Cleanup 1/2

This commit is contained in:
Isuru Samarathunga
2025-11-04 23:52:02 +05:30
parent 2de8634184
commit 7d6e8ef695
25 changed files with 57269 additions and 37 deletions

View File

@ -14,12 +14,18 @@
// 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 <SDL3/SDL.h>
#include <RenderCore/RenderCore.hpp>
#include <SDL3/SDL.h>
#include <Vendor/imgui/backends/imgui_impl_sdl3.h>
#include <Vendor/imgui/backends/imgui_impl_sdlgpu3.h>
#include <Vendor/imgui/imgui.h>
namespace ia::iae
{
SDL_Window* g_windowHandle{};
ImDrawData *g_imDrawData{};
SDL_Window *g_windowHandle{};
INT32 Run(IN INT32 argc, IN PCCHAR argv[])
{
@ -29,12 +35,35 @@ namespace ia::iae
THROW_UNKNOWN("Failed to intialize SDL: ", SDL_GetError());
if (!(g_windowHandle = SDL_CreateWindow("IAEngine", windowExtent.x, windowExtent.y,
SDL_WINDOW_RESIZABLE)))
SDL_WINDOW_RESIZABLE | SDL_WINDOW_MAXIMIZED)))
THROW_UNKNOWN("Failed to create the SDL window: ", SDL_GetError());
SDL_MaximizeWindow(g_windowHandle);
SDL_GetWindowSizeInPixels(g_windowHandle, &windowExtent.x, &windowExtent.y);
RDC::Initialize(windowExtent, g_windowHandle, true);
const auto mainScale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
auto gamePreviewTexture = new RDC_Texture(RDC_Texture::EType::SAMPLED, 800, 600);
IMGUI_CHECKVERSION();
ImGui::CreateContext();
auto& imGUIIO = ImGui::GetIO();
imGUIIO.IniFilename = nullptr;
imGUIIO.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
imGUIIO.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
ImGui::StyleColorsClassic();
ImGuiStyle &style = ImGui::GetStyle();
style.ScaleAllSizes(mainScale);
style.FontScaleDpi = mainScale;
ImGui_ImplSDLGPU3_InitInfo initInfo{.Device = RDC_Device::GetHandle(),
.ColorTargetFormat = RDC_Device::GetSwapchainTextureFormat(),
.PresentMode = SDL_GPU_PRESENTMODE_VSYNC};
ImGui_ImplSDL3_InitForSDLGPU(g_windowHandle);
ImGui_ImplSDLGPU3_Init(&initInfo);
SDL_Event event{};
while (true)
@ -42,20 +71,66 @@ namespace ia::iae
SDL_PollEvent(&event);
if (event.type == SDL_EVENT_QUIT)
break;
ImGui_ImplSDL3_ProcessEvent(&event);
//RDC::DrawSpriteTopLeft(0, 0, 0, {100.0f, 100.0f}, {1.0f, 1.0f}, 0.0f);
RDC::RenderToWindow();
RDC::RenderToTexture(gamePreviewTexture->GetHandle());
ImGui_ImplSDLGPU3_NewFrame();
ImGui_ImplSDL3_NewFrame();
ImGui::NewFrame();
{
ImGui::Begin("Scene");
ImGui::Image(gamePreviewTexture->GetHandle(), {800, 600});
ImGui::End();
}
ImGui::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(RDC_Device::GetHandle())))
THROW_UNKNOWN("Failed to acquire SDL GPU command buffer: ", SDL_GetError());
g_imDrawData = ImGui::GetDrawData();
ImGui_ImplSDLGPU3_PrepareDrawData(g_imDrawData, ActiveCommandBuffer);
SDL_GPUTexture *swapChainTexture{};
if (!SDL_WaitAndAcquireGPUSwapchainTexture(ActiveCommandBuffer, g_windowHandle, &swapChainTexture, nullptr,
nullptr))
THROW_UNKNOWN("Failed to acquire SDL GPU Swapchain texture: ", SDL_GetError());
ActiveColorTargetInfo.texture = swapChainTexture;
ActiveColorTargetInfo.clear_color = SDL_FColor{0.3f, 0.3f, 0.3f, 1.0f};
ActiveRenderPass = SDL_BeginGPURenderPass(ActiveCommandBuffer, &ActiveColorTargetInfo, 1, nullptr);
ImGui_ImplSDLGPU3_RenderDrawData(g_imDrawData, ActiveCommandBuffer, ActiveRenderPass);
SDL_EndGPURenderPass(ActiveRenderPass);
SDL_SubmitGPUCommandBuffer(ActiveCommandBuffer);
RDC_Device::WaitForIdle();
}
ImGui_ImplSDL3_Shutdown();
ImGui_ImplSDLGPU3_Shutdown();
ImGui::DestroyContext();
delete gamePreviewTexture;
RDC::Terminate();
SDL_DestroyWindow(g_windowHandle);
return 0;
}
}
} // namespace ia::iae
int main(int argc, char* argv[])
int main(int argc, char *argv[])
{
return ia::iae::Run(argc, (const char**)argv);
return ia::iae::Run(argc, (const char **) argv);
}