// 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
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 &vertices, IN CONST Vector &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