Engine & Game Library Interface Update

This commit is contained in:
Isuru Samarathunga
2025-10-05 01:51:48 +05:30
parent 5408f07e97
commit f8b41a0d61
48 changed files with 2423 additions and 193 deletions

View File

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// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IASoft (PVT) LTD (oss@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/Engine.hpp>
#include <Renderer/Pipeline.hpp>
#include <Renderer/Renderer.hpp>
namespace ia::iae
{
Pipeline::Pipeline(IN CONST StageDesc &vertexStageDesc, IN CONST StageDesc &pixelStageDesc,
IN BOOL enableVertexBuffer, IN BOOL enableDepthTest)
{
SDL_GPUShader *vertexShader{};
SDL_GPUShader *pixelShader{};
SDL_GPUShaderCreateInfo shaderCreateInfo = {
.entrypoint = "main",
.format = SDL_GPU_SHADERFORMAT_SPIRV,
.num_storage_textures = 0,
.num_storage_buffers = 0,
};
shaderCreateInfo.stage = SDL_GPU_SHADERSTAGE_VERTEX;
shaderCreateInfo.code = vertexStageDesc.SourceData;
shaderCreateInfo.code_size = vertexStageDesc.SourceLength;
shaderCreateInfo.num_samplers = vertexStageDesc.SamplerCount;
shaderCreateInfo.num_uniform_buffers = vertexStageDesc.UniformBufferCount;
if (!(vertexShader = SDL_CreateGPUShader(Renderer::GetDevice(), &shaderCreateInfo)))
THROW_UNKNOWN("Failed to create a SDL shader: ", SDL_GetError());
shaderCreateInfo.stage = SDL_GPU_SHADERSTAGE_FRAGMENT;
shaderCreateInfo.code = pixelStageDesc.SourceData;
shaderCreateInfo.code_size = pixelStageDesc.SourceLength;
shaderCreateInfo.num_samplers = pixelStageDesc.SamplerCount;
shaderCreateInfo.num_uniform_buffers = pixelStageDesc.UniformBufferCount;
if (!(pixelShader = SDL_CreateGPUShader(Renderer::GetDevice(), &shaderCreateInfo)))
THROW_UNKNOWN("Failed to create a SDL shader: ", SDL_GetError());
SDL_GPUColorTargetDescription colorTargetDesc = {
.format = Renderer::GetRenderTargetFormat(),
};
SDL_GPUVertexBufferDescription vertexBufferDesc = {
.slot = 0,
.pitch = sizeof(GeometryVertex),
.input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX,
.instance_step_rate = 0,
};
SDL_GPUVertexAttribute vertexAttributes[] = {
{.location = 0, .buffer_slot = 0, .format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2, .offset = 0},
{.location = 1,
.buffer_slot = 0,
.format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2,
.offset = sizeof(glm::vec2)},
{.location = 2,
.buffer_slot = 0,
.format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4,
.offset = sizeof(glm::vec4)},
};
SDL_GPUGraphicsPipelineCreateInfo createInfo = {
.vertex_shader = vertexShader,
.fragment_shader = pixelShader,
.vertex_input_state = SDL_GPUVertexInputState{.vertex_buffer_descriptions = &vertexBufferDesc,
.num_vertex_buffers = enableVertexBuffer ? (UINT32) 1 : 0,
.vertex_attributes = vertexAttributes,
.num_vertex_attributes = enableVertexBuffer ? (UINT32) 3 : 0},
.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST,
.rasterizer_state = SDL_GPURasterizerState{.fill_mode = SDL_GPU_FILLMODE_FILL,
.cull_mode = SDL_GPU_CULLMODE_NONE,
.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE},
.depth_stencil_state = SDL_GPUDepthStencilState{.compare_op = SDL_GPU_COMPAREOP_GREATER_OR_EQUAL,
.write_mask = 0xFF,
.enable_depth_test = enableDepthTest,
.enable_depth_write = enableDepthTest,
.enable_stencil_test = false},
.target_info = {.color_target_descriptions = &colorTargetDesc,
.num_color_targets = 1,
.depth_stencil_format = SDL_GPU_TEXTUREFORMAT_D16_UNORM,
.has_depth_stencil_target = enableDepthTest},
};
if(!(m_handle = SDL_CreateGPUGraphicsPipeline(Renderer::GetDevice(), &createInfo)))
THROW_UNKNOWN("Failed to create a SDL graphics pipeline: ", SDL_GetError());
SDL_ReleaseGPUShader(Renderer::GetDevice(), pixelShader);
SDL_ReleaseGPUShader(Renderer::GetDevice(), vertexShader);
}
Pipeline::~Pipeline()
{
SDL_ReleaseGPUGraphicsPipeline(Renderer::GetDevice(), m_handle);
}
} // namespace ia::iae