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5 Commits
2bd9fb91fc
...
b18bfe873f
| Author | SHA1 | Date | |
|---|---|---|---|
| b18bfe873f | |||
| 5f112f7531 | |||
| 3380eb993e | |||
| fe88538e3c | |||
| 3c5792e975 |
@ -2,9 +2,9 @@
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|||||||
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#include <IAEngine/Input.hpp>
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#include <IAEngine/Input.hpp>
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#include <IAEngine/Rendering/Camera.hpp>
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#include <IAEngine/Rendering/Camera.hpp>
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#include <IAEngine/Components/PhysicsBody2D.hpp>
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#include <IAEngine/Rendering/DebugDraw.hpp>
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#include <IAEngine/Components/BoxCollider2D.hpp>
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#include <IAEngine/Components/SpriteRenderer.hpp>
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#include <IAEngine/Components/SpriteRenderer.hpp>
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#include <IAEngine/Components/Physics.hpp>
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#include <IACore/File.hpp>
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#include <IACore/File.hpp>
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@ -13,7 +13,7 @@ namespace ia::iae::game
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RefPtr<Scene> scene;
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RefPtr<Scene> scene;
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RefPtr<Node> g_player;
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RefPtr<Node> g_player;
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PhysicsBody2DComponent* g_playerPhysicsBody{};
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PhysicsComponent* g_playerPhysics;
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VOID Game::Initialize()
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VOID Game::Initialize()
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{
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{
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@ -34,20 +34,18 @@ namespace ia::iae::game
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});
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});
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t->BakeAnimations();
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t->BakeAnimations();
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}
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}
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{
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g_playerPhysics = g_player->AddComponent<PhysicsComponent>();
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g_playerPhysicsBody = g_player->AddComponent<PhysicsBody2DComponent>();
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g_playerPhysics->AddCollider({
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g_playerPhysicsBody->IsDynamic() = true;
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.IsTrigger = false,
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const auto collider = g_player->AddComponent<BoxCollider2DComponent>();
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.Position = {
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collider->Rect() = {
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0.0f, 0.0f,
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0,
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},
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0,
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.Size = {
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g_player->DrawnSize().x,
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25.0f, 25.0f
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g_player->DrawnSize().y,
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}
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};
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});
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collider->IsDebugDrawEnabled() = true;
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}
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g_player->Tags() = NODE_TAG_PLAYER;
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g_player->Tags() = NODE_TAG_PLAYER;
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g_player->SetLocalPosition({200, 200});
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g_player->SetLocalPosition({200, 300});
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const auto obstacle = MakeRefPtr<Node>();
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const auto obstacle = MakeRefPtr<Node>();
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{
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{
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@ -56,23 +54,23 @@ namespace ia::iae::game
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.ShouldLoop = true,
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.ShouldLoop = true,
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.Keys = {
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.Keys = {
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SpriteRendererComponent::AnimationKeyFrame {
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SpriteRendererComponent::AnimationKeyFrame {
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.Scale = {3.0f, 0.5f},
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.Scale = {1.0f, 0.5f},
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.ColorOverlay = {0.75f, 0.0f, 0.0f, 1.0f}
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.ColorOverlay = {0.75f, 0.0f, 0.0f, 1.0f}
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}
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}
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},
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},
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});
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});
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t->BakeAnimations();
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t->BakeAnimations();
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}
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}
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{
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const auto obstaclePhysics = obstacle->AddComponent<PhysicsComponent>();
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obstacle->AddComponent<PhysicsBody2DComponent>();
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obstaclePhysics->AddCollider({
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const auto collider = obstacle->AddComponent<BoxCollider2DComponent>();
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.IsTrigger = false,
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collider->Rect() = {
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.Position = {
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0, 0,
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0.0f, 0.0f,
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obstacle->DrawnSize().x,
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},
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obstacle->DrawnSize().y
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.Size = {
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};
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100.0f, 50.0f
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collider->IsDebugDrawEnabled() = true;
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}
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}
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});
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obstacle->Tags() = NODE_TAG_GROUND;
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obstacle->Tags() = NODE_TAG_GROUND;
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obstacle->SetLocalSortIndex(20);
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obstacle->SetLocalSortIndex(20);
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obstacle->SetLocalPosition({200, 400});
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obstacle->SetLocalPosition({200, 400});
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@ -89,8 +87,7 @@ namespace ia::iae::game
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VOID Game::Update()
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VOID Game::Update()
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{
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{
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if(Input::WasKeyPressed(Input::KEY_SPACE))
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const auto d = Input::GetDirectionalInput();
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g_playerPhysicsBody->Jump(200.0f);
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g_playerPhysics->Move(d);
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g_playerPhysicsBody->SetVelocityX(Input::GetDirectionalInput().x * 100.0f);
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}
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}
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}
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}
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@ -13,9 +13,11 @@ set(IAEngine_Sources
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imp/cpp/Rendering/Renderer.cpp
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imp/cpp/Rendering/Renderer.cpp
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imp/cpp/Rendering/GPUBuffer.cpp
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imp/cpp/Rendering/GPUBuffer.cpp
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imp/cpp/Rendering/GPUTexture.cpp
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imp/cpp/Rendering/GPUTexture.cpp
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imp/cpp/Rendering/DebugDraw.cpp
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imp/cpp/Rendering/Pipeline/Pipeline.cpp
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imp/cpp/Rendering/Pipeline/Pipeline.cpp
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imp/cpp/Rendering/Pipeline/UnlitMesh.cpp
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imp/cpp/Rendering/Pipeline/UnlitMesh.cpp
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imp/cpp/Rendering/Pipeline/PostProcess.cpp
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imp/cpp/Physics/Physics.cpp
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imp/cpp/Physics/Physics.cpp
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@ -25,12 +27,11 @@ set(IAEngine_Sources
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imp/cpp/Nodes/Node.cpp
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imp/cpp/Nodes/Node.cpp
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imp/cpp/Components/AtlasRenderer.cpp
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imp/cpp/Components/AtlasRenderer.cpp
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imp/cpp/Components/BoxCollider2D.cpp
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imp/cpp/Components/SpriteRenderer.cpp
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imp/cpp/Components/SpriteRenderer.cpp
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imp/cpp/Components/SoundEmitter.cpp
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imp/cpp/Components/SoundEmitter.cpp
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imp/cpp/Components/ParticleEmitter.cpp
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imp/cpp/Components/ParticleEmitter.cpp
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imp/cpp/Components/PhysicsBody2D.cpp
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imp/cpp/Components/TextureRenderer.cpp
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imp/cpp/Components/TextureRenderer.cpp
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imp/cpp/Components/Physics.cpp
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)
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)
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add_library(IAEngine STATIC ${IAEngine_Sources})
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add_library(IAEngine STATIC ${IAEngine_Sources})
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@ -39,4 +40,4 @@ target_include_directories(IAEngine PUBLIC inc/)
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target_include_directories(IAEngine PRIVATE imp/hpp)
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target_include_directories(IAEngine PRIVATE imp/hpp)
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target_link_libraries(IAEngine PUBLIC IACore ImGui glm::glm)
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target_link_libraries(IAEngine PUBLIC IACore ImGui glm::glm)
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target_link_libraries(IAEngine PRIVATE SDL3::SDL3 SDL3_mixer::SDL3_mixer box2d RmlUi::RmlUi)
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target_link_libraries(IAEngine PRIVATE SDL3::SDL3 SDL3_mixer::SDL3_mixer RmlUi::RmlUi)
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@ -1,62 +0,0 @@
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// IAEngine: 2D Game Engine by IA
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// Copyright (C) 2025 IAS (ias@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
|
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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#include <IAEngine/Components/BoxCollider2D.hpp>
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#include <IAEngine/Components/PhysicsBody2D.hpp>
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#include <IAEngine/Components/TextureRenderer.hpp>
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#include <IAEngine/Rendering/Renderer.hpp>
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#include <IAEngine/Physics/Physics.hpp>
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#include <IAEngine/Nodes/Node.hpp>
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namespace ia::iae
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{
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EXTERN Texture g_whiteStrokeTexture;
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BoxCollider2DComponent::BoxCollider2DComponent(IN Node *node) : IComponent(node)
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{
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IA_RELEASE_ASSERT(m_body = node->GetComponent<PhysicsBody2DComponent>());
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m_physicsHandle = Physics::AddColliderToBody(m_body->PhysicsHandle(), this);
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}
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VOID BoxCollider2DComponent::Draw()
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{
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if (!m_isDebugDrawEnabled)
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return;
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Renderer::Draw(Renderer::GetMesh_Quad(), g_whiteStrokeTexture.GetHandle(), m_node->GetPosition() + glm::vec2{m_rect.x, m_rect.y},
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glm::vec2{m_rect.z, m_rect.w}, 0, Renderer::MAX_LAYER_INDEX,
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0, {1.0f, 1.0f, 1.0f, 1.0f});
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}
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VOID BoxCollider2DComponent::Update()
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{
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}
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VOID BoxCollider2DComponent::OnCollisionEnter(IN Node *other)
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{
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if (other->HasTag(NODE_TAG_GROUND))
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m_body->IsGrounded() = true;
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if(m_collisionEnterCallback)
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m_collisionEnterCallback(other);
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}
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VOID BoxCollider2DComponent::OnCollisionExit(IN Node *other)
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{
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if (other->HasTag(NODE_TAG_GROUND))
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m_body->IsGrounded() = false;
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if(m_collisionExitCallback)
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m_collisionExitCallback(other);
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}
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} // namespace ia::iae
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75
Src/IAEngine/imp/cpp/Components/Physics.cpp
Normal file
75
Src/IAEngine/imp/cpp/Components/Physics.cpp
Normal file
@ -0,0 +1,75 @@
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// IAEngine: 2D Game Engine by IA
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// Copyright (C) 2025 IAS (ias@iasoft.dev)
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//
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|
// 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.
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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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|
#include <IAEngine/Components/Physics.hpp>
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#include <IAEngine/Physics/Physics.hpp>
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#include <IAEngine/Nodes/Node.hpp>
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|
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|
namespace ia::iae
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|
{
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PhysicsComponent::PhysicsComponent(IN Node *node) : IComponent(node)
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|
{
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m_physicsHandle = Physics::RegisterComponent(this);
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|
}
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PhysicsComponent::~PhysicsComponent()
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|
{
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|
}
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|
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|
VOID PhysicsComponent::Draw()
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|
{
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|
}
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|
|
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|
VOID PhysicsComponent::Update()
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|
{
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|
}
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|
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|
Handle PhysicsComponent::CreateCollider()
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|
{
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|
m_colliders.pushBack({});
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|
return m_colliders.size() - 1;
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|
}
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|
|
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|
Handle PhysicsComponent::AddCollider(IN Collider collider)
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|
{
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|
m_colliders.pushBack(collider);
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|
return m_colliders.size() - 1;
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||||||
|
}
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|
|
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|
PhysicsComponent::Collider &PhysicsComponent::GetCollider(IN Handle handle)
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|
{
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|
return m_colliders[handle];
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|
}
|
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|
|
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|
VOID PhysicsComponent::Move(IN glm::vec2 direction)
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|
{
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|
const auto v = direction * m_movementSpeed;
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|
for(const auto& t: m_colliders)
|
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|
{
|
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|
if(!Physics::CanMove(m_physicsHandle, t, v))
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
m_node->SetLocalPosition(m_node->GetLocalPosition() + v);
|
||||||
|
}
|
||||||
|
|
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|
VOID PhysicsComponent::Jump(IN FLOAT32 force)
|
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|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID PhysicsComponent::OnCollision(IN PhysicsComponent *other)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
} // namespace ia::iae
|
||||||
@ -1,66 +0,0 @@
|
|||||||
// IAEngine: 2D Game Engine by IA
|
|
||||||
// Copyright (C) 2025 IAS (ias@iasoft.dev)
|
|
||||||
//
|
|
||||||
// This program is free software: you can redistribute it and/or modify
|
|
||||||
// it under the terms of the GNU General Public License as published by
|
|
||||||
// the Free Software Foundation, either version 3 of the License, or
|
|
||||||
// (at your option) any later version.
|
|
||||||
//
|
|
||||||
// This program is distributed in the hope that it will be useful,
|
|
||||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
||||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
||||||
// GNU General Public License for more details.
|
|
||||||
//
|
|
||||||
// You should have received a copy of the GNU General Public License
|
|
||||||
// along with this program. If not, see <https://www.gnu.org/licenses/>.
|
|
||||||
|
|
||||||
#include <IAEngine/Components/BoxCollider2D.hpp>
|
|
||||||
#include <IAEngine/Components/PhysicsBody2D.hpp>
|
|
||||||
#include <IAEngine/Nodes/Node.hpp>
|
|
||||||
#include <IAEngine/Physics/Physics.hpp>
|
|
||||||
|
|
||||||
namespace ia::iae
|
|
||||||
{
|
|
||||||
PhysicsBody2DComponent::PhysicsBody2DComponent(IN Node *node) : IComponent(node)
|
|
||||||
{
|
|
||||||
m_physicsHandle = Physics::AddBody(this);
|
|
||||||
}
|
|
||||||
|
|
||||||
VOID PhysicsBody2DComponent::Draw()
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
VOID PhysicsBody2DComponent::Update()
|
|
||||||
{
|
|
||||||
if (m_isDynamic)
|
|
||||||
m_node->SetLocalPosition(Physics::GetBodyPosition(m_physicsHandle));
|
|
||||||
if (!m_isRotationLocked)
|
|
||||||
m_node->SetLocalRotation(Physics::GetBodyRotation(m_physicsHandle));
|
|
||||||
}
|
|
||||||
|
|
||||||
VOID PhysicsBody2DComponent::SetVelocity(IN glm::vec2 v)
|
|
||||||
{
|
|
||||||
Physics::SetBodyVelocity(m_physicsHandle, v);
|
|
||||||
}
|
|
||||||
|
|
||||||
VOID PhysicsBody2DComponent::SetVelocityX(IN FLOAT32 v)
|
|
||||||
{
|
|
||||||
Physics::SetBodyVelocityX(m_physicsHandle, v);
|
|
||||||
}
|
|
||||||
|
|
||||||
VOID PhysicsBody2DComponent::SetVelocityY(IN FLOAT32 v)
|
|
||||||
{
|
|
||||||
Physics::SetBodyVelocityY(m_physicsHandle, v);
|
|
||||||
}
|
|
||||||
|
|
||||||
VOID PhysicsBody2DComponent::ApplyForce(IN glm::vec2 force)
|
|
||||||
{
|
|
||||||
Physics::ApplyBodyForce(m_physicsHandle, force);
|
|
||||||
}
|
|
||||||
|
|
||||||
VOID PhysicsBody2DComponent::Jump(IN FLOAT32 velocity)
|
|
||||||
{
|
|
||||||
if(m_isGrounded)
|
|
||||||
Physics::SetBodyVelocityY(m_physicsHandle, -velocity);
|
|
||||||
}
|
|
||||||
} // namespace ia::iae
|
|
||||||
@ -132,11 +132,12 @@ namespace ia::iae
|
|||||||
|
|
||||||
VOID Engine::UpdateGame()
|
VOID Engine::UpdateGame()
|
||||||
{
|
{
|
||||||
|
Physics::Update();
|
||||||
|
|
||||||
if B_LIKELY (g_activeScene)
|
if B_LIKELY (g_activeScene)
|
||||||
g_activeScene->Update();
|
g_activeScene->Update();
|
||||||
|
|
||||||
UI::Update();
|
UI::Update();
|
||||||
Physics::Update();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
VOID Engine::RenderGame()
|
VOID Engine::RenderGame()
|
||||||
|
|||||||
@ -19,171 +19,118 @@
|
|||||||
|
|
||||||
#include <IAEngine/Nodes/Node.hpp>
|
#include <IAEngine/Nodes/Node.hpp>
|
||||||
|
|
||||||
#include <box2d/box2d.h>
|
|
||||||
|
|
||||||
#include <map>
|
#include <map>
|
||||||
|
|
||||||
namespace ia::iae
|
namespace ia::iae
|
||||||
{
|
{
|
||||||
struct Body
|
Vector<PhysicsComponent *> g_physicsComponents;
|
||||||
{
|
|
||||||
struct Collider
|
|
||||||
{
|
|
||||||
b2ShapeId ShapeId{};
|
|
||||||
BoxCollider2DComponent *ColliderComponent{};
|
|
||||||
};
|
|
||||||
|
|
||||||
b2BodyId BodyId{.world0 = 0xFFFF};
|
FLOAT32 Sq(IN FLOAT32 v)
|
||||||
PhysicsBody2DComponent *BodyComponent;
|
{
|
||||||
Vector<Collider> Colliders;
|
return v * v;
|
||||||
|
}
|
||||||
|
|
||||||
|
enum class RectSide
|
||||||
|
{
|
||||||
|
NONE,
|
||||||
|
LEFT,
|
||||||
|
RIGHT,
|
||||||
|
TOP,
|
||||||
|
BOTTOM,
|
||||||
};
|
};
|
||||||
|
|
||||||
b2WorldId g_worldId{};
|
RectSide GetRectSide(IN glm::vec2 d)
|
||||||
Vector<Body> g_bodies;
|
|
||||||
std::map<Handle, BoxCollider2DComponent*> g_shapeColliders;
|
|
||||||
|
|
||||||
INLINE Handle ShapeIdToHandle(IN b2ShapeId id)
|
|
||||||
{
|
{
|
||||||
return *reinterpret_cast<Handle*>(&id.index1);
|
const auto dX = abs(d.x);
|
||||||
|
const auto dY = abs(d.y);
|
||||||
|
if (d.x >= 0)
|
||||||
|
{
|
||||||
|
if (dX >= dY)
|
||||||
|
{
|
||||||
|
return RectSide::RIGHT;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
return (d.y < 0) ? RectSide::TOP : RectSide::BOTTOM;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (dX >= dY)
|
||||||
|
{
|
||||||
|
return RectSide::LEFT;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
return (d.y < 0) ? RectSide::TOP : RectSide::BOTTOM;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return RectSide::NONE;
|
||||||
}
|
}
|
||||||
|
|
||||||
VOID Physics::Initialize()
|
VOID Physics::Initialize()
|
||||||
{
|
{
|
||||||
auto worldDef = b2DefaultWorldDef();
|
|
||||||
worldDef.gravity = b2Vec2{0.0f, 1000.0f};
|
|
||||||
g_worldId = b2CreateWorld(&worldDef);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
VOID Physics::Terminate()
|
VOID Physics::Terminate()
|
||||||
{
|
{
|
||||||
b2DestroyWorld(g_worldId);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
VOID Physics::Update()
|
VOID Physics::Update()
|
||||||
{
|
{
|
||||||
CONSTEXPR FLOAT32 TIME_STEP = 1.0f / 60.0f;
|
|
||||||
CONSTEXPR INT32 SUB_STEP_COUNT = 4;
|
|
||||||
b2World_Step(g_worldId, TIME_STEP, SUB_STEP_COUNT);
|
|
||||||
|
|
||||||
// Process contact events
|
|
||||||
const auto contactEvents = b2World_GetContactEvents(g_worldId);
|
|
||||||
for(INT32 i = 0; i < contactEvents.beginCount; i++)
|
|
||||||
{
|
|
||||||
const auto& shapeA = g_shapeColliders[ShapeIdToHandle(contactEvents.beginEvents[i].shapeIdA)];
|
|
||||||
const auto& shapeB = g_shapeColliders[ShapeIdToHandle(contactEvents.beginEvents[i].shapeIdB)];
|
|
||||||
shapeA->OnCollisionEnter(shapeB->GetNode());
|
|
||||||
shapeB->OnCollisionEnter(shapeA->GetNode());
|
|
||||||
}
|
|
||||||
for(INT32 i = 0; i < contactEvents.endCount; i++)
|
|
||||||
{
|
|
||||||
const auto& shapeA = g_shapeColliders[ShapeIdToHandle(contactEvents.endEvents[i].shapeIdA)];
|
|
||||||
const auto& shapeB = g_shapeColliders[ShapeIdToHandle(contactEvents.endEvents[i].shapeIdB)];
|
|
||||||
shapeA->OnCollisionExit(shapeB->GetNode());
|
|
||||||
shapeB->OnCollisionExit(shapeA->GetNode());
|
|
||||||
}
|
|
||||||
|
|
||||||
// Process sensor events
|
|
||||||
const auto sensorEvents = b2World_GetSensorEvents(g_worldId);
|
|
||||||
for(INT32 i = 0; i < sensorEvents.beginCount; i++)
|
|
||||||
{
|
|
||||||
const auto& shapeA = g_shapeColliders[ShapeIdToHandle(sensorEvents.beginEvents[i].sensorShapeId)];
|
|
||||||
const auto& shapeB = g_shapeColliders[ShapeIdToHandle(sensorEvents.beginEvents[i].visitorShapeId)];
|
|
||||||
shapeA->OnCollisionEnter(shapeB->GetNode());
|
|
||||||
shapeB->OnCollisionEnter(shapeA->GetNode());
|
|
||||||
}
|
|
||||||
for(INT32 i = 0; i < sensorEvents.endCount; i++)
|
|
||||||
{
|
|
||||||
const auto& shapeA = g_shapeColliders[ShapeIdToHandle(sensorEvents.endEvents[i].sensorShapeId)];
|
|
||||||
const auto& shapeB = g_shapeColliders[ShapeIdToHandle(sensorEvents.endEvents[i].visitorShapeId)];
|
|
||||||
shapeA->OnCollisionExit(shapeB->GetNode());
|
|
||||||
shapeB->OnCollisionExit(shapeA->GetNode());
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
VOID Physics::Bake()
|
Handle Physics::RegisterComponent(IN PhysicsComponent *component)
|
||||||
{
|
{
|
||||||
for (auto &b : g_bodies)
|
g_physicsComponents.pushBack(component);
|
||||||
|
return g_physicsComponents.size() - 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
BOOL Physics::CanMove(IN Handle handle, IN CONST PhysicsComponent::Collider &collider, IN glm::vec2 movement)
|
||||||
|
{
|
||||||
|
const auto comp = g_physicsComponents[handle];
|
||||||
|
const auto middle = comp->GetNode()->GetPosition() + movement + collider.Position + collider.Size / 2.0f;
|
||||||
|
const auto halfSize = collider.Size / 2.0f;
|
||||||
|
for (const auto &t : g_physicsComponents)
|
||||||
{
|
{
|
||||||
const auto drawnSize = b.BodyComponent->GetNode()->DrawnSize();
|
if (t == comp)
|
||||||
const auto pos = b.BodyComponent->GetNode()->GetPosition();
|
continue;
|
||||||
|
for (const auto &tc : t->Colliders())
|
||||||
auto bodyDef = b2DefaultBodyDef();
|
|
||||||
if (b.BodyComponent->IsDynamic())
|
|
||||||
bodyDef.type = b2_dynamicBody;
|
|
||||||
bodyDef.position = b2Vec2{pos.x + drawnSize.x/2.0f, pos.y + drawnSize.y/2.0f};
|
|
||||||
if (b.BodyId.world0 != 0xFFFF)
|
|
||||||
b2DestroyBody(b.BodyId);
|
|
||||||
b.BodyId = b2CreateBody(g_worldId, &bodyDef);
|
|
||||||
|
|
||||||
for (auto &c : b.Colliders)
|
|
||||||
{
|
{
|
||||||
const auto rect = c.ColliderComponent->Rect();
|
BOOL isColliding = false;
|
||||||
const auto halfW = rect.z/2.0f;
|
const auto tMiddle = t->GetNode()->GetPosition() + tc.Position + tc.Size / 2.0f;
|
||||||
const auto halfH = rect.w/2.0f;
|
const auto tHalfSize = tc.Size / 2.0f;
|
||||||
const auto box = b2MakeOffsetBox(halfW, halfH, {rect.x, rect.y}, b2MakeRot(0));
|
const auto rectSide = GetRectSide(tMiddle - middle);
|
||||||
auto boxShapeDef = b2DefaultShapeDef();
|
const auto distance = Sq(tMiddle.x - middle.x) + Sq(tMiddle.y - middle.y);
|
||||||
boxShapeDef.density = 1.0f;
|
switch (rectSide)
|
||||||
boxShapeDef.isSensor = c.ColliderComponent->IsTrigger();
|
{
|
||||||
boxShapeDef.enableContactEvents = c.ColliderComponent->CollisionsEnabled();
|
case RectSide::LEFT:
|
||||||
boxShapeDef.enableSensorEvents = boxShapeDef.enableContactEvents;
|
case RectSide::RIGHT:
|
||||||
c.ShapeId = b2CreatePolygonShape(b.BodyId, &boxShapeDef, &box);
|
isColliding = (Sq(tHalfSize.x + halfSize.x) >= distance);
|
||||||
g_shapeColliders[ShapeIdToHandle(c.ShapeId)] = c.ColliderComponent;
|
break;
|
||||||
|
|
||||||
|
case RectSide::TOP:
|
||||||
|
case RectSide::BOTTOM:
|
||||||
|
isColliding = (Sq(tHalfSize.y + halfSize.y) >= distance);
|
||||||
|
break;
|
||||||
|
|
||||||
|
default:
|
||||||
|
isColliding = false;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
if (isColliding)
|
||||||
|
{
|
||||||
|
// Collision callback
|
||||||
|
comp->OnCollision(t);
|
||||||
|
t->OnCollision(comp);
|
||||||
|
|
||||||
|
// Overlap block
|
||||||
|
if (tc.IsTrigger)
|
||||||
|
continue;
|
||||||
|
return false;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
return true;
|
||||||
|
|
||||||
Handle Physics::AddBody(IN PhysicsBody2DComponent *body)
|
|
||||||
{
|
|
||||||
g_bodies.pushBack(Body{
|
|
||||||
.BodyComponent = body,
|
|
||||||
});
|
|
||||||
return g_bodies.size() - 1;
|
|
||||||
}
|
|
||||||
|
|
||||||
Handle Physics::AddColliderToBody(IN Handle bodyHandle, IN BoxCollider2DComponent *collider)
|
|
||||||
{
|
|
||||||
auto &b = g_bodies[bodyHandle];
|
|
||||||
b.Colliders.pushBack(Body::Collider{
|
|
||||||
.ColliderComponent = collider,
|
|
||||||
});
|
|
||||||
return b.Colliders.size() - 1;
|
|
||||||
}
|
|
||||||
|
|
||||||
FLOAT32 Physics::GetBodyRotation(IN Handle handle)
|
|
||||||
{
|
|
||||||
const auto &b = g_bodies[handle];
|
|
||||||
return acosf(b2Body_GetRotation(b.BodyId).c);
|
|
||||||
}
|
|
||||||
|
|
||||||
glm::vec2 Physics::GetBodyPosition(IN Handle handle)
|
|
||||||
{
|
|
||||||
const auto &b = g_bodies[handle];
|
|
||||||
const auto drawnSize = b.BodyComponent->GetNode()->DrawnSize();
|
|
||||||
const auto v = b2Body_GetPosition(b.BodyId);
|
|
||||||
return {v.x - drawnSize.x/2.0f, v.y - drawnSize.y/2.0f};
|
|
||||||
}
|
|
||||||
|
|
||||||
VOID Physics::ApplyBodyForce(IN Handle handle, IN glm::vec2 force)
|
|
||||||
{
|
|
||||||
const auto &b = g_bodies[handle];
|
|
||||||
b2Body_ApplyForce(b.BodyId, {force.x, force.y}, b2Body_GetLocalCenterOfMass(b.BodyId), true);
|
|
||||||
}
|
|
||||||
|
|
||||||
VOID Physics::SetBodyVelocity(IN Handle handle, IN glm::vec2 v)
|
|
||||||
{
|
|
||||||
const auto &b = g_bodies[handle];
|
|
||||||
b2Body_SetLinearVelocity(b.BodyId, {v.x, v.y});
|
|
||||||
}
|
|
||||||
|
|
||||||
VOID Physics::SetBodyVelocityX(IN Handle handle, IN FLOAT32 v)
|
|
||||||
{
|
|
||||||
const auto &b = g_bodies[handle];
|
|
||||||
b2Body_SetLinearVelocity(b.BodyId, {v, b2Body_GetLinearVelocity(b.BodyId).y});
|
|
||||||
}
|
|
||||||
|
|
||||||
VOID Physics::SetBodyVelocityY(IN Handle handle, IN FLOAT32 v)
|
|
||||||
{
|
|
||||||
const auto &b = g_bodies[handle];
|
|
||||||
b2Body_SetLinearVelocity(b.BodyId, {b2Body_GetLinearVelocity(b.BodyId).x, v});
|
|
||||||
}
|
}
|
||||||
} // namespace ia::iae
|
} // namespace ia::iae
|
||||||
189
Src/IAEngine/imp/cpp/Rendering/DebugDraw.cpp
Normal file
189
Src/IAEngine/imp/cpp/Rendering/DebugDraw.cpp
Normal file
@ -0,0 +1,189 @@
|
|||||||
|
// IAEngine: 2D Game Engine by IA
|
||||||
|
// Copyright (C) 2025 IAS (ias@iasoft.dev)
|
||||||
|
//
|
||||||
|
// This program is free software: you can redistribute it and/or modify
|
||||||
|
// it under the terms of the GNU General Public License as published by
|
||||||
|
// the Free Software Foundation, either version 3 of the License, or
|
||||||
|
// (at your option) any later version.
|
||||||
|
//
|
||||||
|
// This program is distributed in the hope that it will be useful,
|
||||||
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||||
|
// GNU General Public License for more details.
|
||||||
|
//
|
||||||
|
// You should have received a copy of the GNU General Public License
|
||||||
|
// along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||||
|
|
||||||
|
#include <IAEngine/IAEngine.hpp>
|
||||||
|
#include <IAEngine/Rendering/Camera.hpp>
|
||||||
|
#include <IAEngine/Rendering/DebugDraw.hpp>
|
||||||
|
#include <IAEngine/Rendering/GPUBuffer.hpp>
|
||||||
|
#include <IAEngine/Rendering/GPUTexture.hpp>
|
||||||
|
#include <IAEngine/Rendering/Pipeline/UnlitMesh.hpp>
|
||||||
|
#include <IAEngine/Rendering/Renderer.hpp>
|
||||||
|
|
||||||
|
#include <SDL3/SDL_gpu.h>
|
||||||
|
|
||||||
|
#include <backends/imgui_impl_sdl3.h>
|
||||||
|
#include <backends/imgui_impl_sdlgpu3.h>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
EXTERN SDL_Window *g_windowHandle;
|
||||||
|
EXTERN SDL_GPUDevice *g_gpuDevice;
|
||||||
|
|
||||||
|
ImGuiIO g_imGUIIO{};
|
||||||
|
|
||||||
|
struct ShapeLine
|
||||||
|
{
|
||||||
|
ImVec2 To{};
|
||||||
|
ImVec2 From{};
|
||||||
|
ImColor Color{};
|
||||||
|
FLOAT32 Thickness{1.0f};
|
||||||
|
BOOL Visibility{true};
|
||||||
|
};
|
||||||
|
|
||||||
|
struct ShapeRect
|
||||||
|
{
|
||||||
|
ImVec2 TopLeft{};
|
||||||
|
ImVec2 BottomRight{};
|
||||||
|
ImColor Color{};
|
||||||
|
BOOL Visibility{true};
|
||||||
|
};
|
||||||
|
|
||||||
|
struct UIWindow
|
||||||
|
{
|
||||||
|
PCCHAR Title{""};
|
||||||
|
glm::vec2 Position{};
|
||||||
|
glm::vec2 Size{};
|
||||||
|
std::function<VOID()> ContentDrawCallback{};
|
||||||
|
BOOL Visibility{true};
|
||||||
|
};
|
||||||
|
|
||||||
|
Vector<UIWindow> g_debugUIWindows;
|
||||||
|
Vector<ShapeLine> g_lineShapes;
|
||||||
|
Vector<ShapeRect> g_rectShapes;
|
||||||
|
|
||||||
|
VOID DebugDraw::Initailize()
|
||||||
|
{
|
||||||
|
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 = g_gpuDevice,
|
||||||
|
.ColorTargetFormat =
|
||||||
|
SDL_GetGPUSwapchainTextureFormat(g_gpuDevice, g_windowHandle),
|
||||||
|
.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::Draw()
|
||||||
|
{
|
||||||
|
for (const auto &w : g_debugUIWindows)
|
||||||
|
{
|
||||||
|
if (!w.Visibility)
|
||||||
|
continue;
|
||||||
|
ImGui::Begin(w.Title);
|
||||||
|
ImGui::SetWindowPos({w.Position.x, w.Position.y});
|
||||||
|
ImGui::SetWindowSize({w.Size.x, w.Size.y});
|
||||||
|
w.ContentDrawCallback();
|
||||||
|
ImGui::End();
|
||||||
|
}
|
||||||
|
const auto drawList = ImGui::GetForegroundDrawList();
|
||||||
|
for (const auto &t : g_lineShapes)
|
||||||
|
{
|
||||||
|
if (!t.Visibility)
|
||||||
|
continue;
|
||||||
|
drawList->AddLine(t.From, t.To, t.Color, t.Thickness);
|
||||||
|
}
|
||||||
|
for (const auto &t : g_rectShapes)
|
||||||
|
{
|
||||||
|
if (!t.Visibility)
|
||||||
|
continue;
|
||||||
|
drawList->AddRectFilled(t.TopLeft, t.BottomRight, t.Color);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Handle DebugDraw::AddLine(IN CONST glm::vec2 &from, IN CONST glm::vec2 &to, IN CONST glm::vec4 &color,
|
||||||
|
IN FLOAT32 thickness)
|
||||||
|
{
|
||||||
|
g_lineShapes.pushBack(ShapeLine{.To = ImVec2{to.x, to.y},
|
||||||
|
.From = ImVec2{from.x, from.y},
|
||||||
|
.Color = IM_COL32(color.x * 255, color.y * 255, color.z * 255, color.w * 255),
|
||||||
|
.Thickness = thickness});
|
||||||
|
return g_lineShapes.size() - 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
Handle DebugDraw::AddRect(IN CONST glm::vec2 &position, IN CONST glm::vec2 &size, IN CONST glm::vec4 &color)
|
||||||
|
{
|
||||||
|
g_rectShapes.pushBack({
|
||||||
|
.TopLeft =
|
||||||
|
ImVec2{
|
||||||
|
position.x,
|
||||||
|
position.y,
|
||||||
|
},
|
||||||
|
.BottomRight =
|
||||||
|
ImVec2{
|
||||||
|
position.x + size.x,
|
||||||
|
position.y + size.y,
|
||||||
|
},
|
||||||
|
.Color = IM_COL32(color.x * 255, color.y * 255, color.z * 255, color.w * 255),
|
||||||
|
});
|
||||||
|
return g_rectShapes.size() - 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
Handle DebugDraw::AddUIWindow(IN PCCHAR title, IN CONST glm::vec2 &position, IN CONST glm::vec2 &size,
|
||||||
|
IN std::function<VOID()> contentDrawCallback)
|
||||||
|
{
|
||||||
|
g_debugUIWindows.pushBack(UIWindow{title, position, size, contentDrawCallback});
|
||||||
|
return g_debugUIWindows.size() - 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID DebugDraw::SetLineVisibility(IN Handle handle, IN BOOL visible)
|
||||||
|
{
|
||||||
|
g_lineShapes[handle].Visibility = visible;
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID DebugDraw::SetRectVisibility(IN Handle handle, IN BOOL visible)
|
||||||
|
{
|
||||||
|
g_rectShapes[handle].Visibility = visible;
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID DebugDraw::SetUIWindowVisibility(IN Handle handle, IN BOOL visible)
|
||||||
|
{
|
||||||
|
g_debugUIWindows[handle].Visibility = visible;
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID DebugDraw::ToggleLineVisibility(IN Handle handle)
|
||||||
|
{
|
||||||
|
g_lineShapes[handle].Visibility = !g_lineShapes[handle].Visibility;
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID DebugDraw::ToggleRectVisibility(IN Handle handle)
|
||||||
|
{
|
||||||
|
g_rectShapes[handle].Visibility = !g_rectShapes[handle].Visibility;
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID DebugDraw::ToggleUIWindowVisibility(IN Handle handle)
|
||||||
|
{
|
||||||
|
g_debugUIWindows[handle].Visibility = !g_debugUIWindows[handle].Visibility;
|
||||||
|
}
|
||||||
|
} // namespace ia::iae
|
||||||
81
Src/IAEngine/imp/cpp/Rendering/Pipeline/PostProcess.cpp
Normal file
81
Src/IAEngine/imp/cpp/Rendering/Pipeline/PostProcess.cpp
Normal file
@ -0,0 +1,81 @@
|
|||||||
|
// IAEngine: 2D Game Engine by IA
|
||||||
|
// Copyright (C) 2025 IAS (ias@iasoft.dev)
|
||||||
|
//
|
||||||
|
// This program is free software: you can redistribute it and/or modify
|
||||||
|
// it under the terms of the GNU General Public License as published by
|
||||||
|
// the Free Software Foundation, either version 3 of the License, or
|
||||||
|
// (at your option) any later version.
|
||||||
|
//
|
||||||
|
// This program is distributed in the hope that it will be useful,
|
||||||
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||||
|
// GNU General Public License for more details.
|
||||||
|
//
|
||||||
|
// You should have received a copy of the GNU General Public License
|
||||||
|
// along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||||
|
|
||||||
|
#include <IAEngine/Rendering/Pipeline/PostProcess.hpp>
|
||||||
|
|
||||||
|
#include <SDL3/SDL_gpu.h>
|
||||||
|
|
||||||
|
#include <EmbeddedShaders.hpp>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
EXTERN SDL_GPUDevice *g_gpuDevice;
|
||||||
|
EXTERN SDL_Window *g_windowHandle;
|
||||||
|
|
||||||
|
Pipeline_PostProcess::~Pipeline_PostProcess()
|
||||||
|
{
|
||||||
|
if (m_handle)
|
||||||
|
SDL_ReleaseGPUGraphicsPipeline(g_gpuDevice, (SDL_GPUGraphicsPipeline *) m_handle);
|
||||||
|
}
|
||||||
|
|
||||||
|
RefPtr<Pipeline_PostProcess> Pipeline_PostProcess::Create()
|
||||||
|
{
|
||||||
|
const auto res = MakeRefPtr<Pipeline_PostProcess>();
|
||||||
|
|
||||||
|
const auto vertexShader = LoadShaderFromMemory(ShaderStage::VERTEX, SHADER_SOURCE_POSTPROCESS_VERT,
|
||||||
|
sizeof(SHADER_SOURCE_POSTPROCESS_VERT), 0, 0, 0, 0);
|
||||||
|
const auto pixelShader = LoadShaderFromMemory(ShaderStage::PIXEL, SHADER_SOURCE_POSTPROCESS_FRAG,
|
||||||
|
sizeof(SHADER_SOURCE_POSTPROCESS_FRAG), 2, 0, 0, 0);
|
||||||
|
|
||||||
|
SDL_GPUColorTargetDescription colorTargets[] = {{
|
||||||
|
.format = SDL_GetGPUSwapchainTextureFormat(g_gpuDevice, g_windowHandle),
|
||||||
|
}};
|
||||||
|
SDL_GPUGraphicsPipelineCreateInfo createInfo = {
|
||||||
|
.vertex_shader = (SDL_GPUShader *) vertexShader,
|
||||||
|
.fragment_shader = (SDL_GPUShader *) pixelShader,
|
||||||
|
.vertex_input_state = SDL_GPUVertexInputState{.vertex_buffer_descriptions = nullptr,
|
||||||
|
.num_vertex_buffers = 0,
|
||||||
|
.vertex_attributes = nullptr,
|
||||||
|
.num_vertex_attributes = 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},
|
||||||
|
.target_info = {.color_target_descriptions = colorTargets,
|
||||||
|
.num_color_targets = sizeof(colorTargets) / sizeof(colorTargets[0]),
|
||||||
|
.has_depth_stencil_target = false},
|
||||||
|
};
|
||||||
|
|
||||||
|
SDL_GPUGraphicsPipeline *handle{};
|
||||||
|
if (!(handle = SDL_CreateGPUGraphicsPipeline(g_gpuDevice, &createInfo)))
|
||||||
|
{
|
||||||
|
IAE_LOG_ERROR("Failed to create a SDL graphics pipeline: ", SDL_GetError());
|
||||||
|
return nullptr;
|
||||||
|
}
|
||||||
|
|
||||||
|
UnloadShader(pixelShader);
|
||||||
|
UnloadShader(vertexShader);
|
||||||
|
|
||||||
|
res->m_handle = (Handle) handle;
|
||||||
|
|
||||||
|
return res;
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Pipeline_PostProcess::Bind(IN Handle renderPassHandle)
|
||||||
|
{
|
||||||
|
SDL_BindGPUGraphicsPipeline((SDL_GPURenderPass *) renderPassHandle, (SDL_GPUGraphicsPipeline *) m_handle);
|
||||||
|
}
|
||||||
|
} // namespace ia::iae
|
||||||
@ -16,8 +16,10 @@
|
|||||||
|
|
||||||
#include <IAEngine/IAEngine.hpp>
|
#include <IAEngine/IAEngine.hpp>
|
||||||
#include <IAEngine/Rendering/Camera.hpp>
|
#include <IAEngine/Rendering/Camera.hpp>
|
||||||
|
#include <IAEngine/Rendering/DebugDraw.hpp>
|
||||||
#include <IAEngine/Rendering/GPUBuffer.hpp>
|
#include <IAEngine/Rendering/GPUBuffer.hpp>
|
||||||
#include <IAEngine/Rendering/GPUTexture.hpp>
|
#include <IAEngine/Rendering/GPUTexture.hpp>
|
||||||
|
#include <IAEngine/Rendering/Pipeline/PostProcess.hpp>
|
||||||
#include <IAEngine/Rendering/Pipeline/UnlitMesh.hpp>
|
#include <IAEngine/Rendering/Pipeline/UnlitMesh.hpp>
|
||||||
#include <IAEngine/Rendering/Renderer.hpp>
|
#include <IAEngine/Rendering/Renderer.hpp>
|
||||||
|
|
||||||
@ -45,7 +47,7 @@ namespace ia::iae
|
|||||||
SDL_Rect Scissor{0, 0, 0, 0};
|
SDL_Rect Scissor{0, 0, 0, 0};
|
||||||
};
|
};
|
||||||
|
|
||||||
Vector<Mesh*> g_meshes{};
|
Vector<Mesh *> g_meshes{};
|
||||||
RenderState g_renderState{};
|
RenderState g_renderState{};
|
||||||
} // namespace ia::iae
|
} // namespace ia::iae
|
||||||
|
|
||||||
@ -55,21 +57,21 @@ namespace ia::iae
|
|||||||
|
|
||||||
INT32 Renderer::s_width{};
|
INT32 Renderer::s_width{};
|
||||||
INT32 Renderer::s_height{};
|
INT32 Renderer::s_height{};
|
||||||
Vector<Renderer::DebugUIWindow> Renderer::s_debugUIWindows;
|
|
||||||
|
|
||||||
SDL_GPUDevice *g_gpuDevice{};
|
SDL_GPUDevice *g_gpuDevice{};
|
||||||
|
|
||||||
|
ImDrawData *g_imDrawData{};
|
||||||
|
|
||||||
// Render State
|
// Render State
|
||||||
SDL_GPUCommandBuffer *g_cmdBuffer{};
|
SDL_GPUCommandBuffer *g_cmdBuffer{};
|
||||||
SDL_GPURenderPass *g_renderPass{};
|
SDL_GPURenderPass *g_renderPass{};
|
||||||
SDL_GPUTexture *g_swpChainTexture{};
|
SDL_GPUTexture *g_swpChainTexture{};
|
||||||
SDL_GPUTexture *g_depthBufferTexture{};
|
SDL_GPUTexture *g_depthBufferTexture{};
|
||||||
|
SDL_GPUTexture *g_sceneDrawBufferTexture{};
|
||||||
// ImGUI State
|
SDL_GPUTexture *g_debugDrawBufferTexture{};
|
||||||
ImGuiIO g_imGUIIO{};
|
|
||||||
ImDrawData *g_imDrawData{};
|
|
||||||
|
|
||||||
RefPtr<Pipeline_UnlitMesh> g_pipelineUnlitMesh;
|
RefPtr<Pipeline_UnlitMesh> g_pipelineUnlitMesh;
|
||||||
|
RefPtr<Pipeline_PostProcess> g_pipelinePostProcess;
|
||||||
|
|
||||||
Camera2D g_camera{};
|
Camera2D g_camera{};
|
||||||
|
|
||||||
@ -86,6 +88,9 @@ namespace ia::iae
|
|||||||
Texture g_whiteFillTexture{};
|
Texture g_whiteFillTexture{};
|
||||||
Texture g_whiteStrokeTexture{};
|
Texture g_whiteStrokeTexture{};
|
||||||
|
|
||||||
|
SDL_GPUColorTargetInfo colorTargetInfo = {0};
|
||||||
|
SDL_GPUDepthStencilTargetInfo depthStencilTargetInfo = {0};
|
||||||
|
|
||||||
BOOL Renderer::Initialize()
|
BOOL Renderer::Initialize()
|
||||||
{
|
{
|
||||||
SDL_GetWindowSizeInPixels(g_windowHandle, &s_width, &s_height);
|
SDL_GetWindowSizeInPixels(g_windowHandle, &s_width, &s_height);
|
||||||
@ -104,30 +109,24 @@ namespace ia::iae
|
|||||||
SDL_SetGPUSwapchainParameters(g_gpuDevice, g_windowHandle, SDL_GPU_SWAPCHAINCOMPOSITION_SDR,
|
SDL_SetGPUSwapchainParameters(g_gpuDevice, g_windowHandle, SDL_GPU_SWAPCHAINCOMPOSITION_SDR,
|
||||||
SDL_GPU_PRESENTMODE_VSYNC);
|
SDL_GPU_PRESENTMODE_VSYNC);
|
||||||
|
|
||||||
const auto mainScale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
|
DebugDraw::Initailize();
|
||||||
|
|
||||||
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 = g_gpuDevice,
|
|
||||||
.ColorTargetFormat =
|
|
||||||
SDL_GetGPUSwapchainTextureFormat(g_gpuDevice, g_windowHandle),
|
|
||||||
.PresentMode = SDL_GPU_PRESENTMODE_VSYNC};
|
|
||||||
ImGui_ImplSDL3_InitForSDLGPU(g_windowHandle);
|
|
||||||
ImGui_ImplSDLGPU3_Init(&initInfo);
|
|
||||||
|
|
||||||
if (!GPUBuffer::InitializeStagingBuffer())
|
if (!GPUBuffer::InitializeStagingBuffer())
|
||||||
return false;
|
return false;
|
||||||
|
|
||||||
|
{
|
||||||
|
SDL_GPUTextureCreateInfo createInfo{.type = SDL_GPU_TEXTURETYPE_2D,
|
||||||
|
.format = SDL_GetGPUSwapchainTextureFormat(g_gpuDevice, g_windowHandle),
|
||||||
|
.usage =
|
||||||
|
SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER,
|
||||||
|
.width = (UINT32) s_width,
|
||||||
|
.height = (UINT32) s_height,
|
||||||
|
.layer_count_or_depth = 1,
|
||||||
|
.num_levels = 1,
|
||||||
|
.sample_count = SDL_GPU_SAMPLECOUNT_1};
|
||||||
|
g_sceneDrawBufferTexture = SDL_CreateGPUTexture(g_gpuDevice, &createInfo);
|
||||||
|
g_debugDrawBufferTexture = SDL_CreateGPUTexture(g_gpuDevice, &createInfo);
|
||||||
|
}
|
||||||
{
|
{
|
||||||
SDL_GPUTextureCreateInfo createInfo{.type = SDL_GPU_TEXTURETYPE_2D,
|
SDL_GPUTextureCreateInfo createInfo{.type = SDL_GPU_TEXTURETYPE_2D,
|
||||||
.format = SDL_GPU_TEXTUREFORMAT_D16_UNORM,
|
.format = SDL_GPU_TEXTUREFORMAT_D16_UNORM,
|
||||||
@ -143,6 +142,7 @@ namespace ia::iae
|
|||||||
GPUTexture::Initialize();
|
GPUTexture::Initialize();
|
||||||
|
|
||||||
g_pipelineUnlitMesh = Pipeline_UnlitMesh::Create();
|
g_pipelineUnlitMesh = Pipeline_UnlitMesh::Create();
|
||||||
|
g_pipelinePostProcess = Pipeline_PostProcess::Create();
|
||||||
|
|
||||||
matProjection = glm::orthoLH(0.0f, (FLOAT32) s_width, (FLOAT32) s_height, 0.0f, -2097152.0f, 2097152.0f);
|
matProjection = glm::orthoLH(0.0f, (FLOAT32) s_width, (FLOAT32) s_height, 0.0f, -2097152.0f, 2097152.0f);
|
||||||
|
|
||||||
@ -182,6 +182,18 @@ namespace ia::iae
|
|||||||
},
|
},
|
||||||
{0, 1, 2, 2, 3, 0});
|
{0, 1, 2, 2, 3, 0});
|
||||||
|
|
||||||
|
colorTargetInfo.clear_color = SDL_FColor{0.33f, 0.33f, 0.33f, 1.0f};
|
||||||
|
colorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
|
||||||
|
colorTargetInfo.store_op = SDL_GPU_STOREOP_STORE;
|
||||||
|
|
||||||
|
depthStencilTargetInfo.cycle = true;
|
||||||
|
depthStencilTargetInfo.clear_depth = 0;
|
||||||
|
depthStencilTargetInfo.clear_stencil = 0;
|
||||||
|
depthStencilTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
|
||||||
|
depthStencilTargetInfo.store_op = SDL_GPU_STOREOP_STORE;
|
||||||
|
depthStencilTargetInfo.stencil_load_op = SDL_GPU_LOADOP_CLEAR;
|
||||||
|
depthStencilTargetInfo.stencil_store_op = SDL_GPU_STOREOP_STORE;
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -197,77 +209,32 @@ namespace ia::iae
|
|||||||
}
|
}
|
||||||
|
|
||||||
g_pipelineUnlitMesh.reset();
|
g_pipelineUnlitMesh.reset();
|
||||||
|
g_pipelinePostProcess.reset();
|
||||||
|
|
||||||
GPUTexture::Terminate();
|
GPUTexture::Terminate();
|
||||||
|
|
||||||
GPUBuffer::TerminateStagingBuffer();
|
GPUBuffer::TerminateStagingBuffer();
|
||||||
|
|
||||||
SDL_ReleaseGPUTexture(g_gpuDevice, g_depthBufferTexture);
|
SDL_ReleaseGPUTexture(g_gpuDevice, g_depthBufferTexture);
|
||||||
|
SDL_ReleaseGPUTexture(g_gpuDevice, g_sceneDrawBufferTexture);
|
||||||
|
SDL_ReleaseGPUTexture(g_gpuDevice, g_debugDrawBufferTexture);
|
||||||
|
|
||||||
ImGui_ImplSDL3_Shutdown();
|
DebugDraw::Terminate();
|
||||||
ImGui_ImplSDLGPU3_Shutdown();
|
|
||||||
ImGui::DestroyContext();
|
|
||||||
|
|
||||||
SDL_ReleaseWindowFromGPUDevice(g_gpuDevice, g_windowHandle);
|
SDL_ReleaseWindowFromGPUDevice(g_gpuDevice, g_windowHandle);
|
||||||
SDL_DestroyGPUDevice(g_gpuDevice);
|
SDL_DestroyGPUDevice(g_gpuDevice);
|
||||||
}
|
}
|
||||||
|
|
||||||
VOID Renderer::AddDebugUIWindow(IN PCCHAR title, IN CONST glm::vec2 &position, IN CONST glm::vec2 &size,
|
|
||||||
IN std::function<VOID()> contentDrawCallback)
|
|
||||||
{
|
|
||||||
s_debugUIWindows.pushBack(DebugUIWindow{title, position, size, contentDrawCallback});
|
|
||||||
}
|
|
||||||
|
|
||||||
VOID Renderer::BeginFrame()
|
VOID Renderer::BeginFrame()
|
||||||
{
|
{
|
||||||
ImGui_ImplSDLGPU3_NewFrame();
|
|
||||||
ImGui_ImplSDL3_NewFrame();
|
|
||||||
ImGui::NewFrame();
|
|
||||||
for (const auto &w : s_debugUIWindows)
|
|
||||||
{
|
|
||||||
ImGui::Begin(w.Title);
|
|
||||||
ImGui::SetWindowPos({w.Position.x, w.Position.y});
|
|
||||||
ImGui::SetWindowSize({w.Size.x, w.Size.y});
|
|
||||||
w.ContentDrawCallback();
|
|
||||||
ImGui::End();
|
|
||||||
}
|
|
||||||
ImGui::Render();
|
|
||||||
|
|
||||||
if (!(g_cmdBuffer = SDL_AcquireGPUCommandBuffer(g_gpuDevice)))
|
if (!(g_cmdBuffer = SDL_AcquireGPUCommandBuffer(g_gpuDevice)))
|
||||||
{
|
{
|
||||||
IAE_LOG_ERROR("Couldn't acquire SDL3 GPU command buffer: ", SDL_GetError());
|
IAE_LOG_ERROR("Couldn't acquire SDL3 GPU command buffer: ", SDL_GetError());
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!SDL_WaitAndAcquireGPUSwapchainTexture(g_cmdBuffer, g_windowHandle, &g_swpChainTexture, (PUINT32) &s_width,
|
colorTargetInfo.texture = g_sceneDrawBufferTexture;
|
||||||
(PUINT32) &s_height))
|
|
||||||
{
|
|
||||||
IAE_LOG_ERROR("Couldn't acquire SDL3 GPU Swapchain texture: ", SDL_GetError());
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!g_swpChainTexture)
|
|
||||||
return;
|
|
||||||
|
|
||||||
g_imDrawData = ImGui::GetDrawData();
|
|
||||||
|
|
||||||
ImGui_ImplSDLGPU3_PrepareDrawData(g_imDrawData, g_cmdBuffer);
|
|
||||||
|
|
||||||
SDL_GPUColorTargetInfo colorTargetInfo = {0};
|
|
||||||
colorTargetInfo.texture = g_swpChainTexture;
|
|
||||||
colorTargetInfo.clear_color = SDL_FColor{0.33f, 0.33f, 0.33f, 1.0f};
|
|
||||||
colorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
|
|
||||||
colorTargetInfo.store_op = SDL_GPU_STOREOP_STORE;
|
|
||||||
|
|
||||||
SDL_GPUDepthStencilTargetInfo depthStencilTargetInfo = {0};
|
|
||||||
depthStencilTargetInfo.texture = g_depthBufferTexture;
|
depthStencilTargetInfo.texture = g_depthBufferTexture;
|
||||||
depthStencilTargetInfo.cycle = true;
|
|
||||||
depthStencilTargetInfo.clear_depth = 0;
|
|
||||||
depthStencilTargetInfo.clear_stencil = 0;
|
|
||||||
depthStencilTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
|
|
||||||
depthStencilTargetInfo.store_op = SDL_GPU_STOREOP_STORE;
|
|
||||||
depthStencilTargetInfo.stencil_load_op = SDL_GPU_LOADOP_CLEAR;
|
|
||||||
depthStencilTargetInfo.stencil_store_op = SDL_GPU_STOREOP_STORE;
|
|
||||||
|
|
||||||
g_renderPass = SDL_BeginGPURenderPass(g_cmdBuffer, &colorTargetInfo, 1, &depthStencilTargetInfo);
|
g_renderPass = SDL_BeginGPURenderPass(g_cmdBuffer, &colorTargetInfo, 1, &depthStencilTargetInfo);
|
||||||
|
|
||||||
@ -279,11 +246,48 @@ namespace ia::iae
|
|||||||
|
|
||||||
VOID Renderer::EndFrame()
|
VOID Renderer::EndFrame()
|
||||||
{
|
{
|
||||||
|
SDL_EndGPURenderPass(g_renderPass);
|
||||||
|
|
||||||
|
ImGui_ImplSDLGPU3_NewFrame();
|
||||||
|
ImGui_ImplSDL3_NewFrame();
|
||||||
|
ImGui::NewFrame();
|
||||||
|
DebugDraw::Draw();
|
||||||
|
ImGui::Render();
|
||||||
|
g_imDrawData = ImGui::GetDrawData();
|
||||||
|
ImGui_ImplSDLGPU3_PrepareDrawData(g_imDrawData, g_cmdBuffer);
|
||||||
|
colorTargetInfo.texture = g_debugDrawBufferTexture;
|
||||||
|
g_renderPass = SDL_BeginGPURenderPass(g_cmdBuffer, &colorTargetInfo, 1, nullptr);
|
||||||
|
ImGui_ImplSDLGPU3_RenderDrawData(g_imDrawData, g_cmdBuffer, g_renderPass);
|
||||||
|
SDL_EndGPURenderPass(g_renderPass);
|
||||||
|
|
||||||
|
if (!SDL_WaitAndAcquireGPUSwapchainTexture(g_cmdBuffer, g_windowHandle, &g_swpChainTexture, (PUINT32) &s_width,
|
||||||
|
(PUINT32) &s_height))
|
||||||
|
{
|
||||||
|
IAE_LOG_ERROR("Couldn't acquire SDL3 GPU Swapchain texture: ", SDL_GetError());
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
if (!g_swpChainTexture)
|
if (!g_swpChainTexture)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
ImGui_ImplSDLGPU3_RenderDrawData(g_imDrawData, g_cmdBuffer, g_renderPass);
|
colorTargetInfo.texture = g_swpChainTexture;
|
||||||
|
|
||||||
|
g_renderPass = SDL_BeginGPURenderPass(g_cmdBuffer, &colorTargetInfo, 1, nullptr);
|
||||||
|
g_pipelinePostProcess->Bind((Handle) g_renderPass);
|
||||||
|
SDL_GPUTextureSamplerBinding textureBindings[2] = {
|
||||||
|
{
|
||||||
|
.texture = g_sceneDrawBufferTexture,
|
||||||
|
.sampler = (SDL_GPUSampler*)GPUTexture::GetDefaultSampler()
|
||||||
|
},
|
||||||
|
{
|
||||||
|
.texture = g_debugDrawBufferTexture,
|
||||||
|
.sampler = (SDL_GPUSampler*)GPUTexture::GetDefaultSampler()
|
||||||
|
},
|
||||||
|
};
|
||||||
|
SDL_BindGPUFragmentSamplers(g_renderPass, 0, textureBindings, 2);
|
||||||
|
SDL_DrawGPUPrimitives(g_renderPass, 6, 1, 0, 0);
|
||||||
SDL_EndGPURenderPass(g_renderPass);
|
SDL_EndGPURenderPass(g_renderPass);
|
||||||
|
|
||||||
SDL_SubmitGPUCommandBuffer(g_cmdBuffer);
|
SDL_SubmitGPUCommandBuffer(g_cmdBuffer);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -336,7 +340,7 @@ namespace ia::iae
|
|||||||
Handle Renderer::CreateMesh(IN CONST Vector<MeshVertex> &vertices, IN CONST Vector<INT32> &indices)
|
Handle Renderer::CreateMesh(IN CONST Vector<MeshVertex> &vertices, IN CONST Vector<INT32> &indices)
|
||||||
{
|
{
|
||||||
const auto mesh = CreateUnmanagedMesh(vertices, indices);
|
const auto mesh = CreateUnmanagedMesh(vertices, indices);
|
||||||
g_meshes.pushBack((Mesh*)mesh);
|
g_meshes.pushBack((Mesh *) mesh);
|
||||||
return mesh;
|
return mesh;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -344,16 +348,16 @@ namespace ia::iae
|
|||||||
{
|
{
|
||||||
const auto mesh = new Mesh();
|
const auto mesh = new Mesh();
|
||||||
mesh->VertexBuffer = GPUBuffer::Create(GPUBuffer::Usage::VERTEX, vertices.data(),
|
mesh->VertexBuffer = GPUBuffer::Create(GPUBuffer::Usage::VERTEX, vertices.data(),
|
||||||
static_cast<UINT32>(vertices.size() * sizeof(vertices[0])));
|
static_cast<UINT32>(vertices.size() * sizeof(vertices[0])));
|
||||||
mesh->IndexBuffer = GPUBuffer::Create(GPUBuffer::Usage::INDEX, indices.data(),
|
mesh->IndexBuffer = GPUBuffer::Create(GPUBuffer::Usage::INDEX, indices.data(),
|
||||||
static_cast<UINT32>(indices.size() * sizeof(indices[0])));
|
static_cast<UINT32>(indices.size() * sizeof(indices[0])));
|
||||||
mesh->IndexCount = static_cast<UINT32>(indices.size());
|
mesh->IndexCount = static_cast<UINT32>(indices.size());
|
||||||
return (Handle)mesh;
|
return (Handle) mesh;
|
||||||
}
|
}
|
||||||
|
|
||||||
VOID Renderer::DestroyUnmanagedMesh(IN Handle handle)
|
VOID Renderer::DestroyUnmanagedMesh(IN Handle handle)
|
||||||
{
|
{
|
||||||
delete ((Mesh*)handle);
|
delete ((Mesh *) handle);
|
||||||
}
|
}
|
||||||
|
|
||||||
VOID Renderer::Draw(IN Handle meshHandle, IN Handle textureHandle, IN CONST glm::vec2 &position,
|
VOID Renderer::Draw(IN Handle meshHandle, IN Handle textureHandle, IN CONST glm::vec2 &position,
|
||||||
@ -402,7 +406,7 @@ namespace ia::iae
|
|||||||
else
|
else
|
||||||
SDL_SetGPUScissor(g_renderPass, &g_defaultScissor);
|
SDL_SetGPUScissor(g_renderPass, &g_defaultScissor);
|
||||||
|
|
||||||
const auto mesh = (Mesh*)meshHandle;
|
const auto mesh = (Mesh *) meshHandle;
|
||||||
SDL_GPUBufferBinding bufferBindings[] = {
|
SDL_GPUBufferBinding bufferBindings[] = {
|
||||||
{.buffer = (SDL_GPUBuffer *) mesh->VertexBuffer->GetHandle(), .offset = 0},
|
{.buffer = (SDL_GPUBuffer *) mesh->VertexBuffer->GetHandle(), .offset = 0},
|
||||||
{.buffer = (SDL_GPUBuffer *) mesh->IndexBuffer->GetHandle(), .offset = 0}};
|
{.buffer = (SDL_GPUBuffer *) mesh->IndexBuffer->GetHandle(), .offset = 0}};
|
||||||
|
|||||||
@ -27,7 +27,6 @@ namespace ia::iae
|
|||||||
|
|
||||||
VOID Scene::OnActivate()
|
VOID Scene::OnActivate()
|
||||||
{
|
{
|
||||||
Physics::Bake();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
VOID Scene::OnDeactivate()
|
VOID Scene::OnDeactivate()
|
||||||
|
|||||||
23
Src/IAEngine/imp/glsl/PostProcessing/PostProcess.frag
Normal file
23
Src/IAEngine/imp/glsl/PostProcessing/PostProcess.frag
Normal file
@ -0,0 +1,23 @@
|
|||||||
|
#version 450
|
||||||
|
#extension GL_ARB_separate_shader_objects : enable
|
||||||
|
|
||||||
|
layout(location = 0) in vec2 inTexCoord;
|
||||||
|
|
||||||
|
layout(set = 2, binding = 0) uniform sampler2D sceneDrawTexture;
|
||||||
|
layout(set = 2, binding = 1) uniform sampler2D debugDrawTexture;
|
||||||
|
|
||||||
|
layout(location = 0) out vec4 outColor;
|
||||||
|
|
||||||
|
vec4 overlay(vec4 background, vec4 foreground) {
|
||||||
|
return mix(
|
||||||
|
2.0 * background * foreground,
|
||||||
|
1.0 - 2.0 * (1.0 - background) * (1.0 - foreground),
|
||||||
|
step(0.5, background)
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec2 uv = vec2(inTexCoord.x, 1.0 - inTexCoord.y);
|
||||||
|
outColor = overlay(texture(debugDrawTexture, uv), texture(sceneDrawTexture, uv));
|
||||||
|
}
|
||||||
10
Src/IAEngine/imp/glsl/PostProcessing/PostProcess.vert
Normal file
10
Src/IAEngine/imp/glsl/PostProcessing/PostProcess.vert
Normal file
@ -0,0 +1,10 @@
|
|||||||
|
#version 450
|
||||||
|
#extension GL_ARB_separate_shader_objects : enable
|
||||||
|
|
||||||
|
layout(location = 0) out vec2 outTexCoord;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
outTexCoord = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
|
||||||
|
gl_Position = vec4(outTexCoord * 2.0f - 1.0f, 0.0f, 1.0f);
|
||||||
|
}
|
||||||
File diff suppressed because one or more lines are too long
@ -1,85 +0,0 @@
|
|||||||
// IAEngine: 2D Game Engine by IA
|
|
||||||
// Copyright (C) 2025 IAS (ias@iasoft.dev)
|
|
||||||
//
|
|
||||||
// This program is free software: you can redistribute it and/or modify
|
|
||||||
// it under the terms of the GNU General Public License as published by
|
|
||||||
// the Free Software Foundation, either version 3 of the License, or
|
|
||||||
// (at your option) any later version.
|
|
||||||
//
|
|
||||||
// This program is distributed in the hope that it will be useful,
|
|
||||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
||||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
||||||
// GNU General Public License for more details.
|
|
||||||
//
|
|
||||||
// You should have received a copy of the GNU General Public License
|
|
||||||
// along with this program. If not, see <https://www.gnu.org/licenses/>.
|
|
||||||
|
|
||||||
#pragma once
|
|
||||||
|
|
||||||
#include <IAEngine/Components/Component.hpp>
|
|
||||||
|
|
||||||
namespace ia::iae
|
|
||||||
{
|
|
||||||
class Physics;
|
|
||||||
class PhysicsBody2DComponent;
|
|
||||||
|
|
||||||
class BoxCollider2DComponent : public IComponent
|
|
||||||
{
|
|
||||||
public:
|
|
||||||
BoxCollider2DComponent(IN Node *node);
|
|
||||||
|
|
||||||
VOID OnCollisionEnter(IN Node *other);
|
|
||||||
VOID OnCollisionExit(IN Node *other);
|
|
||||||
|
|
||||||
public:
|
|
||||||
VOID SetCollisionEnterCallback(IN std::function<VOID(IN Node *)> callback)
|
|
||||||
{
|
|
||||||
m_collisionEnterCallback = callback;
|
|
||||||
}
|
|
||||||
|
|
||||||
VOID SetCollisionExitCallback(IN std::function<VOID(IN Node *)> callback)
|
|
||||||
{
|
|
||||||
m_collisionExitCallback = callback;
|
|
||||||
}
|
|
||||||
|
|
||||||
public:
|
|
||||||
BOOL &IsDebugDrawEnabled()
|
|
||||||
{
|
|
||||||
return m_isDebugDrawEnabled;
|
|
||||||
}
|
|
||||||
|
|
||||||
BOOL &CollisionsEnabled()
|
|
||||||
{
|
|
||||||
return m_collisionsEnabled;
|
|
||||||
}
|
|
||||||
|
|
||||||
BOOL &IsTrigger()
|
|
||||||
{
|
|
||||||
return m_isTrigger;
|
|
||||||
}
|
|
||||||
|
|
||||||
glm::vec4 &Rect()
|
|
||||||
{
|
|
||||||
return m_rect;
|
|
||||||
}
|
|
||||||
|
|
||||||
Handle PhysicsHandle() CONST
|
|
||||||
{
|
|
||||||
return m_physicsHandle;
|
|
||||||
}
|
|
||||||
|
|
||||||
public:
|
|
||||||
VOID Draw();
|
|
||||||
VOID Update();
|
|
||||||
|
|
||||||
private:
|
|
||||||
glm::vec4 m_rect{};
|
|
||||||
BOOL m_isTrigger{false};
|
|
||||||
BOOL m_isDebugDrawEnabled{false};
|
|
||||||
BOOL m_collisionsEnabled{true};
|
|
||||||
Handle m_physicsHandle{INVALID_HANDLE};
|
|
||||||
PhysicsBody2DComponent *m_body{};
|
|
||||||
std::function<VOID(IN Node *)> m_collisionEnterCallback{};
|
|
||||||
std::function<VOID(IN Node *)> m_collisionExitCallback{};
|
|
||||||
};
|
|
||||||
} // namespace ia::iae
|
|
||||||
@ -20,37 +20,42 @@
|
|||||||
|
|
||||||
namespace ia::iae
|
namespace ia::iae
|
||||||
{
|
{
|
||||||
class PhysicsBody2DComponent : public IComponent
|
class PhysicsComponent : public IComponent
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
PhysicsBody2DComponent(IN Node *node);
|
struct Collider
|
||||||
|
{
|
||||||
VOID SetVelocity(IN glm::vec2 v);
|
BOOL IsTrigger{false};
|
||||||
VOID SetVelocityX(IN FLOAT32 v);
|
glm::vec2 Position{};
|
||||||
VOID SetVelocityY(IN FLOAT32 v);
|
glm::vec2 Size{};
|
||||||
VOID ApplyForce(IN glm::vec2 force);
|
};
|
||||||
|
|
||||||
VOID Jump(IN FLOAT32 velocity);
|
|
||||||
|
|
||||||
public:
|
public:
|
||||||
BOOL &IsGrounded()
|
PhysicsComponent(IN Node *node);
|
||||||
{
|
~PhysicsComponent();
|
||||||
return m_isGrounded;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
Handle CreateCollider();
|
||||||
|
Handle AddCollider(IN Collider collider);
|
||||||
|
Collider &GetCollider(IN Handle handle);
|
||||||
|
|
||||||
|
VOID Move(IN glm::vec2 direction);
|
||||||
|
|
||||||
|
VOID Jump(IN FLOAT32 force);
|
||||||
|
|
||||||
|
public:
|
||||||
BOOL &IsDynamic()
|
BOOL &IsDynamic()
|
||||||
{
|
{
|
||||||
return m_isDynamic;
|
return m_isDynamic;
|
||||||
}
|
}
|
||||||
|
|
||||||
BOOL &IsRotationLocked()
|
FLOAT32 &MovementSpeed()
|
||||||
{
|
{
|
||||||
return m_isRotationLocked;
|
return m_movementSpeed;
|
||||||
}
|
}
|
||||||
|
|
||||||
Handle PhysicsHandle() CONST
|
Vector<Collider> &Colliders()
|
||||||
{
|
{
|
||||||
return m_physicsHandle;
|
return m_colliders;
|
||||||
}
|
}
|
||||||
|
|
||||||
public:
|
public:
|
||||||
@ -58,9 +63,13 @@ namespace ia::iae
|
|||||||
VOID Update();
|
VOID Update();
|
||||||
|
|
||||||
private:
|
private:
|
||||||
BOOL m_isDynamic{};
|
BOOL m_isDynamic{false};
|
||||||
BOOL m_isGrounded{};
|
FLOAT32 m_movementSpeed{2.0f};
|
||||||
BOOL m_isRotationLocked{true};
|
Vector<Collider> m_colliders;
|
||||||
Handle m_physicsHandle{INVALID_HANDLE};
|
Handle m_physicsHandle{INVALID_HANDLE};
|
||||||
|
|
||||||
|
VOID OnCollision(IN PhysicsComponent *other);
|
||||||
|
|
||||||
|
friend class Physics;
|
||||||
};
|
};
|
||||||
} // namespace ia::iae
|
} // namespace ia::iae
|
||||||
@ -23,6 +23,30 @@ namespace ia::iae
|
|||||||
template<typename _node_type> class Transform
|
template<typename _node_type> class Transform
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
|
VOID Translate(IN glm::vec2 v)
|
||||||
|
{
|
||||||
|
m_local.Position += v;
|
||||||
|
RecalculatePosition();
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Scale(IN FLOAT32 v)
|
||||||
|
{
|
||||||
|
m_local.Scale *= v;
|
||||||
|
RecalculateScale();
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Scale(IN glm::vec2 v)
|
||||||
|
{
|
||||||
|
m_local.Scale *= v;
|
||||||
|
RecalculateScale();
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Rotate(IN FLOAT32 v)
|
||||||
|
{
|
||||||
|
m_local.Rotation += v;
|
||||||
|
RecalculateRotation();
|
||||||
|
}
|
||||||
|
|
||||||
VOID SetLocalSortIndex(IN INT16 index)
|
VOID SetLocalSortIndex(IN INT16 index)
|
||||||
{
|
{
|
||||||
m_local.SortIndex = index;
|
m_local.SortIndex = index;
|
||||||
|
|||||||
@ -16,29 +16,24 @@
|
|||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include <IAEngine/Components/BoxCollider2D.hpp>
|
#include <IAEngine/Physics/Physics.hpp>
|
||||||
#include <IAEngine/Components/PhysicsBody2D.hpp>
|
#include <IAEngine/Components/Physics.hpp>
|
||||||
|
|
||||||
namespace ia::iae
|
namespace ia::iae
|
||||||
{
|
{
|
||||||
class Physics
|
class Physics
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
|
STATIC Handle RegisterComponent(IN PhysicsComponent* component);
|
||||||
|
|
||||||
|
STATIC BOOL CanMove(IN Handle handle, IN CONST PhysicsComponent::Collider& collider, IN glm::vec2 movement);
|
||||||
|
|
||||||
|
private:
|
||||||
STATIC VOID Initialize();
|
STATIC VOID Initialize();
|
||||||
STATIC VOID Terminate();
|
STATIC VOID Terminate();
|
||||||
|
|
||||||
STATIC VOID Bake();
|
|
||||||
|
|
||||||
STATIC VOID Update();
|
STATIC VOID Update();
|
||||||
|
|
||||||
STATIC Handle AddBody(IN PhysicsBody2DComponent* body);
|
friend class Engine;
|
||||||
STATIC Handle AddColliderToBody(IN Handle bodyHandle, IN BoxCollider2DComponent* collider);
|
|
||||||
|
|
||||||
STATIC FLOAT32 GetBodyRotation(IN Handle handle);
|
|
||||||
STATIC glm::vec2 GetBodyPosition(IN Handle handle);
|
|
||||||
STATIC VOID SetBodyVelocity(IN Handle handle, IN glm::vec2 v);
|
|
||||||
STATIC VOID SetBodyVelocityX(IN Handle handle, IN FLOAT32 v);
|
|
||||||
STATIC VOID SetBodyVelocityY(IN Handle handle, IN FLOAT32 v);
|
|
||||||
STATIC VOID ApplyBodyForce(IN Handle handle, IN glm::vec2 force);
|
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
47
Src/IAEngine/inc/IAEngine/Rendering/DebugDraw.hpp
Normal file
47
Src/IAEngine/inc/IAEngine/Rendering/DebugDraw.hpp
Normal file
@ -0,0 +1,47 @@
|
|||||||
|
// IAEngine: 2D Game Engine by IA
|
||||||
|
// Copyright (C) 2025 IAS (ias@iasoft.dev)
|
||||||
|
//
|
||||||
|
// This program is free software: you can redistribute it and/or modify
|
||||||
|
// it under the terms of the GNU General Public License as published by
|
||||||
|
// the Free Software Foundation, either version 3 of the License, or
|
||||||
|
// (at your option) any later version.
|
||||||
|
//
|
||||||
|
// This program is distributed in the hope that it will be useful,
|
||||||
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||||
|
// GNU General Public License for more details.
|
||||||
|
//
|
||||||
|
// You should have received a copy of the GNU General Public License
|
||||||
|
// along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <IAEngine/Rendering/Types.hpp>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
class DebugDraw
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
STATIC Handle AddLine(IN CONST glm::vec2& from, IN CONST glm::vec2& to, IN CONST glm::vec4& color, IN FLOAT32 thickness = 1.0f);
|
||||||
|
STATIC Handle AddRect(IN CONST glm::vec2& position, IN CONST glm::vec2& size, IN CONST glm::vec4& color);
|
||||||
|
STATIC Handle AddUIWindow(IN PCCHAR title, IN CONST glm::vec2 &position, IN CONST glm::vec2 &size,
|
||||||
|
IN std::function<VOID()> contentDrawCallback);
|
||||||
|
|
||||||
|
STATIC VOID SetLineVisibility(IN Handle handle, IN BOOL visible);
|
||||||
|
STATIC VOID SetRectVisibility(IN Handle handle, IN BOOL visible);
|
||||||
|
STATIC VOID SetUIWindowVisibility(IN Handle handle, IN BOOL visible);
|
||||||
|
|
||||||
|
STATIC VOID ToggleLineVisibility(IN Handle handle);
|
||||||
|
STATIC VOID ToggleRectVisibility(IN Handle handle);
|
||||||
|
STATIC VOID ToggleUIWindowVisibility(IN Handle handle);
|
||||||
|
|
||||||
|
private:
|
||||||
|
STATIC VOID Initailize();
|
||||||
|
STATIC VOID Terminate();
|
||||||
|
|
||||||
|
STATIC VOID Draw();
|
||||||
|
|
||||||
|
friend class Renderer;
|
||||||
|
};
|
||||||
|
} // namespace ia::iae
|
||||||
35
Src/IAEngine/inc/IAEngine/Rendering/Pipeline/PostProcess.hpp
Normal file
35
Src/IAEngine/inc/IAEngine/Rendering/Pipeline/PostProcess.hpp
Normal file
@ -0,0 +1,35 @@
|
|||||||
|
// IAEngine: 2D Game Engine by IA
|
||||||
|
// Copyright (C) 2025 IAS (ias@iasoft.dev)
|
||||||
|
//
|
||||||
|
// This program is free software: you can redistribute it and/or modify
|
||||||
|
// it under the terms of the GNU General Public License as published by
|
||||||
|
// the Free Software Foundation, either version 3 of the License, or
|
||||||
|
// (at your option) any later version.
|
||||||
|
//
|
||||||
|
// This program is distributed in the hope that it will be useful,
|
||||||
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||||
|
// GNU General Public License for more details.
|
||||||
|
//
|
||||||
|
// You should have received a copy of the GNU General Public License
|
||||||
|
// along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <IAEngine/Rendering/Pipeline/Pipeline.hpp>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
class Pipeline_PostProcess: public IPipeline
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
~Pipeline_PostProcess();
|
||||||
|
|
||||||
|
STATIC RefPtr<Pipeline_PostProcess> Create();
|
||||||
|
|
||||||
|
VOID Bind(IN Handle renderPassHandle);
|
||||||
|
|
||||||
|
private:
|
||||||
|
Handle m_handle{INVALID_HANDLE};
|
||||||
|
};
|
||||||
|
}
|
||||||
@ -24,14 +24,6 @@ namespace ia::iae
|
|||||||
|
|
||||||
class Renderer
|
class Renderer
|
||||||
{
|
{
|
||||||
struct DebugUIWindow
|
|
||||||
{
|
|
||||||
PCCHAR Title{""};
|
|
||||||
glm::vec2 Position{};
|
|
||||||
glm::vec2 Size{};
|
|
||||||
std::function<VOID()> ContentDrawCallback{};
|
|
||||||
};
|
|
||||||
|
|
||||||
public:
|
public:
|
||||||
STATIC CONSTEXPR UINT8 MAX_LAYER_INDEX = 255;
|
STATIC CONSTEXPR UINT8 MAX_LAYER_INDEX = 255;
|
||||||
|
|
||||||
@ -39,10 +31,6 @@ namespace ia::iae
|
|||||||
STATIC BOOL Initialize();
|
STATIC BOOL Initialize();
|
||||||
STATIC VOID Terminate();
|
STATIC VOID Terminate();
|
||||||
|
|
||||||
public:
|
|
||||||
STATIC VOID AddDebugUIWindow(IN PCCHAR title, IN CONST glm::vec2 &position, IN CONST glm::vec2 &size,
|
|
||||||
IN std::function<VOID()> contentDrawCallback);
|
|
||||||
|
|
||||||
public:
|
public:
|
||||||
STATIC VOID BeginFrame();
|
STATIC VOID BeginFrame();
|
||||||
STATIC VOID EndFrame();
|
STATIC VOID EndFrame();
|
||||||
@ -82,6 +70,5 @@ namespace ia::iae
|
|||||||
private:
|
private:
|
||||||
STATIC INT32 s_width;
|
STATIC INT32 s_width;
|
||||||
STATIC INT32 s_height;
|
STATIC INT32 s_height;
|
||||||
STATIC Vector<DebugUIWindow> s_debugUIWindows;
|
|
||||||
};
|
};
|
||||||
} // namespace ia::iae
|
} // namespace ia::iae
|
||||||
@ -34,7 +34,9 @@ SHADER_SOURCE_PATH = "Src/IAEngine/imp/glsl"
|
|||||||
|
|
||||||
SHADER_SOURCE_FILES = [
|
SHADER_SOURCE_FILES = [
|
||||||
"UnlitMesh/UnlitMesh.vert",
|
"UnlitMesh/UnlitMesh.vert",
|
||||||
"UnlitMesh/UnlitMesh.frag"
|
"UnlitMesh/UnlitMesh.frag",
|
||||||
|
"PostProcessing/PostProcess.vert",
|
||||||
|
"PostProcessing/PostProcess.frag"
|
||||||
]
|
]
|
||||||
|
|
||||||
def file_to_source_array(arrayName, filePath):
|
def file_to_source_array(arrayName, filePath):
|
||||||
|
|||||||
4
Vendor/CMakeLists.txt
vendored
4
Vendor/CMakeLists.txt
vendored
@ -54,7 +54,3 @@ add_library(Freetype::Freetype ALIAS freetype)
|
|||||||
# -----------------------------------------------
|
# -----------------------------------------------
|
||||||
add_subdirectory(RmlUI/)
|
add_subdirectory(RmlUI/)
|
||||||
|
|
||||||
# -----------------------------------------------
|
|
||||||
# Box2D
|
|
||||||
# -----------------------------------------------
|
|
||||||
add_subdirectory(box2d/)
|
|
||||||
|
|||||||
1
Vendor/box2d
vendored
1
Vendor/box2d
vendored
Submodule Vendor/box2d deleted from f86d1827eb
Reference in New Issue
Block a user