Renderer
This commit is contained in:
@ -38,10 +38,10 @@ namespace ia::iae
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Pipeline *Renderer::s_geometryPipeline{};
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Pipeline *Renderer::s_postprocessPipeline{};
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Renderer::Geometry *Renderer::s_quadGeometry{};
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VOID Renderer::Initialize()
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{
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SDL_GetWindowSizeInPixels(g_windowHandle, &s_screenWidth, &s_screenHeight);
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if (!(s_gpuDevice = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV, Engine::IsDebugMode(), nullptr)))
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THROW_UNKNOWN("Failed to create the SDL GPU Device: ", SDL_GetError());
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@ -53,16 +53,8 @@ namespace ia::iae
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GPUResourceManager::Initialize();
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// Initialize Render Targets
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s_renderTargetSceneDepth =
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GPUResourceManager::CreateTexture(SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET, s_screenWidth, s_screenHeight,
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nullptr, SDL_GPU_TEXTUREFORMAT_D16_UNORM);
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s_renderTargetSceneColor = GPUResourceManager::CreateTexture(
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SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER, s_screenWidth, s_screenHeight, nullptr,
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SDL_GetGPUSwapchainTextureFormat(s_gpuDevice, g_windowHandle));
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s_renderTargetDebugDrawColor = GPUResourceManager::CreateTexture(
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SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER, s_screenWidth, s_screenHeight, nullptr,
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SDL_GetGPUSwapchainTextureFormat(s_gpuDevice, g_windowHandle));
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SDL_GetWindowSizeInPixels(g_windowHandle, &s_screenWidth, &s_screenHeight);
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OnScreenResize(s_screenWidth, s_screenHeight);
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// Initialize Pipelines
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s_geometryPipeline = new Pipeline(
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@ -96,9 +88,6 @@ namespace ia::iae
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DebugDraw::Initialize();
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s_state.ProjectionMatrix =
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glm::orthoLH(0.0f, (FLOAT32) s_screenWidth, (FLOAT32) s_screenHeight, 0.0f, -2097152.0f, 2097152.0f);
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s_state.ColorTargetInfo.clear_color = SDL_FColor{0.33f, 0.33f, 0.33f, 1.0f};
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s_state.ColorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
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s_state.ColorTargetInfo.store_op = SDL_GPU_STOREOP_STORE;
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@ -110,12 +99,23 @@ namespace ia::iae
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s_state.DepthStencilTargetInfo.store_op = SDL_GPU_STOREOP_STORE;
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s_state.DepthStencilTargetInfo.stencil_load_op = SDL_GPU_LOADOP_CLEAR;
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s_state.DepthStencilTargetInfo.stencil_store_op = SDL_GPU_STOREOP_STORE;
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s_quadGeometry = CreateGeometry(
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{
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{glm::vec3{0, 1, 0}, glm::vec2{0, 1}, glm::vec4{1.0f, 1.0f, 1.0f, 1.0f}},
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{glm::vec3{1, 1, 0}, glm::vec2{1, 1}, glm::vec4{1.0f, 1.0f, 1.0f, 1.0f}},
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{glm::vec3{1, 0, 0}, glm::vec2{1, 0}, glm::vec4{1.0f, 1.0f, 1.0f, 1.0f}},
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{glm::vec3{0, 0, 0}, glm::vec2{0, 0}, glm::vec4{1.0f, 1.0f, 1.0f, 1.0f}},
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},
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{0, 1, 2, 2, 3, 0});
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}
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VOID Renderer::Terminate()
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{
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SDL_WaitForGPUIdle(s_gpuDevice);
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DestroyGeometry(s_quadGeometry);
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DebugDraw::Terminate();
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delete s_geometryPipeline;
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@ -133,6 +133,8 @@ namespace ia::iae
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VOID Renderer::BeginFrame()
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{
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STATIC Mat4 IdentityMatrix(1.0f);
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if (!(s_state.ActiveCommandBuffer = SDL_AcquireGPUCommandBuffer(s_gpuDevice)))
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THROW_UNKNOWN("Failed to acquire SDL GPU command buffer: ", SDL_GetError());
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@ -143,7 +145,10 @@ namespace ia::iae
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SDL_BindGPUGraphicsPipeline(s_state.ActiveRenderPass, s_geometryPipeline->GetHandle());
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SDL_PushGPUVertexUniformData(s_state.ActiveCommandBuffer, 0, &s_state.ProjectionMatrix, sizeof(Mat4));
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//SDL_PushGPUVertexUniformData(s_state.ActiveCommandBuffer, 1, s_state.ActiveCamera->GetMatrix(), sizeof(Mat4));
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SDL_PushGPUVertexUniformData(
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s_state.ActiveCommandBuffer, 1,
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(s_state.ActiveCamera && !s_state.CameraRelative) ? s_state.ActiveCamera->GetMatrix() : &IdentityMatrix,
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sizeof(Mat4));
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}
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VOID Renderer::EndFrame()
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@ -185,13 +190,84 @@ namespace ia::iae
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VOID Renderer::OnScreenResize(IN INT32 newWidth, IN INT32 newHeight)
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{
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s_screenWidth = newWidth;
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s_screenHeight = newHeight;
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if (s_renderTargetSceneDepth)
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GPUResourceManager::DestroyTexture(s_renderTargetSceneDepth);
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if (s_renderTargetSceneColor)
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GPUResourceManager::DestroyTexture(s_renderTargetSceneColor);
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if (s_renderTargetDebugDrawColor)
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GPUResourceManager::DestroyTexture(s_renderTargetDebugDrawColor);
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s_renderTargetSceneDepth =
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GPUResourceManager::CreateTexture(SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET, s_screenWidth, s_screenHeight,
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nullptr, SDL_GPU_TEXTUREFORMAT_D16_UNORM);
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s_renderTargetSceneColor = GPUResourceManager::CreateTexture(
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SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER, s_screenWidth, s_screenHeight, nullptr,
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SDL_GetGPUSwapchainTextureFormat(s_gpuDevice, g_windowHandle));
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s_renderTargetDebugDrawColor = GPUResourceManager::CreateTexture(
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SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER, s_screenWidth, s_screenHeight, nullptr,
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SDL_GetGPUSwapchainTextureFormat(s_gpuDevice, g_windowHandle));
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s_state.ProjectionMatrix =
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glm::orthoLH(0.0f, (FLOAT32) s_screenWidth, (FLOAT32) s_screenHeight, 0.0f, -2097152.0f, 2097152.0f);
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}
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SDL_GPUTextureFormat Renderer::GetRenderTargetFormat()
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{
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return SDL_GetGPUSwapchainTextureFormat(s_gpuDevice, g_windowHandle);
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}
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Renderer::Geometry *Renderer::CreateGeometry(IN CONST Vector<GeometryVertex> &vertices,
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IN CONST Vector<INT32> &indices)
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{
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const auto mesh = new Geometry();
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mesh->VertexBuffer = GPUResourceManager::CreateDeviceLocalBuffer(
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SDL_GPU_BUFFERUSAGE_VERTEX, vertices.data(), static_cast<UINT32>(vertices.size() * sizeof(vertices[0])));
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mesh->IndexBuffer = GPUResourceManager::CreateDeviceLocalBuffer(
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SDL_GPU_BUFFERUSAGE_INDEX, indices.data(), static_cast<UINT32>(indices.size() * sizeof(indices[0])));
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mesh->IndexCount = static_cast<UINT32>(indices.size());
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return mesh;
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}
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VOID Renderer::DestroyGeometry(IN Geometry *handle)
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{
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delete handle;
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}
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VOID Renderer::DrawGeometry(IN Geometry *handle)
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{
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#pragma pack(push, 1)
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STATIC struct
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{
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INT32 FlippedH{false};
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INT32 FlippedV{false};
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Vec2 TextureOffset{0.0f, 0.0f};
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glm::vec4 ColorOverlay{1.0f, 1.0f, 1.0f, 1.0f};
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} s_fragmentUniform{};
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#pragma pack(pop)
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s_fragmentUniform.ColorOverlay = Vec4(s_state.ColorOverlay.R / 255.0f, s_state.ColorOverlay.G / 255.0f,
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s_state.ColorOverlay.B / 255.0f, s_state.ColorOverlay.A / 255.0f);
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s_fragmentUniform.FlippedH = s_state.FlippedH;
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s_fragmentUniform.FlippedV = s_state.FlippedV;
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s_fragmentUniform.TextureOffset = s_state.TextureOffset;
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SDL_GPUTextureSamplerBinding textureBinding{.texture = s_state.ActiveTexture,
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.sampler = GPUResourceManager::GetSampler_LinearRepeat()};
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SDL_BindGPUFragmentSamplers(s_state.ActiveRenderPass, 0, &textureBinding, 1);
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SDL_PushGPUFragmentUniformData(s_state.ActiveCommandBuffer, 0, &s_fragmentUniform, sizeof(s_fragmentUniform));
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SDL_SetGPUScissor(s_state.ActiveRenderPass, &s_state.Scissor);
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SDL_GPUBufferBinding bufferBindings[] = {{.buffer = handle->VertexBuffer, .offset = 0},
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{.buffer = handle->IndexBuffer, .offset = 0}};
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SDL_BindGPUVertexBuffers(s_state.ActiveRenderPass, 0, bufferBindings, 1);
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SDL_BindGPUIndexBuffer(s_state.ActiveRenderPass, &bufferBindings[1], SDL_GPU_INDEXELEMENTSIZE_32BIT);
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SDL_DrawGPUIndexedPrimitives(s_state.ActiveRenderPass, handle->IndexCount, 1, 0, 0, 0);
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}
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} // namespace ia::iae
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namespace ia::iae
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@ -203,15 +279,17 @@ namespace ia::iae
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Handle Engine::CreateGeometry(IN CONST Vector<GeometryVertex> &vertices, IN CONST Vector<INT32> &indices)
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{
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return INVALID_HANDLE;
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return (Handle) Renderer::CreateGeometry(vertices, indices);
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}
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VOID Engine::DestroyGeometry(IN Handle geometry)
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{
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Renderer::DestroyGeometry((Renderer::Geometry *) geometry);
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}
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VOID Engine::DrawGeometry(IN Handle handle)
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{
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Renderer::DrawGeometry((Renderer::Geometry *) handle);
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}
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VOID Engine::SetRenderState_Scissor(IN IVec4 rect)
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@ -247,11 +325,35 @@ namespace ia::iae
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VOID Engine::SetRenderState_Texture(IN Handle image)
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{
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Renderer::s_state.ActiveTexture = image;
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Renderer::s_state.ActiveTexture = (SDL_GPUTexture *) image;
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}
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VOID Engine::SetRenderState_Transform(IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation, IN UINT8 layer,
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IN INT16 sortIndex)
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{
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IA_ASSERT(sortIndex <= 0x1FFF);
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if (Renderer::s_state.YSortingEnabled)
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sortIndex += static_cast<INT16>(position.y);
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Renderer::s_state.ModelMatrix =
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glm::translate(glm::mat4(1.0f), glm::vec3{position.x, position.y,
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static_cast<FLOAT32>((layer << 13) | (sortIndex & 0x1FFF))});
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Renderer::s_state.ModelMatrix =
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glm::rotate(Renderer::s_state.ModelMatrix, rotation, glm::vec3(0.0f, 0.0f, 1.0f));
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Renderer::s_state.ModelMatrix = glm::scale(Renderer::s_state.ModelMatrix, glm::vec3{scale.x, scale.y, 1.0f});
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SDL_PushGPUVertexUniformData(Renderer::s_state.ActiveCommandBuffer, 2, &Renderer::s_state.ModelMatrix,
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sizeof(Mat4));
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}
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VOID Engine::SetRenderState_YSortingEnabled(IN BOOL value)
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{
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Renderer::s_state.YSortingEnabled = value;
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}
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Handle Engine::GetGeometry_Quad()
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{
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return (Handle)Renderer::s_quadGeometry;
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}
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} // namespace ia::iae
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@ -24,7 +24,7 @@ namespace ia::iae
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class Renderer
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{
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public:
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struct Mesh
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struct Geometry
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{
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INT32 IndexCount{};
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SDL_GPUBuffer *IndexBuffer;
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@ -36,11 +36,11 @@ namespace ia::iae
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BOOL FlippedH{false};
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BOOL FlippedV{false};
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BOOL CameraRelative{true};
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BOOL ScissorEnabled{false};
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BOOL YSortingEnabled{false};
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Color ColorOverlay{};
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Vec2 TextureOffset{0.0f, 0.0f};
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SDL_Rect Scissor{0, 0, 0, 0};
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Handle ActiveTexture{INVALID_HANDLE};
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SDL_GPUTexture* ActiveTexture{nullptr};
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Mat4 ModelMatrix{1.0f};
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Mat4 ProjectionMatrix{1.0f};
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@ -63,6 +63,11 @@ namespace ia::iae
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STATIC VOID OnScreenResize(IN INT32 newWidth, IN INT32 newHeight);
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public:
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STATIC Geometry* CreateGeometry(IN CONST Vector<GeometryVertex> &vertices, IN CONST Vector<INT32> &indices);
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STATIC VOID DestroyGeometry(IN Geometry* handle);
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STATIC VOID DrawGeometry(IN Geometry* handle);
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STATIC SDL_GPUTextureFormat GetRenderTargetFormat();
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STATIC SDL_GPUDevice *GetDevice()
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@ -80,6 +85,7 @@ namespace ia::iae
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STATIC SDL_GPUTexture *s_renderTargetDebugDrawColor;
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STATIC Pipeline* s_geometryPipeline;
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STATIC Pipeline* s_postprocessPipeline;
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STATIC Geometry* s_quadGeometry;
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friend class Engine;
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};
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