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2 Commits

Author SHA1 Message Date
8a2baf6659 Pipeline 2025-09-13 00:16:07 +05:30
a0b5dc2af2 Added Renderer 2025-09-12 16:03:33 +05:30
51 changed files with 1292 additions and 151 deletions

14
.vscode/settings.json vendored Normal file
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@ -0,0 +1,14 @@
{
"files.associations": {
"functional": "cpp",
"array": "cpp",
"utility": "cpp",
"xutility": "cpp",
"compare": "cpp",
"memory": "cpp",
"tuple": "cpp",
"type_traits": "cpp",
"xmemory": "cpp",
"xtr1common": "cpp"
}
}

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@ -17,13 +17,7 @@ namespace ia::iae::game
scene = m_engine->CreateScene();
m_engine->ChangeScene(scene);
const auto player = MakeRefPtr<Player>(m_engine);
player->SetLocalPosition({100.0f, 200.0f, 0.0f});
scene->AddNode(player);
const auto ground = MakeRefPtr<Ground>(m_engine);
ground->SetLocalPosition({50.0f, 500.0f, 0.0f});
scene->AddNode(ground);
iae::Renderer::AddDebugUIWindow("Debug Window", {100, 100}, {100, 200}, [](){});
}
VOID Game::Terminate()

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@ -3,13 +3,22 @@ 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/ResourceManager.cpp
imp/cpp/Rendering/Camera.cpp
imp/cpp/Rendering/Texture.cpp
imp/cpp/Rendering/Renderer.cpp
imp/cpp/Rendering/GPUBuffer.cpp
imp/cpp/Rendering/Mesh/Quad.cpp
imp/cpp/Rendering/Pipeline/Pipeline.cpp
imp/cpp/Rendering/Pipeline/UnlitMesh.cpp
imp/cpp/Physics/Physics.cpp
imp/cpp/Events/Event.cpp

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@ -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/Audio.hpp>
#include <SDL3/SDL_iostream.h>

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@ -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/AtlasRenderer.hpp>
#include <IAEngine/Nodes/Node.hpp>

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@ -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

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@ -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/PhysicsBody.hpp>
namespace ia::iae

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@ -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

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@ -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/SpriteRenderer.hpp>
#include <IAEngine/Nodes/Node.hpp>

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@ -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/TextureRenderer.hpp>
#include <IAEngine/Nodes/Node.hpp>

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@ -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

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@ -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/Audio.hpp>
#include <IAEngine/IAEngine.hpp>
#include <IAEngine/Input.hpp>
@ -7,18 +23,15 @@
#include <SDL3/SDL.h>
#include <backends/imgui_impl_sdl3.h>
#include <backends/imgui_impl_sdlrenderer3.h>
#include <imgui.h>
#include <backends/imgui_impl_sdl3.h>
namespace ia::iae
{
struct EngineContext
{
SDL_Renderer *Renderer{};
SDL_Window *Window{};
SDL_Event Event{};
ImGuiIO ImGUIIO{};
BOOL ShouldClose{false};
};
@ -46,36 +59,20 @@ 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 (!(m_context->Window = 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);
Time::Initialize();
if (!Renderer::Initialize(this))
return false;
Random::Initialize();
Input::Initialize();
Audio::Initialize();
Physics::Initialize();
@ -89,12 +86,8 @@ namespace ia::iae
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_Quit();
@ -113,47 +106,21 @@ namespace ia::iae
while (m_updateTimer >= GAME_UPDATE_INTERVAL)
m_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();
}
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();
}
}
VOID Engine::ProcessEvents()
{
ImGui_ImplSDL3_ProcessEvent(&m_context->Event);
@ -184,8 +151,8 @@ namespace ia::iae
return MakeRefPtr<Scene>(this);
}
PVOID Engine::GetRendererHandle() CONST
PVOID Engine::GetWindowHandle() CONST
{
return m_context->Renderer;
return m_context->Window;
}
} // namespace ia::iae

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@ -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/Input.hpp>
#include <SDL3/SDL_events.h>

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@ -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/Node.hpp>
#include <IAEngine/IAEngine.hpp>

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@ -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

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@ -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/Physics/Physics.hpp>
namespace ia::iae

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@ -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>

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@ -0,0 +1,15 @@
// 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/>.

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@ -0,0 +1,115 @@
// 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 PCVOID data, IN UINT32 dataSize)
{
const auto res = MakeRefPtr<GPUBuffer>();
SDL_GPUBufferCreateInfo createInfo{
.usage = SDL_GPU_BUFFERUSAGE_VERTEX,
.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;
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);
}
res->m_handle = (Handle)handle;
return res;
}
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

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@ -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/>.
#include <IAEngine/Rendering/GPUBuffer.hpp>
#include <IAEngine/Rendering/Mesh/Quad.hpp>
#include <IAEngine/Rendering/Renderer.hpp>
#include <IAEngine/Rendering/Types.hpp>
namespace ia::iae
{
RefPtr<GPUBuffer> g_quadMeshVertexBuffer{};
VOID QuadMesh::Initialize()
{
Vertex_Mesh vertices[6] = {{iam::Vec3f{-1, 1, 0}, iam::Vec2f{0, 0}}, {iam::Vec3f{1, 1, 0}, iam::Vec2f{1, 0}},
{iam::Vec3f{1, -1, 0}, iam::Vec2f{1, 1}}, {iam::Vec3f{-1, 1, 0}, iam::Vec2f{0, 0}},
{iam::Vec3f{1, -1, 0}, iam::Vec2f{1, 1}}, {iam::Vec3f{-1, -1, 0}, iam::Vec2f{0, 1}}};
g_quadMeshVertexBuffer = GPUBuffer::Create(&vertices, sizeof(vertices));
}
VOID QuadMesh::Terminate()
{
if(g_quadMeshVertexBuffer)
g_quadMeshVertexBuffer.reset();
}
VOID QuadMesh::Draw(IN CONST iam::Vec3f &position, IN CONST iam::Vec3f &scale, IN FLOAT32 rotation)
{
Renderer::Draw((Handle)g_quadMeshVertexBuffer.get(), 6);
}
} // namespace ia::iae

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@ -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

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@ -0,0 +1,89 @@
// 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()
{
}
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, 0, 0, 0);
const auto pixelShader = LoadShaderFromMemory(ShaderStage::PIXEL, SHADER_SOURCE_UNLITMESH_FRAG, sizeof(SHADER_SOURCE_UNLITMESH_FRAG), 0, 0, 0, 0);
SDL_GPUColorTargetDescription colorTargets[] = {
{.format = SDL_GetGPUSwapchainTextureFormat(g_gpuDevice, g_windowHandle)}};
SDL_GPUVertexBufferDescription vertexBuffers[] = {{
.slot = 0,
.pitch = sizeof(Vertex_Mesh),
.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(float) * 3}};
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,
.target_info =
{
.color_target_descriptions = colorTargets,
.num_color_targets = sizeof(colorTargets) / sizeof(colorTargets[0]),
},
};
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

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@ -0,0 +1,190 @@
// 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/GPUBuffer.hpp>
#include <IAEngine/Rendering/Mesh/Quad.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
{
INT32 Renderer::s_width{};
INT32 Renderer::s_height{};
Vector<Renderer::DebugUIWindow> Renderer::s_debugUIWindows;
SDL_Window *g_windowHandle{};
SDL_GPUDevice *g_gpuDevice{};
// Render State
SDL_GPUCommandBuffer *g_cmdBuffer{};
SDL_GPURenderPass *g_renderPass{};
SDL_GPUTexture *g_swpChainTexture{};
// ImGUI State
ImGuiIO g_imGUIIO{};
ImDrawData *g_imDrawData{};
RefPtr<Pipeline_UnlitMesh> g_pipelineUnlitMesh;
BOOL Renderer::Initialize(IN Engine *engine)
{
g_windowHandle = (SDL_Window *) engine->GetWindowHandle();
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);
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);
if (!GPUBuffer::InitializeStagingBuffer())
return false;
g_pipelineUnlitMesh = Pipeline_UnlitMesh::Create();
QuadMesh::Initialize();
return true;
}
VOID Renderer::Terminate()
{
SDL_WaitForGPUIdle(g_gpuDevice);
QuadMesh::Terminate();
GPUBuffer::TerminateStagingBuffer();
ImGui_ImplSDL3_Shutdown();
ImGui_ImplSDLGPU3_Shutdown();
ImGui::DestroyContext();
SDL_ReleaseWindowFromGPUDevice(g_gpuDevice, g_windowHandle);
SDL_DestroyGPUDevice(g_gpuDevice);
}
VOID Renderer::AddDebugUIWindow(IN PCCHAR title, IN CONST iam::Vec2f &position, IN CONST iam::Vec2f &size,
IN std::function<VOID()> contentDrawCallback)
{
s_debugUIWindows.pushBack(DebugUIWindow{title, position, size, contentDrawCallback});
}
VOID Renderer::BeginFrame()
{
ImGui_ImplSDLGPU3_NewFrame();
ImGui_ImplSDL3_NewFrame();
ImGui::NewFrame();
for (const auto &w : s_debugUIWindows)
{
ImGui::Begin(w.Title);
ImGui::SetWindowPos({w.Position.X, w.Position.Y});
ImGui::SetWindowSize({w.Size.X, w.Size.Y});
w.ContentDrawCallback();
ImGui::End();
}
ImGui::Render();
if (!(g_cmdBuffer = SDL_AcquireGPUCommandBuffer(g_gpuDevice)))
{
IAE_LOG_ERROR("Couldn't acquire SDL3 GPU command buffer: ", SDL_GetError());
return;
}
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;
g_imDrawData = ImGui::GetDrawData();
ImGui_ImplSDLGPU3_PrepareDrawData(g_imDrawData, g_cmdBuffer);
SDL_GPUColorTargetInfo colorTargetInfo = {0};
colorTargetInfo.texture = g_swpChainTexture;
colorTargetInfo.clear_color = SDL_FColor{0.33f, 0.33f, 0.33f, 1.0f};
colorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
colorTargetInfo.store_op = SDL_GPU_STOREOP_STORE;
g_renderPass = SDL_BeginGPURenderPass(g_cmdBuffer, &colorTargetInfo, 1, NULL);
g_pipelineUnlitMesh->Bind((Handle) g_renderPass);
}
VOID Renderer::EndFrame()
{
if (!g_swpChainTexture)
return;
ImGui_ImplSDLGPU3_RenderDrawData(g_imDrawData, g_cmdBuffer, g_renderPass);
SDL_EndGPURenderPass(g_renderPass);
SDL_SubmitGPUCommandBuffer(g_cmdBuffer);
}
VOID Renderer::Draw(IN Handle vertexBufferHandle, IN INT32 vertexCount)
{
SDL_GPUBufferBinding bindings[] = {{.buffer = (SDL_GPUBuffer *) vertexBufferHandle, .offset = 0}};
SDL_BindGPUVertexBuffers(g_renderPass, 0, bindings, 1);
SDL_DrawGPUPrimitives(g_renderPass, vertexCount, 1, 0, 0);
}
VOID Renderer::Draw(IN Handle vertexBufferHandle, IN Handle indexBufferHandle, IN INT32 indexCount)
{
SDL_GPUBufferBinding bindings[] = {{.buffer = (SDL_GPUBuffer *) vertexBufferHandle, .offset = 0},
{.buffer = (SDL_GPUBuffer *) indexBufferHandle, .offset = 0}};
SDL_BindGPUVertexBuffers(g_renderPass, 0, bindings, 1);
SDL_BindGPUIndexBuffer(g_renderPass, &bindings[1], SDL_GPU_INDEXELEMENTSIZE_32BIT);
SDL_DrawGPUIndexedPrimitives(g_renderPass, indexCount, 1, 0, 0, 0);
}
} // namespace ia::iae

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@ -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/>.
#include <IAEngine/IAEngine.hpp>
#include <IAEngine/Rendering/Texture.hpp>
#include <SDL3/SDL.h>
#define TEXTURE_HANDLE (SDL_Texture *) m_handle
namespace ia::iae
{
Texture::Texture()
{
}
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

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@ -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/IAEngine.hpp>
#include <IAEngine/ResourceManager.hpp>
@ -30,20 +46,20 @@ namespace ia::iae
RefPtr<Texture> ResourceManager::CreateTexture(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height)
{
const auto result = MakeRefPtr<Texture>(m_engine);
//const auto result = MakeRefPtr<Texture>(m_engine);
result->m_width = width;
result->m_height = height;
//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);
//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;
return nullptr;
}
} // namespace ia::iae

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@ -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/Scene.hpp>
namespace ia::iae

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@ -1,31 +0,0 @@
#include <IAEngine/IAEngine.hpp>
#include <IAEngine/Texture.hpp>
#include <SDL3/SDL.h>
#define TEXTURE_HANDLE (SDL_Texture *) m_handle
namespace ia::iae
{
Texture::Texture(IN Engine *engine) : m_engine(engine)
{
}
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

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@ -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>

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@ -0,0 +1,11 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(location = 0) in vec2 inTexCoord;
layout(location = 0) out vec4 outColor;
void main()
{
outColor = vec4(0, 1, 0, 1);
}

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@ -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);
}

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@ -17,7 +17,7 @@
#pragma once
#include <IAEngine/Components/Component.hpp>
#include <IAEngine/Texture.hpp>
#include <IAEngine/Rendering/Texture.hpp>
namespace ia::iae
{

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@ -17,7 +17,7 @@
#pragma once
#include <IAEngine/Components/Component.hpp>
#include <IAEngine/Texture.hpp>
#include <IAEngine/Rendering/Texture.hpp>
namespace ia::iae
{

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@ -17,7 +17,7 @@
#pragma once
#include <IAEngine/Components/Component.hpp>
#include <IAEngine/Texture.hpp>
#include <IAEngine/Rendering/Texture.hpp>
namespace ia::iae
{

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@ -17,9 +17,10 @@
#pragma once
#include <IAEngine/Nodes/Node.hpp>
#include <IAEngine/Scene.hpp>
#include <IAEngine/Texture.hpp>
#include <IAEngine/Rendering/Texture.hpp>
#include <IAEngine/Rendering/Renderer.hpp>
#include <IAEngine/ResourceManager.hpp>
#include <IAEngine/Scene.hpp>
namespace ia::iae
{
@ -27,14 +28,6 @@ namespace ia::iae
class Engine
{
struct DebugUIWindow
{
PCCHAR Title{""};
iam::Vec2f Position{};
iam::Vec2f Size{};
std::function<VOID()> ContentDrawCallback{};
};
public:
struct InitConfig
{
@ -43,6 +36,12 @@ namespace ia::iae
INT32 WindowHeight{600};
};
#if defined(__DEBUG_MODE__)
STATIC CONSTEXPR BOOL IsDebugMode = TRUE;
#else
STATIC CONSTEXPR BOOL IsDebugMode = FALSE;
#endif
public:
Engine();
~Engine();
@ -54,10 +53,7 @@ namespace ia::iae
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();
template<typename _class_type> _class_type *RegisterResourceManager();
public:
RefPtr<Scene> CreateScene();
@ -65,10 +61,9 @@ namespace ia::iae
VOID ChangeScene(IN RefPtr<Scene> scene);
public:
PVOID GetRendererHandle() CONST;
PVOID GetWindowHandle() CONST;
private:
VOID RenderDebugUI();
VOID ProcessEvents();
VOID UpdateGame();
VOID RenderGame();
@ -78,13 +73,11 @@ namespace ia::iae
RefPtr<Scene> m_activeScene{};
CONST RefPtr<EngineContext> m_context;
RefPtr<ResourceManager> m_resourceManager;
Vector<DebugUIWindow> m_debugUIWindows;
};
template<typename _class_type>
_class_type* Engine::RegisterResourceManager()
template<typename _class_type> _class_type *Engine::RegisterResourceManager()
{
m_resourceManager = MakeRefPtr<_class_type>(this);
return (_class_type*)m_resourceManager.get();
return (_class_type *) m_resourceManager.get();
}
} // namespace ia::iae

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@ -18,7 +18,7 @@
#include <IAEngine/Components/Component.hpp>
#include <IAEngine/Nodes/Transform.hpp>
#include <IAEngine/Texture.hpp>
#include <IAEngine/Rendering/Texture.hpp>
namespace ia::iae
{

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@ -0,0 +1,40 @@
// 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 Renderer;
class GPUBuffer
{
public:
STATIC RefPtr<GPUBuffer> Create(IN PCVOID data, IN UINT32 dataSize);
private:
Handle m_handle{};
private:
STATIC BOOL InitializeStagingBuffer();
STATIC VOID TerminateStagingBuffer();
STATIC BOOL EnsureStagingBufferSize(IN UINT32 size);
friend class Renderer;
};
} // namespace ia::iae

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@ -0,0 +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/>.
#pragma once
#include <IAEngine/Base.hpp>
namespace ia::iae
{
class QuadMesh
{
public:
STATIC VOID Initialize();
STATIC VOID Terminate();
STATIC VOID Draw(IN CONST iam::Vec3f &position, IN CONST iam::Vec3f &scale, IN FLOAT32 rotation);
};
} // namespace ia::iae

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@ -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

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@ -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};
};
}

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@ -0,0 +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/>.
#pragma once
#include <IAEngine/Base.hpp>
namespace ia::iae
{
class Engine;
class Renderer
{
struct DebugUIWindow
{
PCCHAR Title{""};
iam::Vec2f Position{};
iam::Vec2f Size{};
std::function<VOID()> ContentDrawCallback{};
};
public:
STATIC BOOL Initialize(IN Engine *engine);
STATIC VOID Terminate();
public:
STATIC VOID AddDebugUIWindow(IN PCCHAR title, IN CONST iam::Vec2f &position, IN CONST iam::Vec2f &size,
IN std::function<VOID()> contentDrawCallback);
public:
STATIC VOID BeginFrame();
STATIC VOID EndFrame();
STATIC VOID Draw(IN Handle vertexBufferHandle, IN INT32 vertexCount);
STATIC VOID Draw(IN Handle vertexBufferHandle, IN Handle indexBufferHandle, IN INT32 indexCount);
public:
STATIC INT32 Width()
{
return s_width;
}
STATIC INT32 Height()
{
return s_height;
}
private:
STATIC INT32 s_width;
STATIC INT32 s_height;
STATIC Vector<DebugUIWindow> s_debugUIWindows;
};
} // namespace ia::iae

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@ -20,12 +20,10 @@
namespace ia::iae
{
class Engine;
class Texture
{
public:
Texture(IN Engine* engine);
Texture();
~Texture();
public:
@ -46,10 +44,5 @@ namespace ia::iae
INT32 m_width;
INT32 m_height;
PVOID m_handle{};
Engine* CONST m_engine;
private:
friend class Engine;
friend class ResourceManager;
};
} // namespace ia::iae

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@ -0,0 +1,30 @@
// 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 Vertex_Mesh
{
iam::Vec3f Position{};
iam::Vec2f UV{};
};
}

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@ -17,7 +17,7 @@
#pragma once
#include <IAEngine/Audio.hpp>
#include <IAEngine/Texture.hpp>
#include <IAEngine/Rendering/Texture.hpp>
namespace ia::iae
{

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@ -0,0 +1,61 @@
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"
]
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()

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@ -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

2
Vendor/SDL vendored

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

2
Vendor/imgui vendored