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IAEngine/Engine/Src/Imp/CPP/Renderer/Renderer.cpp
Isuru Samarathunga 0ef29f4e5f Renderer
2025-10-06 17:23:17 +05:30

359 lines
15 KiB
C++

// 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 <https://www.gnu.org/licenses/>.
#include <IAEngine/Engine.hpp>
#include <Renderer/DebugDraw.hpp>
#include <Renderer/EmbeddedShader.hpp>
#include <Renderer/Renderer.hpp>
#include <backends/imgui_impl_sdl3.h>
#include <backends/imgui_impl_sdlgpu3.h>
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{0.33f, 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;
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());
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 && !s_state.CameraRelative) ? s_state.ActiveCamera->GetMatrix() : &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.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)
{
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.ProjectionMatrix =
glm::orthoLH(0.0f, (FLOAT32) s_screenWidth, (FLOAT32) s_screenHeight, 0.0f, -2097152.0f, 2097152.0f);
}
SDL_GPUTextureFormat Renderer::GetRenderTargetFormat()
{
return SDL_GetGPUSwapchainTextureFormat(s_gpuDevice, g_windowHandle);
}
Renderer::Geometry *Renderer::CreateGeometry(IN CONST Vector<GeometryVertex> &vertices,
IN CONST Vector<INT32> &indices)
{
const auto mesh = new Geometry();
mesh->VertexBuffer = GPUResourceManager::CreateDeviceLocalBuffer(
SDL_GPU_BUFFERUSAGE_VERTEX, vertices.data(), static_cast<UINT32>(vertices.size() * sizeof(vertices[0])));
mesh->IndexBuffer = GPUResourceManager::CreateDeviceLocalBuffer(
SDL_GPU_BUFFERUSAGE_INDEX, indices.data(), static_cast<UINT32>(indices.size() * sizeof(indices[0])));
mesh->IndexCount = static_cast<UINT32>(indices.size());
return mesh;
}
VOID Renderer::DestroyGeometry(IN Geometry *handle)
{
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};
glm::vec4 ColorOverlay{1.0f, 1.0f, 1.0f, 1.0f};
} s_fragmentUniform{};
#pragma pack(pop)
s_fragmentUniform.ColorOverlay = Vec4(s_state.ColorOverlay.R / 255.0f, s_state.ColorOverlay.G / 255.0f,
s_state.ColorOverlay.B / 255.0f, s_state.ColorOverlay.A / 255.0f);
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_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);
}
} // namespace ia::iae
namespace ia::iae
{
VOID Engine::SetActiveCamera(IN ICameraComponent *cameraComponent)
{
Renderer::s_state.ActiveCamera = cameraComponent;
}
Handle Engine::CreateGeometry(IN CONST Vector<GeometryVertex> &vertices, IN CONST Vector<INT32> &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 = (SDL_GPUTexture *) 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<INT16>(position.y);
Renderer::s_state.ModelMatrix =
glm::translate(glm::mat4(1.0f), glm::vec3{position.x, position.y,
static_cast<FLOAT32>((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