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_geometryPipeline{};
Pipeline *Renderer::s_postprocessPipeline{}; Pipeline *Renderer::s_postprocessPipeline{};
Renderer::Geometry *Renderer::s_quadGeometry{};
VOID Renderer::Initialize() VOID Renderer::Initialize()
{ {
SDL_GetWindowSizeInPixels(g_windowHandle, &s_screenWidth, &s_screenHeight);
if (!(s_gpuDevice = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV, Engine::IsDebugMode(), nullptr))) if (!(s_gpuDevice = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV, Engine::IsDebugMode(), nullptr)))
THROW_UNKNOWN("Failed to create the SDL GPU Device: ", SDL_GetError()); THROW_UNKNOWN("Failed to create the SDL GPU Device: ", SDL_GetError());
@ -53,16 +53,8 @@ namespace ia::iae
GPUResourceManager::Initialize(); GPUResourceManager::Initialize();
// Initialize Render Targets SDL_GetWindowSizeInPixels(g_windowHandle, &s_screenWidth, &s_screenHeight);
s_renderTargetSceneDepth = OnScreenResize(s_screenWidth, s_screenHeight);
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));
// Initialize Pipelines // Initialize Pipelines
s_geometryPipeline = new Pipeline( s_geometryPipeline = new Pipeline(
@ -96,9 +88,6 @@ namespace ia::iae
DebugDraw::Initialize(); 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.clear_color = SDL_FColor{0.33f, 0.33f, 0.33f, 1.0f};
s_state.ColorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR; s_state.ColorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
s_state.ColorTargetInfo.store_op = SDL_GPU_STOREOP_STORE; 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.store_op = SDL_GPU_STOREOP_STORE;
s_state.DepthStencilTargetInfo.stencil_load_op = SDL_GPU_LOADOP_CLEAR; s_state.DepthStencilTargetInfo.stencil_load_op = SDL_GPU_LOADOP_CLEAR;
s_state.DepthStencilTargetInfo.stencil_store_op = SDL_GPU_STOREOP_STORE; 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() VOID Renderer::Terminate()
{ {
SDL_WaitForGPUIdle(s_gpuDevice); SDL_WaitForGPUIdle(s_gpuDevice);
DestroyGeometry(s_quadGeometry);
DebugDraw::Terminate(); DebugDraw::Terminate();
delete s_geometryPipeline; delete s_geometryPipeline;
@ -133,6 +133,8 @@ namespace ia::iae
VOID Renderer::BeginFrame() VOID Renderer::BeginFrame()
{ {
STATIC Mat4 IdentityMatrix(1.0f);
if (!(s_state.ActiveCommandBuffer = SDL_AcquireGPUCommandBuffer(s_gpuDevice))) if (!(s_state.ActiveCommandBuffer = SDL_AcquireGPUCommandBuffer(s_gpuDevice)))
THROW_UNKNOWN("Failed to acquire SDL GPU command buffer: ", SDL_GetError()); 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_BindGPUGraphicsPipeline(s_state.ActiveRenderPass, s_geometryPipeline->GetHandle());
SDL_PushGPUVertexUniformData(s_state.ActiveCommandBuffer, 0, &s_state.ProjectionMatrix, sizeof(Mat4)); 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() VOID Renderer::EndFrame()
@ -185,13 +190,84 @@ namespace ia::iae
VOID Renderer::OnScreenResize(IN INT32 newWidth, IN INT32 newHeight) 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() SDL_GPUTextureFormat Renderer::GetRenderTargetFormat()
{ {
return SDL_GetGPUSwapchainTextureFormat(s_gpuDevice, g_windowHandle); 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
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) 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) VOID Engine::DestroyGeometry(IN Handle geometry)
{ {
Renderer::DestroyGeometry((Renderer::Geometry *) geometry);
} }
VOID Engine::DrawGeometry(IN Handle handle) VOID Engine::DrawGeometry(IN Handle handle)
{ {
Renderer::DrawGeometry((Renderer::Geometry *) handle);
} }
VOID Engine::SetRenderState_Scissor(IN IVec4 rect) VOID Engine::SetRenderState_Scissor(IN IVec4 rect)
@ -247,11 +325,35 @@ namespace ia::iae
VOID Engine::SetRenderState_Texture(IN Handle image) 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, VOID Engine::SetRenderState_Transform(IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation, IN UINT8 layer,
IN INT16 sortIndex) 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 } // namespace ia::iae

View File

@ -24,7 +24,7 @@ namespace ia::iae
class Renderer class Renderer
{ {
public: public:
struct Mesh struct Geometry
{ {
INT32 IndexCount{}; INT32 IndexCount{};
SDL_GPUBuffer *IndexBuffer; SDL_GPUBuffer *IndexBuffer;
@ -36,11 +36,11 @@ namespace ia::iae
BOOL FlippedH{false}; BOOL FlippedH{false};
BOOL FlippedV{false}; BOOL FlippedV{false};
BOOL CameraRelative{true}; BOOL CameraRelative{true};
BOOL ScissorEnabled{false}; BOOL YSortingEnabled{false};
Color ColorOverlay{}; Color ColorOverlay{};
Vec2 TextureOffset{0.0f, 0.0f}; Vec2 TextureOffset{0.0f, 0.0f};
SDL_Rect Scissor{0, 0, 0, 0}; SDL_Rect Scissor{0, 0, 0, 0};
Handle ActiveTexture{INVALID_HANDLE}; SDL_GPUTexture* ActiveTexture{nullptr};
Mat4 ModelMatrix{1.0f}; Mat4 ModelMatrix{1.0f};
Mat4 ProjectionMatrix{1.0f}; Mat4 ProjectionMatrix{1.0f};
@ -63,6 +63,11 @@ namespace ia::iae
STATIC VOID OnScreenResize(IN INT32 newWidth, IN INT32 newHeight); STATIC VOID OnScreenResize(IN INT32 newWidth, IN INT32 newHeight);
public: public:
STATIC Geometry* CreateGeometry(IN CONST Vector<GeometryVertex> &vertices, IN CONST Vector<INT32> &indices);
STATIC VOID DestroyGeometry(IN Geometry* handle);
STATIC VOID DrawGeometry(IN Geometry* handle);
STATIC SDL_GPUTextureFormat GetRenderTargetFormat(); STATIC SDL_GPUTextureFormat GetRenderTargetFormat();
STATIC SDL_GPUDevice *GetDevice() STATIC SDL_GPUDevice *GetDevice()
@ -80,6 +85,7 @@ namespace ia::iae
STATIC SDL_GPUTexture *s_renderTargetDebugDrawColor; STATIC SDL_GPUTexture *s_renderTargetDebugDrawColor;
STATIC Pipeline* s_geometryPipeline; STATIC Pipeline* s_geometryPipeline;
STATIC Pipeline* s_postprocessPipeline; STATIC Pipeline* s_postprocessPipeline;
STATIC Geometry* s_quadGeometry;
friend class Engine; friend class Engine;
}; };

View File

@ -38,6 +38,7 @@ namespace ia::iae
STATIC VOID DestroyPhysicsBody(IN Handle body); STATIC VOID DestroyPhysicsBody(IN Handle body);
// Renderer Functions // Renderer Functions
STATIC Handle GetGeometry_Quad();
STATIC Handle CreateGeometry(IN CONST Vector<GeometryVertex>& vertices, IN CONST Vector<INT32>& indices); STATIC Handle CreateGeometry(IN CONST Vector<GeometryVertex>& vertices, IN CONST Vector<INT32>& indices);
STATIC VOID DestroyGeometry(IN Handle geometry); STATIC VOID DestroyGeometry(IN Handle geometry);
STATIC VOID DrawGeometry(IN Handle handle); STATIC VOID DrawGeometry(IN Handle handle);
@ -48,6 +49,7 @@ namespace ia::iae
STATIC VOID SetRenderState_FlippedH(IN BOOL value); STATIC VOID SetRenderState_FlippedH(IN BOOL value);
STATIC VOID SetRenderState_FlippedV(IN BOOL value); STATIC VOID SetRenderState_FlippedV(IN BOOL value);
STATIC VOID SetRenderState_TextureOffset(IN Vec2 off); STATIC VOID SetRenderState_TextureOffset(IN Vec2 off);
STATIC VOID SetRenderState_YSortingEnabled(IN BOOL value);
STATIC VOID SetRenderState_ColorOverlay(IN Color color); STATIC VOID SetRenderState_ColorOverlay(IN Color color);
STATIC VOID SetRenderState_CameraRelative(IN BOOL value); STATIC VOID SetRenderState_CameraRelative(IN BOOL value);
STATIC VOID SetRenderState_Texture(IN Handle image); STATIC VOID SetRenderState_Texture(IN Handle image);