// 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 . #include #include #include #include #include #include #include #include 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{}; Renderer::Geometry *Renderer::s_quadGeometry{}; VOID Renderer::Initialize() { 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(); SDL_GetWindowSizeInPixels(g_windowHandle, &s_screenWidth, &s_screenHeight); OnScreenResize(s_screenWidth, s_screenHeight); // 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.ColorTargetInfo.clear_color = SDL_FColor{0.0f, 0.0f, 0.0f, 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; s_quadGeometry = CreateGeometry( { {glm::vec3{0, 1, 0}, glm::vec2{0, 1}, glm::vec4{1.0f, 1.0f, 1.0f, 1.0f}}, {glm::vec3{1, 1, 0}, glm::vec2{1, 1}, glm::vec4{1.0f, 1.0f, 1.0f, 1.0f}}, {glm::vec3{1, 0, 0}, glm::vec2{1, 0}, glm::vec4{1.0f, 1.0f, 1.0f, 1.0f}}, {glm::vec3{0, 0, 0}, glm::vec2{0, 0}, glm::vec4{1.0f, 1.0f, 1.0f, 1.0f}}, }, {0, 1, 2, 2, 3, 0}); } VOID Renderer::Terminate() { SDL_WaitForGPUIdle(s_gpuDevice); DestroyGeometry(s_quadGeometry); 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() { STATIC Mat4 IdentityMatrix(1.0f); if (!(s_state.ActiveCommandBuffer = SDL_AcquireGPUCommandBuffer(s_gpuDevice))) THROW_UNKNOWN("Failed to acquire SDL GPU command buffer: ", SDL_GetError()); const auto clearColor = WorldManager::GetActiveScene()->BackgroundColor().GetAsFloatVec(); s_state.ColorTargetInfo.clear_color = SDL_FColor{clearColor.x, clearColor.y, clearColor.z, 1.0f}; 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.ActiveCamera ? s_state.ActiveCamera->GetProjectionMatrix() : &IdentityMatrix, sizeof(Mat4)); SDL_PushGPUVertexUniformData( s_state.ActiveCommandBuffer, 1, (s_state.ActiveCamera && !s_state.CameraRelative) ? s_state.ActiveCamera->GetViewMatrix() : &IdentityMatrix, 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.load_op = SDL_GPU_LOADOP_CLEAR; s_state.ColorTargetInfo.clear_color = SDL_FColor{0.0f, 0.0f, 0.0f, 0.0f}; 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.clear_color = SDL_FColor{1.0f, 1.0f, 1.0f, 1.0f}; s_state.ColorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR; 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) { s_screenWidth = newWidth; s_screenHeight = newHeight; if (s_renderTargetSceneDepth) GPUResourceManager::DestroyTexture(s_renderTargetSceneDepth); if (s_renderTargetSceneColor) GPUResourceManager::DestroyTexture(s_renderTargetSceneColor); if (s_renderTargetDebugDrawColor) GPUResourceManager::DestroyTexture(s_renderTargetDebugDrawColor); 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)); s_state.Scissor = {0, 0, newWidth, newHeight}; s_state.ActiveViewport.x = 0; s_state.ActiveViewport.y = 0; s_state.ActiveViewport.w = newWidth; s_state.ActiveViewport.h = newHeight; s_state.ActiveViewport.min_depth = 0.0f; s_state.ActiveViewport.max_depth = 1.0f; if (s_state.ActiveCamera) s_state.ActiveCamera->SetViewport(newWidth, newHeight); const auto activeScene = WorldManager::GetActiveScene(); if (activeScene) { const auto sceneExtent = activeScene->Extent(); s_state.SceneScaleFactor = {(FLOAT32) newWidth / (FLOAT32) sceneExtent.x, (FLOAT32) newHeight / (FLOAT32) sceneExtent.y}; IAE_LOG_INFO("Updated Scene Scale Factor: (", s_state.SceneScaleFactor.x, ", ", s_state.SceneScaleFactor.y, ")"); } } SDL_GPUTextureFormat Renderer::GetRenderTargetFormat() { return SDL_GetGPUSwapchainTextureFormat(s_gpuDevice, g_windowHandle); } Renderer::Geometry *Renderer::CreateGeometry(IN CONST Vector &vertices, IN CONST Vector &indices) { const auto mesh = new Geometry(); mesh->VertexBuffer = GPUResourceManager::CreateDeviceLocalBuffer( SDL_GPU_BUFFERUSAGE_VERTEX, vertices.data(), static_cast(vertices.size() * sizeof(vertices[0]))); mesh->IndexBuffer = GPUResourceManager::CreateDeviceLocalBuffer( SDL_GPU_BUFFERUSAGE_INDEX, indices.data(), static_cast(indices.size() * sizeof(indices[0]))); mesh->IndexCount = static_cast(indices.size()); return mesh; } VOID Renderer::DestroyGeometry(IN Geometry *handle) { GPUResourceManager::DestroyBuffer(handle->VertexBuffer); GPUResourceManager::DestroyBuffer(handle->IndexBuffer); delete handle; } VOID Renderer::DrawGeometry(IN Geometry *handle) { #pragma pack(push, 1) STATIC struct { INT32 FlippedH{false}; INT32 FlippedV{false}; Vec2 TextureOffset{0.0f, 0.0f}; Vec4 ColorOverlay{1.0f, 1.0f, 1.0f, 1.0f}; } s_fragmentUniform{}; #pragma pack(pop) s_fragmentUniform.ColorOverlay = s_state.ColorOverlay.GetAsFloatVec(); s_fragmentUniform.FlippedH = s_state.FlippedH; s_fragmentUniform.FlippedV = s_state.FlippedV; s_fragmentUniform.TextureOffset = s_state.TextureOffset; SDL_GPUTextureSamplerBinding textureBinding{.texture = s_state.ActiveTexture, .sampler = GPUResourceManager::GetSampler_LinearRepeat()}; SDL_BindGPUFragmentSamplers(s_state.ActiveRenderPass, 0, &textureBinding, 1); SDL_PushGPUFragmentUniformData(s_state.ActiveCommandBuffer, 0, &s_fragmentUniform, sizeof(s_fragmentUniform)); SDL_SetGPUScissor(s_state.ActiveRenderPass, &s_state.Scissor); SDL_SetGPUViewport(s_state.ActiveRenderPass, &s_state.ActiveViewport); SDL_GPUBufferBinding bufferBindings[] = {{.buffer = handle->VertexBuffer, .offset = 0}, {.buffer = handle->IndexBuffer, .offset = 0}}; SDL_BindGPUVertexBuffers(s_state.ActiveRenderPass, 0, bufferBindings, 1); SDL_BindGPUIndexBuffer(s_state.ActiveRenderPass, &bufferBindings[1], SDL_GPU_INDEXELEMENTSIZE_32BIT); SDL_DrawGPUIndexedPrimitives(s_state.ActiveRenderPass, handle->IndexCount, 1, 0, 0, 0); } VOID Renderer::WaitForGPUIdle() { SDL_WaitForGPUIdle(s_gpuDevice); } } // namespace ia::iae namespace ia::iae { IVec2 Engine::GetDisplayExtent() { return IVec2(Renderer::s_screenWidth, Renderer::s_screenHeight); } VOID Engine::SetActiveCamera(IN CameraComponent *cameraComponent) { Renderer::s_state.ActiveCamera = cameraComponent; Renderer::OnScreenResize(Renderer::s_screenWidth, Renderer::s_screenHeight); } Handle Engine::CreateGeometry(IN CONST Vector &vertices, IN CONST Vector &indices) { return (Handle) Renderer::CreateGeometry(vertices, indices); } VOID Engine::DestroyGeometry(IN Handle geometry) { Renderer::DestroyGeometry((Renderer::Geometry *) geometry); } VOID Engine::DrawGeometry(IN Handle handle) { Renderer::DrawGeometry((Renderer::Geometry *) 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 = ResourceManager::GetTextureFromImage(image); } VOID Engine::SetRenderState_Transform(IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation, IN UINT8 layer, IN INT16 sortIndex) { IA_ASSERT(sortIndex <= 0x1FFF); if (Renderer::s_state.YSortingEnabled) sortIndex += static_cast(position.y); position *= Renderer::s_state.SceneScaleFactor; scale *= Renderer::s_state.SceneScaleFactor; Renderer::s_state.ModelMatrix = glm::translate(glm::mat4(1.0f), glm::vec3{position.x, position.y, static_cast((layer << 13) | (sortIndex & 0x1FFF))}); 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) { Renderer::s_state.YSortingEnabled = value; } Handle Engine::GetGeometry_Quad() { return (Handle) Renderer::s_quadGeometry; } } // namespace ia::iae