This commit is contained in:
Isuru Samarathunga
2025-10-06 17:23:17 +05:30
parent c23f5f4559
commit 0ef29f4e5f
3 changed files with 131 additions and 21 deletions

View File

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