Engine & Game Library Interface Update
This commit is contained in:
257
Engine/Src/Imp/CPP/Renderer/Renderer.cpp
Normal file
257
Engine/Src/Imp/CPP/Renderer/Renderer.cpp
Normal file
@ -0,0 +1,257 @@
|
||||
// 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/DebugDraw.hpp>
|
||||
#include <Renderer/EmbeddedShader.hpp>
|
||||
#include <Renderer/Renderer.hpp>
|
||||
|
||||
#include <backends/imgui_impl_sdl3.h>
|
||||
#include <backends/imgui_impl_sdlgpu3.h>
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
EXTERN SDL_Window *g_windowHandle;
|
||||
|
||||
INT32 Renderer::s_screenWidth{};
|
||||
INT32 Renderer::s_screenHeight{};
|
||||
Renderer::State Renderer::s_state{};
|
||||
SDL_GPUDevice *Renderer::s_gpuDevice{};
|
||||
|
||||
SDL_GPUTexture *Renderer::s_renderTargetSceneColor{};
|
||||
SDL_GPUTexture *Renderer::s_renderTargetSceneDepth{};
|
||||
SDL_GPUTexture *Renderer::s_renderTargetDebugDrawColor{};
|
||||
|
||||
Pipeline *Renderer::s_geometryPipeline{};
|
||||
Pipeline *Renderer::s_postprocessPipeline{};
|
||||
|
||||
VOID Renderer::Initialize()
|
||||
{
|
||||
SDL_GetWindowSizeInPixels(g_windowHandle, &s_screenWidth, &s_screenHeight);
|
||||
|
||||
if (!(s_gpuDevice = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV, Engine::IsDebugMode(), nullptr)))
|
||||
THROW_UNKNOWN("Failed to create the SDL GPU Device: ", SDL_GetError());
|
||||
|
||||
if (!SDL_ClaimWindowForGPUDevice(s_gpuDevice, g_windowHandle))
|
||||
THROW_UNKNOWN("Failed to initialize SDL GPU for the window: ", SDL_GetError());
|
||||
|
||||
SDL_SetGPUSwapchainParameters(s_gpuDevice, g_windowHandle, SDL_GPU_SWAPCHAINCOMPOSITION_SDR,
|
||||
SDL_GPU_PRESENTMODE_VSYNC);
|
||||
|
||||
GPUResourceManager::Initialize();
|
||||
|
||||
// Initialize Render Targets
|
||||
s_renderTargetSceneDepth =
|
||||
GPUResourceManager::CreateTexture(SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET, s_screenWidth, s_screenHeight,
|
||||
nullptr, SDL_GPU_TEXTUREFORMAT_D16_UNORM);
|
||||
s_renderTargetSceneColor = GPUResourceManager::CreateTexture(
|
||||
SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER, s_screenWidth, s_screenHeight, nullptr,
|
||||
SDL_GetGPUSwapchainTextureFormat(s_gpuDevice, g_windowHandle));
|
||||
s_renderTargetDebugDrawColor = GPUResourceManager::CreateTexture(
|
||||
SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER, s_screenWidth, s_screenHeight, nullptr,
|
||||
SDL_GetGPUSwapchainTextureFormat(s_gpuDevice, g_windowHandle));
|
||||
|
||||
// Initialize Pipelines
|
||||
s_geometryPipeline = new Pipeline(
|
||||
Pipeline::StageDesc{
|
||||
.SourceData = SHADER_SOURCE_GEOMETRY_VERT,
|
||||
.SourceLength = sizeof(SHADER_SOURCE_GEOMETRY_VERT),
|
||||
.SamplerCount = 0,
|
||||
.UniformBufferCount = 3,
|
||||
},
|
||||
Pipeline::StageDesc{
|
||||
.SourceData = SHADER_SOURCE_GEOMETRY_FRAG,
|
||||
.SourceLength = sizeof(SHADER_SOURCE_GEOMETRY_FRAG),
|
||||
.SamplerCount = 1,
|
||||
.UniformBufferCount = 1,
|
||||
},
|
||||
true, true);
|
||||
s_postprocessPipeline = new Pipeline(
|
||||
Pipeline::StageDesc{
|
||||
.SourceData = SHADER_SOURCE_POSTPROCESS_VERT,
|
||||
.SourceLength = sizeof(SHADER_SOURCE_POSTPROCESS_VERT),
|
||||
.SamplerCount = 0,
|
||||
.UniformBufferCount = 0,
|
||||
},
|
||||
Pipeline::StageDesc{
|
||||
.SourceData = SHADER_SOURCE_POSTPROCESS_FRAG,
|
||||
.SourceLength = sizeof(SHADER_SOURCE_POSTPROCESS_FRAG),
|
||||
.SamplerCount = 2,
|
||||
.UniformBufferCount = 0,
|
||||
},
|
||||
false, false);
|
||||
|
||||
DebugDraw::Initialize();
|
||||
|
||||
s_state.ProjectionMatrix =
|
||||
glm::orthoLH(0.0f, (FLOAT32) s_screenWidth, (FLOAT32) s_screenHeight, 0.0f, -2097152.0f, 2097152.0f);
|
||||
|
||||
s_state.ColorTargetInfo.clear_color = SDL_FColor{0.33f, 0.33f, 0.33f, 1.0f};
|
||||
s_state.ColorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
|
||||
s_state.ColorTargetInfo.store_op = SDL_GPU_STOREOP_STORE;
|
||||
|
||||
s_state.DepthStencilTargetInfo.cycle = true;
|
||||
s_state.DepthStencilTargetInfo.clear_depth = 0;
|
||||
s_state.DepthStencilTargetInfo.clear_stencil = 0;
|
||||
s_state.DepthStencilTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
|
||||
s_state.DepthStencilTargetInfo.store_op = SDL_GPU_STOREOP_STORE;
|
||||
s_state.DepthStencilTargetInfo.stencil_load_op = SDL_GPU_LOADOP_CLEAR;
|
||||
s_state.DepthStencilTargetInfo.stencil_store_op = SDL_GPU_STOREOP_STORE;
|
||||
}
|
||||
|
||||
VOID Renderer::Terminate()
|
||||
{
|
||||
SDL_WaitForGPUIdle(s_gpuDevice);
|
||||
|
||||
DebugDraw::Terminate();
|
||||
|
||||
delete s_geometryPipeline;
|
||||
delete s_postprocessPipeline;
|
||||
|
||||
GPUResourceManager::DestroyTexture(s_renderTargetSceneDepth);
|
||||
GPUResourceManager::DestroyTexture(s_renderTargetSceneColor);
|
||||
GPUResourceManager::DestroyTexture(s_renderTargetDebugDrawColor);
|
||||
|
||||
GPUResourceManager::Terminate();
|
||||
|
||||
SDL_ReleaseWindowFromGPUDevice(s_gpuDevice, g_windowHandle);
|
||||
SDL_DestroyGPUDevice(s_gpuDevice);
|
||||
}
|
||||
|
||||
VOID Renderer::BeginFrame()
|
||||
{
|
||||
if (!(s_state.ActiveCommandBuffer = SDL_AcquireGPUCommandBuffer(s_gpuDevice)))
|
||||
THROW_UNKNOWN("Failed to acquire SDL GPU command buffer: ", SDL_GetError());
|
||||
|
||||
s_state.ColorTargetInfo.texture = s_renderTargetSceneColor;
|
||||
s_state.DepthStencilTargetInfo.texture = s_renderTargetSceneDepth;
|
||||
s_state.ActiveRenderPass = SDL_BeginGPURenderPass(s_state.ActiveCommandBuffer, &s_state.ColorTargetInfo, 1,
|
||||
&s_state.DepthStencilTargetInfo);
|
||||
|
||||
SDL_BindGPUGraphicsPipeline(s_state.ActiveRenderPass, s_geometryPipeline->GetHandle());
|
||||
SDL_PushGPUVertexUniformData(s_state.ActiveCommandBuffer, 0, &s_state.ProjectionMatrix, sizeof(Mat4));
|
||||
//SDL_PushGPUVertexUniformData(s_state.ActiveCommandBuffer, 1, s_state.ActiveCamera->GetMatrix(), sizeof(Mat4));
|
||||
}
|
||||
|
||||
VOID Renderer::EndFrame()
|
||||
{
|
||||
SDL_EndGPURenderPass(s_state.ActiveRenderPass);
|
||||
|
||||
DebugDraw::Render();
|
||||
const auto imDrawData = ImGui::GetDrawData();
|
||||
ImGui_ImplSDLGPU3_PrepareDrawData(imDrawData, s_state.ActiveCommandBuffer);
|
||||
s_state.ColorTargetInfo.texture = s_renderTargetDebugDrawColor;
|
||||
s_state.ActiveRenderPass =
|
||||
SDL_BeginGPURenderPass(s_state.ActiveCommandBuffer, &s_state.ColorTargetInfo, 1, nullptr);
|
||||
ImGui_ImplSDLGPU3_RenderDrawData(imDrawData, s_state.ActiveCommandBuffer, s_state.ActiveRenderPass);
|
||||
SDL_EndGPURenderPass(s_state.ActiveRenderPass);
|
||||
|
||||
SDL_GPUTexture *swapChainTexture{};
|
||||
if (!SDL_WaitAndAcquireGPUSwapchainTexture(s_state.ActiveCommandBuffer, g_windowHandle, &swapChainTexture,
|
||||
(PUINT32) &s_screenWidth, (PUINT32) &s_screenHeight))
|
||||
THROW_UNKNOWN("Failed to acquire SDL GPU Swapchain texture: ", SDL_GetError());
|
||||
|
||||
if (!swapChainTexture)
|
||||
return;
|
||||
|
||||
s_state.ColorTargetInfo.texture = swapChainTexture;
|
||||
|
||||
s_state.ActiveRenderPass =
|
||||
SDL_BeginGPURenderPass(s_state.ActiveCommandBuffer, &s_state.ColorTargetInfo, 1, nullptr);
|
||||
SDL_BindGPUGraphicsPipeline(s_state.ActiveRenderPass, s_postprocessPipeline->GetHandle());
|
||||
SDL_GPUTextureSamplerBinding textureBindings[2] = {
|
||||
{.texture = s_renderTargetSceneColor, .sampler = GPUResourceManager::GetSampler_LinearRepeat()},
|
||||
{.texture = s_renderTargetDebugDrawColor, .sampler = GPUResourceManager::GetSampler_LinearRepeat()},
|
||||
};
|
||||
SDL_BindGPUFragmentSamplers(s_state.ActiveRenderPass, 0, textureBindings, 2);
|
||||
SDL_DrawGPUPrimitives(s_state.ActiveRenderPass, 6, 1, 0, 0);
|
||||
SDL_EndGPURenderPass(s_state.ActiveRenderPass);
|
||||
|
||||
SDL_SubmitGPUCommandBuffer(s_state.ActiveCommandBuffer);
|
||||
}
|
||||
|
||||
VOID Renderer::OnScreenResize(IN INT32 newWidth, IN INT32 newHeight)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
SDL_GPUTextureFormat Renderer::GetRenderTargetFormat()
|
||||
{
|
||||
return SDL_GetGPUSwapchainTextureFormat(s_gpuDevice, g_windowHandle);
|
||||
}
|
||||
} // namespace ia::iae
|
||||
|
||||
namespace ia::iae
|
||||
{
|
||||
VOID Engine::SetActiveCamera(IN ICameraComponent *cameraComponent)
|
||||
{
|
||||
Renderer::s_state.ActiveCamera = cameraComponent;
|
||||
}
|
||||
|
||||
Handle Engine::CreateGeometry(IN CONST Vector<GeometryVertex> &vertices, IN CONST Vector<INT32> &indices)
|
||||
{
|
||||
return INVALID_HANDLE;
|
||||
}
|
||||
|
||||
VOID Engine::DestroyGeometry(IN Handle geometry)
|
||||
{
|
||||
}
|
||||
|
||||
VOID Engine::DrawGeometry(IN Handle handle)
|
||||
{
|
||||
}
|
||||
|
||||
VOID Engine::SetRenderState_Scissor(IN IVec4 rect)
|
||||
{
|
||||
Renderer::s_state.Scissor = rect.z ? SDL_Rect{0, 0, Renderer::s_screenWidth, Renderer::s_screenHeight}
|
||||
: SDL_Rect{rect.x, rect.y, rect.z, rect.w};
|
||||
}
|
||||
|
||||
VOID Engine::SetRenderState_FlippedH(IN BOOL value)
|
||||
{
|
||||
Renderer::s_state.FlippedH = value;
|
||||
}
|
||||
|
||||
VOID Engine::SetRenderState_FlippedV(IN BOOL value)
|
||||
{
|
||||
Renderer::s_state.FlippedV = value;
|
||||
}
|
||||
|
||||
VOID Engine::SetRenderState_TextureOffset(IN Vec2 off)
|
||||
{
|
||||
Renderer::s_state.TextureOffset = off;
|
||||
}
|
||||
|
||||
VOID Engine::SetRenderState_ColorOverlay(IN Color color)
|
||||
{
|
||||
Renderer::s_state.ColorOverlay = color;
|
||||
}
|
||||
|
||||
VOID Engine::SetRenderState_CameraRelative(IN BOOL value)
|
||||
{
|
||||
Renderer::s_state.CameraRelative = value;
|
||||
}
|
||||
|
||||
VOID Engine::SetRenderState_Texture(IN Handle image)
|
||||
{
|
||||
Renderer::s_state.ActiveTexture = image;
|
||||
}
|
||||
|
||||
VOID Engine::SetRenderState_Transform(IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation, IN UINT8 layer,
|
||||
IN INT16 sortIndex)
|
||||
{
|
||||
}
|
||||
} // namespace ia::iae
|
||||
Reference in New Issue
Block a user