp
Normal file
@ -0,0 +1,33 @@
|
|||||||
|
// 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 <IAEngine/Base.hpp>
|
||||||
|
|
||||||
|
#include <SDL3/SDL.h>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
class EventManager
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
STATIC VOID Initialize();
|
||||||
|
STATIC VOID Terminate();
|
||||||
|
|
||||||
|
STATIC VOID OnSDLEvent(IN SDL_Event* event);
|
||||||
|
};
|
||||||
|
}
|
||||||
33
Engine/Src/Imp/HPP/InputManager.hpp
Normal file
33
Engine/Src/Imp/HPP/InputManager.hpp
Normal file
@ -0,0 +1,33 @@
|
|||||||
|
// 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 <IAEngine/Base.hpp>
|
||||||
|
|
||||||
|
#include <SDL3/SDL.h>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
class InputManager
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
STATIC VOID Initialize();
|
||||||
|
STATIC VOID Terminate();
|
||||||
|
|
||||||
|
STATIC VOID OnSDLEvent(IN SDL_Event* event);
|
||||||
|
};
|
||||||
|
}
|
||||||
@ -0,0 +1,31 @@
|
|||||||
|
// 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 <IAEngine/Base.hpp>
|
||||||
|
|
||||||
|
#include <SDL3/SDL.h>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
class Random
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
STATIC VOID Initialize();
|
||||||
|
STATIC VOID Terminate();
|
||||||
|
};
|
||||||
|
}
|
||||||
32
Engine/Src/Imp/HPP/Renderer/DebugDraw.hpp
Normal file
32
Engine/Src/Imp/HPP/Renderer/DebugDraw.hpp
Normal file
@ -0,0 +1,32 @@
|
|||||||
|
// 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 <IAEngine/Base.hpp>
|
||||||
|
#include <SDL3/SDL.h>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
class DebugDraw
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
STATIC VOID Initialize();
|
||||||
|
STATIC VOID Terminate();
|
||||||
|
|
||||||
|
STATIC VOID Render();
|
||||||
|
};
|
||||||
|
}
|
||||||
154
Engine/Src/Imp/HPP/Renderer/EmbeddedShader.hpp
Normal file
154
Engine/Src/Imp/HPP/Renderer/EmbeddedShader.hpp
Normal file
File diff suppressed because one or more lines are too long
38
Engine/Src/Imp/HPP/Renderer/GPUResourceManager.hpp
Normal file
38
Engine/Src/Imp/HPP/Renderer/GPUResourceManager.hpp
Normal file
@ -0,0 +1,38 @@
|
|||||||
|
// 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 <IAEngine/Base.hpp>
|
||||||
|
#include <SDL3/SDL.h>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
class GPUResourceManager
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
STATIC VOID Initialize();
|
||||||
|
STATIC VOID Terminate();
|
||||||
|
|
||||||
|
STATIC SDL_GPUSampler *GetSampler_LinearClamp();
|
||||||
|
STATIC SDL_GPUSampler *GetSampler_LinearRepeat();
|
||||||
|
|
||||||
|
STATIC SDL_GPUTexture *CreateTexture(IN SDL_GPUTextureUsageFlags usage, IN INT32 width, IN INT32 height, IN PCUINT8 rgbaData = nullptr, IN SDL_GPUTextureFormat format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM);
|
||||||
|
STATIC SDL_GPUBuffer *CreateDeviceLocalBuffer(IN SDL_GPUBufferUsageFlags usage, IN PCVOID data, IN UINT32 dataSize);
|
||||||
|
STATIC VOID DestroyTexture(IN SDL_GPUTexture *handle);
|
||||||
|
STATIC VOID DestroyBuffer(IN SDL_GPUBuffer *handle);
|
||||||
|
};
|
||||||
|
} // namespace ia::iae
|
||||||
48
Engine/Src/Imp/HPP/Renderer/Pipeline.hpp
Normal file
48
Engine/Src/Imp/HPP/Renderer/Pipeline.hpp
Normal file
@ -0,0 +1,48 @@
|
|||||||
|
// 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 <IAEngine/Base.hpp>
|
||||||
|
|
||||||
|
#include <SDL3/SDL.h>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
class Pipeline
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
struct StageDesc
|
||||||
|
{
|
||||||
|
PCUINT8 SourceData{};
|
||||||
|
UINT64 SourceLength{};
|
||||||
|
UINT32 SamplerCount{};
|
||||||
|
UINT32 UniformBufferCount{};
|
||||||
|
};
|
||||||
|
|
||||||
|
public:
|
||||||
|
Pipeline(IN CONST StageDesc &vertexStageDesc, IN CONST StageDesc &pixelStageDesc, IN BOOL enableVertexBuffer, IN BOOL enableDepthTest);
|
||||||
|
~Pipeline();
|
||||||
|
|
||||||
|
SDL_GPUGraphicsPipeline *GetHandle() CONST
|
||||||
|
{
|
||||||
|
return m_handle;
|
||||||
|
}
|
||||||
|
|
||||||
|
private:
|
||||||
|
SDL_GPUGraphicsPipeline *m_handle{};
|
||||||
|
};
|
||||||
|
} // namespace ia::iae
|
||||||
86
Engine/Src/Imp/HPP/Renderer/Renderer.hpp
Normal file
86
Engine/Src/Imp/HPP/Renderer/Renderer.hpp
Normal file
@ -0,0 +1,86 @@
|
|||||||
|
// 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 <Renderer/Pipeline.hpp>
|
||||||
|
#include <Renderer/GPUResourceManager.hpp>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
class Renderer
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
struct Mesh
|
||||||
|
{
|
||||||
|
INT32 IndexCount{};
|
||||||
|
SDL_GPUBuffer *IndexBuffer;
|
||||||
|
SDL_GPUBuffer *VertexBuffer;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct State
|
||||||
|
{
|
||||||
|
BOOL FlippedH{false};
|
||||||
|
BOOL FlippedV{false};
|
||||||
|
BOOL CameraRelative{true};
|
||||||
|
BOOL ScissorEnabled{false};
|
||||||
|
Color ColorOverlay{};
|
||||||
|
Vec2 TextureOffset{0.0f, 0.0f};
|
||||||
|
SDL_Rect Scissor{0, 0, 0, 0};
|
||||||
|
Handle ActiveTexture{INVALID_HANDLE};
|
||||||
|
|
||||||
|
Mat4 ModelMatrix{1.0f};
|
||||||
|
Mat4 ProjectionMatrix{1.0f};
|
||||||
|
|
||||||
|
SDL_GPURenderPass* ActiveRenderPass{};
|
||||||
|
SDL_GPUCommandBuffer* ActiveCommandBuffer{};
|
||||||
|
SDL_GPUColorTargetInfo ColorTargetInfo{};
|
||||||
|
SDL_GPUDepthStencilTargetInfo DepthStencilTargetInfo{};
|
||||||
|
|
||||||
|
class ICameraComponent *ActiveCamera{};
|
||||||
|
};
|
||||||
|
|
||||||
|
public:
|
||||||
|
STATIC VOID Initialize();
|
||||||
|
STATIC VOID Terminate();
|
||||||
|
|
||||||
|
STATIC VOID BeginFrame();
|
||||||
|
STATIC VOID EndFrame();
|
||||||
|
|
||||||
|
STATIC VOID OnScreenResize(IN INT32 newWidth, IN INT32 newHeight);
|
||||||
|
|
||||||
|
public:
|
||||||
|
STATIC SDL_GPUTextureFormat GetRenderTargetFormat();
|
||||||
|
|
||||||
|
STATIC SDL_GPUDevice *GetDevice()
|
||||||
|
{
|
||||||
|
return s_gpuDevice;
|
||||||
|
}
|
||||||
|
|
||||||
|
private:
|
||||||
|
STATIC State s_state;
|
||||||
|
STATIC INT32 s_screenWidth;
|
||||||
|
STATIC INT32 s_screenHeight;
|
||||||
|
STATIC SDL_GPUDevice *s_gpuDevice;
|
||||||
|
STATIC SDL_GPUTexture *s_renderTargetSceneColor;
|
||||||
|
STATIC SDL_GPUTexture *s_renderTargetSceneDepth;
|
||||||
|
STATIC SDL_GPUTexture *s_renderTargetDebugDrawColor;
|
||||||
|
STATIC Pipeline* s_geometryPipeline;
|
||||||
|
STATIC Pipeline* s_postprocessPipeline;
|
||||||
|
|
||||||
|
friend class Engine;
|
||||||
|
};
|
||||||
|
} // namespace ia::iae
|
||||||
24
Engine/Src/Imp/HPP/Renderer/UIRenderer.hpp
Normal file
24
Engine/Src/Imp/HPP/Renderer/UIRenderer.hpp
Normal file
@ -0,0 +1,24 @@
|
|||||||
|
// 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 <IAEngine/Base.hpp>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
31
Engine/Src/Imp/HPP/ResourceManager.hpp
Normal file
31
Engine/Src/Imp/HPP/ResourceManager.hpp
Normal file
@ -0,0 +1,31 @@
|
|||||||
|
// 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 <IAEngine/Base.hpp>
|
||||||
|
|
||||||
|
#include <SDL3/SDL.h>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
class ResourceManager
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
STATIC VOID Initialize();
|
||||||
|
STATIC VOID Terminate();
|
||||||
|
};
|
||||||
|
}
|
||||||
@ -0,0 +1,31 @@
|
|||||||
|
// 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 <IAEngine/Base.hpp>
|
||||||
|
|
||||||
|
#include <SDL3/SDL.h>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
class Time
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
STATIC VOID Initialize();
|
||||||
|
STATIC VOID Terminate();
|
||||||
|
};
|
||||||
|
}
|
||||||
36
Engine/Src/Imp/HPP/WorldManager.hpp
Normal file
36
Engine/Src/Imp/HPP/WorldManager.hpp
Normal file
@ -0,0 +1,36 @@
|
|||||||
|
// 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 <IAEngine/Base.hpp>
|
||||||
|
|
||||||
|
#include <SDL3/SDL.h>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
class WorldManager
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
STATIC VOID Initialize();
|
||||||
|
STATIC VOID Terminate();
|
||||||
|
|
||||||
|
STATIC VOID Draw();
|
||||||
|
STATIC VOID DebugDraw();
|
||||||
|
|
||||||
|
STATIC VOID Update();
|
||||||
|
};
|
||||||
|
}
|
||||||
@ -16,24 +16,24 @@
|
|||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
#include <IACore/Exception.hpp>
|
||||||
#include <IACore/Logger.hpp>
|
#include <IACore/Logger.hpp>
|
||||||
#include <IACore/Vector.hpp>
|
|
||||||
#include <IACore/Memory.hpp>
|
#include <IACore/Memory.hpp>
|
||||||
#include <IACore/String.hpp>
|
#include <IACore/String.hpp>
|
||||||
#include <IACore/Exception.hpp>
|
#include <IACore/Vector.hpp>
|
||||||
|
|
||||||
#include <glm/vec2.hpp>
|
|
||||||
#include <glm/vec3.hpp>
|
|
||||||
#include <glm/vec4.hpp>
|
|
||||||
#include <glm/mat4x4.hpp>
|
|
||||||
#include <glm/ext/matrix_transform.hpp>
|
|
||||||
#include <glm/ext/matrix_clip_space.hpp>
|
#include <glm/ext/matrix_clip_space.hpp>
|
||||||
|
#include <glm/ext/matrix_transform.hpp>
|
||||||
#include <glm/ext/scalar_constants.hpp>
|
#include <glm/ext/scalar_constants.hpp>
|
||||||
|
#include <glm/mat4x4.hpp>
|
||||||
|
#include <glm/vec2.hpp>
|
||||||
|
#include <glm/vec3.hpp>
|
||||||
|
#include <glm/vec4.hpp>
|
||||||
|
|
||||||
#define IAE_LOG_TAG "[IAE]: "
|
#define IAE_LOG_TAG "[IAE]: "
|
||||||
|
|
||||||
#define IAE_LOG_INFO(...) ia::Logger::Info(IAE_LOG_TAG, __VA_ARGS__)
|
#define IAE_LOG_INFO(...) ia::Logger::Info(IAE_LOG_TAG, __VA_ARGS__)
|
||||||
#define IAE_LOG_WARN(...) ia::Logger::Warn(IAE_LOG_TAG, __VA_ARGS__)
|
#define IAE_LOG_WARN(...) ia::Logger::Warn(IAE_LOG_TAG, __VA_ARGS__)
|
||||||
#define IAE_LOG_ERROR(...) ia::Logger::Error(IAE_LOG_TAG, __VA_ARGS__)
|
#define IAE_LOG_ERROR(...) ia::Logger::Error(IAE_LOG_TAG, __VA_ARGS__)
|
||||||
|
|
||||||
namespace ia::iae
|
namespace ia::iae
|
||||||
@ -44,6 +44,34 @@ namespace ia::iae
|
|||||||
using Vec2 = glm::vec2;
|
using Vec2 = glm::vec2;
|
||||||
using Vec3 = glm::vec3;
|
using Vec3 = glm::vec3;
|
||||||
using Vec4 = glm::vec4;
|
using Vec4 = glm::vec4;
|
||||||
|
using IVec2 = glm::ivec2;
|
||||||
|
using IVec3 = glm::ivec3;
|
||||||
|
using IVec4 = glm::ivec4;
|
||||||
|
using Mat4 = glm::mat4;
|
||||||
|
|
||||||
|
struct TimePeriod
|
||||||
|
{
|
||||||
|
};
|
||||||
|
|
||||||
|
struct ImageView
|
||||||
|
{
|
||||||
|
Handle Image{};
|
||||||
|
Vec4 Scissor{};
|
||||||
|
};
|
||||||
|
|
||||||
|
struct SoundView
|
||||||
|
{
|
||||||
|
Handle Sound{};
|
||||||
|
INT32 LoopTimes{};
|
||||||
|
TimePeriod LoopDelay{};
|
||||||
|
};
|
||||||
|
|
||||||
|
struct GeometryVertex
|
||||||
|
{
|
||||||
|
Vec2 Position{};
|
||||||
|
Vec2 TexCoord{};
|
||||||
|
Vec4 Color{};
|
||||||
|
};
|
||||||
|
|
||||||
struct Color
|
struct Color
|
||||||
{
|
{
|
||||||
@ -51,7 +79,235 @@ namespace ia::iae
|
|||||||
UINT8 G{0xFF};
|
UINT8 G{0xFF};
|
||||||
UINT8 B{0xFF};
|
UINT8 B{0xFF};
|
||||||
UINT8 A{0xFF};
|
UINT8 A{0xFF};
|
||||||
|
};
|
||||||
|
|
||||||
|
/* Adopted from SDL3 */
|
||||||
|
enum class InputKey : UINT8
|
||||||
|
{
|
||||||
|
UNKNOWN = 0,
|
||||||
|
A = 4,
|
||||||
|
B = 5,
|
||||||
|
C = 6,
|
||||||
|
D = 7,
|
||||||
|
E = 8,
|
||||||
|
F = 9,
|
||||||
|
G = 10,
|
||||||
|
H = 11,
|
||||||
|
I = 12,
|
||||||
|
J = 13,
|
||||||
|
K = 14,
|
||||||
|
L = 15,
|
||||||
|
M = 16,
|
||||||
|
N = 17,
|
||||||
|
O = 18,
|
||||||
|
P = 19,
|
||||||
|
Q = 20,
|
||||||
|
R = 21,
|
||||||
|
S = 22,
|
||||||
|
T = 23,
|
||||||
|
U = 24,
|
||||||
|
V = 25,
|
||||||
|
W = 26,
|
||||||
|
X = 27,
|
||||||
|
Y = 28,
|
||||||
|
Z = 29,
|
||||||
|
|
||||||
|
N1 = 30,
|
||||||
|
N2 = 31,
|
||||||
|
N3 = 32,
|
||||||
|
N4 = 33,
|
||||||
|
N5 = 34,
|
||||||
|
N6 = 35,
|
||||||
|
N7 = 36,
|
||||||
|
N8 = 37,
|
||||||
|
N9 = 38,
|
||||||
|
N0 = 39,
|
||||||
|
|
||||||
|
RETURN = 40,
|
||||||
|
ESCAPE = 41,
|
||||||
|
BACKSPACE = 42,
|
||||||
|
TAB = 43,
|
||||||
|
SPACE = 44,
|
||||||
|
|
||||||
|
MINUS = 45,
|
||||||
|
EQUALS = 46,
|
||||||
|
LEFTBRACKET = 47,
|
||||||
|
RIGHTBRACKET = 48,
|
||||||
|
BACKSLASH = 49,
|
||||||
|
NONUSHASH = 50,
|
||||||
|
SEMICOLON = 51,
|
||||||
|
APOSTROPHE = 52,
|
||||||
|
GRAVE = 53,
|
||||||
|
COMMA = 54,
|
||||||
|
PERIOD = 55,
|
||||||
|
SLASH = 56,
|
||||||
|
|
||||||
|
CAPSLOCK = 57,
|
||||||
|
|
||||||
|
F1 = 58,
|
||||||
|
F2 = 59,
|
||||||
|
F3 = 60,
|
||||||
|
F4 = 61,
|
||||||
|
F5 = 62,
|
||||||
|
F6 = 63,
|
||||||
|
F7 = 64,
|
||||||
|
F8 = 65,
|
||||||
|
F9 = 66,
|
||||||
|
F10 = 67,
|
||||||
|
F11 = 68,
|
||||||
|
F12 = 69,
|
||||||
|
|
||||||
|
K_PRINTSCREEN = 70,
|
||||||
|
K_SCROLLLOCK = 71,
|
||||||
|
K_PAUSE = 72,
|
||||||
|
K_INSERT = 73,
|
||||||
|
K_HOME = 74,
|
||||||
|
K_PAGEUP = 75,
|
||||||
|
K_DELETE = 76,
|
||||||
|
K_END = 77,
|
||||||
|
K_PAGEDOWN = 78,
|
||||||
|
K_RIGHT = 79,
|
||||||
|
K_LEFT = 80,
|
||||||
|
K_DOWN = 81,
|
||||||
|
K_UP = 82,
|
||||||
|
|
||||||
|
NUMLOCKCLEAR = 83,
|
||||||
|
KP_DIVIDE = 84,
|
||||||
|
KP_MULTIPLY = 85,
|
||||||
|
KP_MINUS = 86,
|
||||||
|
KP_PLUS = 87,
|
||||||
|
KP_ENTER = 88,
|
||||||
|
KP_1 = 89,
|
||||||
|
KP_2 = 90,
|
||||||
|
KP_3 = 91,
|
||||||
|
KP_4 = 92,
|
||||||
|
KP_5 = 93,
|
||||||
|
KP_6 = 94,
|
||||||
|
KP_7 = 95,
|
||||||
|
KP_8 = 96,
|
||||||
|
KP_9 = 97,
|
||||||
|
KP_0 = 98,
|
||||||
|
KP_PERIOD = 99,
|
||||||
|
|
||||||
|
NONUSBACKSLASH = 100,
|
||||||
|
APPLICATION = 101,
|
||||||
|
POWER = 102,
|
||||||
|
KP_EQUALS = 103,
|
||||||
|
F13 = 104,
|
||||||
|
F14 = 105,
|
||||||
|
F15 = 106,
|
||||||
|
F16 = 107,
|
||||||
|
F17 = 108,
|
||||||
|
F18 = 109,
|
||||||
|
F19 = 110,
|
||||||
|
F20 = 111,
|
||||||
|
F21 = 112,
|
||||||
|
F22 = 113,
|
||||||
|
F23 = 114,
|
||||||
|
F24 = 115,
|
||||||
|
EXECUTE = 116,
|
||||||
|
HELP = 117,
|
||||||
|
MENU = 118,
|
||||||
|
SELECT = 119,
|
||||||
|
STOP = 120,
|
||||||
|
AGAIN = 121,
|
||||||
|
UNDO = 122,
|
||||||
|
CUT = 123,
|
||||||
|
COPY = 124,
|
||||||
|
PASTE = 125,
|
||||||
|
FIND = 126,
|
||||||
|
MUTE = 127,
|
||||||
|
VOLUMEUP = 128,
|
||||||
|
VOLUMEDOWN = 129,
|
||||||
|
|
||||||
|
KP_COMMA = 133,
|
||||||
|
KP_EQUALSAS400 = 134,
|
||||||
|
|
||||||
|
INTERNATIONAL1 = 135,
|
||||||
|
INTERNATIONAL2 = 136,
|
||||||
|
INTERNATIONAL3 = 137,
|
||||||
|
INTERNATIONAL4 = 138,
|
||||||
|
INTERNATIONAL5 = 139,
|
||||||
|
INTERNATIONAL6 = 140,
|
||||||
|
INTERNATIONAL7 = 141,
|
||||||
|
INTERNATIONAL8 = 142,
|
||||||
|
INTERNATIONAL9 = 143,
|
||||||
|
LANG1 = 144,
|
||||||
|
LANG2 = 145,
|
||||||
|
LANG3 = 146,
|
||||||
|
LANG4 = 147,
|
||||||
|
LANG5 = 148,
|
||||||
|
LANG6 = 149,
|
||||||
|
LANG7 = 150,
|
||||||
|
LANG8 = 151,
|
||||||
|
LANG9 = 152,
|
||||||
|
|
||||||
|
ALTERASE = 153,
|
||||||
|
SYSREQ = 154,
|
||||||
|
CANCEL = 155,
|
||||||
|
CLEAR = 156,
|
||||||
|
PRIOR = 157,
|
||||||
|
RETURN2 = 158,
|
||||||
|
SEPARATOR = 159,
|
||||||
|
OPER = 161,
|
||||||
|
CLEARAGAIN = 162,
|
||||||
|
CRSEL = 163,
|
||||||
|
EXSEL = 164,
|
||||||
|
|
||||||
|
KP_00 = 176,
|
||||||
|
KP_000 = 177,
|
||||||
|
THOUSANDSSEPARATOR = 178,
|
||||||
|
DECIMALSEPARATOR = 179,
|
||||||
|
CURRENCYUNIT = 180,
|
||||||
|
CURRENCYSUBUNIT = 181,
|
||||||
|
KP_LEFTPAREN = 182,
|
||||||
|
KP_RIGHTPAREN = 183,
|
||||||
|
KP_LEFTBRACE = 184,
|
||||||
|
KP_RIGHTBRACE = 185,
|
||||||
|
KP_TAB = 186,
|
||||||
|
KP_BACKSPACE = 187,
|
||||||
|
KP_A = 188,
|
||||||
|
KP_B = 189,
|
||||||
|
KP_C = 190,
|
||||||
|
KP_D = 191,
|
||||||
|
KP_E = 192,
|
||||||
|
KP_F = 193,
|
||||||
|
KP_XOR = 194,
|
||||||
|
KP_POWER = 195,
|
||||||
|
KP_PERCENT = 196,
|
||||||
|
KP_LESS = 197,
|
||||||
|
KP_GREATER = 198,
|
||||||
|
KP_AMPERSAND = 199,
|
||||||
|
KP_DBLAMPERSAND = 200,
|
||||||
|
KP_VERTICALBAR = 201,
|
||||||
|
KP_DBLVERTICALBAR = 202,
|
||||||
|
KP_COLON = 203,
|
||||||
|
KP_HASH = 204,
|
||||||
|
KP_SPACE = 205,
|
||||||
|
KP_AT = 206,
|
||||||
|
KP_EXCLAM = 207,
|
||||||
|
KP_MEMSTORE = 208,
|
||||||
|
KP_MEMRECALL = 209,
|
||||||
|
KP_MEMCLEAR = 210,
|
||||||
|
KP_MEMADD = 211,
|
||||||
|
KP_MEMSUBTRACT = 212,
|
||||||
|
KP_MEMMULTIPLY = 213,
|
||||||
|
KP_MEMDIVIDE = 214,
|
||||||
|
KP_PLUSMINUS = 215,
|
||||||
|
KP_CLEAR = 216,
|
||||||
|
KP_CLEARENTRY = 217,
|
||||||
|
KP_BINARY = 218,
|
||||||
|
KP_OCTAL = 219,
|
||||||
|
KP_DECIMAL = 220,
|
||||||
|
KP_HEXADECIMAL = 221,
|
||||||
|
|
||||||
|
LCTRL = 224,
|
||||||
|
LSHIFT = 225,
|
||||||
|
LALT = 226,
|
||||||
|
LGUI = 227,
|
||||||
|
RCTRL = 228,
|
||||||
|
RSHIFT = 229,
|
||||||
|
RALT = 230,
|
||||||
|
RGUI = 231,
|
||||||
};
|
};
|
||||||
} // namespace ia::iae
|
} // namespace ia::iae
|
||||||
27
Engine/Src/Inc/IAEngine/Components/CameraComponent.hpp
Normal file
27
Engine/Src/Inc/IAEngine/Components/CameraComponent.hpp
Normal file
@ -0,0 +1,27 @@
|
|||||||
|
// 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 <IAEngine/Components/IComponent.hpp>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
struct ICameraComponent: public IComponent
|
||||||
|
{
|
||||||
|
PURE_VIRTUAL(Mat4* GetMatrix() CONST);
|
||||||
|
};
|
||||||
|
}
|
||||||
29
Engine/Src/Inc/IAEngine/Components/IComponent.hpp
Normal file
29
Engine/Src/Inc/IAEngine/Components/IComponent.hpp
Normal file
@ -0,0 +1,29 @@
|
|||||||
|
// 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 <IAEngine/Base.hpp>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
class INode;
|
||||||
|
|
||||||
|
struct IComponent
|
||||||
|
{
|
||||||
|
INode* Node{};
|
||||||
|
};
|
||||||
|
}
|
||||||
@ -16,52 +16,11 @@
|
|||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include <IAEngine/Base.hpp>
|
#include <IAEngine/Nodes/INode.hpp>
|
||||||
|
#include <IAEngine/Components/CameraComponent.hpp>
|
||||||
|
|
||||||
namespace ia::iae
|
namespace ia::iae
|
||||||
{
|
{
|
||||||
using InputKey = UINT8;
|
|
||||||
|
|
||||||
struct TimePeriod
|
|
||||||
{
|
|
||||||
|
|
||||||
};
|
|
||||||
|
|
||||||
struct INode
|
|
||||||
{
|
|
||||||
String Name{};
|
|
||||||
};
|
|
||||||
|
|
||||||
struct IComponent
|
|
||||||
{
|
|
||||||
|
|
||||||
};
|
|
||||||
|
|
||||||
struct ICameraComponent: public IComponent
|
|
||||||
{
|
|
||||||
|
|
||||||
};
|
|
||||||
|
|
||||||
struct ImageView
|
|
||||||
{
|
|
||||||
Handle Image{};
|
|
||||||
Vec4 Scissor{};
|
|
||||||
};
|
|
||||||
|
|
||||||
struct SoundView
|
|
||||||
{
|
|
||||||
Handle Sound{};
|
|
||||||
INT32 LoopTimes{};
|
|
||||||
TimePeriod LoopDelay{};
|
|
||||||
};
|
|
||||||
|
|
||||||
struct GeometryVertex
|
|
||||||
{
|
|
||||||
Vec2 Position{};
|
|
||||||
Vec2 TexCoord{};
|
|
||||||
Vec4 Color{};
|
|
||||||
};
|
|
||||||
|
|
||||||
class Engine
|
class Engine
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
@ -85,13 +44,12 @@ namespace ia::iae
|
|||||||
STATIC VOID ResizeDisplay(IN INT32 newWidth, IN INT32 newHeight);
|
STATIC VOID ResizeDisplay(IN INT32 newWidth, IN INT32 newHeight);
|
||||||
|
|
||||||
// Renderer State Functions
|
// Renderer State Functions
|
||||||
STATIC VOID SetRenderState_Scissor(IN Vec4 rect);
|
STATIC VOID SetRenderState_Scissor(IN IVec4 rect);
|
||||||
STATIC VOID SetRenderState_FlippedH(IN BOOL value);
|
STATIC VOID SetRenderState_FlippedH(IN BOOL value);
|
||||||
STATIC VOID SetRenderState_FlippedV(IN BOOL value);
|
STATIC VOID SetRenderState_FlippedV(IN BOOL value);
|
||||||
STATIC VOID SetRenderState_TextureOffset(IN Vec2 off);
|
STATIC VOID SetRenderState_TextureOffset(IN Vec2 off);
|
||||||
STATIC VOID SetRenderState_ColorOverlay(IN Color color);
|
STATIC VOID SetRenderState_ColorOverlay(IN Color color);
|
||||||
STATIC VOID SetRenderState_CameraRelative(IN BOOL value);
|
STATIC VOID SetRenderState_CameraRelative(IN BOOL value);
|
||||||
STATIC VOID SetRenderState_ScissorEnabled(IN BOOL value);
|
|
||||||
STATIC VOID SetRenderState_Texture(IN Handle image);
|
STATIC VOID SetRenderState_Texture(IN Handle image);
|
||||||
STATIC VOID SetRenderState_Transform(IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation, IN UINT8 layer, IN INT16 sortIndex);
|
STATIC VOID SetRenderState_Transform(IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation, IN UINT8 layer, IN INT16 sortIndex);
|
||||||
|
|
||||||
@ -151,5 +109,8 @@ namespace ia::iae
|
|||||||
STATIC INT64 GetUnixSecond();
|
STATIC INT64 GetUnixSecond();
|
||||||
STATIC INT64 GetUnixMillisecond();
|
STATIC INT64 GetUnixMillisecond();
|
||||||
STATIC FLOAT32 GetFrameDeltaTime();
|
STATIC FLOAT32 GetFrameDeltaTime();
|
||||||
|
|
||||||
|
// Engine Functions
|
||||||
|
STATIC BOOL IsDebugMode();
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
@ -16,7 +16,7 @@
|
|||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include <IAEngine/GameInterface.hpp>
|
#include <IAEngine/GameLibraryInterface.hpp>
|
||||||
|
|
||||||
#if defined(__BUILDING_IAENGINE) && (__BUILDING_IAENGINE)
|
#if defined(__BUILDING_IAENGINE) && (__BUILDING_IAENGINE)
|
||||||
#define IAE_DLL_API IA_DLL_EXPORT
|
#define IAE_DLL_API IA_DLL_EXPORT
|
||||||
@ -24,7 +24,4 @@
|
|||||||
#define IAE_DLL_API IA_DLL_IMPORT
|
#define IAE_DLL_API IA_DLL_IMPORT
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
C_DECL(IAE_DLL_API ia::BOOL IAEngine_OnInitialize(IN GameFunctionTable gameFunctionTable));
|
C_DECL(IAE_DLL_API INT32 IAEngine_Run(IN GameFunctionTable gameFunctionTable));
|
||||||
C_DECL(IAE_DLL_API ia::VOID IAEngine_OnTerminate());
|
|
||||||
C_DECL(IAE_DLL_API ia::BOOL IAEngine_OnIterate());
|
|
||||||
C_DECL(IAE_DLL_API ia::VOID IAEngine_OnEvent(IN PVOID event));
|
|
||||||
27
Engine/Src/Inc/IAEngine/Nodes/INode.hpp
Normal file
27
Engine/Src/Inc/IAEngine/Nodes/INode.hpp
Normal file
@ -0,0 +1,27 @@
|
|||||||
|
// 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 <IAEngine/Base.hpp>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
struct INode
|
||||||
|
{
|
||||||
|
String Name{};
|
||||||
|
};
|
||||||
|
}
|
||||||
24
Engine/Src/Inc/IAEngine/Nodes/Node2D.hpp
Normal file
24
Engine/Src/Inc/IAEngine/Nodes/Node2D.hpp
Normal file
@ -0,0 +1,24 @@
|
|||||||
|
// 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 <IAEngine/Nodes/INode.hpp>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
24
Engine/Src/Inc/IAEngine/Nodes/SpriteNode.hpp
Normal file
24
Engine/Src/Inc/IAEngine/Nodes/SpriteNode.hpp
Normal file
@ -0,0 +1,24 @@
|
|||||||
|
// 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 <IAEngine/Nodes/INode.hpp>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
24
Engine/Src/Inc/IAEngine/Nodes/SpriteObjectNode.hpp
Normal file
24
Engine/Src/Inc/IAEngine/Nodes/SpriteObjectNode.hpp
Normal file
@ -0,0 +1,24 @@
|
|||||||
|
// 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 <IAEngine/Nodes/INode.hpp>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
24
Engine/Src/Inc/IAEngine/Nodes/TextureNode.hpp
Normal file
24
Engine/Src/Inc/IAEngine/Nodes/TextureNode.hpp
Normal file
@ -0,0 +1,24 @@
|
|||||||
|
// 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 <IAEngine/Nodes/INode.hpp>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
24
Engine/Src/Inc/IAEngine/Nodes/TextureObjectNode.hpp
Normal file
24
Engine/Src/Inc/IAEngine/Nodes/TextureObjectNode.hpp
Normal file
@ -0,0 +1,24 @@
|
|||||||
|
// 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 <IAEngine/Nodes/INode.hpp>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
24
Engine/Src/Inc/IAEngine/Nodes/UINode.hpp
Normal file
24
Engine/Src/Inc/IAEngine/Nodes/UINode.hpp
Normal file
@ -0,0 +1,24 @@
|
|||||||
|
// 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 <IAEngine/Nodes/INode.hpp>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
@ -1,61 +1,34 @@
|
|||||||
#define WIN32_LEAN_AND_MEAN
|
#define WIN32_LEAN_AND_MEAN
|
||||||
#include <Windows.h>
|
#include <Windows.h>
|
||||||
|
|
||||||
#define SDL_MAIN_USE_CALLBACKS
|
|
||||||
|
|
||||||
#include <SDL3/SDL.h>
|
#include <SDL3/SDL.h>
|
||||||
#include <SDL3/SDL_main.h>
|
|
||||||
|
|
||||||
#include <IAEngine/EngineInterface.hpp>
|
#include <IAEngine/EngineLibraryInterface.hpp>
|
||||||
|
|
||||||
SDL_AppResult SDL_AppIterate(void *appstate)
|
int main(int argc, char* argv[])
|
||||||
{
|
|
||||||
IAEngine_OnIterate();
|
|
||||||
return SDL_APP_CONTINUE;
|
|
||||||
}
|
|
||||||
|
|
||||||
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
|
|
||||||
{
|
|
||||||
switch (event->type) {
|
|
||||||
case SDL_EVENT_QUIT:
|
|
||||||
return SDL_APP_SUCCESS;
|
|
||||||
}
|
|
||||||
IAEngine_OnEvent(event);
|
|
||||||
return SDL_APP_CONTINUE;
|
|
||||||
}
|
|
||||||
|
|
||||||
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
|
||||||
{
|
{
|
||||||
GameFunctionTable gameFunctionTable{};
|
GameFunctionTable gameFunctionTable{};
|
||||||
|
|
||||||
const auto gameLib = LoadLibrary("Game.dll");
|
const auto gameLib = LoadLibrary("Game.dll");
|
||||||
if(!gameLib)
|
if (!gameLib)
|
||||||
{
|
{
|
||||||
IAE_LOG_ERROR("Failed to load the dynamic library \"Game.dll\". Please make sure it exists.");
|
IAE_LOG_ERROR("Failed to load the dynamic library \"Game.dll\". Please make sure it exists.");
|
||||||
return SDL_APP_FAILURE;
|
return SDL_APP_FAILURE;
|
||||||
}
|
}
|
||||||
|
|
||||||
gameFunctionTable.OnInitialize = (VOID(*)())GetProcAddress(gameLib, "Game_OnInitialize");
|
gameFunctionTable.OnInitialize = (VOID (*)()) GetProcAddress(gameLib, "Game_OnInitialize");
|
||||||
gameFunctionTable.OnTerminate = (VOID(*)())GetProcAddress(gameLib, "Game_OnTerminate");
|
gameFunctionTable.OnTerminate = (VOID (*)()) GetProcAddress(gameLib, "Game_OnTerminate");
|
||||||
gameFunctionTable.OnDebugDraw = (VOID(*)())GetProcAddress(gameLib, "Game_OnDebugDraw");
|
gameFunctionTable.OnDebugDraw = (VOID (*)()) GetProcAddress(gameLib, "Game_OnDebugDraw");
|
||||||
gameFunctionTable.OnFixedUpdate = (VOID(*)())GetProcAddress(gameLib, "Game_OnFixedUpdate");
|
gameFunctionTable.OnFixedUpdate = (VOID (*)()) GetProcAddress(gameLib, "Game_OnFixedUpdate");
|
||||||
gameFunctionTable.OnUpdate = (VOID(*)(IN FLOAT32 deltaTime))GetProcAddress(gameLib, "Game_OnUpdate");
|
gameFunctionTable.OnUpdate = (VOID (*)(IN FLOAT32 deltaTime)) GetProcAddress(gameLib, "Game_OnUpdate");
|
||||||
gameFunctionTable.OnResize = (VOID(*)(IN INT32 newWidth, IN INT32 newHeight))GetProcAddress(gameLib, "Game_OnResize");
|
gameFunctionTable.OnResize =
|
||||||
|
(VOID (*)(IN INT32 newWidth, IN INT32 newHeight)) GetProcAddress(gameLib, "Game_OnResize");
|
||||||
gameFunctionTable.GetName = (PCCHAR(*)())GetProcAddress(gameLib, "Game_GetName");
|
|
||||||
gameFunctionTable.GetVersion = (UINT64(*)())GetProcAddress(gameLib, "Game_GetVersion");
|
|
||||||
gameFunctionTable.GetPackageName = (PCCHAR(*)())GetProcAddress(gameLib, "Game_GetPackageName");
|
|
||||||
gameFunctionTable.GetDeveloperName = (PCCHAR(*)())GetProcAddress(gameLib, "Game_GetDeveloperName");
|
|
||||||
gameFunctionTable.GetPublisherName = (PCCHAR(*)())GetProcAddress(gameLib, "Game_GetPublisherName");
|
|
||||||
|
|
||||||
if(!IAEngine_OnInitialize(gameFunctionTable))
|
gameFunctionTable.GetName = (PCCHAR (*)()) GetProcAddress(gameLib, "Game_GetName");
|
||||||
return SDL_APP_FAILURE;
|
gameFunctionTable.GetVersion = (UINT64 (*)()) GetProcAddress(gameLib, "Game_GetVersion");
|
||||||
|
gameFunctionTable.GetPackageName = (PCCHAR (*)()) GetProcAddress(gameLib, "Game_GetPackageName");
|
||||||
|
gameFunctionTable.GetDeveloperName = (PCCHAR (*)()) GetProcAddress(gameLib, "Game_GetDeveloperName");
|
||||||
|
gameFunctionTable.GetPublisherName = (PCCHAR (*)()) GetProcAddress(gameLib, "Game_GetPublisherName");
|
||||||
|
|
||||||
return SDL_APP_CONTINUE;
|
return IAEngine_Run(gameFunctionTable);
|
||||||
}
|
|
||||||
|
|
||||||
void SDL_AppQuit(void *appstate, SDL_AppResult result)
|
|
||||||
{
|
|
||||||
IAEngine_OnTerminate();
|
|
||||||
SDL_Quit();
|
|
||||||
}
|
}
|
||||||
@ -16,5 +16,5 @@
|
|||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include <IAEngine/GameInterface.hpp>
|
#include <IAEngine/GameLibraryInterface.hpp>
|
||||||
|
|
||||||
|
|||||||
2
Vendor/IACore
vendored
2
Vendor/IACore
vendored
Submodule Vendor/IACore updated: b38dc220be...66299a7caf
Reference in New Issue
Block a user