Compare commits
5 Commits
5408f07e97
...
57c4309cf2
| Author | SHA1 | Date | |
|---|---|---|---|
| 57c4309cf2 | |||
| 0ef29f4e5f | |||
| c23f5f4559 | |||
| 71c7499226 | |||
| f8b41a0d61 |
7
.gitignore
vendored
@ -48,3 +48,10 @@
|
||||
|
||||
.cache/
|
||||
build/
|
||||
build-windows/
|
||||
build-linux/
|
||||
build-ios/
|
||||
build-mac/
|
||||
build-android/
|
||||
|
||||
imgui.ini
|
||||
|
||||
4
.vscode/launch.json
vendored
@ -8,10 +8,10 @@
|
||||
"name": "(Windows) Launch",
|
||||
"type": "cppvsdbg",
|
||||
"request": "launch",
|
||||
"program": "${workspaceFolder}/build/bin/Debug/IAEngineRuntimeWin.exe",
|
||||
"program": "${workspaceFolder}/build/bin/Debug/IAERuntime.exe",
|
||||
"args": [],
|
||||
"stopAtEntry": false,
|
||||
"cwd": "${fileDirname}",
|
||||
"cwd": "${workspaceFolder}/Samples/SpaceInvaders",
|
||||
"environment": [],
|
||||
"console": "externalTerminal",
|
||||
"preLaunchTask": "CMake: build"
|
||||
|
||||
26
.vscode/settings.json
vendored
Normal file
@ -0,0 +1,26 @@
|
||||
{
|
||||
"files.associations": {
|
||||
"*.rml": "html",
|
||||
"format": "cpp",
|
||||
"random": "cpp",
|
||||
"chrono": "cpp",
|
||||
"functional": "cpp",
|
||||
"optional": "cpp",
|
||||
"regex": "cpp",
|
||||
"system_error": "cpp",
|
||||
"type_traits": "cpp",
|
||||
"xlocmon": "cpp",
|
||||
"xlocnum": "cpp",
|
||||
"xtr1common": "cpp",
|
||||
"xutility": "cpp",
|
||||
"filesystem": "cpp",
|
||||
"xlocale": "cpp",
|
||||
"xlocinfo": "cpp",
|
||||
"xstring": "cpp",
|
||||
"any": "cpp",
|
||||
"array": "cpp",
|
||||
"ranges": "cpp",
|
||||
"span": "cpp",
|
||||
"vector": "cpp"
|
||||
}
|
||||
}
|
||||
@ -1,5 +1,32 @@
|
||||
set(SRC_FILES
|
||||
"Src/Imp/CPP/Time.cpp"
|
||||
"Src/Imp/CPP/Scene.cpp"
|
||||
"Src/Imp/CPP/Random.cpp"
|
||||
"Src/Imp/CPP/Engine.cpp"
|
||||
"Src/Imp/CPP/InternalEngine.cpp"
|
||||
|
||||
"Src/Imp/CPP/InputManager.cpp"
|
||||
"Src/Imp/CPP/ResourceManager.cpp"
|
||||
"Src/Imp/CPP/EventManager.cpp"
|
||||
"Src/Imp/CPP/WorldManager.cpp"
|
||||
"Src/Imp/CPP/AudioManager.cpp"
|
||||
|
||||
"Src/Imp/CPP/Renderer/DebugDraw.cpp"
|
||||
"Src/Imp/CPP/Renderer/Pipeline.cpp"
|
||||
"Src/Imp/CPP/Renderer/Renderer.cpp"
|
||||
"Src/Imp/CPP/Renderer/UIRenderer.cpp"
|
||||
"Src/Imp/CPP/Renderer/GPUResourceManager.cpp"
|
||||
|
||||
"Src/Imp/CPP/Nodes/Node2D.cpp"
|
||||
"Src/Imp/CPP/Nodes/TextureNode.cpp"
|
||||
"Src/Imp/CPP/Nodes/CameraNode.cpp"
|
||||
|
||||
"Src/Imp/CPP/Components/CameraComponent.cpp"
|
||||
"Src/Imp/CPP/Components/PhysicsComponent.cpp"
|
||||
"Src/Imp/CPP/Components/SpriteComponent.cpp"
|
||||
"Src/Imp/CPP/Components/TextureComponent.cpp"
|
||||
"Src/Imp/CPP/Components/TileMapComponent.cpp"
|
||||
"Src/Imp/CPP/Components/SoundEmitterComponent.cpp"
|
||||
)
|
||||
|
||||
add_library(IAEngine SHARED ${SRC_FILES})
|
||||
@ -10,4 +37,4 @@ target_include_directories(IAEngine PUBLIC Src/Inc)
|
||||
target_include_directories(IAEngine PRIVATE Src/Imp/HPP)
|
||||
|
||||
target_link_libraries(IAEngine PUBLIC IACore ImGui glm::glm)
|
||||
target_link_libraries(IAEngine PRIVATE SDL3::SDL3 SDL3_mixer::SDL3_mixer RmlUi::RmlUi)
|
||||
target_link_libraries(IAEngine PRIVATE SDL3::SDL3 SDL3_mixer::SDL3_mixer RmlUi::RmlUi STB)
|
||||
|
||||
49
Engine/Src/Imp/CPP/AudioManager.cpp
Normal file
@ -0,0 +1,49 @@
|
||||
// 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 <IAEngine/Engine.hpp>
|
||||
|
||||
#include <SDL3/SDL_iostream.h>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
MIX_Mixer *AudioManager::s_mixer;
|
||||
|
||||
VOID AudioManager::Initialize()
|
||||
{
|
||||
if (!MIX_Init())
|
||||
THROW_UNKNOWN("Failed to initialize SDL Mixer: ", SDL_GetError());
|
||||
|
||||
if (!(s_mixer = MIX_CreateMixerDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, NULL)))
|
||||
THROW_UNKNOWN(BuildString("Failed to create the SDL mixer: ", SDL_GetError()));
|
||||
}
|
||||
|
||||
VOID AudioManager::Terminate()
|
||||
{
|
||||
MIX_DestroyMixer(s_mixer);
|
||||
}
|
||||
|
||||
Handle AudioManager::CreateAudio(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize)
|
||||
{
|
||||
return (Handle) MIX_LoadAudio_IO(s_mixer, SDL_IOFromConstMem(encodedData, encodedDataSize), false, true);
|
||||
}
|
||||
|
||||
VOID AudioManager::DestoryAudio(IN Handle handle)
|
||||
{
|
||||
MIX_DestroyAudio((MIX_Audio*)handle);
|
||||
}
|
||||
} // namespace ia::iae
|
||||
53
Engine/Src/Imp/CPP/Components/CameraComponent.cpp
Normal file
@ -0,0 +1,53 @@
|
||||
// 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/Components/CameraComponent.hpp>
|
||||
|
||||
#include <Renderer/Renderer.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
CameraComponent::CameraComponent(IN Node2D *node) : IComponent(node)
|
||||
{
|
||||
}
|
||||
|
||||
VOID CameraComponent::SetViewport(IN INT32 width, IN INT32 height)
|
||||
{
|
||||
m_viewport.x = 0;
|
||||
m_viewport.y = 0;
|
||||
m_viewport.z = width;
|
||||
m_viewport.w = height;
|
||||
|
||||
m_projectionMatrix =
|
||||
glm::orthoLH(0.0f, (FLOAT32) width, (FLOAT32) height, 0.0f, Renderer::MIN_DEPTH, Renderer::MAX_DEPTH);
|
||||
}
|
||||
|
||||
VOID CameraComponent::Draw()
|
||||
{
|
||||
}
|
||||
|
||||
VOID CameraComponent::DebugDraw()
|
||||
{
|
||||
}
|
||||
|
||||
VOID CameraComponent::Update()
|
||||
{
|
||||
}
|
||||
|
||||
VOID CameraComponent::FixedUpdate()
|
||||
{
|
||||
}
|
||||
} // namespace ia::iae
|
||||
0
Engine/Src/Imp/CPP/Components/PhysicsComponent.cpp
Normal file
0
Engine/Src/Imp/CPP/Components/SpriteComponent.cpp
Normal file
60
Engine/Src/Imp/CPP/Components/TextureComponent.cpp
Normal file
@ -0,0 +1,60 @@
|
||||
// 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/Components/TextureComponent.hpp>
|
||||
#include <IAEngine/Engine.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
TextureComponent::TextureComponent(IN Node2D *node) : IComponent(node)
|
||||
{
|
||||
}
|
||||
|
||||
VOID TextureComponent::SetTexture(IN Handle image)
|
||||
{
|
||||
const auto t = Engine::GetImageExtent(image);
|
||||
|
||||
m_texture = image;
|
||||
m_textureExtent = {t.x, t.y};
|
||||
}
|
||||
|
||||
VOID TextureComponent::Draw()
|
||||
{
|
||||
m_drawnSize = m_node->GetScale() * m_textureExtent * m_scaleOffset;
|
||||
|
||||
Engine::SetRenderState_Texture(m_texture);
|
||||
Engine::SetRenderState_FlippedH(m_isFlippedH);
|
||||
Engine::SetRenderState_FlippedV(m_isFlippedV);
|
||||
Engine::SetRenderState_ColorOverlay(m_colorOverlay);
|
||||
Engine::SetRenderState_TextureOffset(m_textureOffset);
|
||||
Engine::SetRenderState_CameraRelative(m_isCameraRelative);
|
||||
Engine::SetRenderState_Transform(m_node->GetPosition() + m_positionOffset, m_drawnSize, m_node->GetRotation() + m_rotationOffset, m_node->Layer(), m_node->SortIndex());
|
||||
|
||||
Engine::DrawGeometry(Engine::GetGeometry_Quad());
|
||||
}
|
||||
|
||||
VOID TextureComponent::DebugDraw()
|
||||
{
|
||||
}
|
||||
|
||||
VOID TextureComponent::Update()
|
||||
{
|
||||
}
|
||||
|
||||
VOID TextureComponent::FixedUpdate()
|
||||
{
|
||||
}
|
||||
} // namespace ia::iae
|
||||
0
Engine/Src/Imp/CPP/Components/TileMapComponent.cpp
Normal file
@ -14,114 +14,47 @@
|
||||
// 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 <Engine.hpp>
|
||||
#include <IAEngine/Engine.hpp>
|
||||
#include <Renderer/Renderer.hpp>
|
||||
|
||||
#include <SDL3/SDL.h>
|
||||
#include <IACore/File.hpp>
|
||||
|
||||
#include <IAEngine/EngineInterface.hpp>
|
||||
#include <IAEngine/EngineLibraryInterface.hpp>
|
||||
|
||||
GameFunctionTable g_gameFunctions{};
|
||||
EXTERN GameFunctionTable g_gameFunctions;
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
String GetStringVersion(IN UINT64 version)
|
||||
BOOL Engine::IsDebugMode()
|
||||
{
|
||||
return "";
|
||||
#if defined(__DEBUG_MODE__)
|
||||
return true;
|
||||
#else
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
|
||||
VOID __Internal_Engine::Initialize()
|
||||
VOID Engine::ResizeDisplay(IN INT32 newWidth, IN INT32 newHeight)
|
||||
{
|
||||
IAE_LOG_INFO("Booting IAEngine for ", g_gameFunctions.GetName());
|
||||
|
||||
SDL_SetAppMetadata(g_gameFunctions.GetName(), GetStringVersion(g_gameFunctions.GetVersion()).c_str(),
|
||||
g_gameFunctions.GetPackageName());
|
||||
|
||||
g_gameFunctions.OnInitialize();
|
||||
Renderer::OnScreenResize(newWidth, newHeight);
|
||||
g_gameFunctions.OnResize(newWidth, newHeight);
|
||||
}
|
||||
|
||||
VOID __Internal_Engine::Terminate()
|
||||
Handle Engine::CreateImageFromFile(IN CONST String &path)
|
||||
{
|
||||
g_gameFunctions.OnTerminate();
|
||||
|
||||
IAE_LOG_INFO("Shutting down IAEngine");
|
||||
const auto data = File::ReadToVector(path.c_str());
|
||||
return CreateImage(data.data(), data.size());
|
||||
}
|
||||
|
||||
VOID __Internal_Engine::Iterate()
|
||||
Handle Engine::CreateSoundFromFile(IN CONST String &path)
|
||||
{
|
||||
const auto data = File::ReadToVector(path.c_str());
|
||||
return CreateSound(data.data(), data.size());
|
||||
}
|
||||
|
||||
VOID __Internal_Engine::ProcessEvent(IN SDL_Event *event)
|
||||
Handle Engine::CreateSceneFromFile(IN CONST String &path)
|
||||
{
|
||||
switch (event->type)
|
||||
{
|
||||
case SDL_EVENT_WINDOW_RESIZED:
|
||||
break;
|
||||
|
||||
|
||||
}
|
||||
const auto data = File::ReadToString(path.c_str());
|
||||
return CreateScene(data);
|
||||
}
|
||||
} // namespace ia::iae
|
||||
|
||||
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 ia::BOOL IAEngine_OnInitialize(IN GameFunctionTable gameFunctionTable))
|
||||
{
|
||||
if (!ValidateGameFunctionTable(gameFunctionTable))
|
||||
{
|
||||
IAE_LOG_ERROR("Invalid game function table was passed to the engine. Exiting..");
|
||||
return false;
|
||||
}
|
||||
|
||||
g_gameFunctions = gameFunctionTable;
|
||||
|
||||
__Internal_Engine::Initialize();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
C_DECL(IAE_DLL_API ia::VOID IAEngine_OnTerminate())
|
||||
{
|
||||
__Internal_Engine::Terminate();
|
||||
}
|
||||
|
||||
C_DECL(IAE_DLL_API ia::BOOL IAEngine_OnIterate())
|
||||
{
|
||||
__Internal_Engine::Iterate();
|
||||
return true;
|
||||
}
|
||||
|
||||
C_DECL(IAE_DLL_API ia::VOID IAEngine_OnEvent(IN PVOID event))
|
||||
{
|
||||
__Internal_Engine::ProcessEvent((SDL_Event *) event);
|
||||
}
|
||||
66
Engine/Src/Imp/CPP/EventManager.cpp
Normal file
@ -0,0 +1,66 @@
|
||||
// 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>
|
||||
#include <IAEngine/Engine.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
VOID EventManager::Initialize()
|
||||
{
|
||||
}
|
||||
|
||||
VOID EventManager::Terminate()
|
||||
{
|
||||
}
|
||||
|
||||
VOID EventManager::OnSDLEvent(IN SDL_Event *event)
|
||||
{
|
||||
}
|
||||
} // namespace ia::iae
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
Handle Engine::CreateEvent(IN CONST String &name)
|
||||
{
|
||||
return INVALID_HANDLE;
|
||||
}
|
||||
|
||||
VOID Engine::DestroyEvent(IN Handle event)
|
||||
{
|
||||
}
|
||||
|
||||
Handle Engine::GetEventByName(IN CONST String &name)
|
||||
{
|
||||
return INVALID_HANDLE;
|
||||
}
|
||||
|
||||
VOID Engine::AddEventListener(IN Handle event, IN std::function<VOID()> callback)
|
||||
{
|
||||
}
|
||||
|
||||
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
|
||||
236
Engine/Src/Imp/CPP/InputManager.cpp
Normal file
@ -0,0 +1,236 @@
|
||||
// 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 <InputManager.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
EXTERN SDL_Window *g_windowHandle;
|
||||
|
||||
BOOL InputManager::s_keys[256];
|
||||
BOOL InputManager::s_prevKeys[256];
|
||||
InputKey InputManager::s_axisInputs[4];
|
||||
Vec2 InputManager::s_pointerPosition{};
|
||||
Map<String, Handle> InputManager::s_actionNames;
|
||||
Vector<Vector<InputKey>> InputManager::s_actions;
|
||||
|
||||
VOID InputManager::Initialize()
|
||||
{
|
||||
memset(s_keys, 0, sizeof(s_keys));
|
||||
memset(s_prevKeys, 0, sizeof(s_prevKeys));
|
||||
}
|
||||
|
||||
VOID InputManager::Terminate()
|
||||
{
|
||||
}
|
||||
|
||||
VOID InputManager::OnSDLEvent(IN SDL_Event *event)
|
||||
{
|
||||
memcpy(s_prevKeys, s_keys, sizeof(s_prevKeys));
|
||||
switch (event->type)
|
||||
{
|
||||
case SDL_EVENT_KEY_DOWN:
|
||||
s_keys[event->key.scancode] = true;
|
||||
break;
|
||||
|
||||
case SDL_EVENT_KEY_UP:
|
||||
s_keys[event->key.scancode] = false;
|
||||
break;
|
||||
|
||||
case SDL_EVENT_MOUSE_MOTION:
|
||||
s_pointerPosition = {event->motion.x, event->motion.y};
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
Vec2 InputManager::GetAxis()
|
||||
{
|
||||
return Vec2{
|
||||
IsKeyDown(s_axisInputs[1]) + IsKeyDown(s_axisInputs[0]) * -1,
|
||||
IsKeyDown(s_axisInputs[3]) + IsKeyDown(s_axisInputs[2]) * -1
|
||||
};
|
||||
}
|
||||
|
||||
VOID InputManager::SwitchModeToText()
|
||||
{
|
||||
SDL_StartTextInput(g_windowHandle);
|
||||
}
|
||||
|
||||
VOID InputManager::SwitchModeToAction()
|
||||
{
|
||||
SDL_StopTextInput(g_windowHandle);
|
||||
}
|
||||
|
||||
Vec2 InputManager::GetPointerPosition()
|
||||
{
|
||||
return s_pointerPosition;
|
||||
}
|
||||
|
||||
BOOL InputManager::IsKeyDown(IN InputKey key)
|
||||
{
|
||||
return s_keys[(UINT8) key];
|
||||
}
|
||||
|
||||
BOOL InputManager::WasKeyPressed(IN InputKey key)
|
||||
{
|
||||
return !s_prevKeys[(UINT8) key] && s_keys[(UINT8) key];
|
||||
}
|
||||
|
||||
BOOL InputManager::WasKeyReleased(IN InputKey key)
|
||||
{
|
||||
return s_prevKeys[(UINT8) key] && !s_keys[(UINT8) key];
|
||||
}
|
||||
|
||||
BOOL InputManager::IsActionDown(IN Handle action)
|
||||
{
|
||||
const auto& t = s_actions[action];
|
||||
for(const auto& k : t)
|
||||
if(IsKeyDown(k))
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
BOOL InputManager::WasActionPressed(IN Handle action)
|
||||
{
|
||||
const auto& t = s_actions[action];
|
||||
for(const auto& k : t)
|
||||
if(WasKeyPressed(k))
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
BOOL InputManager::WasActionReleased(IN Handle action)
|
||||
{
|
||||
const auto& t = s_actions[action];
|
||||
for(const auto& k : t)
|
||||
if(WasKeyReleased(k))
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
BOOL InputManager::IsActionDown(IN CONST String& action)
|
||||
{
|
||||
return IsActionDown(s_actionNames[action]);
|
||||
}
|
||||
|
||||
BOOL InputManager::WasActionPressed(IN CONST String& action)
|
||||
{
|
||||
return WasActionPressed(s_actionNames[action]);
|
||||
}
|
||||
|
||||
BOOL InputManager::WasActionReleased(IN CONST String& action)
|
||||
{
|
||||
return WasActionReleased(s_actionNames[action]);
|
||||
}
|
||||
|
||||
Handle InputManager::BindAction(IN CONST String &name, IN InputKey key)
|
||||
{
|
||||
s_actions.pushBack({key});
|
||||
const auto handle = s_actions.size() - 1;
|
||||
s_actionNames[name] = handle;
|
||||
return handle;
|
||||
}
|
||||
|
||||
VOID InputManager::BindAxis(IN InputKey upKey, IN InputKey downKey, IN InputKey leftKey, IN InputKey rightKey)
|
||||
{
|
||||
s_axisInputs[0] = upKey;
|
||||
s_axisInputs[1] = downKey;
|
||||
s_axisInputs[2] = leftKey;
|
||||
s_axisInputs[3] = rightKey;
|
||||
}
|
||||
} // namespace ia::iae
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
Vec2 Engine::GetInputAxis()
|
||||
{
|
||||
return InputManager::GetAxis();
|
||||
}
|
||||
|
||||
VOID Engine::SwitchInputModeToText()
|
||||
{
|
||||
InputManager::SwitchModeToText();
|
||||
}
|
||||
|
||||
VOID Engine::SwitchInputModeToAction()
|
||||
{
|
||||
InputManager::SwitchModeToAction();
|
||||
}
|
||||
|
||||
Vec2 Engine::GetInputPointerPosition()
|
||||
{
|
||||
return InputManager::GetPointerPosition();
|
||||
}
|
||||
|
||||
BOOL Engine::IsInputKeyDown(IN InputKey key)
|
||||
{
|
||||
return InputManager::IsKeyDown(key);
|
||||
}
|
||||
|
||||
BOOL Engine::WasInputKeyPressed(IN InputKey key)
|
||||
{
|
||||
return InputManager::WasKeyPressed(key);
|
||||
}
|
||||
|
||||
BOOL Engine::WasInputKeyReleased(IN InputKey key)
|
||||
{
|
||||
return InputManager::WasKeyReleased(key);
|
||||
}
|
||||
|
||||
BOOL Engine::IsInputActionDown(IN Handle action)
|
||||
{
|
||||
return InputManager::IsActionDown(action);
|
||||
}
|
||||
|
||||
BOOL Engine::WasInputActionPressed(IN Handle action)
|
||||
{
|
||||
return InputManager::WasActionPressed(action);
|
||||
}
|
||||
|
||||
BOOL Engine::WasInputActionReleased(IN Handle action)
|
||||
{
|
||||
return InputManager::WasActionReleased(action);
|
||||
}
|
||||
|
||||
BOOL Engine::IsInputActionDown(IN CONST String& action)
|
||||
{
|
||||
return InputManager::IsActionDown(action);
|
||||
}
|
||||
|
||||
BOOL Engine::WasInputActionPressed(IN CONST String& action)
|
||||
{
|
||||
return InputManager::WasActionPressed(action);
|
||||
}
|
||||
|
||||
BOOL Engine::WasInputActionReleased(IN CONST String& action)
|
||||
{
|
||||
return InputManager::WasActionReleased(action);
|
||||
}
|
||||
|
||||
Handle Engine::BindInputAction(IN CONST String &name, IN InputKey key)
|
||||
{
|
||||
return InputManager::BindAction(name, key);
|
||||
}
|
||||
|
||||
VOID Engine::BindInputAxis(IN InputKey upKey, IN InputKey downKey, IN InputKey leftKey, IN InputKey rightKey)
|
||||
{
|
||||
InputManager::BindAxis(upKey, downKey, leftKey, rightKey);
|
||||
}
|
||||
} // namespace ia::iae
|
||||
167
Engine/Src/Imp/CPP/InternalEngine.cpp
Normal file
@ -0,0 +1,167 @@
|
||||
// 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();
|
||||
WorldManager::FixedUpdate();
|
||||
g_gameFunctions.OnUpdate(Time::GetFrameDeltaTime());
|
||||
g_gameFunctions.OnFixedUpdate();
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
FLOAT32 TimePeriod::GetValue() CONST
|
||||
{
|
||||
return (FLOAT32) m_value + ((FLOAT32) m_value * (Random::Get() * m_randomAdjustment) / 100.0f);
|
||||
}
|
||||
} // 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;
|
||||
}
|
||||
25
Engine/Src/Imp/CPP/Nodes/CameraNode.cpp
Normal file
@ -0,0 +1,25 @@
|
||||
// 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 <IAEngine/Nodes/CameraNode.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
CameraNode::CameraNode(IN CONST String &name) : Node2D(name), m_cameraComponent(AddComponent<CameraComponent>())
|
||||
{
|
||||
}
|
||||
} // namespace ia::iae
|
||||
63
Engine/Src/Imp/CPP/Nodes/Node2D.cpp
Normal file
@ -0,0 +1,63 @@
|
||||
// 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 <IAEngine/Nodes/Node2D.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
Node2D::Node2D(IN CONST String &name) : INode(name)
|
||||
{
|
||||
}
|
||||
|
||||
Node2D::~Node2D()
|
||||
{
|
||||
for(auto& t: m_components)
|
||||
delete t;
|
||||
}
|
||||
|
||||
VOID Node2D::Draw()
|
||||
{
|
||||
for(auto& t: m_components)
|
||||
t->Draw();
|
||||
for(auto& t: m_children)
|
||||
t->Draw();
|
||||
}
|
||||
|
||||
VOID Node2D::DebugDraw()
|
||||
{
|
||||
for(auto& t: m_components)
|
||||
t->DebugDraw();
|
||||
for(auto& t: m_children)
|
||||
t->DebugDraw();
|
||||
}
|
||||
|
||||
VOID Node2D::Update()
|
||||
{
|
||||
for(auto& t: m_components)
|
||||
t->Update();
|
||||
for(auto& t: m_children)
|
||||
t->Update();
|
||||
}
|
||||
|
||||
VOID Node2D::FixedUpdate()
|
||||
{
|
||||
for(auto& t: m_components)
|
||||
t->FixedUpdate();
|
||||
for(auto& t: m_children)
|
||||
t->FixedUpdate();
|
||||
}
|
||||
} // namespace ia::iae
|
||||
25
Engine/Src/Imp/CPP/Nodes/TextureNode.cpp
Normal file
@ -0,0 +1,25 @@
|
||||
// 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 <IAEngine/Nodes/TextureNode.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
TextureNode::TextureNode(IN CONST String &name) : Node2D(name), m_textureComponent(AddComponent<TextureComponent>())
|
||||
{
|
||||
}
|
||||
} // namespace ia::iae
|
||||
@ -0,0 +1,54 @@
|
||||
// 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>
|
||||
#include <Random.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
VOID Random::Initialize()
|
||||
{
|
||||
srand((INT32)Time::GetUnixMillisecond());
|
||||
}
|
||||
|
||||
VOID Random::Terminate()
|
||||
{
|
||||
}
|
||||
|
||||
FLOAT32 Random::Get()
|
||||
{
|
||||
return ((FLOAT32) rand()) / ((FLOAT32) RAND_MAX);
|
||||
}
|
||||
|
||||
INT32 Random::GetInRange(IN INT32 min, IN INT32 max)
|
||||
{
|
||||
return min + (INT32)((max - min) * Get());
|
||||
}
|
||||
} // namespace ia::iae
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
FLOAT32 Engine::GetRandomFloat()
|
||||
{
|
||||
return Random::Get();
|
||||
}
|
||||
|
||||
INT32 Engine::GetRandomInRange(IN INT32 min, IN INT32 max)
|
||||
{
|
||||
return Random::GetInRange(min, max);
|
||||
}
|
||||
} // namespace ia::iae
|
||||
114
Engine/Src/Imp/CPP/Renderer/DebugDraw.cpp
Normal file
@ -0,0 +1,114 @@
|
||||
// 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>
|
||||
|
||||
#include <IAEngine/GameLibraryInterface.hpp>
|
||||
EXTERN GameFunctionTable g_gameFunctions;
|
||||
|
||||
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();
|
||||
g_gameFunctions.OnDebugDraw();
|
||||
|
||||
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
|
||||
211
Engine/Src/Imp/CPP/Renderer/GPUResourceManager.cpp
Normal file
@ -0,0 +1,211 @@
|
||||
// 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);
|
||||
}
|
||||
|
||||
Vector<UINT8> GPUResourceManager::GetTexturePixelData(IN SDL_GPUTexture *texture, IN INT32 width, IN INT32 height)
|
||||
{
|
||||
SDL_GPUTransferBufferCreateInfo stagingBufferCreateInfo{.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
|
||||
.size = (UINT32) width * (UINT32) height * 4};
|
||||
const auto stagingBuffer = SDL_CreateGPUTransferBuffer(Renderer::GetDevice(), &stagingBufferCreateInfo);
|
||||
|
||||
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 = texture, .w = (UINT32) width, .h = (UINT32) height, .d = 1};
|
||||
SDL_DownloadFromGPUTexture(copyPass, ®ion, &transferInfo);
|
||||
|
||||
SDL_EndGPUCopyPass(copyPass);
|
||||
SDL_SubmitGPUCommandBuffer(cmdBuffer);
|
||||
SDL_WaitForGPUIdle(Renderer::GetDevice());
|
||||
|
||||
Vector<UINT8> result;
|
||||
result.resize(width * height * 4);
|
||||
|
||||
const auto mappedPtr = SDL_MapGPUTransferBuffer(Renderer::GetDevice(), stagingBuffer, false);
|
||||
SDL_UnmapGPUTransferBuffer(Renderer::GetDevice(), stagingBuffer);
|
||||
SDL_memcpy(result.data(), mappedPtr, result.size());
|
||||
SDL_ReleaseGPUTransferBuffer(Renderer::GetDevice(), stagingBuffer);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
SDL_GPUTexture* GPUResourceManager::CombineTextures(IN SDL_GPUTexture** textures, IN INT32 unitWidth, IN INT32 unitHeight,
|
||||
IN INT32 unitCountX, IN INT32 unitCountY)
|
||||
{
|
||||
SDL_GPUTextureCreateInfo createInfo{.type = SDL_GPU_TEXTURETYPE_2D,
|
||||
.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM,
|
||||
.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER,
|
||||
.width = (UINT32) unitCountX * unitWidth,
|
||||
.height = (UINT32) unitCountY * unitHeight,
|
||||
.layer_count_or_depth = 1,
|
||||
.num_levels = 1};
|
||||
|
||||
SDL_GPUTexture *result{};
|
||||
if (!(result = SDL_CreateGPUTexture(Renderer::GetDevice(), &createInfo)))
|
||||
THROW_UNKNOWN("Failed to create a SDL GPU Texture: ", SDL_GetError());
|
||||
|
||||
const auto cmdBuffer = SDL_AcquireGPUCommandBuffer(Renderer::GetDevice());
|
||||
const auto copyPass = SDL_BeginGPUCopyPass(cmdBuffer);
|
||||
|
||||
for (INT32 y = 0; y < unitCountY; y++)
|
||||
{
|
||||
for (INT32 x = 0; x < unitCountX; x++)
|
||||
{
|
||||
SDL_GPUTextureLocation src{.texture = textures[x + (y * unitCountX)], .x = 0, .y = 0};
|
||||
SDL_GPUTextureLocation dst{.texture = result, .x = (UINT32)(x * unitWidth), .y = (UINT32)(y * unitHeight)};
|
||||
SDL_CopyGPUTextureToTexture(copyPass, &src, &dst, unitWidth, unitHeight, 1, false);
|
||||
}
|
||||
}
|
||||
|
||||
SDL_EndGPUCopyPass(copyPass);
|
||||
SDL_SubmitGPUCommandBuffer(cmdBuffer);
|
||||
SDL_WaitForGPUIdle(Renderer::GetDevice());
|
||||
|
||||
return result;
|
||||
}
|
||||
} // namespace ia::iae
|
||||
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
|
||||
373
Engine/Src/Imp/CPP/Renderer/Renderer.cpp
Normal file
@ -0,0 +1,373 @@
|
||||
// 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{};
|
||||
|
||||
Renderer::Geometry *Renderer::s_quadGeometry{};
|
||||
|
||||
VOID Renderer::Initialize()
|
||||
{
|
||||
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();
|
||||
|
||||
SDL_GetWindowSizeInPixels(g_windowHandle, &s_screenWidth, &s_screenHeight);
|
||||
OnScreenResize(s_screenWidth, s_screenHeight);
|
||||
|
||||
// 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.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;
|
||||
|
||||
s_quadGeometry = CreateGeometry(
|
||||
{
|
||||
{glm::vec3{0, 1, 0}, glm::vec2{0, 1}, glm::vec4{1.0f, 1.0f, 1.0f, 1.0f}},
|
||||
{glm::vec3{1, 1, 0}, glm::vec2{1, 1}, glm::vec4{1.0f, 1.0f, 1.0f, 1.0f}},
|
||||
{glm::vec3{1, 0, 0}, glm::vec2{1, 0}, glm::vec4{1.0f, 1.0f, 1.0f, 1.0f}},
|
||||
{glm::vec3{0, 0, 0}, glm::vec2{0, 0}, glm::vec4{1.0f, 1.0f, 1.0f, 1.0f}},
|
||||
},
|
||||
{0, 1, 2, 2, 3, 0});
|
||||
}
|
||||
|
||||
VOID Renderer::Terminate()
|
||||
{
|
||||
SDL_WaitForGPUIdle(s_gpuDevice);
|
||||
|
||||
DestroyGeometry(s_quadGeometry);
|
||||
|
||||
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()
|
||||
{
|
||||
STATIC Mat4 IdentityMatrix(1.0f);
|
||||
|
||||
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.ActiveCamera ? s_state.ActiveCamera->GetProjectionMatrix() : &IdentityMatrix, sizeof(Mat4));
|
||||
SDL_PushGPUVertexUniformData(
|
||||
s_state.ActiveCommandBuffer, 1,
|
||||
(s_state.ActiveCamera && !s_state.CameraRelative) ? s_state.ActiveCamera->GetViewMatrix() : &IdentityMatrix,
|
||||
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)
|
||||
{
|
||||
s_screenWidth = newWidth;
|
||||
s_screenHeight = newHeight;
|
||||
|
||||
if (s_renderTargetSceneDepth)
|
||||
GPUResourceManager::DestroyTexture(s_renderTargetSceneDepth);
|
||||
if (s_renderTargetSceneColor)
|
||||
GPUResourceManager::DestroyTexture(s_renderTargetSceneColor);
|
||||
if (s_renderTargetDebugDrawColor)
|
||||
GPUResourceManager::DestroyTexture(s_renderTargetDebugDrawColor);
|
||||
|
||||
s_renderTargetSceneDepth =
|
||||
GPUResourceManager::CreateTexture(SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET, s_screenWidth, s_screenHeight,
|
||||
nullptr, SDL_GPU_TEXTUREFORMAT_D16_UNORM);
|
||||
s_renderTargetSceneColor = GPUResourceManager::CreateTexture(
|
||||
SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER, s_screenWidth, s_screenHeight, nullptr,
|
||||
SDL_GetGPUSwapchainTextureFormat(s_gpuDevice, g_windowHandle));
|
||||
s_renderTargetDebugDrawColor = GPUResourceManager::CreateTexture(
|
||||
SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER, s_screenWidth, s_screenHeight, nullptr,
|
||||
SDL_GetGPUSwapchainTextureFormat(s_gpuDevice, g_windowHandle));
|
||||
|
||||
s_state.Scissor = {0, 0, newWidth, newHeight};
|
||||
|
||||
s_state.ActiveViewport.x = 0;
|
||||
s_state.ActiveViewport.y = 0;
|
||||
s_state.ActiveViewport.w = newWidth;
|
||||
s_state.ActiveViewport.h = newHeight;
|
||||
s_state.ActiveViewport.min_depth = 0.0f;
|
||||
s_state.ActiveViewport.max_depth = 1.0f;
|
||||
|
||||
if (s_state.ActiveCamera)
|
||||
s_state.ActiveCamera->SetViewport(newWidth, newHeight);
|
||||
}
|
||||
|
||||
SDL_GPUTextureFormat Renderer::GetRenderTargetFormat()
|
||||
{
|
||||
return SDL_GetGPUSwapchainTextureFormat(s_gpuDevice, g_windowHandle);
|
||||
}
|
||||
|
||||
Renderer::Geometry *Renderer::CreateGeometry(IN CONST Vector<GeometryVertex> &vertices,
|
||||
IN CONST Vector<INT32> &indices)
|
||||
{
|
||||
const auto mesh = new Geometry();
|
||||
mesh->VertexBuffer = GPUResourceManager::CreateDeviceLocalBuffer(
|
||||
SDL_GPU_BUFFERUSAGE_VERTEX, vertices.data(), static_cast<UINT32>(vertices.size() * sizeof(vertices[0])));
|
||||
mesh->IndexBuffer = GPUResourceManager::CreateDeviceLocalBuffer(
|
||||
SDL_GPU_BUFFERUSAGE_INDEX, indices.data(), static_cast<UINT32>(indices.size() * sizeof(indices[0])));
|
||||
mesh->IndexCount = static_cast<UINT32>(indices.size());
|
||||
return mesh;
|
||||
}
|
||||
|
||||
VOID Renderer::DestroyGeometry(IN Geometry *handle)
|
||||
{
|
||||
GPUResourceManager::DestroyBuffer(handle->VertexBuffer);
|
||||
GPUResourceManager::DestroyBuffer(handle->IndexBuffer);
|
||||
delete handle;
|
||||
}
|
||||
|
||||
VOID Renderer::DrawGeometry(IN Geometry *handle)
|
||||
{
|
||||
#pragma pack(push, 1)
|
||||
|
||||
STATIC struct
|
||||
{
|
||||
INT32 FlippedH{false};
|
||||
INT32 FlippedV{false};
|
||||
Vec2 TextureOffset{0.0f, 0.0f};
|
||||
glm::vec4 ColorOverlay{1.0f, 1.0f, 1.0f, 1.0f};
|
||||
} s_fragmentUniform{};
|
||||
|
||||
#pragma pack(pop)
|
||||
|
||||
s_fragmentUniform.ColorOverlay = s_state.ColorOverlay.GetAsFloatVec();
|
||||
s_fragmentUniform.FlippedH = s_state.FlippedH;
|
||||
s_fragmentUniform.FlippedV = s_state.FlippedV;
|
||||
s_fragmentUniform.TextureOffset = s_state.TextureOffset;
|
||||
SDL_GPUTextureSamplerBinding textureBinding{.texture = s_state.ActiveTexture,
|
||||
.sampler = GPUResourceManager::GetSampler_LinearRepeat()};
|
||||
SDL_BindGPUFragmentSamplers(s_state.ActiveRenderPass, 0, &textureBinding, 1);
|
||||
SDL_PushGPUFragmentUniformData(s_state.ActiveCommandBuffer, 0, &s_fragmentUniform, sizeof(s_fragmentUniform));
|
||||
|
||||
SDL_SetGPUScissor(s_state.ActiveRenderPass, &s_state.Scissor);
|
||||
SDL_SetGPUViewport(s_state.ActiveRenderPass, &s_state.ActiveViewport);
|
||||
|
||||
SDL_GPUBufferBinding bufferBindings[] = {{.buffer = handle->VertexBuffer, .offset = 0},
|
||||
{.buffer = handle->IndexBuffer, .offset = 0}};
|
||||
SDL_BindGPUVertexBuffers(s_state.ActiveRenderPass, 0, bufferBindings, 1);
|
||||
SDL_BindGPUIndexBuffer(s_state.ActiveRenderPass, &bufferBindings[1], SDL_GPU_INDEXELEMENTSIZE_32BIT);
|
||||
SDL_DrawGPUIndexedPrimitives(s_state.ActiveRenderPass, handle->IndexCount, 1, 0, 0, 0);
|
||||
}
|
||||
} // namespace ia::iae
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
VOID Engine::SetActiveCamera(IN CameraComponent *cameraComponent)
|
||||
{
|
||||
Renderer::s_state.ActiveCamera = cameraComponent;
|
||||
Renderer::OnScreenResize(Renderer::s_screenWidth, Renderer::s_screenHeight);
|
||||
}
|
||||
|
||||
Handle Engine::CreateGeometry(IN CONST Vector<GeometryVertex> &vertices, IN CONST Vector<INT32> &indices)
|
||||
{
|
||||
return (Handle) Renderer::CreateGeometry(vertices, indices);
|
||||
}
|
||||
|
||||
VOID Engine::DestroyGeometry(IN Handle geometry)
|
||||
{
|
||||
Renderer::DestroyGeometry((Renderer::Geometry *) geometry);
|
||||
}
|
||||
|
||||
VOID Engine::DrawGeometry(IN Handle handle)
|
||||
{
|
||||
Renderer::DrawGeometry((Renderer::Geometry *) 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 = (SDL_GPUTexture *) image;
|
||||
}
|
||||
|
||||
VOID Engine::SetRenderState_Transform(IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation, IN UINT8 layer,
|
||||
IN INT16 sortIndex)
|
||||
{
|
||||
IA_ASSERT(sortIndex <= 0x1FFF);
|
||||
|
||||
if (Renderer::s_state.YSortingEnabled)
|
||||
sortIndex += static_cast<INT16>(position.y);
|
||||
|
||||
Renderer::s_state.ModelMatrix =
|
||||
glm::translate(glm::mat4(1.0f), glm::vec3{position.x, position.y,
|
||||
static_cast<FLOAT32>((layer << 13) | (sortIndex & 0x1FFF))});
|
||||
Renderer::s_state.ModelMatrix =
|
||||
glm::rotate(Renderer::s_state.ModelMatrix, rotation, glm::vec3(0.0f, 0.0f, 1.0f));
|
||||
Renderer::s_state.ModelMatrix = glm::scale(Renderer::s_state.ModelMatrix, glm::vec3{scale.x, scale.y, 1.0f});
|
||||
|
||||
SDL_PushGPUVertexUniformData(Renderer::s_state.ActiveCommandBuffer, 2, &Renderer::s_state.ModelMatrix,
|
||||
sizeof(Mat4));
|
||||
}
|
||||
|
||||
VOID Engine::SetRenderState_YSortingEnabled(IN BOOL value)
|
||||
{
|
||||
Renderer::s_state.YSortingEnabled = value;
|
||||
}
|
||||
|
||||
Handle Engine::GetGeometry_Quad()
|
||||
{
|
||||
return (Handle) Renderer::s_quadGeometry;
|
||||
}
|
||||
} // namespace ia::iae
|
||||
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
|
||||
{
|
||||
|
||||
}
|
||||
150
Engine/Src/Imp/CPP/ResourceManager.cpp
Normal file
@ -0,0 +1,150 @@
|
||||
// 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 <ResourceManager.hpp>
|
||||
|
||||
#include <AudioManager.hpp>
|
||||
#include <Renderer/GPUResourceManager.hpp>
|
||||
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#define STB_IMAGE_RESIZE_IMPLEMENTATION
|
||||
#include <stb_image.h>
|
||||
#include <stb_image_resize2.h>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
Vector<Handle> ResourceManager::s_images;
|
||||
Vector<Handle> ResourceManager::s_sounds;
|
||||
Map<Handle, UINT64> ResourceManager::s_imageExtents;
|
||||
|
||||
VOID ResourceManager::Initialize()
|
||||
{
|
||||
}
|
||||
|
||||
VOID ResourceManager::Terminate()
|
||||
{
|
||||
for (const auto &t : s_images)
|
||||
GPUResourceManager::DestroyTexture((SDL_GPUTexture *) t);
|
||||
for (const auto &t : s_sounds)
|
||||
AudioManager::DestoryAudio(t);
|
||||
}
|
||||
|
||||
Handle ResourceManager::CreateImage(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize)
|
||||
{
|
||||
INT32 w, h, n;
|
||||
const auto rgbaData = stbi_load_from_memory(encodedData, encodedDataSize, &w, &h, &n, STBI_rgb_alpha);
|
||||
const auto result = CreateImage(rgbaData, w, h);
|
||||
STBI_FREE(rgbaData);
|
||||
return result;
|
||||
}
|
||||
|
||||
Handle ResourceManager::CreateImage(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height)
|
||||
{
|
||||
const auto handle = (Handle) GPUResourceManager::CreateTexture(SDL_GPU_TEXTUREUSAGE_SAMPLER, width, height,
|
||||
rgbaData, SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM);
|
||||
s_imageExtents[handle] = (((UINT64) width) << 32) | height;
|
||||
s_images.pushBack(handle);
|
||||
return handle;
|
||||
}
|
||||
|
||||
Handle ResourceManager::CreateSound(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize)
|
||||
{
|
||||
const auto handle = AudioManager::CreateAudio(encodedData, encodedDataSize);
|
||||
s_sounds.pushBack(handle);
|
||||
return handle;
|
||||
}
|
||||
|
||||
VOID ResourceManager::DestroyImage(IN Handle image)
|
||||
{
|
||||
GPUResourceManager::DestroyTexture((SDL_GPUTexture *) image);
|
||||
}
|
||||
|
||||
VOID ResourceManager::DestroySound(IN Handle sound)
|
||||
{
|
||||
AudioManager::DestoryAudio(sound);
|
||||
}
|
||||
|
||||
IVec2 ResourceManager::GetImageExtent(IN Handle image)
|
||||
{
|
||||
const auto t = s_imageExtents[image];
|
||||
return {(INT32) (t >> 32), (INT32) t};
|
||||
}
|
||||
|
||||
Handle ResourceManager::RescaleImage(IN Handle image, IN INT32 newWidth, IN INT32 newHeight)
|
||||
{
|
||||
const auto currentExtent = GetImageExtent(image);
|
||||
const auto pixelData =
|
||||
GPUResourceManager::GetTexturePixelData((SDL_GPUTexture *) image, currentExtent.x, currentExtent.y);
|
||||
const auto newPixelData =
|
||||
stbir_resize_uint8_linear(pixelData.data(), currentExtent.x, currentExtent.y, currentExtent.x * 4, nullptr,
|
||||
newWidth, newHeight, newWidth * 4, stbir_pixel_layout::STBIR_RGBA);
|
||||
const auto result = CreateImage(newPixelData, newWidth, newHeight);
|
||||
free(newPixelData);
|
||||
return result;
|
||||
}
|
||||
|
||||
Handle ResourceManager::CombineImages(IN CONST Vector<Handle> &images, IN INT32 unitWidth, IN INT32 unitHeight,
|
||||
IN INT32 unitCountX, IN INT32 unitCountY)
|
||||
{
|
||||
return (Handle) GPUResourceManager::CombineTextures((SDL_GPUTexture **) images.data(), unitWidth, unitHeight,
|
||||
unitCountX, unitCountY);
|
||||
}
|
||||
} // namespace ia::iae
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
Handle Engine::CreateImage(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize)
|
||||
{
|
||||
return ResourceManager::CreateImage(encodedData, encodedDataSize);
|
||||
}
|
||||
|
||||
Handle Engine::CreateImage(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height)
|
||||
{
|
||||
return ResourceManager::CreateImage(rgbaData, width, height);
|
||||
}
|
||||
|
||||
Handle Engine::CreateSound(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize)
|
||||
{
|
||||
return ResourceManager::CreateSound(encodedData, encodedDataSize);
|
||||
}
|
||||
|
||||
VOID Engine::DestroyImage(IN Handle image)
|
||||
{
|
||||
ResourceManager::DestroyImage(image);
|
||||
}
|
||||
|
||||
VOID Engine::DestroySound(IN Handle sound)
|
||||
{
|
||||
ResourceManager::DestroySound(sound);
|
||||
}
|
||||
|
||||
IVec2 Engine::GetImageExtent(IN Handle image)
|
||||
{
|
||||
return ResourceManager::GetImageExtent(image);
|
||||
}
|
||||
|
||||
Handle Engine::RescaleImage(IN Handle image, IN INT32 newWidth, IN INT32 newHeight)
|
||||
{
|
||||
return ResourceManager::RescaleImage(image, newWidth, newHeight);
|
||||
}
|
||||
|
||||
Handle Engine::CombineImages(IN CONST Vector<Handle> &images, IN INT32 unitWidth, IN INT32 unitHeight,
|
||||
IN INT32 unitCountX, IN INT32 unitCountY)
|
||||
{
|
||||
return ResourceManager::CombineImages(images, unitWidth, unitHeight, unitCountX, unitCountY);
|
||||
}
|
||||
} // namespace ia::iae
|
||||
77
Engine/Src/Imp/CPP/Scene.cpp
Normal file
@ -0,0 +1,77 @@
|
||||
// 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 <Scene.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
Scene *Scene::Create()
|
||||
{
|
||||
return new Scene();
|
||||
}
|
||||
|
||||
Scene *Scene::Create(IN CONST String &sceneXML)
|
||||
{
|
||||
const auto scene = new Scene();
|
||||
|
||||
return scene;
|
||||
}
|
||||
|
||||
VOID Scene::Destroy(IN Scene *scene)
|
||||
{
|
||||
delete scene;
|
||||
}
|
||||
|
||||
VOID Scene::Draw()
|
||||
{
|
||||
for (auto &t : m_nodes)
|
||||
t->Value->Draw();
|
||||
}
|
||||
|
||||
VOID Scene::DebugDraw()
|
||||
{
|
||||
for (auto &t : m_nodes)
|
||||
t->Value->DebugDraw();
|
||||
}
|
||||
|
||||
VOID Scene::FixedUpdate()
|
||||
{
|
||||
for (auto &t : m_nodes)
|
||||
t->Value->FixedUpdate();
|
||||
}
|
||||
|
||||
VOID Scene::Update()
|
||||
{
|
||||
for (auto &t : m_nodes)
|
||||
t->Value->Update();
|
||||
}
|
||||
|
||||
VOID Scene::AddNode(IN RefPtr<INode> node)
|
||||
{
|
||||
m_nodes[node->GetName()] = node;
|
||||
}
|
||||
|
||||
INode *Scene::GetNode(IN CONST String &name)
|
||||
{
|
||||
return m_nodes[name].get();
|
||||
}
|
||||
|
||||
VOID Scene::RemoveNode(IN CONST String &name)
|
||||
{
|
||||
m_nodes[name] = nullptr;
|
||||
}
|
||||
} // namespace ia::iae
|
||||
@ -0,0 +1,102 @@
|
||||
// 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
|
||||
{
|
||||
FLOAT32 g_globalTimeScale = 1.0f;
|
||||
|
||||
FLOAT32 g_deltaTime{1 / 60.0f};
|
||||
INT64 g_lastFrameTick{0};
|
||||
|
||||
std::chrono::time_point<std::chrono::high_resolution_clock> g_startMS;
|
||||
|
||||
VOID Time::Initialize()
|
||||
{
|
||||
g_startMS = std::chrono::high_resolution_clock::now();
|
||||
}
|
||||
|
||||
VOID Time::Terminate()
|
||||
{
|
||||
}
|
||||
|
||||
VOID Time::NextFrame()
|
||||
{
|
||||
const auto t = GetTickCount();
|
||||
g_deltaTime = t - g_lastFrameTick;
|
||||
g_lastFrameTick = t;
|
||||
}
|
||||
|
||||
INT64 Time::GetTickCount()
|
||||
{
|
||||
return std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::high_resolution_clock::now() -
|
||||
g_startMS)
|
||||
.count();
|
||||
}
|
||||
|
||||
INT64 Time::GetCurrentSecond()
|
||||
{
|
||||
return std::chrono::duration_cast<std::chrono::seconds>(std::chrono::high_resolution_clock::now() - g_startMS)
|
||||
.count();
|
||||
}
|
||||
|
||||
FLOAT32 Time::GetFrameDeltaTime()
|
||||
{
|
||||
return g_deltaTime * g_globalTimeScale;
|
||||
}
|
||||
|
||||
INT64 Time::GetUnixSecond()
|
||||
{
|
||||
return std::chrono::duration_cast<std::chrono::seconds>(
|
||||
std::chrono::system_clock::now().time_since_epoch()).count();
|
||||
}
|
||||
|
||||
INT64 Time::GetUnixMillisecond()
|
||||
{
|
||||
return std::chrono::duration_cast<std::chrono::milliseconds>(
|
||||
std::chrono::system_clock::now().time_since_epoch()).count();
|
||||
}
|
||||
} // namespace ia::iae
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
VOID Engine::SetTimeScale(IN FLOAT32 scale)
|
||||
{
|
||||
g_globalTimeScale = scale;
|
||||
}
|
||||
|
||||
INT64 Engine::GetTickCount()
|
||||
{
|
||||
return Time::GetTickCount();
|
||||
}
|
||||
|
||||
INT64 Engine::GetUnixSecond()
|
||||
{
|
||||
return Time::GetUnixSecond();
|
||||
}
|
||||
|
||||
INT64 Engine::GetUnixMillisecond()
|
||||
{
|
||||
return Time::GetUnixMillisecond();
|
||||
}
|
||||
|
||||
FLOAT32 Engine::GetFrameDeltaTime()
|
||||
{
|
||||
return Time::GetFrameDeltaTime();
|
||||
}
|
||||
} // namespace ia::iae
|
||||
122
Engine/Src/Imp/CPP/WorldManager.cpp
Normal file
@ -0,0 +1,122 @@
|
||||
// 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
|
||||
{
|
||||
Scene *WorldManager::m_activeScene{};
|
||||
|
||||
VOID WorldManager::Initialize()
|
||||
{
|
||||
m_activeScene = Scene::Create();
|
||||
}
|
||||
|
||||
VOID WorldManager::Terminate()
|
||||
{
|
||||
if (m_activeScene)
|
||||
Scene::Destroy(m_activeScene);
|
||||
}
|
||||
|
||||
VOID WorldManager::Draw()
|
||||
{
|
||||
m_activeScene->Draw();
|
||||
}
|
||||
|
||||
VOID WorldManager::DebugDraw()
|
||||
{
|
||||
m_activeScene->DebugDraw();
|
||||
}
|
||||
|
||||
VOID WorldManager::Update()
|
||||
{
|
||||
m_activeScene->Update();
|
||||
}
|
||||
|
||||
VOID WorldManager::FixedUpdate()
|
||||
{
|
||||
m_activeScene->FixedUpdate();
|
||||
}
|
||||
|
||||
VOID WorldManager::ChangeActiveScene(IN Scene *scene)
|
||||
{
|
||||
m_activeScene = scene;
|
||||
}
|
||||
|
||||
VOID WorldManager::AddNodeToActiveScene(IN RefPtr<INode> node)
|
||||
{
|
||||
m_activeScene->AddNode(node);
|
||||
}
|
||||
|
||||
INode *WorldManager::GetNodeFromActiveScene(IN CONST String &name)
|
||||
{
|
||||
return m_activeScene->GetNode(name);
|
||||
}
|
||||
|
||||
VOID WorldManager::RemoveNodeFromActiveScene(IN CONST String &name)
|
||||
{
|
||||
m_activeScene->RemoveNode(name);
|
||||
}
|
||||
} // namespace ia::iae
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
Handle Engine::CreateScene(IN CONST String &sceneXML)
|
||||
{
|
||||
return (Handle) Scene::Create(sceneXML);
|
||||
}
|
||||
|
||||
Handle Engine::CreateEmptyScene()
|
||||
{
|
||||
return (Handle) Scene::Create();
|
||||
}
|
||||
|
||||
VOID Engine::DestroyScene(IN Handle handle)
|
||||
{
|
||||
Scene::Destroy((Scene *) handle);
|
||||
}
|
||||
|
||||
VOID Engine::ChangeActiveScene(IN Handle scene)
|
||||
{
|
||||
WorldManager::ChangeActiveScene((Scene *) scene);
|
||||
}
|
||||
|
||||
VOID Engine::AddNodeToActiveScene(IN RefPtr<INode> node)
|
||||
{
|
||||
WorldManager::AddNodeToActiveScene(node);
|
||||
}
|
||||
|
||||
INode *Engine::GetNodeFromActiveScene(IN CONST String &name)
|
||||
{
|
||||
return WorldManager::GetNodeFromActiveScene(name);
|
||||
}
|
||||
|
||||
VOID Engine::RemoveNodeFromActiveScene(IN CONST String &name)
|
||||
{
|
||||
WorldManager::RemoveNodeFromActiveScene(name);
|
||||
}
|
||||
|
||||
VOID Engine::AddNodeToScene(IN Handle scene, IN RefPtr<INode> node)
|
||||
{
|
||||
((Scene *) scene)->AddNode(node);
|
||||
}
|
||||
|
||||
VOID Engine::RemoveNodeFromScene(IN Handle scene, IN CONST String &name)
|
||||
{
|
||||
((Scene *) scene)->RemoveNode(name);
|
||||
}
|
||||
} // namespace ia::iae
|
||||
@ -16,15 +16,23 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <IAEngine/GameInterface.hpp>
|
||||
#include <IAEngine/Base.hpp>
|
||||
|
||||
#if defined(__BUILDING_IAENGINE) && (__BUILDING_IAENGINE)
|
||||
#define IAE_DLL_API IA_DLL_EXPORT
|
||||
#else
|
||||
#define IAE_DLL_API IA_DLL_IMPORT
|
||||
#endif
|
||||
#include <SDL3/SDL.h>
|
||||
#include <SDL3_mixer/SDL_mixer.h>
|
||||
|
||||
C_DECL(IAE_DLL_API ia::BOOL IAEngine_OnInitialize(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));
|
||||
namespace ia::iae
|
||||
{
|
||||
class AudioManager
|
||||
{
|
||||
public:
|
||||
STATIC VOID Initialize();
|
||||
STATIC VOID Terminate();
|
||||
|
||||
STATIC Handle CreateAudio(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize);
|
||||
STATIC VOID DestoryAudio(IN Handle handle);
|
||||
|
||||
private:
|
||||
STATIC MIX_Mixer *s_mixer;
|
||||
};
|
||||
} // namespace ia::iae
|
||||
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);
|
||||
};
|
||||
}
|
||||
57
Engine/Src/Imp/HPP/InputManager.hpp
Normal file
@ -0,0 +1,57 @@
|
||||
// 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);
|
||||
|
||||
STATIC Vec2 GetAxis();
|
||||
STATIC VOID SwitchModeToText();
|
||||
STATIC VOID SwitchModeToAction();
|
||||
STATIC Vec2 GetPointerPosition();
|
||||
STATIC BOOL IsKeyDown(IN InputKey key);
|
||||
STATIC BOOL WasKeyPressed(IN InputKey key);
|
||||
STATIC BOOL WasKeyReleased(IN InputKey key);
|
||||
STATIC BOOL IsActionDown(IN Handle action);
|
||||
STATIC BOOL WasActionPressed(IN Handle action);
|
||||
STATIC BOOL WasActionReleased(IN Handle action);
|
||||
STATIC BOOL IsActionDown(IN CONST String& action);
|
||||
STATIC BOOL WasActionPressed(IN CONST String& action);
|
||||
STATIC BOOL WasActionReleased(IN CONST String& action);
|
||||
STATIC Handle BindAction(IN CONST String &name, IN InputKey key);
|
||||
STATIC VOID BindAxis(IN InputKey upKey, IN InputKey downKey, IN InputKey leftKey, IN InputKey rightKey);
|
||||
|
||||
private:
|
||||
STATIC BOOL s_keys[256];
|
||||
STATIC BOOL s_prevKeys[256];
|
||||
STATIC Vec2 s_pointerPosition;
|
||||
STATIC InputKey s_axisInputs[4];
|
||||
STATIC Map<String, Handle> s_actionNames;
|
||||
STATIC Vector<Vector<InputKey>> s_actions;
|
||||
};
|
||||
} // namespace ia::iae
|
||||
@ -0,0 +1,34 @@
|
||||
// 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();
|
||||
|
||||
STATIC FLOAT32 Get();
|
||||
STATIC INT32 GetInRange(IN INT32 min, IN INT32 max);
|
||||
};
|
||||
}
|
||||
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
42
Engine/Src/Imp/HPP/Renderer/GPUResourceManager.hpp
Normal file
@ -0,0 +1,42 @@
|
||||
// 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);
|
||||
|
||||
STATIC Vector<UINT8> GetTexturePixelData(IN SDL_GPUTexture* texture, IN INT32 width, IN INT32 height);
|
||||
STATIC SDL_GPUTexture* CombineTextures(IN SDL_GPUTexture** textures, IN INT32 unitWidth, IN INT32 unitHeight,
|
||||
IN INT32 unitCountX, IN INT32 unitCountY);
|
||||
};
|
||||
} // namespace ia::iae
|
||||
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
|
||||
95
Engine/Src/Imp/HPP/Renderer/Renderer.hpp
Normal file
@ -0,0 +1,95 @@
|
||||
// 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:
|
||||
STATIC CONSTEXPR FLOAT32 MIN_DEPTH = -2097152.0f;
|
||||
STATIC CONSTEXPR FLOAT32 MAX_DEPTH = 2097152.0f;
|
||||
|
||||
struct Geometry
|
||||
{
|
||||
INT32 IndexCount{};
|
||||
SDL_GPUBuffer *IndexBuffer;
|
||||
SDL_GPUBuffer *VertexBuffer;
|
||||
};
|
||||
|
||||
struct State
|
||||
{
|
||||
BOOL FlippedH{false};
|
||||
BOOL FlippedV{false};
|
||||
BOOL CameraRelative{true};
|
||||
BOOL YSortingEnabled{false};
|
||||
Color ColorOverlay{};
|
||||
Vec2 TextureOffset{0.0f, 0.0f};
|
||||
SDL_Rect Scissor{0, 0, 0, 0};
|
||||
SDL_GPUTexture* ActiveTexture{nullptr};
|
||||
SDL_GPUViewport ActiveViewport{};
|
||||
|
||||
Mat4 ModelMatrix{1.0f};
|
||||
|
||||
SDL_GPURenderPass* ActiveRenderPass{};
|
||||
SDL_GPUCommandBuffer* ActiveCommandBuffer{};
|
||||
SDL_GPUColorTargetInfo ColorTargetInfo{};
|
||||
SDL_GPUDepthStencilTargetInfo DepthStencilTargetInfo{};
|
||||
|
||||
class CameraComponent *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 Geometry* CreateGeometry(IN CONST Vector<GeometryVertex> &vertices, IN CONST Vector<INT32> &indices);
|
||||
STATIC VOID DestroyGeometry(IN Geometry* handle);
|
||||
|
||||
STATIC VOID DrawGeometry(IN Geometry* handle);
|
||||
|
||||
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;
|
||||
STATIC Geometry* s_quadGeometry;
|
||||
|
||||
friend class Engine;
|
||||
};
|
||||
} // namespace ia::iae
|
||||
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
|
||||
{
|
||||
|
||||
}
|
||||
53
Engine/Src/Imp/HPP/ResourceManager.hpp
Normal file
@ -0,0 +1,53 @@
|
||||
// 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
|
||||
{
|
||||
struct ImageResource
|
||||
{
|
||||
INT32 Width{};
|
||||
INT32 Height{};
|
||||
SDL_GPUTexture *Texture{};
|
||||
};
|
||||
|
||||
public:
|
||||
STATIC VOID Initialize();
|
||||
STATIC VOID Terminate();
|
||||
|
||||
STATIC Handle CreateImage(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize);
|
||||
STATIC Handle CreateImage(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height);
|
||||
STATIC Handle CreateSound(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize);
|
||||
STATIC VOID DestroyImage(IN Handle image);
|
||||
STATIC VOID DestroySound(IN Handle sound);
|
||||
STATIC IVec2 GetImageExtent(IN Handle image);
|
||||
STATIC Handle RescaleImage(IN Handle image, IN INT32 newWidth, IN INT32 newHeight);
|
||||
STATIC Handle CombineImages(IN CONST Vector<Handle> &images, IN INT32 unitWidth, IN INT32 unitHeight,
|
||||
IN INT32 unitCountX, IN INT32 unitCountY);
|
||||
|
||||
private:
|
||||
STATIC Vector<Handle> s_images;
|
||||
STATIC Vector<Handle> s_sounds;
|
||||
STATIC Map<Handle, UINT64> s_imageExtents;
|
||||
};
|
||||
} // namespace ia::iae
|
||||
48
Engine/Src/Imp/HPP/Scene.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/Nodes/INode.hpp>
|
||||
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
class Scene
|
||||
{
|
||||
public:
|
||||
STATIC Scene *Create();
|
||||
STATIC Scene *Create(IN CONST String &sceneXML);
|
||||
|
||||
STATIC VOID Destroy(IN Scene *scene);
|
||||
|
||||
public:
|
||||
VOID Draw();
|
||||
VOID DebugDraw();
|
||||
|
||||
VOID FixedUpdate();
|
||||
VOID Update();
|
||||
|
||||
public:
|
||||
VOID AddNode(IN RefPtr<INode> node);
|
||||
INode *GetNode(IN CONST String &name);
|
||||
VOID RemoveNode(IN CONST String &name);
|
||||
|
||||
private:
|
||||
Map<String, RefPtr<INode>> m_nodes;
|
||||
};
|
||||
} // namespace ia::iae
|
||||
@ -0,0 +1,40 @@
|
||||
// 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();
|
||||
|
||||
STATIC VOID NextFrame();
|
||||
|
||||
STATIC INT64 GetTickCount();
|
||||
STATIC INT64 GetCurrentSecond();
|
||||
STATIC FLOAT32 GetFrameDeltaTime();
|
||||
|
||||
STATIC INT64 GetUnixSecond();
|
||||
STATIC INT64 GetUnixMillisecond();
|
||||
};
|
||||
}
|
||||
47
Engine/Src/Imp/HPP/WorldManager.hpp
Normal file
@ -0,0 +1,47 @@
|
||||
// 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 <Scene.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();
|
||||
STATIC VOID FixedUpdate();
|
||||
|
||||
public:
|
||||
STATIC VOID ChangeActiveScene(IN Scene* scene);
|
||||
STATIC VOID AddNodeToActiveScene(IN RefPtr<INode> node);
|
||||
STATIC INode *GetNodeFromActiveScene(IN CONST String &name);
|
||||
STATIC VOID RemoveNodeFromActiveScene(IN CONST String &name);
|
||||
|
||||
private:
|
||||
STATIC Scene *m_activeScene;
|
||||
};
|
||||
} // namespace ia::iae
|
||||
@ -16,25 +16,35 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#if defined(__BUILDING_IAENGINE) && (__BUILDING_IAENGINE)
|
||||
#define IAE_DLL_API IA_DLL_EXPORT
|
||||
#else
|
||||
#define IAE_DLL_API IA_DLL_IMPORT
|
||||
#endif
|
||||
|
||||
#include <IACore/Map.hpp>
|
||||
#include <IACore/Logger.hpp>
|
||||
#include <IACore/Vector.hpp>
|
||||
#include <IACore/Memory.hpp>
|
||||
#include <IACore/String.hpp>
|
||||
#include <IACore/Vector.hpp>
|
||||
#include <IACore/Exception.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_transform.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]: "
|
||||
#include <chrono>
|
||||
|
||||
#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_TAG "IAE"
|
||||
|
||||
#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_ERROR(...) ia::Logger::Error(IAE_LOG_TAG, __VA_ARGS__)
|
||||
#define IAE_LOG_SUCCESS(...) ia::Logger::Success(IAE_LOG_TAG, __VA_ARGS__)
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
@ -44,6 +54,59 @@ namespace ia::iae
|
||||
using Vec2 = glm::vec2;
|
||||
using Vec3 = glm::vec3;
|
||||
using Vec4 = glm::vec4;
|
||||
using IVec2 = glm::ivec2;
|
||||
using IVec3 = glm::ivec3;
|
||||
using IVec4 = glm::ivec4;
|
||||
using Mat4 = glm::mat4;
|
||||
|
||||
struct TimePeriod
|
||||
{
|
||||
TimePeriod()
|
||||
{
|
||||
}
|
||||
|
||||
TimePeriod(IN INT32 value, IN INT32 randomAdjustment)
|
||||
{
|
||||
SetValue(value);
|
||||
SetRandomAdjustment(randomAdjustment);
|
||||
}
|
||||
|
||||
VOID SetValue(IN INT32 value)
|
||||
{
|
||||
m_value = value;
|
||||
}
|
||||
|
||||
VOID SetRandomAdjustment(IN INT32 adjustment)
|
||||
{
|
||||
m_randomAdjustment = adjustment;
|
||||
}
|
||||
|
||||
FLOAT32 GetValue() CONST;
|
||||
|
||||
private:
|
||||
INT32 m_value{};
|
||||
INT32 m_randomAdjustment{};
|
||||
};
|
||||
|
||||
struct ImageView
|
||||
{
|
||||
Handle Image{};
|
||||
Vec4 Scissor{};
|
||||
};
|
||||
|
||||
struct SoundView
|
||||
{
|
||||
Handle Sound{};
|
||||
INT32 LoopTimes{};
|
||||
TimePeriod LoopDelay{};
|
||||
};
|
||||
|
||||
struct GeometryVertex
|
||||
{
|
||||
Vec2 Position{};
|
||||
Vec2 TexCoord{};
|
||||
Vec4 Color{};
|
||||
};
|
||||
|
||||
struct Color
|
||||
{
|
||||
@ -52,6 +115,239 @@ namespace ia::iae
|
||||
UINT8 B{0xFF};
|
||||
UINT8 A{0xFF};
|
||||
|
||||
|
||||
Vec4 GetAsFloatVec() CONST
|
||||
{
|
||||
return {(FLOAT32)R/255.0f, (FLOAT32)G/255.0f, (FLOAT32)B/255.0f, (FLOAT32)A/255.0f};
|
||||
}
|
||||
};
|
||||
|
||||
/* 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
|
||||
58
Engine/Src/Inc/IAEngine/Components/CameraComponent.hpp
Normal file
@ -0,0 +1,58 @@
|
||||
// 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
|
||||
{
|
||||
class CameraComponent : public IComponent
|
||||
{
|
||||
public:
|
||||
CameraComponent(IN Node2D *node);
|
||||
|
||||
public:
|
||||
VOID Draw();
|
||||
VOID DebugDraw();
|
||||
|
||||
VOID Update();
|
||||
VOID FixedUpdate();
|
||||
|
||||
public:
|
||||
VOID SetViewport(IN INT32 width, IN INT32 height);
|
||||
|
||||
Vec4 GetViewport() CONST
|
||||
{
|
||||
return m_viewport;
|
||||
}
|
||||
|
||||
CONST Mat4 *GetViewMatrix() CONST
|
||||
{
|
||||
return &m_viewMatrix;
|
||||
}
|
||||
|
||||
CONST Mat4 *GetProjectionMatrix() CONST
|
||||
{
|
||||
return &m_projectionMatrix;
|
||||
}
|
||||
|
||||
private:
|
||||
Vec4 m_viewport{};
|
||||
Mat4 m_viewMatrix{1.0f};
|
||||
Mat4 m_projectionMatrix{1.0f};
|
||||
};
|
||||
} // namespace ia::iae
|
||||
51
Engine/Src/Inc/IAEngine/Components/IComponent.hpp
Normal file
@ -0,0 +1,51 @@
|
||||
// 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 Node2D;
|
||||
|
||||
class IComponent
|
||||
{
|
||||
public:
|
||||
PURE_VIRTUAL(VOID Draw());
|
||||
PURE_VIRTUAL(VOID DebugDraw());
|
||||
PURE_VIRTUAL(VOID Update());
|
||||
PURE_VIRTUAL(VOID FixedUpdate());
|
||||
|
||||
public:
|
||||
IComponent(IN Node2D *node) : m_node(node)
|
||||
{
|
||||
}
|
||||
|
||||
Node2D *GetNode()
|
||||
{
|
||||
return m_node;
|
||||
}
|
||||
|
||||
CONST Node2D *GetNode() CONST
|
||||
{
|
||||
return m_node;
|
||||
}
|
||||
|
||||
protected:
|
||||
Node2D *CONST m_node{};
|
||||
};
|
||||
} // namespace ia::iae
|
||||
102
Engine/Src/Inc/IAEngine/Components/TextureComponent.hpp
Normal file
@ -0,0 +1,102 @@
|
||||
// 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
|
||||
{
|
||||
class TextureComponent : public IComponent
|
||||
{
|
||||
public:
|
||||
IAE_DLL_API TextureComponent(IN Node2D *node);
|
||||
|
||||
public:
|
||||
VOID Draw();
|
||||
VOID DebugDraw();
|
||||
|
||||
VOID Update();
|
||||
VOID FixedUpdate();
|
||||
|
||||
public:
|
||||
IAE_DLL_API VOID SetTexture(IN Handle image);
|
||||
|
||||
Handle GetTexture() CONST
|
||||
{
|
||||
return m_texture;
|
||||
}
|
||||
|
||||
Vec2 &PositionOffset()
|
||||
{
|
||||
return m_positionOffset;
|
||||
}
|
||||
|
||||
Vec2 &ScaleOffset()
|
||||
{
|
||||
return m_scaleOffset;
|
||||
}
|
||||
|
||||
FLOAT32 &RotationOffset()
|
||||
{
|
||||
return m_rotationOffset;
|
||||
}
|
||||
|
||||
Vec2 &TextureOffset()
|
||||
{
|
||||
return m_textureOffset;
|
||||
}
|
||||
|
||||
Color &ColorOverlay()
|
||||
{
|
||||
return m_colorOverlay;
|
||||
}
|
||||
|
||||
BOOL &IsFlippedH()
|
||||
{
|
||||
return m_isFlippedH;
|
||||
}
|
||||
|
||||
BOOL &IsFlippedV()
|
||||
{
|
||||
return m_isFlippedV;
|
||||
}
|
||||
|
||||
BOOL &IsCameraRelative()
|
||||
{
|
||||
return m_isCameraRelative;
|
||||
}
|
||||
|
||||
Vec2 &DrawnSize()
|
||||
{
|
||||
return m_drawnSize;
|
||||
}
|
||||
|
||||
private:
|
||||
BOOL m_isFlippedH{};
|
||||
BOOL m_isFlippedV{};
|
||||
BOOL m_isCameraRelative{true};
|
||||
Vec2 m_positionOffset{};
|
||||
Vec2 m_textureOffset{};
|
||||
Vec2 m_scaleOffset{1.0f, 1.0f};
|
||||
FLOAT32 m_rotationOffset{};
|
||||
Color m_colorOverlay{};
|
||||
Vec2 m_drawnSize{};
|
||||
|
||||
Vec2 m_textureExtent{};
|
||||
Handle m_texture{INVALID_HANDLE};
|
||||
};
|
||||
} // namespace ia::iae
|
||||
@ -16,140 +16,109 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <IAEngine/Base.hpp>
|
||||
#include <IAEngine/Nodes/CameraNode.hpp>
|
||||
#include <IAEngine/Nodes/TileMapNode.hpp>
|
||||
#include <IAEngine/Nodes/SpriteObjectNode.hpp>
|
||||
#include <IAEngine/Nodes/TextureObjectNode.hpp>
|
||||
|
||||
#include <IAEngine/Components/CameraComponent.hpp>
|
||||
#include <IAEngine/Components/SoundEmitterComponent.hpp>
|
||||
|
||||
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
|
||||
{
|
||||
public:
|
||||
// Event Functions
|
||||
STATIC Handle CreateEvent(IN CONST String& name);
|
||||
STATIC VOID DestroyEvent(IN Handle event);
|
||||
STATIC Handle GetEventByName(IN CONST String& name);
|
||||
STATIC VOID AddEventListener(IN Handle event, IN std::function<VOID()> callback);
|
||||
STATIC VOID AddEventListener(IN CONST String& eventName, IN std::function<VOID()> callback);
|
||||
STATIC VOID BroadcastEvent(IN Handle event);
|
||||
STATIC VOID BroadcastEvent(IN CONST String& eventName);
|
||||
|
||||
// Physics Functions
|
||||
STATIC Handle CreatePhysicsBody();
|
||||
STATIC VOID DestroyPhysicsBody(IN Handle body);
|
||||
STATIC IAE_DLL_API Handle CreateEvent(IN CONST String& name);
|
||||
STATIC IAE_DLL_API VOID DestroyEvent(IN Handle event);
|
||||
STATIC IAE_DLL_API Handle GetEventByName(IN CONST String& name);
|
||||
STATIC IAE_DLL_API VOID AddEventListener(IN Handle event, IN std::function<VOID()> callback);
|
||||
STATIC IAE_DLL_API VOID AddEventListener(IN CONST String& eventName, IN std::function<VOID()> callback);
|
||||
STATIC IAE_DLL_API VOID BroadcastEvent(IN Handle event);
|
||||
STATIC IAE_DLL_API VOID BroadcastEvent(IN CONST String& eventName);
|
||||
|
||||
// Renderer Functions
|
||||
STATIC Handle CreateGeometry(IN CONST Vector<GeometryVertex>& vertices, IN CONST Vector<INT32>& indices);
|
||||
STATIC VOID DestroyGeometry(IN Handle geometry);
|
||||
STATIC VOID DrawGeometry(IN Handle handle);
|
||||
STATIC VOID ResizeDisplay(IN INT32 newWidth, IN INT32 newHeight);
|
||||
STATIC IAE_DLL_API Handle GetGeometry_Quad();
|
||||
STATIC IAE_DLL_API Handle CreateGeometry(IN CONST Vector<GeometryVertex>& vertices, IN CONST Vector<INT32>& indices);
|
||||
STATIC IAE_DLL_API VOID DestroyGeometry(IN Handle geometry);
|
||||
STATIC IAE_DLL_API VOID DrawGeometry(IN Handle handle);
|
||||
STATIC IAE_DLL_API VOID ResizeDisplay(IN INT32 newWidth, IN INT32 newHeight);
|
||||
|
||||
// Renderer State Functions
|
||||
STATIC VOID SetRenderState_Scissor(IN Vec4 rect);
|
||||
STATIC VOID SetRenderState_FlippedH(IN BOOL value);
|
||||
STATIC VOID SetRenderState_FlippedV(IN BOOL value);
|
||||
STATIC VOID SetRenderState_TextureOffset(IN Vec2 off);
|
||||
STATIC VOID SetRenderState_ColorOverlay(IN Color color);
|
||||
STATIC VOID SetRenderState_CameraRelative(IN BOOL value);
|
||||
STATIC VOID SetRenderState_ScissorEnabled(IN BOOL value);
|
||||
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 IAE_DLL_API VOID SetRenderState_Scissor(IN IVec4 rect);
|
||||
STATIC IAE_DLL_API VOID SetRenderState_FlippedH(IN BOOL value);
|
||||
STATIC IAE_DLL_API VOID SetRenderState_FlippedV(IN BOOL value);
|
||||
STATIC IAE_DLL_API VOID SetRenderState_TextureOffset(IN Vec2 off);
|
||||
STATIC IAE_DLL_API VOID SetRenderState_YSortingEnabled(IN BOOL value);
|
||||
STATIC IAE_DLL_API VOID SetRenderState_ColorOverlay(IN Color color);
|
||||
STATIC IAE_DLL_API VOID SetRenderState_CameraRelative(IN BOOL value);
|
||||
STATIC IAE_DLL_API VOID SetRenderState_Texture(IN Handle image);
|
||||
STATIC IAE_DLL_API VOID SetRenderState_Transform(IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation, IN UINT8 layer, IN INT16 sortIndex);
|
||||
|
||||
// Debug Draw Functions
|
||||
STATIC VOID DebugDraw_SetColor(IN Color color);
|
||||
STATIC VOID DebugDraw_StrokeWidth(IN FLOAT32 width);
|
||||
STATIC VOID DebugDraw_Line(IN Vec2 from, IN Vec2 to);
|
||||
STATIC VOID DebugDraw_FillRect(IN Vec2 position, IN Vec2 size);
|
||||
STATIC VOID DebugDraw_StrokeRect(IN Vec2 position, IN Vec2 size);
|
||||
STATIC IAE_DLL_API VOID DebugDraw_SetColor(IN Color color);
|
||||
STATIC IAE_DLL_API VOID DebugDraw_StrokeWidth(IN FLOAT32 width);
|
||||
STATIC IAE_DLL_API VOID DebugDraw_Line(IN Vec2 from, IN Vec2 to);
|
||||
STATIC IAE_DLL_API VOID DebugDraw_FillRect(IN Vec2 position, IN Vec2 size);
|
||||
STATIC IAE_DLL_API VOID DebugDraw_StrokeRect(IN Vec2 position, IN Vec2 size);
|
||||
|
||||
// Resource Functions
|
||||
STATIC Handle CreateImage();
|
||||
STATIC Handle CreateSound();
|
||||
STATIC VOID DestroyImage(IN Handle image);
|
||||
STATIC VOID DestroySound(IN Handle sound);
|
||||
STATIC Vec2 GetImageExtent(IN Handle image);
|
||||
STATIC VOID RescaleImage(IN Handle image, IN INT32 newWidth, IN INT32 newHeight);
|
||||
STATIC Handle CombineImages(IN CONST Vector<Handle>& images, IN INT32 unitWidth, IN INT32 unitHeight, IN INT32 unitCountX, IN INT32 unitCountY);
|
||||
STATIC IAE_DLL_API Handle CreateImageFromFile(IN CONST String& path);
|
||||
STATIC IAE_DLL_API Handle CreateSoundFromFile(IN CONST String& path);
|
||||
STATIC IAE_DLL_API Handle CreateImage(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize);
|
||||
STATIC IAE_DLL_API Handle CreateImage(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height);
|
||||
STATIC IAE_DLL_API Handle CreateSound(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize);
|
||||
STATIC IAE_DLL_API VOID DestroyImage(IN Handle image);
|
||||
STATIC IAE_DLL_API VOID DestroySound(IN Handle sound);
|
||||
STATIC IAE_DLL_API IVec2 GetImageExtent(IN Handle image);
|
||||
STATIC IAE_DLL_API Handle RescaleImage(IN Handle image, IN INT32 newWidth, IN INT32 newHeight);
|
||||
STATIC IAE_DLL_API Handle CombineImages(IN CONST Vector<Handle>& images, IN INT32 unitWidth, IN INT32 unitHeight, IN INT32 unitCountX, IN INT32 unitCountY);
|
||||
|
||||
// Game Functions
|
||||
STATIC VOID SetTimeScale(IN FLOAT32 scale);
|
||||
STATIC VOID SetActiveCamera(IN ICameraComponent* cameraComponent);
|
||||
STATIC IAE_DLL_API VOID SetTimeScale(IN FLOAT32 scale);
|
||||
STATIC IAE_DLL_API VOID SetActiveCamera(IN CameraComponent* cameraComponent);
|
||||
|
||||
// Scene Functions
|
||||
STATIC Handle CreateScene();
|
||||
STATIC VOID DestroyScene(IN Handle handle);
|
||||
STATIC VOID ChangeActiveScene(IN Handle scene);
|
||||
STATIC VOID AddNodeToActiveScene(IN RefPtr<INode> node);
|
||||
STATIC INode* GetNodeFromActiveScene(IN CONST String& name);
|
||||
STATIC VOID RemoveNodeFromActiveScene(IN CONST String& name);
|
||||
STATIC VOID AddNodeToScene(IN Handle scene, IN RefPtr<INode> node);
|
||||
STATIC VOID RemoveNodeFromScene(IN Handle scene, IN CONST String& name);
|
||||
STATIC IAE_DLL_API Handle CreateSceneFromFile(IN CONST String& path);
|
||||
STATIC IAE_DLL_API Handle CreateScene(IN CONST String& sceneXML);
|
||||
STATIC IAE_DLL_API Handle CreateEmptyScene();
|
||||
STATIC IAE_DLL_API VOID DestroyScene(IN Handle handle);
|
||||
STATIC IAE_DLL_API VOID ChangeActiveScene(IN Handle scene);
|
||||
STATIC IAE_DLL_API VOID AddNodeToActiveScene(IN RefPtr<INode> node);
|
||||
STATIC IAE_DLL_API INode* GetNodeFromActiveScene(IN CONST String& name);
|
||||
STATIC IAE_DLL_API VOID RemoveNodeFromActiveScene(IN CONST String& name);
|
||||
STATIC IAE_DLL_API VOID AddNodeToScene(IN Handle scene, IN RefPtr<INode> node);
|
||||
STATIC IAE_DLL_API VOID RemoveNodeFromScene(IN Handle scene, IN CONST String& name);
|
||||
|
||||
// Input Functions
|
||||
STATIC Vec2 GetInputAxis();
|
||||
STATIC VOID SwitchInputModeToText();
|
||||
STATIC VOID SwitchInputModeToAction();
|
||||
STATIC Vec2 GetInputPointerPosition();
|
||||
STATIC BOOL IsInputKeyDown(IN InputKey key);
|
||||
STATIC BOOL WasInputKeyPressed(IN InputKey key);
|
||||
STATIC BOOL WasInputKeyReleased(IN InputKey key);
|
||||
STATIC BOOL IsInputActionDown(IN Handle action);
|
||||
STATIC BOOL WasInputActionPressed(IN Handle action);
|
||||
STATIC BOOL WasInputActionReleased(IN Handle action);
|
||||
STATIC BOOL IsInputActionDown(IN PCCHAR action);
|
||||
STATIC BOOL WasInputActionPressed(IN PCCHAR action);
|
||||
STATIC BOOL WasInputActionReleased(IN PCCHAR action);
|
||||
STATIC Handle BindInputAction(IN CONST String& name, IN InputKey key);
|
||||
STATIC VOID BindInputAxis(IN InputKey upKey, IN InputKey downKey, IN InputKey leftKey, IN InputKey rightKey);
|
||||
STATIC IAE_DLL_API Vec2 GetInputAxis();
|
||||
STATIC IAE_DLL_API VOID SwitchInputModeToText();
|
||||
STATIC IAE_DLL_API VOID SwitchInputModeToAction();
|
||||
STATIC IAE_DLL_API Vec2 GetInputPointerPosition();
|
||||
STATIC IAE_DLL_API BOOL IsInputKeyDown(IN InputKey key);
|
||||
STATIC IAE_DLL_API BOOL WasInputKeyPressed(IN InputKey key);
|
||||
STATIC IAE_DLL_API BOOL WasInputKeyReleased(IN InputKey key);
|
||||
STATIC IAE_DLL_API BOOL IsInputActionDown(IN Handle action);
|
||||
STATIC IAE_DLL_API BOOL WasInputActionPressed(IN Handle action);
|
||||
STATIC IAE_DLL_API BOOL WasInputActionReleased(IN Handle action);
|
||||
STATIC IAE_DLL_API BOOL IsInputActionDown(IN CONST String& action);
|
||||
STATIC IAE_DLL_API BOOL WasInputActionPressed(IN CONST String& action);
|
||||
STATIC IAE_DLL_API BOOL WasInputActionReleased(IN CONST String& action);
|
||||
STATIC IAE_DLL_API Handle BindInputAction(IN CONST String& name, IN InputKey key);
|
||||
STATIC IAE_DLL_API VOID BindInputAxis(IN InputKey upKey, IN InputKey downKey, IN InputKey leftKey, IN InputKey rightKey);
|
||||
|
||||
// Random Functions
|
||||
STATIC FLOAT32 GetRandomFloat();
|
||||
STATIC INT32 GetRandomInRange(IN INT32 min, IN INT32 max);
|
||||
STATIC IAE_DLL_API FLOAT32 GetRandomFloat();
|
||||
STATIC IAE_DLL_API INT32 GetRandomInRange(IN INT32 min, IN INT32 max);
|
||||
|
||||
// Time Functions
|
||||
STATIC INT64 GetTickCount();
|
||||
STATIC INT64 GetUnixSecond();
|
||||
STATIC INT64 GetUnixMillisecond();
|
||||
STATIC FLOAT32 GetFrameDeltaTime();
|
||||
STATIC IAE_DLL_API INT64 GetTickCount();
|
||||
STATIC IAE_DLL_API INT64 GetUnixSecond();
|
||||
STATIC IAE_DLL_API INT64 GetUnixMillisecond();
|
||||
STATIC IAE_DLL_API FLOAT32 GetFrameDeltaTime();
|
||||
|
||||
// Engine Functions
|
||||
STATIC IAE_DLL_API BOOL IsDebugMode();
|
||||
};
|
||||
}
|
||||
21
Engine/Src/Inc/IAEngine/EngineLibraryInterface.hpp
Normal file
@ -0,0 +1,21 @@
|
||||
// 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/GameLibraryInterface.hpp>
|
||||
|
||||
C_DECL(IAE_DLL_API INT32 IAEngine_Run(IN GameFunctionTable gameFunctionTable));
|
||||
38
Engine/Src/Inc/IAEngine/Nodes/CameraNode.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/Components/CameraComponent.hpp>
|
||||
#include <IAEngine/Nodes/Node2D.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
class CameraNode : public Node2D
|
||||
{
|
||||
public:
|
||||
IAE_DLL_API CameraNode(IN CONST String &name);
|
||||
|
||||
public:
|
||||
CameraComponent *GetCameraComponent()
|
||||
{
|
||||
return m_cameraComponent;
|
||||
}
|
||||
|
||||
protected:
|
||||
CameraComponent *CONST m_cameraComponent{};
|
||||
};
|
||||
} // namespace ia::iae
|
||||
44
Engine/Src/Inc/IAEngine/Nodes/INode.hpp
Normal file
@ -0,0 +1,44 @@
|
||||
// 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
|
||||
{
|
||||
public:
|
||||
INode(IN CONST String &name) : m_name(name)
|
||||
{
|
||||
}
|
||||
|
||||
PURE_VIRTUAL(VOID Draw());
|
||||
PURE_VIRTUAL(VOID DebugDraw());
|
||||
PURE_VIRTUAL(VOID Update());
|
||||
PURE_VIRTUAL(VOID FixedUpdate());
|
||||
|
||||
public:
|
||||
CONST String &GetName() CONST
|
||||
{
|
||||
return m_name;
|
||||
}
|
||||
|
||||
protected:
|
||||
CONST String m_name;
|
||||
};
|
||||
} // namespace ia::iae
|
||||
200
Engine/Src/Inc/IAEngine/Nodes/Node2D.hpp
Normal file
@ -0,0 +1,200 @@
|
||||
// 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>
|
||||
#include <IAEngine/Nodes/INode.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
class Node2D : public INode
|
||||
{
|
||||
public:
|
||||
IAE_DLL_API Node2D(IN CONST String &name);
|
||||
IAE_DLL_API ~Node2D();
|
||||
|
||||
public:
|
||||
template<typename _component_type> _component_type *AddComponent()
|
||||
{
|
||||
const auto t = new _component_type(this);
|
||||
m_components.pushBack(t);
|
||||
return t;
|
||||
}
|
||||
|
||||
template<typename _component_type> _component_type *GetComponent()
|
||||
{
|
||||
for (auto &c : m_components)
|
||||
{
|
||||
_component_type *comp = dynamic_cast<_component_type *>(c.get());
|
||||
if (comp)
|
||||
return comp;
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
template<typename _component_type> Vector<_component_type *> GetComponents()
|
||||
{
|
||||
Vector<_component_type *> result;
|
||||
for (auto &c : m_components)
|
||||
{
|
||||
_component_type *comp = dynamic_cast<_component_type *>(c.get());
|
||||
if (comp)
|
||||
result.pushBack(comp);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
public:
|
||||
VOID Translate(IN Vec2 v)
|
||||
{
|
||||
m_local.Position += v;
|
||||
RecalculatePosition();
|
||||
}
|
||||
|
||||
VOID Scale(IN FLOAT32 v)
|
||||
{
|
||||
m_local.Scale *= v;
|
||||
RecalculateScale();
|
||||
}
|
||||
|
||||
VOID Scale(IN Vec2 v)
|
||||
{
|
||||
m_local.Scale *= v;
|
||||
RecalculateScale();
|
||||
}
|
||||
|
||||
VOID Rotate(IN FLOAT32 v)
|
||||
{
|
||||
m_local.Rotation += v;
|
||||
RecalculateRotation();
|
||||
}
|
||||
|
||||
VOID SetLocalPosition(IN CONST Vec2 &v)
|
||||
{
|
||||
m_local.Position = v;
|
||||
RecalculatePosition();
|
||||
}
|
||||
|
||||
VOID SetLocalScale(IN CONST Vec2 &v)
|
||||
{
|
||||
m_local.Scale = v;
|
||||
RecalculateScale();
|
||||
}
|
||||
|
||||
VOID SetLocalRotation(IN FLOAT32 v)
|
||||
{
|
||||
m_local.Rotation = v;
|
||||
RecalculateRotation();
|
||||
}
|
||||
|
||||
public:
|
||||
CONST Vec2 &GetPosition() CONST
|
||||
{
|
||||
return m_global.Position;
|
||||
}
|
||||
|
||||
CONST Vec2 &GetScale() CONST
|
||||
{
|
||||
return m_global.Scale;
|
||||
}
|
||||
|
||||
CONST FLOAT32 &GetRotation() CONST
|
||||
{
|
||||
return m_global.Rotation;
|
||||
}
|
||||
|
||||
CONST Vec2 &GetLocalPosition() CONST
|
||||
{
|
||||
return m_local.Position;
|
||||
}
|
||||
|
||||
CONST Vec2 &GetLocalScale() CONST
|
||||
{
|
||||
return m_local.Scale;
|
||||
}
|
||||
|
||||
CONST FLOAT32 &GetLocalRotation() CONST
|
||||
{
|
||||
return m_local.Rotation;
|
||||
}
|
||||
|
||||
UINT8 &Layer()
|
||||
{
|
||||
return m_layer;
|
||||
}
|
||||
|
||||
INT16 &SortIndex()
|
||||
{
|
||||
return m_sortIndex;
|
||||
}
|
||||
|
||||
CONST UINT8 &Layer() CONST
|
||||
{
|
||||
return m_layer;
|
||||
}
|
||||
|
||||
CONST INT16 &SortIndex() CONST
|
||||
{
|
||||
return m_sortIndex;
|
||||
}
|
||||
|
||||
protected:
|
||||
VOID RecalculatePosition()
|
||||
{
|
||||
m_global.Position = (m_parent ? m_parent->GetPosition() : Vec2{}) + m_local.Position;
|
||||
for (auto &c : m_children)
|
||||
c->RecalculatePosition();
|
||||
}
|
||||
|
||||
VOID RecalculateRotation()
|
||||
{
|
||||
m_global.Rotation = (m_parent ? m_parent->GetRotation() : 0) + m_local.Rotation;
|
||||
for (auto &c : m_children)
|
||||
c->RecalculateRotation();
|
||||
}
|
||||
|
||||
VOID RecalculateScale()
|
||||
{
|
||||
m_global.Scale = (m_parent ? m_parent->GetScale() : Vec2{}) + m_local.Scale;
|
||||
for (auto &c : m_children)
|
||||
c->RecalculateScale();
|
||||
}
|
||||
|
||||
protected:
|
||||
RefPtr<Node2D> m_parent{};
|
||||
Vector<IComponent *> m_components;
|
||||
Vector<RefPtr<Node2D>> m_children{};
|
||||
|
||||
private:
|
||||
struct
|
||||
{
|
||||
FLOAT32 Rotation{0.0f};
|
||||
Vec2 Position{0.0f, 0.0f};
|
||||
Vec2 Scale{1.0f, 1.0f};
|
||||
} m_local{}, m_global{};
|
||||
|
||||
UINT8 m_layer{};
|
||||
INT16 m_sortIndex{};
|
||||
|
||||
public:
|
||||
VOID Draw();
|
||||
VOID DebugDraw();
|
||||
|
||||
VOID Update();
|
||||
VOID FixedUpdate();
|
||||
};
|
||||
} // namespace ia::iae
|
||||
25
Engine/Src/Inc/IAEngine/Nodes/SpriteNode.hpp
Normal file
@ -0,0 +1,25 @@
|
||||
// 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/Node2D.hpp>
|
||||
#include <IAEngine/Components/SpriteComponent.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
|
||||
}
|
||||
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/SpriteNode.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
|
||||
}
|
||||
38
Engine/Src/Inc/IAEngine/Nodes/TextureNode.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/Components/TextureComponent.hpp>
|
||||
#include <IAEngine/Nodes/Node2D.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
class TextureNode : public Node2D
|
||||
{
|
||||
public:
|
||||
IAE_DLL_API TextureNode(IN CONST String &name);
|
||||
|
||||
public:
|
||||
TextureComponent *GetTextureComponent()
|
||||
{
|
||||
return m_textureComponent;
|
||||
}
|
||||
|
||||
protected:
|
||||
TextureComponent *CONST m_textureComponent{};
|
||||
};
|
||||
} // namespace ia::iae
|
||||
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/TextureNode.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
|
||||
}
|
||||
0
Engine/Src/Inc/IAEngine/Nodes/TileMapNode.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
|
||||
{
|
||||
|
||||
}
|
||||
@ -0,0 +1,7 @@
|
||||
set(SRC_FILES
|
||||
"Src/Imp/CPP/Main.cpp"
|
||||
)
|
||||
|
||||
add_library(IAERuntime SHARED ${SRC_FILES})
|
||||
|
||||
target_link_libraries(IAERuntime PRIVATE IAEngine nlohmann_json SDL3::SDL3)
|
||||
|
||||
0
Runtime/Android/Src/Imp/CPP/Main.cpp
Normal file
@ -2,6 +2,6 @@ set(SRC_FILES
|
||||
"Src/Imp/CPP/Main.cpp"
|
||||
)
|
||||
|
||||
add_executable(IAEngineRuntimeWin ${SRC_FILES})
|
||||
add_executable(IAERuntime ${SRC_FILES})
|
||||
|
||||
target_link_libraries(IAEngineRuntimeWin PRIVATE IAEngine nlohmann_json SDL3::SDL3)
|
||||
target_link_libraries(IAERuntime PRIVATE IAEngine nlohmann_json SDL3::SDL3)
|
||||
|
||||
@ -1,61 +1,34 @@
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
#include <Windows.h>
|
||||
|
||||
#define SDL_MAIN_USE_CALLBACKS
|
||||
|
||||
#include <SDL3/SDL.h>
|
||||
#include <SDL3/SDL_main.h>
|
||||
|
||||
#include <IAEngine/EngineInterface.hpp>
|
||||
#include <IAEngine/EngineLibraryInterface.hpp>
|
||||
|
||||
SDL_AppResult SDL_AppIterate(void *appstate)
|
||||
{
|
||||
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[])
|
||||
int main(int argc, char* argv[])
|
||||
{
|
||||
GameFunctionTable gameFunctionTable{};
|
||||
|
||||
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.");
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
gameFunctionTable.OnInitialize = (VOID(*)())GetProcAddress(gameLib, "Game_OnInitialize");
|
||||
gameFunctionTable.OnTerminate = (VOID(*)())GetProcAddress(gameLib, "Game_OnTerminate");
|
||||
gameFunctionTable.OnDebugDraw = (VOID(*)())GetProcAddress(gameLib, "Game_OnDebugDraw");
|
||||
gameFunctionTable.OnFixedUpdate = (VOID(*)())GetProcAddress(gameLib, "Game_OnFixedUpdate");
|
||||
gameFunctionTable.OnUpdate = (VOID(*)(IN FLOAT32 deltaTime))GetProcAddress(gameLib, "Game_OnUpdate");
|
||||
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");
|
||||
gameFunctionTable.OnInitialize = (VOID (*)()) GetProcAddress(gameLib, "Game_OnInitialize");
|
||||
gameFunctionTable.OnTerminate = (VOID (*)()) GetProcAddress(gameLib, "Game_OnTerminate");
|
||||
gameFunctionTable.OnDebugDraw = (VOID (*)()) GetProcAddress(gameLib, "Game_OnDebugDraw");
|
||||
gameFunctionTable.OnFixedUpdate = (VOID (*)()) GetProcAddress(gameLib, "Game_OnFixedUpdate");
|
||||
gameFunctionTable.OnUpdate = (VOID (*)(IN FLOAT32 deltaTime)) GetProcAddress(gameLib, "Game_OnUpdate");
|
||||
gameFunctionTable.OnResize =
|
||||
(VOID (*)(IN INT32 newWidth, IN INT32 newHeight)) GetProcAddress(gameLib, "Game_OnResize");
|
||||
|
||||
if(!IAEngine_OnInitialize(gameFunctionTable))
|
||||
return SDL_APP_FAILURE;
|
||||
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");
|
||||
|
||||
return SDL_APP_CONTINUE;
|
||||
}
|
||||
|
||||
void SDL_AppQuit(void *appstate, SDL_AppResult result)
|
||||
{
|
||||
IAEngine_OnTerminate();
|
||||
SDL_Quit();
|
||||
return IAEngine_Run(gameFunctionTable);
|
||||
}
|
||||
1
Samples/SpaceInvaders/Resources/Sprites/LICENCE
Normal file
@ -0,0 +1 @@
|
||||
Shout out to Anim86 for this amazing sprite pack! https://anim86.itch.io/space-shoter-starter-pack
|
||||
BIN
Samples/SpaceInvaders/Resources/Sprites/SpaceShip.png
Normal file
|
After Width: | Height: | Size: 21 KiB |
BIN
Samples/SpaceInvaders/Resources/Sprites/Stars-A.png
Normal file
|
After Width: | Height: | Size: 44 KiB |
BIN
Samples/SpaceInvaders/Resources/Sprites/Stars-B.png
Normal file
|
After Width: | Height: | Size: 20 KiB |
BIN
Samples/SpaceInvaders/Resources/Sprites/bg.png
Normal file
|
After Width: | Height: | Size: 86 KiB |
BIN
Samples/SpaceInvaders/Resources/Sprites/bonus_life.png
Normal file
|
After Width: | Height: | Size: 6.0 KiB |
BIN
Samples/SpaceInvaders/Resources/Sprites/bonus_shield.png
Normal file
|
After Width: | Height: | Size: 6.5 KiB |
BIN
Samples/SpaceInvaders/Resources/Sprites/bonus_time.png
Normal file
|
After Width: | Height: | Size: 7.8 KiB |
BIN
Samples/SpaceInvaders/Resources/Sprites/bullet-1.png
Normal file
|
After Width: | Height: | Size: 1.9 KiB |
BIN
Samples/SpaceInvaders/Resources/Sprites/bullet-2.png
Normal file
|
After Width: | Height: | Size: 1.9 KiB |
BIN
Samples/SpaceInvaders/Resources/Sprites/bullet.png
Normal file
|
After Width: | Height: | Size: 1.8 KiB |
BIN
Samples/SpaceInvaders/Resources/Sprites/fire.png
Normal file
|
After Width: | Height: | Size: 4.8 KiB |
BIN
Samples/SpaceInvaders/Resources/Sprites/insect-1.png
Normal file
|
After Width: | Height: | Size: 13 KiB |
BIN
Samples/SpaceInvaders/Resources/Sprites/insect-2.png
Normal file
|
After Width: | Height: | Size: 15 KiB |
BIN
Samples/SpaceInvaders/Resources/Sprites/large-A.png
Normal file
|
After Width: | Height: | Size: 23 KiB |
BIN
Samples/SpaceInvaders/Resources/Sprites/large-B.png
Normal file
|
After Width: | Height: | Size: 20 KiB |
BIN
Samples/SpaceInvaders/Resources/Sprites/laser-1.png
Normal file
|
After Width: | Height: | Size: 3.1 KiB |
BIN
Samples/SpaceInvaders/Resources/Sprites/laser-2.png
Normal file
|
After Width: | Height: | Size: 3.0 KiB |
BIN
Samples/SpaceInvaders/Resources/Sprites/laser-3.png
Normal file
|
After Width: | Height: | Size: 3.0 KiB |
BIN
Samples/SpaceInvaders/Resources/Sprites/medium-A.png
Normal file
|
After Width: | Height: | Size: 13 KiB |
BIN
Samples/SpaceInvaders/Resources/Sprites/medium-B.png
Normal file
|
After Width: | Height: | Size: 11 KiB |
BIN
Samples/SpaceInvaders/Resources/Sprites/plasm.png
Normal file
|
After Width: | Height: | Size: 4.9 KiB |
BIN
Samples/SpaceInvaders/Resources/Sprites/rocket.png
Normal file
|
After Width: | Height: | Size: 2.2 KiB |
BIN
Samples/SpaceInvaders/Resources/Sprites/shield.png
Normal file
|
After Width: | Height: | Size: 19 KiB |
BIN
Samples/SpaceInvaders/Resources/Sprites/small-A.png
Normal file
|
After Width: | Height: | Size: 8.0 KiB |
BIN
Samples/SpaceInvaders/Resources/Sprites/small-B.png
Normal file
|
After Width: | Height: | Size: 7.2 KiB |
BIN
Samples/SpaceInvaders/Resources/Sprites/support.png
Normal file
|
After Width: | Height: | Size: 4.9 KiB |
@ -16,14 +16,24 @@
|
||||
|
||||
#include <Game.hpp>
|
||||
|
||||
Handle g_spriteBG;
|
||||
RefPtr<TextureNode> backgroundNode;
|
||||
RefPtr<CameraNode> mainCamera;
|
||||
|
||||
C_DECL(IA_DLL_EXPORT VOID Game_OnInitialize())
|
||||
{
|
||||
GAME_LOG_INFO("Booting Game");
|
||||
g_spriteBG = Engine::RescaleImage(Engine::CreateImageFromFile("Resources/Sprites/bg.png"), 800, 600);
|
||||
|
||||
mainCamera = MakeRefPtr<CameraNode>("MainCamera");
|
||||
Engine::SetActiveCamera(mainCamera->GetCameraComponent());
|
||||
|
||||
backgroundNode = MakeRefPtr<TextureNode>("BG");
|
||||
backgroundNode->GetTextureComponent()->SetTexture(g_spriteBG);
|
||||
Engine::AddNodeToActiveScene(backgroundNode);
|
||||
}
|
||||
|
||||
C_DECL(IA_DLL_EXPORT VOID Game_OnTerminate())
|
||||
{
|
||||
GAME_LOG_INFO("Shutting down Game");
|
||||
}
|
||||
|
||||
C_DECL(IA_DLL_EXPORT VOID Game_OnDebugDraw())
|
||||
|
||||
@ -16,5 +16,5 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <IAEngine/GameInterface.hpp>
|
||||
#include <IAEngine/GameLibraryInterface.hpp>
|
||||
|
||||
|
||||
1
Tools/BuildAndroid.bat
Normal file
@ -0,0 +1 @@
|
||||
cmake -S . -B ./build-android -DCMAKE_TOOLCHAIN_FILE="$NDK_PATH\build\cmake\android.toolchain.cmake" -DANDROID_ABI=x86_64
|
||||
28
Vendor/CMakeLists.txt
vendored
@ -78,18 +78,24 @@ add_subdirectory(pugixml/)
|
||||
# -----------------------------------------------
|
||||
add_subdirectory(json/)
|
||||
|
||||
# -----------------------------------------------
|
||||
# STB
|
||||
# -----------------------------------------------
|
||||
add_library(STB INTERFACE)
|
||||
target_include_directories(STB INTERFACE stb/)
|
||||
|
||||
# -----------------------------------------------
|
||||
# NativeFileDialog
|
||||
# -----------------------------------------------
|
||||
add_library(
|
||||
NFD STATIC
|
||||
|
||||
"nativefiledialog/src/nfd_common.c"
|
||||
"nativefiledialog/src/nfd_win.cpp"
|
||||
)
|
||||
target_include_directories(
|
||||
NFD PUBLIC
|
||||
|
||||
"nativefiledialog/src/include"
|
||||
)
|
||||
#add_library(
|
||||
# NFD STATIC
|
||||
#
|
||||
# "nativefiledialog/src/nfd_common.c"
|
||||
# "nativefiledialog/src/nfd_win.cpp"
|
||||
#)
|
||||
#target_include_directories(
|
||||
# NFD PUBLIC
|
||||
#
|
||||
# "nativefiledialog/src/include"
|
||||
#)
|
||||
|
||||
|
||||