Cleanup 2/2
This commit is contained in:
@ -9,7 +9,7 @@ struct SpriteInstanceData
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};
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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 = 1) in vec4 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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@ -29,6 +29,7 @@ void main()
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{
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SpriteInstanceData spriteData = sboSpriteData.data[gl_InstanceIndex];
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gl_Position = uboPerScene.projection * uboPerFrame.view * spriteData.Transform * vec4(inPosition, 0.0f, 1.0f);
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outTexCoord = vec2(spriteData.TexCoords) + vec2(spriteData.TexCoords.z, spriteData.TexCoords.w) * inTexCoord;
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vec4 t = spriteData.TexCoords * inTexCoord;
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outTexCoord = vec2(t.x + t.z, t.y + t.w);
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outVertexColor = spriteData.Color;
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}
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13
Src/RenderCore/Resources/Shaders/PrimitiveDraw.frag
Normal file
13
Src/RenderCore/Resources/Shaders/PrimitiveDraw.frag
Normal file
@ -0,0 +1,13 @@
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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 vec4 inVertexColor;
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layout(location = 0) out vec4 outColor;
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void main()
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{
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outColor = inVertexColor;
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if(outColor.w < 0.1)
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discard;
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}
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20
Src/RenderCore/Resources/Shaders/PrimitiveDraw.vert
Normal file
20
Src/RenderCore/Resources/Shaders/PrimitiveDraw.vert
Normal file
@ -0,0 +1,20 @@
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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 vec4 inVertexColor;
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layout(location = 0) 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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void main()
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{
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gl_Position = uboPerScene.projection * uboPerFrame.view * vec4(inPosition, 0.0f, 1.0f);
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outVertexColor = inVertexColor;
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}
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File diff suppressed because one or more lines are too long
@ -19,7 +19,7 @@
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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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IN CONST StageDesc &pixelStageDesc, IN SDL_GPUPrimitiveType primitiveType, 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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@ -69,7 +69,7 @@ namespace ia::iae
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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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{.location = 1, .buffer_slot = 0, .format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4, .offset = sizeof(Vec2)}};
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SDL_GPUGraphicsPipelineCreateInfo createInfo = {
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.vertex_shader = vertexShader,
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@ -77,8 +77,8 @@ namespace ia::iae
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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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.num_vertex_attributes = enableVertexBuffer ? (UINT32)2 : 0},
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.primitive_type = primitiveType,
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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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@ -26,19 +26,30 @@ namespace ia::iae
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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_primitiveDrawPipeline;
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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{};
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IVec2 RDC::s_viewportExtent;
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RDC_Texture *RDC::s_defaultTexture{};
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RDC_TextureAtlas *RDC::s_staticSpriteAtlas{};
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RDC_TextureAtlas *RDC::s_dynamicSpriteAtlas{};
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INT32 RDC::s_spriteInstanceCount{};
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RDC_HostVisibleBuffer *RDC::s_primitiveInstanceBuffer{};
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RDC_HostVisibleBuffer *RDC::s_staticSpriteInstanceBuffer{};
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RDC_HostVisibleBuffer *RDC::s_dynamicSpriteInstanceBuffer{};
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RDC_Texture *RDC::s_defaultTexture{};
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INT32 RDC::s_spriteInstanceCount{};
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RDC_SpriteInstanceData RDC::s_spriteInstances[RDC::MAX_SPRITE_COUNT];
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INT32 RDC::s_primitiveInstanceCount{};
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GeometryVertex RDC::s_primitiveInstances[RDC::MAX_PRIMITIVE_COUNT];
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VOID RDC::Initialize(IN IVec2 viewportExtent, IN SDL_Window *windowHandle, IN BOOL isDebugMode)
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{
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EmbeddedResources::Initialize();
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@ -69,7 +80,11 @@ namespace ia::iae
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delete s_defaultTexture;
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delete s_staticSpriteAtlas;
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delete s_dynamicSpriteAtlas;
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delete s_primitiveDrawPipeline;
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delete s_dynamicSpritePipeline;
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delete s_primitiveInstanceBuffer;
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delete s_staticSpriteInstanceBuffer;
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delete s_dynamicSpriteInstanceBuffer;
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@ -85,11 +100,12 @@ namespace ia::iae
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glm::orthoLH(0.0f, (FLOAT32) s_viewportExtent.x, (FLOAT32) s_viewportExtent.y, 0.0f, -1.0f, 1.0f);
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}
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VOID RDC::Render(IN SDL_GPURenderPass* renderPass, IN SDL_GPUCommandBuffer* commandBuffer)
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VOID RDC::Render(IN SDL_GPURenderPass *renderPass, IN SDL_GPUCommandBuffer *commandBuffer)
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{
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s_dynamicSpritePipeline->Bind(renderPass);
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SDL_PushGPUVertexUniformData(commandBuffer, 0, &s_projectionMatrix, sizeof(Mat4));
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SDL_PushGPUVertexUniformData(commandBuffer, 1, &s_viewMatrix, sizeof(Mat4));
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SDL_GPUTextureSamplerBinding textureBinding{.texture = s_dynamicSpriteAtlas
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? s_dynamicSpriteAtlas->GetTexture()->GetHandle()
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: s_defaultTexture->GetHandle(),
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@ -98,13 +114,27 @@ namespace ia::iae
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RDC_Device::BindGeometry(renderPass, s_quadGeometry);
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if (s_spriteInstanceCount)
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{
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const auto spriteInstanceBuffer = s_dynamicSpriteInstanceBuffer->GetHandle();
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const auto buffer = s_dynamicSpriteInstanceBuffer->GetHandle();
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s_dynamicSpriteInstanceBuffer->CopyFrom(s_spriteInstances,
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sizeof(RDC_SpriteInstanceData) * s_spriteInstanceCount);
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SDL_BindGPUVertexStorageBuffers(renderPass, 0, &spriteInstanceBuffer, 1);
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SDL_BindGPUVertexStorageBuffers(renderPass, 0, &buffer, 1);
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SDL_DrawGPUIndexedPrimitives(renderPass, 6, s_spriteInstanceCount, 0, 0, 0);
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}
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s_spriteInstanceCount = 0;
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s_primitiveDrawPipeline->Bind(renderPass);
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SDL_PushGPUVertexUniformData(commandBuffer, 0, &s_projectionMatrix, sizeof(Mat4));
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SDL_PushGPUVertexUniformData(commandBuffer, 1, &s_viewMatrix, sizeof(Mat4));
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if (s_primitiveInstanceCount)
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{
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s_primitiveInstanceBuffer->CopyFrom(s_primitiveInstances,
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sizeof(GeometryVertex) * s_primitiveInstanceCount);
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SDL_GPUBufferBinding bufferBindings[] = {{.buffer = s_primitiveInstanceBuffer->GetHandle(), .offset = 0}};
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SDL_BindGPUVertexBuffers(renderPass, 0, &bufferBindings[0], 1);
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SDL_DrawGPUPrimitives(renderPass, s_primitiveInstanceCount << 1, 1, 0, 0);
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}
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s_primitiveInstanceCount = 0;
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}
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VOID RDC::RenderToWindow()
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@ -192,6 +222,27 @@ namespace ia::iae
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.Color = {1.0f, 1.0f, 1.0f, 1.0f}};
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return _s;
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}
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VOID RDC::DrawLine(IN Vec2 start, IN Vec2 end, IN Vec4 color)
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{
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s_primitiveInstances[s_primitiveInstanceCount++] = {start, color};
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s_primitiveInstances[s_primitiveInstanceCount++] = { end, color };
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}
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VOID RDC::DrawRect(IN Vec2 start, IN Vec2 end, IN Vec4 color)
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{
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s_primitiveInstances[s_primitiveInstanceCount++] = {start, color};
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s_primitiveInstances[s_primitiveInstanceCount++] = {Vec2{end.x, start.y}, color};
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s_primitiveInstances[s_primitiveInstanceCount++] = {Vec2{end.x, start.y}, color};
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s_primitiveInstances[s_primitiveInstanceCount++] = {end, color};
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s_primitiveInstances[s_primitiveInstanceCount++] = {end, color};
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s_primitiveInstances[s_primitiveInstanceCount++] = {Vec2{start.x, end.y}, color};
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s_primitiveInstances[s_primitiveInstanceCount++] = {Vec2{start.x, end.y}, color};
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s_primitiveInstances[s_primitiveInstanceCount++] = {start, color};
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}
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} // namespace ia::iae
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namespace ia::iae
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@ -271,6 +322,7 @@ namespace ia::iae
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{
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s_dynamicSpriteInstanceBuffer =
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new RDC_HostVisibleBuffer(RDC_Buffer::EType::STORAGE, sizeof(s_spriteInstances));
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s_primitiveInstanceBuffer = new RDC_HostVisibleBuffer(RDC_Buffer::EType::VERTEX, sizeof(s_primitiveInstances));
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}
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VOID RDC::InitializeTextures()
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@ -286,6 +338,22 @@ namespace ia::iae
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VOID RDC::InitializePipelines()
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{
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s_primitiveDrawPipeline =
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new RDC_Pipeline(RDC_Device::GetSwapchainTextureFormat(),
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RDC_Pipeline::StageDesc{
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.SourceData = EmbeddedResources::GetResource("Shaders/PrimitiveDraw.vert"),
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.SamplerCount = 0,
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.UniformBufferCount = 2,
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.StorageBufferCount = 0,
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},
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RDC_Pipeline::StageDesc{
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.SourceData = EmbeddedResources::GetResource("Shaders/PrimitiveDraw.frag"),
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.SamplerCount = 0,
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.UniformBufferCount = 0,
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.StorageBufferCount = 0,
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},
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SDL_GPU_PRIMITIVETYPE_LINELIST, true);
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s_dynamicSpritePipeline =
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new RDC_Pipeline(RDC_Device::GetSwapchainTextureFormat(),
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RDC_Pipeline::StageDesc{
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@ -300,17 +368,17 @@ namespace ia::iae
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.UniformBufferCount = 0,
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.StorageBufferCount = 0,
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},
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true);
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SDL_GPU_PRIMITIVETYPE_TRIANGLELIST, true);
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}
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VOID RDC::InitializeGeometries()
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{
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s_quadGeometry = RDC_Device::CreateGeometry(
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{
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{glm::vec2{0, 1}, glm::vec2{0, 1}},
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{glm::vec2{1, 1}, glm::vec2{1, 1}},
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{glm::vec2{1, 0}, glm::vec2{1, 0}},
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{glm::vec2{0, 0}, glm::vec2{0, 0}},
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{glm::vec2{0.0f, 1.0f}, glm::vec4{1.0f, 1.0f, 0.0f, 1.0f}},
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{glm::vec2{1.0f, 1.0f}, glm::vec4{1.0f, 1.0f, 1.0f, 1.0f}},
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{glm::vec2{1.0f, 0.0f}, glm::vec4{1.0f, 1.0f, 1.0f, 0.0f}},
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{glm::vec2{0.0f, 0.0f}, glm::vec4{1.0f, 1.0f, 0.0f, 0.0f}},
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},
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{0, 1, 2, 2, 3, 0});
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}
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@ -24,7 +24,7 @@ namespace ia::iae
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: (UINT32) 1)
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{
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SDL_GPUTextureCreateInfo createInfo{.type = SDL_GPU_TEXTURETYPE_2D,
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.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM,
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.format = RDC_Device::GetSwapchainTextureFormat(),
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.width = (UINT32) width,
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.height = (UINT32) height,
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.layer_count_or_depth = 1,
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@ -54,6 +54,10 @@ namespace ia::iae
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TMP_COLOR_BUFFER.resize(m_width * m_height * 4);
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const auto swapchainFormat = RDC_Device::GetSwapchainTextureFormat();
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const auto swapRB = (swapchainFormat == SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM) ||
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(swapchainFormat == SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM_SRGB);
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if (stride == -1)
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{
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for (SIZE_T i = 0; i < TMP_COLOR_BUFFER.size() >> 2; i++)
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@ -63,6 +67,9 @@ namespace ia::iae
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TMP_COLOR_BUFFER[i * 4 + 1] = static_cast<UINT8>(rgbaData[i * 4 + 1] * a);
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TMP_COLOR_BUFFER[i * 4 + 2] = static_cast<UINT8>(rgbaData[i * 4 + 2] * a);
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TMP_COLOR_BUFFER[i * 4 + 3] = rgbaData[i * 4 + 3];
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if (swapRB)
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std::swap(TMP_COLOR_BUFFER[i * 4 + 0], TMP_COLOR_BUFFER[i * 4 + 2]);
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}
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}
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else
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@ -77,6 +84,9 @@ namespace ia::iae
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TMP_COLOR_BUFFER[(x + y * m_width) * 4 + 1] = static_cast<UINT8>(p[1] * a);
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TMP_COLOR_BUFFER[(x + y * m_width) * 4 + 2] = static_cast<UINT8>(p[2] * a);
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TMP_COLOR_BUFFER[(x + y * m_width) * 4 + 3] = p[3];
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if (swapRB)
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std::swap(TMP_COLOR_BUFFER[(x + y * m_width) * 4 + 0],
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TMP_COLOR_BUFFER[(x + y * m_width) * 4 + 0]);
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}
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}
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}
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@ -24,7 +24,7 @@ namespace ia::iae
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struct GeometryVertex
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{
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Vec2 Position;
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Vec2 TexCoords;
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Vec4 TexCoords_Color;
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};
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class RDC_Device
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@ -32,11 +32,12 @@ namespace ia::iae
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};
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public:
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RDC_Pipeline(IN SDL_GPUTextureFormat renderTargetFormat, IN CONST StageDesc &vertexStageDesc, IN CONST StageDesc &pixelStageDesc,
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RDC_Pipeline(IN SDL_GPUTextureFormat renderTargetFormat, IN CONST StageDesc &vertexStageDesc,
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IN CONST StageDesc &pixelStageDesc, IN SDL_GPUPrimitiveType primitiveType,
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IN BOOL enableVertexBuffer);
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~RDC_Pipeline();
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VOID Bind(IN SDL_GPURenderPass* renderPass);
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VOID Bind(IN SDL_GPURenderPass *renderPass);
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public:
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SDL_GPUGraphicsPipeline *GetHandle() CONST
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@ -38,6 +38,7 @@ namespace ia::iae
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{
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public:
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STATIC CONSTEXPR INT32 MAX_SPRITE_COUNT = 100000;
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STATIC CONSTEXPR INT32 MAX_PRIMITIVE_COUNT = 100000;
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public:
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STATIC VOID Initialize(IN IVec2 viewportExtent, IN SDL_Window *windowHandle, IN BOOL isDebugMode);
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@ -57,6 +58,9 @@ namespace ia::iae
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STATIC Vec2 DrawSpriteCentered(IN Handle image, IN INT32 tileIndexX, IN INT32 tileIndexY,
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IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH = false, IN BOOL flipV = false, IN Vec2 uvOffset = {});
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STATIC VOID DrawLine(IN Vec2 start, IN Vec2 end, IN Vec4 color);
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STATIC VOID DrawRect(IN Vec2 start, IN Vec2 end, IN Vec4 color);
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STATIC Handle CreateImage(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height, IN INT32 tileCountX = 1,
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IN INT32 tileCountY = 1);
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STATIC VOID DestroyImage(IN Handle image);
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@ -74,20 +78,29 @@ namespace ia::iae
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private:
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STATIC Mat4 s_viewMatrix;
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STATIC IVec2 s_viewportExtent;
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STATIC Mat4 s_projectionMatrix;
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STATIC Vec2 s_cameraPosition;
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STATIC Handle s_quadGeometry;
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STATIC IVec2 s_viewportExtent;
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STATIC Mat4 s_projectionMatrix;
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STATIC SDL_Window *s_windowHandle;
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STATIC RDC_Texture* s_defaultTexture;
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STATIC RDC_Pipeline *s_primitiveDrawPipeline;
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STATIC RDC_Pipeline *s_dynamicSpritePipeline;
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STATIC SDL_GPUSampler *s_linearClampSampler;
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STATIC SDL_GPUSampler *s_linearRepeatSampler;
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STATIC RDC_TextureAtlas *s_staticSpriteAtlas;
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STATIC RDC_TextureAtlas *s_dynamicSpriteAtlas;
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STATIC RDC_HostVisibleBuffer* s_primitiveInstanceBuffer;
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STATIC RDC_HostVisibleBuffer* s_staticSpriteInstanceBuffer;
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STATIC RDC_HostVisibleBuffer* s_dynamicSpriteInstanceBuffer;
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STATIC INT32 s_spriteInstanceCount;
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STATIC RDC_Texture* s_defaultTexture;
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STATIC RDC_SpriteInstanceData s_spriteInstances[MAX_SPRITE_COUNT];
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STATIC INT32 s_primitiveInstanceCount;
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STATIC GeometryVertex s_primitiveInstances[MAX_PRIMITIVE_COUNT];
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};
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} // namespace ia::iae
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