Pipeline
This commit is contained in:
11
.vscode/settings.json
vendored
11
.vscode/settings.json
vendored
@ -1,5 +1,14 @@
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{
|
{
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||||||
"files.associations": {
|
"files.associations": {
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||||||
"functional": "cpp"
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"functional": "cpp",
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||||||
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"array": "cpp",
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||||||
|
"utility": "cpp",
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||||||
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"xutility": "cpp",
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||||||
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"compare": "cpp",
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||||||
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"memory": "cpp",
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||||||
|
"tuple": "cpp",
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||||||
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"type_traits": "cpp",
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||||||
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"xmemory": "cpp",
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"xtr1common": "cpp"
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}
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}
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}
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}
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@ -9,9 +9,15 @@ set(IAEngine_Sources
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imp/cpp/ResourceManager.cpp
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imp/cpp/ResourceManager.cpp
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imp/cpp/Rendering/Texture.cpp
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imp/cpp/Rendering/Camera.cpp
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imp/cpp/Rendering/Camera.cpp
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imp/cpp/Rendering/Texture.cpp
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imp/cpp/Rendering/Renderer.cpp
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imp/cpp/Rendering/Renderer.cpp
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imp/cpp/Rendering/GPUBuffer.cpp
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imp/cpp/Rendering/Mesh/Quad.cpp
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imp/cpp/Rendering/Pipeline/Pipeline.cpp
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imp/cpp/Rendering/Pipeline/UnlitMesh.cpp
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imp/cpp/Physics/Physics.cpp
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imp/cpp/Physics/Physics.cpp
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115
Src/IAEngine/imp/cpp/Rendering/GPUBuffer.cpp
Normal file
115
Src/IAEngine/imp/cpp/Rendering/GPUBuffer.cpp
Normal file
@ -0,0 +1,115 @@
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// IAEngine: 2D Game Engine by IA
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|
// Copyright (C) 2025 IAS (ias@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,
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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
|
||||||
|
// 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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|
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#include <IAEngine/Rendering/GPUBuffer.hpp>
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#include <SDL3/SDL_gpu.h>
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namespace ia::iae
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{
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EXTERN SDL_GPUDevice *g_gpuDevice;
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UINT32 g_stagingBufferSize = 4096;
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SDL_GPUTransferBuffer* g_stagingBuffer{};
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|
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RefPtr<GPUBuffer> GPUBuffer::Create(IN PCVOID data, IN UINT32 dataSize)
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{
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const auto res = MakeRefPtr<GPUBuffer>();
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|
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|
SDL_GPUBufferCreateInfo createInfo{
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.usage = SDL_GPU_BUFFERUSAGE_VERTEX,
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.size = dataSize
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};
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|
SDL_GPUBuffer* handle{};
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|
if(!(handle = SDL_CreateGPUBuffer(g_gpuDevice, &createInfo)))
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{
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IAE_LOG_ERROR("Couldn't create a SDL3 GPU Buffer: ", SDL_GetError());
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return nullptr;
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}
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|
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|
if(data && dataSize)
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|
{
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|
if(!EnsureStagingBufferSize((UINT32)dataSize))
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return nullptr;
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|
const auto mappedPtr = SDL_MapGPUTransferBuffer(g_gpuDevice, g_stagingBuffer, false);
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memcpy(mappedPtr, data, dataSize);
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SDL_UnmapGPUTransferBuffer(g_gpuDevice, g_stagingBuffer);
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|
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const auto cmdBuffer = SDL_AcquireGPUCommandBuffer(g_gpuDevice);
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const auto copyPass = SDL_BeginGPUCopyPass(cmdBuffer);
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|
SDL_GPUTransferBufferLocation src{
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.transfer_buffer = g_stagingBuffer,
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.offset = 0
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};
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SDL_GPUBufferRegion dst{
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.buffer = handle,
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.offset = 0,
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.size = dataSize
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};
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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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}
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res->m_handle = (Handle)handle;
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return res;
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}
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BOOL GPUBuffer::InitializeStagingBuffer()
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{
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SDL_GPUTransferBufferCreateInfo createInfo{
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.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
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.size = g_stagingBufferSize
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};
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if(!(g_stagingBuffer = SDL_CreateGPUTransferBuffer(g_gpuDevice, &createInfo)))
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{
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IAE_LOG_ERROR("Couldn't create a SDL3 GPU Staging Buffer: ", SDL_GetError());
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return false;
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}
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return true;
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}
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VOID GPUBuffer::TerminateStagingBuffer()
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{
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if(!g_stagingBuffer)
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return;
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SDL_ReleaseGPUTransferBuffer(g_gpuDevice, g_stagingBuffer);
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}
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BOOL GPUBuffer::EnsureStagingBufferSize(IN UINT32 size)
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{
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if(!g_stagingBuffer)
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return false;
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|
if(size <= g_stagingBufferSize)
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|
return true;
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|
SDL_ReleaseGPUTransferBuffer(g_gpuDevice, g_stagingBuffer);
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SDL_GPUTransferBufferCreateInfo createInfo{
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|
.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
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.size = (g_stagingBufferSize = size)
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|
};
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|
if(!(g_stagingBuffer = SDL_CreateGPUTransferBuffer(g_gpuDevice, &createInfo)))
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|
{
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|
IAE_LOG_ERROR("Couldn't create a SDL3 GPU Staging Buffer: ", SDL_GetError());
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|
return false;
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|
}
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|
return true;
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|
}
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|
} // namespace ia::iae
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44
Src/IAEngine/imp/cpp/Rendering/Mesh/Quad.cpp
Normal file
44
Src/IAEngine/imp/cpp/Rendering/Mesh/Quad.cpp
Normal file
@ -0,0 +1,44 @@
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|
// IAEngine: 2D Game Engine by IA
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|
// Copyright (C) 2025 IAS (ias@iasoft.dev)
|
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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.
|
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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
|
||||||
|
// 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/>.
|
||||||
|
|
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|
#include <IAEngine/Rendering/GPUBuffer.hpp>
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#include <IAEngine/Rendering/Mesh/Quad.hpp>
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#include <IAEngine/Rendering/Renderer.hpp>
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#include <IAEngine/Rendering/Types.hpp>
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namespace ia::iae
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{
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RefPtr<GPUBuffer> g_quadMeshVertexBuffer{};
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VOID QuadMesh::Initialize()
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|
{
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Vertex_Mesh vertices[6] = {{iam::Vec3f{-1, 1, 0}, iam::Vec2f{0, 0}}, {iam::Vec3f{1, 1, 0}, iam::Vec2f{1, 0}},
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{iam::Vec3f{1, -1, 0}, iam::Vec2f{1, 1}}, {iam::Vec3f{-1, 1, 0}, iam::Vec2f{0, 0}},
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{iam::Vec3f{1, -1, 0}, iam::Vec2f{1, 1}}, {iam::Vec3f{-1, -1, 0}, iam::Vec2f{0, 1}}};
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g_quadMeshVertexBuffer = GPUBuffer::Create(&vertices, sizeof(vertices));
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}
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VOID QuadMesh::Terminate()
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{
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if(g_quadMeshVertexBuffer)
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g_quadMeshVertexBuffer.reset();
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}
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VOID QuadMesh::Draw(IN CONST iam::Vec3f &position, IN CONST iam::Vec3f &scale, IN FLOAT32 rotation)
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{
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Renderer::Draw((Handle)g_quadMeshVertexBuffer.get(), 6);
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}
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} // namespace ia::iae
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83
Src/IAEngine/imp/cpp/Rendering/Pipeline/Pipeline.cpp
Normal file
83
Src/IAEngine/imp/cpp/Rendering/Pipeline/Pipeline.cpp
Normal file
@ -0,0 +1,83 @@
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|||||||
|
// IAEngine: 2D Game Engine by IA
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||||||
|
// Copyright (C) 2025 IAS (ias@iasoft.dev)
|
||||||
|
//
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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.
|
||||||
|
//
|
||||||
|
// 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/Rendering/Pipeline/Pipeline.hpp>
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||||||
|
#include <IACore/File.hpp>
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|
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||||||
|
#include <SDL3/SDL_gpu.h>
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|
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|
namespace ia::iae
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|
{
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|
EXTERN SDL_GPUDevice *g_gpuDevice;
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|
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|
Handle IPipeline::LoadShaderFromMemory(IN ShaderStage _stage, IN PCUINT8 sourceData, IN SIZE_T sourceLength,
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|
IN UINT32 samplerCount, IN UINT32 uniformBufferCount,
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|
IN UINT32 storageBufferCount, IN UINT32 storageTextureCount)
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|
{
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|
SDL_GPUShader* res{};
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|
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|
SDL_GPUShaderStage stage{};
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|
switch (_stage)
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|
{
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|
case ShaderStage::VERTEX:
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|
stage = SDL_GPU_SHADERSTAGE_VERTEX;
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|
break;
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|
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|
case ShaderStage::PIXEL:
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|
stage = SDL_GPU_SHADERSTAGE_FRAGMENT;
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|
break;
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|
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|
default:
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|
THROW_INVALID_DATA("Unsupported shader stage");
|
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|
break;
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|
}
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|
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|
SDL_GPUShaderCreateInfo createInfo = {
|
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|
.code_size = sourceLength,
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|
.code = sourceData,
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|
.entrypoint = "main",
|
||||||
|
.format = SDL_GPU_SHADERFORMAT_SPIRV,
|
||||||
|
.stage = stage,
|
||||||
|
.num_samplers = samplerCount,
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||||||
|
.num_storage_textures = storageTextureCount,
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||||||
|
.num_storage_buffers = storageBufferCount,
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||||||
|
.num_uniform_buffers = uniformBufferCount,
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||||||
|
};
|
||||||
|
|
||||||
|
if(!(res = SDL_CreateGPUShader(g_gpuDevice, &createInfo)))
|
||||||
|
{
|
||||||
|
IAE_LOG_ERROR("Failed to create a SDL shader: ", SDL_GetError());
|
||||||
|
return INVALID_HANDLE;
|
||||||
|
}
|
||||||
|
|
||||||
|
return (Handle)res;
|
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|
}
|
||||||
|
|
||||||
|
Handle IPipeline::LoadShaderFromFile(IN ShaderStage stage, IN PCCHAR fileName, IN UINT32 samplerCount,
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|
IN UINT32 uniformBufferCount, IN UINT32 storageBufferCount,
|
||||||
|
IN UINT32 storageTextureCount)
|
||||||
|
{
|
||||||
|
const auto source = File::ReadToVector(fileName);
|
||||||
|
return LoadShaderFromMemory(stage, source.data(), source.size(), samplerCount, uniformBufferCount,
|
||||||
|
storageBufferCount, storageTextureCount);
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID IPipeline::UnloadShader(IN Handle handle)
|
||||||
|
{
|
||||||
|
SDL_ReleaseGPUShader(g_gpuDevice, (SDL_GPUShader *) handle);
|
||||||
|
}
|
||||||
|
} // namespace ia::iae
|
||||||
89
Src/IAEngine/imp/cpp/Rendering/Pipeline/UnlitMesh.cpp
Normal file
89
Src/IAEngine/imp/cpp/Rendering/Pipeline/UnlitMesh.cpp
Normal file
@ -0,0 +1,89 @@
|
|||||||
|
// IAEngine: 2D Game Engine by IA
|
||||||
|
// Copyright (C) 2025 IAS (ias@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 <IAEngine/Rendering/Pipeline/UnlitMesh.hpp>
|
||||||
|
|
||||||
|
#include <SDL3/SDL_gpu.h>
|
||||||
|
|
||||||
|
#include <EmbeddedShaders.hpp>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
EXTERN SDL_GPUDevice *g_gpuDevice;
|
||||||
|
EXTERN SDL_Window *g_windowHandle;
|
||||||
|
|
||||||
|
Pipeline_UnlitMesh::~Pipeline_UnlitMesh()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
RefPtr<Pipeline_UnlitMesh> Pipeline_UnlitMesh::Create()
|
||||||
|
{
|
||||||
|
const auto res = MakeRefPtr<Pipeline_UnlitMesh>();
|
||||||
|
|
||||||
|
const auto vertexShader = LoadShaderFromMemory(ShaderStage::VERTEX, SHADER_SOURCE_UNLITMESH_VERT, sizeof(SHADER_SOURCE_UNLITMESH_VERT), 0, 0, 0, 0);
|
||||||
|
const auto pixelShader = LoadShaderFromMemory(ShaderStage::PIXEL, SHADER_SOURCE_UNLITMESH_FRAG, sizeof(SHADER_SOURCE_UNLITMESH_FRAG), 0, 0, 0, 0);
|
||||||
|
|
||||||
|
SDL_GPUColorTargetDescription colorTargets[] = {
|
||||||
|
{.format = SDL_GetGPUSwapchainTextureFormat(g_gpuDevice, g_windowHandle)}};
|
||||||
|
SDL_GPUVertexBufferDescription vertexBuffers[] = {{
|
||||||
|
.slot = 0,
|
||||||
|
.pitch = sizeof(Vertex_Mesh),
|
||||||
|
.input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX,
|
||||||
|
.instance_step_rate = 0,
|
||||||
|
}};
|
||||||
|
SDL_GPUVertexAttribute vertexAttributes[] = {
|
||||||
|
{.location = 0, .buffer_slot = 0, .format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3, .offset = 0},
|
||||||
|
{.location = 1,
|
||||||
|
.buffer_slot = 0,
|
||||||
|
.format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2,
|
||||||
|
.offset = sizeof(float) * 3}};
|
||||||
|
SDL_GPUGraphicsPipelineCreateInfo createInfo = {
|
||||||
|
.vertex_shader = (SDL_GPUShader *) vertexShader,
|
||||||
|
.fragment_shader = (SDL_GPUShader *) pixelShader,
|
||||||
|
.vertex_input_state =
|
||||||
|
SDL_GPUVertexInputState{.vertex_buffer_descriptions = vertexBuffers,
|
||||||
|
.num_vertex_buffers = sizeof(vertexBuffers) / sizeof(vertexBuffers[0]),
|
||||||
|
.vertex_attributes = vertexAttributes,
|
||||||
|
.num_vertex_attributes =
|
||||||
|
sizeof(vertexAttributes) / sizeof(vertexAttributes[0])},
|
||||||
|
.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST,
|
||||||
|
.target_info =
|
||||||
|
{
|
||||||
|
.color_target_descriptions = colorTargets,
|
||||||
|
.num_color_targets = sizeof(colorTargets) / sizeof(colorTargets[0]),
|
||||||
|
},
|
||||||
|
};
|
||||||
|
|
||||||
|
SDL_GPUGraphicsPipeline* handle{};
|
||||||
|
if(!(handle = SDL_CreateGPUGraphicsPipeline(g_gpuDevice, &createInfo)))
|
||||||
|
{
|
||||||
|
IAE_LOG_ERROR("Failed to create a SDL graphics pipeline: ", SDL_GetError());
|
||||||
|
return nullptr;
|
||||||
|
}
|
||||||
|
|
||||||
|
UnloadShader(pixelShader);
|
||||||
|
UnloadShader(vertexShader);
|
||||||
|
|
||||||
|
res->m_handle = (Handle)handle;
|
||||||
|
|
||||||
|
return res;
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Pipeline_UnlitMesh::Bind(IN Handle renderPassHandle)
|
||||||
|
{
|
||||||
|
SDL_BindGPUGraphicsPipeline((SDL_GPURenderPass*)renderPassHandle, (SDL_GPUGraphicsPipeline*)m_handle);
|
||||||
|
}
|
||||||
|
} // namespace ia::iae
|
||||||
@ -15,6 +15,9 @@
|
|||||||
// along with this program. If not, see <https://www.gnu.org/licenses/>.
|
// along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||||
|
|
||||||
#include <IAEngine/IAEngine.hpp>
|
#include <IAEngine/IAEngine.hpp>
|
||||||
|
#include <IAEngine/Rendering/GPUBuffer.hpp>
|
||||||
|
#include <IAEngine/Rendering/Mesh/Quad.hpp>
|
||||||
|
#include <IAEngine/Rendering/Pipeline/UnlitMesh.hpp>
|
||||||
#include <IAEngine/Rendering/Renderer.hpp>
|
#include <IAEngine/Rendering/Renderer.hpp>
|
||||||
|
|
||||||
#include <SDL3/SDL_gpu.h>
|
#include <SDL3/SDL_gpu.h>
|
||||||
@ -38,15 +41,15 @@ namespace ia::iae
|
|||||||
|
|
||||||
// ImGUI State
|
// ImGUI State
|
||||||
ImGuiIO g_imGUIIO{};
|
ImGuiIO g_imGUIIO{};
|
||||||
ImDrawData* g_imDrawData{};
|
ImDrawData *g_imDrawData{};
|
||||||
|
|
||||||
|
RefPtr<Pipeline_UnlitMesh> g_pipelineUnlitMesh;
|
||||||
|
|
||||||
BOOL Renderer::Initialize(IN Engine *engine)
|
BOOL Renderer::Initialize(IN Engine *engine)
|
||||||
{
|
{
|
||||||
g_windowHandle = (SDL_Window *) engine->GetWindowHandle();
|
g_windowHandle = (SDL_Window *) engine->GetWindowHandle();
|
||||||
|
|
||||||
if (!(g_gpuDevice =
|
if (!(g_gpuDevice = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV, engine->IsDebugMode, nullptr)))
|
||||||
SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV | SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_MSL,
|
|
||||||
engine->IsDebugMode, nullptr)))
|
|
||||||
{
|
{
|
||||||
IAE_LOG_ERROR("Couldn't create SDL3 GPU Device: ", SDL_GetError());
|
IAE_LOG_ERROR("Couldn't create SDL3 GPU Device: ", SDL_GetError());
|
||||||
return false;
|
return false;
|
||||||
@ -57,7 +60,8 @@ namespace ia::iae
|
|||||||
IAE_LOG_ERROR("Couldn't initialize SDL3 GPU for the window: ", SDL_GetError());
|
IAE_LOG_ERROR("Couldn't initialize SDL3 GPU for the window: ", SDL_GetError());
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
SDL_SetGPUSwapchainParameters(g_gpuDevice, g_windowHandle, SDL_GPU_SWAPCHAINCOMPOSITION_SDR, SDL_GPU_PRESENTMODE_VSYNC);
|
SDL_SetGPUSwapchainParameters(g_gpuDevice, g_windowHandle, SDL_GPU_SWAPCHAINCOMPOSITION_SDR,
|
||||||
|
SDL_GPU_PRESENTMODE_VSYNC);
|
||||||
|
|
||||||
const auto mainScale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
|
const auto mainScale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
|
||||||
|
|
||||||
@ -73,14 +77,20 @@ namespace ia::iae
|
|||||||
style.ScaleAllSizes(mainScale);
|
style.ScaleAllSizes(mainScale);
|
||||||
style.FontScaleDpi = mainScale;
|
style.FontScaleDpi = mainScale;
|
||||||
|
|
||||||
ImGui_ImplSDLGPU3_InitInfo initInfo{
|
ImGui_ImplSDLGPU3_InitInfo initInfo{.Device = g_gpuDevice,
|
||||||
.Device = g_gpuDevice,
|
.ColorTargetFormat =
|
||||||
.ColorTargetFormat = SDL_GetGPUSwapchainTextureFormat(g_gpuDevice, g_windowHandle),
|
SDL_GetGPUSwapchainTextureFormat(g_gpuDevice, g_windowHandle),
|
||||||
.PresentMode = SDL_GPU_PRESENTMODE_VSYNC
|
.PresentMode = SDL_GPU_PRESENTMODE_VSYNC};
|
||||||
};
|
|
||||||
ImGui_ImplSDL3_InitForSDLGPU(g_windowHandle);
|
ImGui_ImplSDL3_InitForSDLGPU(g_windowHandle);
|
||||||
ImGui_ImplSDLGPU3_Init(&initInfo);
|
ImGui_ImplSDLGPU3_Init(&initInfo);
|
||||||
|
|
||||||
|
if (!GPUBuffer::InitializeStagingBuffer())
|
||||||
|
return false;
|
||||||
|
|
||||||
|
g_pipelineUnlitMesh = Pipeline_UnlitMesh::Create();
|
||||||
|
|
||||||
|
QuadMesh::Initialize();
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -88,6 +98,10 @@ namespace ia::iae
|
|||||||
{
|
{
|
||||||
SDL_WaitForGPUIdle(g_gpuDevice);
|
SDL_WaitForGPUIdle(g_gpuDevice);
|
||||||
|
|
||||||
|
QuadMesh::Terminate();
|
||||||
|
|
||||||
|
GPUBuffer::TerminateStagingBuffer();
|
||||||
|
|
||||||
ImGui_ImplSDL3_Shutdown();
|
ImGui_ImplSDL3_Shutdown();
|
||||||
ImGui_ImplSDLGPU3_Shutdown();
|
ImGui_ImplSDLGPU3_Shutdown();
|
||||||
ImGui::DestroyContext();
|
ImGui::DestroyContext();
|
||||||
@ -144,6 +158,8 @@ namespace ia::iae
|
|||||||
colorTargetInfo.store_op = SDL_GPU_STOREOP_STORE;
|
colorTargetInfo.store_op = SDL_GPU_STOREOP_STORE;
|
||||||
|
|
||||||
g_renderPass = SDL_BeginGPURenderPass(g_cmdBuffer, &colorTargetInfo, 1, NULL);
|
g_renderPass = SDL_BeginGPURenderPass(g_cmdBuffer, &colorTargetInfo, 1, NULL);
|
||||||
|
|
||||||
|
g_pipelineUnlitMesh->Bind((Handle) g_renderPass);
|
||||||
}
|
}
|
||||||
|
|
||||||
VOID Renderer::EndFrame()
|
VOID Renderer::EndFrame()
|
||||||
@ -155,4 +171,20 @@ namespace ia::iae
|
|||||||
SDL_EndGPURenderPass(g_renderPass);
|
SDL_EndGPURenderPass(g_renderPass);
|
||||||
SDL_SubmitGPUCommandBuffer(g_cmdBuffer);
|
SDL_SubmitGPUCommandBuffer(g_cmdBuffer);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
VOID Renderer::Draw(IN Handle vertexBufferHandle, IN INT32 vertexCount)
|
||||||
|
{
|
||||||
|
SDL_GPUBufferBinding bindings[] = {{.buffer = (SDL_GPUBuffer *) vertexBufferHandle, .offset = 0}};
|
||||||
|
SDL_BindGPUVertexBuffers(g_renderPass, 0, bindings, 1);
|
||||||
|
SDL_DrawGPUPrimitives(g_renderPass, vertexCount, 1, 0, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID Renderer::Draw(IN Handle vertexBufferHandle, IN Handle indexBufferHandle, IN INT32 indexCount)
|
||||||
|
{
|
||||||
|
SDL_GPUBufferBinding bindings[] = {{.buffer = (SDL_GPUBuffer *) vertexBufferHandle, .offset = 0},
|
||||||
|
{.buffer = (SDL_GPUBuffer *) indexBufferHandle, .offset = 0}};
|
||||||
|
SDL_BindGPUVertexBuffers(g_renderPass, 0, bindings, 1);
|
||||||
|
SDL_BindGPUIndexBuffer(g_renderPass, &bindings[1], SDL_GPU_INDEXELEMENTSIZE_32BIT);
|
||||||
|
SDL_DrawGPUIndexedPrimitives(g_renderPass, indexCount, 1, 0, 0, 0);
|
||||||
|
}
|
||||||
} // namespace ia::iae
|
} // namespace ia::iae
|
||||||
|
|||||||
@ -23,7 +23,7 @@
|
|||||||
|
|
||||||
namespace ia::iae
|
namespace ia::iae
|
||||||
{
|
{
|
||||||
Texture::Texture(IN Engine *engine) : m_engine(engine)
|
Texture::Texture()
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -35,8 +35,7 @@ namespace ia::iae
|
|||||||
VOID Texture::Draw(IN CONST iam::Vec3f &position, IN CONST iam::Vec3f &scale, IN FLOAT32 rotation, IN BOOL flipH,
|
VOID Texture::Draw(IN CONST iam::Vec3f &position, IN CONST iam::Vec3f &scale, IN FLOAT32 rotation, IN BOOL flipH,
|
||||||
IN BOOL flipV, IN CONST iam::Vec4f &colorOverlay) CONST
|
IN BOOL flipV, IN CONST iam::Vec4f &colorOverlay) CONST
|
||||||
{
|
{
|
||||||
SDL_FRect rect{.x = position.X, .y = position.Y, .w = m_width * scale.X, .h = m_height * scale.Y};
|
// SDL_FRect rect{.x = position.X, .y = position.Y, .w = m_width * scale.X, .h = m_height * scale.Y};
|
||||||
|
|
||||||
//SDL_SetTextureColorModFloat(TEXTURE_HANDLE, colorOverlay.X, colorOverlay.Y, colorOverlay.Z);
|
//SDL_SetTextureColorModFloat(TEXTURE_HANDLE, colorOverlay.X, colorOverlay.Y, colorOverlay.Z);
|
||||||
//SDL_SetTextureAlphaModFloat(TEXTURE_HANDLE, colorOverlay.W);
|
//SDL_SetTextureAlphaModFloat(TEXTURE_HANDLE, colorOverlay.W);
|
||||||
//SDL_RenderTextureRotated((SDL_Renderer *) m_engine->GetRendererHandle(), TEXTURE_HANDLE, nullptr, &rect,
|
//SDL_RenderTextureRotated((SDL_Renderer *) m_engine->GetRendererHandle(), TEXTURE_HANDLE, nullptr, &rect,
|
||||||
|
|||||||
@ -46,10 +46,10 @@ namespace ia::iae
|
|||||||
|
|
||||||
RefPtr<Texture> ResourceManager::CreateTexture(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height)
|
RefPtr<Texture> ResourceManager::CreateTexture(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height)
|
||||||
{
|
{
|
||||||
const auto result = MakeRefPtr<Texture>(m_engine);
|
//const auto result = MakeRefPtr<Texture>(m_engine);
|
||||||
|
|
||||||
result->m_width = width;
|
//result->m_width = width;
|
||||||
result->m_height = height;
|
//result->m_height = height;
|
||||||
|
|
||||||
//SDL_Surface *surface =
|
//SDL_Surface *surface =
|
||||||
// SDL_CreateSurfaceFrom(width, height, SDL_PIXELFORMAT_RGBA32, (void *) rgbaData, width << 2);
|
// SDL_CreateSurfaceFrom(width, height, SDL_PIXELFORMAT_RGBA32, (void *) rgbaData, width << 2);
|
||||||
@ -60,6 +60,6 @@ namespace ia::iae
|
|||||||
// THROW_UNKNOWN("Failed to create SDL Texture: ", SDL_GetError());
|
// THROW_UNKNOWN("Failed to create SDL Texture: ", SDL_GetError());
|
||||||
//SDL_DestroySurface(surface);
|
//SDL_DestroySurface(surface);
|
||||||
|
|
||||||
return result;
|
return nullptr;
|
||||||
}
|
}
|
||||||
} // namespace ia::iae
|
} // namespace ia::iae
|
||||||
11
Src/IAEngine/imp/glsl/UnlitMesh/UnlitMesh.frag
Normal file
11
Src/IAEngine/imp/glsl/UnlitMesh/UnlitMesh.frag
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
#version 450
|
||||||
|
#extension GL_ARB_separate_shader_objects : enable
|
||||||
|
|
||||||
|
layout(location = 0) in vec2 inTexCoord;
|
||||||
|
|
||||||
|
layout(location = 0) out vec4 outColor;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
outColor = vec4(0, 1, 0, 1);
|
||||||
|
}
|
||||||
10
Src/IAEngine/imp/glsl/UnlitMesh/UnlitMesh.vert
Normal file
10
Src/IAEngine/imp/glsl/UnlitMesh/UnlitMesh.vert
Normal file
@ -0,0 +1,10 @@
|
|||||||
|
#version 450
|
||||||
|
#extension GL_ARB_separate_shader_objects : enable
|
||||||
|
|
||||||
|
layout(location = 0) out vec2 outTexCoord;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
outTexCoord = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
|
||||||
|
gl_Position = vec4(outTexCoord * 2.0f - 1.0f, 0.0f, 1.0f);
|
||||||
|
}
|
||||||
33
Src/IAEngine/imp/hpp/EmbeddedShaders.hpp
Normal file
33
Src/IAEngine/imp/hpp/EmbeddedShaders.hpp
Normal file
File diff suppressed because one or more lines are too long
40
Src/IAEngine/inc/IAEngine/Rendering/GPUBuffer.hpp
Normal file
40
Src/IAEngine/inc/IAEngine/Rendering/GPUBuffer.hpp
Normal file
@ -0,0 +1,40 @@
|
|||||||
|
// IAEngine: 2D Game Engine by IA
|
||||||
|
// Copyright (C) 2025 IAS (ias@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/>.
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <IAEngine/Base.hpp>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
class Renderer;
|
||||||
|
|
||||||
|
class GPUBuffer
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
STATIC RefPtr<GPUBuffer> Create(IN PCVOID data, IN UINT32 dataSize);
|
||||||
|
|
||||||
|
private:
|
||||||
|
Handle m_handle{};
|
||||||
|
|
||||||
|
private:
|
||||||
|
STATIC BOOL InitializeStagingBuffer();
|
||||||
|
STATIC VOID TerminateStagingBuffer();
|
||||||
|
STATIC BOOL EnsureStagingBufferSize(IN UINT32 size);
|
||||||
|
|
||||||
|
friend class Renderer;
|
||||||
|
};
|
||||||
|
} // namespace ia::iae
|
||||||
31
Src/IAEngine/inc/IAEngine/Rendering/Mesh/Quad.hpp
Normal file
31
Src/IAEngine/inc/IAEngine/Rendering/Mesh/Quad.hpp
Normal file
@ -0,0 +1,31 @@
|
|||||||
|
// IAEngine: 2D Game Engine by IA
|
||||||
|
// Copyright (C) 2025 IAS (ias@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/>.
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <IAEngine/Base.hpp>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
class QuadMesh
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
STATIC VOID Initialize();
|
||||||
|
STATIC VOID Terminate();
|
||||||
|
|
||||||
|
STATIC VOID Draw(IN CONST iam::Vec3f &position, IN CONST iam::Vec3f &scale, IN FLOAT32 rotation);
|
||||||
|
};
|
||||||
|
} // namespace ia::iae
|
||||||
47
Src/IAEngine/inc/IAEngine/Rendering/Pipeline/Pipeline.hpp
Normal file
47
Src/IAEngine/inc/IAEngine/Rendering/Pipeline/Pipeline.hpp
Normal file
@ -0,0 +1,47 @@
|
|||||||
|
// IAEngine: 2D Game Engine by IA
|
||||||
|
// Copyright (C) 2025 IAS (ias@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/>.
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <IAEngine/Rendering/Types.hpp>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
class IPipeline
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
enum class ShaderStage
|
||||||
|
{
|
||||||
|
VERTEX,
|
||||||
|
PIXEL,
|
||||||
|
COMPUTE,
|
||||||
|
GEOMETRY
|
||||||
|
};
|
||||||
|
|
||||||
|
public:
|
||||||
|
PURE_VIRTUAL(VOID Bind(IN Handle renderPassHandle));
|
||||||
|
|
||||||
|
protected:
|
||||||
|
STATIC Handle LoadShaderFromMemory(IN ShaderStage stage, IN PCUINT8 sourceData, IN SIZE_T sourceLength, IN UINT32 samplerCount,
|
||||||
|
IN UINT32 uniformBufferCount, IN UINT32 storageBufferCount,
|
||||||
|
IN UINT32 storageTextureCount);
|
||||||
|
STATIC Handle LoadShaderFromFile(IN ShaderStage stage, IN PCCHAR fileName, IN UINT32 samplerCount,
|
||||||
|
IN UINT32 uniformBufferCount, IN UINT32 storageBufferCount,
|
||||||
|
IN UINT32 storageTextureCount);
|
||||||
|
|
||||||
|
STATIC VOID UnloadShader(IN Handle handle);
|
||||||
|
};
|
||||||
|
} // namespace ia::iae
|
||||||
35
Src/IAEngine/inc/IAEngine/Rendering/Pipeline/UnlitMesh.hpp
Normal file
35
Src/IAEngine/inc/IAEngine/Rendering/Pipeline/UnlitMesh.hpp
Normal file
@ -0,0 +1,35 @@
|
|||||||
|
// IAEngine: 2D Game Engine by IA
|
||||||
|
// Copyright (C) 2025 IAS (ias@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/>.
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <IAEngine/Rendering/Pipeline/Pipeline.hpp>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
class Pipeline_UnlitMesh: public IPipeline
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
~Pipeline_UnlitMesh();
|
||||||
|
|
||||||
|
STATIC RefPtr<Pipeline_UnlitMesh> Create();
|
||||||
|
|
||||||
|
VOID Bind(IN Handle renderPassHandle);
|
||||||
|
|
||||||
|
private:
|
||||||
|
Handle m_handle{INVALID_HANDLE};
|
||||||
|
};
|
||||||
|
}
|
||||||
@ -44,6 +44,9 @@ namespace ia::iae
|
|||||||
STATIC VOID BeginFrame();
|
STATIC VOID BeginFrame();
|
||||||
STATIC VOID EndFrame();
|
STATIC VOID EndFrame();
|
||||||
|
|
||||||
|
STATIC VOID Draw(IN Handle vertexBufferHandle, IN INT32 vertexCount);
|
||||||
|
STATIC VOID Draw(IN Handle vertexBufferHandle, IN Handle indexBufferHandle, IN INT32 indexCount);
|
||||||
|
|
||||||
public:
|
public:
|
||||||
STATIC INT32 Width()
|
STATIC INT32 Width()
|
||||||
{
|
{
|
||||||
|
|||||||
@ -20,12 +20,10 @@
|
|||||||
|
|
||||||
namespace ia::iae
|
namespace ia::iae
|
||||||
{
|
{
|
||||||
class Engine;
|
|
||||||
|
|
||||||
class Texture
|
class Texture
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
Texture(IN Engine* engine);
|
Texture();
|
||||||
~Texture();
|
~Texture();
|
||||||
|
|
||||||
public:
|
public:
|
||||||
@ -46,10 +44,5 @@ namespace ia::iae
|
|||||||
INT32 m_width;
|
INT32 m_width;
|
||||||
INT32 m_height;
|
INT32 m_height;
|
||||||
PVOID m_handle{};
|
PVOID m_handle{};
|
||||||
Engine* CONST m_engine;
|
|
||||||
|
|
||||||
private:
|
|
||||||
friend class Engine;
|
|
||||||
friend class ResourceManager;
|
|
||||||
};
|
};
|
||||||
} // namespace ia::iae
|
} // namespace ia::iae
|
||||||
30
Src/IAEngine/inc/IAEngine/Rendering/Types.hpp
Normal file
30
Src/IAEngine/inc/IAEngine/Rendering/Types.hpp
Normal file
@ -0,0 +1,30 @@
|
|||||||
|
// IAEngine: 2D Game Engine by IA
|
||||||
|
// Copyright (C) 2025 IAS (ias@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/>.
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <IAEngine/Base.hpp>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
struct Vertex_Mesh
|
||||||
|
{
|
||||||
|
iam::Vec3f Position{};
|
||||||
|
iam::Vec2f UV{};
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
61
Src/IAEngine/srcgen/embed_shaders.py
Normal file
61
Src/IAEngine/srcgen/embed_shaders.py
Normal file
@ -0,0 +1,61 @@
|
|||||||
|
import os
|
||||||
|
|
||||||
|
GEN_SOURCE_PREFIX = """// IAEngine: 2D Game Engine by IA
|
||||||
|
// Copyright (C) 2025 IAS (ias@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/>.
|
||||||
|
|
||||||
|
// ----------------------------------------------------------------------
|
||||||
|
// GENERATED FILE. DO NOT EDIT.
|
||||||
|
// ----------------------------------------------------------------------
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <IAEngine/Base.hpp>
|
||||||
|
|
||||||
|
namespace ia::iae
|
||||||
|
{
|
||||||
|
"""
|
||||||
|
|
||||||
|
GEN_SOURCE_SUFFIX = """} // namespace ia::iae\n"""
|
||||||
|
GEN_SOURCE_PATH = "Src/IAEngine/imp/hpp/EmbeddedShaders.hpp"
|
||||||
|
SHADER_SOURCE_PATH = "Src/IAEngine/imp/glsl"
|
||||||
|
|
||||||
|
SHADER_SOURCE_FILES = [
|
||||||
|
"UnlitMesh/UnlitMesh.vert",
|
||||||
|
"UnlitMesh/UnlitMesh.frag"
|
||||||
|
]
|
||||||
|
|
||||||
|
def file_to_source_array(arrayName, filePath):
|
||||||
|
data = b''
|
||||||
|
with open(filePath, 'rb') as f:
|
||||||
|
data = f.read()
|
||||||
|
res = f"CONSTEXPR UINT8 {arrayName}[{len(data)}] = {{\n"
|
||||||
|
for d in data:
|
||||||
|
res += f"{hex(d)},"
|
||||||
|
res += "};\n"
|
||||||
|
return res
|
||||||
|
|
||||||
|
def main():
|
||||||
|
with open(GEN_SOURCE_PATH, 'w') as outFile:
|
||||||
|
outFile.write(GEN_SOURCE_PREFIX)
|
||||||
|
for fileName in SHADER_SOURCE_FILES:
|
||||||
|
p = f"{SHADER_SOURCE_PATH}/{fileName}"
|
||||||
|
os.system(f"glslc {p} -o {p}.spv")
|
||||||
|
src = file_to_source_array(f"SHADER_SOURCE_{fileName.split('/')[-1].upper().replace('.', '_')}", f"{p}.spv")
|
||||||
|
outFile.write(f"{src}\n")
|
||||||
|
os.remove(f"{p}.spv")
|
||||||
|
outFile.write(GEN_SOURCE_SUFFIX)
|
||||||
|
|
||||||
|
main()
|
||||||
Reference in New Issue
Block a user