Engine & Game Library Interface Update
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86
Engine/Src/Imp/HPP/Renderer/Renderer.hpp
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86
Engine/Src/Imp/HPP/Renderer/Renderer.hpp
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// IAEngine: 2D Game Engine by IA
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// Copyright (C) 2025 IASoft (PVT) LTD (oss@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
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// the Free Software Foundation, either version 3 of the License, or
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// (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
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// 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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#pragma once
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#include <Renderer/Pipeline.hpp>
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#include <Renderer/GPUResourceManager.hpp>
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namespace ia::iae
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{
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class Renderer
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{
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public:
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struct Mesh
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{
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INT32 IndexCount{};
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SDL_GPUBuffer *IndexBuffer;
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SDL_GPUBuffer *VertexBuffer;
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};
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struct State
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{
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BOOL FlippedH{false};
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BOOL FlippedV{false};
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BOOL CameraRelative{true};
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BOOL ScissorEnabled{false};
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Color ColorOverlay{};
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Vec2 TextureOffset{0.0f, 0.0f};
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SDL_Rect Scissor{0, 0, 0, 0};
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Handle ActiveTexture{INVALID_HANDLE};
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Mat4 ModelMatrix{1.0f};
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Mat4 ProjectionMatrix{1.0f};
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SDL_GPURenderPass* ActiveRenderPass{};
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SDL_GPUCommandBuffer* ActiveCommandBuffer{};
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SDL_GPUColorTargetInfo ColorTargetInfo{};
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SDL_GPUDepthStencilTargetInfo DepthStencilTargetInfo{};
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class ICameraComponent *ActiveCamera{};
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};
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public:
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STATIC VOID Initialize();
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STATIC VOID Terminate();
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STATIC VOID BeginFrame();
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STATIC VOID EndFrame();
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STATIC VOID OnScreenResize(IN INT32 newWidth, IN INT32 newHeight);
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public:
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STATIC SDL_GPUTextureFormat GetRenderTargetFormat();
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STATIC SDL_GPUDevice *GetDevice()
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{
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return s_gpuDevice;
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}
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private:
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STATIC State s_state;
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STATIC INT32 s_screenWidth;
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STATIC INT32 s_screenHeight;
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STATIC SDL_GPUDevice *s_gpuDevice;
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STATIC SDL_GPUTexture *s_renderTargetSceneColor;
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STATIC SDL_GPUTexture *s_renderTargetSceneDepth;
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STATIC SDL_GPUTexture *s_renderTargetDebugDrawColor;
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STATIC Pipeline* s_geometryPipeline;
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STATIC Pipeline* s_postprocessPipeline;
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friend class Engine;
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};
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} // namespace ia::iae
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