// 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{};
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, (1.0f / Engine::GetDisplayAspectRatio()) * 0.75f * 0.0000000f},
{0.5000000f, 0.5000000f},
{1.0f, 1.0f, 1.0f, 1.0f}}, // 0 Center
{{1.0000000f, (1.0f / Engine::GetDisplayAspectRatio()) * 0.75f * 0.0000000f},
{1.0000000f, 0.5000000f},
{1.0f, 1.0f, 1.0f, 1.0f}}, // 1
{{0.9848078f, (1.0f / Engine::GetDisplayAspectRatio()) * 0.75f * 0.1736482f},
{0.9924039f, 0.5868241f},
{1.0f, 1.0f, 1.0f, 1.0f}}, // 2
{{0.9396926f, (1.0f / Engine::GetDisplayAspectRatio()) * 0.75f * 0.3420201f},
{0.9698463f, 0.6710101f},
{1.0f, 1.0f, 1.0f, 1.0f}}, // 3
{{0.8660254f, (1.0f / Engine::GetDisplayAspectRatio()) * 0.75f * 0.5000000f},
{0.9330127f, 0.7500000f},
{1.0f, 1.0f, 1.0f, 1.0f}}, // 4
{{0.7660444f, (1.0f / Engine::GetDisplayAspectRatio()) * 0.75f * 0.6427876f},
{0.8830222f, 0.8213938f},
{1.0f, 1.0f, 1.0f, 1.0f}}, // 5
{{0.6427876f, (1.0f / Engine::GetDisplayAspectRatio()) * 0.75f * 0.7660444f},
{0.8213938f, 0.8830222f},
{1.0f, 1.0f, 1.0f, 1.0f}}, // 6
{{0.5000000f, (1.0f / Engine::GetDisplayAspectRatio()) * 0.75f * 0.8660254f},
{0.7500000f, 0.9330127f},
{1.0f, 1.0f, 1.0f, 1.0f}}, // 7
{{0.3420201f, (1.0f / Engine::GetDisplayAspectRatio()) * 0.75f * 0.9396926f},
{0.6710101f, 0.9698463f},
{1.0f, 1.0f, 1.0f, 1.0f}}, // 8
{{0.1736482f, (1.0f / Engine::GetDisplayAspectRatio()) * 0.75f * 0.9848078f},
{0.5868241f, 0.9924039f},
{1.0f, 1.0f, 1.0f, 1.0f}}, // 9
{{0.0000000f, (1.0f / Engine::GetDisplayAspectRatio()) * 0.75f * 1.0000000f},
{0.5000000f, 1.0000000f},
{1.0f, 1.0f, 1.0f, 1.0f}}, // 10
{{-0.1736482f, (1.0f / Engine::GetDisplayAspectRatio()) * 0.75f * 0.9848078f},
{0.4131759f, 0.9924039f},
{1.0f, 1.0f, 1.0f, 1.0f}}, // 11
{{-0.3420201f, (1.0f / Engine::GetDisplayAspectRatio()) * 0.75f * 0.9396926f},
{0.3289899f, 0.9698463f},
{1.0f, 1.0f, 1.0f, 1.0f}}, // 12
{{-0.5000000f, (1.0f / Engine::GetDisplayAspectRatio()) * 0.75f * 0.8660254f},
{0.2500000f, 0.9330127f},
{1.0f, 1.0f, 1.0f, 1.0f}}, // 13
{{-0.6427876f, (1.0f / Engine::GetDisplayAspectRatio()) * 0.75f * 0.7660444f},
{0.1786062f, 0.8830222f},
{1.0f, 1.0f, 1.0f, 1.0f}}, // 14
{{-0.7660444f, (1.0f / Engine::GetDisplayAspectRatio()) * 0.75f * 0.6427876f},
{0.1169778f, 0.8213938f},
{1.0f, 1.0f, 1.0f, 1.0f}}, // 15
{{-0.8660254f, (1.0f / Engine::GetDisplayAspectRatio()) * 0.75f * 0.5000000f},
{0.0669873f, 0.7500000f},
{1.0f, 1.0f, 1.0f, 1.0f}}, // 16
{{-0.9396926f, (1.0f / Engine::GetDisplayAspectRatio()) * 0.75f * 0.3420201f},
{0.0301537f, 0.6710101f},
{1.0f, 1.0f, 1.0f, 1.0f}}, // 17
{{-0.9848078f, (1.0f / Engine::GetDisplayAspectRatio()) * 0.75f * 0.1736482f},
{0.0075961f, 0.5868241f},
{1.0f, 1.0f, 1.0f, 1.0f}}, // 18
{{-1.0000000f, (1.0f / Engine::GetDisplayAspectRatio()) * 0.75f * 0.0000000f},
{0.0000000f, 0.5000000f},
{1.0f, 1.0f, 1.0f, 1.0f}}, // 19
{{-0.9848078f, (1.0f / Engine::GetDisplayAspectRatio()) * 0.75f * -0.1736482f},
{0.0075961f, 0.4131759f},
{1.0f, 1.0f, 1.0f, 1.0f}}, // 20
{{-0.9396926f, (1.0f / Engine::GetDisplayAspectRatio()) * 0.75f * -0.3420201f},
{0.0301537f, 0.3289899f},
{1.0f, 1.0f, 1.0f, 1.0f}}, // 21
{{-0.8660254f, (1.0f / Engine::GetDisplayAspectRatio()) * 0.75f * -0.5000000f},
{0.0669873f, 0.2500000f},
{1.0f, 1.0f, 1.0f, 1.0f}}, // 22
{{-0.7660444f, (1.0f / Engine::GetDisplayAspectRatio()) * 0.75f * -0.6427876f},
{0.1169778f, 0.1786062f},
{1.0f, 1.0f, 1.0f, 1.0f}}, // 23
{{-0.6427876f, (1.0f / Engine::GetDisplayAspectRatio()) * 0.75f * -0.7660444f},
{0.1786062f, 0.1169778f},
{1.0f, 1.0f, 1.0f, 1.0f}}, // 24
{{-0.5000000f, (1.0f / Engine::GetDisplayAspectRatio()) * 0.75f * -0.8660254f},
{0.2500000f, 0.0669873f},
{1.0f, 1.0f, 1.0f, 1.0f}}, // 25
{{-0.3420201f, (1.0f / Engine::GetDisplayAspectRatio()) * 0.75f * -0.9396926f},
{0.3289899f, 0.0301537f},
{1.0f, 1.0f, 1.0f, 1.0f}}, // 26
{{-0.1736482f, (1.0f / Engine::GetDisplayAspectRatio()) * 0.75f * -0.9848078f},
{0.4131759f, 0.0075961f},
{1.0f, 1.0f, 1.0f, 1.0f}}, // 27
{{-0.0000000f, (1.0f / Engine::GetDisplayAspectRatio()) * 0.75f * -1.0000000f},
{0.5000000f, 0.0000000f},
{1.0f, 1.0f, 1.0f, 1.0f}}, // 28
{{0.1736482f, (1.0f / Engine::GetDisplayAspectRatio()) * 0.75f * -0.9848078f},
{0.5868241f, 0.0075961f},
{1.0f, 1.0f, 1.0f, 1.0f}}, // 29
{{0.3420201f, (1.0f / Engine::GetDisplayAspectRatio()) * 0.75f * -0.9396926f},
{0.6710101f, 0.0301537f},
{1.0f, 1.0f, 1.0f, 1.0f}}, // 30
{{0.5000000f, (1.0f / Engine::GetDisplayAspectRatio()) * 0.75f * -0.8660254f},
{0.7500000f, 0.0669873f},
{1.0f, 1.0f, 1.0f, 1.0f}}, // 31
{{0.6427876f, (1.0f / Engine::GetDisplayAspectRatio()) * 0.75f * -0.7660444f},
{0.8213938f, 0.1169778f},
{1.0f, 1.0f, 1.0f, 1.0f}}, // 32
{{0.7660444f, (1.0f / Engine::GetDisplayAspectRatio()) * 0.75f * -0.6427876f},
{0.8830222f, 0.1786062f},
{1.0f, 1.0f, 1.0f, 1.0f}}, // 33
{{0.8660254f, (1.0f / Engine::GetDisplayAspectRatio()) * 0.75f * -0.5000000f},
{0.9330127f, 0.2500000f},
{1.0f, 1.0f, 1.0f, 1.0f}}, // 34
{{0.9396926f, (1.0f / Engine::GetDisplayAspectRatio()) * 0.75f * -0.3420201f},
{0.9698463f, 0.3289899f},
{1.0f, 1.0f, 1.0f, 1.0f}}, // 35
{{0.9848078f, (1.0f / Engine::GetDisplayAspectRatio()) * 0.75f * -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);
g_sceneScalingFactor = {(FLOAT32) newWidth / g_sceneDesignViewport.x,
(FLOAT32) newHeight / g_sceneDesignViewport.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;
}
} // namespace ia::iae