Debug Draw Base
This commit is contained in:
@ -2,6 +2,7 @@
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#include <IAEngine/Input.hpp>
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#include <IAEngine/Rendering/Camera.hpp>
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#include <IAEngine/Rendering/DebugDraw.hpp>
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#include <IAEngine/Components/SpriteRenderer.hpp>
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#include <IACore/File.hpp>
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@ -57,6 +58,8 @@ namespace ia::iae::game
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scene->AddNode(obstacle);
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Engine::ChangeScene(scene.get());
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DebugDraw::AddDebugUIWindow("Dsd", {100.0f, 100.0f}, {100.0f, 100.0f}, [](){});
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}
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VOID Game::Terminate()
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@ -13,9 +13,11 @@ set(IAEngine_Sources
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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/GPUTexture.cpp
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imp/cpp/Rendering/DebugDraw.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/Rendering/Pipeline/PostProcess.cpp
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imp/cpp/Physics/Physics.cpp
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@ -132,11 +132,12 @@ namespace ia::iae
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VOID Engine::UpdateGame()
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{
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Physics::Update();
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if B_LIKELY (g_activeScene)
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g_activeScene->Update();
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UI::Update();
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Physics::Update();
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}
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VOID Engine::RenderGame()
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95
Src/IAEngine/imp/cpp/Rendering/DebugDraw.cpp
Normal file
95
Src/IAEngine/imp/cpp/Rendering/DebugDraw.cpp
Normal file
@ -0,0 +1,95 @@
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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
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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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#include <IAEngine/IAEngine.hpp>
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#include <IAEngine/Rendering/Camera.hpp>
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#include <IAEngine/Rendering/DebugDraw.hpp>
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#include <IAEngine/Rendering/GPUBuffer.hpp>
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#include <IAEngine/Rendering/GPUTexture.hpp>
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#include <IAEngine/Rendering/Pipeline/UnlitMesh.hpp>
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#include <IAEngine/Rendering/Renderer.hpp>
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#include <SDL3/SDL_gpu.h>
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#include <backends/imgui_impl_sdl3.h>
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#include <backends/imgui_impl_sdlgpu3.h>
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namespace ia::iae
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{
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EXTERN SDL_Window *g_windowHandle;
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EXTERN SDL_GPUDevice *g_gpuDevice;
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ImGuiIO g_imGUIIO{};
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Vector<DebugDraw::DebugUIWindow> DebugDraw::s_debugUIWindows;
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VOID DebugDraw::Initailize()
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{
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const auto mainScale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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g_imGUIIO = ImGui::GetIO();
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g_imGUIIO.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
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g_imGUIIO.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
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ImGui::StyleColorsClassic();
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ImGuiStyle &style = ImGui::GetStyle();
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style.ScaleAllSizes(mainScale);
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style.FontScaleDpi = mainScale;
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ImGui_ImplSDLGPU3_InitInfo initInfo{.Device = g_gpuDevice,
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.ColorTargetFormat =
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SDL_GetGPUSwapchainTextureFormat(g_gpuDevice, g_windowHandle),
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.PresentMode = SDL_GPU_PRESENTMODE_VSYNC};
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ImGui_ImplSDL3_InitForSDLGPU(g_windowHandle);
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ImGui_ImplSDLGPU3_Init(&initInfo);
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}
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VOID DebugDraw::Terminate()
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{
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ImGui_ImplSDL3_Shutdown();
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ImGui_ImplSDLGPU3_Shutdown();
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ImGui::DestroyContext();
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}
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VOID DebugDraw::Draw()
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{
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for (const auto &w : s_debugUIWindows)
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{
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ImGui::Begin(w.Title);
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ImGui::SetWindowPos({w.Position.x, w.Position.y});
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ImGui::SetWindowSize({w.Size.x, w.Size.y});
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w.ContentDrawCallback();
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ImGui::End();
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}
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}
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VOID DebugDraw::DrawLine(IN CONST glm::vec2 &from, IN CONST glm::vec2 &to, IN CONST glm::vec4 &color)
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{
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}
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VOID DebugDraw::DrawRect(IN CONST glm::vec2 &position, IN CONST glm::vec2 &size, IN CONST glm::vec4 &color)
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{
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}
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VOID DebugDraw::AddDebugUIWindow(IN PCCHAR title, IN CONST glm::vec2 &position, IN CONST glm::vec2 &size,
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IN std::function<VOID()> contentDrawCallback)
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{
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s_debugUIWindows.pushBack(DebugUIWindow{title, position, size, contentDrawCallback});
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}
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} // namespace ia::iae
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81
Src/IAEngine/imp/cpp/Rendering/Pipeline/PostProcess.cpp
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81
Src/IAEngine/imp/cpp/Rendering/Pipeline/PostProcess.cpp
Normal file
@ -0,0 +1,81 @@
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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
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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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#include <IAEngine/Rendering/Pipeline/PostProcess.hpp>
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#include <SDL3/SDL_gpu.h>
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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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Pipeline_PostProcess::~Pipeline_PostProcess()
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{
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if (m_handle)
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SDL_ReleaseGPUGraphicsPipeline(g_gpuDevice, (SDL_GPUGraphicsPipeline *) m_handle);
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}
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RefPtr<Pipeline_PostProcess> Pipeline_PostProcess::Create()
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{
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const auto res = MakeRefPtr<Pipeline_PostProcess>();
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const auto vertexShader = LoadShaderFromMemory(ShaderStage::VERTEX, SHADER_SOURCE_POSTPROCESS_VERT,
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sizeof(SHADER_SOURCE_POSTPROCESS_VERT), 0, 0, 0, 0);
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const auto pixelShader = LoadShaderFromMemory(ShaderStage::PIXEL, SHADER_SOURCE_POSTPROCESS_FRAG,
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sizeof(SHADER_SOURCE_POSTPROCESS_FRAG), 2, 0, 0, 0);
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SDL_GPUColorTargetDescription colorTargets[] = {{
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.format = SDL_GetGPUSwapchainTextureFormat(g_gpuDevice, g_windowHandle),
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}};
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SDL_GPUGraphicsPipelineCreateInfo createInfo = {
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.vertex_shader = (SDL_GPUShader *) vertexShader,
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.fragment_shader = (SDL_GPUShader *) pixelShader,
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.vertex_input_state = SDL_GPUVertexInputState{.vertex_buffer_descriptions = nullptr,
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.num_vertex_buffers = 0,
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.vertex_attributes = nullptr,
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.num_vertex_attributes = 0},
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.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST,
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.rasterizer_state = SDL_GPURasterizerState{.fill_mode = SDL_GPU_FILLMODE_FILL,
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.cull_mode = SDL_GPU_CULLMODE_NONE,
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.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE},
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.target_info = {.color_target_descriptions = colorTargets,
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.num_color_targets = sizeof(colorTargets) / sizeof(colorTargets[0]),
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.has_depth_stencil_target = false},
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};
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SDL_GPUGraphicsPipeline *handle{};
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if (!(handle = SDL_CreateGPUGraphicsPipeline(g_gpuDevice, &createInfo)))
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{
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IAE_LOG_ERROR("Failed to create a SDL graphics pipeline: ", SDL_GetError());
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return nullptr;
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}
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UnloadShader(pixelShader);
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UnloadShader(vertexShader);
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res->m_handle = (Handle) handle;
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return res;
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}
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VOID Pipeline_PostProcess::Bind(IN Handle renderPassHandle)
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{
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SDL_BindGPUGraphicsPipeline((SDL_GPURenderPass *) renderPassHandle, (SDL_GPUGraphicsPipeline *) m_handle);
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}
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} // namespace ia::iae
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@ -16,8 +16,10 @@
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#include <IAEngine/IAEngine.hpp>
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#include <IAEngine/Rendering/Camera.hpp>
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#include <IAEngine/Rendering/DebugDraw.hpp>
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#include <IAEngine/Rendering/GPUBuffer.hpp>
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#include <IAEngine/Rendering/GPUTexture.hpp>
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#include <IAEngine/Rendering/Pipeline/PostProcess.hpp>
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#include <IAEngine/Rendering/Pipeline/UnlitMesh.hpp>
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#include <IAEngine/Rendering/Renderer.hpp>
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@ -55,21 +57,21 @@ namespace ia::iae
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INT32 Renderer::s_width{};
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INT32 Renderer::s_height{};
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Vector<Renderer::DebugUIWindow> Renderer::s_debugUIWindows;
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SDL_GPUDevice *g_gpuDevice{};
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ImDrawData *g_imDrawData{};
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// Render State
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SDL_GPUCommandBuffer *g_cmdBuffer{};
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SDL_GPURenderPass *g_renderPass{};
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SDL_GPUTexture *g_swpChainTexture{};
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SDL_GPUTexture *g_depthBufferTexture{};
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// ImGUI State
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ImGuiIO g_imGUIIO{};
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ImDrawData *g_imDrawData{};
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SDL_GPUTexture *g_sceneDrawBufferTexture{};
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SDL_GPUTexture *g_debugDrawBufferTexture{};
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RefPtr<Pipeline_UnlitMesh> g_pipelineUnlitMesh;
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RefPtr<Pipeline_PostProcess> g_pipelinePostProcess;
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Camera2D g_camera{};
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@ -86,6 +88,9 @@ namespace ia::iae
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Texture g_whiteFillTexture{};
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Texture g_whiteStrokeTexture{};
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SDL_GPUColorTargetInfo colorTargetInfo = {0};
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SDL_GPUDepthStencilTargetInfo depthStencilTargetInfo = {0};
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BOOL Renderer::Initialize()
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{
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SDL_GetWindowSizeInPixels(g_windowHandle, &s_width, &s_height);
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@ -104,30 +109,24 @@ namespace ia::iae
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SDL_SetGPUSwapchainParameters(g_gpuDevice, g_windowHandle, SDL_GPU_SWAPCHAINCOMPOSITION_SDR,
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SDL_GPU_PRESENTMODE_VSYNC);
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const auto mainScale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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g_imGUIIO = ImGui::GetIO();
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g_imGUIIO.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
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g_imGUIIO.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
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ImGui::StyleColorsClassic();
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ImGuiStyle &style = ImGui::GetStyle();
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style.ScaleAllSizes(mainScale);
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style.FontScaleDpi = mainScale;
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ImGui_ImplSDLGPU3_InitInfo initInfo{.Device = g_gpuDevice,
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.ColorTargetFormat =
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SDL_GetGPUSwapchainTextureFormat(g_gpuDevice, g_windowHandle),
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.PresentMode = SDL_GPU_PRESENTMODE_VSYNC};
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ImGui_ImplSDL3_InitForSDLGPU(g_windowHandle);
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ImGui_ImplSDLGPU3_Init(&initInfo);
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DebugDraw::Initailize();
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if (!GPUBuffer::InitializeStagingBuffer())
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return false;
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{
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SDL_GPUTextureCreateInfo createInfo{.type = SDL_GPU_TEXTURETYPE_2D,
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.format = SDL_GetGPUSwapchainTextureFormat(g_gpuDevice, g_windowHandle),
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.usage =
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SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER,
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.width = (UINT32) s_width,
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.height = (UINT32) s_height,
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.layer_count_or_depth = 1,
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.num_levels = 1,
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.sample_count = SDL_GPU_SAMPLECOUNT_1};
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g_sceneDrawBufferTexture = SDL_CreateGPUTexture(g_gpuDevice, &createInfo);
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g_debugDrawBufferTexture = SDL_CreateGPUTexture(g_gpuDevice, &createInfo);
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}
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{
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SDL_GPUTextureCreateInfo createInfo{.type = SDL_GPU_TEXTURETYPE_2D,
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.format = SDL_GPU_TEXTUREFORMAT_D16_UNORM,
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@ -143,6 +142,7 @@ namespace ia::iae
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GPUTexture::Initialize();
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g_pipelineUnlitMesh = Pipeline_UnlitMesh::Create();
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g_pipelinePostProcess = Pipeline_PostProcess::Create();
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matProjection = glm::orthoLH(0.0f, (FLOAT32) s_width, (FLOAT32) s_height, 0.0f, -2097152.0f, 2097152.0f);
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@ -182,6 +182,18 @@ namespace ia::iae
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},
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{0, 1, 2, 2, 3, 0});
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colorTargetInfo.clear_color = SDL_FColor{0.33f, 0.33f, 0.33f, 1.0f};
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colorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
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colorTargetInfo.store_op = SDL_GPU_STOREOP_STORE;
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depthStencilTargetInfo.cycle = true;
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depthStencilTargetInfo.clear_depth = 0;
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depthStencilTargetInfo.clear_stencil = 0;
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depthStencilTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
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depthStencilTargetInfo.store_op = SDL_GPU_STOREOP_STORE;
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depthStencilTargetInfo.stencil_load_op = SDL_GPU_LOADOP_CLEAR;
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depthStencilTargetInfo.stencil_store_op = SDL_GPU_STOREOP_STORE;
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return true;
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}
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@ -197,77 +209,32 @@ namespace ia::iae
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}
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g_pipelineUnlitMesh.reset();
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g_pipelinePostProcess.reset();
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GPUTexture::Terminate();
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GPUBuffer::TerminateStagingBuffer();
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SDL_ReleaseGPUTexture(g_gpuDevice, g_depthBufferTexture);
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SDL_ReleaseGPUTexture(g_gpuDevice, g_sceneDrawBufferTexture);
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SDL_ReleaseGPUTexture(g_gpuDevice, g_debugDrawBufferTexture);
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ImGui_ImplSDL3_Shutdown();
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ImGui_ImplSDLGPU3_Shutdown();
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ImGui::DestroyContext();
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DebugDraw::Terminate();
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SDL_ReleaseWindowFromGPUDevice(g_gpuDevice, g_windowHandle);
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SDL_DestroyGPUDevice(g_gpuDevice);
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}
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VOID Renderer::AddDebugUIWindow(IN PCCHAR title, IN CONST glm::vec2 &position, IN CONST glm::vec2 &size,
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IN std::function<VOID()> contentDrawCallback)
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{
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s_debugUIWindows.pushBack(DebugUIWindow{title, position, size, contentDrawCallback});
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}
|
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|
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VOID Renderer::BeginFrame()
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{
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ImGui_ImplSDLGPU3_NewFrame();
|
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ImGui_ImplSDL3_NewFrame();
|
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ImGui::NewFrame();
|
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for (const auto &w : s_debugUIWindows)
|
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{
|
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ImGui::Begin(w.Title);
|
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ImGui::SetWindowPos({w.Position.x, w.Position.y});
|
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ImGui::SetWindowSize({w.Size.x, w.Size.y});
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w.ContentDrawCallback();
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ImGui::End();
|
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}
|
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ImGui::Render();
|
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|
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if (!(g_cmdBuffer = SDL_AcquireGPUCommandBuffer(g_gpuDevice)))
|
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{
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IAE_LOG_ERROR("Couldn't acquire SDL3 GPU command buffer: ", SDL_GetError());
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return;
|
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}
|
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|
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if (!SDL_WaitAndAcquireGPUSwapchainTexture(g_cmdBuffer, g_windowHandle, &g_swpChainTexture, (PUINT32) &s_width,
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(PUINT32) &s_height))
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{
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IAE_LOG_ERROR("Couldn't acquire SDL3 GPU Swapchain texture: ", SDL_GetError());
|
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return;
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}
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|
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if (!g_swpChainTexture)
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return;
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|
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g_imDrawData = ImGui::GetDrawData();
|
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|
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ImGui_ImplSDLGPU3_PrepareDrawData(g_imDrawData, g_cmdBuffer);
|
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|
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SDL_GPUColorTargetInfo colorTargetInfo = {0};
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colorTargetInfo.texture = g_swpChainTexture;
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colorTargetInfo.clear_color = SDL_FColor{0.33f, 0.33f, 0.33f, 1.0f};
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colorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
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colorTargetInfo.store_op = SDL_GPU_STOREOP_STORE;
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|
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SDL_GPUDepthStencilTargetInfo depthStencilTargetInfo = {0};
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colorTargetInfo.texture = g_sceneDrawBufferTexture;
|
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depthStencilTargetInfo.texture = g_depthBufferTexture;
|
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depthStencilTargetInfo.cycle = true;
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depthStencilTargetInfo.clear_depth = 0;
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depthStencilTargetInfo.clear_stencil = 0;
|
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depthStencilTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
|
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depthStencilTargetInfo.store_op = SDL_GPU_STOREOP_STORE;
|
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depthStencilTargetInfo.stencil_load_op = SDL_GPU_LOADOP_CLEAR;
|
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depthStencilTargetInfo.stencil_store_op = SDL_GPU_STOREOP_STORE;
|
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|
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g_renderPass = SDL_BeginGPURenderPass(g_cmdBuffer, &colorTargetInfo, 1, &depthStencilTargetInfo);
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|
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@ -279,11 +246,48 @@ namespace ia::iae
|
||||
|
||||
VOID Renderer::EndFrame()
|
||||
{
|
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SDL_EndGPURenderPass(g_renderPass);
|
||||
|
||||
ImGui_ImplSDLGPU3_NewFrame();
|
||||
ImGui_ImplSDL3_NewFrame();
|
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ImGui::NewFrame();
|
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DebugDraw::Draw();
|
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ImGui::Render();
|
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g_imDrawData = ImGui::GetDrawData();
|
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ImGui_ImplSDLGPU3_PrepareDrawData(g_imDrawData, g_cmdBuffer);
|
||||
colorTargetInfo.texture = g_debugDrawBufferTexture;
|
||||
g_renderPass = SDL_BeginGPURenderPass(g_cmdBuffer, &colorTargetInfo, 1, nullptr);
|
||||
ImGui_ImplSDLGPU3_RenderDrawData(g_imDrawData, g_cmdBuffer, g_renderPass);
|
||||
SDL_EndGPURenderPass(g_renderPass);
|
||||
|
||||
if (!SDL_WaitAndAcquireGPUSwapchainTexture(g_cmdBuffer, g_windowHandle, &g_swpChainTexture, (PUINT32) &s_width,
|
||||
(PUINT32) &s_height))
|
||||
{
|
||||
IAE_LOG_ERROR("Couldn't acquire SDL3 GPU Swapchain texture: ", SDL_GetError());
|
||||
return;
|
||||
}
|
||||
|
||||
if (!g_swpChainTexture)
|
||||
return;
|
||||
|
||||
ImGui_ImplSDLGPU3_RenderDrawData(g_imDrawData, g_cmdBuffer, g_renderPass);
|
||||
colorTargetInfo.texture = g_swpChainTexture;
|
||||
|
||||
g_renderPass = SDL_BeginGPURenderPass(g_cmdBuffer, &colorTargetInfo, 1, nullptr);
|
||||
g_pipelinePostProcess->Bind((Handle) g_renderPass);
|
||||
SDL_GPUTextureSamplerBinding textureBindings[2] = {
|
||||
{
|
||||
.texture = g_sceneDrawBufferTexture,
|
||||
.sampler = (SDL_GPUSampler*)GPUTexture::GetDefaultSampler()
|
||||
},
|
||||
{
|
||||
.texture = g_debugDrawBufferTexture,
|
||||
.sampler = (SDL_GPUSampler*)GPUTexture::GetDefaultSampler()
|
||||
},
|
||||
};
|
||||
SDL_BindGPUFragmentSamplers(g_renderPass, 0, textureBindings, 2);
|
||||
SDL_DrawGPUPrimitives(g_renderPass, 6, 1, 0, 0);
|
||||
SDL_EndGPURenderPass(g_renderPass);
|
||||
|
||||
SDL_SubmitGPUCommandBuffer(g_cmdBuffer);
|
||||
}
|
||||
|
||||
|
||||
23
Src/IAEngine/imp/glsl/PostProcessing/PostProcess.frag
Normal file
23
Src/IAEngine/imp/glsl/PostProcessing/PostProcess.frag
Normal file
@ -0,0 +1,23 @@
|
||||
#version 450
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
|
||||
layout(location = 0) in vec2 inTexCoord;
|
||||
|
||||
layout(set = 2, binding = 0) uniform sampler2D sceneDrawTexture;
|
||||
layout(set = 2, binding = 1) uniform sampler2D debugDrawTexture;
|
||||
|
||||
layout(location = 0) out vec4 outColor;
|
||||
|
||||
vec4 overlay(vec4 background, vec4 foreground) {
|
||||
return mix(
|
||||
2.0 * background * foreground,
|
||||
1.0 - 2.0 * (1.0 - background) * (1.0 - foreground),
|
||||
step(0.5, background)
|
||||
);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 uv = vec2(inTexCoord.x, 1.0 - inTexCoord.y);
|
||||
outColor = overlay(texture(debugDrawTexture, uv), texture(sceneDrawTexture, uv));
|
||||
}
|
||||
10
Src/IAEngine/imp/glsl/PostProcessing/PostProcess.vert
Normal file
10
Src/IAEngine/imp/glsl/PostProcessing/PostProcess.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);
|
||||
}
|
||||
File diff suppressed because one or more lines are too long
50
Src/IAEngine/inc/IAEngine/Rendering/DebugDraw.hpp
Normal file
50
Src/IAEngine/inc/IAEngine/Rendering/DebugDraw.hpp
Normal file
@ -0,0 +1,50 @@
|
||||
// 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 DebugDraw
|
||||
{
|
||||
struct DebugUIWindow
|
||||
{
|
||||
PCCHAR Title{""};
|
||||
glm::vec2 Position{};
|
||||
glm::vec2 Size{};
|
||||
std::function<VOID()> ContentDrawCallback{};
|
||||
};
|
||||
|
||||
public:
|
||||
STATIC VOID DrawLine(IN CONST glm::vec2& from, IN CONST glm::vec2& to, IN CONST glm::vec4& color);
|
||||
STATIC VOID DrawRect(IN CONST glm::vec2& position, IN CONST glm::vec2& size, IN CONST glm::vec4& color);
|
||||
|
||||
STATIC VOID AddDebugUIWindow(IN PCCHAR title, IN CONST glm::vec2 &position, IN CONST glm::vec2 &size,
|
||||
IN std::function<VOID()> contentDrawCallback);
|
||||
|
||||
private:
|
||||
STATIC VOID Initailize();
|
||||
STATIC VOID Terminate();
|
||||
|
||||
STATIC VOID Draw();
|
||||
|
||||
STATIC Vector<DebugUIWindow> s_debugUIWindows;
|
||||
|
||||
friend class Renderer;
|
||||
};
|
||||
} // namespace ia::iae
|
||||
35
Src/IAEngine/inc/IAEngine/Rendering/Pipeline/PostProcess.hpp
Normal file
35
Src/IAEngine/inc/IAEngine/Rendering/Pipeline/PostProcess.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_PostProcess: public IPipeline
|
||||
{
|
||||
public:
|
||||
~Pipeline_PostProcess();
|
||||
|
||||
STATIC RefPtr<Pipeline_PostProcess> Create();
|
||||
|
||||
VOID Bind(IN Handle renderPassHandle);
|
||||
|
||||
private:
|
||||
Handle m_handle{INVALID_HANDLE};
|
||||
};
|
||||
}
|
||||
@ -24,14 +24,6 @@ namespace ia::iae
|
||||
|
||||
class Renderer
|
||||
{
|
||||
struct DebugUIWindow
|
||||
{
|
||||
PCCHAR Title{""};
|
||||
glm::vec2 Position{};
|
||||
glm::vec2 Size{};
|
||||
std::function<VOID()> ContentDrawCallback{};
|
||||
};
|
||||
|
||||
public:
|
||||
STATIC CONSTEXPR UINT8 MAX_LAYER_INDEX = 255;
|
||||
|
||||
@ -39,10 +31,6 @@ namespace ia::iae
|
||||
STATIC BOOL Initialize();
|
||||
STATIC VOID Terminate();
|
||||
|
||||
public:
|
||||
STATIC VOID AddDebugUIWindow(IN PCCHAR title, IN CONST glm::vec2 &position, IN CONST glm::vec2 &size,
|
||||
IN std::function<VOID()> contentDrawCallback);
|
||||
|
||||
public:
|
||||
STATIC VOID BeginFrame();
|
||||
STATIC VOID EndFrame();
|
||||
@ -82,6 +70,5 @@ namespace ia::iae
|
||||
private:
|
||||
STATIC INT32 s_width;
|
||||
STATIC INT32 s_height;
|
||||
STATIC Vector<DebugUIWindow> s_debugUIWindows;
|
||||
};
|
||||
} // namespace ia::iae
|
||||
@ -34,7 +34,9 @@ SHADER_SOURCE_PATH = "Src/IAEngine/imp/glsl"
|
||||
|
||||
SHADER_SOURCE_FILES = [
|
||||
"UnlitMesh/UnlitMesh.vert",
|
||||
"UnlitMesh/UnlitMesh.frag"
|
||||
"UnlitMesh/UnlitMesh.frag",
|
||||
"PostProcessing/PostProcess.vert",
|
||||
"PostProcessing/PostProcess.frag"
|
||||
]
|
||||
|
||||
def file_to_source_array(arrayName, filePath):
|
||||
|
||||
Reference in New Issue
Block a user