RenderCore
This commit is contained in:
3
.gitmodules
vendored
3
.gitmodules
vendored
@ -5,9 +5,6 @@
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[submodule "Vendor/SDL_mixer"]
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path = Vendor/SDL_mixer
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url = https://github.com/libsdl-org/SDL_mixer
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[submodule "Vendor/freetype"]
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path = Vendor/freetype
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url = https://github.com/freetype/freetype
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[submodule "Vendor/zlib"]
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path = Vendor/zlib
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url = https://github.com/madler/zlib
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@ -1,26 +0,0 @@
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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layout(location = 0) in vec2 inTexCoord;
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layout(location = 1) in vec4 inVertexColor;
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layout(location = 0) out vec4 outColor;
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layout(set = 2, binding = 0) uniform sampler2D texSampler;
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layout(set = 3, binding = 0) uniform UniformBufferObject {
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bool flippedH;
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bool flippedV;
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vec2 uvOffset;
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vec4 colorOverlay;
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} ubo;
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void main()
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{
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vec2 uv = inTexCoord;
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uv += ubo.uvOffset;
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if(ubo.flippedH) uv.x = 1.0 - uv.x;
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if(ubo.flippedV) uv.y = 1.0 - uv.y;
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outColor = texture(texSampler, uv) * inVertexColor * ubo.colorOverlay;
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if(outColor.w < 0.1)
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discard;
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}
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@ -1,25 +0,0 @@
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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layout (location = 0) in vec2 inPosition;
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layout (location = 1) in vec2 inTexCoord;
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layout(location = 0) out vec2 outTexCoord;
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layout(location = 1) out vec4 outVertexColor;
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layout(set = 1, binding = 0) uniform UBO_Vertex_PerScene {
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mat4 projection;
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} uboPerScene;
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layout(set = 1, binding = 1) uniform UBO_Vertex_PerFrame {
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mat4 view;
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} uboPerFrame;
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layout(set = 1, binding = 2) uniform UBO_Vertex_PerDraw {
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mat4 model;
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} uboPerDraw;
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void main()
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{
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gl_Position = uboPerScene.projection * uboPerFrame.view * uboPerDraw.model * vec4(inPosition, 0.0f, 1.0f);
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outTexCoord = inTexCoord;
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//outVertexColor = inVertexColor;
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}
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@ -29,36 +29,8 @@ namespace ia::iae::rpg
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return &EngineConfig;
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}
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//Handle g_pathTile;
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//Handle g_waterTile;
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//Handle g_grassTile;
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//Handle g_pathTileSheet;
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//Handle g_waterTileSheet;
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//Handle g_beachTileSheet;
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//Handle g_cliffTileSheet;
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//Handle g_farmLandTileSheet;
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//Handle g_playerSpriteSheet;
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VOID OnInitialize()
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{
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/*g_playerSpriteSheet = IAEngine::CreateSpriteSheet("Resources/Cute_Fantasy_Free/Player/Player.png", 32, 32,
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{6, 6, 6, 6, 6, 6, 4, 4, 4, 4});
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g_pathTile = IAEngine::CreateTileSheet("Resources/Cute_Fantasy_Free/Tiles/Path_Middle.png", 16, 16);
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g_waterTile = IAEngine::CreateTileSheet("Resources/Cute_Fantasy_Free/Tiles/Water_Middle.png", 16, 16);
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g_grassTile = IAEngine::CreateTileSheet("Resources/Cute_Fantasy_Free/Tiles/Grass_Middle.png", 16, 16);
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g_pathTileSheet = IAEngine::CreateTileSheet("Resources/Cute_Fantasy_Free/Tiles/Path_Tile.png", 16, 16);
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g_waterTileSheet = IAEngine::CreateTileSheet("Resources/Cute_Fantasy_Free/Tiles/Water_Tile.png", 16, 16);
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g_beachTileSheet = IAEngine::CreateTileSheet("Resources/Cute_Fantasy_Free/Tiles/Beach_Tile.png", 16, 16);
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g_cliffTileSheet = IAEngine::CreateTileSheet("Resources/Cute_Fantasy_Free/Tiles/Cliff_Tile.png", 16, 16);
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g_farmLandTileSheet = IAEngine::CreateTileSheet("Resources/Cute_Fantasy_Free/Tiles/FarmLand_Tile.png", 16, 16);
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IAEngine::LoadResources({g_playerSpriteSheet, g_pathTile, g_waterTile, g_grassTile, g_pathTileSheet,
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g_waterTileSheet, g_beachTileSheet, g_cliffTileSheet, g_farmLandTileSheet});
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IAEngine::GetActiveScene()->SetupGrid({16, 16});
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IAEngine::GetActiveScene()->GetGridCell(0, 0).TileSheetTexture = g_pathTile;*/
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}
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VOID OnTerminate()
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@ -75,7 +47,6 @@ namespace ia::iae::rpg
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VOID OnUpdate(IN FLOAT32 deltaTime)
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{
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//IAEngine::DrawSprite(0, 2, 0, {100.0f, 100.0f}, {1.0f, 1.0f}, 0.0f);
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}
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VOID OnResize(IN INT32 newWidth, IN INT32 newHeight)
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@ -1,4 +1,5 @@
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add_subdirectory(RenderCore/)
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add_subdirectory(IAEngine/)
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add_subdirectory(CLI/)
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add_subdirectory(Editor/)
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@ -0,0 +1,9 @@
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set(SRC_FILES
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"imp/cpp/Main.cpp"
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)
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add_executable(IAE_Editor ${SRC_FILES})
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target_include_directories(IAE_Editor PRIVATE imp/hpp)
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target_link_libraries(IAE_Editor PRIVATE RenderCore)
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61
Src/Editor/imp/cpp/Main.cpp
Normal file
61
Src/Editor/imp/cpp/Main.cpp
Normal file
@ -0,0 +1,61 @@
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// IAEngine: 2D Game Engine by IA
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// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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#include <SDL3/SDL.h>
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#include <RenderCore/RenderCore.hpp>
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namespace ia::iae
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{
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SDL_Window* g_windowHandle{};
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INT32 Run(IN INT32 argc, IN PCCHAR argv[])
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{
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IVec2 windowExtent{800, 600};
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_GAMEPAD))
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THROW_UNKNOWN("Failed to intialize SDL: ", SDL_GetError());
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if (!(g_windowHandle = SDL_CreateWindow("IAEngine", windowExtent.x, windowExtent.y,
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SDL_WINDOW_RESIZABLE)))
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THROW_UNKNOWN("Failed to create the SDL window: ", SDL_GetError());
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RDC::Initialize(windowExtent, g_windowHandle, true);
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SDL_Event event{};
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while (true)
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{
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SDL_PollEvent(&event);
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if (event.type == SDL_EVENT_QUIT)
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break;
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//RDC::DrawSpriteTopLeft(0, 0, 0, {100.0f, 100.0f}, {1.0f, 1.0f}, 0.0f);
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RDC::RenderToWindow();
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}
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RDC::Terminate();
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SDL_DestroyWindow(g_windowHandle);
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return 0;
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}
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}
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int main(int argc, char* argv[])
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{
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return ia::iae::Run(argc, (const char**)argv);
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}
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@ -2,9 +2,8 @@ set(SRC_FILES
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"imp/cpp/IAEngine.cpp"
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"imp/cpp/Scene.cpp"
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"imp/cpp/Renderer.cpp"
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"imp/cpp/GameData.cpp"
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"imp/cpp/EmbeddedResources.cpp"
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#"imp/cpp/EmbeddedResources.cpp"
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)
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add_library(IAEngine STATIC ${SRC_FILES})
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@ -12,5 +11,5 @@ add_library(IAEngine STATIC ${SRC_FILES})
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target_include_directories(IAEngine PUBLIC inc)
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target_include_directories(IAEngine PRIVATE imp/hpp)
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target_link_libraries(IAEngine PUBLIC IACore pugixml::pugixml glm::glm)
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target_link_libraries(IAEngine PRIVATE ZLIB::ZLIBSTATIC SDL3::SDL3 SDL3_mixer::SDL3_mixer Freetype::Freetype)
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target_link_libraries(IAEngine PUBLIC RenderCore pugixml::pugixml)
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target_link_libraries(IAEngine PRIVATE ZLIB::ZLIBSTATIC SDL3_mixer::SDL3_mixer)
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|
Before Width: | Height: | Size: 66 KiB After Width: | Height: | Size: 66 KiB |
File diff suppressed because one or more lines are too long
@ -14,14 +14,15 @@
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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#include <EmbeddedResources.hpp>
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//#include <EmbeddedResources.hpp>
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#include <GameData.hpp>
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#include <IAEngine/LibInterface.hpp>
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#include <Renderer.hpp>
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#define STB_IMAGE_IMPLEMENTATION
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#include <Vendor/stb/stb_image.h>
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#include <RenderCore/RenderCore.hpp>
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namespace ia::iae
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{
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struct Resource
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@ -110,7 +111,7 @@ namespace ia::iae
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const auto gameVersion = g_gameVersion;
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SDL_SetAppMetadata(g_gameName.c_str(), IA_STRINGIFY_VERSION(gameVersion).c_str(), g_gamePackageName.c_str());
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EmbeddedResources::Initialize();
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//EmbeddedResources::Initialize();
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IAEngine::Initialize();
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@ -136,7 +137,7 @@ namespace ia::iae
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IAEngine::Terminate();
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EmbeddedResources::Terminate();
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//EmbeddedResources::Terminate();
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SDL_DestroyWindow(g_windowHandle);
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@ -150,14 +151,7 @@ namespace ia::iae
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{
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VOID IAEngine::Initialize()
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{
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Renderer::Initialize(IVec2{g_designViewport.x, g_designViewport.y});
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{ // Add default texture to resources
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const auto t = new Resource_Texture();
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t->Type = Resource::EType::TEXTURE;
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t->Texture = 0;
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g_resources.pushBack(t);
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}
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RDC::Initialize(IVec2{g_designViewport.x, g_designViewport.y}, g_windowHandle, g_isDebugMode);
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GameData::Initialize();
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@ -173,7 +167,7 @@ namespace ia::iae
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GameData::Terminate();
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Renderer::Terminate();
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RDC::Terminate();
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for (SIZE_T i = 0; i < g_resources.size(); i++)
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DestroyResource(i);
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@ -182,7 +176,7 @@ namespace ia::iae
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VOID IAEngine::Draw()
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{
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g_activeScene->OnDraw();
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Renderer::Draw();
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RDC::RenderToWindow();
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}
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VOID IAEngine::Update()
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@ -219,7 +213,7 @@ namespace ia::iae
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auto pixels = stbi_load(path, &w, &h, &n, STBI_rgb_alpha);
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if (!pixels)
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THROW_INVALID_DATA(path);
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const auto t = Renderer::CreateTexture(pixels, w, h, tileWidth == -1 ? 1 : w / tileWidth,
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const auto t = RDC::CreateImage(pixels, w, h, tileWidth == -1 ? 1 : w / tileWidth,
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tileHeight == -1 ? 1 : h / tileHeight);
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stbi_image_free(pixels);
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return t;
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@ -238,7 +232,7 @@ namespace ia::iae
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{
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const auto t = new Resource_Texture();
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t->Type = Resource::EType::TEXTURE;
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t->Texture = Renderer::CreateTexture(rgbaData, width, height);
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t->Texture = RDC::CreateImage(rgbaData, width, height);
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g_resources.pushBack(t);
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return (Handle) g_resources.size() - 1;
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}
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@ -274,7 +268,7 @@ namespace ia::iae
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{
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const auto t = new Resource_Texture();
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t->Type = Resource::EType::TEXTURE;
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t->Texture = Renderer::CreateTexture(rgbaData, width, height, width / tileWidth, height / tileHeight);
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t->Texture = RDC::CreateImage(rgbaData, width, height, width / tileWidth, height / tileHeight);
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g_resources.pushBack(t);
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return (Handle) g_resources.size() - 1;
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}
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@ -291,7 +285,7 @@ namespace ia::iae
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case Resource::EType::TEXTURE:
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case Resource::EType::SPRITE_SHEET:
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Renderer::DestroyTexture(static_cast<Resource_Texture *>(g_resources[resource])->Texture);
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RDC::DestroyImage(static_cast<Resource_Texture *>(g_resources[resource])->Texture);
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break;
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case Resource::EType::SOUND:
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@ -341,7 +335,7 @@ namespace ia::iae
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}
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}
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Renderer::BakeTextureAtlas(atlasTextures);
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RDC::CompileTextures(atlasTextures);
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}
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} // namespace ia::iae
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@ -351,7 +345,7 @@ namespace ia::iae
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IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH, IN BOOL flipV, IN Vec2 uvOffset)
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{
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const auto t = static_cast<Resource_Texture *>(g_resources[tileSheet]);
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Renderer::DrawStaticSpriteTopLeft(t->Texture, tileIndexX, tileIndexY, position, scale, rotation, flipH, flipV,
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RDC::DrawSpriteTopLeft(t->Texture, tileIndexX, tileIndexY, position, scale, rotation, flipH, flipV,
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uvOffset);
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}
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@ -359,14 +353,14 @@ namespace ia::iae
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IN BOOL flipV, IN Vec2 uvOffset)
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{
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const auto t = static_cast<Resource_Texture *>(g_resources[sprite]);
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Renderer::DrawDynamicSpriteTopLeft(t->Texture, 0, 0, position, scale, rotation, flipH, flipV, uvOffset);
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RDC::DrawSpriteTopLeft(t->Texture, 0, 0, position, scale, rotation, flipH, flipV, uvOffset);
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}
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VOID IAEngine::DrawSprite(IN Handle spriteSheet, IN INT32 animationIndex, IN INT32 frameIndex, IN Vec2 position,
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IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH, IN BOOL flipV, IN Vec2 uvOffset)
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{
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const auto t = static_cast<Resource_SpriteSheet *>(g_resources[spriteSheet]);
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Renderer::DrawDynamicSpriteTopLeft(t->Texture, frameIndex, animationIndex, position, scale, rotation, flipH,
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RDC::DrawSpriteTopLeft(t->Texture, frameIndex, animationIndex, position, scale, rotation, flipH,
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flipV, uvOffset);
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}
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} // namespace ia::iae
|
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|
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@ -1,746 +0,0 @@
|
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// 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};
|
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};
|
||||
|
||||
#pragma pack(pop)
|
||||
|
||||
struct TextureData
|
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{
|
||||
PUINT8 Pixels{};
|
||||
INT32 Width{};
|
||||
INT32 Height{};
|
||||
INT32 TileWidth{};
|
||||
INT32 TileHeight{};
|
||||
INT32 TileCountX{};
|
||||
INT32 TileCountY{};
|
||||
SDL_GPUTexture *BakedHandle{};
|
||||
};
|
||||
} // namespace ia::iae
|
||||
|
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namespace ia::iae
|
||||
{
|
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IVec2 g_screenExtent{};
|
||||
|
||||
SDL_GPUDevice *g_gpuDevice{};
|
||||
|
||||
RenderPipeline *g_debugPipeline{};
|
||||
RenderPipeline *g_geometryPipeline{};
|
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SDL_GPUSampler *g_linearClampSampler{};
|
||||
SDL_GPUSampler *g_linearRepeatSampler{};
|
||||
|
||||
Mat4 g_viewMatrix{1.0f};
|
||||
Vec2 g_cameraPosition{};
|
||||
Mat4 g_projectionMatrix{1.0f};
|
||||
|
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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{};
|
||||
|
||||
Vec2 g_activeTextureAtlasInverseSize{};
|
||||
SDL_GPUTexture *g_activeTextureAtlas{};
|
||||
Map<Handle, Vec2> 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;
|
||||
|
||||
for (SIZE_T i = 0; i < g_texureData.size(); i++)
|
||||
DestroyTexture(i);
|
||||
|
||||
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::Draw()
|
||||
{
|
||||
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)
|
||||
{
|
||||
if B_LIKELY (g_cameraPosition == position)
|
||||
return;
|
||||
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
|
||||
{
|
||||
Vec2 Renderer::DrawStaticSpriteTopLeft(IN Handle texture, IN INT32 tileIndexX, IN INT32 tileIndexY,
|
||||
IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH,
|
||||
IN BOOL flipV, IN Vec2 uvOffset)
|
||||
{
|
||||
const auto _s = Vec2{scale.x * g_texureData[texture].TileWidth, scale.y * g_texureData[texture].TileHeight};
|
||||
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(_s, 1.0f));
|
||||
g_staticSprites.pushBack(
|
||||
{.Transform = transform,
|
||||
.TexCoords = GetTextureAtlasCoordinates(texture, tileIndexX, tileIndexY, flipH, flipV, uvOffset),
|
||||
.Color = {1.0f, 1.0f, 1.0f, 1.0f}});
|
||||
return _s;
|
||||
}
|
||||
|
||||
Vec2 Renderer::DrawStaticSpriteCentered(IN Handle texture, IN INT32 tileIndexX, IN INT32 tileIndexY,
|
||||
IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH,
|
||||
IN BOOL flipV, IN Vec2 uvOffset)
|
||||
{
|
||||
const auto _s = Vec2{scale.x * g_texureData[texture].TileWidth, scale.y * g_texureData[texture].TileHeight};
|
||||
Mat4 transform =
|
||||
glm::translate(glm::mat4(1.0f), glm::vec3{position.x - _s.x / 2.0f, position.y - _s.y / 2.0f, 0});
|
||||
transform = glm::rotate(transform, rotation, glm::vec3(0.0f, 0.0f, 1.0f));
|
||||
transform = glm::scale(transform, glm::vec3(_s, 1.0f));
|
||||
g_staticSprites.pushBack(
|
||||
{.Transform = transform,
|
||||
.TexCoords = GetTextureAtlasCoordinates(texture, tileIndexX, tileIndexY, flipH, flipV, uvOffset),
|
||||
.Color = {1.0f, 1.0f, 1.0f, 1.0f}});
|
||||
return _s;
|
||||
}
|
||||
|
||||
Vec2 Renderer::DrawDynamicSpriteTopLeft(IN Handle texture, IN INT32 tileIndexX, IN INT32 tileIndexY,
|
||||
IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH,
|
||||
IN BOOL flipV, IN Vec2 uvOffset)
|
||||
{
|
||||
const auto _s = Vec2{scale.x * g_texureData[texture].TileWidth, scale.y * g_texureData[texture].TileHeight};
|
||||
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{_s, 1.0f});
|
||||
g_dynamicSprites.pushBack(
|
||||
{.Transform = transform,
|
||||
.TexCoords = GetTextureAtlasCoordinates(texture, tileIndexX, tileIndexY, flipH, flipV, uvOffset),
|
||||
.Color = {1.0f, 1.0f, 1.0f, 1.0f}});
|
||||
return _s;
|
||||
}
|
||||
|
||||
Vec2 Renderer::DrawDynamicSpriteCentered(IN Handle texture, IN INT32 tileIndexX, IN INT32 tileIndexY,
|
||||
IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH,
|
||||
IN BOOL flipV, IN Vec2 uvOffset)
|
||||
{
|
||||
const auto _s = Vec2{scale.x * g_texureData[texture].TileWidth, scale.y * g_texureData[texture].TileHeight};
|
||||
Mat4 transform =
|
||||
glm::translate(glm::mat4(1.0f), glm::vec3{position.x - _s.x / 2.0f, position.y - _s.y / 2.0f, 0});
|
||||
transform = glm::rotate(transform, rotation, glm::vec3(0.0f, 0.0f, 1.0f));
|
||||
transform = glm::scale(transform, glm::vec3{_s, 1.0f});
|
||||
g_dynamicSprites.pushBack(
|
||||
{.Transform = transform,
|
||||
.TexCoords = GetTextureAtlasCoordinates(texture, tileIndexX, tileIndexY, flipH, flipV, uvOffset),
|
||||
.Color = {1.0f, 1.0f, 1.0f, 1.0f}});
|
||||
return _s;
|
||||
}
|
||||
|
||||
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::BakeTextureAtlas(IN CONST Vector<Handle> textures)
|
||||
{
|
||||
if (textures.empty())
|
||||
return;
|
||||
|
||||
if (g_activeTextureAtlas && (g_activeTextureAtlas != g_defaultTexture))
|
||||
DestroyTexture(g_activeTextureAtlas);
|
||||
|
||||
g_activeTextureAtlasUVMap = Map<Handle, Vec2>();
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
g_activeTextureAtlasInverseSize = {1.0f / ((FLOAT32) atlasWidth), 1.0f / ((FLOAT32) atlasHeight)};
|
||||
|
||||
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)) * 4], &d.Pixels[y * d.Width * 4], d.Width * 4);
|
||||
g_activeTextureAtlasUVMap[t] = Vec2(((FLOAT32) atlasCursor) / ((FLOAT32) atlasWidth), 0.0f);
|
||||
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 tileIndexX, IN INT32 tileIndexY,
|
||||
IN BOOL flipH, IN BOOL flipV, IN Vec2 uvOffset)
|
||||
{
|
||||
const auto &d = g_texureData[texture];
|
||||
const auto &t = g_activeTextureAtlasUVMap[texture];
|
||||
const auto pX = ((tileIndexX + uvOffset.x) * ((FLOAT32) d.TileWidth)) * g_activeTextureAtlasInverseSize.x;
|
||||
const auto pY = ((tileIndexY + uvOffset.y) * ((FLOAT32) d.TileHeight)) * g_activeTextureAtlasInverseSize.y;
|
||||
auto texCoords = Vec4(t.x + pX, t.y + pY, d.TileWidth * g_activeTextureAtlasInverseSize.x,
|
||||
d.TileHeight * g_activeTextureAtlasInverseSize.y);
|
||||
if (flipH)
|
||||
{
|
||||
texCoords.x += texCoords.z;
|
||||
texCoords.z *= -1;
|
||||
}
|
||||
if (flipV)
|
||||
{
|
||||
texCoords.y += texCoords.w;
|
||||
texCoords.w *= -1;
|
||||
}
|
||||
return texCoords;
|
||||
}
|
||||
} // 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
|
||||
@ -15,7 +15,6 @@
|
||||
// along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
#include <IAEngine/IAEngine.hpp>
|
||||
#include <Renderer.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
@ -65,6 +64,6 @@ namespace ia::iae
|
||||
|
||||
VOID Scene::OnUpdate(IN FLOAT32 deltaTime)
|
||||
{
|
||||
Renderer::SetCameraPosition(m_cameraPosition);
|
||||
//Renderer::SetCameraPosition(m_cameraPosition);
|
||||
}
|
||||
} // namespace ia::iae
|
||||
|
||||
@ -1,130 +0,0 @@
|
||||
// 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 Vec2 DrawStaticSpriteTopLeft(IN Handle texture, IN INT32 tileIndexX, IN INT32 tileIndexY,
|
||||
IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH = false, IN BOOL flipV = false, IN Vec2 uvOffset = {});
|
||||
STATIC Vec2 DrawStaticSpriteCentered(IN Handle texture, IN INT32 tileIndexX, IN INT32 tileIndexY,
|
||||
IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH = false, IN BOOL flipV = false, IN Vec2 uvOffset = {});
|
||||
|
||||
STATIC Vec2 DrawDynamicSpriteTopLeft(IN Handle texture, IN INT32 tileIndexX, IN INT32 tileIndexY,
|
||||
IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH = false, IN BOOL flipV = false, IN Vec2 uvOffset = {});
|
||||
STATIC Vec2 DrawDynamicSpriteCentered(IN Handle texture, IN INT32 tileIndexX, IN INT32 tileIndexY,
|
||||
IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH = false, IN BOOL flipV = false, IN Vec2 uvOffset = {});
|
||||
|
||||
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 BakeTextureAtlas(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 tileIndexX, IN INT32 tileIndexY, IN BOOL flipH, IN BOOL flipV, IN Vec2 uvOffset);
|
||||
|
||||
private:
|
||||
STATIC VOID Initialize(IN IVec2 screenExtent);
|
||||
STATIC VOID Terminate();
|
||||
STATIC VOID Draw();
|
||||
|
||||
friend class IAEngine;
|
||||
};
|
||||
} // namespace ia::iae
|
||||
@ -16,20 +16,7 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <IACore/Exception.hpp>
|
||||
#include <IACore/Logger.hpp>
|
||||
#include <IACore/Map.hpp>
|
||||
#include <IACore/Memory.hpp>
|
||||
#include <IACore/String.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>
|
||||
#include <RenderCore/Base.hpp>
|
||||
|
||||
#define IAE_LOG_TAG "IAE"
|
||||
|
||||
@ -40,14 +27,4 @@
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
using Handle = INT64;
|
||||
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;
|
||||
}
|
||||
|
||||
16
Src/RenderCore/CMakeLists.txt
Normal file
16
Src/RenderCore/CMakeLists.txt
Normal file
@ -0,0 +1,16 @@
|
||||
set(SRC_FILES
|
||||
"imp/cpp/Device.cpp"
|
||||
"imp/cpp/Buffer.cpp"
|
||||
"imp/cpp/Texture.cpp"
|
||||
"imp/cpp/Pipeline.cpp"
|
||||
"imp/cpp/RenderCore.cpp"
|
||||
"imp/cpp/TextureAtlas.cpp"
|
||||
"imp/cpp/EmbeddedResources.cpp"
|
||||
)
|
||||
|
||||
add_library(RenderCore STATIC ${SRC_FILES})
|
||||
|
||||
target_include_directories(RenderCore PUBLIC inc)
|
||||
target_include_directories(RenderCore PRIVATE imp/hpp)
|
||||
|
||||
target_link_libraries(RenderCore PUBLIC IACore SDL3::SDL3 glm::glm)
|
||||
@ -10,7 +10,7 @@ layout(set = 2, binding = 0) uniform sampler2D texSampler;
|
||||
|
||||
void main()
|
||||
{
|
||||
outColor = texture(texSampler, inTexCoord);
|
||||
outColor = texture(texSampler, inTexCoord) * inVertexColor;
|
||||
if(outColor.w < 0.1)
|
||||
discard;
|
||||
}
|
||||
124
Src/RenderCore/imp/cpp/Buffer.cpp
Normal file
124
Src/RenderCore/imp/cpp/Buffer.cpp
Normal file
@ -0,0 +1,124 @@
|
||||
// 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 <RenderCore/Buffer.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
RDC_Buffer::RDC_Buffer() : m_type(EType::NONE), m_size(0)
|
||||
{
|
||||
}
|
||||
|
||||
RDC_Buffer::RDC_Buffer(IN EType type, IN UINT32 size) : m_type(type), m_size(size)
|
||||
{
|
||||
}
|
||||
|
||||
RDC_StagingBuffer::RDC_StagingBuffer(IN UINT32 size) : RDC_Buffer(EType::NONE, size)
|
||||
{
|
||||
SDL_GPUTransferBufferCreateInfo stagingBufferCreateInfo{.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
|
||||
.size = size};
|
||||
m_buffer = SDL_CreateGPUTransferBuffer(RDC_Device::GetHandle(), &stagingBufferCreateInfo);
|
||||
}
|
||||
|
||||
RDC_StagingBuffer::~RDC_StagingBuffer()
|
||||
{
|
||||
SDL_ReleaseGPUTransferBuffer(RDC_Device::GetHandle(), m_buffer);
|
||||
}
|
||||
|
||||
VOID RDC_StagingBuffer::CopyFrom(IN PCVOID data, IN UINT32 size)
|
||||
{
|
||||
IA_ASSERT(size <= m_size);
|
||||
const auto mappedPtr = SDL_MapGPUTransferBuffer(RDC_Device::GetHandle(), m_buffer, false);
|
||||
SDL_memcpy(mappedPtr, data, size);
|
||||
SDL_UnmapGPUTransferBuffer(RDC_Device::GetHandle(), m_buffer);
|
||||
}
|
||||
|
||||
RDC_DeviceLocalBuffer::RDC_DeviceLocalBuffer()
|
||||
{
|
||||
}
|
||||
|
||||
RDC_DeviceLocalBuffer::RDC_DeviceLocalBuffer(IN RDC_Buffer::EType type, IN UINT32 size) : RDC_Buffer(type, size)
|
||||
{
|
||||
SDL_GPUBufferCreateInfo createInfo{.size = size};
|
||||
switch (type)
|
||||
{
|
||||
case RDC_Buffer::EType::NONE:
|
||||
THROW_INVALID_DATA();
|
||||
break;
|
||||
|
||||
case RDC_Buffer::EType::VERTEX:
|
||||
createInfo.usage = SDL_GPU_BUFFERUSAGE_VERTEX;
|
||||
break;
|
||||
|
||||
case RDC_Buffer::EType::INDEX:
|
||||
createInfo.usage = SDL_GPU_BUFFERUSAGE_INDEX;
|
||||
break;
|
||||
|
||||
case RDC_Buffer::EType::STORAGE:
|
||||
createInfo.usage = SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ;
|
||||
break;
|
||||
}
|
||||
m_buffer = SDL_CreateGPUBuffer(RDC_Device::GetHandle(), &createInfo);
|
||||
}
|
||||
|
||||
RDC_DeviceLocalBuffer::~RDC_DeviceLocalBuffer()
|
||||
{
|
||||
if (m_buffer)
|
||||
SDL_ReleaseGPUBuffer(RDC_Device::GetHandle(), m_buffer);
|
||||
}
|
||||
|
||||
VOID RDC_DeviceLocalBuffer::CopyFrom(IN RDC_StagingBuffer *stagingBuffer, IN UINT32 size)
|
||||
{
|
||||
CopyFrom(stagingBuffer->m_buffer, size);
|
||||
}
|
||||
|
||||
VOID RDC_DeviceLocalBuffer::CopyFrom(IN SDL_GPUTransferBuffer *stagingBuffer, IN UINT32 size)
|
||||
{
|
||||
const auto cmdBuffer = SDL_AcquireGPUCommandBuffer(RDC_Device::GetHandle());
|
||||
const auto copyPass = SDL_BeginGPUCopyPass(cmdBuffer);
|
||||
|
||||
SDL_GPUTransferBufferLocation src{.transfer_buffer = stagingBuffer, .offset = 0};
|
||||
SDL_GPUBufferRegion dst{.buffer = m_buffer, .offset = 0, .size = size};
|
||||
SDL_UploadToGPUBuffer(copyPass, &src, &dst, false);
|
||||
|
||||
SDL_EndGPUCopyPass(copyPass);
|
||||
SDL_SubmitGPUCommandBuffer(cmdBuffer);
|
||||
SDL_WaitForGPUIdle(RDC_Device::GetHandle());
|
||||
}
|
||||
|
||||
RDC_HostVisibleBuffer::RDC_HostVisibleBuffer(IN RDC_Buffer::EType type, IN UINT32 size)
|
||||
: RDC_DeviceLocalBuffer(type, size)
|
||||
{
|
||||
SDL_GPUTransferBufferCreateInfo stagingBufferCreateInfo{.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
|
||||
.size = size};
|
||||
m_stagingBuffer = SDL_CreateGPUTransferBuffer(RDC_Device::GetHandle(), &stagingBufferCreateInfo);
|
||||
}
|
||||
|
||||
RDC_HostVisibleBuffer::~RDC_HostVisibleBuffer()
|
||||
{
|
||||
SDL_ReleaseGPUTransferBuffer(RDC_Device::GetHandle(), m_stagingBuffer);
|
||||
}
|
||||
|
||||
VOID RDC_HostVisibleBuffer::CopyFrom(IN PCVOID data, IN UINT32 size)
|
||||
{
|
||||
IA_ASSERT(size <= m_size);
|
||||
const auto mappedPtr = SDL_MapGPUTransferBuffer(RDC_Device::GetHandle(), m_stagingBuffer, false);
|
||||
SDL_memcpy(mappedPtr, data, size);
|
||||
SDL_UnmapGPUTransferBuffer(RDC_Device::GetHandle(), m_stagingBuffer);
|
||||
|
||||
RDC_DeviceLocalBuffer::CopyFrom(m_stagingBuffer, size);
|
||||
}
|
||||
} // namespace ia::iae
|
||||
108
Src/RenderCore/imp/cpp/Device.cpp
Normal file
108
Src/RenderCore/imp/cpp/Device.cpp
Normal file
@ -0,0 +1,108 @@
|
||||
// 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 <RenderCore/Buffer.hpp>
|
||||
#include <RenderCore/Device.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
struct Geometry
|
||||
{
|
||||
INT32 IndexCount{};
|
||||
RDC_DeviceLocalBuffer IndexBuffer;
|
||||
RDC_DeviceLocalBuffer VertexBuffer;
|
||||
};
|
||||
} // namespace ia::iae
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
SDL_GPUDevice *RDC_Device::s_handle{};
|
||||
SDL_Window *RDC_Device::s_windowHandle{};
|
||||
|
||||
VOID RDC_Device::Initialize(IN SDL_Window *windowHandle, IN BOOL isDebugMode)
|
||||
{
|
||||
s_windowHandle = windowHandle;
|
||||
|
||||
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, isDebugMode);
|
||||
SDL_SetBooleanProperty(deviceCreateProps, SDL_PROP_GPU_DEVICE_CREATE_FEATURE_DEPTH_CLAMPING_BOOLEAN, false);
|
||||
if (!(s_handle = SDL_CreateGPUDeviceWithProperties(deviceCreateProps)))
|
||||
THROW_UNKNOWN("Failed to create the SDL GPU Device: ", SDL_GetError());
|
||||
SDL_DestroyProperties(deviceCreateProps);
|
||||
|
||||
if (!SDL_ClaimWindowForGPUDevice(s_handle, windowHandle))
|
||||
THROW_UNKNOWN("Failed to initialize SDL GPU for the window: ", SDL_GetError());
|
||||
|
||||
SDL_SetGPUSwapchainParameters(s_handle, windowHandle, SDL_GPU_SWAPCHAINCOMPOSITION_SDR,
|
||||
SDL_GPU_PRESENTMODE_VSYNC);
|
||||
}
|
||||
|
||||
VOID RDC_Device::Terminate()
|
||||
{
|
||||
WaitForIdle();
|
||||
|
||||
SDL_ReleaseWindowFromGPUDevice(s_handle, s_windowHandle);
|
||||
SDL_DestroyGPUDevice(s_handle);
|
||||
}
|
||||
|
||||
VOID RDC_Device::WaitForIdle()
|
||||
{
|
||||
SDL_WaitForGPUIdle(s_handle);
|
||||
}
|
||||
|
||||
Handle RDC_Device::CreateGeometry(IN CONST Vector<GeometryVertex> &vertices, IN CONST Vector<INT32> &indices)
|
||||
{
|
||||
const auto geometry = new Geometry();
|
||||
|
||||
const auto vertexDataSize = static_cast<UINT32>(vertices.size() * sizeof(vertices[0]));
|
||||
const auto indexDataSize = static_cast<UINT32>(indices.size() * sizeof(indices[0]));
|
||||
|
||||
std::construct_at(&geometry->VertexBuffer, RDC_Buffer::EType::VERTEX, vertexDataSize);
|
||||
std::construct_at(&geometry->IndexBuffer, RDC_Buffer::EType::INDEX, indexDataSize);
|
||||
|
||||
const auto stagingBuffer = new RDC_StagingBuffer(ia_max(vertexDataSize, indexDataSize));
|
||||
stagingBuffer->CopyFrom(vertices.data(), vertexDataSize);
|
||||
geometry->VertexBuffer.CopyFrom(stagingBuffer, vertexDataSize);
|
||||
stagingBuffer->CopyFrom(indices.data(), indexDataSize);
|
||||
geometry->IndexBuffer.CopyFrom(stagingBuffer, indexDataSize);
|
||||
delete stagingBuffer;
|
||||
|
||||
geometry->IndexCount = static_cast<UINT32>(indices.size());
|
||||
return (Handle) geometry;
|
||||
}
|
||||
|
||||
VOID RDC_Device::DestroyGeometry(IN Handle _geometry)
|
||||
{
|
||||
const auto geometry = (Geometry *) _geometry;
|
||||
delete geometry;
|
||||
}
|
||||
|
||||
VOID RDC_Device::BindGeometry(IN SDL_GPURenderPass* renderPass, IN Handle _geometry)
|
||||
{
|
||||
const auto geometry = (Geometry *) _geometry;
|
||||
SDL_GPUBufferBinding bufferBindings[] = {{.buffer = geometry->VertexBuffer.GetHandle(), .offset = 0},
|
||||
{.buffer = geometry->IndexBuffer.GetHandle(), .offset = 0}};
|
||||
SDL_BindGPUVertexBuffers(renderPass, 0, &bufferBindings[0], 1);
|
||||
SDL_BindGPUIndexBuffer(renderPass, &bufferBindings[1], SDL_GPU_INDEXELEMENTSIZE_32BIT);
|
||||
}
|
||||
|
||||
SDL_GPUTextureFormat RDC_Device::GetSwapchainTextureFormat()
|
||||
{
|
||||
return SDL_GetGPUSwapchainTextureFormat(s_handle, s_windowHandle);
|
||||
}
|
||||
} // namespace ia::iae
|
||||
51
Src/RenderCore/imp/cpp/EmbeddedResources.cpp
Normal file
51
Src/RenderCore/imp/cpp/EmbeddedResources.cpp
Normal file
File diff suppressed because one or more lines are too long
107
Src/RenderCore/imp/cpp/Pipeline.cpp
Normal file
107
Src/RenderCore/imp/cpp/Pipeline.cpp
Normal file
@ -0,0 +1,107 @@
|
||||
// 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 <RenderCore/Pipeline.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
RDC_Pipeline::RDC_Pipeline(IN SDL_GPUTextureFormat renderTargetFormat, 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(RDC_Device::GetHandle(), &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(RDC_Device::GetHandle(), &shaderCreateInfo)))
|
||||
THROW_UNKNOWN("Failed to create a SDL shader: ", SDL_GetError());
|
||||
|
||||
SDL_GPUColorTargetDescription colorTargetDesc = {
|
||||
.format = renderTargetFormat,
|
||||
.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(RDC_Device::GetHandle(), &createInfo)))
|
||||
THROW_UNKNOWN("Failed to create a SDL graphics pipeline: ", SDL_GetError());
|
||||
|
||||
SDL_ReleaseGPUShader(RDC_Device::GetHandle(), pixelShader);
|
||||
SDL_ReleaseGPUShader(RDC_Device::GetHandle(), vertexShader);
|
||||
}
|
||||
|
||||
RDC_Pipeline::~RDC_Pipeline()
|
||||
{
|
||||
SDL_ReleaseGPUGraphicsPipeline(RDC_Device::GetHandle(), m_handle);
|
||||
}
|
||||
|
||||
VOID RDC_Pipeline::Bind(IN SDL_GPURenderPass *renderPass)
|
||||
{
|
||||
SDL_BindGPUGraphicsPipeline(renderPass, m_handle);
|
||||
}
|
||||
} // namespace ia::iae
|
||||
292
Src/RenderCore/imp/cpp/RenderCore.cpp
Normal file
292
Src/RenderCore/imp/cpp/RenderCore.cpp
Normal file
@ -0,0 +1,292 @@
|
||||
// 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 <RenderCore/RenderCore.hpp>
|
||||
#include <RenderCore/Texture.hpp>
|
||||
#include <RenderCore/TextureAtlas.hpp>
|
||||
|
||||
#include <EmbeddedResources.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
Mat4 RDC::s_viewMatrix;
|
||||
Mat4 RDC::s_projectionMatrix;
|
||||
SDL_Window *RDC::s_windowHandle;
|
||||
Handle RDC::s_quadGeometry;
|
||||
RDC_Pipeline *RDC::s_dynamicSpritePipeline;
|
||||
SDL_GPUSampler *RDC::s_linearClampSampler;
|
||||
SDL_GPUSampler *RDC::s_linearRepeatSampler;
|
||||
Vec2 RDC::s_cameraPosition{};
|
||||
IVec2 RDC::s_viewportExtent;
|
||||
RDC_TextureAtlas *RDC::s_staticSpriteAtlas{};
|
||||
RDC_TextureAtlas *RDC::s_dynamicSpriteAtlas{};
|
||||
INT32 RDC::s_spriteInstanceCount{};
|
||||
RDC_HostVisibleBuffer *RDC::s_staticSpriteInstanceBuffer{};
|
||||
RDC_HostVisibleBuffer *RDC::s_dynamicSpriteInstanceBuffer{};
|
||||
RDC_Texture *RDC::s_defaultTexture{};
|
||||
RDC_SpriteInstanceData RDC::s_spriteInstances[RDC::MAX_SPRITE_COUNT];
|
||||
|
||||
VOID RDC::Initialize(IN IVec2 viewportExtent, IN SDL_Window *windowHandle, IN BOOL isDebugMode)
|
||||
{
|
||||
EmbeddedResources::Initialize();
|
||||
|
||||
s_windowHandle = windowHandle;
|
||||
|
||||
RDC_Device::Initialize(s_windowHandle, isDebugMode);
|
||||
|
||||
InitializePipelines();
|
||||
InitializeSamplers();
|
||||
InitializeGeometries();
|
||||
InitializeTextures();
|
||||
InitializeDrawData();
|
||||
|
||||
ResizeScreen(viewportExtent);
|
||||
s_viewMatrix = glm::lookAtLH(glm::vec3{s_cameraPosition, -1.0f}, {s_cameraPosition, 0.0f}, {0.0f, 1.0f, 0.0f});
|
||||
}
|
||||
|
||||
VOID RDC::Terminate()
|
||||
{
|
||||
RDC_Device::WaitForIdle();
|
||||
|
||||
RDC_Device::DestroyGeometry(s_quadGeometry);
|
||||
|
||||
SDL_ReleaseGPUSampler(RDC_Device::GetHandle(), s_linearClampSampler);
|
||||
SDL_ReleaseGPUSampler(RDC_Device::GetHandle(), s_linearRepeatSampler);
|
||||
|
||||
delete s_defaultTexture;
|
||||
delete s_staticSpriteAtlas;
|
||||
delete s_dynamicSpriteAtlas;
|
||||
delete s_dynamicSpritePipeline;
|
||||
delete s_staticSpriteInstanceBuffer;
|
||||
delete s_dynamicSpriteInstanceBuffer;
|
||||
|
||||
RDC_Device::Terminate();
|
||||
|
||||
EmbeddedResources::Terminate();
|
||||
}
|
||||
|
||||
VOID RDC::ResizeScreen(IN IVec2 newExtent)
|
||||
{
|
||||
s_viewportExtent = newExtent;
|
||||
s_projectionMatrix =
|
||||
glm::orthoLH(0.0f, (FLOAT32) s_viewportExtent.x, (FLOAT32) s_viewportExtent.y, 0.0f, -1.0f, 1.0f);
|
||||
}
|
||||
|
||||
VOID RDC::RenderToWindow()
|
||||
{
|
||||
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(RDC_Device::GetHandle())))
|
||||
THROW_UNKNOWN("Failed to acquire SDL GPU command buffer: ", SDL_GetError());
|
||||
|
||||
SDL_GPUTexture *swapChainTexture{};
|
||||
if (!SDL_WaitAndAcquireGPUSwapchainTexture(ActiveCommandBuffer, s_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);
|
||||
|
||||
s_dynamicSpritePipeline->Bind(ActiveRenderPass);
|
||||
SDL_PushGPUVertexUniformData(ActiveCommandBuffer, 0, &s_projectionMatrix, sizeof(Mat4));
|
||||
SDL_PushGPUVertexUniformData(ActiveCommandBuffer, 1, &s_viewMatrix, sizeof(Mat4));
|
||||
SDL_GPUTextureSamplerBinding textureBinding{.texture = s_dynamicSpriteAtlas
|
||||
? s_dynamicSpriteAtlas->GetTexture()->GetHandle()
|
||||
: s_defaultTexture->GetHandle(),
|
||||
.sampler = s_linearRepeatSampler};
|
||||
SDL_BindGPUFragmentSamplers(ActiveRenderPass, 0, &textureBinding, 1);
|
||||
RDC_Device::BindGeometry(ActiveRenderPass, s_quadGeometry);
|
||||
if (s_spriteInstanceCount)
|
||||
{
|
||||
const auto spriteInstanceBuffer = s_dynamicSpriteInstanceBuffer->GetHandle();
|
||||
s_dynamicSpriteInstanceBuffer->CopyFrom(s_spriteInstances,
|
||||
sizeof(RDC_SpriteInstanceData) * s_spriteInstanceCount);
|
||||
SDL_BindGPUVertexStorageBuffers(ActiveRenderPass, 0, &spriteInstanceBuffer, 1);
|
||||
SDL_DrawGPUIndexedPrimitives(ActiveRenderPass, 6, s_spriteInstanceCount, 0, 0, 0);
|
||||
}
|
||||
s_spriteInstanceCount = 0;
|
||||
|
||||
SDL_EndGPURenderPass(ActiveRenderPass);
|
||||
|
||||
SDL_SubmitGPUCommandBuffer(ActiveCommandBuffer);
|
||||
}
|
||||
|
||||
Vec2 RDC::DrawSpriteTopLeft(IN Handle _image, IN INT32 tileIndexX, IN INT32 tileIndexY, IN Vec2 position,
|
||||
IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH, IN BOOL flipV, IN Vec2 uvOffset)
|
||||
{
|
||||
const auto image = (ImageData *) _image;
|
||||
|
||||
const auto _s = Vec2{scale.x * image->TileWidth, scale.y * image->TileHeight};
|
||||
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(_s, 1.0f));
|
||||
s_spriteInstances[s_spriteInstanceCount++] = {
|
||||
.Transform = transform,
|
||||
.TexCoords = s_dynamicSpriteAtlas ? s_dynamicSpriteAtlas->GetTextureCoordinates(
|
||||
_image, tileIndexX, tileIndexY, flipH, flipV, uvOffset)
|
||||
: Vec4{0.0f, 0.0f, 1.0f, 1.0f},
|
||||
.Color = {1.0f, 1.0f, 1.0f, 1.0f}};
|
||||
return _s;
|
||||
}
|
||||
|
||||
Vec2 RDC::DrawSpriteCentered(IN Handle _image, IN INT32 tileIndexX, IN INT32 tileIndexY, IN Vec2 position,
|
||||
IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH, IN BOOL flipV, IN Vec2 uvOffset)
|
||||
{
|
||||
const auto image = (ImageData *) _image;
|
||||
const auto _s = Vec2{scale.x * image->TileWidth, scale.y * image->TileHeight};
|
||||
Mat4 transform =
|
||||
glm::translate(glm::mat4(1.0f), glm::vec3{position.x - _s.x / 2.0f, position.y - _s.y / 2.0f, 0});
|
||||
transform = glm::rotate(transform, rotation, glm::vec3(0.0f, 0.0f, 1.0f));
|
||||
transform = glm::scale(transform, glm::vec3(_s, 1.0f));
|
||||
s_spriteInstances[s_spriteInstanceCount++] = {
|
||||
.Transform = transform,
|
||||
.TexCoords = s_dynamicSpriteAtlas ? s_dynamicSpriteAtlas->GetTextureCoordinates(
|
||||
_image, tileIndexX, tileIndexY, flipH, flipV, uvOffset)
|
||||
: Vec4{0.0f, 0.0f, 1.0f, 1.0f},
|
||||
.Color = {1.0f, 1.0f, 1.0f, 1.0f}};
|
||||
return _s;
|
||||
}
|
||||
} // namespace ia::iae
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
Vec2 RDC::GetCameraPosition()
|
||||
{
|
||||
return s_cameraPosition;
|
||||
}
|
||||
|
||||
VOID RDC::SetCameraPosition(IN Vec2 position)
|
||||
{
|
||||
if B_LIKELY (s_cameraPosition == position)
|
||||
return;
|
||||
s_cameraPosition = position;
|
||||
s_viewMatrix = glm::lookAtLH(glm::vec3{s_cameraPosition, -1.0f}, {s_cameraPosition, 0.0f}, {0.0f, 1.0f, 0.0f});
|
||||
}
|
||||
|
||||
Handle RDC::CreateImage(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height, IN INT32 tileCountX,
|
||||
IN INT32 tileCountY)
|
||||
{
|
||||
const auto pixelDataSize = width * height * 4;
|
||||
|
||||
const auto image = new ImageData{
|
||||
.Pixels = new UINT8[pixelDataSize],
|
||||
.Width = width,
|
||||
.Height = height,
|
||||
.TileWidth = width / tileCountX,
|
||||
.TileHeight = height / tileCountY,
|
||||
.TileCountX = tileCountX,
|
||||
.TileCountY = tileCountY,
|
||||
};
|
||||
|
||||
ia_memcpy(image->Pixels, rgbaData, pixelDataSize);
|
||||
|
||||
return (Handle) image;
|
||||
}
|
||||
|
||||
VOID RDC::DestroyImage(IN Handle _image)
|
||||
{
|
||||
const auto image = (ImageData *) _image;
|
||||
delete[] image->Pixels;
|
||||
delete image;
|
||||
}
|
||||
|
||||
VOID RDC::CompileTextures(IN CONST Vector<Handle> &images)
|
||||
{
|
||||
delete s_dynamicSpriteAtlas;
|
||||
s_dynamicSpriteAtlas = new RDC_TextureAtlas(images);
|
||||
}
|
||||
} // namespace ia::iae
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
VOID RDC::InitializeSamplers()
|
||||
{
|
||||
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};
|
||||
|
||||
s_linearClampSampler = SDL_CreateGPUSampler(RDC_Device::GetHandle(), &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,
|
||||
|
||||
s_linearRepeatSampler = SDL_CreateGPUSampler(RDC_Device::GetHandle(), &createInfo);
|
||||
}
|
||||
|
||||
VOID RDC::InitializeDrawData()
|
||||
{
|
||||
s_dynamicSpriteInstanceBuffer =
|
||||
new RDC_HostVisibleBuffer(RDC_Buffer::EType::STORAGE, sizeof(s_spriteInstances));
|
||||
}
|
||||
|
||||
VOID RDC::InitializeTextures()
|
||||
{
|
||||
{ // Create Default Texture
|
||||
const auto pixels = new UINT8[100 * 100 * 4];
|
||||
ia_memset(pixels, 0xFF, 100 * 100 * 4);
|
||||
s_defaultTexture = new RDC_Texture(RDC_Texture::EType::SAMPLED, 100, 100);
|
||||
s_defaultTexture->SetImageData(pixels);
|
||||
delete[] pixels;
|
||||
}
|
||||
}
|
||||
|
||||
VOID RDC::InitializePipelines()
|
||||
{
|
||||
s_dynamicSpritePipeline =
|
||||
new RDC_Pipeline(RDC_Device::GetSwapchainTextureFormat(),
|
||||
RDC_Pipeline::StageDesc{
|
||||
.SourceData = EmbeddedResources::GetResource("Shaders/DynamicSprite.vert"),
|
||||
.SamplerCount = 0,
|
||||
.UniformBufferCount = 2,
|
||||
.StorageBufferCount = 1,
|
||||
},
|
||||
RDC_Pipeline::StageDesc{
|
||||
.SourceData = EmbeddedResources::GetResource("Shaders/DynamicSprite.frag"),
|
||||
.SamplerCount = 1,
|
||||
.UniformBufferCount = 0,
|
||||
.StorageBufferCount = 0,
|
||||
},
|
||||
true);
|
||||
}
|
||||
|
||||
VOID RDC::InitializeGeometries()
|
||||
{
|
||||
s_quadGeometry = RDC_Device::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});
|
||||
}
|
||||
} // namespace ia::iae
|
||||
121
Src/RenderCore/imp/cpp/Texture.cpp
Normal file
121
Src/RenderCore/imp/cpp/Texture.cpp
Normal file
@ -0,0 +1,121 @@
|
||||
// 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 <RenderCore/Texture.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
RDC_Texture::RDC_Texture(IN EType type, IN INT32 width, IN INT32 height, IN BOOL generateMipMaps)
|
||||
: m_type(type), m_width(width), m_height(height),
|
||||
m_mipLevels(generateMipMaps ? ia_max((UINT32) (floor(log2(ia_max(width, height))) + 1), (UINT32) 1)
|
||||
: (UINT32) 1)
|
||||
{
|
||||
SDL_GPUTextureCreateInfo createInfo{.type = SDL_GPU_TEXTURETYPE_2D,
|
||||
.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM,
|
||||
.width = (UINT32) width,
|
||||
.height = (UINT32) height,
|
||||
.layer_count_or_depth = 1,
|
||||
.num_levels = m_mipLevels,
|
||||
.sample_count = SDL_GPU_SAMPLECOUNT_1};
|
||||
|
||||
switch (type)
|
||||
{
|
||||
case EType::SAMPLED:
|
||||
createInfo.usage = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER;
|
||||
break;
|
||||
|
||||
case EType::RENDER_TARGET:
|
||||
createInfo.usage = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET;
|
||||
break;
|
||||
}
|
||||
|
||||
m_handle = SDL_CreateGPUTexture(RDC_Device::GetHandle(), &createInfo);
|
||||
if (!m_handle)
|
||||
THROW_UNKNOWN("Failed to create a SDL GPU Texture: ", SDL_GetError());
|
||||
}
|
||||
|
||||
RDC_Texture::~RDC_Texture()
|
||||
{
|
||||
SDL_ReleaseGPUTexture(RDC_Device::GetHandle(), m_handle);
|
||||
}
|
||||
|
||||
VOID RDC_Texture::SetImageData(IN PCUINT8 rgbaData, IN INT32 stride)
|
||||
{
|
||||
STATIC Vector<UINT8> TMP_COLOR_BUFFER;
|
||||
|
||||
TMP_COLOR_BUFFER.resize(m_width * m_height * 4);
|
||||
|
||||
if (stride == -1)
|
||||
{
|
||||
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 < m_height; y++)
|
||||
{
|
||||
for (INT32 x = 0; x < m_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 * m_width) * 4 + 0] = static_cast<UINT8>(p[0] * a);
|
||||
TMP_COLOR_BUFFER[(x + y * m_width) * 4 + 1] = static_cast<UINT8>(p[1] * a);
|
||||
TMP_COLOR_BUFFER[(x + y * m_width) * 4 + 2] = static_cast<UINT8>(p[2] * a);
|
||||
TMP_COLOR_BUFFER[(x + y * m_width) * 4 + 3] = p[3];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
SDL_GPUTransferBufferCreateInfo stagingBufferCreateInfo{.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
|
||||
.size = (UINT32) m_width * (UINT32) m_height * 4};
|
||||
const auto stagingBuffer = SDL_CreateGPUTransferBuffer(RDC_Device::GetHandle(), &stagingBufferCreateInfo);
|
||||
const auto mappedPtr = SDL_MapGPUTransferBuffer(RDC_Device::GetHandle(), stagingBuffer, false);
|
||||
SDL_memcpy(mappedPtr, TMP_COLOR_BUFFER.data(), m_width * m_height * 4);
|
||||
SDL_UnmapGPUTransferBuffer(RDC_Device::GetHandle(), stagingBuffer);
|
||||
|
||||
auto cmdBuffer = SDL_AcquireGPUCommandBuffer(RDC_Device::GetHandle());
|
||||
const auto copyPass = SDL_BeginGPUCopyPass(cmdBuffer);
|
||||
|
||||
SDL_GPUTextureTransferInfo transferInfo{.transfer_buffer = stagingBuffer, .offset = 0};
|
||||
SDL_GPUTextureRegion region{.texture = m_handle, .w = (UINT32) m_width, .h = (UINT32) m_height, .d = 1};
|
||||
SDL_UploadToGPUTexture(copyPass, &transferInfo, ®ion, false);
|
||||
|
||||
SDL_EndGPUCopyPass(copyPass);
|
||||
SDL_SubmitGPUCommandBuffer(cmdBuffer);
|
||||
SDL_WaitForGPUIdle(RDC_Device::GetHandle());
|
||||
SDL_ReleaseGPUTransferBuffer(RDC_Device::GetHandle(), stagingBuffer);
|
||||
|
||||
if (m_mipLevels > 1)
|
||||
{
|
||||
cmdBuffer = SDL_AcquireGPUCommandBuffer(RDC_Device::GetHandle());
|
||||
SDL_GenerateMipmapsForGPUTexture(cmdBuffer, m_handle);
|
||||
SDL_SubmitGPUCommandBuffer(cmdBuffer);
|
||||
SDL_WaitForGPUIdle(RDC_Device::GetHandle());
|
||||
}
|
||||
}
|
||||
|
||||
VOID RDC_Texture::BindAsSampler(IN SDL_GPURenderPass *renderPass, IN INT32 index, IN SDL_GPUSampler *sampler)
|
||||
{
|
||||
SDL_GPUTextureSamplerBinding textureBinding{.texture = m_handle, .sampler = sampler};
|
||||
SDL_BindGPUFragmentSamplers(renderPass, index, &textureBinding, 1);
|
||||
}
|
||||
} // namespace ia::iae
|
||||
82
Src/RenderCore/imp/cpp/TextureAtlas.cpp
Normal file
82
Src/RenderCore/imp/cpp/TextureAtlas.cpp
Normal file
@ -0,0 +1,82 @@
|
||||
// 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 <RenderCore/TextureAtlas.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
RDC_TextureAtlas::RDC_TextureAtlas(IN CONST Vector<Handle> &images)
|
||||
{
|
||||
if (images.empty())
|
||||
return;
|
||||
|
||||
m_atlasSize.x = 0;
|
||||
m_atlasSize.y = 0;
|
||||
for (const auto &_image : images)
|
||||
{
|
||||
const auto d = (ImageData *) _image;
|
||||
m_atlasSize.x += d->Width;
|
||||
if (d->Height > m_atlasSize.y)
|
||||
m_atlasSize.y = d->Height;
|
||||
}
|
||||
|
||||
m_inverseAtlasSize = {1.0f / ((FLOAT32) m_atlasSize.x), 1.0f / ((FLOAT32) m_atlasSize.y)};
|
||||
|
||||
const auto pixels = new UINT8[m_atlasSize.x * m_atlasSize.y * 4];
|
||||
|
||||
INT32 atlasCursor{0};
|
||||
for (const auto &_image : images)
|
||||
{
|
||||
const auto d = (ImageData *) _image;
|
||||
for (INT32 y = 0; y < d->Height; y++)
|
||||
ia_memcpy(&pixels[(atlasCursor + (y * m_atlasSize.x)) * 4], &d->Pixels[y * d->Width * 4], d->Width * 4);
|
||||
m_texCoordMap[_image] = Vec2(((FLOAT32) atlasCursor) / ((FLOAT32) m_atlasSize.x), 0.0f);
|
||||
atlasCursor += d->Width;
|
||||
}
|
||||
|
||||
m_texture = new RDC_Texture(RDC_Texture::EType::SAMPLED, m_atlasSize.x, m_atlasSize.y);
|
||||
m_texture->SetImageData(pixels);
|
||||
|
||||
delete[] pixels;
|
||||
}
|
||||
|
||||
RDC_TextureAtlas::~RDC_TextureAtlas()
|
||||
{
|
||||
delete m_texture;
|
||||
}
|
||||
|
||||
Vec4 RDC_TextureAtlas::GetTextureCoordinates(IN Handle _image, IN INT32 tileIndexX, IN INT32 tileIndexY, IN BOOL flipH,
|
||||
IN BOOL flipV, IN Vec2 uvOffset)
|
||||
{
|
||||
const auto d = (ImageData *) _image;
|
||||
const auto &t = m_texCoordMap[_image];
|
||||
const auto pX = ((tileIndexX + uvOffset.x) * ((FLOAT32) d->TileWidth)) * m_inverseAtlasSize.x;
|
||||
const auto pY = ((tileIndexY + uvOffset.y) * ((FLOAT32) d->TileHeight)) * m_inverseAtlasSize.y;
|
||||
auto texCoords = Vec4(t.x + pX, t.y + pY, d->TileWidth * m_inverseAtlasSize.x,
|
||||
d->TileHeight * m_inverseAtlasSize.y);
|
||||
if (flipH)
|
||||
{
|
||||
texCoords.x += texCoords.z;
|
||||
texCoords.z *= -1;
|
||||
}
|
||||
if (flipV)
|
||||
{
|
||||
texCoords.y += texCoords.w;
|
||||
texCoords.w *= -1;
|
||||
}
|
||||
return texCoords;
|
||||
}
|
||||
} // namespace ia::iae
|
||||
@ -16,7 +16,7 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <IAEngine/Base.hpp>
|
||||
#include <RenderCore/Base.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
64
Src/RenderCore/inc/RenderCore/Base.hpp
Normal file
64
Src/RenderCore/inc/RenderCore/Base.hpp
Normal file
@ -0,0 +1,64 @@
|
||||
// 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 <IACore/Exception.hpp>
|
||||
#include <IACore/Logger.hpp>
|
||||
#include <IACore/Map.hpp>
|
||||
#include <IACore/Memory.hpp>
|
||||
#include <IACore/String.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 RDC_LOG_TAG "RDC"
|
||||
|
||||
#define RDC_LOG_INFO(...) ia::Logger::Info(RDC_LOG_TAG, __VA_ARGS__)
|
||||
#define RDC_LOG_WARN(...) ia::Logger::Warn(RDC_LOG_TAG, __VA_ARGS__)
|
||||
#define RDC_LOG_ERROR(...) ia::Logger::Error(RDC_LOG_TAG, __VA_ARGS__)
|
||||
#define RDC_LOG_SUCCESS(...) ia::Logger::Success(RDC_LOG_TAG, __VA_ARGS__)
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
using Handle = INT64;
|
||||
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;
|
||||
|
||||
struct ImageData
|
||||
{
|
||||
PUINT8 Pixels{};
|
||||
INT32 Width{};
|
||||
INT32 Height{};
|
||||
INT32 TileWidth{};
|
||||
INT32 TileHeight{};
|
||||
INT32 TileCountX{};
|
||||
INT32 TileCountY{};
|
||||
};
|
||||
} // namespace ia::iae
|
||||
90
Src/RenderCore/inc/RenderCore/Buffer.hpp
Normal file
90
Src/RenderCore/inc/RenderCore/Buffer.hpp
Normal file
@ -0,0 +1,90 @@
|
||||
// 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 <RenderCore/Device.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
class RDC_StagingBuffer;
|
||||
|
||||
class RDC_Buffer
|
||||
{
|
||||
public:
|
||||
enum class EType
|
||||
{
|
||||
NONE,
|
||||
|
||||
VERTEX,
|
||||
INDEX,
|
||||
STORAGE
|
||||
};
|
||||
|
||||
public:
|
||||
RDC_Buffer();
|
||||
RDC_Buffer(IN EType type, IN UINT32 size);
|
||||
|
||||
protected:
|
||||
CONST EType m_type;
|
||||
CONST UINT32 m_size;
|
||||
};
|
||||
|
||||
class RDC_DeviceLocalBuffer : public RDC_Buffer
|
||||
{
|
||||
public:
|
||||
RDC_DeviceLocalBuffer();
|
||||
RDC_DeviceLocalBuffer(IN RDC_Buffer::EType type, IN UINT32 size);
|
||||
~RDC_DeviceLocalBuffer();
|
||||
|
||||
VOID CopyFrom(IN RDC_StagingBuffer *stagingBuffer, IN UINT32 size);
|
||||
VOID CopyFrom(IN SDL_GPUTransferBuffer *stagingBuffer, IN UINT32 size);
|
||||
|
||||
SDL_GPUBuffer *GetHandle()
|
||||
{
|
||||
return m_buffer;
|
||||
}
|
||||
|
||||
protected:
|
||||
SDL_GPUBuffer *m_buffer{};
|
||||
};
|
||||
|
||||
class RDC_HostVisibleBuffer : public RDC_DeviceLocalBuffer
|
||||
{
|
||||
public:
|
||||
RDC_HostVisibleBuffer(IN RDC_Buffer::EType type, IN UINT32 size);
|
||||
~RDC_HostVisibleBuffer();
|
||||
|
||||
VOID CopyFrom(IN PCVOID data, IN UINT32 size);
|
||||
|
||||
private:
|
||||
SDL_GPUTransferBuffer *m_stagingBuffer{};
|
||||
};
|
||||
|
||||
class RDC_StagingBuffer : public RDC_Buffer
|
||||
{
|
||||
public:
|
||||
RDC_StagingBuffer(IN UINT32 size);
|
||||
~RDC_StagingBuffer();
|
||||
|
||||
VOID CopyFrom(IN PCVOID data, IN UINT32 size);
|
||||
|
||||
private:
|
||||
SDL_GPUTransferBuffer *m_buffer{};
|
||||
|
||||
friend class RDC_DeviceLocalBuffer;
|
||||
};
|
||||
} // namespace ia::iae
|
||||
56
Src/RenderCore/inc/RenderCore/Device.hpp
Normal file
56
Src/RenderCore/inc/RenderCore/Device.hpp
Normal file
@ -0,0 +1,56 @@
|
||||
// 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 <RenderCore/Base.hpp>
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
struct GeometryVertex
|
||||
{
|
||||
Vec2 Position;
|
||||
Vec2 TexCoords;
|
||||
};
|
||||
|
||||
class RDC_Device
|
||||
{
|
||||
public:
|
||||
STATIC VOID Initialize(IN SDL_Window *windowHandle, IN BOOL isDebugMode);
|
||||
STATIC VOID Terminate();
|
||||
|
||||
public:
|
||||
STATIC VOID WaitForIdle();
|
||||
|
||||
STATIC Handle CreateGeometry(IN CONST Vector<GeometryVertex> &vertices, IN CONST Vector<INT32> &indices);
|
||||
STATIC VOID DestroyGeometry(IN Handle geometry);
|
||||
STATIC VOID BindGeometry(IN SDL_GPURenderPass* renderPass, IN Handle geometry);
|
||||
|
||||
public:
|
||||
STATIC SDL_GPUTextureFormat GetSwapchainTextureFormat();
|
||||
|
||||
public:
|
||||
STATIC SDL_GPUDevice *GetHandle()
|
||||
{
|
||||
return s_handle;
|
||||
}
|
||||
|
||||
private:
|
||||
STATIC SDL_GPUDevice *s_handle;
|
||||
STATIC SDL_Window *s_windowHandle;
|
||||
};
|
||||
} // namespace ia::iae
|
||||
50
Src/RenderCore/inc/RenderCore/Pipeline.hpp
Normal file
50
Src/RenderCore/inc/RenderCore/Pipeline.hpp
Normal file
@ -0,0 +1,50 @@
|
||||
// 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 <RenderCore/Device.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
class RDC_Pipeline
|
||||
{
|
||||
public:
|
||||
struct StageDesc
|
||||
{
|
||||
Vector<UINT8> SourceData{};
|
||||
UINT32 SamplerCount{};
|
||||
UINT32 UniformBufferCount{};
|
||||
UINT32 StorageBufferCount{};
|
||||
};
|
||||
|
||||
public:
|
||||
RDC_Pipeline(IN SDL_GPUTextureFormat renderTargetFormat, IN CONST StageDesc &vertexStageDesc, IN CONST StageDesc &pixelStageDesc,
|
||||
IN BOOL enableVertexBuffer);
|
||||
~RDC_Pipeline();
|
||||
|
||||
VOID Bind(IN SDL_GPURenderPass* renderPass);
|
||||
|
||||
public:
|
||||
SDL_GPUGraphicsPipeline *GetHandle() CONST
|
||||
{
|
||||
return m_handle;
|
||||
}
|
||||
|
||||
private:
|
||||
SDL_GPUGraphicsPipeline *m_handle{};
|
||||
};
|
||||
} // namespace ia::iae
|
||||
90
Src/RenderCore/inc/RenderCore/RenderCore.hpp
Normal file
90
Src/RenderCore/inc/RenderCore/RenderCore.hpp
Normal file
@ -0,0 +1,90 @@
|
||||
// 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 <RenderCore/Buffer.hpp>
|
||||
#include <RenderCore/Texture.hpp>
|
||||
#include <RenderCore/Pipeline.hpp>
|
||||
#include <RenderCore/TextureAtlas.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
#pragma pack(push, 1)
|
||||
|
||||
struct RDC_SpriteInstanceData
|
||||
{
|
||||
Mat4 Transform{1.0f};
|
||||
Vec4 TexCoords{};
|
||||
Vec4 Color{1.0f, 1.0f, 1.0f, 1.0f};
|
||||
};
|
||||
|
||||
#pragma pack(pop)
|
||||
|
||||
class RDC
|
||||
{
|
||||
public:
|
||||
STATIC CONSTEXPR INT32 MAX_SPRITE_COUNT = 100000;
|
||||
|
||||
public:
|
||||
STATIC VOID Initialize(IN IVec2 viewportExtent, IN SDL_Window *windowHandle, IN BOOL isDebugMode);
|
||||
STATIC VOID Terminate();
|
||||
|
||||
STATIC VOID ResizeScreen(IN IVec2 newExtent);
|
||||
|
||||
STATIC VOID RenderToWindow();
|
||||
|
||||
public:
|
||||
STATIC Vec2 GetCameraPosition();
|
||||
STATIC VOID SetCameraPosition(IN Vec2 position);
|
||||
|
||||
STATIC Vec2 DrawSpriteTopLeft(IN Handle image, IN INT32 tileIndexX, IN INT32 tileIndexY,
|
||||
IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH = false, IN BOOL flipV = false, IN Vec2 uvOffset = {});
|
||||
STATIC Vec2 DrawSpriteCentered(IN Handle image, IN INT32 tileIndexX, IN INT32 tileIndexY,
|
||||
IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH = false, IN BOOL flipV = false, IN Vec2 uvOffset = {});
|
||||
|
||||
STATIC Handle CreateImage(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height, IN INT32 tileCountX = 1,
|
||||
IN INT32 tileCountY = 1);
|
||||
STATIC VOID DestroyImage(IN Handle image);
|
||||
|
||||
STATIC VOID CompileTextures(IN CONST Vector<Handle>& images);
|
||||
|
||||
private:
|
||||
STATIC VOID InitializeSamplers();
|
||||
STATIC VOID InitializeDrawData();
|
||||
STATIC VOID InitializeTextures();
|
||||
STATIC VOID InitializePipelines();
|
||||
STATIC VOID InitializeGeometries();
|
||||
|
||||
private:
|
||||
STATIC Mat4 s_viewMatrix;
|
||||
STATIC IVec2 s_viewportExtent;
|
||||
STATIC Mat4 s_projectionMatrix;
|
||||
STATIC Vec2 s_cameraPosition;
|
||||
STATIC Handle s_quadGeometry;
|
||||
STATIC SDL_Window *s_windowHandle;
|
||||
STATIC RDC_Pipeline *s_dynamicSpritePipeline;
|
||||
STATIC SDL_GPUSampler *s_linearClampSampler;
|
||||
STATIC SDL_GPUSampler *s_linearRepeatSampler;
|
||||
STATIC RDC_TextureAtlas *s_staticSpriteAtlas;
|
||||
STATIC RDC_TextureAtlas *s_dynamicSpriteAtlas;
|
||||
STATIC RDC_HostVisibleBuffer* s_staticSpriteInstanceBuffer;
|
||||
STATIC RDC_HostVisibleBuffer* s_dynamicSpriteInstanceBuffer;
|
||||
STATIC INT32 s_spriteInstanceCount;
|
||||
STATIC RDC_Texture* s_defaultTexture;
|
||||
STATIC RDC_SpriteInstanceData s_spriteInstances[MAX_SPRITE_COUNT];
|
||||
};
|
||||
} // namespace ia::iae
|
||||
63
Src/RenderCore/inc/RenderCore/Texture.hpp
Normal file
63
Src/RenderCore/inc/RenderCore/Texture.hpp
Normal file
@ -0,0 +1,63 @@
|
||||
// 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 <RenderCore/Device.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
class RDC_Texture
|
||||
{
|
||||
public:
|
||||
enum class EType
|
||||
{
|
||||
SAMPLED,
|
||||
RENDER_TARGET
|
||||
};
|
||||
|
||||
public:
|
||||
RDC_Texture(IN EType type, IN INT32 width, IN INT32 height, IN BOOL generateMipMaps = false);
|
||||
~RDC_Texture();
|
||||
|
||||
VOID SetImageData(IN PCUINT8 rgbaData, IN INT32 stride = -1);
|
||||
|
||||
VOID BindAsSampler(IN SDL_GPURenderPass* renderPass, IN INT32 index, IN SDL_GPUSampler* sampler);
|
||||
|
||||
public:
|
||||
SDL_GPUTexture *GetHandle() CONST
|
||||
{
|
||||
return m_handle;
|
||||
}
|
||||
|
||||
INT32 Width() CONST
|
||||
{
|
||||
return m_width;
|
||||
}
|
||||
|
||||
INT32 Height() CONST
|
||||
{
|
||||
return m_height;
|
||||
}
|
||||
|
||||
private:
|
||||
CONST EType m_type;
|
||||
CONST INT32 m_width;
|
||||
CONST INT32 m_height;
|
||||
CONST UINT32 m_mipLevels;
|
||||
SDL_GPUTexture *m_handle;
|
||||
};
|
||||
} // namespace ia::iae
|
||||
44
Src/RenderCore/inc/RenderCore/TextureAtlas.hpp
Normal file
44
Src/RenderCore/inc/RenderCore/TextureAtlas.hpp
Normal file
@ -0,0 +1,44 @@
|
||||
// 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 <RenderCore/Texture.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
class RDC_TextureAtlas
|
||||
{
|
||||
public:
|
||||
RDC_TextureAtlas(IN CONST Vector<Handle> &images);
|
||||
~RDC_TextureAtlas();
|
||||
|
||||
Vec4 GetTextureCoordinates(IN Handle image, IN INT32 tileIndexX, IN INT32 tileIndexY, IN BOOL flipH,
|
||||
IN BOOL flipV, IN Vec2 uvOffset);
|
||||
|
||||
public:
|
||||
CONST RDC_Texture *GetTexture() CONST
|
||||
{
|
||||
return m_texture;
|
||||
}
|
||||
|
||||
private:
|
||||
IVec2 m_atlasSize;
|
||||
RDC_Texture *m_texture;
|
||||
Vec2 m_inverseAtlasSize;
|
||||
Map<Handle, Vec2> m_texCoordMap;
|
||||
};
|
||||
} // namespace ia::iae
|
||||
@ -30,10 +30,10 @@ class Resource:
|
||||
self.data = b''
|
||||
self.Type = "" # Binary, Text, Shader
|
||||
|
||||
def load_resources() -> list[Resource]:
|
||||
def load_resources(projectName: str) -> list[Resource]:
|
||||
result = []
|
||||
|
||||
imagePaths = glob.glob("Resources/Images/*.*", recursive=True)
|
||||
imagePaths = glob.glob(f"Src/{projectName}/Resources/Images/*.*", recursive=True)
|
||||
for t in imagePaths:
|
||||
r = Resource()
|
||||
r.path = t.replace('\\', '/')
|
||||
@ -44,7 +44,7 @@ def load_resources() -> list[Resource]:
|
||||
r.data = f.read()
|
||||
result.append(r)
|
||||
|
||||
fontPaths = glob.glob("Resources/Fonts/*.ttf", recursive=True)
|
||||
fontPaths = glob.glob(f"Src/{projectName}/Resources/Fonts/*.ttf", recursive=True)
|
||||
for t in fontPaths:
|
||||
r = Resource()
|
||||
r.path = t.replace('\\', '/')
|
||||
@ -55,7 +55,7 @@ def load_resources() -> list[Resource]:
|
||||
r.data = f.read()
|
||||
result.append(r)
|
||||
|
||||
shaderPaths = glob.glob("Resources/Shaders/*.*", recursive=True)
|
||||
shaderPaths = glob.glob(f"Src/{projectName}/Resources/Shaders/*.*", recursive=True)
|
||||
for t in shaderPaths:
|
||||
r = Resource()
|
||||
r.path = t.replace('\\', '/')
|
||||
@ -70,10 +70,14 @@ def load_resources() -> list[Resource]:
|
||||
|
||||
return result
|
||||
|
||||
def main():
|
||||
resoruces = load_resources()
|
||||
def main(args: list[str]):
|
||||
if len(args) < 2:
|
||||
print(f"\033[33mUsage: {args[0]} <ProjectName>\033[39m")
|
||||
return
|
||||
|
||||
add_header_file("EmbeddedResources.hpp", "Src/IAEngine/imp/hpp", """ class EmbeddedResources
|
||||
resoruces = load_resources(args[1])
|
||||
|
||||
add_header_file("EmbeddedResources.hpp", f"Src/{args[1]}/imp/hpp", """ class EmbeddedResources
|
||||
{
|
||||
public:
|
||||
STATIC VOID Initialize();
|
||||
@ -99,7 +103,7 @@ def main():
|
||||
|
||||
resourceInit.append(f"\t\ts_resources[\"{r.path}\"] = DATA_{r.name};")
|
||||
|
||||
add_source_file("EmbeddedResources.cpp", "Src/IAEngine/imp/cpp", f"""#include <EmbeddedResources.hpp>
|
||||
add_source_file("EmbeddedResources.cpp", f"Src/{args[1]}/imp/cpp", f"""#include <EmbeddedResources.hpp>
|
||||
|
||||
namespace ia::iae
|
||||
{{
|
||||
@ -129,4 +133,4 @@ namespace ia::iae
|
||||
""")
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
main(sys.argv)
|
||||
6
Vendor/CMakeLists.txt
vendored
6
Vendor/CMakeLists.txt
vendored
@ -17,12 +17,6 @@ add_subdirectory(SDL/)
|
||||
set(SDLMIXER_VENDORED OFF)
|
||||
add_subdirectory(SDL_mixer/)
|
||||
|
||||
# -----------------------------------------------
|
||||
# FreeType
|
||||
# -----------------------------------------------
|
||||
add_subdirectory(freetype/)
|
||||
add_library(Freetype::Freetype ALIAS freetype)
|
||||
|
||||
# -----------------------------------------------
|
||||
# zlib
|
||||
# -----------------------------------------------
|
||||
|
||||
1
Vendor/freetype
vendored
1
Vendor/freetype
vendored
Submodule Vendor/freetype deleted from ae63cc0d13
Reference in New Issue
Block a user