Batch Renderer 1/2
6
.gitmodules
vendored
@ -14,3 +14,9 @@
|
|||||||
[submodule "Vendor/SDL"]
|
[submodule "Vendor/SDL"]
|
||||||
path = Vendor/SDL
|
path = Vendor/SDL
|
||||||
url = https://github.com/I-A-S/SDL
|
url = https://github.com/I-A-S/SDL
|
||||||
|
[submodule "Vendor/glm"]
|
||||||
|
path = Vendor/glm
|
||||||
|
url = https://github.com/g-truc/glm
|
||||||
|
[submodule "Vendor/pugixml"]
|
||||||
|
path = Vendor/pugixml
|
||||||
|
url = https://github.com/zeux/pugixml
|
||||||
|
|||||||
20
.vscode/launch.json
vendored
Normal file
@ -0,0 +1,20 @@
|
|||||||
|
{
|
||||||
|
// Use IntelliSense to learn about possible attributes.
|
||||||
|
// Hover to view descriptions of existing attributes.
|
||||||
|
// For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
|
||||||
|
"version": "0.2.0",
|
||||||
|
"configurations": [
|
||||||
|
{
|
||||||
|
"name": "(Windows) Launch",
|
||||||
|
"type": "cppvsdbg",
|
||||||
|
"request": "launch",
|
||||||
|
"args": [],
|
||||||
|
"stopAtEntry": false,
|
||||||
|
"environment": [],
|
||||||
|
"console": "integratedTerminal",
|
||||||
|
"program": "${workspaceFolder}/Build/Windows/bin/IAERPG.exe",
|
||||||
|
"cwd": "${workspaceFolder}/Samples/RPG",
|
||||||
|
"preLaunchTask": "build",
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
14
.vscode/tasks.json
vendored
Normal file
@ -0,0 +1,14 @@
|
|||||||
|
{
|
||||||
|
"version": "2.0.0",
|
||||||
|
"tasks": [
|
||||||
|
{
|
||||||
|
"type": "shell",
|
||||||
|
"label": "build",
|
||||||
|
"command": "python3 Tools/Scripts/Builder/Build.py",
|
||||||
|
"group": {
|
||||||
|
"kind": "build",
|
||||||
|
"isDefault": true
|
||||||
|
}
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
16
Resources/Shaders/Debug.frag
Normal file
@ -0,0 +1,16 @@
|
|||||||
|
#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;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
outColor = inVertexColor;
|
||||||
|
if(outColor.w < 0.1)
|
||||||
|
discard;
|
||||||
|
}
|
||||||
34
Resources/Shaders/Debug.vert
Normal file
@ -0,0 +1,34 @@
|
|||||||
|
#version 450
|
||||||
|
#extension GL_ARB_separate_shader_objects : enable
|
||||||
|
|
||||||
|
struct SpriteInstanceData
|
||||||
|
{
|
||||||
|
mat4 Transform;
|
||||||
|
vec4 TexCoords;
|
||||||
|
vec4 Color;
|
||||||
|
};
|
||||||
|
|
||||||
|
layout (location = 0) in vec2 inPosition;
|
||||||
|
layout (location = 1) in vec2 inTexCoord;
|
||||||
|
|
||||||
|
layout(location = 0) out vec2 outTexCoord;
|
||||||
|
layout(location = 1) out vec4 outVertexColor;
|
||||||
|
|
||||||
|
layout(set = 0, binding = 0) readonly buffer SBO_SpriteData {
|
||||||
|
SpriteInstanceData data[];
|
||||||
|
} sboSpriteData;
|
||||||
|
|
||||||
|
layout(set = 1, binding = 0) uniform UBO_Vertex_PerScene {
|
||||||
|
mat4 projection;
|
||||||
|
} uboPerScene;
|
||||||
|
layout(set = 1, binding = 1) uniform UBO_Vertex_PerFrame {
|
||||||
|
mat4 view;
|
||||||
|
} uboPerFrame;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
SpriteInstanceData spriteData = sboSpriteData.data[gl_InstanceIndex];
|
||||||
|
gl_Position = uboPerScene.projection * uboPerFrame.view * spriteData.Transform * vec4(inPosition, 0.0f, 1.0f);
|
||||||
|
outTexCoord = inTexCoord;
|
||||||
|
outVertexColor = spriteData.Color;
|
||||||
|
}
|
||||||
@ -3,7 +3,6 @@
|
|||||||
|
|
||||||
layout (location = 0) in vec2 inPosition;
|
layout (location = 0) in vec2 inPosition;
|
||||||
layout (location = 1) in vec2 inTexCoord;
|
layout (location = 1) in vec2 inTexCoord;
|
||||||
layout (location = 2) in vec4 inVertexColor;
|
|
||||||
|
|
||||||
layout(location = 0) out vec2 outTexCoord;
|
layout(location = 0) out vec2 outTexCoord;
|
||||||
layout(location = 1) out vec4 outVertexColor;
|
layout(location = 1) out vec4 outVertexColor;
|
||||||
@ -22,5 +21,5 @@ void main()
|
|||||||
{
|
{
|
||||||
gl_Position = uboPerScene.projection * uboPerFrame.view * uboPerDraw.model * vec4(inPosition, 0.0f, 1.0f);
|
gl_Position = uboPerScene.projection * uboPerFrame.view * uboPerDraw.model * vec4(inPosition, 0.0f, 1.0f);
|
||||||
outTexCoord = inTexCoord;
|
outTexCoord = inTexCoord;
|
||||||
outVertexColor = inVertexColor;
|
//outVertexColor = inVertexColor;
|
||||||
}
|
}
|
||||||
@ -1,5 +1,6 @@
|
|||||||
set(SRC_FILES
|
set(SRC_FILES
|
||||||
"Src/imp/cpp/Main.cpp"
|
"Src/imp/cpp/Main.cpp"
|
||||||
|
"Src/imp/cpp/Game.cpp"
|
||||||
)
|
)
|
||||||
|
|
||||||
add_executable(IAERPG ${SRC_FILES})
|
add_executable(IAERPG ${SRC_FILES})
|
||||||
|
|||||||
|
After Width: | Height: | Size: 622 B |
BIN
Samples/RPG/Resources/Cute_Fantasy_Free/Animals/Cow/Cow.png
Normal file
|
After Width: | Height: | Size: 983 B |
BIN
Samples/RPG/Resources/Cute_Fantasy_Free/Animals/Pig/Pig.png
Normal file
|
After Width: | Height: | Size: 735 B |
BIN
Samples/RPG/Resources/Cute_Fantasy_Free/Animals/Sheep/Sheep.png
Normal file
|
After Width: | Height: | Size: 748 B |
3
Samples/RPG/Resources/Cute_Fantasy_Free/Credits.txt
Normal file
@ -0,0 +1,3 @@
|
|||||||
|
This asset pack is taken from here https://kenmi-art.itch.io/cute-fantasy-rpg
|
||||||
|
|
||||||
|
This is the free version
|
||||||
BIN
Samples/RPG/Resources/Cute_Fantasy_Free/Enemies/Skeleton.png
Normal file
|
After Width: | Height: | Size: 5.2 KiB |
BIN
Samples/RPG/Resources/Cute_Fantasy_Free/Enemies/Slime_Green.png
Normal file
|
After Width: | Height: | Size: 3.9 KiB |
|
After Width: | Height: | Size: 1.1 KiB |
|
After Width: | Height: | Size: 386 B |
|
After Width: | Height: | Size: 585 B |
|
After Width: | Height: | Size: 2.8 KiB |
|
After Width: | Height: | Size: 1.5 KiB |
|
After Width: | Height: | Size: 921 B |
|
After Width: | Height: | Size: 7.3 KiB |
BIN
Samples/RPG/Resources/Cute_Fantasy_Free/Player/Player.png
Normal file
|
After Width: | Height: | Size: 7.6 KiB |
|
After Width: | Height: | Size: 7.4 KiB |
BIN
Samples/RPG/Resources/Cute_Fantasy_Free/Tiles/Beach_Tile.png
Normal file
|
After Width: | Height: | Size: 648 B |
BIN
Samples/RPG/Resources/Cute_Fantasy_Free/Tiles/Cliff_Tile.png
Normal file
|
After Width: | Height: | Size: 1.6 KiB |
BIN
Samples/RPG/Resources/Cute_Fantasy_Free/Tiles/FarmLand_Tile.png
Normal file
|
After Width: | Height: | Size: 371 B |
BIN
Samples/RPG/Resources/Cute_Fantasy_Free/Tiles/Grass_Middle.png
Normal file
|
After Width: | Height: | Size: 99 B |
BIN
Samples/RPG/Resources/Cute_Fantasy_Free/Tiles/Path_Middle.png
Normal file
|
After Width: | Height: | Size: 99 B |
BIN
Samples/RPG/Resources/Cute_Fantasy_Free/Tiles/Path_Tile.png
Normal file
|
After Width: | Height: | Size: 1.1 KiB |
BIN
Samples/RPG/Resources/Cute_Fantasy_Free/Tiles/Water_Middle.png
Normal file
|
After Width: | Height: | Size: 99 B |
BIN
Samples/RPG/Resources/Cute_Fantasy_Free/Tiles/Water_Tile.png
Normal file
|
After Width: | Height: | Size: 1.5 KiB |
10
Samples/RPG/Resources/Cute_Fantasy_Free/read_me.txt
Normal file
@ -0,0 +1,10 @@
|
|||||||
|
Hello! Thank you for downloading the Cute Fantasy asset pack.
|
||||||
|
|
||||||
|
This project will be getting updates over time. This version of the asset pack is not final and there will be few more additional sprites.
|
||||||
|
|
||||||
|
License - Free Version
|
||||||
|
- You can use these assets in non-commercial projects.
|
||||||
|
- You can modify the assets.
|
||||||
|
- You can not redistribute or resale, even if modified
|
||||||
|
|
||||||
|
If you like the asset pack leave a comment. It helps to support the asset pack and get more people to see it. Thanks!
|
||||||
55
Samples/RPG/Src/imp/cpp/Game.cpp
Normal file
@ -0,0 +1,55 @@
|
|||||||
|
// 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 <https://www.gnu.org/licenses/>.
|
||||||
|
|
||||||
|
#include <Game.hpp>
|
||||||
|
|
||||||
|
namespace ia::iae::rpg
|
||||||
|
{
|
||||||
|
GameRequestedConfig *RequestEngineConfig()
|
||||||
|
{
|
||||||
|
STATIC GameRequestedConfig EngineConfig{
|
||||||
|
.DesignWidth = 800,
|
||||||
|
.DesignHeight = 600,
|
||||||
|
.WindowWidth = 800,
|
||||||
|
.WindowHeight = 600,
|
||||||
|
};
|
||||||
|
return &EngineConfig;
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID OnInitialize()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID OnTerminate()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID OnDebugDraw()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID OnFixedUpdate()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID OnUpdate(IN FLOAT32 deltaTime)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID OnResize(IN INT32 newWidth, IN INT32 newHeight)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
} // namespace ia::iae::rpg
|
||||||
@ -1,6 +1,54 @@
|
|||||||
|
// 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 <https://www.gnu.org/licenses/>.
|
||||||
|
|
||||||
int main(int agrc, char** argv)
|
#include <Game.hpp>
|
||||||
|
|
||||||
|
C_DECL(GameRequestedConfig *Game_GetConfigRequest())
|
||||||
{
|
{
|
||||||
|
return rpg::RequestEngineConfig();
|
||||||
return 0;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
C_DECL(VOID Game_OnInitialize())
|
||||||
|
{
|
||||||
|
rpg::OnInitialize();
|
||||||
|
}
|
||||||
|
|
||||||
|
C_DECL(VOID Game_OnTerminate())
|
||||||
|
{
|
||||||
|
rpg::OnTerminate();
|
||||||
|
}
|
||||||
|
|
||||||
|
C_DECL(VOID Game_OnDebugDraw())
|
||||||
|
{
|
||||||
|
rpg::OnDebugDraw();
|
||||||
|
}
|
||||||
|
|
||||||
|
C_DECL(VOID Game_OnFixedUpdate())
|
||||||
|
{
|
||||||
|
rpg::OnFixedUpdate();
|
||||||
|
}
|
||||||
|
|
||||||
|
C_DECL(VOID Game_OnUpdate(IN FLOAT32 deltaTime))
|
||||||
|
{
|
||||||
|
rpg::OnUpdate(deltaTime);
|
||||||
|
}
|
||||||
|
|
||||||
|
C_DECL(VOID Game_OnResize(IN INT32 newWidth, IN INT32 newHeight))
|
||||||
|
{
|
||||||
|
rpg::OnResize(newWidth, newHeight);
|
||||||
|
}
|
||||||
|
|
||||||
|
IAENGINE_RUN("IAE RPG", "com.iasoft.iae.sample.rpg", "IASoft (PVT) LTD", "IASoft (PVT) LTD", 1, 0, 0);
|
||||||
|
|||||||
24
Samples/RPG/Src/imp/hpp/Base.hpp
Normal file
@ -0,0 +1,24 @@
|
|||||||
|
// 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 <https://www.gnu.org/licenses/>.
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <IAEngine/LibInterface.hpp>
|
||||||
|
|
||||||
|
namespace ia::iae::rpg
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
31
Samples/RPG/Src/imp/hpp/Game.hpp
Normal file
@ -0,0 +1,31 @@
|
|||||||
|
// 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 <https://www.gnu.org/licenses/>.
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <Base.hpp>
|
||||||
|
|
||||||
|
namespace ia::iae::rpg
|
||||||
|
{
|
||||||
|
GameRequestedConfig* RequestEngineConfig();
|
||||||
|
|
||||||
|
VOID OnInitialize();
|
||||||
|
VOID OnTerminate();
|
||||||
|
VOID OnDebugDraw();
|
||||||
|
VOID OnFixedUpdate();
|
||||||
|
VOID OnUpdate(IN FLOAT32 deltaTime);
|
||||||
|
VOID OnResize(IN INT32 newWidth, IN INT32 newHeight);
|
||||||
|
}
|
||||||
@ -2,6 +2,8 @@ set(SRC_FILES
|
|||||||
"imp/cpp/IAEngine.cpp"
|
"imp/cpp/IAEngine.cpp"
|
||||||
|
|
||||||
"imp/cpp/EmbeddedResources.cpp"
|
"imp/cpp/EmbeddedResources.cpp"
|
||||||
|
|
||||||
|
"imp/cpp/Renderer.cpp"
|
||||||
)
|
)
|
||||||
|
|
||||||
add_library(IAEngine STATIC ${SRC_FILES})
|
add_library(IAEngine STATIC ${SRC_FILES})
|
||||||
@ -9,5 +11,5 @@ add_library(IAEngine STATIC ${SRC_FILES})
|
|||||||
target_include_directories(IAEngine PUBLIC inc)
|
target_include_directories(IAEngine PUBLIC inc)
|
||||||
target_include_directories(IAEngine PRIVATE imp/hpp)
|
target_include_directories(IAEngine PRIVATE imp/hpp)
|
||||||
|
|
||||||
target_link_libraries(IAEngine PUBLIC IACore)
|
target_link_libraries(IAEngine PUBLIC IACore pugixml::pugixml glm::glm)
|
||||||
target_link_libraries(IAEngine PRIVATE ZLIB::ZLIBSTATIC SDL3::SDL3 SDL3_mixer::SDL3_mixer Freetype::Freetype)
|
target_link_libraries(IAEngine PRIVATE ZLIB::ZLIBSTATIC SDL3::SDL3 SDL3_mixer::SDL3_mixer Freetype::Freetype)
|
||||||
|
|||||||
@ -14,17 +14,105 @@
|
|||||||
// You should have received a copy of the GNU General Public License
|
// You should have received a copy of the GNU General Public License
|
||||||
// along with this program. If not, see <https://www.gnu.org/licenses/>.
|
// along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||||
|
|
||||||
#include <IAEngine/IAEngine.hpp>
|
#include <EmbeddedResources.hpp>
|
||||||
|
#include <IAEngine/LibInterface.hpp>
|
||||||
|
#include <Renderer.hpp>
|
||||||
|
|
||||||
|
|
||||||
namespace ia::iae
|
namespace ia::iae
|
||||||
{
|
{
|
||||||
IAEngine::IAEngine()
|
String g_gameName;
|
||||||
{
|
String g_gamePackageName;
|
||||||
|
String g_gameDeveloperName;
|
||||||
|
String g_gamePublisherName;
|
||||||
|
IA_VERSION_TYPE g_gameVersion{};
|
||||||
|
|
||||||
|
Vec2 g_designViewport;
|
||||||
|
SDL_Window *g_windowHandle{};
|
||||||
|
|
||||||
|
#if defined(__IA_DEBUG) && __IA_DEBUG
|
||||||
|
BOOL g_isDebugMode = true;
|
||||||
|
#else
|
||||||
|
BOOL g_isDebugMode = false;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
INT32 Run(IN CONST String &name, IN CONST String &packageName, IN CONST String &developerName,
|
||||||
|
IN CONST String &publisherName, IN IA_VERSION_TYPE version)
|
||||||
|
{
|
||||||
|
g_gameName = name;
|
||||||
|
g_gameVersion = version;
|
||||||
|
g_gamePackageName = packageName;
|
||||||
|
g_gameDeveloperName = developerName;
|
||||||
|
g_gamePublisherName = publisherName;
|
||||||
|
|
||||||
|
const auto config = Game_GetConfigRequest();
|
||||||
|
|
||||||
|
g_designViewport.x = config->DesignWidth;
|
||||||
|
g_designViewport.y = config->DesignHeight;
|
||||||
|
|
||||||
|
IAE_LOG_INFO("Booting IAEngine for ", g_gameName);
|
||||||
|
|
||||||
|
SDL_SetHint(SDL_HINT_ORIENTATIONS, "LandscapeRight");
|
||||||
|
|
||||||
|
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_GAMEPAD))
|
||||||
|
THROW_UNKNOWN("Failed to intialize SDL: ", SDL_GetError());
|
||||||
|
|
||||||
|
if (!(g_windowHandle = SDL_CreateWindow(g_gameName.c_str(), config->WindowWidth, config->WindowHeight,
|
||||||
|
SDL_WINDOW_RESIZABLE)))
|
||||||
|
THROW_UNKNOWN("Failed to create the SDL window: ", SDL_GetError());
|
||||||
|
|
||||||
|
#if __ANDROID__
|
||||||
|
SDL_SetWindowFullscreen(g_windowHandle, true);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
const auto gameVersion = g_gameVersion;
|
||||||
|
SDL_SetAppMetadata(g_gameName.c_str(), IA_STRINGIFY_VERSION(gameVersion).c_str(), g_gamePackageName.c_str());
|
||||||
|
|
||||||
|
EmbeddedResources::Initialize();
|
||||||
|
|
||||||
|
IAEngine::Initialize();
|
||||||
|
|
||||||
|
SDL_Event event{};
|
||||||
|
while (true)
|
||||||
|
{
|
||||||
|
SDL_PollEvent(&event);
|
||||||
|
if (event.type == SDL_EVENT_QUIT)
|
||||||
|
break;
|
||||||
|
IAEngine::ProcessEvent(&event);
|
||||||
|
IAEngine::Update();
|
||||||
|
}
|
||||||
|
|
||||||
|
IAEngine::Terminate();
|
||||||
|
|
||||||
|
EmbeddedResources::Terminate();
|
||||||
|
|
||||||
|
SDL_DestroyWindow(g_windowHandle);
|
||||||
|
|
||||||
|
IAE_LOG_INFO("Shutting down IAEngine");
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
} // namespace ia::iae
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
VOID IAEngine::Initialize()
|
||||||
|
{
|
||||||
|
Renderer::Initialize(IVec2{g_designViewport.x, g_designViewport.y});
|
||||||
}
|
}
|
||||||
|
|
||||||
IAEngine::~IAEngine()
|
VOID IAEngine::Terminate()
|
||||||
{
|
{
|
||||||
|
Renderer::Terminate();
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
VOID IAEngine::Update()
|
||||||
|
{
|
||||||
|
Renderer::Update();
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID IAEngine::ProcessEvent(IN PVOID _event)
|
||||||
|
{
|
||||||
|
const auto event = (SDL_Event *) _event;
|
||||||
|
}
|
||||||
|
} // namespace ia::iae
|
||||||
|
|||||||
685
Src/IAEngine/imp/cpp/Renderer.cpp
Normal file
@ -0,0 +1,685 @@
|
|||||||
|
// 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 <https://www.gnu.org/licenses/>.
|
||||||
|
|
||||||
|
#include <Renderer.hpp>
|
||||||
|
|
||||||
|
#include <EmbeddedResources.hpp>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
STATIC CONSTEXPR INT32 MAX_SPRITE_COUNT = 100000;
|
||||||
|
|
||||||
|
#pragma pack(push, 1)
|
||||||
|
|
||||||
|
struct SpriteInstanceData
|
||||||
|
{
|
||||||
|
Mat4 Transform{1.0f};
|
||||||
|
Vec4 TexCoords{};
|
||||||
|
Vec4 Color{1.0f, 1.0f, 1.0f, 1.0f};
|
||||||
|
};
|
||||||
|
|
||||||
|
#pragma pack(pop)
|
||||||
|
|
||||||
|
struct TextureData
|
||||||
|
{
|
||||||
|
PUINT8 Pixels{};
|
||||||
|
INT32 Width{};
|
||||||
|
INT32 Height{};
|
||||||
|
INT32 TileWidth{};
|
||||||
|
INT32 TileHeight{};
|
||||||
|
INT32 TileCountX{};
|
||||||
|
INT32 TileCountY{};
|
||||||
|
SDL_GPUTexture *BakedHandle{};
|
||||||
|
};
|
||||||
|
} // namespace ia::iae
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
IVec2 g_screenExtent{};
|
||||||
|
|
||||||
|
SDL_GPUDevice *g_gpuDevice{};
|
||||||
|
|
||||||
|
RenderPipeline *g_debugPipeline{};
|
||||||
|
RenderPipeline *g_geometryPipeline{};
|
||||||
|
SDL_GPUSampler *g_linearClampSampler{};
|
||||||
|
SDL_GPUSampler *g_linearRepeatSampler{};
|
||||||
|
|
||||||
|
Mat4 g_viewMatrix{1.0f};
|
||||||
|
Vec2 g_cameraPosition{};
|
||||||
|
Mat4 g_projectionMatrix{1.0f};
|
||||||
|
|
||||||
|
Geometry *g_quadGeometry;
|
||||||
|
|
||||||
|
Vector<TextureData> g_texureData;
|
||||||
|
|
||||||
|
Vector<SpriteInstanceData> g_staticSprites;
|
||||||
|
Vector<SpriteInstanceData> g_dynamicSprites;
|
||||||
|
|
||||||
|
SDL_GPUBuffer *g_staticSpriteDataBuffer{};
|
||||||
|
SDL_GPUBuffer *g_dynamicSpriteDataBuffer{};
|
||||||
|
|
||||||
|
SDL_GPUTransferBuffer *g_spriteDataStagingBuffer{};
|
||||||
|
|
||||||
|
SDL_GPUTexture *g_defaultTexture{};
|
||||||
|
SDL_GPUTexture *g_activeTextureAtlas{};
|
||||||
|
|
||||||
|
Map<Handle, Vec4> g_activeTextureAtlasUVMap;
|
||||||
|
|
||||||
|
EXTERN BOOL g_isDebugMode;
|
||||||
|
EXTERN Vec2 g_designViewport;
|
||||||
|
EXTERN SDL_Window *g_windowHandle;
|
||||||
|
} // namespace ia::iae
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
VOID Renderer::Initialize(IN IVec2 screenExtent)
|
||||||
|
{
|
||||||
|
g_screenExtent = screenExtent;
|
||||||
|
|
||||||
|
InitializeGPU();
|
||||||
|
InitializeSampler();
|
||||||
|
InitializePipelines();
|
||||||
|
InitializeGeometries();
|
||||||
|
InitializeDrawData();
|
||||||
|
InitializeTextures();
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Renderer::Terminate()
|
||||||
|
{
|
||||||
|
SDL_WaitForGPUIdle(g_gpuDevice);
|
||||||
|
|
||||||
|
delete g_debugPipeline;
|
||||||
|
delete g_geometryPipeline;
|
||||||
|
|
||||||
|
if (g_defaultTexture)
|
||||||
|
DestroyTexture(g_defaultTexture);
|
||||||
|
if (g_activeTextureAtlas && (g_activeTextureAtlas != g_defaultTexture))
|
||||||
|
DestroyTexture(g_activeTextureAtlas);
|
||||||
|
|
||||||
|
DestroyBuffer(g_staticSpriteDataBuffer);
|
||||||
|
DestroyBuffer(g_dynamicSpriteDataBuffer);
|
||||||
|
|
||||||
|
SDL_ReleaseGPUTransferBuffer(g_gpuDevice, g_spriteDataStagingBuffer);
|
||||||
|
|
||||||
|
SDL_ReleaseGPUSampler(g_gpuDevice, g_linearClampSampler);
|
||||||
|
SDL_ReleaseGPUSampler(g_gpuDevice, g_linearRepeatSampler);
|
||||||
|
|
||||||
|
DestroyGeometry(g_quadGeometry);
|
||||||
|
|
||||||
|
SDL_ReleaseWindowFromGPUDevice(g_gpuDevice, g_windowHandle);
|
||||||
|
SDL_DestroyGPUDevice(g_gpuDevice);
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Renderer::Update()
|
||||||
|
{
|
||||||
|
DrawStaticSpriteTopLeft(0, 0, {10.0f, 0.0f}, {100.0f, 100.0f}, 0.0f);
|
||||||
|
DrawStaticSpriteTopLeft(0, 0, {200.0f, 300.0f}, {100.0f, 100.0f}, 0.0f);
|
||||||
|
Render();
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Renderer::Render()
|
||||||
|
{
|
||||||
|
STATIC SDL_GPURenderPass *ActiveRenderPass{};
|
||||||
|
STATIC SDL_GPUCommandBuffer *ActiveCommandBuffer{};
|
||||||
|
STATIC SDL_GPUColorTargetInfo ActiveColorTargetInfo{.clear_color = SDL_FColor{0.0f, 0.0f, 0.0f, 1.0f},
|
||||||
|
.load_op = SDL_GPU_LOADOP_CLEAR,
|
||||||
|
.store_op = SDL_GPU_STOREOP_STORE};
|
||||||
|
|
||||||
|
if (!(ActiveCommandBuffer = SDL_AcquireGPUCommandBuffer(g_gpuDevice)))
|
||||||
|
THROW_UNKNOWN("Failed to acquire SDL GPU command buffer: ", SDL_GetError());
|
||||||
|
|
||||||
|
SDL_GPUTexture *swapChainTexture{};
|
||||||
|
if (!SDL_WaitAndAcquireGPUSwapchainTexture(ActiveCommandBuffer, g_windowHandle, &swapChainTexture, nullptr,
|
||||||
|
nullptr))
|
||||||
|
THROW_UNKNOWN("Failed to acquire SDL GPU Swapchain texture: ", SDL_GetError());
|
||||||
|
|
||||||
|
if (!swapChainTexture)
|
||||||
|
return;
|
||||||
|
|
||||||
|
ActiveColorTargetInfo.texture = swapChainTexture;
|
||||||
|
ActiveColorTargetInfo.clear_color = SDL_FColor{0.3f, 0.3f, 0.3f, 1.0f};
|
||||||
|
ActiveRenderPass = SDL_BeginGPURenderPass(ActiveCommandBuffer, &ActiveColorTargetInfo, 1, nullptr);
|
||||||
|
|
||||||
|
SDL_BindGPUGraphicsPipeline(ActiveRenderPass, g_debugPipeline->GetHandle());
|
||||||
|
SDL_PushGPUVertexUniformData(ActiveCommandBuffer, 0, &g_projectionMatrix, sizeof(Mat4));
|
||||||
|
SDL_PushGPUVertexUniformData(ActiveCommandBuffer, 1, &g_viewMatrix, sizeof(Mat4));
|
||||||
|
SDL_GPUBufferBinding bufferBindings[] = {{.buffer = ((Geometry *) g_quadGeometry)->VertexBuffer, .offset = 0},
|
||||||
|
{.buffer = ((Geometry *) g_quadGeometry)->IndexBuffer, .offset = 0}};
|
||||||
|
SDL_BindGPUVertexBuffers(ActiveRenderPass, 0, &bufferBindings[0], 1);
|
||||||
|
SDL_BindGPUIndexBuffer(ActiveRenderPass, &bufferBindings[1], SDL_GPU_INDEXELEMENTSIZE_32BIT);
|
||||||
|
|
||||||
|
SDL_GPUTextureSamplerBinding textureBinding{.texture = g_activeTextureAtlas,
|
||||||
|
.sampler = GetSampler_LinearRepeat()};
|
||||||
|
SDL_BindGPUFragmentSamplers(ActiveRenderPass, 0, &textureBinding, 1);
|
||||||
|
|
||||||
|
if (g_staticSprites.size())
|
||||||
|
{
|
||||||
|
CopyToDeviceLocalBuffer(g_spriteDataStagingBuffer, g_staticSpriteDataBuffer, g_staticSprites.data(),
|
||||||
|
g_staticSprites.size() * sizeof(SpriteInstanceData));
|
||||||
|
SDL_BindGPUVertexStorageBuffers(ActiveRenderPass, 0, &g_staticSpriteDataBuffer, 1);
|
||||||
|
SDL_DrawGPUIndexedPrimitives(ActiveRenderPass, g_quadGeometry->IndexCount, g_staticSprites.size(), 0, 0, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (g_dynamicSprites.size())
|
||||||
|
{
|
||||||
|
CopyToDeviceLocalBuffer(g_spriteDataStagingBuffer, g_dynamicSpriteDataBuffer, g_dynamicSprites.data(),
|
||||||
|
g_dynamicSprites.size() * sizeof(SpriteInstanceData));
|
||||||
|
SDL_BindGPUVertexStorageBuffers(ActiveRenderPass, 0, &g_dynamicSpriteDataBuffer, 1);
|
||||||
|
SDL_DrawGPUIndexedPrimitives(ActiveRenderPass, g_quadGeometry->IndexCount, g_dynamicSprites.size(), 0, 0,
|
||||||
|
0);
|
||||||
|
}
|
||||||
|
|
||||||
|
g_staticSprites.resize(0);
|
||||||
|
g_dynamicSprites.resize(0);
|
||||||
|
|
||||||
|
SDL_EndGPURenderPass(ActiveRenderPass);
|
||||||
|
|
||||||
|
SDL_SubmitGPUCommandBuffer(ActiveCommandBuffer);
|
||||||
|
}
|
||||||
|
|
||||||
|
Vec2 Renderer::GetCameraPosition()
|
||||||
|
{
|
||||||
|
return g_cameraPosition;
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Renderer::SetCameraPosition(IN Vec2 position)
|
||||||
|
{
|
||||||
|
g_cameraPosition = position;
|
||||||
|
g_viewMatrix = glm::lookAtLH(glm::vec3{g_cameraPosition, -1.0f}, {g_cameraPosition, 0.0f}, {0.0f, 1.0f, 0.0f});
|
||||||
|
}
|
||||||
|
} // namespace ia::iae
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
VOID Renderer::DrawStaticSpriteTopLeft(IN Handle texture, IN INT32 tileIndex, IN Vec2 position, IN Vec2 scale,
|
||||||
|
IN FLOAT32 rotation)
|
||||||
|
{
|
||||||
|
Mat4 transform = glm::translate(glm::mat4(1.0f), glm::vec3{position.x, position.y, 0});
|
||||||
|
transform = glm::rotate(transform, rotation, glm::vec3(0.0f, 0.0f, 1.0f));
|
||||||
|
transform = glm::scale(transform, glm::vec3{scale.x, scale.y, 1.0f});
|
||||||
|
g_staticSprites.pushBack({.Transform = transform,
|
||||||
|
.TexCoords = GetTextureAtlasCoordinates(texture, tileIndex),
|
||||||
|
.Color = {1.0f, 1.0f, 1.0f, 1.0f}});
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Renderer::DrawDynamicSpriteTopLeft(IN Handle texture, IN INT32 tileIndex, IN Vec2 position, IN Vec2 scale,
|
||||||
|
IN FLOAT32 rotation)
|
||||||
|
{
|
||||||
|
Mat4 transform = glm::translate(glm::mat4(1.0f), glm::vec3{position.x, position.y, 0});
|
||||||
|
transform = glm::rotate(transform, rotation, glm::vec3(0.0f, 0.0f, 1.0f));
|
||||||
|
transform = glm::scale(transform, glm::vec3{scale.x, scale.y, 1.0f});
|
||||||
|
g_dynamicSprites.pushBack({.Transform = transform,
|
||||||
|
.TexCoords = GetTextureAtlasCoordinates(texture, tileIndex),
|
||||||
|
.Color = {1.0f, 1.0f, 1.0f, 1.0f}});
|
||||||
|
}
|
||||||
|
|
||||||
|
Geometry *Renderer::CreateGeometry(IN CONST Vector<GeometryVertex> &vertices, IN CONST Vector<INT32> &indices)
|
||||||
|
{
|
||||||
|
const auto mesh = new Geometry();
|
||||||
|
mesh->VertexBuffer = CreateDeviceLocalBuffer(SDL_GPU_BUFFERUSAGE_VERTEX, vertices.data(),
|
||||||
|
static_cast<UINT32>(vertices.size() * sizeof(vertices[0])));
|
||||||
|
mesh->IndexBuffer = CreateDeviceLocalBuffer(SDL_GPU_BUFFERUSAGE_INDEX, indices.data(),
|
||||||
|
static_cast<UINT32>(indices.size() * sizeof(indices[0])));
|
||||||
|
mesh->IndexCount = static_cast<UINT32>(indices.size());
|
||||||
|
return mesh;
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Renderer::DestroyGeometry(IN Geometry *geometry)
|
||||||
|
{
|
||||||
|
DestroyBuffer(geometry->VertexBuffer);
|
||||||
|
DestroyBuffer(geometry->IndexBuffer);
|
||||||
|
delete geometry;
|
||||||
|
}
|
||||||
|
} // namespace ia::iae
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
Handle Renderer::CreateTexture(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height, IN INT32 tileCountX,
|
||||||
|
IN INT32 tileCountY)
|
||||||
|
{
|
||||||
|
const auto pixelDataSize = width * height * 4;
|
||||||
|
|
||||||
|
g_texureData.pushBack({.Pixels = new UINT8[pixelDataSize],
|
||||||
|
.Width = width,
|
||||||
|
.Height = height,
|
||||||
|
.TileWidth = width / tileCountX,
|
||||||
|
.TileHeight = height / tileCountY,
|
||||||
|
.TileCountX = tileCountX,
|
||||||
|
.TileCountY = tileCountY,
|
||||||
|
.BakedHandle = nullptr});
|
||||||
|
|
||||||
|
ia_memcpy(g_texureData.back().Pixels, rgbaData, pixelDataSize);
|
||||||
|
|
||||||
|
return g_texureData.size() - 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Renderer::DestroyTexture(IN Handle texture)
|
||||||
|
{
|
||||||
|
auto &t = g_texureData[texture];
|
||||||
|
if (t.Pixels)
|
||||||
|
delete[] t.Pixels;
|
||||||
|
if (t.BakedHandle)
|
||||||
|
DestroyTexture(t.BakedHandle);
|
||||||
|
t.Pixels = nullptr;
|
||||||
|
t.BakedHandle = nullptr;
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Renderer::BakeTexture(IN Handle texture)
|
||||||
|
{
|
||||||
|
auto &t = g_texureData[texture];
|
||||||
|
t.BakedHandle = CreateTexture(SDL_GPU_TEXTUREUSAGE_SAMPLER | SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, t.Width,
|
||||||
|
t.Height, t.Width, t.Pixels);
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Renderer::SetTextureAtlas(IN CONST Vector<Handle> textures)
|
||||||
|
{
|
||||||
|
g_activeTextureAtlasUVMap = Map<Handle, Vec4>();
|
||||||
|
if (g_activeTextureAtlas)
|
||||||
|
DestroyTexture(g_activeTextureAtlas);
|
||||||
|
|
||||||
|
INT32 atlasWidth{0}, atlasHeight{0};
|
||||||
|
for (const auto &t : textures)
|
||||||
|
{
|
||||||
|
const auto &d = g_texureData[t];
|
||||||
|
atlasWidth += d.Width;
|
||||||
|
if (d.Height > atlasHeight)
|
||||||
|
atlasHeight = d.Height;
|
||||||
|
}
|
||||||
|
|
||||||
|
const auto pixels = new UINT8[atlasWidth * atlasHeight * 4];
|
||||||
|
|
||||||
|
INT32 atlasCursor{0};
|
||||||
|
for (const auto &t : textures)
|
||||||
|
{
|
||||||
|
const auto &d = g_texureData[t];
|
||||||
|
for (INT32 y = 0; y < d.Height; y++)
|
||||||
|
ia_memcpy(&pixels[atlasCursor + (y * atlasWidth)], d.Pixels, d.Width * 4);
|
||||||
|
g_activeTextureAtlasUVMap[t] =
|
||||||
|
Vec4(((FLOAT32) atlasCursor) / ((FLOAT32) atlasWidth), 0.0f,
|
||||||
|
((FLOAT32) d.Width) / ((FLOAT32) atlasWidth), ((FLOAT32) d.Height) / ((FLOAT32) atlasHeight));
|
||||||
|
atlasCursor += d.Width;
|
||||||
|
}
|
||||||
|
|
||||||
|
g_activeTextureAtlas = CreateTexture(SDL_GPU_TEXTUREUSAGE_SAMPLER | SDL_GPU_TEXTUREUSAGE_COLOR_TARGET,
|
||||||
|
atlasWidth, atlasHeight, atlasWidth, pixels);
|
||||||
|
|
||||||
|
delete[] pixels;
|
||||||
|
}
|
||||||
|
|
||||||
|
Vec4 Renderer::GetTextureAtlasCoordinates(IN Handle texture, IN INT32 tileIndex)
|
||||||
|
{
|
||||||
|
const auto &d = g_texureData[texture];
|
||||||
|
const auto &t = g_activeTextureAtlasUVMap[texture];
|
||||||
|
return t;
|
||||||
|
}
|
||||||
|
} // namespace ia::iae
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
SDL_GPUTexture *Renderer::CreateTexture(IN SDL_GPUTextureUsageFlags usage, IN INT32 width, IN INT32 height,
|
||||||
|
IN INT32 stride, IN PCUINT8 rgbaData, IN SDL_GPUTextureFormat format,
|
||||||
|
IN BOOL generateMipmaps)
|
||||||
|
{
|
||||||
|
const auto mipLevels =
|
||||||
|
generateMipmaps ? ia_max((UINT32) (floor(log2(ia_max(width, height))) + 1), (UINT32) 1) : (UINT32) 1;
|
||||||
|
|
||||||
|
STATIC Vector<UINT8> TMP_COLOR_BUFFER;
|
||||||
|
|
||||||
|
SDL_GPUTextureCreateInfo createInfo{.type = SDL_GPU_TEXTURETYPE_2D,
|
||||||
|
.format = format,
|
||||||
|
.usage = usage,
|
||||||
|
.width = (UINT32) width,
|
||||||
|
.height = (UINT32) height,
|
||||||
|
.layer_count_or_depth = 1,
|
||||||
|
.num_levels = (UINT32) mipLevels,
|
||||||
|
.sample_count = SDL_GPU_SAMPLECOUNT_1};
|
||||||
|
const auto result = SDL_CreateGPUTexture(g_gpuDevice, &createInfo);
|
||||||
|
if (!result)
|
||||||
|
{
|
||||||
|
THROW_UNKNOWN("Failed to create a SDL GPU Texture: ", SDL_GetError());
|
||||||
|
return nullptr;
|
||||||
|
}
|
||||||
|
if (rgbaData)
|
||||||
|
{
|
||||||
|
TMP_COLOR_BUFFER.resize(width * height * 4);
|
||||||
|
|
||||||
|
if (stride == width)
|
||||||
|
{
|
||||||
|
for (SIZE_T i = 0; i < TMP_COLOR_BUFFER.size() >> 2; i++)
|
||||||
|
{
|
||||||
|
const auto a = static_cast<FLOAT32>(rgbaData[i * 4 + 3]) / 255.0f;
|
||||||
|
TMP_COLOR_BUFFER[i * 4 + 0] = static_cast<UINT8>(rgbaData[i * 4 + 0] * a);
|
||||||
|
TMP_COLOR_BUFFER[i * 4 + 1] = static_cast<UINT8>(rgbaData[i * 4 + 1] * a);
|
||||||
|
TMP_COLOR_BUFFER[i * 4 + 2] = static_cast<UINT8>(rgbaData[i * 4 + 2] * a);
|
||||||
|
TMP_COLOR_BUFFER[i * 4 + 3] = rgbaData[i * 4 + 3];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
for (INT32 y = 0; y < height; y++)
|
||||||
|
{
|
||||||
|
for (INT32 x = 0; x < width; x++)
|
||||||
|
{
|
||||||
|
const auto p = &rgbaData[(x + y * stride) * 4];
|
||||||
|
const auto a = static_cast<FLOAT32>(p[3]) / 255.0f;
|
||||||
|
TMP_COLOR_BUFFER[(x + y * width) * 4 + 0] = static_cast<UINT8>(p[0] * a);
|
||||||
|
TMP_COLOR_BUFFER[(x + y * width) * 4 + 1] = static_cast<UINT8>(p[1] * a);
|
||||||
|
TMP_COLOR_BUFFER[(x + y * width) * 4 + 2] = static_cast<UINT8>(p[2] * a);
|
||||||
|
TMP_COLOR_BUFFER[(x + y * width) * 4 + 3] = p[3];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
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, TMP_COLOR_BUFFER.data(), width * height * 4);
|
||||||
|
SDL_UnmapGPUTransferBuffer(g_gpuDevice, stagingBuffer);
|
||||||
|
|
||||||
|
auto cmdBuffer = SDL_AcquireGPUCommandBuffer(g_gpuDevice);
|
||||||
|
const auto copyPass = SDL_BeginGPUCopyPass(cmdBuffer);
|
||||||
|
|
||||||
|
SDL_GPUTextureTransferInfo transferInfo{.transfer_buffer = stagingBuffer, .offset = 0};
|
||||||
|
SDL_GPUTextureRegion region{.texture = result, .w = (UINT32) width, .h = (UINT32) height, .d = 1};
|
||||||
|
SDL_UploadToGPUTexture(copyPass, &transferInfo, ®ion, false);
|
||||||
|
|
||||||
|
SDL_EndGPUCopyPass(copyPass);
|
||||||
|
SDL_SubmitGPUCommandBuffer(cmdBuffer);
|
||||||
|
SDL_WaitForGPUIdle(g_gpuDevice);
|
||||||
|
SDL_ReleaseGPUTransferBuffer(g_gpuDevice, stagingBuffer);
|
||||||
|
|
||||||
|
if (mipLevels > 1)
|
||||||
|
{
|
||||||
|
cmdBuffer = SDL_AcquireGPUCommandBuffer(g_gpuDevice);
|
||||||
|
SDL_GenerateMipmapsForGPUTexture(cmdBuffer, result);
|
||||||
|
SDL_SubmitGPUCommandBuffer(cmdBuffer);
|
||||||
|
SDL_WaitForGPUIdle(g_gpuDevice);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
SDL_GPUBuffer *Renderer::CreateDeviceLocalBuffer(IN SDL_GPUBufferUsageFlags usage, IN PCVOID data,
|
||||||
|
IN UINT32 dataSize)
|
||||||
|
{
|
||||||
|
SDL_GPUBufferCreateInfo createInfo{.usage = usage, .size = dataSize};
|
||||||
|
const auto result = SDL_CreateGPUBuffer(g_gpuDevice, &createInfo);
|
||||||
|
if (!result)
|
||||||
|
{
|
||||||
|
THROW_UNKNOWN("Failed to create a SDL GPU Buffer: ", SDL_GetError());
|
||||||
|
return nullptr;
|
||||||
|
}
|
||||||
|
if (data && dataSize)
|
||||||
|
CopyToDeviceLocalBuffer(result, data, dataSize);
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Renderer::CopyToDeviceLocalBuffer(IN SDL_GPUBuffer *buffer, IN PCVOID data, IN UINT32 dataSize)
|
||||||
|
{
|
||||||
|
SDL_GPUTransferBufferCreateInfo stagingBufferCreateInfo{.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
|
||||||
|
.size = dataSize};
|
||||||
|
const auto stagingBuffer = SDL_CreateGPUTransferBuffer(g_gpuDevice, &stagingBufferCreateInfo);
|
||||||
|
CopyToDeviceLocalBuffer(stagingBuffer, buffer, data, dataSize);
|
||||||
|
SDL_ReleaseGPUTransferBuffer(g_gpuDevice, stagingBuffer);
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Renderer::CopyToDeviceLocalBuffer(IN SDL_GPUTransferBuffer *stagingBuffer, IN SDL_GPUBuffer *buffer,
|
||||||
|
IN PCVOID data, IN UINT32 dataSize)
|
||||||
|
{
|
||||||
|
const auto mappedPtr = SDL_MapGPUTransferBuffer(g_gpuDevice, stagingBuffer, false);
|
||||||
|
SDL_memcpy(mappedPtr, data, dataSize);
|
||||||
|
SDL_UnmapGPUTransferBuffer(g_gpuDevice, stagingBuffer);
|
||||||
|
|
||||||
|
const auto cmdBuffer = SDL_AcquireGPUCommandBuffer(g_gpuDevice);
|
||||||
|
const auto copyPass = SDL_BeginGPUCopyPass(cmdBuffer);
|
||||||
|
|
||||||
|
SDL_GPUTransferBufferLocation src{.transfer_buffer = stagingBuffer, .offset = 0};
|
||||||
|
SDL_GPUBufferRegion dst{.buffer = buffer, .offset = 0, .size = dataSize};
|
||||||
|
SDL_UploadToGPUBuffer(copyPass, &src, &dst, false);
|
||||||
|
|
||||||
|
SDL_EndGPUCopyPass(copyPass);
|
||||||
|
SDL_SubmitGPUCommandBuffer(cmdBuffer);
|
||||||
|
SDL_WaitForGPUIdle(g_gpuDevice);
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Renderer::DestroyTexture(IN SDL_GPUTexture *handle)
|
||||||
|
{
|
||||||
|
if (!handle)
|
||||||
|
return;
|
||||||
|
SDL_ReleaseGPUTexture(g_gpuDevice, handle);
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Renderer::DestroyBuffer(IN SDL_GPUBuffer *handle)
|
||||||
|
{
|
||||||
|
if (!handle)
|
||||||
|
return;
|
||||||
|
SDL_ReleaseGPUBuffer(g_gpuDevice, handle);
|
||||||
|
}
|
||||||
|
|
||||||
|
SDL_GPUSampler *Renderer::GetSampler_LinearClamp()
|
||||||
|
{
|
||||||
|
return g_linearClampSampler;
|
||||||
|
}
|
||||||
|
|
||||||
|
SDL_GPUSampler *Renderer::GetSampler_LinearRepeat()
|
||||||
|
{
|
||||||
|
return g_linearRepeatSampler;
|
||||||
|
}
|
||||||
|
} // namespace ia::iae
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
VOID Renderer::InitializePipelines()
|
||||||
|
{
|
||||||
|
g_debugPipeline = new RenderPipeline(
|
||||||
|
RenderPipeline::StageDesc{
|
||||||
|
.SourceData = EmbeddedResources::GetResource("Shaders/Debug.vert"),
|
||||||
|
.SamplerCount = 0,
|
||||||
|
.UniformBufferCount = 2,
|
||||||
|
.StorageBufferCount = 1,
|
||||||
|
},
|
||||||
|
RenderPipeline::StageDesc{
|
||||||
|
.SourceData = EmbeddedResources::GetResource("Shaders/Debug.frag"),
|
||||||
|
.SamplerCount = 1,
|
||||||
|
.UniformBufferCount = 0,
|
||||||
|
.StorageBufferCount = 0,
|
||||||
|
},
|
||||||
|
true);
|
||||||
|
|
||||||
|
g_geometryPipeline = new RenderPipeline(
|
||||||
|
RenderPipeline::StageDesc{
|
||||||
|
.SourceData = EmbeddedResources::GetResource("Shaders/Geometry.vert"),
|
||||||
|
.SamplerCount = 0,
|
||||||
|
.UniformBufferCount = 3,
|
||||||
|
.StorageBufferCount = 0,
|
||||||
|
},
|
||||||
|
RenderPipeline::StageDesc{
|
||||||
|
.SourceData = EmbeddedResources::GetResource("Shaders/Geometry.frag"),
|
||||||
|
.SamplerCount = 1,
|
||||||
|
.UniformBufferCount = 1,
|
||||||
|
.StorageBufferCount = 0,
|
||||||
|
},
|
||||||
|
true);
|
||||||
|
}
|
||||||
|
|
||||||
|
RenderPipeline::RenderPipeline(IN CONST StageDesc &vertexStageDesc, IN CONST StageDesc &pixelStageDesc,
|
||||||
|
IN BOOL enableVertexBuffer)
|
||||||
|
{
|
||||||
|
SDL_GPUShader *vertexShader{};
|
||||||
|
SDL_GPUShader *pixelShader{};
|
||||||
|
|
||||||
|
SDL_GPUShaderCreateInfo shaderCreateInfo = {
|
||||||
|
.entrypoint = "main",
|
||||||
|
.format = SDL_GPU_SHADERFORMAT_SPIRV,
|
||||||
|
.num_storage_textures = 0,
|
||||||
|
.num_storage_buffers = 0,
|
||||||
|
};
|
||||||
|
|
||||||
|
shaderCreateInfo.stage = SDL_GPU_SHADERSTAGE_VERTEX;
|
||||||
|
shaderCreateInfo.code = vertexStageDesc.SourceData.data();
|
||||||
|
shaderCreateInfo.code_size = vertexStageDesc.SourceData.size();
|
||||||
|
shaderCreateInfo.num_samplers = vertexStageDesc.SamplerCount;
|
||||||
|
shaderCreateInfo.num_uniform_buffers = vertexStageDesc.UniformBufferCount;
|
||||||
|
shaderCreateInfo.num_storage_buffers = vertexStageDesc.StorageBufferCount;
|
||||||
|
if (!(vertexShader = SDL_CreateGPUShader(g_gpuDevice, &shaderCreateInfo)))
|
||||||
|
THROW_UNKNOWN("Failed to create a SDL shader: ", SDL_GetError());
|
||||||
|
|
||||||
|
shaderCreateInfo.stage = SDL_GPU_SHADERSTAGE_FRAGMENT;
|
||||||
|
shaderCreateInfo.code = pixelStageDesc.SourceData.data();
|
||||||
|
shaderCreateInfo.code_size = pixelStageDesc.SourceData.size();
|
||||||
|
shaderCreateInfo.num_samplers = pixelStageDesc.SamplerCount;
|
||||||
|
shaderCreateInfo.num_uniform_buffers = pixelStageDesc.UniformBufferCount;
|
||||||
|
shaderCreateInfo.num_storage_buffers = pixelStageDesc.StorageBufferCount;
|
||||||
|
if (!(pixelShader = SDL_CreateGPUShader(g_gpuDevice, &shaderCreateInfo)))
|
||||||
|
THROW_UNKNOWN("Failed to create a SDL shader: ", SDL_GetError());
|
||||||
|
|
||||||
|
SDL_GPUColorTargetDescription colorTargetDesc = {
|
||||||
|
.format = SDL_GetGPUSwapchainTextureFormat(g_gpuDevice, g_windowHandle),
|
||||||
|
.blend_state = {.src_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE,
|
||||||
|
.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
|
||||||
|
.color_blend_op = SDL_GPU_BLENDOP_ADD,
|
||||||
|
.src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE,
|
||||||
|
.dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
|
||||||
|
.alpha_blend_op = SDL_GPU_BLENDOP_ADD,
|
||||||
|
.enable_blend = true,
|
||||||
|
.enable_color_write_mask = false}};
|
||||||
|
|
||||||
|
SDL_GPUVertexBufferDescription vertexBufferDesc = {
|
||||||
|
.slot = 0,
|
||||||
|
.pitch = sizeof(GeometryVertex),
|
||||||
|
.input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX,
|
||||||
|
.instance_step_rate = 0,
|
||||||
|
};
|
||||||
|
|
||||||
|
SDL_GPUVertexAttribute vertexAttributes[] = {
|
||||||
|
{.location = 0, .buffer_slot = 0, .format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2, .offset = 0},
|
||||||
|
{.location = 1, .buffer_slot = 0, .format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2, .offset = sizeof(Vec2)}};
|
||||||
|
|
||||||
|
SDL_GPUGraphicsPipelineCreateInfo createInfo = {
|
||||||
|
.vertex_shader = vertexShader,
|
||||||
|
.fragment_shader = pixelShader,
|
||||||
|
.vertex_input_state = SDL_GPUVertexInputState{.vertex_buffer_descriptions = &vertexBufferDesc,
|
||||||
|
.num_vertex_buffers = enableVertexBuffer ? (UINT32) 1 : 0,
|
||||||
|
.vertex_attributes = vertexAttributes,
|
||||||
|
.num_vertex_attributes = enableVertexBuffer ? (UINT32) 2 : 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,
|
||||||
|
.enable_depth_clip = true},
|
||||||
|
.target_info = {.color_target_descriptions = &colorTargetDesc,
|
||||||
|
.num_color_targets = 1,
|
||||||
|
.has_depth_stencil_target = false},
|
||||||
|
};
|
||||||
|
|
||||||
|
if (!(m_handle = SDL_CreateGPUGraphicsPipeline(g_gpuDevice, &createInfo)))
|
||||||
|
THROW_UNKNOWN("Failed to create a SDL graphics pipeline: ", SDL_GetError());
|
||||||
|
|
||||||
|
SDL_ReleaseGPUShader(g_gpuDevice, pixelShader);
|
||||||
|
SDL_ReleaseGPUShader(g_gpuDevice, vertexShader);
|
||||||
|
}
|
||||||
|
|
||||||
|
RenderPipeline::~RenderPipeline()
|
||||||
|
{
|
||||||
|
SDL_ReleaseGPUGraphicsPipeline(g_gpuDevice, m_handle);
|
||||||
|
}
|
||||||
|
} // namespace ia::iae
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
VOID Renderer::InitializeGPU()
|
||||||
|
{
|
||||||
|
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, g_isDebugMode);
|
||||||
|
SDL_SetBooleanProperty(deviceCreateProps, SDL_PROP_GPU_DEVICE_CREATE_FEATURE_DEPTH_CLAMPING_BOOLEAN, false);
|
||||||
|
if (!(g_gpuDevice = SDL_CreateGPUDeviceWithProperties(deviceCreateProps)))
|
||||||
|
THROW_UNKNOWN("Failed to create the SDL GPU Device: ", SDL_GetError());
|
||||||
|
SDL_DestroyProperties(deviceCreateProps);
|
||||||
|
|
||||||
|
if (!SDL_ClaimWindowForGPUDevice(g_gpuDevice, g_windowHandle))
|
||||||
|
THROW_UNKNOWN("Failed to initialize SDL GPU for the window: ", SDL_GetError());
|
||||||
|
|
||||||
|
SDL_SetGPUSwapchainParameters(g_gpuDevice, g_windowHandle, SDL_GPU_SWAPCHAINCOMPOSITION_SDR,
|
||||||
|
SDL_GPU_PRESENTMODE_VSYNC);
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Renderer::InitializeSampler()
|
||||||
|
{
|
||||||
|
SDL_GPUSamplerCreateInfo createInfo{.min_filter = SDL_GPU_FILTER_NEAREST,
|
||||||
|
.mag_filter = SDL_GPU_FILTER_NEAREST,
|
||||||
|
.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR,
|
||||||
|
.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
|
||||||
|
.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
|
||||||
|
.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
|
||||||
|
.enable_anisotropy = false};
|
||||||
|
|
||||||
|
g_linearClampSampler = SDL_CreateGPUSampler(g_gpuDevice, &createInfo);
|
||||||
|
|
||||||
|
createInfo.min_filter = SDL_GPU_FILTER_NEAREST;
|
||||||
|
createInfo.mag_filter = SDL_GPU_FILTER_NEAREST;
|
||||||
|
createInfo.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR;
|
||||||
|
createInfo.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_REPEAT,
|
||||||
|
createInfo.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_REPEAT,
|
||||||
|
createInfo.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_REPEAT,
|
||||||
|
|
||||||
|
g_linearRepeatSampler = SDL_CreateGPUSampler(g_gpuDevice, &createInfo);
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Renderer::InitializeGeometries()
|
||||||
|
{
|
||||||
|
g_quadGeometry = Renderer::CreateGeometry(
|
||||||
|
{
|
||||||
|
{glm::vec2{0, 1}, glm::vec2{0, 1}},
|
||||||
|
{glm::vec2{1, 1}, glm::vec2{1, 1}},
|
||||||
|
{glm::vec2{1, 0}, glm::vec2{1, 0}},
|
||||||
|
{glm::vec2{0, 0}, glm::vec2{0, 0}},
|
||||||
|
},
|
||||||
|
{0, 1, 2, 2, 3, 0});
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Renderer::InitializeDrawData()
|
||||||
|
{
|
||||||
|
g_staticSpriteDataBuffer = CreateDeviceLocalBuffer(SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ, nullptr,
|
||||||
|
sizeof(SpriteInstanceData) * MAX_SPRITE_COUNT);
|
||||||
|
g_dynamicSpriteDataBuffer = CreateDeviceLocalBuffer(SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ, nullptr,
|
||||||
|
sizeof(SpriteInstanceData) * MAX_SPRITE_COUNT);
|
||||||
|
|
||||||
|
SDL_GPUTransferBufferCreateInfo stagingBufferCreateInfo{.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
|
||||||
|
.size = sizeof(SpriteInstanceData) * MAX_SPRITE_COUNT};
|
||||||
|
g_spriteDataStagingBuffer = SDL_CreateGPUTransferBuffer(g_gpuDevice, &stagingBufferCreateInfo);
|
||||||
|
|
||||||
|
g_projectionMatrix =
|
||||||
|
glm::orthoLH(0.0f, (FLOAT32) g_screenExtent.x, (FLOAT32) g_screenExtent.y, 0.0f, -1.0f, 1.0f);
|
||||||
|
SetCameraPosition({});
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Renderer::InitializeTextures()
|
||||||
|
{
|
||||||
|
{ // Create Default Texture
|
||||||
|
const auto pixels = new UINT8[100 * 100 * 4];
|
||||||
|
ia_memset(pixels, 0xFF, 100 * 100 * 4);
|
||||||
|
const auto t = CreateTexture(pixels, 100, 100);
|
||||||
|
BakeTexture(t);
|
||||||
|
g_defaultTexture = g_texureData[t].BakedHandle;
|
||||||
|
delete[] pixels;
|
||||||
|
}
|
||||||
|
|
||||||
|
g_activeTextureAtlas = g_defaultTexture;
|
||||||
|
}
|
||||||
|
} // namespace ia::iae
|
||||||
137
Src/IAEngine/imp/hpp/Renderer.hpp
Normal file
@ -0,0 +1,137 @@
|
|||||||
|
// 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 <https://www.gnu.org/licenses/>.
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <IAEngine/Base.hpp>
|
||||||
|
#include <SDL3/SDL.h>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
struct GeometryVertex
|
||||||
|
{
|
||||||
|
Vec2 Position;
|
||||||
|
Vec2 TexCoords;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct Geometry
|
||||||
|
{
|
||||||
|
INT32 IndexCount{};
|
||||||
|
SDL_GPUBuffer *IndexBuffer;
|
||||||
|
SDL_GPUBuffer *VertexBuffer;
|
||||||
|
};
|
||||||
|
|
||||||
|
class RenderPipeline
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
struct StageDesc
|
||||||
|
{
|
||||||
|
Vector<UINT8> SourceData{};
|
||||||
|
UINT32 SamplerCount{};
|
||||||
|
UINT32 UniformBufferCount{};
|
||||||
|
UINT32 StorageBufferCount{};
|
||||||
|
};
|
||||||
|
|
||||||
|
public:
|
||||||
|
RenderPipeline(IN CONST StageDesc &vertexStageDesc, IN CONST StageDesc &pixelStageDesc,
|
||||||
|
IN BOOL enableVertexBuffer);
|
||||||
|
~RenderPipeline();
|
||||||
|
|
||||||
|
SDL_GPUGraphicsPipeline *GetHandle() CONST
|
||||||
|
{
|
||||||
|
return m_handle;
|
||||||
|
}
|
||||||
|
|
||||||
|
private:
|
||||||
|
SDL_GPUGraphicsPipeline *m_handle{};
|
||||||
|
};
|
||||||
|
|
||||||
|
class Renderer
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
STATIC Vec2 GetCameraPosition();
|
||||||
|
STATIC VOID SetCameraPosition(IN Vec2 position);
|
||||||
|
|
||||||
|
public:
|
||||||
|
STATIC VOID DrawStaticSpriteTopLeft(IN Handle texture, IN INT32 tileIndex, IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation);
|
||||||
|
STATIC INLINE VOID DrawStaticSpriteCentered(IN Handle texture, IN INT32 tileIndex, IN Vec2 position, IN Vec2 scale,
|
||||||
|
IN FLOAT32 rotation);
|
||||||
|
|
||||||
|
STATIC VOID DrawDynamicSpriteTopLeft(IN Handle texture, IN INT32 tileIndex, IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation);
|
||||||
|
STATIC INLINE VOID DrawDynamicSpriteCentered(IN Handle texture, IN INT32 tileIndex, IN Vec2 position, IN Vec2 scale,
|
||||||
|
IN FLOAT32 rotation);
|
||||||
|
|
||||||
|
STATIC VOID ResizeScreen(IN IVec2 newSize);
|
||||||
|
|
||||||
|
public:
|
||||||
|
STATIC Handle CreateTexture(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height, IN INT32 tileCountX = 1, IN INT32 tileCountY = 1);
|
||||||
|
STATIC VOID DestroyTexture(IN Handle texture);
|
||||||
|
|
||||||
|
STATIC VOID BakeTexture(IN Handle texture);
|
||||||
|
|
||||||
|
STATIC VOID SetTextureAtlas(IN CONST Vector<Handle> textures);
|
||||||
|
|
||||||
|
private:
|
||||||
|
STATIC SDL_GPUTexture *CreateTexture(IN SDL_GPUTextureUsageFlags usage, IN INT32 width, IN INT32 height,
|
||||||
|
IN INT32 stride, IN PCUINT8 rgbaData = nullptr,
|
||||||
|
IN SDL_GPUTextureFormat format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM,
|
||||||
|
IN BOOL generateMipmaps = false);
|
||||||
|
STATIC SDL_GPUBuffer *CreateDeviceLocalBuffer(IN SDL_GPUBufferUsageFlags usage, IN PCVOID data,
|
||||||
|
IN UINT32 dataSize);
|
||||||
|
|
||||||
|
STATIC VOID DestroyTexture(IN SDL_GPUTexture *handle);
|
||||||
|
STATIC VOID DestroyBuffer(IN SDL_GPUBuffer *handle);
|
||||||
|
|
||||||
|
STATIC VOID CopyToDeviceLocalBuffer(IN SDL_GPUBuffer *buffer, IN PCVOID data, IN UINT32 dataSize);
|
||||||
|
STATIC VOID CopyToDeviceLocalBuffer(IN SDL_GPUTransferBuffer *stagingBuffer, IN SDL_GPUBuffer *buffer,
|
||||||
|
IN PCVOID data, IN UINT32 dataSize);
|
||||||
|
|
||||||
|
STATIC SDL_GPUSampler *GetSampler_LinearClamp();
|
||||||
|
STATIC SDL_GPUSampler *GetSampler_LinearRepeat();
|
||||||
|
|
||||||
|
private:
|
||||||
|
STATIC VOID InitializeGPU();
|
||||||
|
STATIC VOID InitializeSampler();
|
||||||
|
STATIC VOID InitializePipelines();
|
||||||
|
STATIC VOID InitializeGeometries();
|
||||||
|
STATIC VOID InitializeDrawData();
|
||||||
|
STATIC VOID InitializeTextures();
|
||||||
|
|
||||||
|
STATIC Geometry *CreateGeometry(IN CONST Vector<GeometryVertex> &vertices, IN CONST Vector<INT32> &indices);
|
||||||
|
STATIC VOID DestroyGeometry(IN Geometry *geometry);
|
||||||
|
|
||||||
|
STATIC VOID Render();
|
||||||
|
|
||||||
|
STATIC Vec4 GetTextureAtlasCoordinates(IN Handle texture, IN INT32 tileIndex);
|
||||||
|
|
||||||
|
private:
|
||||||
|
STATIC VOID Initialize(IN IVec2 screenExtent);
|
||||||
|
STATIC VOID Terminate();
|
||||||
|
STATIC VOID Update();
|
||||||
|
|
||||||
|
friend class IAEngine;
|
||||||
|
};
|
||||||
|
|
||||||
|
VOID Renderer::DrawStaticSpriteCentered(IN Handle texture,IN INT32 tileIndex, IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation)
|
||||||
|
{
|
||||||
|
DrawStaticSpriteTopLeft(texture, tileIndex, position - scale / 2.0f, scale, rotation);
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Renderer::DrawDynamicSpriteCentered(IN Handle texture,IN INT32 tileIndex, IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation)
|
||||||
|
{
|
||||||
|
DrawDynamicSpriteTopLeft(texture, tileIndex, position - scale / 2.0f, scale, rotation);
|
||||||
|
}
|
||||||
|
} // namespace ia::iae
|
||||||
7988
Src/IAEngine/imp/hpp/Vendor/stb/stb_image.h
vendored
Normal file
10630
Src/IAEngine/imp/hpp/Vendor/stb/stb_image_resize2.h
vendored
Normal file
1724
Src/IAEngine/imp/hpp/Vendor/stb/stb_image_write.h
vendored
Normal file
@ -23,6 +23,14 @@
|
|||||||
#include <IACore/String.hpp>
|
#include <IACore/String.hpp>
|
||||||
#include <IACore/Vector.hpp>
|
#include <IACore/Vector.hpp>
|
||||||
|
|
||||||
|
#include <glm/ext/matrix_clip_space.hpp>
|
||||||
|
#include <glm/ext/matrix_transform.hpp>
|
||||||
|
#include <glm/ext/scalar_constants.hpp>
|
||||||
|
#include <glm/mat4x4.hpp>
|
||||||
|
#include <glm/vec2.hpp>
|
||||||
|
#include <glm/vec3.hpp>
|
||||||
|
#include <glm/vec4.hpp>
|
||||||
|
|
||||||
#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_INFO(...) ia::Logger::Info(IAE_LOG_TAG, __VA_ARGS__)
|
||||||
@ -34,4 +42,12 @@ namespace ia::iae
|
|||||||
{
|
{
|
||||||
using Handle = INT64;
|
using Handle = INT64;
|
||||||
STATIC CONSTEXPR Handle INVALID_HANDLE = -1;
|
STATIC CONSTEXPR Handle INVALID_HANDLE = -1;
|
||||||
|
|
||||||
|
using Vec2 = glm::vec2;
|
||||||
|
using Vec3 = glm::vec3;
|
||||||
|
using Vec4 = glm::vec4;
|
||||||
|
using IVec2 = glm::ivec2;
|
||||||
|
using IVec3 = glm::ivec3;
|
||||||
|
using IVec4 = glm::ivec4;
|
||||||
|
using Mat4 = glm::mat4;
|
||||||
}
|
}
|
||||||
|
|||||||
@ -23,9 +23,14 @@ namespace ia::iae
|
|||||||
class IAEngine
|
class IAEngine
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
IAEngine();
|
|
||||||
~IAEngine();
|
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
STATIC VOID Initialize();
|
||||||
|
STATIC VOID Terminate();
|
||||||
|
STATIC VOID Update();
|
||||||
|
STATIC VOID ProcessEvent(IN PVOID event);
|
||||||
|
|
||||||
|
friend INT32 Run(IN CONST String &name, IN CONST String &packageName, IN CONST String &developerName,
|
||||||
|
IN CONST String &publisherName, IN IA_VERSION_TYPE version);
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|||||||
49
Src/IAEngine/inc/IAEngine/LibInterface.hpp
Normal file
@ -0,0 +1,49 @@
|
|||||||
|
// 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 <https://www.gnu.org/licenses/>.
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <IAEngine/IAEngine.hpp>
|
||||||
|
|
||||||
|
using namespace ia;
|
||||||
|
using namespace ia::iae;
|
||||||
|
|
||||||
|
struct GameRequestedConfig
|
||||||
|
{
|
||||||
|
INT32 DesignWidth{};
|
||||||
|
INT32 DesignHeight{};
|
||||||
|
INT32 WindowWidth{};
|
||||||
|
INT32 WindowHeight{};
|
||||||
|
};
|
||||||
|
|
||||||
|
C_DECL(GameRequestedConfig* Game_GetConfigRequest());
|
||||||
|
C_DECL(VOID Game_OnInitialize());
|
||||||
|
C_DECL(VOID Game_OnTerminate());
|
||||||
|
C_DECL(VOID Game_OnDebugDraw());
|
||||||
|
C_DECL(VOID Game_OnFixedUpdate());
|
||||||
|
C_DECL(VOID Game_OnUpdate(IN FLOAT32 deltaTime));
|
||||||
|
C_DECL(VOID Game_OnResize(IN INT32 newWidth, IN INT32 newHeight));
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
INT32 Run(IN CONST String& name, IN CONST String& packageName, IN CONST String& developerName, IN CONST String& publisherName, IN IA_VERSION_TYPE version);
|
||||||
|
} // namespace ia::iae
|
||||||
|
|
||||||
|
#if defined(__ANDROID__)
|
||||||
|
#define IAENGINE_RUN(name, packageName, developerName, publisherName, versionMajor, versionMinor, versionPatch) extern "C" int SDL_main(int argc, char *argv[]) { return ia::iae::Run(name, packageName, developerName, publisherName, IA_MAKE_VERSION(versionMajor, versionMinor, versionPatch)); }
|
||||||
|
#else
|
||||||
|
#define IAENGINE_RUN(name, packageName, developerName, publisherName, versionMajor, versionMinor, versionPatch) int main(int argc, char *argv[]) { return ia::iae::Run(name, packageName, developerName, publisherName, IA_MAKE_VERSION(versionMajor, versionMinor, versionPatch)); }
|
||||||
|
#endif
|
||||||
11
Vendor/CMakeLists.txt
vendored
@ -31,3 +31,14 @@ set(ZLIB_BUILD_SHARED OFF)
|
|||||||
set(ZLIB_BUILD_MINIZIP OFF)
|
set(ZLIB_BUILD_MINIZIP OFF)
|
||||||
set(ZLIB_INSTALL OFF)
|
set(ZLIB_INSTALL OFF)
|
||||||
add_subdirectory(zlib/)
|
add_subdirectory(zlib/)
|
||||||
|
|
||||||
|
# -----------------------------------------------
|
||||||
|
# PugiXML
|
||||||
|
# -----------------------------------------------
|
||||||
|
add_subdirectory(pugixml/)
|
||||||
|
|
||||||
|
|
||||||
|
# -----------------------------------------------
|
||||||
|
# glm
|
||||||
|
# -----------------------------------------------
|
||||||
|
add_subdirectory(glm/)
|
||||||
|
|||||||