// 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 .
#pragma once
#include
#include
namespace ia::iae
{
class Renderer
{
public:
STATIC CONSTEXPR FLOAT32 MIN_DEPTH = -2097152.0f;
STATIC CONSTEXPR FLOAT32 MAX_DEPTH = 2097152.0f;
struct Geometry
{
INT32 IndexCount{};
SDL_GPUBuffer *IndexBuffer;
SDL_GPUBuffer *VertexBuffer;
};
struct State
{
BOOL FlippedH{false};
BOOL FlippedV{false};
BOOL CameraRelative{true};
BOOL YSortingEnabled{false};
Color ColorOverlay{};
Vec2 TextureOffset{0.0f, 0.0f};
SDL_GPUTexture* ActiveTexture{nullptr};
Mat4 ModelMatrix{1.0f};
FLOAT32 PositionY{};
};
struct DrawEntry
{
UINT8 Layer{};
UINT16 SortIndex{};
State DrawState{};
Geometry* GeometryHandle{};
};
public:
STATIC VOID Initialize();
STATIC VOID Terminate();
STATIC VOID BeginFrame();
STATIC VOID EndFrame();
STATIC VOID WaitForGPUIdle();
STATIC VOID OnScreenResize(IN INT32 newWidth, IN INT32 newHeight);
public:
STATIC Geometry* CreateGeometry(IN CONST Vector &vertices, IN CONST Vector &indices);
STATIC VOID DestroyGeometry(IN Geometry* handle);
STATIC VOID DrawGeometry(IN Geometry* handle, IN UINT8 layer, IN UINT16 sortIndex);
STATIC VOID DrawText(IN CONST String& text, IN Vec2 position, IN FLOAT32 scale, IN FLOAT32 rotation, IN UINT8 layer, IN UINT16 sortIndex);
STATIC SDL_GPUTextureFormat GetRenderTargetFormat();
STATIC SDL_GPUDevice *GetDevice()
{
return s_gpuDevice;
}
private:
STATIC State s_state;
STATIC INT32 s_screenWidth;
STATIC INT32 s_screenHeight;
STATIC SDL_GPUDevice *s_gpuDevice;
STATIC SDL_GPUTexture *s_renderTargetSceneColor;
STATIC SDL_GPUTexture *s_renderTargetDebugDrawColor;
STATIC Pipeline* s_geometryPipeline;
STATIC Pipeline* s_postprocessPipeline;
STATIC Geometry* s_quadGeometry;
STATIC Geometry* s_circleGeometry;
STATIC Vector s_drawEntries;
STATIC SDL_GPURenderPass* s_activeRenderPass;
STATIC SDL_GPUCommandBuffer* s_activeCommandBuffer;
STATIC SDL_GPUColorTargetInfo s_colorTargetInfo;
STATIC class CameraComponent *s_activeCamera;
STATIC SDL_Rect s_scissor;
STATIC SDL_GPUViewport s_activeViewport;
STATIC Vec2 s_sceneScaleFactor;
friend class Engine;
};
} // namespace ia::iae