Cleanup 2/2
This commit is contained in:
@ -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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