// IAEngine: 2D Game Engine by IA // Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev) // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see . #include #include #include #include #include #include #include #include #include #include namespace ia::iae { STATIC Mat4 IdentityMatrix(1.0f); EXTERN SDL_Window *g_windowHandle; INT32 Renderer::s_screenWidth{}; INT32 Renderer::s_screenHeight{}; Renderer::State Renderer::s_state{}; SDL_GPUDevice *Renderer::s_gpuDevice{}; Pipeline *Renderer::s_geometryPipeline{}; Renderer::Geometry *Renderer::s_quadGeometry{}; Renderer::Geometry *Renderer::s_circleGeometry{}; Vector Renderer::s_drawEntries; SDL_GPURenderPass *Renderer::s_activeRenderPass{}; SDL_GPUCommandBuffer *Renderer::s_activeCommandBuffer{}; SDL_GPUColorTargetInfo Renderer::s_colorTargetInfo{}; class CameraComponent *Renderer::s_activeCamera{}; BOOL Renderer::s_ySortingEnabled{false}; SDL_Rect Renderer::s_defaultScissor{}; SDL_GPUViewport Renderer::s_defaultViewport{}; Vec2 Renderer::s_activeSceneDesignViewport{}; EXTERN Vec2 g_sceneScalingFactor; EXTERN Vec2 g_sceneDesignViewport; VOID Renderer::Initialize() { SDL_PropertiesID deviceCreateProps = SDL_CreateProperties(); SDL_SetStringProperty(deviceCreateProps, SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING, nullptr); SDL_SetBooleanProperty(deviceCreateProps, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN, true); SDL_SetBooleanProperty(deviceCreateProps, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN, Engine::IsDebugMode()); SDL_SetBooleanProperty(deviceCreateProps, SDL_PROP_GPU_DEVICE_CREATE_FEATURE_DEPTH_CLAMPING_BOOLEAN, false); if (!(s_gpuDevice = SDL_CreateGPUDeviceWithProperties(deviceCreateProps))) THROW_UNKNOWN("Failed to create the SDL GPU Device: ", SDL_GetError()); SDL_DestroyProperties(deviceCreateProps); if (!SDL_ClaimWindowForGPUDevice(s_gpuDevice, g_windowHandle)) THROW_UNKNOWN("Failed to initialize SDL GPU for the window: ", SDL_GetError()); SDL_SetGPUSwapchainParameters(s_gpuDevice, g_windowHandle, SDL_GPU_SWAPCHAINCOMPOSITION_SDR, SDL_GPU_PRESENTMODE_VSYNC); GPUResourceManager::Initialize(); SDL_GetWindowSizeInPixels(g_windowHandle, &s_screenWidth, &s_screenHeight); OnScreenResize(s_screenWidth, s_screenHeight); // Initialize Pipeline s_geometryPipeline = new Pipeline( Pipeline::StageDesc{ .SourceData = SHADER_SOURCE_GEOMETRY_VERT, .SourceLength = sizeof(SHADER_SOURCE_GEOMETRY_VERT), .SamplerCount = 0, .UniformBufferCount = 3, }, Pipeline::StageDesc{ .SourceData = SHADER_SOURCE_GEOMETRY_FRAG, .SourceLength = sizeof(SHADER_SOURCE_GEOMETRY_FRAG), .SamplerCount = 1, .UniformBufferCount = 1, }, true, true); DebugDraw::Initialize(); s_colorTargetInfo.clear_color = SDL_FColor{0.0f, 0.0f, 0.0f, 1.0f}; s_colorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR; s_colorTargetInfo.store_op = SDL_GPU_STOREOP_STORE; s_quadGeometry = CreateGeometry( { {glm::vec3{0, 1, 0}, glm::vec2{0, 1}, glm::vec4{1.0f, 1.0f, 1.0f, 1.0f}}, {glm::vec3{1, 1, 0}, glm::vec2{1, 1}, glm::vec4{1.0f, 1.0f, 1.0f, 1.0f}}, {glm::vec3{1, 0, 0}, glm::vec2{1, 0}, glm::vec4{1.0f, 1.0f, 1.0f, 1.0f}}, {glm::vec3{0, 0, 0}, glm::vec2{0, 0}, glm::vec4{1.0f, 1.0f, 1.0f, 1.0f}}, }, {0, 1, 2, 2, 3, 0}); s_circleGeometry = CreateGeometry( { {{0.0000000f, 1 * 0.0000000f}, {0.5000000f, 0.5000000f}, {1.0f, 1.0f, 1.0f, 1.0f}}, // 0 Center {{1.0000000f, 1 * 0.0000000f}, {1.0000000f, 0.5000000f}, {1.0f, 1.0f, 1.0f, 1.0f}}, // 1 {{0.9848078f, 1 * 0.1736482f}, {0.9924039f, 0.5868241f}, {1.0f, 1.0f, 1.0f, 1.0f}}, // 2 {{0.9396926f, 1 * 0.3420201f}, {0.9698463f, 0.6710101f}, {1.0f, 1.0f, 1.0f, 1.0f}}, // 3 {{0.8660254f, 1 * 0.5000000f}, {0.9330127f, 0.7500000f}, {1.0f, 1.0f, 1.0f, 1.0f}}, // 4 {{0.7660444f, 1 * 0.6427876f}, {0.8830222f, 0.8213938f}, {1.0f, 1.0f, 1.0f, 1.0f}}, // 5 {{0.6427876f, 1 * 0.7660444f}, {0.8213938f, 0.8830222f}, {1.0f, 1.0f, 1.0f, 1.0f}}, // 6 {{0.5000000f, 1 * 0.8660254f}, {0.7500000f, 0.9330127f}, {1.0f, 1.0f, 1.0f, 1.0f}}, // 7 {{0.3420201f, 1 * 0.9396926f}, {0.6710101f, 0.9698463f}, {1.0f, 1.0f, 1.0f, 1.0f}}, // 8 {{0.1736482f, 1 * 0.9848078f}, {0.5868241f, 0.9924039f}, {1.0f, 1.0f, 1.0f, 1.0f}}, // 9 {{0.0000000f, 1 * 1.0000000f}, {0.5000000f, 1.0000000f}, {1.0f, 1.0f, 1.0f, 1.0f}}, // 10 {{-0.1736482f, 1 * 0.9848078f}, {0.4131759f, 0.9924039f}, {1.0f, 1.0f, 1.0f, 1.0f}}, // 11 {{-0.3420201f, 1 * 0.9396926f}, {0.3289899f, 0.9698463f}, {1.0f, 1.0f, 1.0f, 1.0f}}, // 12 {{-0.5000000f, 1 * 0.8660254f}, {0.2500000f, 0.9330127f}, {1.0f, 1.0f, 1.0f, 1.0f}}, // 13 {{-0.6427876f, 1 * 0.7660444f}, {0.1786062f, 0.8830222f}, {1.0f, 1.0f, 1.0f, 1.0f}}, // 14 {{-0.7660444f, 1 * 0.6427876f}, {0.1169778f, 0.8213938f}, {1.0f, 1.0f, 1.0f, 1.0f}}, // 15 {{-0.8660254f, 1 * 0.5000000f}, {0.0669873f, 0.7500000f}, {1.0f, 1.0f, 1.0f, 1.0f}}, // 16 {{-0.9396926f, 1 * 0.3420201f}, {0.0301537f, 0.6710101f}, {1.0f, 1.0f, 1.0f, 1.0f}}, // 17 {{-0.9848078f, 1 * 0.1736482f}, {0.0075961f, 0.5868241f}, {1.0f, 1.0f, 1.0f, 1.0f}}, // 18 {{-1.0000000f, 1 * 0.0000000f}, {0.0000000f, 0.5000000f}, {1.0f, 1.0f, 1.0f, 1.0f}}, // 19 {{-0.9848078f, 1 * -0.1736482f}, {0.0075961f, 0.4131759f}, {1.0f, 1.0f, 1.0f, 1.0f}}, // 20 {{-0.9396926f, 1 * -0.3420201f}, {0.0301537f, 0.3289899f}, {1.0f, 1.0f, 1.0f, 1.0f}}, // 21 {{-0.8660254f, 1 * -0.5000000f}, {0.0669873f, 0.2500000f}, {1.0f, 1.0f, 1.0f, 1.0f}}, // 22 {{-0.7660444f, 1 * -0.6427876f}, {0.1169778f, 0.1786062f}, {1.0f, 1.0f, 1.0f, 1.0f}}, // 23 {{-0.6427876f, 1 * -0.7660444f}, {0.1786062f, 0.1169778f}, {1.0f, 1.0f, 1.0f, 1.0f}}, // 24 {{-0.5000000f, 1 * -0.8660254f}, {0.2500000f, 0.0669873f}, {1.0f, 1.0f, 1.0f, 1.0f}}, // 25 {{-0.3420201f, 1 * -0.9396926f}, {0.3289899f, 0.0301537f}, {1.0f, 1.0f, 1.0f, 1.0f}}, // 26 {{-0.1736482f, 1 * -0.9848078f}, {0.4131759f, 0.0075961f}, {1.0f, 1.0f, 1.0f, 1.0f}}, // 27 {{-0.0000000f, 1 * -1.0000000f}, {0.5000000f, 0.0000000f}, {1.0f, 1.0f, 1.0f, 1.0f}}, // 28 {{0.1736482f, 1 * -0.9848078f}, {0.5868241f, 0.0075961f}, {1.0f, 1.0f, 1.0f, 1.0f}}, // 29 {{0.3420201f, 1 * -0.9396926f}, {0.6710101f, 0.0301537f}, {1.0f, 1.0f, 1.0f, 1.0f}}, // 30 {{0.5000000f, 1 * -0.8660254f}, {0.7500000f, 0.0669873f}, {1.0f, 1.0f, 1.0f, 1.0f}}, // 31 {{0.6427876f, 1 * -0.7660444f}, {0.8213938f, 0.1169778f}, {1.0f, 1.0f, 1.0f, 1.0f}}, // 32 {{0.7660444f, 1 * -0.6427876f}, {0.8830222f, 0.1786062f}, {1.0f, 1.0f, 1.0f, 1.0f}}, // 33 {{0.8660254f, 1 * -0.5000000f}, {0.9330127f, 0.2500000f}, {1.0f, 1.0f, 1.0f, 1.0f}}, // 34 {{0.9396926f, 1 * -0.3420201f}, {0.9698463f, 0.3289899f}, {1.0f, 1.0f, 1.0f, 1.0f}}, // 35 {{0.9848078f, 1 * -0.1736482f}, {0.9924039f, 0.4131759f}, {1.0f, 1.0f, 1.0f, 1.0f}} // 36 }, {0, 1, 2, 0, 2, 3, 0, 3, 4, 0, 4, 5, 0, 5, 6, 0, 6, 7, 0, 7, 8, 0, 8, 9, 0, 9, 10, 0, 10, 11, 0, 11, 12, 0, 12, 13, 0, 13, 14, 0, 14, 15, 0, 15, 16, 0, 16, 17, 0, 17, 18, 0, 18, 19, 0, 19, 20, 0, 20, 21, 0, 21, 22, 0, 22, 23, 0, 23, 24, 0, 24, 25, 0, 25, 26, 0, 26, 27, 0, 27, 28, 0, 28, 29, 0, 29, 30, 0, 30, 31, 0, 31, 32, 0, 32, 33, 0, 33, 34, 0, 34, 35, 0, 35, 36, 0, 36, 1}); } VOID Renderer::Terminate() { SDL_WaitForGPUIdle(s_gpuDevice); DestroyGeometry(s_quadGeometry); DestroyGeometry(s_circleGeometry); DebugDraw::Terminate(); delete s_geometryPipeline; GPUResourceManager::Terminate(); SDL_ReleaseWindowFromGPUDevice(s_gpuDevice, g_windowHandle); SDL_DestroyGPUDevice(s_gpuDevice); } ImDrawData *g_imDrawData{}; VOID Renderer::BeginFrame() { s_drawEntries.clear(); if (!(s_activeCommandBuffer = SDL_AcquireGPUCommandBuffer(s_gpuDevice))) THROW_UNKNOWN("Failed to acquire SDL GPU command buffer: ", SDL_GetError()); SDL_GPUTexture *swapChainTexture{}; if (!SDL_WaitAndAcquireGPUSwapchainTexture(s_activeCommandBuffer, g_windowHandle, &swapChainTexture, (PUINT32) &s_screenWidth, (PUINT32) &s_screenHeight)) THROW_UNKNOWN("Failed to acquire SDL GPU Swapchain texture: ", SDL_GetError()); if (!swapChainTexture) return; DebugDraw::Render(); g_imDrawData = ImGui::GetDrawData(); ImGui_ImplSDLGPU3_PrepareDrawData(g_imDrawData, s_activeCommandBuffer); const auto clearColor = WorldManager::GetActiveScene()->BackgroundColor().GetAsFloatVec(); s_colorTargetInfo.clear_color = SDL_FColor{clearColor.x, clearColor.y, clearColor.z, 1.0f}; s_colorTargetInfo.texture = swapChainTexture; s_activeRenderPass = SDL_BeginGPURenderPass(s_activeCommandBuffer, &s_colorTargetInfo, 1, nullptr); SDL_BindGPUGraphicsPipeline(s_activeRenderPass, s_geometryPipeline->GetHandle()); SDL_PushGPUVertexUniformData(s_activeCommandBuffer, 0, s_activeCamera ? s_activeCamera->GetProjectionMatrix() : &IdentityMatrix, sizeof(Mat4)); s_state.Scissor = s_defaultScissor; } VOID Renderer::EndFrame() { std::sort(s_drawEntries.begin(), s_drawEntries.end(), [](IN CONST DrawEntry &a, IN CONST DrawEntry &b) { if (a.Layer != b.Layer) return a.Layer < b.Layer; return a.SortIndex < b.SortIndex; }); for (const auto &t : s_drawEntries) Draw(t); ImGui_ImplSDLGPU3_RenderDrawData(g_imDrawData, s_activeCommandBuffer, s_activeRenderPass); SDL_EndGPURenderPass(s_activeRenderPass); SDL_SubmitGPUCommandBuffer(s_activeCommandBuffer); } VOID Renderer::Draw(IN CONST DrawEntry &t) { #pragma pack(push, 1) STATIC struct { INT32 FlippedH{false}; INT32 FlippedV{false}; Vec2 TextureOffset{0.0f, 0.0f}; Vec4 ColorOverlay{1.0f, 1.0f, 1.0f, 1.0f}; } s_fragmentUniform{}; #pragma pack(pop) Vec2 position = t.DrawState.Position * g_sceneScalingFactor; Vec2 scale = t.DrawState.Scale * g_sceneScalingFactor; Mat4 modelMatrix = glm::translate(glm::mat4(1.0f), glm::vec3{position.x, position.y, 0}); modelMatrix = glm::rotate(modelMatrix, t.DrawState.Rotation, glm::vec3(0.0f, 0.0f, 1.0f)); modelMatrix = glm::scale(modelMatrix, glm::vec3{scale.x, scale.y, 1.0f}); SDL_PushGPUVertexUniformData(s_activeCommandBuffer, 1, (s_activeCamera && t.DrawState.CameraRelative) ? s_activeCamera->GetViewMatrix() : &IdentityMatrix, sizeof(Mat4)); SDL_PushGPUVertexUniformData(Renderer::s_activeCommandBuffer, 2, &modelMatrix, sizeof(Mat4)); s_fragmentUniform.ColorOverlay = t.DrawState.ColorOverlay.GetAsFloatVec(); s_fragmentUniform.FlippedH = t.DrawState.FlippedH; s_fragmentUniform.FlippedV = t.DrawState.FlippedV; s_fragmentUniform.TextureOffset = t.DrawState.TextureOffset; SDL_GPUTextureSamplerBinding textureBinding{.texture = t.DrawState.ActiveTexture, .sampler = ((t.DrawState.TextureOffset.x <= FLOAT32_EPSILON) && (t.DrawState.TextureOffset.y <= FLOAT32_EPSILON)) ? GPUResourceManager::GetSampler_LinearClamp() : GPUResourceManager::GetSampler_LinearRepeat()}; SDL_BindGPUFragmentSamplers(s_activeRenderPass, 0, &textureBinding, 1); SDL_PushGPUFragmentUniformData(s_activeCommandBuffer, 0, &s_fragmentUniform, sizeof(s_fragmentUniform)); SDL_SetGPUScissor(s_activeRenderPass, &t.DrawState.Scissor); SDL_GPUBufferBinding bufferBindings[] = {{.buffer = t.GeometryHandle->VertexBuffer, .offset = 0}, {.buffer = t.GeometryHandle->IndexBuffer, .offset = 0}}; SDL_BindGPUVertexBuffers(s_activeRenderPass, 0, bufferBindings, 1); SDL_BindGPUIndexBuffer(s_activeRenderPass, &bufferBindings[1], SDL_GPU_INDEXELEMENTSIZE_32BIT); SDL_DrawGPUIndexedPrimitives(s_activeRenderPass, t.GeometryHandle->IndexCount, 1, 0, 0, 0); } VOID Renderer::OnScreenResize(IN INT32 newWidth, IN INT32 newHeight) { s_screenWidth = newWidth; s_screenHeight = newHeight; s_defaultScissor = {0, 0, newWidth, newHeight}; s_defaultViewport.x = 0; s_defaultViewport.y = 0; s_defaultViewport.w = newWidth; s_defaultViewport.h = newHeight; s_defaultViewport.min_depth = 0.0f; s_defaultViewport.max_depth = 1.0f; if (s_activeCamera) s_activeCamera->SetViewport(newWidth, newHeight); UpdateSceneScalingFactor(); } VOID Renderer::UpdateSceneScalingFactor() { g_sceneScalingFactor = {(FLOAT32) s_screenWidth / s_activeSceneDesignViewport.x, (FLOAT32) s_screenHeight / s_activeSceneDesignViewport.y}; IAE_LOG_INFO("Updated Scene Scale Factor: (", g_sceneScalingFactor.x, ", ", g_sceneScalingFactor.y, ")"); } SDL_GPUTextureFormat Renderer::GetRenderTargetFormat() { return SDL_GetGPUSwapchainTextureFormat(s_gpuDevice, g_windowHandle); } Renderer::Geometry *Renderer::CreateGeometry(IN CONST Vector &vertices, IN CONST Vector &indices) { const auto mesh = new Geometry(); mesh->VertexBuffer = GPUResourceManager::CreateDeviceLocalBuffer( SDL_GPU_BUFFERUSAGE_VERTEX, vertices.data(), static_cast(vertices.size() * sizeof(vertices[0]))); mesh->IndexBuffer = GPUResourceManager::CreateDeviceLocalBuffer( SDL_GPU_BUFFERUSAGE_INDEX, indices.data(), static_cast(indices.size() * sizeof(indices[0]))); mesh->IndexCount = static_cast(indices.size()); return mesh; } VOID Renderer::DestroyGeometry(IN Geometry *handle) { GPUResourceManager::DestroyBuffer(handle->VertexBuffer); GPUResourceManager::DestroyBuffer(handle->IndexBuffer); delete handle; } VOID Renderer::DrawGeometry(IN Geometry *handle, IN SDL_GPUTexture *texture, IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation, IN UINT8 layer, IN UINT16 sortIndex) { s_state.ActiveTexture = texture; s_state.Position = position; s_state.Rotation = rotation; s_state.Scale = scale; s_drawEntries.pushBack( DrawEntry{.Layer = layer, .SortIndex = (UINT16) (sortIndex + ((UINT16) s_state.Position.y * s_ySortingEnabled)), .DrawState = s_state, .GeometryHandle = handle}); } VOID Renderer::DrawText(IN CONST String &text, IN Vec2 position, IN FLOAT32 scale, IN FLOAT32 rotation, IN UINT8 layer, IN UINT16 sortIndex) { const auto t = (UINT16) (sortIndex + ((UINT16) s_state.Position.y * s_ySortingEnabled)); const auto &font = FontManager::GetFont("Roboto"); for (const auto &c : text) { if (!c) break; const auto glyph = font.Chars[(UINT8) c]; s_state.ActiveTexture = glyph.Texture; s_state.Position = position + Vec2(glyph.Bearing.x, glyph.Size.y - glyph.Bearing.y) * scale; s_state.Position.y += (16 - glyph.Size.y) * scale; s_state.Rotation = rotation; s_state.Scale = Vec2(scale * glyph.Size.x, scale * glyph.Size.y); s_drawEntries.pushBack( DrawEntry{.Layer = layer, .SortIndex = t, .DrawState = s_state, .GeometryHandle = s_quadGeometry}); position.x += glyph.Advance * scale; } } VOID Renderer::WaitForGPUIdle() { SDL_WaitForGPUIdle(s_gpuDevice); } } // namespace ia::iae namespace ia::iae { IVec2 Engine::GetDisplayExtent() { return IVec2(Renderer::s_screenWidth, Renderer::s_screenHeight); } FLOAT32 Engine::GetDisplayAspectRatio() { return (FLOAT32) Renderer::s_screenHeight / (FLOAT32) Renderer::s_screenWidth; } VOID Engine::SetActiveCamera(IN CameraComponent *cameraComponent) { Renderer::s_activeCamera = cameraComponent; Renderer::OnScreenResize(Renderer::s_screenWidth, Renderer::s_screenHeight); } CameraComponent *Engine::GetActiveCamera() { return Renderer::s_activeCamera; } Handle Engine::CreateGeometry(IN CONST Vector &vertices, IN CONST Vector &indices) { return (Handle) Renderer::CreateGeometry(vertices, indices); } VOID Engine::DestroyGeometry(IN Handle geometry) { Renderer::DestroyGeometry((Renderer::Geometry *) geometry); } VOID Engine::DrawGeometry(IN Handle handle, IN Handle texture, IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation, IN UINT8 layer, IN UINT16 sortIndex) { Renderer::DrawGeometry((Renderer::Geometry *) handle, ResourceManager::GetTextureFromImage(texture), position, scale, rotation, layer, sortIndex); } VOID Engine::DrawText(IN CONST String &text, IN Vec2 position, IN FLOAT32 scale, IN FLOAT32 rotation, IN UINT8 layer, IN UINT16 sortIndex) { Renderer::DrawText(text, position, scale, rotation, layer, sortIndex); } VOID Engine::DrawQuad(IN Vec2 position, IN Handle texture, IN Vec2 scale, IN FLOAT32 rotation, IN UINT8 layer, IN UINT16 sortIndex) { Renderer::DrawGeometry(Renderer::s_quadGeometry, ResourceManager::GetTextureFromImage(texture), position, scale, rotation, layer, sortIndex); } VOID Engine::DrawCircle(IN Vec2 position, IN Handle texture, IN FLOAT32 radius, IN FLOAT32 rotation, IN UINT8 layer, IN UINT16 sortIndex) { Renderer::DrawGeometry(Renderer::s_circleGeometry, ResourceManager::GetTextureFromImage(texture), position, {radius, radius}, rotation, layer, sortIndex); } VOID Engine::SetRenderState_Scissor(IN IVec4 rect) { Renderer::s_state.Scissor = rect.z ? SDL_Rect{0, 0, Renderer::s_screenWidth, Renderer::s_screenHeight} : SDL_Rect{rect.x, rect.y, rect.z, rect.w}; } VOID Engine::SetRenderState_FlippedH(IN BOOL value) { Renderer::s_state.FlippedH = value; } VOID Engine::SetRenderState_FlippedV(IN BOOL value) { Renderer::s_state.FlippedV = value; } VOID Engine::SetRenderState_TextureOffset(IN Vec2 off) { Renderer::s_state.TextureOffset = off; } VOID Engine::SetRenderState_ColorOverlay(IN Color color) { Renderer::s_state.ColorOverlay = color; } VOID Engine::SetRenderState_CameraRelative(IN BOOL value) { Renderer::s_state.CameraRelative = value; } VOID Engine::SetRenderState_YSortingEnabled(IN BOOL value) { Renderer::s_ySortingEnabled = value; } Handle Engine::GetGeometry_Quad() { return (Handle) Renderer::s_quadGeometry; } Handle Engine::GetGeometry_Circle() { return (Handle) Renderer::s_circleGeometry; } VOID Engine::SetSceneDesignViewport(IN Vec2 value) { if (!value.x || !value.y) { Renderer::s_activeSceneDesignViewport = g_sceneDesignViewport; Renderer::UpdateSceneScalingFactor(); return; } Renderer::s_activeSceneDesignViewport = value; Renderer::UpdateSceneScalingFactor(); } Vec2 Engine::GetSceneDesignViewport() { return Renderer::s_activeSceneDesignViewport; } } // namespace ia::iae