Pipeline
This commit is contained in:
11
.vscode/settings.json
vendored
11
.vscode/settings.json
vendored
@ -1,5 +1,14 @@
|
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{
|
||||
"files.associations": {
|
||||
"functional": "cpp"
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||||
"functional": "cpp",
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||||
"array": "cpp",
|
||||
"utility": "cpp",
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||||
"xutility": "cpp",
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||||
"compare": "cpp",
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||||
"memory": "cpp",
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||||
"tuple": "cpp",
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||||
"type_traits": "cpp",
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"xmemory": "cpp",
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"xtr1common": "cpp"
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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/Rendering/Texture.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/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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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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||||
//
|
||||
// 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
|
||||
// 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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#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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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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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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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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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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//
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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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//
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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
|
||||
// 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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#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)
|
||||
//
|
||||
// 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/>.
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#include <IAEngine/Rendering/Pipeline/Pipeline.hpp>
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#include <IACore/File.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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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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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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case ShaderStage::PIXEL:
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stage = SDL_GPU_SHADERSTAGE_FRAGMENT;
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break;
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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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SDL_GPUShaderCreateInfo createInfo = {
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.code_size = sourceLength,
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.code = sourceData,
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.entrypoint = "main",
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.format = SDL_GPU_SHADERFORMAT_SPIRV,
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.stage = stage,
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.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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};
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if(!(res = SDL_CreateGPUShader(g_gpuDevice, &createInfo)))
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{
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IAE_LOG_ERROR("Failed to create a SDL shader: ", SDL_GetError());
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return INVALID_HANDLE;
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}
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return (Handle)res;
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}
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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,
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IN UINT32 storageTextureCount)
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{
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const auto source = File::ReadToVector(fileName);
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return LoadShaderFromMemory(stage, source.data(), source.size(), samplerCount, uniformBufferCount,
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storageBufferCount, storageTextureCount);
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}
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VOID IPipeline::UnloadShader(IN Handle handle)
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{
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SDL_ReleaseGPUShader(g_gpuDevice, (SDL_GPUShader *) handle);
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}
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} // namespace ia::iae
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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 @@
|
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// IAEngine: 2D Game Engine by IA
|
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// 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>
|
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|
||||
#include <SDL3/SDL_gpu.h>
|
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|
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#include <EmbeddedShaders.hpp>
|
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|
||||
namespace ia::iae
|
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{
|
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EXTERN SDL_GPUDevice *g_gpuDevice;
|
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EXTERN SDL_Window *g_windowHandle;
|
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|
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Pipeline_UnlitMesh::~Pipeline_UnlitMesh()
|
||||
{
|
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}
|
||||
|
||||
RefPtr<Pipeline_UnlitMesh> Pipeline_UnlitMesh::Create()
|
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{
|
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const auto res = MakeRefPtr<Pipeline_UnlitMesh>();
|
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|
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const auto vertexShader = LoadShaderFromMemory(ShaderStage::VERTEX, SHADER_SOURCE_UNLITMESH_VERT, sizeof(SHADER_SOURCE_UNLITMESH_VERT), 0, 0, 0, 0);
|
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const auto pixelShader = LoadShaderFromMemory(ShaderStage::PIXEL, SHADER_SOURCE_UNLITMESH_FRAG, sizeof(SHADER_SOURCE_UNLITMESH_FRAG), 0, 0, 0, 0);
|
||||
|
||||
SDL_GPUColorTargetDescription colorTargets[] = {
|
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{.format = SDL_GetGPUSwapchainTextureFormat(g_gpuDevice, g_windowHandle)}};
|
||||
SDL_GPUVertexBufferDescription vertexBuffers[] = {{
|
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.slot = 0,
|
||||
.pitch = sizeof(Vertex_Mesh),
|
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.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/>.
|
||||
|
||||
#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 <SDL3/SDL_gpu.h>
|
||||
@ -40,13 +43,13 @@ namespace ia::iae
|
||||
ImGuiIO g_imGUIIO{};
|
||||
ImDrawData *g_imDrawData{};
|
||||
|
||||
RefPtr<Pipeline_UnlitMesh> g_pipelineUnlitMesh;
|
||||
|
||||
BOOL Renderer::Initialize(IN Engine *engine)
|
||||
{
|
||||
g_windowHandle = (SDL_Window *) engine->GetWindowHandle();
|
||||
|
||||
if (!(g_gpuDevice =
|
||||
SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV | SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_MSL,
|
||||
engine->IsDebugMode, nullptr)))
|
||||
if (!(g_gpuDevice = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV, engine->IsDebugMode, nullptr)))
|
||||
{
|
||||
IAE_LOG_ERROR("Couldn't create SDL3 GPU Device: ", SDL_GetError());
|
||||
return false;
|
||||
@ -57,7 +60,8 @@ namespace ia::iae
|
||||
IAE_LOG_ERROR("Couldn't initialize SDL3 GPU for the window: ", SDL_GetError());
|
||||
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());
|
||||
|
||||
@ -73,14 +77,20 @@ namespace ia::iae
|
||||
style.ScaleAllSizes(mainScale);
|
||||
style.FontScaleDpi = mainScale;
|
||||
|
||||
ImGui_ImplSDLGPU3_InitInfo initInfo{
|
||||
.Device = g_gpuDevice,
|
||||
.ColorTargetFormat = SDL_GetGPUSwapchainTextureFormat(g_gpuDevice, g_windowHandle),
|
||||
.PresentMode = SDL_GPU_PRESENTMODE_VSYNC
|
||||
};
|
||||
ImGui_ImplSDLGPU3_InitInfo initInfo{.Device = g_gpuDevice,
|
||||
.ColorTargetFormat =
|
||||
SDL_GetGPUSwapchainTextureFormat(g_gpuDevice, g_windowHandle),
|
||||
.PresentMode = SDL_GPU_PRESENTMODE_VSYNC};
|
||||
ImGui_ImplSDL3_InitForSDLGPU(g_windowHandle);
|
||||
ImGui_ImplSDLGPU3_Init(&initInfo);
|
||||
|
||||
if (!GPUBuffer::InitializeStagingBuffer())
|
||||
return false;
|
||||
|
||||
g_pipelineUnlitMesh = Pipeline_UnlitMesh::Create();
|
||||
|
||||
QuadMesh::Initialize();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -88,6 +98,10 @@ namespace ia::iae
|
||||
{
|
||||
SDL_WaitForGPUIdle(g_gpuDevice);
|
||||
|
||||
QuadMesh::Terminate();
|
||||
|
||||
GPUBuffer::TerminateStagingBuffer();
|
||||
|
||||
ImGui_ImplSDL3_Shutdown();
|
||||
ImGui_ImplSDLGPU3_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
@ -144,6 +158,8 @@ namespace ia::iae
|
||||
colorTargetInfo.store_op = SDL_GPU_STOREOP_STORE;
|
||||
|
||||
g_renderPass = SDL_BeginGPURenderPass(g_cmdBuffer, &colorTargetInfo, 1, NULL);
|
||||
|
||||
g_pipelineUnlitMesh->Bind((Handle) g_renderPass);
|
||||
}
|
||||
|
||||
VOID Renderer::EndFrame()
|
||||
@ -155,4 +171,20 @@ namespace ia::iae
|
||||
SDL_EndGPURenderPass(g_renderPass);
|
||||
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
|
||||
|
||||
@ -23,7 +23,7 @@
|
||||
|
||||
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,
|
||||
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_SetTextureAlphaModFloat(TEXTURE_HANDLE, colorOverlay.W);
|
||||
//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)
|
||||
{
|
||||
const auto result = MakeRefPtr<Texture>(m_engine);
|
||||
//const auto result = MakeRefPtr<Texture>(m_engine);
|
||||
|
||||
result->m_width = width;
|
||||
result->m_height = height;
|
||||
//result->m_width = width;
|
||||
//result->m_height = height;
|
||||
|
||||
//SDL_Surface *surface =
|
||||
// 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());
|
||||
//SDL_DestroySurface(surface);
|
||||
|
||||
return result;
|
||||
return nullptr;
|
||||
}
|
||||
} // 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 EndFrame();
|
||||
|
||||
STATIC VOID Draw(IN Handle vertexBufferHandle, IN INT32 vertexCount);
|
||||
STATIC VOID Draw(IN Handle vertexBufferHandle, IN Handle indexBufferHandle, IN INT32 indexCount);
|
||||
|
||||
public:
|
||||
STATIC INT32 Width()
|
||||
{
|
||||
|
||||
@ -20,12 +20,10 @@
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
class Engine;
|
||||
|
||||
class Texture
|
||||
{
|
||||
public:
|
||||
Texture(IN Engine* engine);
|
||||
Texture();
|
||||
~Texture();
|
||||
|
||||
public:
|
||||
@ -46,10 +44,5 @@ namespace ia::iae
|
||||
INT32 m_width;
|
||||
INT32 m_height;
|
||||
PVOID m_handle{};
|
||||
Engine* CONST m_engine;
|
||||
|
||||
private:
|
||||
friend class Engine;
|
||||
friend class ResourceManager;
|
||||
};
|
||||
} // 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