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2 Commits

Author SHA1 Message Date
0c4205acbb Depth Buffer 2025-09-13 23:33:26 +05:30
c6a8a8a76c Engine Single Instance Mode 2025-09-13 22:02:35 +05:30
23 changed files with 169 additions and 526 deletions

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@ -2,9 +2,6 @@
set(IAESandbox_Sources
imp/cpp/Main.cpp
imp/cpp/Game.cpp
imp/cpp/Map.cpp
imp/cpp/Ground.cpp
imp/cpp/Player.cpp
)
add_executable(IAESandbox ${IAESandbox_Sources})

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@ -1,8 +1,5 @@
#include <Game.hpp>
#include <Player.hpp>
#include <Ground.hpp>
#include <IAEngine/ResourceManager.hpp>
#include <IAEngine/Rendering/Camera.hpp>
#include <IACore/File.hpp>
@ -11,33 +8,27 @@ namespace ia::iae::game
{
RefPtr<iae::Scene> scene;
ResourceManager* g_resourceManager{};
RefPtr<Texture> g_tex;
Texture g_tex;
Texture g_tex2;
VOID Game::Initialize()
{
g_resourceManager = m_engine->RegisterResourceManager<ResourceManager>();
scene = m_engine->CreateScene();
m_engine->ChangeScene(scene);
iae::Renderer::AddDebugUIWindow("Debug Window", {100, 100}, {100, 200}, [](){});
scene = Engine::CreateScene();
Engine::ChangeScene(scene);
const auto d = File::ReadToVector("Graphics/1.jpg");
g_tex = g_resourceManager->CreateTexture(d.data(), d.size());
g_tex = Engine::CreateTexture(d.data(), d.size());
g_tex2 = Engine::CreateTexture(d.data(), d.size());
}
VOID Game::Terminate()
{
g_tex.reset();
}
VOID Game::Update()
{
g_tex->Draw({200.0f, 150.0f, 0.0f}, {1.0f, 1.0f, 1.0f}, 0.0f, false, false, {1.0f, 1.0f, 1.0f, 1.0f});
iae::Renderer::GetCamera()->Position().x += 0.1f;
g_tex.Draw({200.0f, 150.0f, 10.0f}, {1.0f, 1.0f, 1.0f}, 0.0f, false, false, {1.0f, 1.0f, 1.0f, 1.0f});
g_tex2.Draw({300.0f, 150.0f, 15.0f}, {1.0f, 1.0f, 1.0f}, 0.0f, false, false, {1.0f, 0.0f, 1.0f, 1.0f});
//iae::Renderer::GetCamera()->Position().x += 0.1f;
}
}

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@ -1,49 +0,0 @@
#include <Ground.hpp>
#include <IAEngine/Physics/Physics.hpp>
#include <IACore/File.hpp>
namespace ia::iae::game
{
extern ResourceManager* g_resourceManager;
Handle m_id2;
Ground::Ground(IN Engine *engine) : m_engine(engine)
{
m_spriteRenderer = AddComponent<SpriteRendererComponent>();
}
VOID Ground::OnAdded(IN Scene *scene)
{
Node::OnAdded(scene);
iae::SpriteRendererComponent::AnimationKeyFrame keyFrame{};
const auto d = File::ReadToVector("Graphics/red.png");
keyFrame.Texture = g_resourceManager->CreateTexture(d.data(), d.size());
keyFrame.Scale = {3.0f, 0.25f, 1.0f};
m_spriteRenderer->AddAnimation({.ShouldLoop = true, .Keys = {keyFrame}});
m_spriteRenderer->BakeAnimations();
//m_id2 = Physics::CreateStaticBody({GetPosition().X + 300, GetPosition().Y + 25});
//Physics::AddBoxCollider(m_id2, {600.0f, 50.0f});
}
VOID Ground::OnRemoved()
{
Node::OnRemoved();
}
VOID Ground::Draw()
{
Node::Draw();
}
VOID Ground::Update()
{
Node::Update();
}
} // namespace ia::iae::game

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@ -1,20 +1,18 @@
#include <Game.hpp>
ia::iae::Engine g_engine;
int main(int argc, char *argv[])
{
g_engine.Initialize({.GameName = "IAE Sandbox", .WindowWidth = 800, .WindowHeight = 600});
const auto game = new ia::iae::game::Game(&g_engine);
ia::iae::Engine::Initialize({.GameName = "IAE Sandbox", .WindowWidth = 800, .WindowHeight = 600});
const auto game = new ia::iae::game::Game();
game->Initialize();
while (!g_engine.ShouldClose())
while (!ia::iae::Engine::ShouldClose())
{
g_engine.BeginFrame();
ia::iae::Engine::BeginFrame();
game->Update();
g_engine.EndFrame();
ia::iae::Engine::EndFrame();
}
game->Terminate();
delete game;
g_engine.Terminate();
ia::iae::Engine::Terminate();
return 0;
}

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@ -1,30 +0,0 @@
#include <Map.hpp>
namespace ia::iae::game
{
TiledMap::TiledMap(IN Engine *engine) : m_engine(engine)
{
//m_musicEmitter = AddComponent<SoundEmitterComponent>();
//m_atlasRenderer = AddComponent<AtlasRendererComponent>();
}
VOID TiledMap::OnAdded(IN Scene *scene)
{
Node::OnAdded(scene);
}
VOID TiledMap::OnRemoved()
{
Node::OnRemoved();
}
VOID TiledMap::Draw()
{
Node::Draw();
}
VOID TiledMap::Update()
{
Node::Update();
}
} // namespace ia::iae::game

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@ -1,51 +0,0 @@
#include <Player.hpp>
#include <IAEngine/Physics/Physics.hpp>
#include <IAEngine/Input.hpp>
#include <IACore/File.hpp>
namespace ia::iae::game
{
extern ResourceManager* g_resourceManager;
Handle m_id;
Player::Player(IN Engine *engine) : m_engine(engine)
{
m_spriteRenderer = AddComponent<SpriteRendererComponent>();
}
VOID Player::OnAdded(IN Scene *scene)
{
Node::OnAdded(scene);
iae::SpriteRendererComponent::AnimationKeyFrame keyFrame{};
const auto d = File::ReadToVector("Graphics/green.png");
keyFrame.Texture = g_resourceManager->CreateTexture(d.data(), d.size());
keyFrame.Scale = {0.2f, 0.2f, 1.0f};
m_spriteRenderer->AddAnimation({.ShouldLoop = true, .Keys = {keyFrame}});
m_spriteRenderer->BakeAnimations();
//m_id = Physics::CreateDynamicBody({GetPosition().X + 20, GetPosition().Y + 20});
//Physics::AddBoxCollider(m_id, {40.0f, 40.0f});
}
VOID Player::OnRemoved()
{
Node::OnRemoved();
}
VOID Player::Draw()
{
Node::Draw();
}
VOID Player::Update()
{
Node::Update();
SetLocalPosition(Physics::GetBodyPosition(m_id) - glm::vec3{20.0f, 20.0f, 0.0f});
}
} // namespace ia::iae::game

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@ -7,13 +7,8 @@ namespace ia::iae::game
class Game
{
public:
Game(IN Engine* engine): m_engine(engine) {}
VOID Initialize();
VOID Terminate();
VOID Update();
private:
Engine* CONST m_engine;
};
}

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@ -1,27 +0,0 @@
#pragma once
#include <IAEngine/Components/SoundEmitter.hpp>
#include <IAEngine/Components/SpriteRenderer.hpp>
#include <IAEngine/IAEngine.hpp>
namespace ia::iae::game
{
class Ground : public Node
{
public:
Ground(IN Engine *engine);
VIRTUAL VOID OnAdded(IN Scene *scene) OVERRIDE;
VIRTUAL VOID OnRemoved() OVERRIDE;
VIRTUAL VOID Draw() OVERRIDE;
VIRTUAL VOID Update() OVERRIDE;
private:
INT32 m_speed{};
UINT8 m_direction{};
private:
Engine *CONST m_engine;
SpriteRendererComponent* m_spriteRenderer;
};
} // namespace ia::iae::game

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@ -1,24 +0,0 @@
#pragma once
#include <IAEngine/Components/SoundEmitter.hpp>
#include <IAEngine/Components/AtlasRenderer.hpp>
#include <IAEngine/IAEngine.hpp>
namespace ia::iae::game
{
class TiledMap : public Node
{
public:
TiledMap(IN Engine* engine);
VIRTUAL VOID OnAdded(IN Scene *scene) OVERRIDE;
VIRTUAL VOID OnRemoved() OVERRIDE;
VIRTUAL VOID Draw() OVERRIDE;
VIRTUAL VOID Update() OVERRIDE;
private:
Engine* CONST m_engine;
RefPtr<SoundEmitterComponent> m_musicEmitter;
RefPtr<AtlasRendererComponent> m_atlasRenderer;
};
}

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@ -1,27 +0,0 @@
#pragma once
#include <IAEngine/Components/SoundEmitter.hpp>
#include <IAEngine/Components/SpriteRenderer.hpp>
#include <IAEngine/IAEngine.hpp>
namespace ia::iae::game
{
class Player : public Node
{
public:
Player(IN Engine *engine);
VIRTUAL VOID OnAdded(IN Scene *scene) OVERRIDE;
VIRTUAL VOID OnRemoved() OVERRIDE;
VIRTUAL VOID Draw() OVERRIDE;
VIRTUAL VOID Update() OVERRIDE;
private:
INT32 m_speed{};
UINT8 m_direction{};
private:
Engine *CONST m_engine;
SpriteRendererComponent* m_spriteRenderer;
};
} // namespace ia::iae::game

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@ -8,8 +8,6 @@ set(IAEngine_Sources
imp/cpp/Random.cpp
imp/cpp/Texture.cpp
imp/cpp/ResourceManager.cpp
imp/cpp/Rendering/Camera.cpp
imp/cpp/Rendering/Renderer.cpp
imp/cpp/Rendering/GPUBuffer.cpp

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@ -14,6 +14,8 @@
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include <IAEngine/Rendering/GPUTexture.hpp>
#include <IAEngine/Audio.hpp>
#include <IAEngine/IAEngine.hpp>
#include <IAEngine/Input.hpp>
@ -23,31 +25,24 @@
#include <SDL3/SDL.h>
#include <imgui.h>
#include <backends/imgui_impl_sdl3.h>
#include <imgui.h>
namespace ia::iae
{
struct EngineContext
{
SDL_Window *Window{};
SDL_Event Event{};
BOOL ShouldClose{false};
};
} // namespace ia::iae
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
namespace ia::iae
{
CONSTEXPR FLOAT32 GAME_UPDATE_INTERVAL = 1000.0f / 60.0f;
Engine::Engine() : m_context(MakeRefPtr<EngineContext>())
{
}
SDL_Event g_event{};
FLOAT32 g_updateTimer{};
BOOL g_shouldClose{false};
SDL_Window *g_windowHandle{};
Vector<RefPtr<GPUTexture>> g_gpuTextureRefs;
RefPtr<Scene> g_activeScene;
Engine::~Engine()
{
}
BOOL Engine::Initialize(IN CONST InitConfig &config)
{
@ -59,16 +54,17 @@ namespace ia::iae
return false;
}
if (!(m_context->Window = SDL_CreateWindow(config.GameName.c_str(), config.WindowWidth, config.WindowHeight, SDL_WINDOW_RESIZABLE)))
if (!(g_windowHandle = SDL_CreateWindow(config.GameName.c_str(), config.WindowWidth, config.WindowHeight,
SDL_WINDOW_RESIZABLE)))
{
IAE_LOG_ERROR("Couldn't create SDL3 window: ", SDL_GetError());
return false;
}
SDL_SetWindowResizable(m_context->Window, false);
SDL_SetWindowResizable(g_windowHandle, false);
Time::Initialize();
if (!Renderer::Initialize(this))
if (!Renderer::Initialize())
return false;
Random::Initialize();
@ -84,29 +80,30 @@ namespace ia::iae
{
IAE_LOG_INFO("Shutting down IAEngine");
m_resourceManager.reset();
for (auto &t : g_gpuTextureRefs)
t.reset();
Physics::Terminate();
Audio::Terminate();
Renderer::Terminate();
Audio::Terminate();
Physics::Terminate();
SDL_DestroyWindow(m_context->Window);
SDL_DestroyWindow(g_windowHandle);
SDL_Quit();
}
VOID Engine::BeginFrame()
{
SDL_PollEvent(&m_context->Event);
if (m_context->Event.type == SDL_EVENT_QUIT)
m_context->ShouldClose = true;
SDL_PollEvent(&g_event);
if (g_event.type == SDL_EVENT_QUIT)
g_shouldClose = true;
ProcessEvents();
m_updateTimer += Time::GetFrameDeltaTime();
if (m_updateTimer >= GAME_UPDATE_INTERVAL)
g_updateTimer += Time::GetFrameDeltaTime();
if (g_updateTimer >= GAME_UPDATE_INTERVAL)
{
UpdateGame();
while (m_updateTimer >= GAME_UPDATE_INTERVAL)
m_updateTimer -= GAME_UPDATE_INTERVAL;
while (g_updateTimer >= GAME_UPDATE_INTERVAL)
g_updateTimer -= GAME_UPDATE_INTERVAL;
}
Renderer::BeginFrame();
RenderGame();
@ -120,41 +117,72 @@ namespace ia::iae
BOOL Engine::ShouldClose()
{
return m_context->ShouldClose;
return g_shouldClose;
}
VOID Engine::ProcessEvents()
{
ImGui_ImplSDL3_ProcessEvent(&m_context->Event);
Input::OnEvent(&m_context->Event);
ImGui_ImplSDL3_ProcessEvent(&g_event);
Input::OnEvent(&g_event);
}
VOID Engine::UpdateGame()
{
Physics::Update();
if B_LIKELY (m_activeScene)
m_activeScene->Update();
if B_LIKELY (g_activeScene)
g_activeScene->Update();
}
VOID Engine::RenderGame()
{
if B_LIKELY (m_activeScene)
m_activeScene->Draw();
if B_LIKELY (g_activeScene)
g_activeScene->Draw();
}
VOID Engine::ChangeScene(IN RefPtr<Scene> scene)
{
m_activeScene = scene;
}
RefPtr<Scene> Engine::CreateScene()
{
return MakeRefPtr<Scene>(this);
}
PVOID Engine::GetWindowHandle() CONST
{
return m_context->Window;
g_activeScene = scene;
}
} // namespace ia::iae
namespace ia::iae
{
RefPtr<Scene> Engine::CreateScene()
{
return MakeRefPtr<Scene>();
}
Texture Engine::CreateTexture(IN CONST Vector<UINT8> &encodedData)
{
return CreateTexture(encodedData.data(), encodedData.size());
}
Texture Engine::CreateTexture(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize)
{
INT32 w, h, nrChannels;
const auto pixels = stbi_load_from_memory(encodedData, encodedDataSize, &w, &h, &nrChannels, STBI_rgb_alpha);
if (!pixels)
THROW_INVALID_DATA("Failed to decode the provided image data");
const auto result = CreateTexture((PCUINT8) pixels, w, h);
STBI_FREE(pixels);
return result;
}
Texture Engine::CreateTexture(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height)
{
const auto t = GPUTexture::Create(rgbaData, width, height);
g_gpuTextureRefs.pushBack(t);
return Texture(t->GetHandle(), width, height);
}
Sound Engine::CreateSound(IN PCUINT8 audioData, IN SIZE_T audioDataSize)
{
return Audio::CreateSound(audioData, audioDataSize);
}
Sound Engine::CreateSound(IN CONST Vector<UINT8> &audioData)
{
return CreateSound(audioData.data(), audioData.size());
}
} // namespace ia::iae

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@ -36,47 +36,11 @@ namespace ia::iae
VOID Node::Draw()
{
BOOL drew = false;
for (auto &n : m_children)
{
if (((INT32) n->GetPosition().z) >= 0)
continue;
n->Draw();
}
if(((INT32) GetPosition().z) < 0)
{
for (auto &c : m_components)
c->Draw();
}
for (INT32 i = 0; i < 8; i++) // [IATODO]
{
for (auto &n : m_children)
{
if (((INT32) n->GetPosition().z) != i)
continue;
n->Draw();
}
if (((INT32) GetPosition().z) == i)
{
for (auto &c : m_components)
c->Draw();
}
}
for (auto &n : m_children)
{
if (((INT32) n->GetPosition().z) < 8)
continue;
n->Draw();
}
if(((INT32) GetPosition().z) > 8)
{
for (auto &c : m_components)
c->Draw();
}
for (auto &c : m_components)
c->Draw();
}
VOID Node::Update()

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@ -62,10 +62,24 @@ namespace ia::iae
.num_vertex_attributes =
sizeof(vertexAttributes) / sizeof(vertexAttributes[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_LESS,
.write_mask = 0xFF,
.enable_depth_test = true,
.enable_depth_write = true,
.enable_stencil_test = false
},
.target_info =
{
.color_target_descriptions = colorTargets,
.num_color_targets = sizeof(colorTargets) / sizeof(colorTargets[0]),
.depth_stencil_format = SDL_GPU_TEXTUREFORMAT_D16_UNORM,
.has_depth_stencil_target = true
},
};

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@ -29,17 +29,19 @@
namespace ia::iae
{
EXTERN SDL_Window *g_windowHandle;
INT32 Renderer::s_width{};
INT32 Renderer::s_height{};
Vector<Renderer::DebugUIWindow> Renderer::s_debugUIWindows;
SDL_Window *g_windowHandle{};
SDL_GPUDevice *g_gpuDevice{};
// Render State
SDL_GPUCommandBuffer *g_cmdBuffer{};
SDL_GPURenderPass *g_renderPass{};
SDL_GPUTexture *g_swpChainTexture{};
SDL_GPUTexture *g_depthBufferTexture{};
// ImGUI State
ImGuiIO g_imGUIIO{};
@ -53,12 +55,11 @@ namespace ia::iae
glm::mat4 matView{1.0f};
glm::mat4 matModel{1.0f};
BOOL Renderer::Initialize(IN Engine *engine)
BOOL Renderer::Initialize()
{
g_windowHandle = (SDL_Window *) engine->GetWindowHandle();
SDL_GetWindowSizeInPixels(g_windowHandle, &s_width, &s_height);
if (!(g_gpuDevice = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV, engine->IsDebugMode, nullptr)))
if (!(g_gpuDevice = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV, Engine::IsDebugMode, nullptr)))
{
IAE_LOG_ERROR("Couldn't create SDL3 GPU Device: ", SDL_GetError());
return false;
@ -96,13 +97,26 @@ namespace ia::iae
if (!GPUBuffer::InitializeStagingBuffer())
return false;
{
SDL_GPUTextureCreateInfo createInfo{.type = SDL_GPU_TEXTURETYPE_2D,
.format = SDL_GPU_TEXTUREFORMAT_D16_UNORM,
.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER |
SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET,
.width = (UINT32)s_width,
.height = (UINT32)s_height,
.layer_count_or_depth = 1,
.num_levels = 1,
.sample_count = SDL_GPU_SAMPLECOUNT_1};
g_depthBufferTexture = SDL_CreateGPUTexture(g_gpuDevice, &createInfo);
}
GPUTexture::Initialize();
g_pipelineUnlitMesh = Pipeline_UnlitMesh::Create();
QuadMesh::Initialize();
matProjection = glm::orthoLH(0.0f, (FLOAT32) s_width, (FLOAT32) s_height, 0.0f, -0.1f, 100.0f);
matProjection = glm::orthoLH(0.0f, (FLOAT32) s_width, (FLOAT32) s_height, 0.0f, -1000.0f, 1000.0f);
return true;
}
@ -119,6 +133,8 @@ namespace ia::iae
GPUBuffer::TerminateStagingBuffer();
SDL_ReleaseGPUTexture(g_gpuDevice, g_depthBufferTexture);
ImGui_ImplSDL3_Shutdown();
ImGui_ImplSDLGPU3_Shutdown();
ImGui::DestroyContext();
@ -174,7 +190,17 @@ namespace ia::iae
colorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
colorTargetInfo.store_op = SDL_GPU_STOREOP_STORE;
g_renderPass = SDL_BeginGPURenderPass(g_cmdBuffer, &colorTargetInfo, 1, NULL);
SDL_GPUDepthStencilTargetInfo depthStencilTargetInfo = {0};
depthStencilTargetInfo.texture = g_depthBufferTexture;
depthStencilTargetInfo.cycle = true;
depthStencilTargetInfo.clear_depth = 1;
depthStencilTargetInfo.clear_stencil = 0;
depthStencilTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
depthStencilTargetInfo.store_op = SDL_GPU_STOREOP_STORE;
depthStencilTargetInfo.stencil_load_op = SDL_GPU_LOADOP_CLEAR;
depthStencilTargetInfo.stencil_store_op = SDL_GPU_STOREOP_STORE;
g_renderPass = SDL_BeginGPURenderPass(g_cmdBuffer, &colorTargetInfo, 1, &depthStencilTargetInfo);
g_pipelineUnlitMesh->Bind((Handle) g_renderPass);
SDL_PushGPUVertexUniformData(g_cmdBuffer, 0, &matProjection, sizeof(matProjection));

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@ -1,60 +0,0 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IAS (ias@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include <IAEngine/IAEngine.hpp>
#include <IAEngine/Rendering/GPUTexture.hpp>
#include <IAEngine/ResourceManager.hpp>
#include <SDL3/SDL.h>
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
namespace ia::iae
{
ResourceManager::ResourceManager(IN Engine *engine) : m_engine(engine)
{
}
ResourceManager::~ResourceManager()
{
for(auto& t: m_textures)
t.reset();
}
RefPtr<Texture> ResourceManager::CreateTexture(IN CONST Span<CONST UINT8> &encodedData)
{
return CreateTexture(encodedData.data(), encodedData.size());
}
RefPtr<Texture> ResourceManager::CreateTexture(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize)
{
INT32 w, h, nrChannels;
const auto pixels = stbi_load_from_memory(encodedData, encodedDataSize, &w, &h, &nrChannels, STBI_rgb_alpha);
if (!pixels)
THROW_INVALID_DATA("Failed to decode the provided image data");
const auto result = CreateTexture((PCUINT8) pixels, w, h);
STBI_FREE(pixels);
return result;
}
RefPtr<Texture> ResourceManager::CreateTexture(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height)
{
const auto t = GPUTexture::Create(rgbaData, width, height);
m_textures.pushBack(t);
return MakeRefPtr<Texture>(t->GetHandle(), width, height);
}
} // namespace ia::iae

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@ -18,39 +18,10 @@
namespace ia::iae
{
Scene::Scene(IN Engine *engine) : m_engine(engine)
{
}
Scene::~Scene()
{
}
VOID Scene::Draw()
{
for (auto &n : m_nodes)
{
if (((INT32) n->GetPosition().z) >= 0)
continue;
n->Draw();
}
for (INT32 i = 0; i < 8; i++) // [IATODO]
{
for (auto &n : m_nodes)
{
if (((INT32) n->GetPosition().z) != i)
continue;
n->Draw();
}
}
for (auto &n : m_nodes)
{
if (((INT32) n->GetPosition().z) < 8)
continue;
n->Draw();
}
}
VOID Scene::Update()

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@ -17,13 +17,17 @@
#include <IAEngine/IAEngine.hpp>
#include <IAEngine/Texture.hpp>
#include <IAEngine/Rendering/Renderer.hpp>
#include <IAEngine/Rendering/Mesh/Quad.hpp>
#include <IAEngine/Rendering/Renderer.hpp>
namespace ia::iae
{
Texture::Texture(IN Handle handle,IN INT32 width, IN INT32 height):
m_handle(handle), m_size({(FLOAT32)width, (FLOAT32)height, 1.0f})
Texture::Texture()
{
}
Texture::Texture(IN Handle handle, IN INT32 width, IN INT32 height)
: m_handle(handle), m_size({(FLOAT32) width, (FLOAT32) height, 1.0f})
{
}

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@ -16,16 +16,13 @@
#pragma once
#include <IAEngine/Nodes/Node.hpp>
#include <IAEngine/Audio.hpp>
#include <IAEngine/Texture.hpp>
#include <IAEngine/Rendering/Renderer.hpp>
#include <IAEngine/ResourceManager.hpp>
#include <IAEngine/Scene.hpp>
#include <IAEngine/Rendering/Renderer.hpp>
namespace ia::iae
{
struct EngineContext;
class Engine
{
public:
@ -43,41 +40,28 @@ namespace ia::iae
#endif
public:
Engine();
~Engine();
STATIC BOOL Initialize(IN CONST InitConfig &config);
STATIC VOID Terminate();
BOOL Initialize(IN CONST InitConfig &config);
VOID Terminate();
STATIC VOID BeginFrame();
STATIC VOID EndFrame();
STATIC BOOL ShouldClose();
VOID BeginFrame();
VOID EndFrame();
BOOL ShouldClose();
template<typename _class_type> _class_type *RegisterResourceManager();
STATIC VOID ChangeScene(IN RefPtr<Scene> scene);
public:
RefPtr<Scene> CreateScene();
STATIC RefPtr<Scene> CreateScene();
VOID ChangeScene(IN RefPtr<Scene> scene);
STATIC Texture CreateTexture(IN CONST Vector<UINT8> &encodedData);
STATIC Texture CreateTexture(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize);
STATIC Texture CreateTexture(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height);
public:
PVOID GetWindowHandle() CONST;
STATIC Sound CreateSound(IN CONST Vector<UINT8> &audioData);
STATIC Sound CreateSound(IN PCUINT8 audioData, IN SIZE_T audioDataSize);
private:
VOID ProcessEvents();
VOID UpdateGame();
VOID RenderGame();
private:
FLOAT32 m_updateTimer{};
RefPtr<Scene> m_activeScene{};
CONST RefPtr<EngineContext> m_context;
RefPtr<ResourceManager> m_resourceManager;
STATIC VOID ProcessEvents();
STATIC VOID UpdateGame();
STATIC VOID RenderGame();
};
template<typename _class_type> _class_type *Engine::RegisterResourceManager()
{
m_resourceManager = MakeRefPtr<_class_type>(this);
return (_class_type *) m_resourceManager.get();
}
} // namespace ia::iae

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@ -20,7 +20,6 @@
namespace ia::iae
{
class Engine;
class Camera2D;
class Renderer
@ -34,7 +33,7 @@ namespace ia::iae
};
public:
STATIC BOOL Initialize(IN Engine *engine);
STATIC BOOL Initialize();
STATIC VOID Terminate();
public:

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@ -1,53 +0,0 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IAS (ias@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include <IAEngine/Audio.hpp>
#include <IAEngine/Texture.hpp>
namespace ia::iae
{
class Engine;
class ResourceManager
{
public:
ResourceManager(IN Engine *engine);
~ResourceManager();
RefPtr<Texture> CreateTexture(IN CONST Span<CONST UINT8> &encodedData);
RefPtr<Texture> CreateTexture(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize);
RefPtr<Texture> CreateTexture(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height);
public:
Sound CreateSound(IN PCUINT8 audioData, IN SIZE_T audioDataSize)
{
return Audio::CreateSound(audioData, audioDataSize);
}
Sound CreateSound(IN CONST Vector<UINT8> &audioData)
{
return CreateSound(audioData.data(), audioData.size());
}
protected:
Engine *CONST m_engine;
Vector<RefPtr<class GPUTexture>> m_textures;
friend class Engine;
};
} // namespace ia::iae

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@ -20,14 +20,9 @@
namespace ia::iae
{
class Engine;
class Scene
{
public:
Scene(IN Engine* engine);
~Scene();
VOID Draw();
VOID Update();
@ -42,7 +37,6 @@ namespace ia::iae
}
private:
Engine* CONST m_engine;
Vector<RefPtr<Node>> m_nodes;
};
} // namespace ia::iae

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@ -24,6 +24,7 @@ namespace ia::iae
{
public:
Texture(IN Handle handle, IN INT32 width, IN INT32 height);
Texture();
~Texture();
public:
@ -42,7 +43,7 @@ namespace ia::iae
}
private:
CONST Handle m_handle{};
CONST glm::vec3 m_size;
Handle m_handle{INVALID_HANDLE};
glm::vec3 m_size{};
};
} // namespace ia::iae