RenderCore
This commit is contained in:
124
Src/RenderCore/imp/cpp/Buffer.cpp
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124
Src/RenderCore/imp/cpp/Buffer.cpp
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@ -0,0 +1,124 @@
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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
|
||||
// the Free Software Foundation, either version 3 of the License, or
|
||||
// (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,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// 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 <RenderCore/Buffer.hpp>
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namespace ia::iae
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{
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RDC_Buffer::RDC_Buffer() : m_type(EType::NONE), m_size(0)
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{
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}
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RDC_Buffer::RDC_Buffer(IN EType type, IN UINT32 size) : m_type(type), m_size(size)
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{
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}
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RDC_StagingBuffer::RDC_StagingBuffer(IN UINT32 size) : RDC_Buffer(EType::NONE, size)
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{
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SDL_GPUTransferBufferCreateInfo stagingBufferCreateInfo{.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
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.size = size};
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m_buffer = SDL_CreateGPUTransferBuffer(RDC_Device::GetHandle(), &stagingBufferCreateInfo);
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}
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RDC_StagingBuffer::~RDC_StagingBuffer()
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{
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SDL_ReleaseGPUTransferBuffer(RDC_Device::GetHandle(), m_buffer);
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}
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VOID RDC_StagingBuffer::CopyFrom(IN PCVOID data, IN UINT32 size)
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{
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IA_ASSERT(size <= m_size);
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const auto mappedPtr = SDL_MapGPUTransferBuffer(RDC_Device::GetHandle(), m_buffer, false);
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SDL_memcpy(mappedPtr, data, size);
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SDL_UnmapGPUTransferBuffer(RDC_Device::GetHandle(), m_buffer);
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}
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RDC_DeviceLocalBuffer::RDC_DeviceLocalBuffer()
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{
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}
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RDC_DeviceLocalBuffer::RDC_DeviceLocalBuffer(IN RDC_Buffer::EType type, IN UINT32 size) : RDC_Buffer(type, size)
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{
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SDL_GPUBufferCreateInfo createInfo{.size = size};
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switch (type)
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{
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case RDC_Buffer::EType::NONE:
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THROW_INVALID_DATA();
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break;
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case RDC_Buffer::EType::VERTEX:
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createInfo.usage = SDL_GPU_BUFFERUSAGE_VERTEX;
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break;
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case RDC_Buffer::EType::INDEX:
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createInfo.usage = SDL_GPU_BUFFERUSAGE_INDEX;
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break;
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case RDC_Buffer::EType::STORAGE:
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createInfo.usage = SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ;
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break;
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}
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m_buffer = SDL_CreateGPUBuffer(RDC_Device::GetHandle(), &createInfo);
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}
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RDC_DeviceLocalBuffer::~RDC_DeviceLocalBuffer()
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{
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if (m_buffer)
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SDL_ReleaseGPUBuffer(RDC_Device::GetHandle(), m_buffer);
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}
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VOID RDC_DeviceLocalBuffer::CopyFrom(IN RDC_StagingBuffer *stagingBuffer, IN UINT32 size)
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{
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CopyFrom(stagingBuffer->m_buffer, size);
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}
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VOID RDC_DeviceLocalBuffer::CopyFrom(IN SDL_GPUTransferBuffer *stagingBuffer, IN UINT32 size)
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{
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const auto cmdBuffer = SDL_AcquireGPUCommandBuffer(RDC_Device::GetHandle());
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const auto copyPass = SDL_BeginGPUCopyPass(cmdBuffer);
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SDL_GPUTransferBufferLocation src{.transfer_buffer = stagingBuffer, .offset = 0};
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SDL_GPUBufferRegion dst{.buffer = m_buffer, .offset = 0, .size = size};
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SDL_UploadToGPUBuffer(copyPass, &src, &dst, false);
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SDL_EndGPUCopyPass(copyPass);
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SDL_SubmitGPUCommandBuffer(cmdBuffer);
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SDL_WaitForGPUIdle(RDC_Device::GetHandle());
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}
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RDC_HostVisibleBuffer::RDC_HostVisibleBuffer(IN RDC_Buffer::EType type, IN UINT32 size)
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: RDC_DeviceLocalBuffer(type, size)
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{
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SDL_GPUTransferBufferCreateInfo stagingBufferCreateInfo{.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
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.size = size};
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m_stagingBuffer = SDL_CreateGPUTransferBuffer(RDC_Device::GetHandle(), &stagingBufferCreateInfo);
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}
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RDC_HostVisibleBuffer::~RDC_HostVisibleBuffer()
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{
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SDL_ReleaseGPUTransferBuffer(RDC_Device::GetHandle(), m_stagingBuffer);
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}
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VOID RDC_HostVisibleBuffer::CopyFrom(IN PCVOID data, IN UINT32 size)
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{
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IA_ASSERT(size <= m_size);
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const auto mappedPtr = SDL_MapGPUTransferBuffer(RDC_Device::GetHandle(), m_stagingBuffer, false);
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SDL_memcpy(mappedPtr, data, size);
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SDL_UnmapGPUTransferBuffer(RDC_Device::GetHandle(), m_stagingBuffer);
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RDC_DeviceLocalBuffer::CopyFrom(m_stagingBuffer, size);
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}
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} // namespace ia::iae
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108
Src/RenderCore/imp/cpp/Device.cpp
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108
Src/RenderCore/imp/cpp/Device.cpp
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@ -0,0 +1,108 @@
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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
|
||||
// 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 <RenderCore/Buffer.hpp>
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#include <RenderCore/Device.hpp>
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namespace ia::iae
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{
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struct Geometry
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{
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INT32 IndexCount{};
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RDC_DeviceLocalBuffer IndexBuffer;
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RDC_DeviceLocalBuffer VertexBuffer;
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};
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} // namespace ia::iae
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namespace ia::iae
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{
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SDL_GPUDevice *RDC_Device::s_handle{};
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SDL_Window *RDC_Device::s_windowHandle{};
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VOID RDC_Device::Initialize(IN SDL_Window *windowHandle, IN BOOL isDebugMode)
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{
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s_windowHandle = windowHandle;
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SDL_PropertiesID deviceCreateProps = SDL_CreateProperties();
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SDL_SetStringProperty(deviceCreateProps, SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING, nullptr);
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SDL_SetBooleanProperty(deviceCreateProps, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN, true);
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SDL_SetBooleanProperty(deviceCreateProps, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN, isDebugMode);
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SDL_SetBooleanProperty(deviceCreateProps, SDL_PROP_GPU_DEVICE_CREATE_FEATURE_DEPTH_CLAMPING_BOOLEAN, false);
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if (!(s_handle = SDL_CreateGPUDeviceWithProperties(deviceCreateProps)))
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THROW_UNKNOWN("Failed to create the SDL GPU Device: ", SDL_GetError());
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SDL_DestroyProperties(deviceCreateProps);
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if (!SDL_ClaimWindowForGPUDevice(s_handle, windowHandle))
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THROW_UNKNOWN("Failed to initialize SDL GPU for the window: ", SDL_GetError());
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SDL_SetGPUSwapchainParameters(s_handle, windowHandle, SDL_GPU_SWAPCHAINCOMPOSITION_SDR,
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SDL_GPU_PRESENTMODE_VSYNC);
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}
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VOID RDC_Device::Terminate()
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{
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WaitForIdle();
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SDL_ReleaseWindowFromGPUDevice(s_handle, s_windowHandle);
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SDL_DestroyGPUDevice(s_handle);
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}
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VOID RDC_Device::WaitForIdle()
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{
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SDL_WaitForGPUIdle(s_handle);
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}
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Handle RDC_Device::CreateGeometry(IN CONST Vector<GeometryVertex> &vertices, IN CONST Vector<INT32> &indices)
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{
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const auto geometry = new Geometry();
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const auto vertexDataSize = static_cast<UINT32>(vertices.size() * sizeof(vertices[0]));
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const auto indexDataSize = static_cast<UINT32>(indices.size() * sizeof(indices[0]));
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std::construct_at(&geometry->VertexBuffer, RDC_Buffer::EType::VERTEX, vertexDataSize);
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std::construct_at(&geometry->IndexBuffer, RDC_Buffer::EType::INDEX, indexDataSize);
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const auto stagingBuffer = new RDC_StagingBuffer(ia_max(vertexDataSize, indexDataSize));
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stagingBuffer->CopyFrom(vertices.data(), vertexDataSize);
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geometry->VertexBuffer.CopyFrom(stagingBuffer, vertexDataSize);
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stagingBuffer->CopyFrom(indices.data(), indexDataSize);
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geometry->IndexBuffer.CopyFrom(stagingBuffer, indexDataSize);
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delete stagingBuffer;
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geometry->IndexCount = static_cast<UINT32>(indices.size());
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return (Handle) geometry;
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}
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VOID RDC_Device::DestroyGeometry(IN Handle _geometry)
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{
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const auto geometry = (Geometry *) _geometry;
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delete geometry;
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}
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VOID RDC_Device::BindGeometry(IN SDL_GPURenderPass* renderPass, IN Handle _geometry)
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{
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const auto geometry = (Geometry *) _geometry;
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SDL_GPUBufferBinding bufferBindings[] = {{.buffer = geometry->VertexBuffer.GetHandle(), .offset = 0},
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{.buffer = geometry->IndexBuffer.GetHandle(), .offset = 0}};
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SDL_BindGPUVertexBuffers(renderPass, 0, &bufferBindings[0], 1);
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SDL_BindGPUIndexBuffer(renderPass, &bufferBindings[1], SDL_GPU_INDEXELEMENTSIZE_32BIT);
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}
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SDL_GPUTextureFormat RDC_Device::GetSwapchainTextureFormat()
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{
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return SDL_GetGPUSwapchainTextureFormat(s_handle, s_windowHandle);
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}
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} // namespace ia::iae
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51
Src/RenderCore/imp/cpp/EmbeddedResources.cpp
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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
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107
Src/RenderCore/imp/cpp/Pipeline.cpp
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@ -0,0 +1,107 @@
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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
|
||||
// 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.
|
||||
//
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||||
// You should have received a copy of the GNU General Public License
|
||||
// along with this program. If not, see <https://www.gnu.org/licenses/>.
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#include <RenderCore/Pipeline.hpp>
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namespace ia::iae
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{
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RDC_Pipeline::RDC_Pipeline(IN SDL_GPUTextureFormat renderTargetFormat, IN CONST StageDesc &vertexStageDesc,
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IN CONST StageDesc &pixelStageDesc, IN BOOL enableVertexBuffer)
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{
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SDL_GPUShader *vertexShader{};
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SDL_GPUShader *pixelShader{};
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SDL_GPUShaderCreateInfo shaderCreateInfo = {
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.entrypoint = "main",
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.format = SDL_GPU_SHADERFORMAT_SPIRV,
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.num_storage_textures = 0,
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.num_storage_buffers = 0,
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};
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shaderCreateInfo.stage = SDL_GPU_SHADERSTAGE_VERTEX;
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shaderCreateInfo.code = vertexStageDesc.SourceData.data();
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shaderCreateInfo.code_size = vertexStageDesc.SourceData.size();
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shaderCreateInfo.num_samplers = vertexStageDesc.SamplerCount;
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shaderCreateInfo.num_uniform_buffers = vertexStageDesc.UniformBufferCount;
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shaderCreateInfo.num_storage_buffers = vertexStageDesc.StorageBufferCount;
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if (!(vertexShader = SDL_CreateGPUShader(RDC_Device::GetHandle(), &shaderCreateInfo)))
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THROW_UNKNOWN("Failed to create a SDL shader: ", SDL_GetError());
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shaderCreateInfo.stage = SDL_GPU_SHADERSTAGE_FRAGMENT;
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shaderCreateInfo.code = pixelStageDesc.SourceData.data();
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shaderCreateInfo.code_size = pixelStageDesc.SourceData.size();
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shaderCreateInfo.num_samplers = pixelStageDesc.SamplerCount;
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shaderCreateInfo.num_uniform_buffers = pixelStageDesc.UniformBufferCount;
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shaderCreateInfo.num_storage_buffers = pixelStageDesc.StorageBufferCount;
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if (!(pixelShader = SDL_CreateGPUShader(RDC_Device::GetHandle(), &shaderCreateInfo)))
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THROW_UNKNOWN("Failed to create a SDL shader: ", SDL_GetError());
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SDL_GPUColorTargetDescription colorTargetDesc = {
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.format = renderTargetFormat,
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.blend_state = {.src_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE,
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.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
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.color_blend_op = SDL_GPU_BLENDOP_ADD,
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.src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE,
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.dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
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.alpha_blend_op = SDL_GPU_BLENDOP_ADD,
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.enable_blend = true,
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.enable_color_write_mask = false}};
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SDL_GPUVertexBufferDescription vertexBufferDesc = {
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.slot = 0,
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.pitch = sizeof(GeometryVertex),
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.input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX,
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.instance_step_rate = 0,
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};
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SDL_GPUVertexAttribute vertexAttributes[] = {
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{.location = 0, .buffer_slot = 0, .format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2, .offset = 0},
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{.location = 1, .buffer_slot = 0, .format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2, .offset = sizeof(Vec2)}};
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SDL_GPUGraphicsPipelineCreateInfo createInfo = {
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.vertex_shader = vertexShader,
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.fragment_shader = pixelShader,
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.vertex_input_state = SDL_GPUVertexInputState{.vertex_buffer_descriptions = &vertexBufferDesc,
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.num_vertex_buffers = enableVertexBuffer ? (UINT32) 1 : 0,
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.vertex_attributes = vertexAttributes,
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.num_vertex_attributes = enableVertexBuffer ? (UINT32) 2 : 0},
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.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST,
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.rasterizer_state = SDL_GPURasterizerState{.fill_mode = SDL_GPU_FILLMODE_FILL,
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.cull_mode = SDL_GPU_CULLMODE_NONE,
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.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE,
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.enable_depth_clip = true},
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.target_info = {.color_target_descriptions = &colorTargetDesc,
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.num_color_targets = 1,
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.has_depth_stencil_target = false},
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};
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if (!(m_handle = SDL_CreateGPUGraphicsPipeline(RDC_Device::GetHandle(), &createInfo)))
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THROW_UNKNOWN("Failed to create a SDL graphics pipeline: ", SDL_GetError());
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SDL_ReleaseGPUShader(RDC_Device::GetHandle(), pixelShader);
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SDL_ReleaseGPUShader(RDC_Device::GetHandle(), vertexShader);
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}
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RDC_Pipeline::~RDC_Pipeline()
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{
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SDL_ReleaseGPUGraphicsPipeline(RDC_Device::GetHandle(), m_handle);
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}
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||||
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VOID RDC_Pipeline::Bind(IN SDL_GPURenderPass *renderPass)
|
||||
{
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SDL_BindGPUGraphicsPipeline(renderPass, m_handle);
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||||
}
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} // namespace ia::iae
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292
Src/RenderCore/imp/cpp/RenderCore.cpp
Normal file
292
Src/RenderCore/imp/cpp/RenderCore.cpp
Normal file
@ -0,0 +1,292 @@
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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 <RenderCore/RenderCore.hpp>
|
||||
#include <RenderCore/Texture.hpp>
|
||||
#include <RenderCore/TextureAtlas.hpp>
|
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|
||||
#include <EmbeddedResources.hpp>
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||||
|
||||
namespace ia::iae
|
||||
{
|
||||
Mat4 RDC::s_viewMatrix;
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Mat4 RDC::s_projectionMatrix;
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SDL_Window *RDC::s_windowHandle;
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Handle RDC::s_quadGeometry;
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RDC_Pipeline *RDC::s_dynamicSpritePipeline;
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SDL_GPUSampler *RDC::s_linearClampSampler;
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SDL_GPUSampler *RDC::s_linearRepeatSampler;
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||||
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
|
||||
Reference in New Issue
Block a user