Compare commits

...

46 Commits

Author SHA1 Message Date
8b308db058 Audio Engine Fixes 2025-10-03 03:16:40 +05:30
6a87771d8f Fixes 2025-10-01 23:14:11 +05:30
f6c022f38e Fixes 2025-09-30 01:41:48 +05:30
0d5c2e639e Fixes 2025-09-29 19:04:14 +05:30
ae20f51e9a Fixes 2025-09-29 16:12:19 +05:30
9038fa54b0 Final Collisions 2025-09-29 15:52:27 +05:30
9269306146 Physics Debug Draw 2025-09-29 14:53:06 +05:30
b18bfe873f Collision 2/2 2025-09-29 13:03:18 +05:30
5f112f7531 Collision 1/2 2025-09-29 03:36:31 +05:30
3380eb993e Debug Draw 2025-09-29 01:24:46 +05:30
fe88538e3c Debug Draw Base 2025-09-29 01:02:02 +05:30
3c5792e975 Remove Box2D 2025-09-28 21:53:23 +05:30
2bd9fb91fc Fixes 2025-09-28 20:39:06 +05:30
e4e6a2ed3c Fixes 2025-09-24 02:53:34 +05:30
ddf162b6a6 Fixes 2025-09-23 21:45:01 +05:30
21d4357081 Fixes 2025-09-23 17:45:18 +05:30
f5693ef0fa Physics Fixes 2025-09-23 13:31:00 +05:30
1573644c51 UI Fixes 2025-09-23 05:46:12 +05:30
3db1904ba4 Fixes 2025-09-23 02:29:46 +05:30
d4e0d3b3a1 Fixes 2025-09-23 02:13:22 +05:30
860beab3a2 Fixes 2025-09-23 00:06:45 +05:30
70bf71d2da UI Fixes 2025-09-22 23:23:06 +05:30
0e7474d4e4 Fixes 2025-09-22 23:19:50 +05:30
60c40c45a8 Fixes 2025-09-22 23:03:42 +05:30
afaced62d4 Fixes 2025-09-22 22:58:44 +05:30
8793554994 Fixes 2025-09-22 20:52:16 +05:30
28ca737c21 9.22 routine backup 2025-09-22 15:19:25 +05:30
6a6debb0db Initial RmlUI Integration 2025-09-20 20:25:26 +05:30
ece65b18da Restructure 2025-09-20 10:03:52 +05:30
7eecf8f968 Add modules Box2D & RmlUi 2025-09-19 14:55:09 +05:30
1c6d38781f Fixes 2025-09-19 00:40:06 +05:30
05aa5b08f8 Fixes 2025-09-18 19:45:49 +05:30
8809375282 Sort Offset 2025-09-18 12:08:02 +05:30
829ca638cb Fixes 2025-09-15 20:28:22 +05:30
6974a647f5 Fixes 2025-09-14 20:53:38 +05:30
ad869ef71d Minor Fixes 2025-09-14 08:37:54 +05:30
9ed9f83558 Alpha Blending 2025-09-14 08:29:57 +05:30
4f4f25e165 Y Sorting 2025-09-14 07:40:30 +05:30
0c4205acbb Depth Buffer 2025-09-13 23:33:26 +05:30
c6a8a8a76c Engine Single Instance Mode 2025-09-13 22:02:35 +05:30
594180c5d3 Camera2D 2025-09-13 17:46:11 +05:30
3687a70aba Add GLM 2025-09-13 15:09:51 +05:30
62edc71750 Remove IAMath 2025-09-13 14:55:15 +05:30
50f3f14c47 Texture Rendering 2025-09-13 14:12:08 +05:30
8a2baf6659 Pipeline 2025-09-13 00:16:07 +05:30
a0b5dc2af2 Added Renderer 2025-09-12 16:03:33 +05:30
83 changed files with 3729 additions and 795 deletions

16
.gitmodules vendored
View File

@ -11,7 +11,15 @@
path = Dependencies/IACore
url = https://git.iasoft.dev/dev0/IACore
branch = main
[submodule "Dependencies/IAMath"]
path = Dependencies/IAMath
url = https://git.iasoft.dev/dev0/IAMath
branch = main
[submodule "Vendor/glm"]
path = Vendor/glm
url = https://github.com/g-truc/glm
[submodule "Vendor/RmlUi"]
path = Vendor/RmlUi
url = https://github.com/mikke89/RmlUi
[submodule "Vendor/box2d"]
path = Vendor/box2d
url = https://github.com/erincatto/box2d
[submodule "Vendor/freetype"]
path = Vendor/freetype
url = https://github.com/freetype/freetype

33
.vscode/settings.json vendored Normal file
View File

@ -0,0 +1,33 @@
{
"files.associations": {
"functional": "cpp",
"array": "cpp",
"utility": "cpp",
"xutility": "cpp",
"compare": "cpp",
"memory": "cpp",
"tuple": "cpp",
"type_traits": "cpp",
"xmemory": "cpp",
"xtr1common": "cpp",
"chrono": "cpp",
"iterator": "cpp",
"list": "cpp",
"vector": "cpp",
"xhash": "cpp",
"xtree": "cpp",
"initializer_list": "cpp",
"random": "cpp",
"span": "cpp",
"xstring": "cpp",
"cstddef": "cpp",
"algorithm": "cpp",
"expected": "cpp",
"optional": "cpp",
"regex": "cpp",
"system_error": "cpp",
"xlocmon": "cpp",
"xiosbase": "cpp",
"map": "cpp"
}
}

View File

@ -9,10 +9,11 @@ set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/lib)
project(IAEngine)
add_compile_definitions("__IA_DEBUG=1")
add_subdirectory(Vendor/)
add_subdirectory(Dependencies/IACore)
add_subdirectory(Dependencies/IAMath)
add_subdirectory(Src/IAEngine)
add_subdirectory(Src/IAESandbox)

1
Dependencies/IAMath vendored

Submodule Dependencies/IAMath deleted from 450d6b4ecc

View File

@ -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})

View File

@ -1,38 +1,94 @@
#include <Game.hpp>
#include <Player.hpp>
#include <Ground.hpp>
#include <IAEngine/ResourceManager.hpp>
#include <IAEngine/Input.hpp>
#include <IAEngine/Rendering/Camera.hpp>
#include <IAEngine/Rendering/DebugDraw.hpp>
#include <IAEngine/Components/SpriteRenderer.hpp>
#include <IAEngine/Components/Physics.hpp>
#include <IACore/File.hpp>
namespace ia::iae::game
{
RefPtr<iae::Scene> scene;
RefPtr<Scene> scene;
ResourceManager* g_resourceManager{};
RefPtr<Node> g_player;
PhysicsComponent* g_playerPhysics;
VOID Game::Initialize()
{
g_resourceManager = m_engine->RegisterResourceManager<ResourceManager>();
scene = Engine::CreateScene();
scene->YSortingEnabled() = true;
scene = m_engine->CreateScene();
m_engine->ChangeScene(scene);
g_player = MakeRefPtr<Node>();
{
const auto t = g_player->AddComponent<SpriteRendererComponent>();
t->AddAnimation({
.ShouldLoop = true,
.Keys = {
SpriteRendererComponent::AnimationKeyFrame {
.Scale = {0.25f, 0.25f},
.ColorOverlay = {0.0f, 0.75f, 0.0f, 1.0f}
}
},
});
t->BakeAnimations();
}
g_playerPhysics = g_player->AddComponent<PhysicsComponent>();
g_playerPhysics->IsDynamic() = true;
g_playerPhysics->AddCollider({
.IsTrigger = false,
.Position = {
0.0f, 0.0f,
},
.Size = {
25.0f, 25.0f
}
});
g_player->Tags() = NODE_TAG_PLAYER;
g_player->SetLocalPosition({200, 300});
const auto player = MakeRefPtr<Player>(m_engine);
player->SetLocalPosition({100.0f, 200.0f, 0.0f});
scene->AddNode(player);
const auto obstacle = MakeRefPtr<Node>();
{
const auto t = obstacle->AddComponent<SpriteRendererComponent>();
t->AddAnimation({
.ShouldLoop = true,
.Keys = {
SpriteRendererComponent::AnimationKeyFrame {
.Scale = {1.0f, 0.5f},
.ColorOverlay = {0.75f, 0.0f, 0.0f, 1.0f}
}
},
});
t->BakeAnimations();
}
const auto obstaclePhysics = obstacle->AddComponent<PhysicsComponent>();
obstaclePhysics->AddCollider({
.IsTrigger = false,
.Position = {
0.0f, 0.0f,
},
.Size = {
100.0f, 50.0f
}
});
obstacle->Tags() = NODE_TAG_GROUND;
obstacle->SetLocalSortIndex(20);
obstacle->SetLocalPosition({200, 400});
const auto ground = MakeRefPtr<Ground>(m_engine);
ground->SetLocalPosition({50.0f, 500.0f, 0.0f});
scene->AddNode(ground);
scene->AddNode(g_player);
scene->AddNode(obstacle);
Engine::ChangeScene(scene.get());
}
VOID Game::Terminate()
{
}
VOID Game::Update()
{
const auto d = Input::GetDirectionalInput();
g_playerPhysics->Move(d);
}
}

View File

@ -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

View File

@ -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;
}

View File

@ -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

View File

@ -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) - iam::Vec3f{20.0f, 20.0f, 0.0f});
}
} // namespace ia::iae::game

View File

@ -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;
};
}

View File

@ -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

View File

@ -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;
};
}

View File

@ -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

View File

@ -3,12 +3,21 @@ set(IAEngine_Sources
imp/cpp/IAEngine.cpp
imp/cpp/Time.cpp
imp/cpp/Audio.cpp
imp/cpp/Texture.cpp
imp/cpp/Input.cpp
imp/cpp/Scene.cpp
imp/cpp/Random.cpp
imp/cpp/Texture.cpp
imp/cpp/UI.cpp
imp/cpp/ResourceManager.cpp
imp/cpp/Rendering/Camera.cpp
imp/cpp/Rendering/Renderer.cpp
imp/cpp/Rendering/GPUBuffer.cpp
imp/cpp/Rendering/GPUTexture.cpp
imp/cpp/Rendering/DebugDraw.cpp
imp/cpp/Rendering/Pipeline/Pipeline.cpp
imp/cpp/Rendering/Pipeline/UnlitMesh.cpp
imp/cpp/Rendering/Pipeline/PostProcess.cpp
imp/cpp/Physics/Physics.cpp
@ -21,8 +30,8 @@ set(IAEngine_Sources
imp/cpp/Components/SpriteRenderer.cpp
imp/cpp/Components/SoundEmitter.cpp
imp/cpp/Components/ParticleEmitter.cpp
imp/cpp/Components/PhysicsBody.cpp
imp/cpp/Components/TextureRenderer.cpp
imp/cpp/Components/Physics.cpp
)
add_library(IAEngine STATIC ${IAEngine_Sources})
@ -30,5 +39,5 @@ add_library(IAEngine STATIC ${IAEngine_Sources})
target_include_directories(IAEngine PUBLIC inc/)
target_include_directories(IAEngine PRIVATE imp/hpp)
target_link_libraries(IAEngine PUBLIC IACore IAMath ImGui)
target_link_libraries(IAEngine PRIVATE SDL3::SDL3 SDL3_mixer::SDL3_mixer)
target_link_libraries(IAEngine PUBLIC IACore ImGui glm::glm)
target_link_libraries(IAEngine PRIVATE SDL3::SDL3 SDL3_mixer::SDL3_mixer RmlUi::RmlUi)

View File

@ -1,14 +1,44 @@
// 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/Audio.hpp>
#include <SDL3/SDL_iostream.h>
#include <SDL3_mixer/SDL_mixer.h>
#include <condition_variable>
#include <thread>
namespace ia::iae
{
struct TrackData
{
BOOL IsActive{};
MIX_Track *Track{};
INT32 LoopTimes{};
TimePeriod LoopDelay{};
std::thread *PlaybackThread;
std::mutex Mutex;
std::condition_variable CV;
};
MIX_Mixer *g_mixer{};
Vector<MIX_Track *> g_tracks;
Vector<TrackData*> g_tracks;
Vector<INT64> g_destroyQueue;
Vector<MIX_Audio *> g_audioData;
VOID Audio::Initialize()
@ -22,7 +52,48 @@ namespace ia::iae
VOID Audio::Terminate()
{
for (SIZE_T i = 0; i < g_tracks.size(); i++)
{
{
std::lock_guard<std::mutex> lock(g_tracks[i]->Mutex);
g_tracks[i]->IsActive = false;
}
g_tracks[i]->CV.notify_one();
g_tracks[i]->PlaybackThread->join();
delete g_tracks[i];
}
MIX_StopAllTracks(g_mixer, 0);
g_audioData.clear();
g_tracks.clear();
}
VOID Audio::Update()
{
for (SIZE_T i = 0; i < g_tracks.size(); i++)
{
auto &t = g_tracks[i];
if (!t->IsActive && !MIX_TrackPlaying(t->Track))
DestroyTrack(i);
}
// [IATODO]: IMPL: Destroy queue
}
INT64 Audio::CreateTrack()
{
g_tracks.pushBack(new TrackData{true, MIX_CreateTrack(g_mixer)});
return g_tracks.size() - 1;
}
VOID Audio::DestroyTrack(IN INT64 trackHandle)
{
if(trackHandle >= g_tracks.size())
return;
auto& t = g_tracks[trackHandle];
ClearTrack(trackHandle);
MIX_StopTrack(t->Track, 0);
t->IsActive = false;
g_destroyQueue.pushBack(trackHandle);
}
Sound Audio::CreateSound(IN PCUINT8 audioData, IN SIZE_T audioDataSize)
@ -31,62 +102,55 @@ namespace ia::iae
return Sound(g_audioData.size() - 1);
}
INT64 Audio::CreateTrack()
{
g_tracks.pushBack(MIX_CreateTrack(g_mixer));
return g_tracks.size() - 1;
}
VOID Audio::DestroyTrack(IN INT64 trackHandle)
{
ClearTrack(trackHandle);
}
VOID Audio::QueueTrackData(IN INT64 trackHandle, IN INT64 dataHandle)
{
MIX_SetTrackAudio(g_tracks[trackHandle], g_audioData[dataHandle]);
MIX_SetTrackAudio(g_tracks[trackHandle]->Track, g_audioData[dataHandle]);
}
VOID Audio::PlayTrack(IN INT64 trackHandle, IN INT32 loopTimes, IN TimePeriod loopDelay)
{
struct __callback_data
{
INT32 loopTimes;
TimePeriod loopDelay;
};
const auto callbackData = new __callback_data{.loopTimes = loopTimes, .loopDelay = loopDelay};
MIX_PlayTrack(g_tracks[trackHandle], 0);
MIX_SetTrackStoppedCallback(
g_tracks[trackHandle],
[](PVOID _callbackData, MIX_Track *track) {
const auto callbackData = (__callback_data *) _callbackData;
if (callbackData->loopTimes < 0)
goto loop_next_iteration;
else if (callbackData->loopTimes == 0)
return;
else
callbackData->loopTimes -= 1;
loop_next_iteration:
std::this_thread::sleep_for(std::chrono::milliseconds((INT32) (callbackData->loopDelay.GetValue() * 1000)));
MIX_PlayTrack(track, 0);
},
callbackData);
auto &t = g_tracks[trackHandle];
t->LoopTimes = loopTimes;
t->LoopDelay = loopDelay;
if (t->LoopTimes == 0)
t->IsActive = false;
else
t->PlaybackThread = new std::thread([trackHandle]() {
auto &t = g_tracks[trackHandle];
while (t->IsActive)
{
if (MIX_TrackPlaying(t->Track))
continue;
if (t->LoopTimes < 0)
goto loop_next_iteration;
else if (!t->LoopTimes)
{
t->IsActive = false;
return;
}
t->LoopTimes--;
loop_next_iteration:
std::unique_lock<std::mutex> lock(t->Mutex);
t->CV.wait_for(lock, std::chrono::milliseconds((INT32) (t->LoopDelay.GetValue() * 1000)),
[t]() { return !t->IsActive; });
MIX_PlayTrack(t->Track, 0);
}
});
MIX_PlayTrack(t->Track, 0);
}
VOID Audio::ClearTrack(IN INT64 trackHandle)
{
MIX_StopTrack(g_tracks[trackHandle], 0);
MIX_StopTrack(g_tracks[trackHandle]->Track, 0);
}
VOID Audio::PauseTrack(IN INT64 trackHandle)
{
MIX_PauseTrack(g_tracks[trackHandle]);
MIX_PauseTrack(g_tracks[trackHandle]->Track);
}
VOID Audio::ResumeTrack(IN INT64 trackHandle)
{
MIX_ResumeTrack(g_tracks[trackHandle]);
MIX_ResumeTrack(g_tracks[trackHandle]->Track);
}
} // namespace ia::iae

View File

@ -1,30 +1,66 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IAS (ias@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include <IAEngine/Components/AtlasRenderer.hpp>
#include <IAEngine/Nodes/Node.hpp>
namespace ia::iae
{
AtlasRendererComponent::AtlasRendererComponent(IN Node *node) : IComponent(node)
AtlasRendererComponent::AtlasRendererComponent(IN Node *node) : TextureRendererComponent(node)
{
}
Handle AtlasRendererComponent::AddTexture(IN RefPtr<Texture> texture)
AtlasRendererComponent::~AtlasRendererComponent()
{
m_textures.pushBack(texture);
return m_textures.size() - 1;
m_bakedGPUTexture.reset();
}
VOID AtlasRendererComponent::SetGrid(IN CONST TileGrid &grid)
VOID AtlasRendererComponent::SetGrid(IN INT32 tileWidth, IN INT32 tileHeight, IN INT32 tileCountX,
IN INT32 tileCountY)
{
m_tileGrid = grid;
m_tileGrid.m_tileTextures.resize(grid.TileCountX * grid.TileCountY);
for (auto &t : m_tileGrid.m_tileTextures)
t = INVALID_HANDLE;
m_tileGrid = {};
m_tileGrid.TileWidth = tileWidth;
m_tileGrid.TileHeight = tileHeight;
m_tileGrid.TileCountX = tileCountX;
m_tileGrid.TileCountY = tileCountY;
m_tileGrid.m_tileTextures.resize(m_tileGrid.TileCountX * m_tileGrid.TileCountY);
}
VOID AtlasRendererComponent::SetGridTileTexture(IN INT32 x, IN INT32 y, IN Handle textureHandle)
VOID AtlasRendererComponent::SetGridTileTexture(IN INT32 index, IN class Texture texture)
{
m_tileGrid.m_tileTextures[x + (y * m_tileGrid.TileCountX)] = textureHandle;
m_tileGrid.m_tileTextures[index] = texture;
}
VOID AtlasRendererComponent::SetGridTileTexture(IN INT32 x, IN INT32 y, IN class Texture texture)
{
m_tileGrid.m_tileTextures[x + (y * m_tileGrid.TileCountX)] = texture;
}
VOID AtlasRendererComponent::BakeGrid()
{
CONST INT32 w = m_tileGrid.TileWidth * m_tileGrid.TileCountX, h = m_tileGrid.TileHeight * m_tileGrid.TileCountY;
Vector<Handle> handles;
handles.resize(m_tileGrid.TileCountX * m_tileGrid.TileCountY);
for (SIZE_T i = 0; i < handles.size(); i++)
handles[i] = m_tileGrid.m_tileTextures[i].GetHandle();
m_bakedGPUTexture = GPUTexture::GridCombine(handles.data(), m_tileGrid.TileCountX, m_tileGrid.TileCountY,
m_tileGrid.TileWidth, m_tileGrid.TileHeight);
m_node->DrawnSize() = {w, h};
CurrentTexture() = Texture(m_bakedGPUTexture->GetHandle(), w, h);
}
VOID AtlasRendererComponent::Update()
@ -33,18 +69,9 @@ namespace ia::iae
VOID AtlasRendererComponent::Draw()
{
iam::Vec3f p{m_node->GetPosition().X, m_node->GetPosition().Y, m_node->GetPosition().Z};
for (INT32 y = 0; y < m_tileGrid.TileCountY; y++)
{
for (INT32 x = 0; x < m_tileGrid.TileCountX; x++)
{
const auto t = m_tileGrid.m_tileTextures[x + (y * m_tileGrid.TileCountX)];
if (t != INVALID_HANDLE)
m_textures[t]->Draw(p + m_tileGrid.Position, {1.0f, 1.0f, 1.0f}, 0.0f, false, false, {1.0f, 1.0f, 1.0f, 1.0f});
p.X += m_tileGrid.TileWidth;
}
p.X = m_node->GetPosition().X;
p.Y += m_tileGrid.TileHeight;
}
PositionOffset() = m_tileGrid.Position;
ScaleOffset() = {1.0f, 1.0f};
IsCameraRelative() = true;
TextureRendererComponent::Draw();
}
} // namespace ia::iae
} // namespace ia::iae

View File

@ -1,3 +1,19 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IAS (ias@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include <IAEngine/Components/ParticleEmitter.hpp>
namespace ia::iae

View File

@ -0,0 +1,78 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IAS (ias@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include <IAEngine/Components/Physics.hpp>
#include <IAEngine/Physics/Physics.hpp>
#include <IAEngine/Nodes/Node.hpp>
namespace ia::iae
{
PhysicsComponent::PhysicsComponent(IN Node *node) : IComponent(node)
{
m_physicsHandle = Physics::RegisterComponent(this);
}
PhysicsComponent::~PhysicsComponent()
{
}
VOID PhysicsComponent::Draw()
{
}
VOID PhysicsComponent::Update()
{
m_velocity = {};
}
Handle PhysicsComponent::CreateCollider()
{
m_colliders.pushBack({});
return m_colliders.size() - 1;
}
Handle PhysicsComponent::AddCollider(IN Collider collider)
{
m_colliders.pushBack(collider);
return m_colliders.size() - 1;
}
PhysicsComponent::Collider &PhysicsComponent::GetCollider(IN Handle handle)
{
return m_colliders[handle];
}
VOID PhysicsComponent::Move(IN glm::vec2 direction)
{
IA_ASSERT(m_isDynamic);
const auto v = direction * m_movementSpeed;
m_velocity += v;
for(const auto& t: m_colliders)
{
if(!Physics::CanMove(m_physicsHandle, t, v))
return;
}
m_node->SetLocalPosition(m_node->GetLocalPosition() + v);
}
VOID PhysicsComponent::Jump(IN FLOAT32 force)
{
}
VOID PhysicsComponent::OnCollision(IN PhysicsComponent *other)
{
}
} // namespace ia::iae

View File

@ -1,6 +0,0 @@
#include <IAEngine/Components/PhysicsBody.hpp>
namespace ia::iae
{
}

View File

@ -1,3 +1,19 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IAS (ias@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include <IAEngine/Components/SoundEmitter.hpp>
namespace ia::iae

View File

@ -1,20 +1,42 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IAS (ias@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include <IAEngine/Components/SpriteRenderer.hpp>
#include <IAEngine/Nodes/Node.hpp>
#include <IAEngine/Rendering/Renderer.hpp>
#include <IAEngine/Time.hpp>
#include <IAMath/Lerp.hpp>
namespace ia::iae
{
SpriteRendererComponent::SpriteRendererComponent(IN Node *node) : IComponent(node)
SpriteRendererComponent::AnimationKeyFrame SpriteRendererComponent::GetKeyFrame(IN INT32 index)
{
index %= m_activeAnimation.Keys.size();
return m_reverseAnimation ? m_activeAnimation.Keys[m_activeAnimation.Keys.size() - 1 - index]
: m_activeAnimation.Keys[index];
}
SpriteRendererComponent::SpriteRendererComponent(IN Node *node) : TextureRendererComponent(node)
{
}
Handle SpriteRendererComponent::AddAnimation(IN CONST Animation &animation)
{
if(animation.Keys.empty())
if (animation.Keys.empty())
return INVALID_HANDLE;
m_animations.pushBack(animation);
return m_animations.size() - 1;
@ -22,26 +44,38 @@ namespace ia::iae
VOID SpriteRendererComponent::BakeAnimations()
{
for (auto &anim : m_animations)
{
auto t = anim.Keys.back();
t.Duration = 0;
anim.Keys.pushBack(t);
}
if (m_animations.size())
SetActiveAnimation(0);
ForceSetActiveAnimation(0);
}
VOID SpriteRendererComponent::SetAnimationFrame(IN INT32 animation, IN INT32 frame)
{
m_activeAnimation = {};
m_currentAnimationState = m_animations[animation].Keys[frame];
}
VOID SpriteRendererComponent::SetActiveAnimation(IN Handle animation)
{
if(animation == m_activeAnimationHandle) return;
if (animation == m_activeAnimationHandle)
return;
ForceSetActiveAnimation(animation);
}
VOID SpriteRendererComponent::ForceSetActiveAnimation(IN Handle animation)
{
IA_RELEASE_ASSERT((animation != INVALID_HANDLE) && (animation < m_animations.size()));
m_prevAnimationKeyFrameIndex = 0;
m_activeAnimation = m_animations[animation];
m_prevAnimationKeyFrame = m_activeAnimation.Keys[m_prevAnimationKeyFrameIndex + 0];
m_nextAnimationKeyFrame = m_activeAnimation.Keys[m_prevAnimationKeyFrameIndex + 1];
m_prevAnimationKeyFrame = GetKeyFrame(m_prevAnimationKeyFrameIndex + 0);
m_nextAnimationKeyFrame = GetKeyFrame(m_prevAnimationKeyFrameIndex + 1);
m_currentAnimationState = m_prevAnimationKeyFrame;
m_activeAnimationHandle = animation;
CurrentTexture() = m_currentAnimationState.Texture;
m_node->DrawnSize() =
m_node->GetScale() * m_currentAnimationState.Texture.GetExtent() * m_currentAnimationState.Scale;
}
VOID SpriteRendererComponent::Update()
@ -52,23 +86,26 @@ namespace ia::iae
VOID SpriteRendererComponent::Draw()
{
const auto &animFrame = m_currentAnimationState;
if(!animFrame.Texture) return;
animFrame.Texture->Draw(
m_node->GetPosition() + animFrame.Position, m_node->GetScale() * animFrame.Scale,
m_node->GetRotation().Z + animFrame.Rotation.Z, m_isFlippedH, m_isFlippedV, animFrame.ColorOverlay);
PositionOffset() = animFrame.Position;
ScaleOffset() = animFrame.Scale;
RotationOffset() = animFrame.Rotation;
ColorOverlay() = animFrame.ColorOverlay;
CurrentTexture() = animFrame.Texture;
TextureRendererComponent::Draw();
}
VOID SpriteRendererComponent::UpdateAnimation()
{
const auto keyCount = m_activeAnimation.Keys.size();
if (!keyCount)
if (keyCount <= 1)
return;
if (m_currentAnimationState.ShouldInterpolate)
{
const auto t = m_timelinePosition / m_prevAnimationKeyFrame.Duration;
#define INTERP_PROPERTY(name) \
m_currentAnimationState.name = iam::Lerp(m_prevAnimationKeyFrame.name, m_nextAnimationKeyFrame.name, t);
m_currentAnimationState.name = \
m_prevAnimationKeyFrame.name + (m_nextAnimationKeyFrame.name - m_prevAnimationKeyFrame.name) * t;
INTERP_PROPERTY(Position);
INTERP_PROPERTY(Rotation);
@ -78,19 +115,19 @@ namespace ia::iae
#undef INTERP_PROPERTY
}
m_timelinePosition += Time::GetFrameDeltaTime();
if (m_timelinePosition >= m_prevAnimationKeyFrame.Duration)
{
m_prevAnimationKeyFrameIndex = (m_prevAnimationKeyFrameIndex + 1) % (keyCount - 1);
m_prevAnimationKeyFrameIndex = (m_prevAnimationKeyFrameIndex + 1) % keyCount;
if (!m_prevAnimationKeyFrameIndex && !m_activeAnimation.ShouldLoop)
{
m_activeAnimation = {};
return;
}
m_prevAnimationKeyFrame = m_activeAnimation.Keys[m_prevAnimationKeyFrameIndex + 0];
m_nextAnimationKeyFrame = m_activeAnimation.Keys[m_prevAnimationKeyFrameIndex + 1];
m_prevAnimationKeyFrame = GetKeyFrame(m_prevAnimationKeyFrameIndex + 0);
m_nextAnimationKeyFrame = GetKeyFrame(m_prevAnimationKeyFrameIndex + 1);
m_currentAnimationState = m_prevAnimationKeyFrame;
m_timelinePosition = 0;
}
m_timelinePosition += Time::GetFrameDeltaTime();
}
} // namespace ia::iae

View File

@ -1,22 +1,54 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IAS (ias@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include <IAEngine/Components/TextureRenderer.hpp>
#include <IAEngine/Nodes/Node.hpp>
#include <IAEngine/Rendering/Renderer.hpp>
namespace ia::iae
{
EXTERN Texture g_whiteStrokeTexture;
TextureRendererComponent::TextureRendererComponent(IN Node *node) : IComponent(node)
{
}
VOID TextureRendererComponent::Update()
{
}
VOID TextureRendererComponent::Draw()
{
m_texture->Draw(
m_node->GetPosition() + m_position, m_node->GetScale(),
m_node->GetRotation().Z, false, false, iam::Vec4f{1.0f, 1.0f, 1.0f, 1.0f});
m_node->DrawnSize() = m_node->GetScale() * m_texture.GetExtent() * m_scaleOffset;
Renderer::SetState_FlippedH(m_isFlippedH);
Renderer::SetState_FlippedV(m_isFlippedV);
Renderer::SetState_CameraRelative(m_isCameraRelative);
Renderer::SetState_TextureOffset(m_textureOffset.x, m_textureOffset.y);
Renderer::Draw(Renderer::GetMesh_Quad(), m_texture.GetHandle(), m_node->GetPosition() + m_positionOffset,
m_node->DrawnSize(), m_node->GetRotation() + m_rotationOffset, m_node->LayerIndex(),
m_node->GetSortIndex(), m_colorOverlay);
//if (m_shouldDrawOutline)
//{
// Renderer::Draw(Renderer::GetMesh_Quad(), g_whiteStrokeTexture.GetHandle(), m_node->GetPosition() + m_positionOffset,
// m_node->DrawnSize(), m_node->GetRotation() + m_rotationOffset, Renderer::MAX_LAYER_INDEX,
// m_node->GetSortIndex(), m_outlineColor);
//}
}
} // namespace ia::iae

View File

@ -1,3 +1,19 @@
// 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/Events/Event.hpp>
namespace ia::iae

View File

@ -1,40 +1,50 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IAS (ias@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include <IAEngine/Rendering/GPUTexture.hpp>
#include <IAEngine/Audio.hpp>
#include <IAEngine/IAEngine.hpp>
#include <IAEngine/Input.hpp>
#include <IAEngine/Physics/Physics.hpp>
#include <IAEngine/Random.hpp>
#include <IAEngine/Time.hpp>
#include <IAEngine/UI.hpp>
#include <SDL3/SDL.h>
#include <backends/imgui_impl_sdl3.h>
#include <backends/imgui_impl_sdlrenderer3.h>
#include <imgui.h>
namespace ia::iae
{
struct EngineContext
{
SDL_Renderer *Renderer{};
SDL_Window *Window{};
SDL_Event Event{};
ImGuiIO ImGUIIO{};
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>())
{
}
EXTERN BOOL g_physicsDebugDrawEnabled;
Engine::~Engine()
{
}
SDL_Event g_event{};
FLOAT32 g_updateTimer{};
BOOL g_shouldClose{false};
SDL_Window *g_windowHandle{};
Vector<RefPtr<GPUTexture>> g_gpuTextureRefs;
Scene *g_activeScene;
BOOL Engine::Initialize(IN CONST InitConfig &config)
{
@ -46,39 +56,25 @@ namespace ia::iae
return false;
}
if (!SDL_CreateWindowAndRenderer(config.GameName.c_str(), config.WindowWidth, config.WindowHeight,
SDL_WINDOW_RESIZABLE, &m_context->Window, &m_context->Renderer))
if (!(g_windowHandle = SDL_CreateWindow(config.GameName.c_str(), config.WindowWidth, config.WindowHeight,
SDL_WINDOW_RESIZABLE)))
{
IAE_LOG_ERROR("Couldn't create SDL3 window and renderer: ", SDL_GetError());
IAE_LOG_ERROR("Couldn't create SDL3 window: ", SDL_GetError());
return false;
}
SDL_SetWindowResizable(m_context->Window, false);
SDL_SetRenderVSync(m_context->Renderer, 1);
const auto mainScale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
IMGUI_CHECKVERSION();
ImGui::CreateContext();
m_context->ImGUIIO = ImGui::GetIO();
(void) m_context->ImGUIIO;
m_context->ImGUIIO.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
m_context->ImGUIIO.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
ImGui::StyleColorsClassic();
ImGuiStyle &style = ImGui::GetStyle();
style.ScaleAllSizes(mainScale);
style.FontScaleDpi = mainScale;
ImGui_ImplSDL3_InitForSDLRenderer(m_context->Window, m_context->Renderer);
ImGui_ImplSDLRenderer3_Init(m_context->Renderer);
SDL_SetWindowResizable(g_windowHandle, false);
Time::Initialize();
if (!Renderer::Initialize())
return false;
Random::Initialize();
Input::Initialize();
Audio::Initialize();
Physics::Initialize();
UI::Initialize(config.WindowWidth, config.WindowHeight);
return true;
}
@ -87,105 +83,155 @@ namespace ia::iae
{
IAE_LOG_INFO("Shutting down IAEngine");
for (auto &t : g_gpuTextureRefs)
t.reset();
UI::Terminate();
Physics::Terminate();
Audio::Terminate();
Renderer::Terminate();
ImGui_ImplSDLRenderer3_Shutdown();
ImGui_ImplSDL3_Shutdown();
ImGui::DestroyContext();
SDL_DestroyRenderer(m_context->Renderer);
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;
}
ImGui_ImplSDLRenderer3_NewFrame();
ImGui_ImplSDL3_NewFrame();
ImGui::NewFrame();
RenderDebugUI();
ImGui::Render();
SDL_SetRenderScale(m_context->Renderer, m_context->ImGUIIO.DisplayFramebufferScale.x,
m_context->ImGUIIO.DisplayFramebufferScale.y);
SDL_SetRenderDrawColorFloat(m_context->Renderer, 0.33f, 0.33f, 0.33f, 1.0f);
SDL_RenderClear(m_context->Renderer);
Renderer::BeginFrame();
RenderGame();
UI::Draw();
}
VOID Engine::EndFrame()
{
ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData(), m_context->Renderer);
SDL_RenderPresent(m_context->Renderer);
Renderer::EndFrame();
Time::NextFrame();
}
VOID Engine::AddDebugUIWindow(IN PCCHAR title, IN CONST iam::Vec2f &position, IN CONST iam::Vec2f &size,
IN std::function<VOID()> contentDrawCallback)
{
m_debugUIWindows.pushBack(DebugUIWindow{title, position, size, contentDrawCallback});
}
BOOL Engine::ShouldClose()
{
return m_context->ShouldClose;
}
VOID Engine::RenderDebugUI()
{
for (const auto &w : m_debugUIWindows) {
ImGui::Begin(w.Title);
ImGui::SetWindowPos({w.Position.X, w.Position.Y});
ImGui::SetWindowSize({w.Size.X, w.Size.Y});
w.ContentDrawCallback();
ImGui::End();
}
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);
UI::OnEvent(&g_event);
}
VOID Engine::UpdateGame()
{
Physics::Update();
if(Input::WasKeyPressed(Input::KEY_F6))
g_physicsDebugDrawEnabled = !g_physicsDebugDrawEnabled;
if B_LIKELY (m_activeScene)
m_activeScene->Update();
Physics::Update();
Audio::Update();
if B_LIKELY (g_activeScene)
g_activeScene->Update();
UI::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)
VOID Engine::ChangeScene(IN Scene *scene)
{
m_activeScene = scene;
if(g_activeScene)
g_activeScene->OnDeactivate();
g_activeScene = scene;
g_activeScene->OnActivate();
}
RefPtr<Scene> Engine::CreateScene()
Scene *Engine::GetActiveScene()
{
return MakeRefPtr<Scene>(this);
}
PVOID Engine::GetRendererHandle() CONST
{
return m_context->Renderer;
return g_activeScene;
}
} // 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);
}
Vector<Texture> Engine::CreateTextures(IN CONST Vector<UINT8> &encodedData, IN INT32 textureCount)
{
return CreateTextures(encodedData.data(), encodedData.size(), textureCount);
}
Vector<Texture> Engine::CreateTextures(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize, IN INT32 textureCount)
{
SIZE_T offset{0};
Vector<Texture> result;
INT32 w, h, nrChannels;
for (INT32 i = 0; i < textureCount; i++)
{
SIZE_T readSize{};
const auto pixels = stbi_load_from_memory(&encodedData[offset], encodedDataSize - offset, &w, &h,
&nrChannels, STBI_rgb_alpha, readSize);
if (!pixels)
THROW_INVALID_DATA("Failed to decode the provided image data");
result.pushBack(CreateTexture((PCUINT8) pixels, w, h));
STBI_FREE(pixels);
offset += readSize;
if (offset >= encodedDataSize)
{
IA_RELEASE_ASSERT(i == (textureCount - 1));
break;
}
}
return result;
}
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

View File

@ -1,32 +1,50 @@
// 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/Input.hpp>
#include <SDL3/SDL_events.h>
namespace ia::iae
{
EXTERN SDL_Window *g_windowHandle;
struct InputDirection
{
iam::Vec2f Velocity{};
glm::vec2 Velocity{};
Input::DirectionalInput Direction{Input::DirectionalInput::NONE};
};
STATIC CONSTEXPR InputDirection INPUT_TO_DIRECTION_MAP[] = {
{iam::Vec2f{0.0f, 0.0f}, Input::DirectionalInput::NONE}, /* 0 */
{iam::Vec2f{1.0f, 0.0f}, Input::DirectionalInput::RIGHT}, /* D */
{iam::Vec2f{-1.0f, 0.0f}, Input::DirectionalInput::LEFT}, /* A */
{iam::Vec2f{0.0f, 0.0f}, Input::DirectionalInput::NONE}, /* A, D */
{iam::Vec2f{0.0f, 1.0f}, Input::DirectionalInput::DOWN}, /* S */
{iam::Vec2f{1.0f, 1.0f}, Input::DirectionalInput::DOWN_RIGHT}, /* S, D */
{iam::Vec2f{-1.0f, 1.0f}, Input::DirectionalInput::DOWN_LEFT}, /* S, A */
{iam::Vec2f{0.0f, 0.0f}, Input::DirectionalInput::NONE}, /* S, A, D */
{iam::Vec2f{0.0f, -1.0f}, Input::DirectionalInput::UP}, /* W */
{iam::Vec2f{1.0f, -1.0f}, Input::DirectionalInput::UP_RIGHT}, /* W, D */
{iam::Vec2f{-1.0f, -1.0f}, Input::DirectionalInput::UP_LEFT}, /* W, A */
{iam::Vec2f{0.0f, 0.0f}, Input::DirectionalInput::NONE}, /* W, A, D */
{iam::Vec2f{0.0f, 0.0f}, Input::DirectionalInput::NONE}, /* W, S */
{iam::Vec2f{0.0f, 0.0f}, Input::DirectionalInput::NONE}, /* W, S, D */
{iam::Vec2f{0.0f, 0.0f}, Input::DirectionalInput::NONE}, /* W, S, A */
{iam::Vec2f{0.0f, 0.0f}, Input::DirectionalInput::NONE}, /* W, S, A, D */
{glm::vec2{0.0f, 0.0f}, Input::DirectionalInput::NONE}, /* 0 */
{glm::vec2{1.0f, 0.0f}, Input::DirectionalInput::RIGHT}, /* D */
{glm::vec2{-1.0f, 0.0f}, Input::DirectionalInput::LEFT}, /* A */
{glm::vec2{0.0f, 0.0f}, Input::DirectionalInput::NONE}, /* A, D */
{glm::vec2{0.0f, 1.0f}, Input::DirectionalInput::DOWN}, /* S */
{glm::vec2{1.0f, 1.0f}, Input::DirectionalInput::DOWN_RIGHT}, /* S, D */
{glm::vec2{-1.0f, 1.0f}, Input::DirectionalInput::DOWN_LEFT}, /* S, A */
{glm::vec2{0.0f, 0.0f}, Input::DirectionalInput::NONE}, /* S, A, D */
{glm::vec2{0.0f, -1.0f}, Input::DirectionalInput::UP}, /* W */
{glm::vec2{1.0f, -1.0f}, Input::DirectionalInput::UP_RIGHT}, /* W, D */
{glm::vec2{-1.0f, -1.0f}, Input::DirectionalInput::UP_LEFT}, /* W, A */
{glm::vec2{0.0f, 0.0f}, Input::DirectionalInput::NONE}, /* W, A, D */
{glm::vec2{0.0f, 0.0f}, Input::DirectionalInput::NONE}, /* W, S */
{glm::vec2{0.0f, 0.0f}, Input::DirectionalInput::NONE}, /* W, S, D */
{glm::vec2{0.0f, 0.0f}, Input::DirectionalInput::NONE}, /* W, S, A */
{glm::vec2{0.0f, 0.0f}, Input::DirectionalInput::NONE}, /* W, S, A, D */
};
BOOL Input::s_keys[256];
@ -40,6 +58,7 @@ namespace ia::iae
VOID Input::OnEvent(IN PVOID _event)
{
memcpy(s_prevKeys, s_keys, sizeof(s_prevKeys));
const auto event = (SDL_Event *) _event;
if (event->type == SDL_EVENT_KEY_DOWN)
{
@ -49,21 +68,30 @@ namespace ia::iae
{
s_keys[event->key.scancode] = false;
}
memcpy(s_prevKeys, s_keys, sizeof(s_prevKeys));
}
iam::Vec2f Input::GetDirectionalInput()
glm::vec2 Input::GetDirectionalInput()
{
return INPUT_TO_DIRECTION_MAP[(IsKeyDown(Input::KEY_W) << 3) | (IsKeyDown(Input::KEY_S) << 2) |
(IsKeyDown(Input::KEY_A) << 1) | (IsKeyDown(Input::KEY_D) << 0)]
return INPUT_TO_DIRECTION_MAP[(IsKeyDown(Input::KEY_UP) << 3) | (IsKeyDown(Input::KEY_DOWN) << 2) |
(IsKeyDown(Input::KEY_LEFT) << 1) | (IsKeyDown(Input::KEY_RIGHT) << 0)]
.Velocity;
}
iam::Vec2f Input::GetDirectionalInput(OUT DirectionalInput &direction)
glm::vec2 Input::GetDirectionalInput(OUT DirectionalInput &direction)
{
const auto dir = INPUT_TO_DIRECTION_MAP[(IsKeyDown(Input::KEY_W) << 3) | (IsKeyDown(Input::KEY_S) << 2) |
(IsKeyDown(Input::KEY_A) << 1) | (IsKeyDown(Input::KEY_D) << 0)];
const auto dir = INPUT_TO_DIRECTION_MAP[(IsKeyDown(Input::KEY_UP) << 3) | (IsKeyDown(Input::KEY_DOWN) << 2) |
(IsKeyDown(Input::KEY_LEFT) << 1) | (IsKeyDown(Input::KEY_RIGHT) << 0)];
direction = dir.Direction;
return dir.Velocity;
}
VOID Input::StartTextInput()
{
SDL_StartTextInput(g_windowHandle);
}
VOID Input::StopTextInput()
{
SDL_StopTextInput(g_windowHandle);
}
} // namespace ia::iae

View File

@ -1,9 +1,31 @@
// 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/Nodes/Node.hpp>
#include <IAEngine/IAEngine.hpp>
namespace ia::iae
{
Node::~Node()
{
for (auto &c : m_components)
c.reset();
}
VOID Node::OnAdded(IN Scene *scene)
{
m_scene = scene;
@ -20,47 +42,11 @@ 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()
@ -86,9 +72,10 @@ namespace ia::iae
c->Disable();
}
VOID Node::AddChild(IN RefPtr<Node> node)
Node* Node::AddChild(IN RefPtr<Node> node)
{
m_children.pushBack(node);
return node.get();
}
VOID Node::AddComponent(IN RefPtr<IComponent> component)

View File

@ -1,3 +1,19 @@
// 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/Nodes/Transform.hpp>
namespace ia::iae

View File

@ -1,8 +1,34 @@
// 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/Physics/Physics.hpp>
#include <IAEngine/Rendering/DebugDraw.hpp>
#include <IAEngine/Rendering/Camera.hpp>
#include <IAEngine/Rendering/Renderer.hpp>
#include <IAEngine/Nodes/Node.hpp>
#include <map>
namespace ia::iae
{
BOOL g_physicsDebugDrawEnabled = false;
Vector<PhysicsComponent *> g_physicsComponents;
VOID Physics::Initialize()
{
@ -16,22 +42,55 @@ namespace ia::iae
{
}
Handle Physics::CreateStaticBody(IN iam::Vec3f position)
VOID Physics::DebugDraw()
{
return INVALID_HANDLE;
if(!g_physicsDebugDrawEnabled)
return;
for(const auto& t: g_physicsComponents)
{
for(const auto& c: t->Colliders())
{
auto color = glm::vec4{0.75f, 0.0f, 0.0f, 1.0f};
if(c.IsTrigger)
color = {0.25f, 0.45f, 0.75f, 0.75f};
DebugDraw::DrawRect(t->GetNode()->GetPosition() + c.Position - Renderer::GetCamera()->Position(), c.Size, color, 2.0f);
}
}
}
Handle Physics::CreateDynamicBody(IN iam::Vec3f position)
Handle Physics::RegisterComponent(IN PhysicsComponent *component)
{
return INVALID_HANDLE;
g_physicsComponents.pushBack(component);
return g_physicsComponents.size() - 1;
}
VOID Physics::AddBoxCollider(IN Handle body, IN iam::Vec3f size)
BOOL Physics::CanMove(IN Handle handle, IN CONST PhysicsComponent::Collider &collider, IN glm::vec2 movement)
{
}
const auto comp = g_physicsComponents[handle];
const auto pos = comp->GetNode()->GetPosition() + movement + collider.Position;
for (const auto &t : g_physicsComponents)
{
if (t == comp)
continue;
for (const auto &tc : t->Colliders())
{
const auto tPos = t->GetNode()->GetPosition() + tc.Position;
const auto xColliding = ((pos.x + collider.Size.x) >= tPos.x) && ((tPos.x + tc.Size.x) >= pos.x);
const auto yColliding = ((pos.y + collider.Size.y) >= tPos.y) && ((tPos.y + tc.Size.y) >= pos.y);
if (xColliding && yColliding)
{
// Collision callback
comp->OnCollision(t);
t->OnCollision(comp);
iam::Vec3f Physics::GetBodyPosition(IN Handle body)
{
return {};
// Overlap block
if (tc.IsTrigger)
continue;
return false;
}
}
}
return true;
}
} // namespace ia::iae

View File

@ -1,3 +1,19 @@
// 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/Random.hpp>
#include <IAEngine/Time.hpp>

View File

@ -14,9 +14,7 @@
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include <IAEngine/Components/Component.hpp>
#include <IAEngine/Rendering/Camera.hpp>
namespace ia::iae
{

View File

@ -0,0 +1,130 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IAS (ias@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include <IAEngine/IAEngine.hpp>
#include <IAEngine/Rendering/Camera.hpp>
#include <IAEngine/Rendering/DebugDraw.hpp>
#include <IAEngine/Rendering/GPUBuffer.hpp>
#include <IAEngine/Rendering/GPUTexture.hpp>
#include <IAEngine/Rendering/Pipeline/UnlitMesh.hpp>
#include <IAEngine/Rendering/Renderer.hpp>
#include <IAEngine/Physics/Physics.hpp>
#include <SDL3/SDL_gpu.h>
#include <backends/imgui_impl_sdl3.h>
#include <backends/imgui_impl_sdlgpu3.h>
namespace ia::iae
{
EXTERN SDL_Window *g_windowHandle;
EXTERN SDL_GPUDevice *g_gpuDevice;
ImGuiIO g_imGUIIO{};
struct UIWindow
{
PCCHAR Title{""};
glm::vec2 Position{};
glm::vec2 Size{};
std::function<VOID()> ContentDrawCallback{};
BOOL Visibility{true};
};
Vector<UIWindow> g_debugUIWindows;
VOID DebugDraw::Initailize()
{
const auto mainScale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
IMGUI_CHECKVERSION();
ImGui::CreateContext();
g_imGUIIO = ImGui::GetIO();
g_imGUIIO.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
g_imGUIIO.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
ImGui::StyleColorsClassic();
ImGuiStyle &style = ImGui::GetStyle();
style.ScaleAllSizes(mainScale);
style.FontScaleDpi = mainScale;
ImGui_ImplSDLGPU3_InitInfo initInfo{.Device = g_gpuDevice,
.ColorTargetFormat =
SDL_GetGPUSwapchainTextureFormat(g_gpuDevice, g_windowHandle),
.PresentMode = SDL_GPU_PRESENTMODE_VSYNC};
ImGui_ImplSDL3_InitForSDLGPU(g_windowHandle);
ImGui_ImplSDLGPU3_Init(&initInfo);
}
VOID DebugDraw::Terminate()
{
ImGui_ImplSDL3_Shutdown();
ImGui_ImplSDLGPU3_Shutdown();
ImGui::DestroyContext();
}
VOID DebugDraw::Draw()
{
for (const auto &w : g_debugUIWindows)
{
if (!w.Visibility)
continue;
ImGui::Begin(w.Title);
ImGui::SetWindowPos({w.Position.x, w.Position.y});
ImGui::SetWindowSize({w.Size.x, w.Size.y});
w.ContentDrawCallback();
ImGui::End();
}
Physics::DebugDraw();
}
VOID DebugDraw::DrawLine(IN CONST glm::vec2 &from, IN CONST glm::vec2 &to, IN CONST glm::vec4 &color,
IN FLOAT32 thickness)
{
const auto drawList = ImGui::GetForegroundDrawList();
drawList->AddLine(ImVec2(from.x, from.y), ImVec2(to.x, to.y), IM_COL32(color.x * 255, color.y * 255, color.z * 255, color.w * 255), thickness);
}
VOID DebugDraw::DrawRect(IN CONST glm::vec2 &position, IN CONST glm::vec2 &size, IN CONST glm::vec4 &color, IN FLOAT32 thickness)
{
const auto drawList = ImGui::GetForegroundDrawList();
drawList->AddRect(ImVec2(position.x, position.y), ImVec2(position.x + size.x, position.y + size.y), IM_COL32(color.x * 255, color.y * 255, color.z * 255, color.w * 255), 0.0f, 0, thickness);
}
VOID DebugDraw::DrawRectFilled(IN CONST glm::vec2 &position, IN CONST glm::vec2 &size, IN CONST glm::vec4 &color)
{
const auto drawList = ImGui::GetForegroundDrawList();
drawList->AddRectFilled(ImVec2(position.x, position.y), ImVec2(position.x + size.x, position.y + size.y), IM_COL32(color.x * 255, color.y * 255, color.z * 255, color.w * 255));
}
Handle DebugDraw::AddUIWindow(IN PCCHAR title, IN CONST glm::vec2 &position, IN CONST glm::vec2 &size,
IN std::function<VOID()> contentDrawCallback)
{
g_debugUIWindows.pushBack(UIWindow{title, position, size, contentDrawCallback});
return g_debugUIWindows.size() - 1;
}
VOID DebugDraw::SetUIWindowVisibility(IN Handle handle, IN BOOL visible)
{
g_debugUIWindows[handle].Visibility = visible;
}
VOID DebugDraw::ToggleUIWindowVisibility(IN Handle handle)
{
g_debugUIWindows[handle].Visibility = !g_debugUIWindows[handle].Visibility;
}
} // namespace ia::iae

View File

@ -0,0 +1,131 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IAS (ias@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include <IAEngine/Rendering/GPUBuffer.hpp>
#include <SDL3/SDL_gpu.h>
namespace ia::iae
{
EXTERN SDL_GPUDevice *g_gpuDevice;
UINT32 g_stagingBufferSize = 4096;
SDL_GPUTransferBuffer *g_stagingBuffer{};
RefPtr<GPUBuffer> GPUBuffer::Create(IN Usage usage, IN PCVOID data, IN UINT32 dataSize)
{
const auto res = MakeRefPtr<GPUBuffer>();
SDL_GPUBufferUsageFlags _usage{};
switch (usage)
{
case Usage::VERTEX:
_usage = SDL_GPU_BUFFERUSAGE_VERTEX;
break;
case Usage::INDEX:
_usage = SDL_GPU_BUFFERUSAGE_INDEX;
break;
case Usage::STORAGE:
_usage = SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ;
break;
default:
THROW_INVALID_DATA("Invalid usage value for GPUBuffer");
break;
}
res->m_usage = usage;
SDL_GPUBufferCreateInfo createInfo{.usage = _usage, .size = dataSize};
SDL_GPUBuffer *handle{};
if (!(handle = SDL_CreateGPUBuffer(g_gpuDevice, &createInfo)))
{
IAE_LOG_ERROR("Couldn't create a SDL3 GPU Buffer: ", SDL_GetError());
return nullptr;
}
if (data && dataSize)
{
if (!EnsureStagingBufferSize((UINT32) dataSize))
return nullptr;
res->m_size = dataSize;
const auto mappedPtr = SDL_MapGPUTransferBuffer(g_gpuDevice, g_stagingBuffer, false);
memcpy(mappedPtr, data, dataSize);
SDL_UnmapGPUTransferBuffer(g_gpuDevice, g_stagingBuffer);
const auto cmdBuffer = SDL_AcquireGPUCommandBuffer(g_gpuDevice);
const auto copyPass = SDL_BeginGPUCopyPass(cmdBuffer);
SDL_GPUTransferBufferLocation src{.transfer_buffer = g_stagingBuffer, .offset = 0};
SDL_GPUBufferRegion dst{.buffer = handle, .offset = 0, .size = dataSize};
SDL_UploadToGPUBuffer(copyPass, &src, &dst, false);
SDL_EndGPUCopyPass(copyPass);
SDL_SubmitGPUCommandBuffer(cmdBuffer);
SDL_WaitForGPUIdle(g_gpuDevice);
}
res->m_handle = (Handle) handle;
return res;
}
GPUBuffer::~GPUBuffer()
{
if (m_handle)
SDL_ReleaseGPUBuffer(g_gpuDevice, (SDL_GPUBuffer *) m_handle);
}
BOOL GPUBuffer::InitializeStagingBuffer()
{
SDL_GPUTransferBufferCreateInfo createInfo{.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
.size = g_stagingBufferSize};
if (!(g_stagingBuffer = SDL_CreateGPUTransferBuffer(g_gpuDevice, &createInfo)))
{
IAE_LOG_ERROR("Couldn't create a SDL3 GPU Staging Buffer: ", SDL_GetError());
return false;
}
return true;
}
VOID GPUBuffer::TerminateStagingBuffer()
{
if (!g_stagingBuffer)
return;
SDL_ReleaseGPUTransferBuffer(g_gpuDevice, g_stagingBuffer);
}
BOOL GPUBuffer::EnsureStagingBufferSize(IN UINT32 size)
{
if (!g_stagingBuffer)
return false;
if (size <= g_stagingBufferSize)
return true;
SDL_ReleaseGPUTransferBuffer(g_gpuDevice, g_stagingBuffer);
SDL_GPUTransferBufferCreateInfo createInfo{.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
.size = (g_stagingBufferSize = size)};
if (!(g_stagingBuffer = SDL_CreateGPUTransferBuffer(g_gpuDevice, &createInfo)))
{
IAE_LOG_ERROR("Couldn't create a SDL3 GPU Staging Buffer: ", SDL_GetError());
return false;
}
return true;
}
} // namespace ia::iae

View File

@ -0,0 +1,140 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IAS (ias@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include <IAEngine/Rendering/GPUTexture.hpp>
#include <SDL3/SDL_gpu.h>
namespace ia::iae
{
EXTERN SDL_GPUDevice *g_gpuDevice;
SDL_GPUSampler *g_defaultSampler{};
VOID GPUTexture::Initialize()
{
if (g_defaultSampler)
return;
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_defaultSampler = SDL_CreateGPUSampler(g_gpuDevice, &createInfo);
}
VOID GPUTexture::Terminate()
{
if (g_defaultSampler)
SDL_ReleaseGPUSampler(g_gpuDevice, g_defaultSampler);
}
Handle GPUTexture::GetDefaultSampler()
{
return (Handle) g_defaultSampler;
}
RefPtr<GPUTexture> GPUTexture::Create(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height)
{
const auto res = MakeRefPtr<GPUTexture>();
SDL_GPUTextureCreateInfo createInfo{.type = SDL_GPU_TEXTURETYPE_2D,
.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM,
.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER,
.width = (UINT32) width,
.height = (UINT32) height,
.layer_count_or_depth = 1,
.num_levels = 1};
SDL_GPUTexture *handle{};
if (!(handle = SDL_CreateGPUTexture(g_gpuDevice, &createInfo)))
{
IAE_LOG_ERROR("Failed to create a SDL GPU Texture");
return nullptr;
}
SDL_GPUTransferBufferCreateInfo stagingBufferCreateInfo{.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
.size = (UINT32) width * (UINT32) height * 4};
const auto stagingBuffer = SDL_CreateGPUTransferBuffer(g_gpuDevice, &stagingBufferCreateInfo);
const auto mappedPtr = SDL_MapGPUTransferBuffer(g_gpuDevice, stagingBuffer, false);
SDL_memcpy(mappedPtr, rgbaData, width * height * 4);
SDL_UnmapGPUTransferBuffer(g_gpuDevice, stagingBuffer);
const auto cmdBuffer = SDL_AcquireGPUCommandBuffer(g_gpuDevice);
const auto copyPass = SDL_BeginGPUCopyPass(cmdBuffer);
SDL_GPUTextureTransferInfo transferInfo{.transfer_buffer = stagingBuffer, .offset = 0};
SDL_GPUTextureRegion region{.texture = handle, .w = (UINT32) width, .h = (UINT32) height, .d = 1};
SDL_UploadToGPUTexture(copyPass, &transferInfo, &region, false);
SDL_EndGPUCopyPass(copyPass);
SDL_SubmitGPUCommandBuffer(cmdBuffer);
SDL_WaitForGPUIdle(g_gpuDevice);
SDL_ReleaseGPUTransferBuffer(g_gpuDevice, stagingBuffer);
res->m_handle = (Handle) handle;
return res;
}
RefPtr<GPUTexture> GPUTexture::GridCombine(IN Handle *handles, IN INT32 unitCountX, IN INT32 unitCountY,
IN INT32 unitSizeX, IN INT32 unitSizeY)
{
const auto res = MakeRefPtr<GPUTexture>();
SDL_GPUTextureCreateInfo createInfo{.type = SDL_GPU_TEXTURETYPE_2D,
.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM,
.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER,
.width = (UINT32) unitCountX * unitSizeX,
.height = (UINT32) unitCountY * unitSizeY,
.layer_count_or_depth = 1,
.num_levels = 1};
SDL_GPUTexture *handle{};
if (!(handle = SDL_CreateGPUTexture(g_gpuDevice, &createInfo)))
{
IAE_LOG_ERROR("Failed to create a SDL GPU Texture");
return nullptr;
}
const auto cmdBuffer = SDL_AcquireGPUCommandBuffer(g_gpuDevice);
const auto copyPass = SDL_BeginGPUCopyPass(cmdBuffer);
for (INT32 y = 0; y < unitCountY; y++)
{
for (INT32 x = 0; x < unitCountX; x++)
{
SDL_GPUTextureLocation src{.texture = (SDL_GPUTexture *) handles[x + (y * unitCountX)], .x = 0, .y = 0};
SDL_GPUTextureLocation dst{.texture = handle, .x = (UINT32)(x * unitSizeX), .y = (UINT32)(y * unitSizeY)};
SDL_CopyGPUTextureToTexture(copyPass, &src, &dst, unitSizeX, unitSizeY, 1, false);
}
}
SDL_EndGPUCopyPass(copyPass);
SDL_SubmitGPUCommandBuffer(cmdBuffer);
SDL_WaitForGPUIdle(g_gpuDevice);
res->m_handle = (Handle) handle;
return res;
}
GPUTexture::~GPUTexture()
{
if (m_handle)
SDL_ReleaseGPUTexture(g_gpuDevice, (SDL_GPUTexture *) m_handle);
}
} // namespace ia::iae

View File

@ -0,0 +1,83 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IAS (ias@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include <IAEngine/Rendering/Pipeline/Pipeline.hpp>
#include <IACore/File.hpp>
#include <SDL3/SDL_gpu.h>
namespace ia::iae
{
EXTERN SDL_GPUDevice *g_gpuDevice;
Handle IPipeline::LoadShaderFromMemory(IN ShaderStage _stage, IN PCUINT8 sourceData, IN SIZE_T sourceLength,
IN UINT32 samplerCount, IN UINT32 uniformBufferCount,
IN UINT32 storageBufferCount, IN UINT32 storageTextureCount)
{
SDL_GPUShader* res{};
SDL_GPUShaderStage stage{};
switch (_stage)
{
case ShaderStage::VERTEX:
stage = SDL_GPU_SHADERSTAGE_VERTEX;
break;
case ShaderStage::PIXEL:
stage = SDL_GPU_SHADERSTAGE_FRAGMENT;
break;
default:
THROW_INVALID_DATA("Unsupported shader stage");
break;
}
SDL_GPUShaderCreateInfo createInfo = {
.code_size = sourceLength,
.code = sourceData,
.entrypoint = "main",
.format = SDL_GPU_SHADERFORMAT_SPIRV,
.stage = stage,
.num_samplers = samplerCount,
.num_storage_textures = storageTextureCount,
.num_storage_buffers = storageBufferCount,
.num_uniform_buffers = uniformBufferCount,
};
if(!(res = SDL_CreateGPUShader(g_gpuDevice, &createInfo)))
{
IAE_LOG_ERROR("Failed to create a SDL shader: ", SDL_GetError());
return INVALID_HANDLE;
}
return (Handle)res;
}
Handle IPipeline::LoadShaderFromFile(IN ShaderStage stage, IN PCCHAR fileName, IN UINT32 samplerCount,
IN UINT32 uniformBufferCount, IN UINT32 storageBufferCount,
IN UINT32 storageTextureCount)
{
const auto source = File::ReadToVector(fileName);
return LoadShaderFromMemory(stage, source.data(), source.size(), samplerCount, uniformBufferCount,
storageBufferCount, storageTextureCount);
}
VOID IPipeline::UnloadShader(IN Handle handle)
{
SDL_ReleaseGPUShader(g_gpuDevice, (SDL_GPUShader *) handle);
}
} // namespace ia::iae

View File

@ -0,0 +1,81 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IAS (ias@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include <IAEngine/Rendering/Pipeline/PostProcess.hpp>
#include <SDL3/SDL_gpu.h>
#include <EmbeddedShaders.hpp>
namespace ia::iae
{
EXTERN SDL_GPUDevice *g_gpuDevice;
EXTERN SDL_Window *g_windowHandle;
Pipeline_PostProcess::~Pipeline_PostProcess()
{
if (m_handle)
SDL_ReleaseGPUGraphicsPipeline(g_gpuDevice, (SDL_GPUGraphicsPipeline *) m_handle);
}
RefPtr<Pipeline_PostProcess> Pipeline_PostProcess::Create()
{
const auto res = MakeRefPtr<Pipeline_PostProcess>();
const auto vertexShader = LoadShaderFromMemory(ShaderStage::VERTEX, SHADER_SOURCE_POSTPROCESS_VERT,
sizeof(SHADER_SOURCE_POSTPROCESS_VERT), 0, 0, 0, 0);
const auto pixelShader = LoadShaderFromMemory(ShaderStage::PIXEL, SHADER_SOURCE_POSTPROCESS_FRAG,
sizeof(SHADER_SOURCE_POSTPROCESS_FRAG), 2, 0, 0, 0);
SDL_GPUColorTargetDescription colorTargets[] = {{
.format = SDL_GetGPUSwapchainTextureFormat(g_gpuDevice, g_windowHandle),
}};
SDL_GPUGraphicsPipelineCreateInfo createInfo = {
.vertex_shader = (SDL_GPUShader *) vertexShader,
.fragment_shader = (SDL_GPUShader *) pixelShader,
.vertex_input_state = SDL_GPUVertexInputState{.vertex_buffer_descriptions = nullptr,
.num_vertex_buffers = 0,
.vertex_attributes = nullptr,
.num_vertex_attributes = 0},
.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST,
.rasterizer_state = SDL_GPURasterizerState{.fill_mode = SDL_GPU_FILLMODE_FILL,
.cull_mode = SDL_GPU_CULLMODE_NONE,
.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE},
.target_info = {.color_target_descriptions = colorTargets,
.num_color_targets = sizeof(colorTargets) / sizeof(colorTargets[0]),
.has_depth_stencil_target = false},
};
SDL_GPUGraphicsPipeline *handle{};
if (!(handle = SDL_CreateGPUGraphicsPipeline(g_gpuDevice, &createInfo)))
{
IAE_LOG_ERROR("Failed to create a SDL graphics pipeline: ", SDL_GetError());
return nullptr;
}
UnloadShader(pixelShader);
UnloadShader(vertexShader);
res->m_handle = (Handle) handle;
return res;
}
VOID Pipeline_PostProcess::Bind(IN Handle renderPassHandle)
{
SDL_BindGPUGraphicsPipeline((SDL_GPURenderPass *) renderPassHandle, (SDL_GPUGraphicsPipeline *) m_handle);
}
} // namespace ia::iae

View File

@ -0,0 +1,106 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IAS (ias@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include <IAEngine/Rendering/Pipeline/UnlitMesh.hpp>
#include <SDL3/SDL_gpu.h>
#include <EmbeddedShaders.hpp>
namespace ia::iae
{
EXTERN SDL_GPUDevice *g_gpuDevice;
EXTERN SDL_Window *g_windowHandle;
Pipeline_UnlitMesh::~Pipeline_UnlitMesh()
{
if (m_handle)
SDL_ReleaseGPUGraphicsPipeline(g_gpuDevice, (SDL_GPUGraphicsPipeline *) m_handle);
}
RefPtr<Pipeline_UnlitMesh> Pipeline_UnlitMesh::Create()
{
const auto res = MakeRefPtr<Pipeline_UnlitMesh>();
const auto vertexShader = LoadShaderFromMemory(ShaderStage::VERTEX, SHADER_SOURCE_UNLITMESH_VERT,
sizeof(SHADER_SOURCE_UNLITMESH_VERT), 0, 3, 0, 0);
const auto pixelShader = LoadShaderFromMemory(ShaderStage::PIXEL, SHADER_SOURCE_UNLITMESH_FRAG,
sizeof(SHADER_SOURCE_UNLITMESH_FRAG), 1, 1, 0, 0);
SDL_GPUColorTargetDescription colorTargets[] = {{
.format = SDL_GetGPUSwapchainTextureFormat(g_gpuDevice, g_windowHandle),
}};
SDL_GPUVertexBufferDescription vertexBuffers[] = {{
.slot = 0,
.pitch = sizeof(MeshVertex),
.input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX,
.instance_step_rate = 0,
}};
SDL_GPUVertexAttribute vertexAttributes[] = {
{.location = 0, .buffer_slot = 0, .format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3, .offset = 0},
{.location = 1,
.buffer_slot = 0,
.format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2,
.offset = sizeof(glm::vec3)},
{.location = 2,
.buffer_slot = 0,
.format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4,
.offset = sizeof(glm::vec3) + sizeof(glm::vec2)},
};
SDL_GPUGraphicsPipelineCreateInfo createInfo = {
.vertex_shader = (SDL_GPUShader *) vertexShader,
.fragment_shader = (SDL_GPUShader *) pixelShader,
.vertex_input_state =
SDL_GPUVertexInputState{.vertex_buffer_descriptions = vertexBuffers,
.num_vertex_buffers = sizeof(vertexBuffers) / sizeof(vertexBuffers[0]),
.vertex_attributes = vertexAttributes,
.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_GREATER_OR_EQUAL,
.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},
};
SDL_GPUGraphicsPipeline *handle{};
if (!(handle = SDL_CreateGPUGraphicsPipeline(g_gpuDevice, &createInfo)))
{
IAE_LOG_ERROR("Failed to create a SDL graphics pipeline: ", SDL_GetError());
return nullptr;
}
UnloadShader(pixelShader);
UnloadShader(vertexShader);
res->m_handle = (Handle) handle;
return res;
}
VOID Pipeline_UnlitMesh::Bind(IN Handle renderPassHandle)
{
SDL_BindGPUGraphicsPipeline((SDL_GPURenderPass *) renderPassHandle, (SDL_GPUGraphicsPipeline *) m_handle);
}
} // namespace ia::iae

View File

@ -0,0 +1,417 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IAS (ias@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include <IAEngine/IAEngine.hpp>
#include <IAEngine/Rendering/Camera.hpp>
#include <IAEngine/Rendering/DebugDraw.hpp>
#include <IAEngine/Rendering/GPUBuffer.hpp>
#include <IAEngine/Rendering/GPUTexture.hpp>
#include <IAEngine/Rendering/Pipeline/PostProcess.hpp>
#include <IAEngine/Rendering/Pipeline/UnlitMesh.hpp>
#include <IAEngine/Rendering/Renderer.hpp>
#include <SDL3/SDL_gpu.h>
#include <backends/imgui_impl_sdl3.h>
#include <backends/imgui_impl_sdlgpu3.h>
namespace ia::iae
{
struct Mesh
{
INT32 IndexCount{};
RefPtr<GPUBuffer> IndexBuffer;
RefPtr<GPUBuffer> VertexBuffer;
};
struct RenderState
{
BOOL FlippedH{false};
BOOL FlippedV{false};
BOOL CameraRelative{true};
BOOL ScissorEnabled{false};
glm::vec2 TextureOffset{0.0f, 0.0f};
SDL_Rect Scissor{0, 0, 0, 0};
};
Vector<Mesh *> g_meshes{};
RenderState g_renderState{};
} // namespace ia::iae
namespace ia::iae
{
EXTERN SDL_Window *g_windowHandle;
INT32 Renderer::s_width{};
INT32 Renderer::s_height{};
SDL_GPUDevice *g_gpuDevice{};
ImDrawData *g_imDrawData{};
// Render State
SDL_GPUCommandBuffer *g_cmdBuffer{};
SDL_GPURenderPass *g_renderPass{};
SDL_GPUTexture *g_swpChainTexture{};
SDL_GPUTexture *g_depthBufferTexture{};
SDL_GPUTexture *g_sceneDrawBufferTexture{};
SDL_GPUTexture *g_debugDrawBufferTexture{};
RefPtr<Pipeline_UnlitMesh> g_pipelineUnlitMesh;
RefPtr<Pipeline_PostProcess> g_pipelinePostProcess;
Camera2D g_camera{};
glm::mat4 matProjection{1.0f};
glm::mat4 matView{1.0f};
glm::mat4 matModel{1.0f};
glm::mat4 matIdentity{1.0f};
SDL_Rect g_defaultScissor{};
Handle g_meshHandleQuad{};
Texture g_whiteFillTexture{};
Texture g_whiteStrokeTexture{};
SDL_GPUColorTargetInfo colorTargetInfo = {0};
SDL_GPUDepthStencilTargetInfo depthStencilTargetInfo = {0};
BOOL Renderer::Initialize()
{
SDL_GetWindowSizeInPixels(g_windowHandle, &s_width, &s_height);
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;
}
if (!SDL_ClaimWindowForGPUDevice(g_gpuDevice, g_windowHandle))
{
IAE_LOG_ERROR("Couldn't initialize SDL3 GPU for the window: ", SDL_GetError());
return false;
}
SDL_SetGPUSwapchainParameters(g_gpuDevice, g_windowHandle, SDL_GPU_SWAPCHAINCOMPOSITION_SDR,
SDL_GPU_PRESENTMODE_VSYNC);
DebugDraw::Initailize();
if (!GPUBuffer::InitializeStagingBuffer())
return false;
{
SDL_GPUTextureCreateInfo createInfo{.type = SDL_GPU_TEXTURETYPE_2D,
.format = SDL_GetGPUSwapchainTextureFormat(g_gpuDevice, g_windowHandle),
.usage =
SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER,
.width = (UINT32) s_width,
.height = (UINT32) s_height,
.layer_count_or_depth = 1,
.num_levels = 1,
.sample_count = SDL_GPU_SAMPLECOUNT_1};
g_sceneDrawBufferTexture = SDL_CreateGPUTexture(g_gpuDevice, &createInfo);
g_debugDrawBufferTexture = SDL_CreateGPUTexture(g_gpuDevice, &createInfo);
}
{
SDL_GPUTextureCreateInfo createInfo{.type = SDL_GPU_TEXTURETYPE_2D,
.format = SDL_GPU_TEXTUREFORMAT_D16_UNORM,
.usage = 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();
g_pipelinePostProcess = Pipeline_PostProcess::Create();
matProjection = glm::orthoLH(0.0f, (FLOAT32) s_width, (FLOAT32) s_height, 0.0f, -2097152.0f, 2097152.0f);
g_defaultScissor.x = 0;
g_defaultScissor.y = 0;
g_defaultScissor.w = s_width;
g_defaultScissor.h = s_height;
{ // Generate default textures
constexpr auto size = 100;
constexpr auto strokeWeight = 2;
const auto data = new UINT32[size * size];
memset(data, 0, size * size * 4);
for (SIZE_T i = 0; i < size; i++)
{
for (SIZE_T j = 0; j < strokeWeight; j++)
{
data[i + (size * j)] = 0xFFFFFFFF;
data[j + (size * i)] = 0xFFFFFFFF;
data[i + (size * (size - 1 - j))] = 0xFFFFFFFF;
data[(size - 1 - j) + (size * i)] = 0xFFFFFFFF;
}
}
g_whiteStrokeTexture = Engine::CreateTexture((PCUINT8) data, size, size);
for (SIZE_T i = 0; i < size * size; i++)
data[i] = 0xFFFFFFFF;
g_whiteFillTexture = Engine::CreateTexture((PCUINT8) data, size, size);
delete[] data;
}
g_meshHandleQuad = CreateMesh(
{
{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});
colorTargetInfo.clear_color = SDL_FColor{0.33f, 0.33f, 0.33f, 1.0f};
colorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
colorTargetInfo.store_op = SDL_GPU_STOREOP_STORE;
depthStencilTargetInfo.cycle = true;
depthStencilTargetInfo.clear_depth = 0;
depthStencilTargetInfo.clear_stencil = 0;
depthStencilTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
depthStencilTargetInfo.store_op = SDL_GPU_STOREOP_STORE;
depthStencilTargetInfo.stencil_load_op = SDL_GPU_LOADOP_CLEAR;
depthStencilTargetInfo.stencil_store_op = SDL_GPU_STOREOP_STORE;
return true;
}
VOID Renderer::Terminate()
{
SDL_WaitForGPUIdle(g_gpuDevice);
for (auto &mesh : g_meshes)
{
mesh->VertexBuffer.reset();
mesh->IndexBuffer.reset();
delete mesh;
}
g_pipelineUnlitMesh.reset();
g_pipelinePostProcess.reset();
GPUTexture::Terminate();
GPUBuffer::TerminateStagingBuffer();
SDL_ReleaseGPUTexture(g_gpuDevice, g_depthBufferTexture);
SDL_ReleaseGPUTexture(g_gpuDevice, g_sceneDrawBufferTexture);
SDL_ReleaseGPUTexture(g_gpuDevice, g_debugDrawBufferTexture);
DebugDraw::Terminate();
SDL_ReleaseWindowFromGPUDevice(g_gpuDevice, g_windowHandle);
SDL_DestroyGPUDevice(g_gpuDevice);
}
VOID Renderer::BeginFrame()
{
if (!(g_cmdBuffer = SDL_AcquireGPUCommandBuffer(g_gpuDevice)))
{
IAE_LOG_ERROR("Couldn't acquire SDL3 GPU command buffer: ", SDL_GetError());
return;
}
colorTargetInfo.texture = g_sceneDrawBufferTexture;
depthStencilTargetInfo.texture = g_depthBufferTexture;
g_renderPass = SDL_BeginGPURenderPass(g_cmdBuffer, &colorTargetInfo, 1, &depthStencilTargetInfo);
g_pipelineUnlitMesh->Bind((Handle) g_renderPass);
SDL_PushGPUVertexUniformData(g_cmdBuffer, 0, &matProjection, sizeof(matProjection));
matView = g_camera.GetViewMatrix();
SDL_PushGPUVertexUniformData(g_cmdBuffer, 1, &matView, sizeof(matView));
}
VOID Renderer::EndFrame()
{
SDL_EndGPURenderPass(g_renderPass);
ImGui_ImplSDLGPU3_NewFrame();
ImGui_ImplSDL3_NewFrame();
ImGui::NewFrame();
DebugDraw::Draw();
ImGui::Render();
g_imDrawData = ImGui::GetDrawData();
ImGui_ImplSDLGPU3_PrepareDrawData(g_imDrawData, g_cmdBuffer);
colorTargetInfo.texture = g_debugDrawBufferTexture;
g_renderPass = SDL_BeginGPURenderPass(g_cmdBuffer, &colorTargetInfo, 1, nullptr);
ImGui_ImplSDLGPU3_RenderDrawData(g_imDrawData, g_cmdBuffer, g_renderPass);
SDL_EndGPURenderPass(g_renderPass);
if (!SDL_WaitAndAcquireGPUSwapchainTexture(g_cmdBuffer, g_windowHandle, &g_swpChainTexture, (PUINT32) &s_width,
(PUINT32) &s_height))
{
IAE_LOG_ERROR("Couldn't acquire SDL3 GPU Swapchain texture: ", SDL_GetError());
return;
}
if (!g_swpChainTexture)
return;
colorTargetInfo.texture = g_swpChainTexture;
g_renderPass = SDL_BeginGPURenderPass(g_cmdBuffer, &colorTargetInfo, 1, nullptr);
g_pipelinePostProcess->Bind((Handle) g_renderPass);
SDL_GPUTextureSamplerBinding textureBindings[2] = {
{
.texture = g_sceneDrawBufferTexture,
.sampler = (SDL_GPUSampler*)GPUTexture::GetDefaultSampler()
},
{
.texture = g_debugDrawBufferTexture,
.sampler = (SDL_GPUSampler*)GPUTexture::GetDefaultSampler()
},
};
SDL_BindGPUFragmentSamplers(g_renderPass, 0, textureBindings, 2);
SDL_DrawGPUPrimitives(g_renderPass, 6, 1, 0, 0);
SDL_EndGPURenderPass(g_renderPass);
SDL_SubmitGPUCommandBuffer(g_cmdBuffer);
}
VOID Renderer::SetState_FlippedH(IN BOOL value)
{
g_renderState.FlippedH = value;
}
VOID Renderer::SetState_FlippedV(IN BOOL value)
{
g_renderState.FlippedV = value;
}
VOID Renderer::SetState_CameraRelative(IN BOOL value)
{
g_renderState.CameraRelative = value;
}
VOID Renderer::SetState_ScissorEnabled(IN BOOL value)
{
g_renderState.ScissorEnabled = value;
}
VOID Renderer::SetState_Scissor(IN CONST glm::vec4 &region)
{
g_renderState.Scissor.x = region.x;
g_renderState.Scissor.y = region.y;
g_renderState.Scissor.w = region.z;
g_renderState.Scissor.h = region.w;
}
VOID Renderer::SetState_TextureOffset(IN FLOAT32 u, IN FLOAT32 v)
{
g_renderState.TextureOffset = {u, v};
}
Camera2D *Renderer::GetCamera()
{
return &g_camera;
}
} // namespace ia::iae
namespace ia::iae
{
Handle Renderer::GetMesh_Quad()
{
return g_meshHandleQuad;
}
Handle Renderer::CreateMesh(IN CONST Vector<MeshVertex> &vertices, IN CONST Vector<INT32> &indices)
{
const auto mesh = CreateUnmanagedMesh(vertices, indices);
g_meshes.pushBack((Mesh *) mesh);
return mesh;
}
Handle Renderer::CreateUnmanagedMesh(IN CONST Vector<MeshVertex> &vertices, IN CONST Vector<INT32> &indices)
{
const auto mesh = new Mesh();
mesh->VertexBuffer = GPUBuffer::Create(GPUBuffer::Usage::VERTEX, vertices.data(),
static_cast<UINT32>(vertices.size() * sizeof(vertices[0])));
mesh->IndexBuffer = GPUBuffer::Create(GPUBuffer::Usage::INDEX, indices.data(),
static_cast<UINT32>(indices.size() * sizeof(indices[0])));
mesh->IndexCount = static_cast<UINT32>(indices.size());
return (Handle) mesh;
}
VOID Renderer::DestroyUnmanagedMesh(IN Handle handle)
{
delete ((Mesh *) handle);
}
VOID Renderer::Draw(IN Handle meshHandle, IN Handle textureHandle, IN CONST glm::vec2 &position,
IN CONST glm::vec2 &scale, IN FLOAT32 rotation, IN UINT8 layerIndex, IN INT16 sortIndex,
IN CONST glm::vec4 &colorOverlay)
{
IA_ASSERT(sortIndex <= 0x1FFF);
#pragma pack(push, 1)
STATIC struct
{
INT32 FlippedH{false};
INT32 FlippedV{false};
glm::vec2 TextureOffset{0.0f, 0.0f};
glm::vec4 ColorOverlay{1.0f, 1.0f, 1.0f, 1.0f};
} s_fragmentUniform{};
#pragma pack(pop)
if (g_renderState.CameraRelative)
SDL_PushGPUVertexUniformData(g_cmdBuffer, 1, &matView, sizeof(matView));
else
SDL_PushGPUVertexUniformData(g_cmdBuffer, 1, &matIdentity, sizeof(matIdentity));
if (Engine::GetActiveScene()->YSortingEnabled())
sortIndex += static_cast<INT16>(position.y);
matModel =
glm::translate(glm::mat4(1.0f), glm::vec3{position.x, position.y,
static_cast<FLOAT32>((layerIndex << 13) | (sortIndex & 0x1FFF))});
matModel = glm::rotate(matModel, rotation, glm::vec3(0.0f, 0.0f, 1.0f));
matModel = glm::scale(matModel, glm::vec3{scale.x, scale.y, 1.0f});
SDL_PushGPUVertexUniformData(g_cmdBuffer, 2, &matModel, sizeof(matModel));
s_fragmentUniform.ColorOverlay = colorOverlay;
s_fragmentUniform.FlippedH = g_renderState.FlippedH;
s_fragmentUniform.FlippedV = g_renderState.FlippedV;
s_fragmentUniform.TextureOffset = g_renderState.TextureOffset;
SDL_GPUTextureSamplerBinding textureBinding{
.texture = (SDL_GPUTexture *) (textureHandle ? textureHandle : g_whiteFillTexture.GetHandle()),
.sampler = (SDL_GPUSampler *) GPUTexture::GetDefaultSampler()};
SDL_BindGPUFragmentSamplers(g_renderPass, 0, &textureBinding, 1);
SDL_PushGPUFragmentUniformData(g_cmdBuffer, 0, &s_fragmentUniform, sizeof(s_fragmentUniform));
if (g_renderState.ScissorEnabled)
SDL_SetGPUScissor(g_renderPass, &g_renderState.Scissor);
else
SDL_SetGPUScissor(g_renderPass, &g_defaultScissor);
const auto mesh = (Mesh *) meshHandle;
SDL_GPUBufferBinding bufferBindings[] = {
{.buffer = (SDL_GPUBuffer *) mesh->VertexBuffer->GetHandle(), .offset = 0},
{.buffer = (SDL_GPUBuffer *) mesh->IndexBuffer->GetHandle(), .offset = 0}};
SDL_BindGPUVertexBuffers(g_renderPass, 0, bufferBindings, 1);
SDL_BindGPUIndexBuffer(g_renderPass, &bufferBindings[1], SDL_GPU_INDEXELEMENTSIZE_32BIT);
SDL_DrawGPUIndexedPrimitives(g_renderPass, mesh->IndexCount, 1, 0, 0, 0);
}
} // namespace ia::iae

View File

@ -1,49 +0,0 @@
#include <IAEngine/IAEngine.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)
{
}
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 result = MakeRefPtr<Texture>(m_engine);
result->m_width = width;
result->m_height = height;
SDL_Surface *surface =
SDL_CreateSurfaceFrom(width, height, SDL_PIXELFORMAT_RGBA32, (void *) rgbaData, width << 2);
if (!surface)
THROW_UNKNOWN("Failed to create SDL surface: ", SDL_GetError());
result->m_handle = SDL_CreateTextureFromSurface((SDL_Renderer *) m_engine->GetRendererHandle(), surface);
if (!result->m_handle)
THROW_UNKNOWN("Failed to create SDL Texture: ", SDL_GetError());
SDL_DestroySurface(surface);
return result;
}
} // namespace ia::iae

View File

@ -1,40 +1,42 @@
// 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/Scene.hpp>
#include <IAEngine/Physics/Physics.hpp>
namespace ia::iae
{
Scene::Scene(IN Engine *engine) : m_engine(engine)
Scene::~Scene()
{
for (auto &n : m_nodes)
n.reset();
}
VOID Scene::OnActivate()
{
}
Scene::~Scene()
VOID Scene::OnDeactivate()
{
}
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()

View File

@ -1,31 +1,36 @@
// 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/Texture.hpp>
#include <SDL3/SDL.h>
#define TEXTURE_HANDLE (SDL_Texture *) m_handle
#include <IAEngine/Rendering/Renderer.hpp>
namespace ia::iae
{
Texture::Texture(IN Engine *engine) : m_engine(engine)
Texture::Texture() : m_handle(0), m_extent({100.0f, 100.0f})
{
}
Texture::Texture(IN Handle handle, IN INT32 width, IN INT32 height)
: m_handle(handle), m_extent({(FLOAT32) width, (FLOAT32) height})
{
}
Texture::~Texture()
{
SDL_DestroyTexture(TEXTURE_HANDLE);
}
VOID Texture::Draw(IN CONST iam::Vec3f &position, IN CONST iam::Vec3f &scale, IN FLOAT32 rotation, IN BOOL flipH,
IN BOOL flipV, IN CONST iam::Vec4f &colorOverlay) CONST
{
SDL_FRect rect{.x = position.X, .y = position.Y, .w = m_width * scale.X, .h = m_height * scale.Y};
SDL_SetTextureColorModFloat(TEXTURE_HANDLE, colorOverlay.X, colorOverlay.Y, colorOverlay.Z);
SDL_SetTextureAlphaModFloat(TEXTURE_HANDLE, colorOverlay.W);
SDL_RenderTextureRotated((SDL_Renderer *) m_engine->GetRendererHandle(), TEXTURE_HANDLE, nullptr, &rect,
rotation, nullptr,
(SDL_FlipMode) (SDL_FLIP_NONE | (flipV ? SDL_FLIP_VERTICAL : SDL_FLIP_NONE) |
(flipH ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE)));
}
} // namespace ia::iae

View File

@ -1,3 +1,19 @@
// 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/Random.hpp>
#include <IAEngine/Time.hpp>

615
Src/IAEngine/imp/cpp/UI.cpp Normal file
View File

@ -0,0 +1,615 @@
// 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/Rendering/Renderer.hpp>
#include <IAEngine/UI.hpp>
#include <RmlUi/Core.h>
#include <RmlUi/Debugger.h>
#include <SDL3/SDL_events.h>
#include <IACore/File.hpp>
#include <IACore/Map.hpp>
#include <map>
namespace ia::iae
{
class RmlUIRenderInterface : public Rml::RenderInterface
{
public:
Rml::CompiledGeometryHandle CompileGeometry(Rml::Span<const Rml::Vertex> vertices,
Rml::Span<const int> indices);
void RenderGeometry(Rml::CompiledGeometryHandle geometry, Rml::Vector2f translation,
Rml::TextureHandle texture);
void ReleaseGeometry(Rml::CompiledGeometryHandle geometry);
Rml::TextureHandle LoadTexture(Rml::Vector2i &texture_dimensions, const Rml::String &source);
Rml::TextureHandle GenerateTexture(Rml::Span<const Rml::byte> source, Rml::Vector2i source_dimensions);
void ReleaseTexture(Rml::TextureHandle texture);
void EnableScissorRegion(bool enable);
void SetScissorRegion(Rml::Rectanglei region);
};
Vector<Texture> g_textures;
RmlUIRenderInterface g_rmlUIRenderInterface{};
/* Taken from https://github.com/mikke89/RmlUi/blob/master/Backends/RmlUi_Platform_SDL.cpp */
INT32 GetKeyModifierState()
{
SDL_Keymod sdl_mods = SDL_GetModState();
INT32 keymods = 0;
if (sdl_mods & SDL_KMOD_CTRL)
keymods |= Rml::Input::KM_CTRL;
if (sdl_mods & SDL_KMOD_SHIFT)
keymods |= Rml::Input::KM_SHIFT;
if (sdl_mods & SDL_KMOD_ALT)
keymods |= Rml::Input::KM_ALT;
if (sdl_mods & SDL_KMOD_NUM)
keymods |= Rml::Input::KM_NUMLOCK;
if (sdl_mods & SDL_KMOD_CAPS)
keymods |= Rml::Input::KM_CAPSLOCK;
return keymods;
}
/* Taken from https://github.com/mikke89/RmlUi/blob/master/Backends/RmlUi_Platform_SDL.cpp */
INT32 SDLMouseButtonToRml(IN INT32 button)
{
switch (button)
{
case SDL_BUTTON_LEFT:
return 0;
case SDL_BUTTON_RIGHT:
return 1;
case SDL_BUTTON_MIDDLE:
return 2;
default:
break;
}
return 3;
}
/* Taken from https://github.com/mikke89/RmlUi/blob/master/Backends/RmlUi_Platform_SDL.cpp */
Rml::Input::KeyIdentifier SDLKeyToRml(int sdlkey)
{
switch (sdlkey)
{
case SDLK_UNKNOWN:
return Rml::Input::KI_UNKNOWN;
case SDLK_ESCAPE:
return Rml::Input::KI_ESCAPE;
case SDLK_SPACE:
return Rml::Input::KI_SPACE;
case SDLK_0:
return Rml::Input::KI_0;
case SDLK_1:
return Rml::Input::KI_1;
case SDLK_2:
return Rml::Input::KI_2;
case SDLK_3:
return Rml::Input::KI_3;
case SDLK_4:
return Rml::Input::KI_4;
case SDLK_5:
return Rml::Input::KI_5;
case SDLK_6:
return Rml::Input::KI_6;
case SDLK_7:
return Rml::Input::KI_7;
case SDLK_8:
return Rml::Input::KI_8;
case SDLK_9:
return Rml::Input::KI_9;
case SDLK_A:
return Rml::Input::KI_A;
case SDLK_B:
return Rml::Input::KI_B;
case SDLK_C:
return Rml::Input::KI_C;
case SDLK_D:
return Rml::Input::KI_D;
case SDLK_E:
return Rml::Input::KI_E;
case SDLK_F:
return Rml::Input::KI_F;
case SDLK_G:
return Rml::Input::KI_G;
case SDLK_H:
return Rml::Input::KI_H;
case SDLK_I:
return Rml::Input::KI_I;
case SDLK_J:
return Rml::Input::KI_J;
case SDLK_K:
return Rml::Input::KI_K;
case SDLK_L:
return Rml::Input::KI_L;
case SDLK_M:
return Rml::Input::KI_M;
case SDLK_N:
return Rml::Input::KI_N;
case SDLK_O:
return Rml::Input::KI_O;
case SDLK_P:
return Rml::Input::KI_P;
case SDLK_Q:
return Rml::Input::KI_Q;
case SDLK_R:
return Rml::Input::KI_R;
case SDLK_S:
return Rml::Input::KI_S;
case SDLK_T:
return Rml::Input::KI_T;
case SDLK_U:
return Rml::Input::KI_U;
case SDLK_V:
return Rml::Input::KI_V;
case SDLK_W:
return Rml::Input::KI_W;
case SDLK_X:
return Rml::Input::KI_X;
case SDLK_Y:
return Rml::Input::KI_Y;
case SDLK_Z:
return Rml::Input::KI_Z;
case SDLK_SEMICOLON:
return Rml::Input::KI_OEM_1;
case SDLK_PLUS:
return Rml::Input::KI_OEM_PLUS;
case SDLK_COMMA:
return Rml::Input::KI_OEM_COMMA;
case SDLK_MINUS:
return Rml::Input::KI_OEM_MINUS;
case SDLK_PERIOD:
return Rml::Input::KI_OEM_PERIOD;
case SDLK_SLASH:
return Rml::Input::KI_OEM_2;
case SDLK_GRAVE:
return Rml::Input::KI_OEM_3;
case SDLK_LEFTBRACKET:
return Rml::Input::KI_OEM_4;
case SDLK_BACKSLASH:
return Rml::Input::KI_OEM_5;
case SDLK_RIGHTBRACKET:
return Rml::Input::KI_OEM_6;
case SDLK_DBLAPOSTROPHE:
return Rml::Input::KI_OEM_7;
case SDLK_KP_0:
return Rml::Input::KI_NUMPAD0;
case SDLK_KP_1:
return Rml::Input::KI_NUMPAD1;
case SDLK_KP_2:
return Rml::Input::KI_NUMPAD2;
case SDLK_KP_3:
return Rml::Input::KI_NUMPAD3;
case SDLK_KP_4:
return Rml::Input::KI_NUMPAD4;
case SDLK_KP_5:
return Rml::Input::KI_NUMPAD5;
case SDLK_KP_6:
return Rml::Input::KI_NUMPAD6;
case SDLK_KP_7:
return Rml::Input::KI_NUMPAD7;
case SDLK_KP_8:
return Rml::Input::KI_NUMPAD8;
case SDLK_KP_9:
return Rml::Input::KI_NUMPAD9;
case SDLK_KP_ENTER:
return Rml::Input::KI_NUMPADENTER;
case SDLK_KP_MULTIPLY:
return Rml::Input::KI_MULTIPLY;
case SDLK_KP_PLUS:
return Rml::Input::KI_ADD;
case SDLK_KP_MINUS:
return Rml::Input::KI_SUBTRACT;
case SDLK_KP_PERIOD:
return Rml::Input::KI_DECIMAL;
case SDLK_KP_DIVIDE:
return Rml::Input::KI_DIVIDE;
case SDLK_KP_EQUALS:
return Rml::Input::KI_OEM_NEC_EQUAL;
case SDLK_BACKSPACE:
return Rml::Input::KI_BACK;
case SDLK_TAB:
return Rml::Input::KI_TAB;
case SDLK_CLEAR:
return Rml::Input::KI_CLEAR;
case SDLK_RETURN:
return Rml::Input::KI_RETURN;
case SDLK_PAUSE:
return Rml::Input::KI_PAUSE;
case SDLK_CAPSLOCK:
return Rml::Input::KI_CAPITAL;
case SDLK_PAGEUP:
return Rml::Input::KI_PRIOR;
case SDLK_PAGEDOWN:
return Rml::Input::KI_NEXT;
case SDLK_END:
return Rml::Input::KI_END;
case SDLK_HOME:
return Rml::Input::KI_HOME;
case SDLK_LEFT:
return Rml::Input::KI_LEFT;
case SDLK_UP:
return Rml::Input::KI_UP;
case SDLK_RIGHT:
return Rml::Input::KI_RIGHT;
case SDLK_DOWN:
return Rml::Input::KI_DOWN;
case SDLK_INSERT:
return Rml::Input::KI_INSERT;
case SDLK_DELETE:
return Rml::Input::KI_DELETE;
case SDLK_HELP:
return Rml::Input::KI_HELP;
case SDLK_F1:
return Rml::Input::KI_F1;
case SDLK_F2:
return Rml::Input::KI_F2;
case SDLK_F3:
return Rml::Input::KI_F3;
case SDLK_F4:
return Rml::Input::KI_F4;
case SDLK_F5:
return Rml::Input::KI_F5;
case SDLK_F6:
return Rml::Input::KI_F6;
case SDLK_F7:
return Rml::Input::KI_F7;
case SDLK_F8:
return Rml::Input::KI_F8;
case SDLK_F9:
return Rml::Input::KI_F9;
case SDLK_F10:
return Rml::Input::KI_F10;
case SDLK_F11:
return Rml::Input::KI_F11;
case SDLK_F12:
return Rml::Input::KI_F12;
case SDLK_F13:
return Rml::Input::KI_F13;
case SDLK_F14:
return Rml::Input::KI_F14;
case SDLK_F15:
return Rml::Input::KI_F15;
case SDLK_NUMLOCKCLEAR:
return Rml::Input::KI_NUMLOCK;
case SDLK_SCROLLLOCK:
return Rml::Input::KI_SCROLL;
case SDLK_LSHIFT:
return Rml::Input::KI_LSHIFT;
case SDLK_RSHIFT:
return Rml::Input::KI_RSHIFT;
case SDLK_LCTRL:
return Rml::Input::KI_LCONTROL;
case SDLK_RCTRL:
return Rml::Input::KI_RCONTROL;
case SDLK_LALT:
return Rml::Input::KI_LMENU;
case SDLK_RALT:
return Rml::Input::KI_RMENU;
case SDLK_LGUI:
return Rml::Input::KI_LMETA;
case SDLK_RGUI:
return Rml::Input::KI_RMETA;
default:
break;
}
return Rml::Input::KI_UNKNOWN;
}
} // namespace ia::iae
namespace ia::iae
{
class EventListener : public Rml::EventListener
{
public:
EventListener(IN Rml::ElementDocument *document) : m_document(document)
{
}
VOID AddClickListener(IN PCCHAR elementId, IN std::function<VOID()> callback)
{
m_document->GetElementById(elementId)->AddEventListener("click", this);
m_clickCallbacks[elementId] = callback;
}
VOID AddHoverEnterListener(IN PCCHAR elementId, IN std::function<VOID()> callback)
{
m_document->GetElementById(elementId)->AddEventListener("mouseover", this);
m_hoverEnterCallbacks[elementId] = callback;
}
VOID AddHoverExitListener(IN PCCHAR elementId, IN std::function<VOID()> callback)
{
m_document->GetElementById(elementId)->AddEventListener("mouseout", this);
m_hoverExitCallbacks[elementId] = callback;
}
VOID AddPointerDownListener(IN PCCHAR elementId, IN std::function<VOID()> callback)
{
m_document->GetElementById(elementId)->AddEventListener("mousedown", this);
m_pointerDownCallbacks[elementId] = callback;
}
VOID AddPointerUpListener(IN PCCHAR elementId, IN std::function<VOID()> callback)
{
m_document->GetElementById(elementId)->AddEventListener("mouseup", this);
m_pointerUpCallbacks[elementId] = callback;
}
VOID ProcessEvent(IN Rml::Event &event)
{
switch (event.GetId())
{
case Rml::EventId::Click:
m_clickCallbacks[event.GetTargetElement()->GetId().c_str()]();
break;
case Rml::EventId::Mouseover:
m_hoverEnterCallbacks[event.GetTargetElement()->GetId().c_str()]();
break;
case Rml::EventId::Mouseout:
m_hoverExitCallbacks[event.GetTargetElement()->GetId().c_str()]();
break;
case Rml::EventId::Mousedown:
m_pointerDownCallbacks[event.GetTargetElement()->GetId().c_str()]();
break;
case Rml::EventId::Mouseup:
m_pointerUpCallbacks[event.GetTargetElement()->GetId().c_str()]();
break;
default:
break;
}
}
private:
Rml::ElementDocument *CONST m_document;
Map<String, std::function<VOID()>> m_clickCallbacks;
Map<String, std::function<VOID()>> m_hoverEnterCallbacks;
Map<String, std::function<VOID()>> m_hoverExitCallbacks;
Map<String, std::function<VOID()>> m_pointerDownCallbacks;
Map<String, std::function<VOID()>> m_pointerUpCallbacks;
};
} // namespace ia::iae
namespace ia::iae
{
Rml::Context *g_context{};
BOOL g_debuggerEnabled{false};
std::map<Handle, EventListener *> g_eventListeners;
struct MainDataModel
{
Rml::String InputValues[10];
} g_mainDataModel;
VOID UI::Initialize(IN INT32 width, IN INT32 height)
{
Rml::SetRenderInterface(&g_rmlUIRenderInterface);
Rml::Initialise();
g_context = Rml::CreateContext("main", Rml::Vector2i(width, height));
Rml::Debugger::Initialise(g_context);
DisableDebugger();
if (auto dataModel = g_context->CreateDataModel("main"))
{
for (INT32 i = 0; i < ((sizeof(MainDataModel::InputValues) / sizeof(MainDataModel::InputValues[0]))); i++)
dataModel.Bind(BuildString("InputValue", i).c_str(), &g_mainDataModel.InputValues[i]);
}
}
VOID UI::Terminate()
{
Rml::Shutdown();
}
VOID UI::Update()
{
g_context->Update();
}
VOID UI::Draw()
{
g_context->Render();
}
VOID UI::OnEvent(IN PVOID _event)
{
const auto keymods = GetKeyModifierState();
const auto event = (SDL_Event *) _event;
switch (event->type)
{
case SDL_EventType::SDL_EVENT_MOUSE_MOTION:
g_context->ProcessMouseMove(event->motion.x, event->motion.y, keymods);
break;
case SDL_EventType::SDL_EVENT_MOUSE_BUTTON_UP:
g_context->ProcessMouseButtonUp(SDLMouseButtonToRml(event->button.button), keymods);
break;
case SDL_EventType::SDL_EVENT_MOUSE_BUTTON_DOWN:
g_context->ProcessMouseButtonDown(SDLMouseButtonToRml(event->button.button), keymods);
break;
case SDL_EventType::SDL_EVENT_KEY_DOWN:
if (event->key.key == SDLK_F8)
{
if (g_debuggerEnabled)
DisableDebugger();
else
EnableDebugger();
}
g_context->ProcessKeyDown(SDLKeyToRml(event->key.key), keymods);
break;
case SDL_EventType::SDL_EVENT_KEY_UP:
g_context->ProcessKeyUp(SDLKeyToRml(event->key.key), keymods);
break;
case SDL_EventType::SDL_EVENT_TEXT_INPUT:
g_context->ProcessTextInput(Rml::String(&event->text.text[0]));
break;
}
}
VOID UI::OnResize(IN INT32 width, IN INT32 height)
{
}
} // namespace ia::iae
namespace ia::iae
{
VOID UI::AddFontFromFile(IN CONST String &path)
{
Rml::LoadFontFace(path.c_str());
}
VOID UI::EnableDebugger()
{
Rml::Debugger::SetVisible(g_debuggerEnabled = true);
}
VOID UI::DisableDebugger()
{
Rml::Debugger::SetVisible(g_debuggerEnabled = false);
}
Handle UI::AddWindowFromFile(IN CONST String &path)
{
const auto w = g_context->LoadDocument(path.c_str());
const auto handle = (Handle) w;
g_eventListeners[handle] = new EventListener(w);
return handle;
}
VOID UI::ShowWindow(IN Handle handle)
{
reinterpret_cast<Rml::ElementDocument *>(handle)->Show();
}
VOID UI::HideWindow(IN Handle handle)
{
reinterpret_cast<Rml::ElementDocument *>(handle)->Hide();
}
VOID UI::AddClickEvent(IN Handle handle, IN PCCHAR elementId, IN std::function<VOID()> callback)
{
g_eventListeners[handle]->AddClickListener(elementId, callback);
}
VOID UI::AddHoverEnterEvent(IN Handle handle, IN PCCHAR elementId, IN std::function<VOID()> callback)
{
g_eventListeners[handle]->AddHoverEnterListener(elementId, callback);
}
VOID UI::AddHoverExitEvent(IN Handle handle, IN PCCHAR elementId, IN std::function<VOID()> callback)
{
g_eventListeners[handle]->AddHoverExitListener(elementId, callback);
}
VOID UI::AddPointerDownEvent(IN Handle handle, IN PCCHAR elementId, IN std::function<VOID()> callback)
{
g_eventListeners[handle]->AddPointerDownListener(elementId, callback);
}
VOID UI::AddPointerUpEvent(IN Handle handle, IN PCCHAR elementId, IN std::function<VOID()> callback)
{
g_eventListeners[handle]->AddPointerUpListener(elementId, callback);
}
String UI::GetInputValue(IN INT32 index)
{
return g_mainDataModel.InputValues[index].c_str();
}
VOID UI::SetInputValue(IN INT32 index, IN CONST String &value)
{
g_mainDataModel.InputValues[index] = Rml::String(value.c_str());
}
VOID UI::DestroyWindow(IN Handle handle)
{
const auto w = reinterpret_cast<Rml::ElementDocument *>(handle);
w->Hide();
w->Close();
}
} // namespace ia::iae
namespace ia::iae
{
Rml::CompiledGeometryHandle RmlUIRenderInterface::CompileGeometry(Rml::Span<const Rml::Vertex> vertices,
Rml::Span<const int> indices)
{
Vector<MeshVertex> _vertices;
Vector<INT32> _indices;
for (const auto &v : vertices)
_vertices.pushBack({glm::vec3{v.position.x, v.position.y, 0.0f}, glm::vec2{v.tex_coord.x, v.tex_coord.y},
glm::vec4{v.colour.red / 255.0f, v.colour.green / 255.0f, v.colour.blue / 255.0f,
v.colour.alpha / 255.0f}});
for (const auto &v : indices)
_indices.pushBack(v);
return Renderer::CreateMesh(_vertices, _indices);
}
void RmlUIRenderInterface::RenderGeometry(Rml::CompiledGeometryHandle geometry, Rml::Vector2f translation,
Rml::TextureHandle texture)
{
Renderer::SetState_FlippedH(false);
Renderer::SetState_FlippedV(false);
Renderer::SetState_CameraRelative(false);
Renderer::SetState_TextureOffset(0, 0);
if (texture)
Renderer::Draw(geometry, g_textures[texture - 1].GetHandle(), {translation.x, translation.y}, {1.0f, 1.0f},
0.0f, Renderer::MAX_LAYER_INDEX);
else
Renderer::Draw(geometry, 0, {translation.x, translation.y}, {1.0f, 1.0f}, 0.0f, Renderer::MAX_LAYER_INDEX);
}
void RmlUIRenderInterface::ReleaseGeometry(Rml::CompiledGeometryHandle geometry)
{
}
Rml::TextureHandle RmlUIRenderInterface::LoadTexture(Rml::Vector2i &texture_dimensions, const Rml::String &source)
{
g_textures.pushBack(Engine::CreateTexture(File::ReadToVector(source.c_str())));
return g_textures.size();
}
Rml::TextureHandle RmlUIRenderInterface::GenerateTexture(Rml::Span<const Rml::byte> source,
Rml::Vector2i source_dimensions)
{
g_textures.pushBack(
Engine::CreateTexture((PCUINT8) source.data(), (INT32) source_dimensions.x, (INT32) source_dimensions.y));
return g_textures.size();
}
void RmlUIRenderInterface::ReleaseTexture(Rml::TextureHandle texture)
{
}
void RmlUIRenderInterface::EnableScissorRegion(bool enable)
{
Renderer::SetState_ScissorEnabled(enable);
}
void RmlUIRenderInterface::SetScissorRegion(Rml::Rectanglei region)
{
Renderer::SetState_Scissor({region.Left(), region.Top(), region.Right(), region.Bottom()});
}
} // namespace ia::iae

View File

@ -0,0 +1,23 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(location = 0) in vec2 inTexCoord;
layout(set = 2, binding = 0) uniform sampler2D sceneDrawTexture;
layout(set = 2, binding = 1) uniform sampler2D debugDrawTexture;
layout(location = 0) out vec4 outColor;
vec4 overlay(vec4 background, vec4 foreground) {
return mix(
2.0 * background * foreground,
1.0 - 2.0 * (1.0 - background) * (1.0 - foreground),
step(0.5, background)
);
}
void main()
{
vec2 uv = vec2(inTexCoord.x, 1.0 - inTexCoord.y);
outColor = overlay(texture(debugDrawTexture, uv), texture(sceneDrawTexture, uv));
}

View File

@ -0,0 +1,10 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(location = 0) out vec2 outTexCoord;
void main()
{
outTexCoord = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(outTexCoord * 2.0f - 1.0f, 0.0f, 1.0f);
}

View File

@ -0,0 +1,26 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(location = 0) in vec2 inTexCoord;
layout(location = 1) in vec4 inVertexColor;
layout(location = 0) out vec4 outColor;
layout(set = 2, binding = 0) uniform sampler2D texSampler;
layout(set = 3, binding = 0) uniform UniformBufferObject {
bool flippedH;
bool flippedV;
vec2 uvOffset;
vec4 colorOverlay;
} ubo;
void main()
{
vec2 uv = inTexCoord;
uv += ubo.uvOffset;
if(ubo.flippedH) uv.x = 1.0 - uv.x;
if(ubo.flippedV) uv.y = 1.0 - uv.y;
outColor = texture(texSampler, uv) * inVertexColor * ubo.colorOverlay;
if(outColor.w < 0.1)
discard;
}

View File

@ -0,0 +1,26 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
layout (location = 0) in vec3 inPosition;
layout (location = 1) in vec2 inTexCoord;
layout (location = 2) in vec4 inVertexColor;
layout(location = 0) out vec2 outTexCoord;
layout(location = 1) out vec4 outVertexColor;
layout(set = 1, binding = 0) uniform UBO_Vertex_PerScene {
mat4 projection;
} uboPerScene;
layout(set = 1, binding = 1) uniform UBO_Vertex_PerFrame {
mat4 view;
} uboPerFrame;
layout(set = 1, binding = 2) uniform UBO_Vertex_PerDraw {
mat4 model;
} uboPerDraw;
void main()
{
gl_Position = uboPerScene.projection * uboPerFrame.view * uboPerDraw.model * vec4(inPosition, 1.0f);
outTexCoord = inTexCoord;
outVertexColor = inVertexColor;
}

File diff suppressed because one or more lines are too long

View File

@ -1433,6 +1433,15 @@ STBIDEF stbi_uc *stbi_load_from_memory(stbi_uc const *buffer, int len, int *x, i
return stbi__load_and_postprocess_8bit(&s,x,y,comp,req_comp);
}
STBIDEF stbi_uc *stbi_load_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp, size_t& readSize)
{
stbi__context s;
stbi__start_mem(&s,buffer,len);
const auto data = stbi__load_and_postprocess_8bit(&s,x,y,comp,req_comp);
readSize = s.img_buffer - s.img_buffer_original;
return data;
}
STBIDEF stbi_uc *stbi_load_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp, int req_comp)
{
stbi__context s;

View File

@ -63,12 +63,14 @@ namespace ia::iae
public:
STATIC VOID Initialize();
STATIC VOID Terminate();
STATIC Sound CreateSound(IN PCUINT8 audioData, IN SIZE_T audioDataSize);
STATIC VOID Update();
STATIC INT64 CreateTrack();
STATIC VOID DestroyTrack(IN INT64 trackHandle);
STATIC Sound CreateSound(IN PCUINT8 audioData, IN SIZE_T audioDataSize);
STATIC VOID QueueTrackData(IN INT64 trackHandle, IN INT64 dataHandle);
STATIC VOID PlayTrack(IN INT64 trackHandle, IN INT32 loopTimes, IN TimePeriod loopDelay);
STATIC VOID ClearTrack(IN INT64 trackHandle);

View File

@ -22,9 +22,15 @@
#include <IACore/String.hpp>
#include <IACore/Exception.hpp>
#include <IAMath/Vec.hpp>
#include <glm/vec2.hpp>
#include <glm/vec3.hpp>
#include <glm/vec4.hpp>
#include <glm/mat4x4.hpp>
#include <glm/ext/matrix_transform.hpp> // glm::translate, glm::rotate, glm::scale
#include <glm/ext/matrix_clip_space.hpp> // glm::perspective
#include <glm/ext/scalar_constants.hpp> // glm::pi
#define IAE_LOG_TAG "IAE"
#define IAE_LOG_TAG "[IAE]: "
#define IAE_LOG_INFO(...) ia::Logger::Info(IAE_LOG_TAG, __VA_ARGS__)
#define IAE_LOG_WARN(...) ia::Logger::Warn(IAE_LOG_TAG, __VA_ARGS__)

View File

@ -16,36 +16,39 @@
#pragma once
#include <IAEngine/Components/Component.hpp>
#include <IAEngine/Components/TextureRenderer.hpp>
#include <IAEngine/Rendering/GPUTexture.hpp>
#include <IAEngine/Texture.hpp>
namespace ia::iae
{
class AtlasRendererComponent : public IComponent
class AtlasRendererComponent : public TextureRendererComponent
{
public:
struct TileGrid
{
iam::Vec3f Position{};
glm::vec3 Position{};
INT32 TileWidth{};
INT32 TileHeight{};
INT32 TileCountX{};
INT32 TileCountY{};
Vector<Handle> m_tileTextures{};
private:
Vector<class Texture> m_tileTextures{};
friend class AtlasRendererComponent;
};
public:
AtlasRendererComponent(IN Node *node);
~AtlasRendererComponent();
public:
Handle AddTexture(IN RefPtr<Texture> texture);
VOID SetGrid(IN CONST TileGrid &grid);
VOID SetGridTileTexture(IN INT32 x, IN INT32 y, IN Handle textureHandle);
VOID SetGrid(IN INT32 tileWidth, IN INT32 tileHeight, IN INT32 tileCountX, IN INT32 tileCountY);
VOID SetGridTileTexture(IN INT32 index, IN class Texture texture);
VOID SetGridTileTexture(IN INT32 x, IN INT32 y, IN class Texture texture);
VOID BakeGrid();
public:
VOID Draw();
@ -53,6 +56,6 @@ namespace ia::iae
private:
TileGrid m_tileGrid{};
Vector<RefPtr<Texture>> m_textures;
RefPtr<GPUTexture> m_bakedGPUTexture{};
};
} // namespace ia::iae

View File

@ -24,13 +24,21 @@ namespace ia::iae
class IComponent
{
public:
IComponent(IN Node* node): m_node(node) {}
public:
IComponent(IN Node *node) : m_node(node)
{
}
PURE_VIRTUAL(VOID Draw());
PURE_VIRTUAL(VOID Update());
protected:
Node* m_node{};
public:
Node *GetNode()
{
return m_node;
}
protected:
Node *m_node{};
};
}
} // namespace ia::iae

View File

@ -0,0 +1,81 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IAS (ias@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include <IAEngine/Components/Component.hpp>
namespace ia::iae
{
class PhysicsComponent : public IComponent
{
public:
struct Collider
{
BOOL IsTrigger{false};
glm::vec2 Position{};
glm::vec2 Size{};
};
public:
PhysicsComponent(IN Node *node);
~PhysicsComponent();
Handle CreateCollider();
Handle AddCollider(IN Collider collider);
Collider &GetCollider(IN Handle handle);
VOID Move(IN glm::vec2 direction);
VOID Jump(IN FLOAT32 force);
public:
BOOL &IsDynamic()
{
return m_isDynamic;
}
FLOAT32 &MovementSpeed()
{
return m_movementSpeed;
}
Vector<Collider> &Colliders()
{
return m_colliders;
}
CONST glm::vec2& GetVelocity() CONST
{
return m_velocity;
}
public:
VOID Draw();
VOID Update();
private:
glm::vec2 m_velocity{};
BOOL m_isDynamic{false};
Vector<Collider> m_colliders;
FLOAT32 m_movementSpeed{1.0f};
Handle m_physicsHandle{INVALID_HANDLE};
VOID OnCollision(IN PhysicsComponent *other);
friend class Physics;
};
} // namespace ia::iae

View File

@ -16,23 +16,24 @@
#pragma once
#include <IAEngine/Components/Component.hpp>
#include <IAEngine/Components/TextureRenderer.hpp>
#include <IAEngine/Texture.hpp>
namespace ia::iae
{
class SpriteRendererComponent : public IComponent
class SpriteRendererComponent : public TextureRendererComponent
{
public:
struct AnimationKeyFrame
{
Texture Texture;
INT32 Duration{100};
iam::Vec3f Position{};
iam::Vec3f Rotation{};
iam::Vec3f Scale{1.0f, 1.0f, 1.0f};
iam::Vec4f ColorOverlay{1.0f, 1.0f, 1.0f, 1.0f};
BOOL ShouldInterpolate{};
RefPtr<Texture> Texture;
FLOAT32 Rotation{};
glm::vec2 Position{};
glm::vec2 Scale{1.0f, 1.0f};
glm::vec4 ColorOverlay{1.0f, 1.0f, 1.0f, 1.0f};
};
struct Animation
@ -49,6 +50,9 @@ namespace ia::iae
VOID BakeAnimations();
VOID SetActiveAnimation(IN Handle animation);
VOID ForceSetActiveAnimation(IN Handle animation);
VOID SetAnimationFrame(IN INT32 animation, IN INT32 frame);
public:
Vector<Animation> &Animations()
@ -61,14 +65,9 @@ namespace ia::iae
return m_animations;
}
BOOL& IsFlippedV()
BOOL &ReverseAnimation()
{
return m_isFlippedV;
}
BOOL& IsFlippedH()
{
return m_isFlippedH;
return m_reverseAnimation;
}
public:
@ -78,9 +77,10 @@ namespace ia::iae
private:
VOID UpdateAnimation();
AnimationKeyFrame GetKeyFrame(IN INT32 index);
private:
BOOL m_isFlippedV{false};
BOOL m_isFlippedH{false};
BOOL m_reverseAnimation{};
FLOAT32 m_timelinePosition{};
Animation m_activeAnimation{};
Handle m_activeAnimationHandle{INVALID_HANDLE};

View File

@ -26,14 +26,59 @@ namespace ia::iae
public:
TextureRendererComponent(IN Node *node);
RefPtr<iae::Texture> &Texture()
Texture &CurrentTexture()
{
return m_texture;
}
iam::Vec3f &Position()
glm::vec2 &PositionOffset()
{
return m_position;
return m_positionOffset;
}
glm::vec2 &ScaleOffset()
{
return m_scaleOffset;
}
FLOAT32 &RotationOffset()
{
return m_rotationOffset;
}
glm::vec2 &TextureOffset()
{
return m_textureOffset;
}
glm::vec4 &ColorOverlay()
{
return m_colorOverlay;
}
BOOL &IsFlippedH()
{
return m_isFlippedH;
}
BOOL &IsFlippedV()
{
return m_isFlippedV;
}
BOOL &IsCameraRelative()
{
return m_isCameraRelative;
}
BOOL& ShouldDrawOutline()
{
return m_shouldDrawOutline;
}
glm::vec4& OutlineColor()
{
return m_outlineColor;
}
public:
@ -41,7 +86,16 @@ namespace ia::iae
VOID Update();
private:
iam::Vec3f m_position;
RefPtr<iae::Texture> m_texture;
BOOL m_isFlippedH{};
BOOL m_isFlippedV{};
BOOL m_shouldDrawOutline{};
glm::vec4 m_outlineColor{0.25f, 0.25f, 0.25f, 0.75f};
BOOL m_isCameraRelative{true};
glm::vec2 m_positionOffset{};
glm::vec2 m_scaleOffset{1.0f, 1.0f};
FLOAT32 m_rotationOffset{};
glm::vec2 m_textureOffset{};
glm::vec4 m_colorOverlay{1.0f, 1.0f, 1.0f, 1.0f};
class Texture m_texture;
};
} // namespace ia::iae

View File

@ -16,25 +16,15 @@
#pragma once
#include <IAEngine/Nodes/Node.hpp>
#include <IAEngine/Scene.hpp>
#include <IAEngine/Audio.hpp>
#include <IAEngine/Texture.hpp>
#include <IAEngine/ResourceManager.hpp>
#include <IAEngine/Scene.hpp>
#include <IAEngine/Rendering/Renderer.hpp>
namespace ia::iae
{
struct EngineContext;
class Engine
{
struct DebugUIWindow
{
PCCHAR Title{""};
iam::Vec2f Position{};
iam::Vec2f Size{};
std::function<VOID()> ContentDrawCallback{};
};
public:
struct InitConfig
{
@ -43,48 +33,38 @@ namespace ia::iae
INT32 WindowHeight{600};
};
public:
Engine();
~Engine();
BOOL Initialize(IN CONST InitConfig &config);
VOID Terminate();
VOID BeginFrame();
VOID EndFrame();
BOOL ShouldClose();
VOID AddDebugUIWindow(IN PCCHAR title, IN CONST iam::Vec2f &position, IN CONST iam::Vec2f &size, IN std::function<VOID()> contentDrawCallback);
template<typename _class_type>
_class_type* RegisterResourceManager();
#if defined(__DEBUG_MODE__)
STATIC CONSTEXPR BOOL IsDebugMode = TRUE;
#else
STATIC CONSTEXPR BOOL IsDebugMode = FALSE;
#endif
public:
RefPtr<Scene> CreateScene();
STATIC BOOL Initialize(IN CONST InitConfig &config);
STATIC VOID Terminate();
VOID ChangeScene(IN RefPtr<Scene> scene);
STATIC VOID BeginFrame();
STATIC VOID EndFrame();
STATIC BOOL ShouldClose();
STATIC VOID ChangeScene(IN Scene* scene);
STATIC Scene* GetActiveScene();
public:
PVOID GetRendererHandle() CONST;
STATIC RefPtr<Scene> CreateScene();
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);
STATIC Vector<Texture> CreateTextures(IN CONST Vector<UINT8> &encodedData, IN INT32 textureCount);
STATIC Vector<Texture> CreateTextures(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize, IN INT32 textureCount);
STATIC Sound CreateSound(IN CONST Vector<UINT8> &audioData);
STATIC Sound CreateSound(IN PCUINT8 audioData, IN SIZE_T audioDataSize);
private:
VOID RenderDebugUI();
VOID ProcessEvents();
VOID UpdateGame();
VOID RenderGame();
private:
FLOAT32 m_updateTimer{};
RefPtr<Scene> m_activeScene{};
CONST RefPtr<EngineContext> m_context;
RefPtr<ResourceManager> m_resourceManager;
Vector<DebugUIWindow> m_debugUIWindows;
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

View File

@ -255,8 +255,8 @@ namespace ia::iae
enum class DirectionalInput: UINT8
{
NONE = 0,
DOWN,
NONE = 255,
DOWN = 0,
DOWN_LEFT,
LEFT,
UP_LEFT,
@ -270,6 +270,9 @@ namespace ia::iae
STATIC VOID Initialize();
STATIC VOID OnEvent(IN PVOID event);
STATIC VOID StartTextInput();
STATIC VOID StopTextInput();
STATIC BOOL IsKeyDown(IN Key key)
{
return s_keys[(UINT8)key];
@ -285,8 +288,8 @@ namespace ia::iae
return s_prevKeys[key] && !s_keys[key];
}
STATIC iam::Vec2f GetDirectionalInput();
STATIC iam::Vec2f GetDirectionalInput(OUT DirectionalInput& direction);
STATIC glm::vec2 GetDirectionalInput();
STATIC glm::vec2 GetDirectionalInput(OUT DirectionalInput& direction);
private:
STATIC BOOL s_keys[256];

View File

@ -18,6 +18,7 @@
#include <IAEngine/Components/Component.hpp>
#include <IAEngine/Nodes/Transform.hpp>
#include <IAEngine/Nodes/Tag.hpp>
#include <IAEngine/Texture.hpp>
namespace ia::iae
@ -27,7 +28,9 @@ namespace ia::iae
class Node : public Transform<Node>
{
public:
VIRTUAL VOID OnAdded(IN Scene* scene);
~Node();
VIRTUAL VOID OnAdded(IN Scene *scene);
VIRTUAL VOID OnRemoved();
VIRTUAL VOID Draw();
@ -36,47 +39,77 @@ namespace ia::iae
VIRTUAL VOID Disable();
public:
VOID AddChild(IN RefPtr<Node> node);
Node* AddChild(IN RefPtr<Node> node);
template<typename _component_type>
_component_type* AddComponent();
template<typename _component_type> _component_type *AddComponent();
template<typename _component_type>
_component_type* GetComponent();
template<typename _component_type> _component_type *GetComponent();
CONST Vector<RefPtr<IComponent>>& GetComponents() CONST
CONST Vector<RefPtr<IComponent>> &GetComponents() CONST
{
return m_components;
}
UINT8 GetLayerIndex() CONST
{
return m_layerIndex;
}
UINT8 &LayerIndex()
{
return m_layerIndex;
}
glm::vec2 &DrawnSize()
{
return m_drawnSize;
}
String &Name()
{
return m_name;
}
NodeTags& Tags()
{
return m_tags;
}
BOOL HasTag(IN NodeTags tag) CONST
{
return m_tags & tag;
}
protected:
Scene* m_scene{};
Scene *m_scene{};
UINT8 m_layerIndex{};
BOOL m_isEnabled{true};
glm::vec2 m_drawnSize{};
String m_name;
NodeTags m_tags;
protected:
Vector<RefPtr<IComponent>> m_components;
friend class IComponent;
private:
private:
VOID AddComponent(IN RefPtr<IComponent> component);
};
template<typename _component_type>
_component_type* Node::AddComponent()
template<typename _component_type> _component_type *Node::AddComponent()
{
const auto c = MakeRefPtr<_component_type>(this);
AddComponent(c);
return c.get();
}
template<typename _component_type>
_component_type* Node::GetComponent()
template<typename _component_type> _component_type *Node::GetComponent()
{
for(auto& c: m_components)
for (auto &c : m_components)
{
_component_type* comp = dynamic_cast<_component_type*>(c.get());
if(comp)
_component_type *comp = dynamic_cast<_component_type *>(c.get());
if (comp)
return comp;
}
return nullptr;

View File

@ -0,0 +1,69 @@
// 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/Base.hpp>
namespace ia::iae
{
using NodeTags = UINT64;
CONSTEXPR NodeTags NODE_TAG_PLAYER = (((NodeTags) 1) << 0);
CONSTEXPR NodeTags NODE_TAG_ENEMY = (((NodeTags) 1) << 1);
CONSTEXPR NodeTags NODE_TAG_GROUND = (((NodeTags) 1) << 2);
CONSTEXPR NodeTags NODE_TAG_OBSTACLE = (((NodeTags) 1) << 3);
CONSTEXPR NodeTags NODE_TAG_PICKUP = (((NodeTags) 1) << 4);
CONSTEXPR NodeTags NODE_TAG_CUSTOM_1 = (((NodeTags) 1) << 5);
CONSTEXPR NodeTags NODE_TAG_CUSTOM_2 = (((NodeTags) 1) << 6);
CONSTEXPR NodeTags NODE_TAG_CUSTOM_3 = (((NodeTags) 1) << 7);
CONSTEXPR NodeTags NODE_TAG_CUSTOM_4 = (((NodeTags) 1) << 8);
CONSTEXPR NodeTags NODE_TAG_CUSTOM_5 = (((NodeTags) 1) << 9);
CONSTEXPR NodeTags NODE_TAG_CUSTOM_6 = (((NodeTags) 1) << 10);
CONSTEXPR NodeTags NODE_TAG_CUSTOM_7 = (((NodeTags) 1) << 11);
CONSTEXPR NodeTags NODE_TAG_CUSTOM_8 = (((NodeTags) 1) << 12);
CONSTEXPR NodeTags NODE_TAG_CUSTOM_9 = (((NodeTags) 1) << 13);
CONSTEXPR NodeTags NODE_TAG_CUSTOM_10 = (((NodeTags) 1) << 14);
CONSTEXPR NodeTags NODE_TAG_CUSTOM_11 = (((NodeTags) 1) << 15);
CONSTEXPR NodeTags NODE_TAG_CUSTOM_12 = (((NodeTags) 1) << 16);
CONSTEXPR NodeTags NODE_TAG_CUSTOM_13 = (((NodeTags) 1) << 17);
CONSTEXPR NodeTags NODE_TAG_CUSTOM_14 = (((NodeTags) 1) << 18);
CONSTEXPR NodeTags NODE_TAG_CUSTOM_15 = (((NodeTags) 1) << 19);
CONSTEXPR NodeTags NODE_TAG_CUSTOM_16 = (((NodeTags) 1) << 20);
CONSTEXPR NodeTags NODE_TAG_CUSTOM_17 = (((NodeTags) 1) << 21);
CONSTEXPR NodeTags NODE_TAG_CUSTOM_18 = (((NodeTags) 1) << 22);
CONSTEXPR NodeTags NODE_TAG_CUSTOM_19 = (((NodeTags) 1) << 23);
CONSTEXPR NodeTags NODE_TAG_CUSTOM_20 = (((NodeTags) 1) << 24);
CONSTEXPR NodeTags NODE_TAG_CUSTOM_21 = (((NodeTags) 1) << 25);
CONSTEXPR NodeTags NODE_TAG_CUSTOM_22 = (((NodeTags) 1) << 26);
CONSTEXPR NodeTags NODE_TAG_CUSTOM_23 = (((NodeTags) 1) << 27);
CONSTEXPR NodeTags NODE_TAG_CUSTOM_24 = (((NodeTags) 1) << 28);
CONSTEXPR NodeTags NODE_TAG_CUSTOM_25 = (((NodeTags) 1) << 29);
CONSTEXPR NodeTags NODE_TAG_CUSTOM_26 = (((NodeTags) 1) << 30);
CONSTEXPR NodeTags NODE_TAG_CUSTOM_27 = (((NodeTags) 1) << 31);
CONSTEXPR NodeTags NODE_TAG_CUSTOM_28 = (((NodeTags) 1) << 32);
CONSTEXPR NodeTags NODE_TAG_CUSTOM_29 = (((NodeTags) 1) << 33);
CONSTEXPR NodeTags NODE_TAG_CUSTOM_30 = (((NodeTags) 1) << 34);
CONSTEXPR NodeTags NODE_TAG_CUSTOM_31 = (((NodeTags) 1) << 35);
CONSTEXPR NodeTags NODE_TAG_CUSTOM_32 = (((NodeTags) 1) << 36);
CONSTEXPR NodeTags NODE_TAG_CUSTOM_33 = (((NodeTags) 1) << 37);
CONSTEXPR NodeTags NODE_TAG_CUSTOM_34 = (((NodeTags) 1) << 38);
CONSTEXPR NodeTags NODE_TAG_CUSTOM_35 = (((NodeTags) 1) << 39);
CONSTEXPR NodeTags NODE_TAG_CUSTOM_36 = (((NodeTags) 1) << 40);
CONSTEXPR NodeTags NODE_TAG_CUSTOM_37 = (((NodeTags) 1) << 41);
CONSTEXPR NodeTags NODE_TAG_CUSTOM_38 = (((NodeTags) 1) << 42);
CONSTEXPR NodeTags NODE_TAG_CUSTOM_39 = (((NodeTags) 1) << 43);
} // namespace ia::iae

View File

@ -20,55 +20,94 @@
namespace ia::iae
{
template<typename _node_type>
class Transform
template<typename _node_type> class Transform
{
public:
VOID SetLocalPosition(IN CONST iam::Vec3f &v)
VOID Translate(IN glm::vec2 v)
{
m_local.Position += v;
RecalculatePosition();
}
VOID Scale(IN FLOAT32 v)
{
m_local.Scale *= v;
RecalculateScale();
}
VOID Scale(IN glm::vec2 v)
{
m_local.Scale *= v;
RecalculateScale();
}
VOID Rotate(IN FLOAT32 v)
{
m_local.Rotation += v;
RecalculateRotation();
}
VOID SetLocalSortIndex(IN INT16 index)
{
m_local.SortIndex = index;
RecalculateSortIndex();
}
VOID SetLocalPosition(IN CONST glm::vec2 &v)
{
m_local.Position = v;
RecalculatePosition();
}
VOID SetLocalScale(IN CONST iam::Vec3f &v)
VOID SetLocalScale(IN CONST glm::vec2 &v)
{
m_local.Scale = v;
RecalculateScale();
}
VOID SetLocalRotation(IN CONST iam::Vec3f &v)
VOID SetLocalRotation(IN FLOAT32 v)
{
m_local.Rotation = v;
RecalculateRotation();
}
public:
CONST iam::Vec3f &GetPosition() CONST
INT16 GetSortIndex() CONST
{
return m_global.SortIndex;
}
CONST glm::vec2 &GetPosition() CONST
{
return m_global.Position;
}
CONST iam::Vec3f &GetScale() CONST
CONST glm::vec2 &GetScale() CONST
{
return m_global.Scale;
}
CONST iam::Vec3f &GetRotation() CONST
CONST FLOAT32 &GetRotation() CONST
{
return m_global.Rotation;
}
CONST iam::Vec3f &GetLocalPosition() CONST
INT16 GetLocalSortIndex() CONST
{
return m_local.SortIndex;
}
CONST glm::vec2 &GetLocalPosition() CONST
{
return m_local.Position;
}
CONST iam::Vec3f &GetLocalScale() CONST
CONST glm::vec2 &GetLocalScale() CONST
{
return m_local.Scale;
}
CONST iam::Vec3f &GetLocalRotation() CONST
CONST FLOAT32 &GetLocalRotation() CONST
{
return m_local.Rotation;
}
@ -78,23 +117,30 @@ namespace ia::iae
Vector<RefPtr<_node_type>> m_children{};
protected:
VOID RecalculateSortIndex()
{
m_global.SortIndex = (m_parent ? m_parent->GetSortIndex() : 0) + m_local.SortIndex;
for (auto &c : m_children)
c->RecalculateSortIndex();
}
VOID RecalculatePosition()
{
m_global.Position = (m_parent ? m_parent->GetPosition() : iam::Vec3f{}) + m_local.Position;
m_global.Position = (m_parent ? m_parent->GetPosition() : glm::vec2{}) + m_local.Position;
for (auto &c : m_children)
c->RecalculatePosition();
}
VOID RecalculateRotation()
{
m_global.Rotation = (m_parent ? m_parent->GetRotation() : iam::Vec3f{}) + m_local.Rotation;
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() : iam::Vec3f{}) + m_local.Scale;
m_global.Scale = (m_parent ? m_parent->GetScale() : glm::vec2{}) + m_local.Scale;
for (auto &c : m_children)
c->RecalculateScale();
}
@ -102,9 +148,10 @@ namespace ia::iae
private:
struct
{
iam::Vec3f Position{0.0f, 0.0f, 0.0f};
iam::Vec3f Rotation{0.0f, 0.0f, 0.0f};
iam::Vec3f Scale{1.0f, 1.0f, 1.0f};
INT16 SortIndex{};
FLOAT32 Rotation{0.0f};
glm::vec2 Position{0.0f, 0.0f};
glm::vec2 Scale{1.0f, 1.0f};
} m_local{}, m_global{};
};
} // namespace ia::iae

View File

@ -16,22 +16,26 @@
#pragma once
#include <IAEngine/Base.hpp>
#include <IAEngine/Physics/Physics.hpp>
#include <IAEngine/Components/Physics.hpp>
namespace ia::iae
{
class Physics
{
public:
STATIC Handle RegisterComponent(IN PhysicsComponent* component);
STATIC BOOL CanMove(IN Handle handle, IN CONST PhysicsComponent::Collider& collider, IN glm::vec2 movement);
private:
STATIC VOID Initialize();
STATIC VOID Terminate();
STATIC VOID Update();
STATIC Handle CreateStaticBody(IN iam::Vec3f position);
STATIC Handle CreateDynamicBody(IN iam::Vec3f position);
STATIC VOID AddBoxCollider(IN Handle body, IN iam::Vec3f size);
STATIC VOID DebugDraw();
STATIC iam::Vec3f GetBodyPosition(IN Handle body);
friend class Engine;
friend class DebugDraw;
};
}

View File

@ -0,0 +1,44 @@
// 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/Base.hpp>
namespace ia::iae
{
class Camera2D
{
public:
glm::vec2 &Position()
{
return m_position;
}
glm::mat4 GetViewMatrix()
{
return glm::lookAtLH(glm::vec3{m_position, -2.0f}, {m_position, 0.0f}, {0.0f, 1.0f, 0.0f});
}
glm::vec2 GetCameraSize()
{
return glm::vec2{640, 480}; // [IATODO]
}
private:
glm::vec2 m_position{};
};
} // namespace ia::iae

View File

@ -0,0 +1,46 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IAS (ias@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include <IAEngine/Rendering/Types.hpp>
namespace ia::iae
{
class DebugDraw
{
public:
STATIC Handle AddUIWindow(IN PCCHAR title, IN CONST glm::vec2 &position, IN CONST glm::vec2 &size,
IN std::function<VOID()> contentDrawCallback);
STATIC VOID ToggleUIWindowVisibility(IN Handle handle);
STATIC VOID SetUIWindowVisibility(IN Handle handle, IN BOOL visible);
public:
STATIC VOID DrawLine(IN CONST glm::vec2 &from, IN CONST glm::vec2 &to, IN CONST glm::vec4 &color,
IN FLOAT32 thickness = 1.0f);
STATIC VOID DrawRect(IN CONST glm::vec2 &position, IN CONST glm::vec2 &size, IN CONST glm::vec4 &color, IN FLOAT32 thickness = 1.0f);
STATIC VOID DrawRectFilled(IN CONST glm::vec2 &position, IN CONST glm::vec2 &size, IN CONST glm::vec4 &color);
private:
STATIC VOID Initailize();
STATIC VOID Terminate();
STATIC VOID Draw();
friend class Renderer;
};
} // namespace ia::iae

View File

@ -16,36 +16,43 @@
#pragma once
#include <IAEngine/Audio.hpp>
#include <IAEngine/Texture.hpp>
#include <IAEngine/Base.hpp>
namespace ia::iae
{
class Engine;
class Renderer;
class ResourceManager
class GPUBuffer
{
public:
ResourceManager(IN Engine *engine);
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);
enum class Usage
{
VERTEX,
INDEX,
STORAGE
};
public:
Sound CreateSound(IN PCUINT8 audioData, IN SIZE_T audioDataSize)
~GPUBuffer();
STATIC RefPtr<GPUBuffer> Create(IN Usage usage, IN PCVOID data, IN UINT32 dataSize);
public:
Handle GetHandle() CONST
{
return Audio::CreateSound(audioData, audioDataSize);
return m_handle;
}
Sound CreateSound(IN CONST Vector<UINT8> &audioData)
{
return CreateSound(audioData.data(), audioData.size());
}
private:
Usage m_usage{};
UINT32 m_size{};
Handle m_handle{};
protected:
Engine *CONST m_engine;
private:
STATIC BOOL InitializeStagingBuffer();
STATIC VOID TerminateStagingBuffer();
STATIC BOOL EnsureStagingBufferSize(IN UINT32 size);
friend class Engine;
friend class Renderer;
};
} // namespace ia::iae

View File

@ -0,0 +1,46 @@
// 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/Base.hpp>
namespace ia::iae
{
class GPUTexture
{
public:
STATIC VOID Initialize();
STATIC VOID Terminate();
STATIC Handle GetDefaultSampler();
public:
~GPUTexture();
STATIC RefPtr<GPUTexture> Create(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height);
STATIC RefPtr<GPUTexture> GridCombine(IN Handle* handles, IN INT32 unitCountX, IN INT32 unitCountY, IN INT32 unitSizeX, IN INT32 unitSizeY);
public:
Handle GetHandle() CONST
{
return m_handle;
}
private:
Handle m_handle{};
};
} // namespace ia::iae

View File

@ -0,0 +1,47 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IAS (ias@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include <IAEngine/Rendering/Types.hpp>
namespace ia::iae
{
class IPipeline
{
public:
enum class ShaderStage
{
VERTEX,
PIXEL,
COMPUTE,
GEOMETRY
};
public:
PURE_VIRTUAL(VOID Bind(IN Handle renderPassHandle));
protected:
STATIC Handle LoadShaderFromMemory(IN ShaderStage stage, IN PCUINT8 sourceData, IN SIZE_T sourceLength, IN UINT32 samplerCount,
IN UINT32 uniformBufferCount, IN UINT32 storageBufferCount,
IN UINT32 storageTextureCount);
STATIC Handle LoadShaderFromFile(IN ShaderStage stage, IN PCCHAR fileName, IN UINT32 samplerCount,
IN UINT32 uniformBufferCount, IN UINT32 storageBufferCount,
IN UINT32 storageTextureCount);
STATIC VOID UnloadShader(IN Handle handle);
};
} // namespace ia::iae

View File

@ -0,0 +1,35 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IAS (ias@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include <IAEngine/Rendering/Pipeline/Pipeline.hpp>
namespace ia::iae
{
class Pipeline_PostProcess: public IPipeline
{
public:
~Pipeline_PostProcess();
STATIC RefPtr<Pipeline_PostProcess> Create();
VOID Bind(IN Handle renderPassHandle);
private:
Handle m_handle{INVALID_HANDLE};
};
}

View File

@ -0,0 +1,35 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IAS (ias@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include <IAEngine/Rendering/Pipeline/Pipeline.hpp>
namespace ia::iae
{
class Pipeline_UnlitMesh: public IPipeline
{
public:
~Pipeline_UnlitMesh();
STATIC RefPtr<Pipeline_UnlitMesh> Create();
VOID Bind(IN Handle renderPassHandle);
private:
Handle m_handle{INVALID_HANDLE};
};
}

View File

@ -0,0 +1,74 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IAS (ias@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include <IAEngine/Rendering/Types.hpp>
namespace ia::iae
{
class Camera2D;
class Renderer
{
public:
STATIC CONSTEXPR UINT8 MAX_LAYER_INDEX = 255;
public:
STATIC BOOL Initialize();
STATIC VOID Terminate();
public:
STATIC VOID BeginFrame();
STATIC VOID EndFrame();
STATIC VOID SetState_FlippedH(IN BOOL value);
STATIC VOID SetState_FlippedV(IN BOOL value);
STATIC VOID SetState_CameraRelative(IN BOOL value);
STATIC VOID SetState_ScissorEnabled(IN BOOL value);
STATIC VOID SetState_Scissor(IN CONST glm::vec4 &region);
STATIC VOID SetState_TextureOffset(IN FLOAT32 u, IN FLOAT32 v);
public:
STATIC Handle GetMesh_Quad();
STATIC Handle CreateMesh(IN CONST Vector<MeshVertex> &vertices, IN CONST Vector<INT32> &indices);
STATIC Handle CreateUnmanagedMesh(IN CONST Vector<MeshVertex> &vertices, IN CONST Vector<INT32> &indices);
STATIC VOID DestroyUnmanagedMesh(IN Handle handle);
STATIC VOID Draw(IN Handle meshHandle, IN Handle textureHandle, IN CONST glm::vec2 &position,
IN CONST glm::vec2 &scale, IN FLOAT32 rotation = 0, IN UINT8 layerIndex = 0,
IN INT16 sortIndex = 0, IN CONST glm::vec4 &colorOverlay = {1.0f, 1.0f, 1.0f, 1.0f});
public:
STATIC Camera2D *GetCamera();
public:
STATIC INT32 Width()
{
return s_width;
}
STATIC INT32 Height()
{
return s_height;
}
private:
STATIC INT32 s_width;
STATIC INT32 s_height;
};
} // namespace ia::iae

View File

@ -0,0 +1,29 @@
// 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/Base.hpp>
namespace ia::iae
{
struct MeshVertex
{
glm::vec3 Position{};
glm::vec2 UV{};
glm::vec4 Color{};
};
}

View File

@ -20,16 +20,16 @@
namespace ia::iae
{
class Engine;
class Scene
{
public:
Scene(IN Engine* engine);
~Scene();
VOID Draw();
VOID Update();
VIRTUAL VOID OnActivate();
VIRTUAL VOID OnDeactivate();
VIRTUAL VOID Draw();
VIRTUAL VOID Update();
public:
VOID AddNode(IN RefPtr<Node> node);
@ -41,8 +41,19 @@ namespace ia::iae
return m_nodes;
}
BOOL &YSortingEnabled()
{
return m_ySortingEnabled;
}
glm::vec4 &Bounds()
{
return m_bounds;
}
private:
Engine* CONST m_engine;
BOOL m_ySortingEnabled{false};
Vector<RefPtr<Node>> m_nodes;
glm::vec4 m_bounds;
};
} // namespace ia::iae

View File

@ -20,36 +20,36 @@
namespace ia::iae
{
class Engine;
class Texture
{
public:
Texture(IN Engine* engine);
Texture();
Texture(IN Handle handle, IN INT32 width, IN INT32 height);
~Texture();
public:
VOID Draw(IN CONST iam::Vec3f& position, IN CONST iam::Vec3f& scale, IN FLOAT32 rotation, IN BOOL flipH, IN BOOL flipV, IN CONST iam::Vec4f& colorOverlay) CONST;
Handle GetHandle() CONST
{
return m_handle;
}
public:
INT32 GetWidth() CONST
{
return m_width;
return (INT32) m_extent.x;
}
INT32 GetHeight() CONST
{
return m_height;
return (INT32) m_extent.y;
}
CONST glm::vec2 &GetExtent() CONST
{
return m_extent;
}
private:
INT32 m_width;
INT32 m_height;
PVOID m_handle{};
Engine* CONST m_engine;
private:
friend class Engine;
friend class ResourceManager;
Handle m_handle{INVALID_HANDLE};
glm::vec2 m_extent{};
};
} // namespace ia::iae

View File

@ -0,0 +1,59 @@
// 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/Base.hpp>
namespace ia::iae
{
class UI
{
public:
STATIC VOID AddFontFromFile(IN CONST String &path);
STATIC Handle AddWindowFromFile(IN CONST String &path);
STATIC VOID DestroyWindow(IN Handle handle);
STATIC VOID ShowWindow(IN Handle handle);
STATIC VOID HideWindow(IN Handle handle);
STATIC String GetInputValue(IN INT32 index);
STATIC VOID SetInputValue(IN INT32 index, IN CONST String& value);
STATIC VOID AddClickEvent(IN Handle handle, IN PCCHAR elementId, IN std::function<VOID()> callback);
STATIC VOID AddHoverEnterEvent(IN Handle handle, IN PCCHAR elementId, IN std::function<VOID()> callback);
STATIC VOID AddHoverExitEvent(IN Handle handle, IN PCCHAR elementId, IN std::function<VOID()> callback);
STATIC VOID AddPointerDownEvent(IN Handle handle, IN PCCHAR elementId, IN std::function<VOID()> callback);
STATIC VOID AddPointerUpEvent(IN Handle handle, IN PCCHAR elementId, IN std::function<VOID()> callback);
STATIC VOID EnableDebugger();
STATIC VOID DisableDebugger();
private:
STATIC VOID Initialize(IN INT32 width, IN INT32 height);
STATIC VOID Terminate();
STATIC VOID Draw();
STATIC VOID Update();
STATIC VOID OnEvent(IN PVOID event);
STATIC VOID OnResize(IN INT32 width, IN INT32 height);
friend class Engine;
};
} // namespace ia::iae

View File

@ -0,0 +1,63 @@
import os
GEN_SOURCE_PREFIX = """// 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/>.
// ----------------------------------------------------------------------
// GENERATED FILE. DO NOT EDIT.
// ----------------------------------------------------------------------
#pragma once
#include <IAEngine/Base.hpp>
namespace ia::iae
{
"""
GEN_SOURCE_SUFFIX = """} // namespace ia::iae\n"""
GEN_SOURCE_PATH = "Src/IAEngine/imp/hpp/EmbeddedShaders.hpp"
SHADER_SOURCE_PATH = "Src/IAEngine/imp/glsl"
SHADER_SOURCE_FILES = [
"UnlitMesh/UnlitMesh.vert",
"UnlitMesh/UnlitMesh.frag",
"PostProcessing/PostProcess.vert",
"PostProcessing/PostProcess.frag"
]
def file_to_source_array(arrayName, filePath):
data = b''
with open(filePath, 'rb') as f:
data = f.read()
res = f"CONSTEXPR UINT8 {arrayName}[{len(data)}] = {{\n"
for d in data:
res += f"{hex(d)},"
res += "};\n"
return res
def main():
with open(GEN_SOURCE_PATH, 'w') as outFile:
outFile.write(GEN_SOURCE_PREFIX)
for fileName in SHADER_SOURCE_FILES:
p = f"{SHADER_SOURCE_PATH}/{fileName}"
os.system(f"glslc {p} -o {p}.spv")
src = file_to_source_array(f"SHADER_SOURCE_{fileName.split('/')[-1].upper().replace('.', '_')}", f"{p}.spv")
outFile.write(f"{src}\n")
os.remove(f"{p}.spv")
outFile.write(GEN_SOURCE_SUFFIX)
main()

21
Vendor/CMakeLists.txt vendored
View File

@ -1,4 +1,4 @@
# -----------------------------------------------
#-----------------------------------------------
# SDL3
# -----------------------------------------------
set(SDL_TEST_LIBRARY OFF)
@ -23,7 +23,7 @@ add_library(
"imgui/imgui_tables.cpp"
"imgui/imgui_widgets.cpp"
"imgui/backends/imgui_impl_sdl3.cpp"
"imgui/backends/imgui_impl_sdlrenderer3.cpp"
"imgui/backends/imgui_impl_sdlgpu3.cpp"
)
target_include_directories(
ImGui PRIVATE
@ -37,3 +37,20 @@ target_include_directories(
"imgui/backends"
)
# -----------------------------------------------
# GLM
# -----------------------------------------------
add_subdirectory(glm/)
# -----------------------------------------------
# FreeType
# -----------------------------------------------
add_subdirectory(freetype/)
add_library(Freetype::Freetype ALIAS freetype)
# -----------------------------------------------
# RmlUI
# -----------------------------------------------
add_subdirectory(RmlUI/)

1
Vendor/RmlUi vendored Submodule

Submodule Vendor/RmlUi added at 5556ac74c5

2
Vendor/SDL vendored

Submodule Vendor/SDL updated: 4efdfd92a2...cfa31df2d5

1
Vendor/freetype vendored Submodule

Submodule Vendor/freetype added at 41eab7e66d

1
Vendor/glm vendored Submodule

Submodule Vendor/glm added at 2d4c4b4dd3

2
Vendor/imgui vendored