Texture Fixes
This commit is contained in:
@ -25,6 +25,8 @@
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#include <IAEngine/imgui/backends/imgui_impl_sdl3.h>
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#include <IAEngine/imgui/backends/imgui_impl_sdlgpu3.h>
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#include <algorithm>
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namespace ia::iae
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{
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STATIC Mat4 IdentityMatrix(1.0f);
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@ -37,7 +39,6 @@ namespace ia::iae
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SDL_GPUDevice *Renderer::s_gpuDevice{};
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SDL_GPUTexture *Renderer::s_renderTargetSceneColor{};
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SDL_GPUTexture *Renderer::s_renderTargetSceneDepth{};
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SDL_GPUTexture *Renderer::s_renderTargetDebugDrawColor{};
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Pipeline *Renderer::s_geometryPipeline{};
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@ -45,6 +46,17 @@ namespace ia::iae
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Renderer::Geometry *Renderer::s_quadGeometry{};
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Vector<Renderer::DrawEntry> Renderer::s_drawEntries;
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SDL_GPURenderPass *Renderer::s_activeRenderPass{};
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SDL_GPUCommandBuffer *Renderer::s_activeCommandBuffer{};
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SDL_GPUColorTargetInfo Renderer::s_colorTargetInfo{};
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class CameraComponent *Renderer::s_activeCamera{};
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SDL_Rect Renderer::s_scissor{0, 0, 0, 0};
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SDL_GPUViewport Renderer::s_activeViewport{};
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Vec2 Renderer::s_sceneScaleFactor{1.0f, 1.0f};
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VOID Renderer::Initialize()
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{
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if (!(s_gpuDevice = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV, Engine::IsDebugMode(), nullptr)))
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@ -93,17 +105,9 @@ namespace ia::iae
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DebugDraw::Initialize();
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s_state.ColorTargetInfo.clear_color = SDL_FColor{0.0f, 0.0f, 0.0f, 1.0f};
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s_state.ColorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
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s_state.ColorTargetInfo.store_op = SDL_GPU_STOREOP_STORE;
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s_state.DepthStencilTargetInfo.cycle = true;
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s_state.DepthStencilTargetInfo.clear_depth = 0;
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s_state.DepthStencilTargetInfo.clear_stencil = 0;
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s_state.DepthStencilTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
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s_state.DepthStencilTargetInfo.store_op = SDL_GPU_STOREOP_STORE;
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s_state.DepthStencilTargetInfo.stencil_load_op = SDL_GPU_LOADOP_CLEAR;
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s_state.DepthStencilTargetInfo.stencil_store_op = SDL_GPU_STOREOP_STORE;
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s_colorTargetInfo.clear_color = SDL_FColor{0.0f, 0.0f, 0.0f, 1.0f};
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s_colorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
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s_colorTargetInfo.store_op = SDL_GPU_STOREOP_STORE;
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s_quadGeometry = CreateGeometry(
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{
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@ -126,7 +130,6 @@ namespace ia::iae
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delete s_geometryPipeline;
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delete s_postprocessPipeline;
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GPUResourceManager::DestroyTexture(s_renderTargetSceneDepth);
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GPUResourceManager::DestroyTexture(s_renderTargetSceneColor);
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GPUResourceManager::DestroyTexture(s_renderTargetDebugDrawColor);
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@ -138,61 +141,108 @@ namespace ia::iae
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VOID Renderer::BeginFrame()
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{
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if (!(s_state.ActiveCommandBuffer = SDL_AcquireGPUCommandBuffer(s_gpuDevice)))
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s_drawEntries.clear();
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if (!(s_activeCommandBuffer = SDL_AcquireGPUCommandBuffer(s_gpuDevice)))
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THROW_UNKNOWN("Failed to acquire SDL GPU command buffer: ", SDL_GetError());
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const auto clearColor = WorldManager::GetActiveScene()->BackgroundColor().GetAsFloatVec();
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s_state.ColorTargetInfo.clear_color = SDL_FColor{clearColor.x, clearColor.y, clearColor.z, 1.0f};
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s_state.ColorTargetInfo.texture = s_renderTargetSceneColor;
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s_state.DepthStencilTargetInfo.texture = s_renderTargetSceneDepth;
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s_state.ActiveRenderPass =
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SDL_BeginGPURenderPass(s_state.ActiveCommandBuffer, &s_state.ColorTargetInfo, 1, nullptr);
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s_colorTargetInfo.clear_color = SDL_FColor{clearColor.x, clearColor.y, clearColor.z, 1.0f};
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s_colorTargetInfo.texture = s_renderTargetSceneColor;
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s_activeRenderPass = SDL_BeginGPURenderPass(s_activeCommandBuffer, &s_colorTargetInfo, 1, nullptr);
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SDL_BindGPUGraphicsPipeline(s_state.ActiveRenderPass, s_geometryPipeline->GetHandle());
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SDL_PushGPUVertexUniformData(
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s_state.ActiveCommandBuffer, 0,
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s_state.ActiveCamera ? s_state.ActiveCamera->GetProjectionMatrix() : &IdentityMatrix, sizeof(Mat4));
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SDL_BindGPUGraphicsPipeline(s_activeRenderPass, s_geometryPipeline->GetHandle());
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SDL_PushGPUVertexUniformData(s_activeCommandBuffer, 0,
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s_activeCamera ? s_activeCamera->GetProjectionMatrix() : &IdentityMatrix,
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sizeof(Mat4));
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}
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VOID Renderer::EndFrame()
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{
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SDL_EndGPURenderPass(s_state.ActiveRenderPass);
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#pragma pack(push, 1)
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STATIC struct
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{
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INT32 FlippedH{false};
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INT32 FlippedV{false};
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Vec2 TextureOffset{0.0f, 0.0f};
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Vec4 ColorOverlay{1.0f, 1.0f, 1.0f, 1.0f};
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} s_fragmentUniform{};
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#pragma pack(pop)
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std::sort(s_drawEntries.begin(), s_drawEntries.end(), [](IN CONST DrawEntry &a, IN CONST DrawEntry &b) {
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if(a.Layer != b.Layer)
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return a.Layer < b.Layer;
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return a.SortIndex < b.SortIndex;
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});
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for (const auto &t : s_drawEntries)
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{
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SDL_PushGPUVertexUniformData(
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s_activeCommandBuffer, 1,
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(s_activeCamera && t.DrawState.CameraRelative) ? s_activeCamera->GetViewMatrix() : &IdentityMatrix,
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sizeof(Mat4));
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SDL_PushGPUVertexUniformData(Renderer::s_activeCommandBuffer, 2, &t.DrawState.ModelMatrix, sizeof(Mat4));
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s_fragmentUniform.ColorOverlay = t.DrawState.ColorOverlay.GetAsFloatVec();
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s_fragmentUniform.FlippedH = t.DrawState.FlippedH;
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s_fragmentUniform.FlippedV = t.DrawState.FlippedV;
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s_fragmentUniform.TextureOffset = t.DrawState.TextureOffset;
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SDL_GPUTextureSamplerBinding textureBinding{.texture = t.DrawState.ActiveTexture,
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.sampler = ((t.DrawState.TextureOffset.x <= FLOAT32_EPSILON) &&
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(t.DrawState.TextureOffset.y <= FLOAT32_EPSILON))
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? GPUResourceManager::GetSampler_LinearClamp()
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: GPUResourceManager::GetSampler_LinearRepeat()};
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SDL_BindGPUFragmentSamplers(s_activeRenderPass, 0, &textureBinding, 1);
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SDL_PushGPUFragmentUniformData(s_activeCommandBuffer, 0, &s_fragmentUniform, sizeof(s_fragmentUniform));
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// SDL_SetGPUScissor(s_activeRenderPass, &s_scissor);
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// SDL_SetGPUViewport(s_activeRenderPass, &s_activeViewport);
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SDL_GPUBufferBinding bufferBindings[] = {{.buffer = t.GeometryHandle->VertexBuffer, .offset = 0},
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{.buffer = t.GeometryHandle->IndexBuffer, .offset = 0}};
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SDL_BindGPUVertexBuffers(s_activeRenderPass, 0, bufferBindings, 1);
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SDL_BindGPUIndexBuffer(s_activeRenderPass, &bufferBindings[1], SDL_GPU_INDEXELEMENTSIZE_32BIT);
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SDL_DrawGPUIndexedPrimitives(s_activeRenderPass, t.GeometryHandle->IndexCount, 1, 0, 0, 0);
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}
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SDL_EndGPURenderPass(s_activeRenderPass);
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DebugDraw::Render();
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const auto imDrawData = ImGui::GetDrawData();
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ImGui_ImplSDLGPU3_PrepareDrawData(imDrawData, s_state.ActiveCommandBuffer);
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s_state.ColorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
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s_state.ColorTargetInfo.clear_color = SDL_FColor{0.0f, 0.0f, 0.0f, 0.0f};
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s_state.ColorTargetInfo.texture = s_renderTargetDebugDrawColor;
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s_state.ActiveRenderPass =
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SDL_BeginGPURenderPass(s_state.ActiveCommandBuffer, &s_state.ColorTargetInfo, 1, nullptr);
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ImGui_ImplSDLGPU3_RenderDrawData(imDrawData, s_state.ActiveCommandBuffer, s_state.ActiveRenderPass);
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SDL_EndGPURenderPass(s_state.ActiveRenderPass);
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ImGui_ImplSDLGPU3_PrepareDrawData(imDrawData, s_activeCommandBuffer);
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s_colorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
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s_colorTargetInfo.clear_color = SDL_FColor{0.0f, 0.0f, 0.0f, 0.0f};
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s_colorTargetInfo.texture = s_renderTargetDebugDrawColor;
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s_activeRenderPass = SDL_BeginGPURenderPass(s_activeCommandBuffer, &s_colorTargetInfo, 1, nullptr);
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ImGui_ImplSDLGPU3_RenderDrawData(imDrawData, s_activeCommandBuffer, s_activeRenderPass);
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SDL_EndGPURenderPass(s_activeRenderPass);
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SDL_GPUTexture *swapChainTexture{};
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if (!SDL_WaitAndAcquireGPUSwapchainTexture(s_state.ActiveCommandBuffer, g_windowHandle, &swapChainTexture,
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if (!SDL_WaitAndAcquireGPUSwapchainTexture(s_activeCommandBuffer, g_windowHandle, &swapChainTexture,
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(PUINT32) &s_screenWidth, (PUINT32) &s_screenHeight))
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THROW_UNKNOWN("Failed to acquire SDL GPU Swapchain texture: ", SDL_GetError());
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if (!swapChainTexture)
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return;
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s_state.ColorTargetInfo.clear_color = SDL_FColor{1.0f, 1.0f, 1.0f, 1.0f};
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s_state.ColorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
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s_state.ColorTargetInfo.texture = swapChainTexture;
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s_colorTargetInfo.clear_color = SDL_FColor{1.0f, 1.0f, 1.0f, 1.0f};
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s_colorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
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s_colorTargetInfo.texture = swapChainTexture;
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s_state.ActiveRenderPass =
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SDL_BeginGPURenderPass(s_state.ActiveCommandBuffer, &s_state.ColorTargetInfo, 1, nullptr);
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SDL_BindGPUGraphicsPipeline(s_state.ActiveRenderPass, s_postprocessPipeline->GetHandle());
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s_activeRenderPass = SDL_BeginGPURenderPass(s_activeCommandBuffer, &s_colorTargetInfo, 1, nullptr);
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SDL_BindGPUGraphicsPipeline(s_activeRenderPass, s_postprocessPipeline->GetHandle());
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SDL_GPUTextureSamplerBinding textureBindings[2] = {
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{.texture = s_renderTargetSceneColor, .sampler = GPUResourceManager::GetSampler_LinearClamp()},
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{.texture = s_renderTargetDebugDrawColor, .sampler = GPUResourceManager::GetSampler_LinearClamp()},
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};
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SDL_BindGPUFragmentSamplers(s_state.ActiveRenderPass, 0, textureBindings, 2);
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SDL_DrawGPUPrimitives(s_state.ActiveRenderPass, 6, 1, 0, 0);
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SDL_EndGPURenderPass(s_state.ActiveRenderPass);
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SDL_BindGPUFragmentSamplers(s_activeRenderPass, 0, textureBindings, 2);
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SDL_DrawGPUPrimitives(s_activeRenderPass, 6, 1, 0, 0);
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SDL_EndGPURenderPass(s_activeRenderPass);
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SDL_SubmitGPUCommandBuffer(s_state.ActiveCommandBuffer);
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SDL_SubmitGPUCommandBuffer(s_activeCommandBuffer);
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}
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VOID Renderer::OnScreenResize(IN INT32 newWidth, IN INT32 newHeight)
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@ -200,16 +250,11 @@ namespace ia::iae
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s_screenWidth = newWidth;
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s_screenHeight = newHeight;
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if (s_renderTargetSceneDepth)
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GPUResourceManager::DestroyTexture(s_renderTargetSceneDepth);
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if (s_renderTargetSceneColor)
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GPUResourceManager::DestroyTexture(s_renderTargetSceneColor);
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if (s_renderTargetDebugDrawColor)
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GPUResourceManager::DestroyTexture(s_renderTargetDebugDrawColor);
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s_renderTargetSceneDepth =
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GPUResourceManager::CreateTexture(SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET, s_screenWidth, s_screenHeight,
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nullptr, SDL_GPU_TEXTUREFORMAT_D16_UNORM);
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s_renderTargetSceneColor = GPUResourceManager::CreateTexture(
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SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER, s_screenWidth, s_screenHeight, nullptr,
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SDL_GetGPUSwapchainTextureFormat(s_gpuDevice, g_windowHandle));
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@ -217,26 +262,25 @@ namespace ia::iae
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SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER, s_screenWidth, s_screenHeight, nullptr,
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SDL_GetGPUSwapchainTextureFormat(s_gpuDevice, g_windowHandle));
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s_state.Scissor = {0, 0, newWidth, newHeight};
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s_scissor = {0, 0, newWidth, newHeight};
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s_state.ActiveViewport.x = 0;
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s_state.ActiveViewport.y = 0;
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s_state.ActiveViewport.w = newWidth;
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s_state.ActiveViewport.h = newHeight;
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s_state.ActiveViewport.min_depth = 0.0f;
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s_state.ActiveViewport.max_depth = 1.0f;
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s_activeViewport.x = 0;
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s_activeViewport.y = 0;
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s_activeViewport.w = newWidth;
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s_activeViewport.h = newHeight;
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s_activeViewport.min_depth = 0.0f;
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s_activeViewport.max_depth = 1.0f;
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if (s_state.ActiveCamera)
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s_state.ActiveCamera->SetViewport(newWidth, newHeight);
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if (s_activeCamera)
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s_activeCamera->SetViewport(newWidth, newHeight);
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const auto activeScene = WorldManager::GetActiveScene();
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if (activeScene)
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{
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const auto sceneViewport = activeScene->Viewport();
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s_state.SceneScaleFactor = {(FLOAT32) newWidth / (FLOAT32) sceneViewport.x,
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(FLOAT32) newHeight / (FLOAT32) sceneViewport.y};
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IAE_LOG_INFO("Updated Scene Scale Factor: (", s_state.SceneScaleFactor.x, ", ", s_state.SceneScaleFactor.y,
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")");
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s_sceneScaleFactor = {(FLOAT32) newWidth / (FLOAT32) sceneViewport.x,
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(FLOAT32) newHeight / (FLOAT32) sceneViewport.y};
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IAE_LOG_INFO("Updated Scene Scale Factor: (", s_sceneScaleFactor.x, ", ", s_sceneScaleFactor.y, ")");
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}
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}
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@ -264,45 +308,14 @@ namespace ia::iae
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delete handle;
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}
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VOID Renderer::DrawGeometry(IN Geometry *handle)
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VOID Renderer::DrawGeometry(IN Geometry *handle, IN UINT8 layer, IN UINT16 sortIndex)
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{
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#pragma pack(push, 1)
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STATIC struct
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{
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INT32 FlippedH{false};
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INT32 FlippedV{false};
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Vec2 TextureOffset{0.0f, 0.0f};
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Vec4 ColorOverlay{1.0f, 1.0f, 1.0f, 1.0f};
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} s_fragmentUniform{};
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#pragma pack(pop)
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SDL_PushGPUVertexUniformData(
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s_state.ActiveCommandBuffer, 1,
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(s_state.ActiveCamera && s_state.CameraRelative) ? s_state.ActiveCamera->GetViewMatrix() : &IdentityMatrix,
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sizeof(Mat4));
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s_fragmentUniform.ColorOverlay = s_state.ColorOverlay.GetAsFloatVec();
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s_fragmentUniform.FlippedH = s_state.FlippedH;
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s_fragmentUniform.FlippedV = s_state.FlippedV;
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s_fragmentUniform.TextureOffset = s_state.TextureOffset;
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SDL_GPUTextureSamplerBinding textureBinding{
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.texture = s_state.ActiveTexture,
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.sampler = ((s_state.TextureOffset.x <= FLOAT32_EPSILON) && (s_state.TextureOffset.y <= FLOAT32_EPSILON))
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? GPUResourceManager::GetSampler_LinearClamp()
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: GPUResourceManager::GetSampler_LinearRepeat()};
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SDL_BindGPUFragmentSamplers(s_state.ActiveRenderPass, 0, &textureBinding, 1);
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SDL_PushGPUFragmentUniformData(s_state.ActiveCommandBuffer, 0, &s_fragmentUniform, sizeof(s_fragmentUniform));
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SDL_SetGPUScissor(s_state.ActiveRenderPass, &s_state.Scissor);
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SDL_SetGPUViewport(s_state.ActiveRenderPass, &s_state.ActiveViewport);
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SDL_GPUBufferBinding bufferBindings[] = {{.buffer = handle->VertexBuffer, .offset = 0},
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{.buffer = handle->IndexBuffer, .offset = 0}};
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SDL_BindGPUVertexBuffers(s_state.ActiveRenderPass, 0, bufferBindings, 1);
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SDL_BindGPUIndexBuffer(s_state.ActiveRenderPass, &bufferBindings[1], SDL_GPU_INDEXELEMENTSIZE_32BIT);
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SDL_DrawGPUIndexedPrimitives(s_state.ActiveRenderPass, handle->IndexCount, 1, 0, 0, 0);
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const auto t = (UINT16) (sortIndex + ((UINT16) s_state.PositionY * s_state.YSortingEnabled));
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s_drawEntries.pushBack(
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DrawEntry{.Layer = layer,
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.SortIndex = t,
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.DrawState = s_state,
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.GeometryHandle = handle});
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}
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VOID Renderer::WaitForGPUIdle()
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@ -320,18 +333,18 @@ namespace ia::iae
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VOID Engine::SetActiveCamera(IN CameraComponent *cameraComponent)
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{
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Renderer::s_state.ActiveCamera = cameraComponent;
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Renderer::s_activeCamera = cameraComponent;
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Renderer::OnScreenResize(Renderer::s_screenWidth, Renderer::s_screenHeight);
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}
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CameraComponent *Engine::GetActiveCamera()
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{
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return Renderer::s_state.ActiveCamera;
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return Renderer::s_activeCamera;
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}
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Vec2 Engine::GetRendererScalingFactor()
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{
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return Renderer::s_state.SceneScaleFactor;
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return Renderer::s_sceneScaleFactor;
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}
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Handle Engine::CreateGeometry(IN CONST Vector<GeometryVertex> &vertices, IN CONST Vector<INT32> &indices)
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@ -344,15 +357,15 @@ namespace ia::iae
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Renderer::DestroyGeometry((Renderer::Geometry *) geometry);
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}
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VOID Engine::DrawGeometry(IN Handle handle)
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VOID Engine::DrawGeometry(IN Handle handle, IN UINT8 layer, IN UINT16 sortIndex)
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{
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Renderer::DrawGeometry((Renderer::Geometry *) handle);
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Renderer::DrawGeometry((Renderer::Geometry *) handle, layer, sortIndex);
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}
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VOID Engine::SetRenderState_Scissor(IN IVec4 rect)
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{
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Renderer::s_state.Scissor = rect.z ? SDL_Rect{0, 0, Renderer::s_screenWidth, Renderer::s_screenHeight}
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: SDL_Rect{rect.x, rect.y, rect.z, rect.w};
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Renderer::s_scissor = rect.z ? SDL_Rect{0, 0, Renderer::s_screenWidth, Renderer::s_screenHeight}
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: SDL_Rect{rect.x, rect.y, rect.z, rect.w};
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}
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VOID Engine::SetRenderState_FlippedH(IN BOOL value)
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@ -385,39 +398,25 @@ namespace ia::iae
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Renderer::s_state.ActiveTexture = ResourceManager::GetTextureFromImage(image);
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}
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VOID Engine::SetRenderState_Transform(IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation, IN UINT8 layer,
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IN INT16 sortIndex)
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VOID Engine::SetRenderState_Transform(IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation)
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{
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IA_ASSERT(sortIndex <= 0x1FFF);
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position *= Renderer::s_sceneScaleFactor;
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scale *= Renderer::s_sceneScaleFactor;
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if (Renderer::s_state.YSortingEnabled)
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sortIndex += static_cast<INT16>(position.y);
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Renderer::s_state.PositionY = position.y;
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position *= Renderer::s_state.SceneScaleFactor;
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scale *= Renderer::s_state.SceneScaleFactor;
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Renderer::s_state.ModelMatrix =
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glm::translate(glm::mat4(1.0f), glm::vec3{position.x, position.y,
|
||||
static_cast<FLOAT32>((layer << 13) | (sortIndex & 0x1FFF))});
|
||||
Renderer::s_state.ModelMatrix = glm::translate(glm::mat4(1.0f), glm::vec3{position.x, position.y, 0});
|
||||
Renderer::s_state.ModelMatrix =
|
||||
glm::rotate(Renderer::s_state.ModelMatrix, rotation, glm::vec3(0.0f, 0.0f, 1.0f));
|
||||
Renderer::s_state.ModelMatrix = glm::scale(Renderer::s_state.ModelMatrix, glm::vec3{scale.x, scale.y, 1.0f});
|
||||
|
||||
SDL_PushGPUVertexUniformData(Renderer::s_state.ActiveCommandBuffer, 2, &Renderer::s_state.ModelMatrix,
|
||||
sizeof(Mat4));
|
||||
}
|
||||
|
||||
VOID Engine::SetRenderState_TransformUI(IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation)
|
||||
{
|
||||
Renderer::s_state.ModelMatrix =
|
||||
glm::translate(glm::mat4(1.0f), glm::vec3{position.x, position.y,
|
||||
static_cast<FLOAT32>(0xFF << 13)});
|
||||
Renderer::s_state.ModelMatrix = glm::translate(glm::mat4(1.0f), glm::vec3{position.x, position.y, 0});
|
||||
Renderer::s_state.ModelMatrix =
|
||||
glm::rotate(Renderer::s_state.ModelMatrix, rotation, glm::vec3(0.0f, 0.0f, 1.0f));
|
||||
Renderer::s_state.ModelMatrix = glm::scale(Renderer::s_state.ModelMatrix, glm::vec3{scale.x, scale.y, 1.0f});
|
||||
|
||||
SDL_PushGPUVertexUniformData(Renderer::s_state.ActiveCommandBuffer, 2, &Renderer::s_state.ModelMatrix,
|
||||
sizeof(Mat4));
|
||||
}
|
||||
|
||||
VOID Engine::SetRenderState_YSortingEnabled(IN BOOL value)
|
||||
|
||||
Reference in New Issue
Block a user