Cleanup 2/2

This commit is contained in:
Isuru Samarathunga
2025-11-05 16:23:50 +05:30
parent 7d6e8ef695
commit 80dc50d279
14 changed files with 275 additions and 74 deletions

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@ -14,4 +14,4 @@ add_executable(IAE_Editor ${SRC_FILES})
target_include_directories(IAE_Editor PRIVATE imp/hpp)
target_link_libraries(IAE_Editor PRIVATE RenderCore)
target_link_libraries(IAE_Editor PRIVATE IAEngine)

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@ -14,9 +14,11 @@
// 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 <IAEngine/IAEngine.hpp>
#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>
@ -25,11 +27,14 @@ namespace ia::iae
{
ImDrawData *g_imDrawData{};
SDL_Window *g_windowHandle{};
EXTERN Vec2 g_designViewport;
EXTERN SDL_Window *g_windowHandle;
INT32 Run(IN INT32 argc, IN PCCHAR argv[])
{
INT32 frameCounter{0};
IVec2 windowExtent{800, 600};
g_designViewport = windowExtent;
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_GAMEPAD))
THROW_UNKNOWN("Failed to intialize SDL: ", SDL_GetError());
@ -40,15 +45,15 @@ namespace ia::iae
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());
IAEngine::__Initialize();
auto gamePreviewTexture = new RDC_Texture(RDC_Texture::EType::SAMPLED, 800, 600);
const auto mainScale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
IMGUI_CHECKVERSION();
ImGui::CreateContext();
auto& imGUIIO = ImGui::GetIO();
auto &imGUIIO = ImGui::GetIO();
imGUIIO.IniFilename = nullptr;
imGUIIO.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
imGUIIO.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
@ -71,9 +76,18 @@ namespace ia::iae
SDL_PollEvent(&event);
if (event.type == SDL_EVENT_QUIT)
break;
IAEngine::__ProcessEvent(&event);
IAEngine::__Update();
ImGui_ImplSDL3_ProcessEvent(&event);
RDC::RenderToTexture(gamePreviewTexture->GetHandle());
frameCounter++;
if (frameCounter >= 60)
{
frameCounter = 0;
IAEngine::__FixedUpdate();
}
IAEngine::__RenderToTexture(gamePreviewTexture->GetHandle());
ImGui_ImplSDLGPU3_NewFrame();
ImGui_ImplSDL3_NewFrame();
@ -122,7 +136,7 @@ namespace ia::iae
delete gamePreviewTexture;
RDC::Terminate();
IAEngine::__Terminate();
SDL_DestroyWindow(g_windowHandle);
@ -134,3 +148,35 @@ int main(int argc, char *argv[])
{
return ia::iae::Run(argc, (const char **) argv);
}
#include <IAEngine/LibInterface.hpp>
C_DECL(GameRequestedConfig *Game_GetConfigRequest())
{
return nullptr;
}
C_DECL(VOID Game_OnInitialize())
{
}
C_DECL(VOID Game_OnTerminate())
{
}
C_DECL(VOID Game_OnDebugDraw())
{
RDC::DrawRect({10, 10}, {700, 500}, {1.0f, 0.0f, 0.0f, 1.0f});
}
C_DECL(VOID Game_OnFixedUpdate())
{
}
C_DECL(VOID Game_OnUpdate(IN FLOAT32 deltaTime))
{
}
C_DECL(VOID Game_OnResize(IN INT32 newWidth, IN INT32 newHeight))
{
}

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@ -14,7 +14,7 @@
// 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 <EmbeddedResources.hpp>
// #include <EmbeddedResources.hpp>
#include <GameData.hpp>
#include <IAEngine/LibInterface.hpp>
@ -77,6 +77,8 @@ namespace ia::iae
BOOL g_isDebugMode = false;
#endif
BOOL g_isHeadlessMode = false;
INT32 Run(IN CONST String &name, IN CONST String &packageName, IN CONST String &developerName,
IN CONST String &publisherName, IN IA_VERSION_TYPE version)
{
@ -111,9 +113,9 @@ namespace ia::iae
const auto gameVersion = g_gameVersion;
SDL_SetAppMetadata(g_gameName.c_str(), IA_STRINGIFY_VERSION(gameVersion).c_str(), g_gamePackageName.c_str());
//EmbeddedResources::Initialize();
// EmbeddedResources::Initialize();
IAEngine::Initialize();
IAEngine::__Initialize();
SDL_Event event{};
while (true)
@ -121,23 +123,22 @@ namespace ia::iae
SDL_PollEvent(&event);
if (event.type == SDL_EVENT_QUIT)
break;
IAEngine::ProcessEvent(&event);
IAEngine::Update();
IAEngine::__ProcessEvent(&event);
IAEngine::__Update();
frameCounter++;
if (frameCounter >= 60)
{
frameCounter = 0;
IAEngine::FixedUpdate();
IAEngine::__FixedUpdate();
}
IAEngine::Draw();
IAEngine::DebugDraw();
IAEngine::__RenderToWindow();
}
IAEngine::Terminate();
IAEngine::__Terminate();
//EmbeddedResources::Terminate();
// EmbeddedResources::Terminate();
SDL_DestroyWindow(g_windowHandle);
@ -149,8 +150,10 @@ namespace ia::iae
namespace ia::iae
{
VOID IAEngine::Initialize()
VOID IAEngine::__Initialize()
{
g_isHeadlessMode = false;
RDC::Initialize(IVec2{g_designViewport.x, g_designViewport.y}, g_windowHandle, g_isDebugMode);
GameData::Initialize();
@ -161,7 +164,22 @@ namespace ia::iae
Game_OnInitialize();
}
VOID IAEngine::Terminate()
VOID IAEngine::__InitializeHeadless()
{
g_isHeadlessMode = true;
if(!g_designViewport.x || !g_designViewport.y)
g_designViewport = {800, 600};
GameData::Initialize();
ChangeActiveScene(GameData::GetEntryScene() ? GameData::GetEntryScene()
: CreateScene({g_designViewport.x, g_designViewport.y}));
Game_OnInitialize();
}
VOID IAEngine::__Terminate()
{
Game_OnTerminate();
@ -173,13 +191,25 @@ namespace ia::iae
DestroyResource(i);
}
VOID IAEngine::Draw()
VOID IAEngine::__RenderToWindow()
{
g_activeScene->OnDraw();
RDC::RenderToWindow();
g_activeScene->OnDebugDraw();
Game_OnDebugDraw();
}
VOID IAEngine::Update()
VOID IAEngine::__RenderToTexture(IN PVOID textureHandle)
{
g_activeScene->OnDraw();
RDC::RenderToTexture((SDL_GPUTexture *) textureHandle);
g_activeScene->OnDebugDraw();
Game_OnDebugDraw();
}
VOID IAEngine::__Update()
{
FLOAT32 deltaTime = 0;
@ -187,19 +217,13 @@ namespace ia::iae
Game_OnUpdate(deltaTime);
}
VOID IAEngine::FixedUpdate()
VOID IAEngine::__FixedUpdate()
{
g_activeScene->OnFixedUpdate();
Game_OnFixedUpdate();
}
VOID IAEngine::DebugDraw()
{
g_activeScene->OnDebugDraw();
Game_OnDebugDraw();
}
VOID IAEngine::ProcessEvent(IN PVOID _event)
VOID IAEngine::__ProcessEvent(IN PVOID _event)
{
const auto event = (SDL_Event *) _event;
}
@ -213,8 +237,8 @@ namespace ia::iae
auto pixels = stbi_load(path, &w, &h, &n, STBI_rgb_alpha);
if (!pixels)
THROW_INVALID_DATA(path);
const auto t = RDC::CreateImage(pixels, w, h, tileWidth == -1 ? 1 : w / tileWidth,
tileHeight == -1 ? 1 : h / tileHeight);
const auto t =
RDC::CreateImage(pixels, w, h, tileWidth == -1 ? 1 : w / tileWidth, tileHeight == -1 ? 1 : h / tileHeight);
stbi_image_free(pixels);
return t;
}
@ -345,8 +369,7 @@ namespace ia::iae
IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH, IN BOOL flipV, IN Vec2 uvOffset)
{
const auto t = static_cast<Resource_Texture *>(g_resources[tileSheet]);
RDC::DrawSpriteTopLeft(t->Texture, tileIndexX, tileIndexY, position, scale, rotation, flipH, flipV,
uvOffset);
RDC::DrawSpriteTopLeft(t->Texture, tileIndexX, tileIndexY, position, scale, rotation, flipH, flipV, uvOffset);
}
VOID IAEngine::DrawSprite(IN Handle sprite, IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH,
@ -360,8 +383,8 @@ namespace ia::iae
IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH, IN BOOL flipV, IN Vec2 uvOffset)
{
const auto t = static_cast<Resource_SpriteSheet *>(g_resources[spriteSheet]);
RDC::DrawSpriteTopLeft(t->Texture, frameIndex, animationIndex, position, scale, rotation, flipH,
flipV, uvOffset);
RDC::DrawSpriteTopLeft(t->Texture, frameIndex, animationIndex, position, scale, rotation, flipH, flipV,
uvOffset);
}
} // namespace ia::iae

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@ -62,18 +62,14 @@ namespace ia::iae
IN Vec2 scale = {1.0f, 1.0f}, IN FLOAT32 rotation = 0.0f, IN BOOL flipH = false,
IN BOOL flipV = false, IN Vec2 uvOffset = {});
private:
STATIC VOID Initialize();
STATIC VOID Terminate();
STATIC VOID Draw();
STATIC VOID Update();
STATIC VOID FixedUpdate();
STATIC VOID DebugDraw();
STATIC VOID ProcessEvent(IN PVOID event);
friend INT32 Run(IN CONST String &name, IN CONST String &packageName, IN CONST String &developerName,
IN CONST String &publisherName, IN IA_VERSION_TYPE version);
friend class Scene;
public:
STATIC VOID __Initialize();
STATIC VOID __InitializeHeadless();
STATIC VOID __Terminate();
STATIC VOID __RenderToWindow();
STATIC VOID __RenderToTexture(IN PVOID textureHandle);
STATIC VOID __Update();
STATIC VOID __FixedUpdate();
STATIC VOID __ProcessEvent(IN PVOID event);
};
} // namespace ia::iae

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@ -9,7 +9,7 @@ struct SpriteInstanceData
};
layout (location = 0) in vec2 inPosition;
layout (location = 1) in vec2 inTexCoord;
layout (location = 1) in vec4 inTexCoord;
layout(location = 0) out vec2 outTexCoord;
layout(location = 1) out vec4 outVertexColor;
@ -29,6 +29,7 @@ void main()
{
SpriteInstanceData spriteData = sboSpriteData.data[gl_InstanceIndex];
gl_Position = uboPerScene.projection * uboPerFrame.view * spriteData.Transform * vec4(inPosition, 0.0f, 1.0f);
outTexCoord = vec2(spriteData.TexCoords) + vec2(spriteData.TexCoords.z, spriteData.TexCoords.w) * inTexCoord;
vec4 t = spriteData.TexCoords * inTexCoord;
outTexCoord = vec2(t.x + t.z, t.y + t.w);
outVertexColor = spriteData.Color;
}

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@ -0,0 +1,13 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(location = 0) in vec4 inVertexColor;
layout(location = 0) out vec4 outColor;
void main()
{
outColor = inVertexColor;
if(outColor.w < 0.1)
discard;
}

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@ -0,0 +1,20 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
layout (location = 0) in vec2 inPosition;
layout (location = 1) in vec4 inVertexColor;
layout(location = 0) out vec4 outVertexColor;
layout(set = 1, binding = 0) uniform UBO_Vertex_PerScene {
mat4 projection;
} uboPerScene;
layout(set = 1, binding = 1) uniform UBO_Vertex_PerFrame {
mat4 view;
} uboPerFrame;
void main()
{
gl_Position = uboPerScene.projection * uboPerFrame.view * vec4(inPosition, 0.0f, 1.0f);
outVertexColor = inVertexColor;
}

File diff suppressed because one or more lines are too long

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@ -19,7 +19,7 @@
namespace ia::iae
{
RDC_Pipeline::RDC_Pipeline(IN SDL_GPUTextureFormat renderTargetFormat, IN CONST StageDesc &vertexStageDesc,
IN CONST StageDesc &pixelStageDesc, IN BOOL enableVertexBuffer)
IN CONST StageDesc &pixelStageDesc, IN SDL_GPUPrimitiveType primitiveType, IN BOOL enableVertexBuffer)
{
SDL_GPUShader *vertexShader{};
SDL_GPUShader *pixelShader{};
@ -69,7 +69,7 @@ namespace ia::iae
SDL_GPUVertexAttribute vertexAttributes[] = {
{.location = 0, .buffer_slot = 0, .format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2, .offset = 0},
{.location = 1, .buffer_slot = 0, .format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2, .offset = sizeof(Vec2)}};
{.location = 1, .buffer_slot = 0, .format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4, .offset = sizeof(Vec2)}};
SDL_GPUGraphicsPipelineCreateInfo createInfo = {
.vertex_shader = vertexShader,
@ -77,8 +77,8 @@ namespace ia::iae
.vertex_input_state = SDL_GPUVertexInputState{.vertex_buffer_descriptions = &vertexBufferDesc,
.num_vertex_buffers = enableVertexBuffer ? (UINT32) 1 : 0,
.vertex_attributes = vertexAttributes,
.num_vertex_attributes = enableVertexBuffer ? (UINT32) 2 : 0},
.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST,
.num_vertex_attributes = enableVertexBuffer ? (UINT32)2 : 0},
.primitive_type = primitiveType,
.rasterizer_state = SDL_GPURasterizerState{.fill_mode = SDL_GPU_FILLMODE_FILL,
.cull_mode = SDL_GPU_CULLMODE_NONE,
.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE,

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@ -26,19 +26,30 @@ namespace ia::iae
Mat4 RDC::s_projectionMatrix;
SDL_Window *RDC::s_windowHandle;
Handle RDC::s_quadGeometry;
RDC_Pipeline *RDC::s_primitiveDrawPipeline;
RDC_Pipeline *RDC::s_dynamicSpritePipeline;
SDL_GPUSampler *RDC::s_linearClampSampler;
SDL_GPUSampler *RDC::s_linearRepeatSampler;
Vec2 RDC::s_cameraPosition{};
IVec2 RDC::s_viewportExtent;
RDC_Texture *RDC::s_defaultTexture{};
RDC_TextureAtlas *RDC::s_staticSpriteAtlas{};
RDC_TextureAtlas *RDC::s_dynamicSpriteAtlas{};
INT32 RDC::s_spriteInstanceCount{};
RDC_HostVisibleBuffer *RDC::s_primitiveInstanceBuffer{};
RDC_HostVisibleBuffer *RDC::s_staticSpriteInstanceBuffer{};
RDC_HostVisibleBuffer *RDC::s_dynamicSpriteInstanceBuffer{};
RDC_Texture *RDC::s_defaultTexture{};
INT32 RDC::s_spriteInstanceCount{};
RDC_SpriteInstanceData RDC::s_spriteInstances[RDC::MAX_SPRITE_COUNT];
INT32 RDC::s_primitiveInstanceCount{};
GeometryVertex RDC::s_primitiveInstances[RDC::MAX_PRIMITIVE_COUNT];
VOID RDC::Initialize(IN IVec2 viewportExtent, IN SDL_Window *windowHandle, IN BOOL isDebugMode)
{
EmbeddedResources::Initialize();
@ -69,7 +80,11 @@ namespace ia::iae
delete s_defaultTexture;
delete s_staticSpriteAtlas;
delete s_dynamicSpriteAtlas;
delete s_primitiveDrawPipeline;
delete s_dynamicSpritePipeline;
delete s_primitiveInstanceBuffer;
delete s_staticSpriteInstanceBuffer;
delete s_dynamicSpriteInstanceBuffer;
@ -85,11 +100,12 @@ namespace ia::iae
glm::orthoLH(0.0f, (FLOAT32) s_viewportExtent.x, (FLOAT32) s_viewportExtent.y, 0.0f, -1.0f, 1.0f);
}
VOID RDC::Render(IN SDL_GPURenderPass* renderPass, IN SDL_GPUCommandBuffer* commandBuffer)
VOID RDC::Render(IN SDL_GPURenderPass *renderPass, IN SDL_GPUCommandBuffer *commandBuffer)
{
s_dynamicSpritePipeline->Bind(renderPass);
SDL_PushGPUVertexUniformData(commandBuffer, 0, &s_projectionMatrix, sizeof(Mat4));
SDL_PushGPUVertexUniformData(commandBuffer, 1, &s_viewMatrix, sizeof(Mat4));
SDL_GPUTextureSamplerBinding textureBinding{.texture = s_dynamicSpriteAtlas
? s_dynamicSpriteAtlas->GetTexture()->GetHandle()
: s_defaultTexture->GetHandle(),
@ -98,13 +114,27 @@ namespace ia::iae
RDC_Device::BindGeometry(renderPass, s_quadGeometry);
if (s_spriteInstanceCount)
{
const auto spriteInstanceBuffer = s_dynamicSpriteInstanceBuffer->GetHandle();
const auto buffer = s_dynamicSpriteInstanceBuffer->GetHandle();
s_dynamicSpriteInstanceBuffer->CopyFrom(s_spriteInstances,
sizeof(RDC_SpriteInstanceData) * s_spriteInstanceCount);
SDL_BindGPUVertexStorageBuffers(renderPass, 0, &spriteInstanceBuffer, 1);
SDL_BindGPUVertexStorageBuffers(renderPass, 0, &buffer, 1);
SDL_DrawGPUIndexedPrimitives(renderPass, 6, s_spriteInstanceCount, 0, 0, 0);
}
s_spriteInstanceCount = 0;
s_primitiveDrawPipeline->Bind(renderPass);
SDL_PushGPUVertexUniformData(commandBuffer, 0, &s_projectionMatrix, sizeof(Mat4));
SDL_PushGPUVertexUniformData(commandBuffer, 1, &s_viewMatrix, sizeof(Mat4));
if (s_primitiveInstanceCount)
{
s_primitiveInstanceBuffer->CopyFrom(s_primitiveInstances,
sizeof(GeometryVertex) * s_primitiveInstanceCount);
SDL_GPUBufferBinding bufferBindings[] = {{.buffer = s_primitiveInstanceBuffer->GetHandle(), .offset = 0}};
SDL_BindGPUVertexBuffers(renderPass, 0, &bufferBindings[0], 1);
SDL_DrawGPUPrimitives(renderPass, s_primitiveInstanceCount << 1, 1, 0, 0);
}
s_primitiveInstanceCount = 0;
}
VOID RDC::RenderToWindow()
@ -192,6 +222,27 @@ namespace ia::iae
.Color = {1.0f, 1.0f, 1.0f, 1.0f}};
return _s;
}
VOID RDC::DrawLine(IN Vec2 start, IN Vec2 end, IN Vec4 color)
{
s_primitiveInstances[s_primitiveInstanceCount++] = {start, color};
s_primitiveInstances[s_primitiveInstanceCount++] = { end, color };
}
VOID RDC::DrawRect(IN Vec2 start, IN Vec2 end, IN Vec4 color)
{
s_primitiveInstances[s_primitiveInstanceCount++] = {start, color};
s_primitiveInstances[s_primitiveInstanceCount++] = {Vec2{end.x, start.y}, color};
s_primitiveInstances[s_primitiveInstanceCount++] = {Vec2{end.x, start.y}, color};
s_primitiveInstances[s_primitiveInstanceCount++] = {end, color};
s_primitiveInstances[s_primitiveInstanceCount++] = {end, color};
s_primitiveInstances[s_primitiveInstanceCount++] = {Vec2{start.x, end.y}, color};
s_primitiveInstances[s_primitiveInstanceCount++] = {Vec2{start.x, end.y}, color};
s_primitiveInstances[s_primitiveInstanceCount++] = {start, color};
}
} // namespace ia::iae
namespace ia::iae
@ -271,6 +322,7 @@ namespace ia::iae
{
s_dynamicSpriteInstanceBuffer =
new RDC_HostVisibleBuffer(RDC_Buffer::EType::STORAGE, sizeof(s_spriteInstances));
s_primitiveInstanceBuffer = new RDC_HostVisibleBuffer(RDC_Buffer::EType::VERTEX, sizeof(s_primitiveInstances));
}
VOID RDC::InitializeTextures()
@ -286,6 +338,22 @@ namespace ia::iae
VOID RDC::InitializePipelines()
{
s_primitiveDrawPipeline =
new RDC_Pipeline(RDC_Device::GetSwapchainTextureFormat(),
RDC_Pipeline::StageDesc{
.SourceData = EmbeddedResources::GetResource("Shaders/PrimitiveDraw.vert"),
.SamplerCount = 0,
.UniformBufferCount = 2,
.StorageBufferCount = 0,
},
RDC_Pipeline::StageDesc{
.SourceData = EmbeddedResources::GetResource("Shaders/PrimitiveDraw.frag"),
.SamplerCount = 0,
.UniformBufferCount = 0,
.StorageBufferCount = 0,
},
SDL_GPU_PRIMITIVETYPE_LINELIST, true);
s_dynamicSpritePipeline =
new RDC_Pipeline(RDC_Device::GetSwapchainTextureFormat(),
RDC_Pipeline::StageDesc{
@ -300,17 +368,17 @@ namespace ia::iae
.UniformBufferCount = 0,
.StorageBufferCount = 0,
},
true);
SDL_GPU_PRIMITIVETYPE_TRIANGLELIST, 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}},
{glm::vec2{0.0f, 1.0f}, glm::vec4{1.0f, 1.0f, 0.0f, 1.0f}},
{glm::vec2{1.0f, 1.0f}, glm::vec4{1.0f, 1.0f, 1.0f, 1.0f}},
{glm::vec2{1.0f, 0.0f}, glm::vec4{1.0f, 1.0f, 1.0f, 0.0f}},
{glm::vec2{0.0f, 0.0f}, glm::vec4{1.0f, 1.0f, 0.0f, 0.0f}},
},
{0, 1, 2, 2, 3, 0});
}

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@ -24,7 +24,7 @@ namespace ia::iae
: (UINT32) 1)
{
SDL_GPUTextureCreateInfo createInfo{.type = SDL_GPU_TEXTURETYPE_2D,
.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM,
.format = RDC_Device::GetSwapchainTextureFormat(),
.width = (UINT32) width,
.height = (UINT32) height,
.layer_count_or_depth = 1,
@ -54,6 +54,10 @@ namespace ia::iae
TMP_COLOR_BUFFER.resize(m_width * m_height * 4);
const auto swapchainFormat = RDC_Device::GetSwapchainTextureFormat();
const auto swapRB = (swapchainFormat == SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM) ||
(swapchainFormat == SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM_SRGB);
if (stride == -1)
{
for (SIZE_T i = 0; i < TMP_COLOR_BUFFER.size() >> 2; i++)
@ -63,6 +67,9 @@ namespace ia::iae
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];
if (swapRB)
std::swap(TMP_COLOR_BUFFER[i * 4 + 0], TMP_COLOR_BUFFER[i * 4 + 2]);
}
}
else
@ -77,6 +84,9 @@ namespace ia::iae
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];
if (swapRB)
std::swap(TMP_COLOR_BUFFER[(x + y * m_width) * 4 + 0],
TMP_COLOR_BUFFER[(x + y * m_width) * 4 + 0]);
}
}
}

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@ -24,7 +24,7 @@ namespace ia::iae
struct GeometryVertex
{
Vec2 Position;
Vec2 TexCoords;
Vec4 TexCoords_Color;
};
class RDC_Device

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@ -32,11 +32,12 @@ namespace ia::iae
};
public:
RDC_Pipeline(IN SDL_GPUTextureFormat renderTargetFormat, IN CONST StageDesc &vertexStageDesc, IN CONST StageDesc &pixelStageDesc,
RDC_Pipeline(IN SDL_GPUTextureFormat renderTargetFormat, IN CONST StageDesc &vertexStageDesc,
IN CONST StageDesc &pixelStageDesc, IN SDL_GPUPrimitiveType primitiveType,
IN BOOL enableVertexBuffer);
~RDC_Pipeline();
VOID Bind(IN SDL_GPURenderPass* renderPass);
VOID Bind(IN SDL_GPURenderPass *renderPass);
public:
SDL_GPUGraphicsPipeline *GetHandle() CONST

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@ -38,6 +38,7 @@ namespace ia::iae
{
public:
STATIC CONSTEXPR INT32 MAX_SPRITE_COUNT = 100000;
STATIC CONSTEXPR INT32 MAX_PRIMITIVE_COUNT = 100000;
public:
STATIC VOID Initialize(IN IVec2 viewportExtent, IN SDL_Window *windowHandle, IN BOOL isDebugMode);
@ -57,6 +58,9 @@ namespace ia::iae
STATIC Vec2 DrawSpriteCentered(IN Handle image, IN INT32 tileIndexX, IN INT32 tileIndexY,
IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH = false, IN BOOL flipV = false, IN Vec2 uvOffset = {});
STATIC VOID DrawLine(IN Vec2 start, IN Vec2 end, IN Vec4 color);
STATIC VOID DrawRect(IN Vec2 start, IN Vec2 end, IN Vec4 color);
STATIC Handle CreateImage(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height, IN INT32 tileCountX = 1,
IN INT32 tileCountY = 1);
STATIC VOID DestroyImage(IN Handle image);
@ -74,20 +78,29 @@ namespace ia::iae
private:
STATIC Mat4 s_viewMatrix;
STATIC IVec2 s_viewportExtent;
STATIC Mat4 s_projectionMatrix;
STATIC Vec2 s_cameraPosition;
STATIC Handle s_quadGeometry;
STATIC IVec2 s_viewportExtent;
STATIC Mat4 s_projectionMatrix;
STATIC SDL_Window *s_windowHandle;
STATIC RDC_Texture* s_defaultTexture;
STATIC RDC_Pipeline *s_primitiveDrawPipeline;
STATIC RDC_Pipeline *s_dynamicSpritePipeline;
STATIC SDL_GPUSampler *s_linearClampSampler;
STATIC SDL_GPUSampler *s_linearRepeatSampler;
STATIC RDC_TextureAtlas *s_staticSpriteAtlas;
STATIC RDC_TextureAtlas *s_dynamicSpriteAtlas;
STATIC RDC_HostVisibleBuffer* s_primitiveInstanceBuffer;
STATIC RDC_HostVisibleBuffer* s_staticSpriteInstanceBuffer;
STATIC RDC_HostVisibleBuffer* s_dynamicSpriteInstanceBuffer;
STATIC INT32 s_spriteInstanceCount;
STATIC RDC_Texture* s_defaultTexture;
STATIC RDC_SpriteInstanceData s_spriteInstances[MAX_SPRITE_COUNT];
STATIC INT32 s_primitiveInstanceCount;
STATIC GeometryVertex s_primitiveInstances[MAX_PRIMITIVE_COUNT];
};
} // namespace ia::iae