386 lines
16 KiB
C++
386 lines
16 KiB
C++
// IAEngine: 2D Game Engine by IA
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// Copyright (C) 2025 IASoft (PVT) LTD (oss@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/Engine.hpp>
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#include <Renderer/DebugDraw.hpp>
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#include <Renderer/EmbeddedShader.hpp>
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#include <Renderer/Renderer.hpp>
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#include <WorldManager.hpp>
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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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INT32 Renderer::s_screenWidth{};
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INT32 Renderer::s_screenHeight{};
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Renderer::State Renderer::s_state{};
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SDL_GPUDevice *Renderer::s_gpuDevice{};
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SDL_GPUTexture *Renderer::s_renderTargetSceneColor{};
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SDL_GPUTexture *Renderer::s_renderTargetSceneDepth{};
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SDL_GPUTexture *Renderer::s_renderTargetDebugDrawColor{};
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Pipeline *Renderer::s_geometryPipeline{};
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Pipeline *Renderer::s_postprocessPipeline{};
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Renderer::Geometry *Renderer::s_quadGeometry{};
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VOID Renderer::Initialize()
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{
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if (!(s_gpuDevice = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV, Engine::IsDebugMode(), nullptr)))
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THROW_UNKNOWN("Failed to create the SDL GPU Device: ", SDL_GetError());
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if (!SDL_ClaimWindowForGPUDevice(s_gpuDevice, g_windowHandle))
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THROW_UNKNOWN("Failed to initialize SDL GPU for the window: ", SDL_GetError());
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SDL_SetGPUSwapchainParameters(s_gpuDevice, g_windowHandle, SDL_GPU_SWAPCHAINCOMPOSITION_SDR,
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SDL_GPU_PRESENTMODE_VSYNC);
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GPUResourceManager::Initialize();
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SDL_GetWindowSizeInPixels(g_windowHandle, &s_screenWidth, &s_screenHeight);
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OnScreenResize(s_screenWidth, s_screenHeight);
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// Initialize Pipelines
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s_geometryPipeline = new Pipeline(
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Pipeline::StageDesc{
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.SourceData = SHADER_SOURCE_GEOMETRY_VERT,
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.SourceLength = sizeof(SHADER_SOURCE_GEOMETRY_VERT),
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.SamplerCount = 0,
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.UniformBufferCount = 3,
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},
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Pipeline::StageDesc{
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.SourceData = SHADER_SOURCE_GEOMETRY_FRAG,
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.SourceLength = sizeof(SHADER_SOURCE_GEOMETRY_FRAG),
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.SamplerCount = 1,
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.UniformBufferCount = 1,
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},
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true, true);
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s_postprocessPipeline = new Pipeline(
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Pipeline::StageDesc{
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.SourceData = SHADER_SOURCE_POSTPROCESS_VERT,
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.SourceLength = sizeof(SHADER_SOURCE_POSTPROCESS_VERT),
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.SamplerCount = 0,
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.UniformBufferCount = 0,
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},
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Pipeline::StageDesc{
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.SourceData = SHADER_SOURCE_POSTPROCESS_FRAG,
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.SourceLength = sizeof(SHADER_SOURCE_POSTPROCESS_FRAG),
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.SamplerCount = 2,
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.UniformBufferCount = 0,
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},
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false, false);
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DebugDraw::Initialize();
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s_state.ColorTargetInfo.clear_color = SDL_FColor{0.0f, 0.0f, 0.0f, 1.0f};
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s_state.ColorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
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s_state.ColorTargetInfo.store_op = SDL_GPU_STOREOP_STORE;
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s_state.DepthStencilTargetInfo.cycle = true;
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s_state.DepthStencilTargetInfo.clear_depth = 0;
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s_state.DepthStencilTargetInfo.clear_stencil = 0;
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s_state.DepthStencilTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
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s_state.DepthStencilTargetInfo.store_op = SDL_GPU_STOREOP_STORE;
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s_state.DepthStencilTargetInfo.stencil_load_op = SDL_GPU_LOADOP_CLEAR;
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s_state.DepthStencilTargetInfo.stencil_store_op = SDL_GPU_STOREOP_STORE;
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s_quadGeometry = CreateGeometry(
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{
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{glm::vec3{0, 1, 0}, glm::vec2{0, 1}, glm::vec4{1.0f, 1.0f, 1.0f, 1.0f}},
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{glm::vec3{1, 1, 0}, glm::vec2{1, 1}, glm::vec4{1.0f, 1.0f, 1.0f, 1.0f}},
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{glm::vec3{1, 0, 0}, glm::vec2{1, 0}, glm::vec4{1.0f, 1.0f, 1.0f, 1.0f}},
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{glm::vec3{0, 0, 0}, glm::vec2{0, 0}, glm::vec4{1.0f, 1.0f, 1.0f, 1.0f}},
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},
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{0, 1, 2, 2, 3, 0});
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}
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VOID Renderer::Terminate()
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{
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SDL_WaitForGPUIdle(s_gpuDevice);
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DestroyGeometry(s_quadGeometry);
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DebugDraw::Terminate();
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delete s_geometryPipeline;
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delete s_postprocessPipeline;
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GPUResourceManager::DestroyTexture(s_renderTargetSceneDepth);
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GPUResourceManager::DestroyTexture(s_renderTargetSceneColor);
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GPUResourceManager::DestroyTexture(s_renderTargetDebugDrawColor);
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GPUResourceManager::Terminate();
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SDL_ReleaseWindowFromGPUDevice(s_gpuDevice, g_windowHandle);
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SDL_DestroyGPUDevice(s_gpuDevice);
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}
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VOID Renderer::BeginFrame()
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{
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STATIC Mat4 IdentityMatrix(1.0f);
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if (!(s_state.ActiveCommandBuffer = SDL_AcquireGPUCommandBuffer(s_gpuDevice)))
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THROW_UNKNOWN("Failed to acquire SDL GPU command buffer: ", SDL_GetError());
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const auto clearColor = WorldManager::GetActiveScene()->BackgroundColor().GetAsFloatVec();
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s_state.ColorTargetInfo.clear_color = SDL_FColor{clearColor.x, clearColor.y, clearColor.z, 1.0f};
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s_state.ColorTargetInfo.texture = s_renderTargetSceneColor;
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s_state.DepthStencilTargetInfo.texture = s_renderTargetSceneDepth;
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s_state.ActiveRenderPass = SDL_BeginGPURenderPass(s_state.ActiveCommandBuffer, &s_state.ColorTargetInfo, 1,
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&s_state.DepthStencilTargetInfo);
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SDL_BindGPUGraphicsPipeline(s_state.ActiveRenderPass, s_geometryPipeline->GetHandle());
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SDL_PushGPUVertexUniformData(
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s_state.ActiveCommandBuffer, 0,
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s_state.ActiveCamera ? s_state.ActiveCamera->GetProjectionMatrix() : &IdentityMatrix, sizeof(Mat4));
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SDL_PushGPUVertexUniformData(
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s_state.ActiveCommandBuffer, 1,
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(s_state.ActiveCamera && !s_state.CameraRelative) ? s_state.ActiveCamera->GetViewMatrix() : &IdentityMatrix,
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sizeof(Mat4));
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}
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VOID Renderer::EndFrame()
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{
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SDL_EndGPURenderPass(s_state.ActiveRenderPass);
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DebugDraw::Render();
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const auto imDrawData = ImGui::GetDrawData();
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ImGui_ImplSDLGPU3_PrepareDrawData(imDrawData, s_state.ActiveCommandBuffer);
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s_state.ColorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
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s_state.ColorTargetInfo.clear_color = SDL_FColor{0.0f, 0.0f, 0.0f, 0.0f};
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s_state.ColorTargetInfo.texture = s_renderTargetDebugDrawColor;
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s_state.ActiveRenderPass =
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SDL_BeginGPURenderPass(s_state.ActiveCommandBuffer, &s_state.ColorTargetInfo, 1, nullptr);
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ImGui_ImplSDLGPU3_RenderDrawData(imDrawData, s_state.ActiveCommandBuffer, s_state.ActiveRenderPass);
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SDL_EndGPURenderPass(s_state.ActiveRenderPass);
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SDL_GPUTexture *swapChainTexture{};
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if (!SDL_WaitAndAcquireGPUSwapchainTexture(s_state.ActiveCommandBuffer, g_windowHandle, &swapChainTexture,
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(PUINT32) &s_screenWidth, (PUINT32) &s_screenHeight))
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THROW_UNKNOWN("Failed to acquire SDL GPU Swapchain texture: ", SDL_GetError());
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if (!swapChainTexture)
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return;
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s_state.ColorTargetInfo.clear_color = SDL_FColor{1.0f, 1.0f, 1.0f, 1.0f};
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s_state.ColorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
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s_state.ColorTargetInfo.texture = swapChainTexture;
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s_state.ActiveRenderPass =
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SDL_BeginGPURenderPass(s_state.ActiveCommandBuffer, &s_state.ColorTargetInfo, 1, nullptr);
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SDL_BindGPUGraphicsPipeline(s_state.ActiveRenderPass, s_postprocessPipeline->GetHandle());
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SDL_GPUTextureSamplerBinding textureBindings[2] = {
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{.texture = s_renderTargetSceneColor, .sampler = GPUResourceManager::GetSampler_LinearRepeat()},
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{.texture = s_renderTargetDebugDrawColor, .sampler = GPUResourceManager::GetSampler_LinearRepeat()},
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};
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SDL_BindGPUFragmentSamplers(s_state.ActiveRenderPass, 0, textureBindings, 2);
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SDL_DrawGPUPrimitives(s_state.ActiveRenderPass, 6, 1, 0, 0);
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SDL_EndGPURenderPass(s_state.ActiveRenderPass);
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SDL_SubmitGPUCommandBuffer(s_state.ActiveCommandBuffer);
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}
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VOID Renderer::OnScreenResize(IN INT32 newWidth, IN INT32 newHeight)
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{
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s_screenWidth = newWidth;
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s_screenHeight = newHeight;
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if (s_renderTargetSceneDepth)
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GPUResourceManager::DestroyTexture(s_renderTargetSceneDepth);
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if (s_renderTargetSceneColor)
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GPUResourceManager::DestroyTexture(s_renderTargetSceneColor);
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if (s_renderTargetDebugDrawColor)
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GPUResourceManager::DestroyTexture(s_renderTargetDebugDrawColor);
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s_renderTargetSceneDepth =
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GPUResourceManager::CreateTexture(SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET, s_screenWidth, s_screenHeight,
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nullptr, SDL_GPU_TEXTUREFORMAT_D16_UNORM);
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s_renderTargetSceneColor = GPUResourceManager::CreateTexture(
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SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER, s_screenWidth, s_screenHeight, nullptr,
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SDL_GetGPUSwapchainTextureFormat(s_gpuDevice, g_windowHandle));
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s_renderTargetDebugDrawColor = GPUResourceManager::CreateTexture(
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SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER, s_screenWidth, s_screenHeight, nullptr,
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SDL_GetGPUSwapchainTextureFormat(s_gpuDevice, g_windowHandle));
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s_state.Scissor = {0, 0, newWidth, newHeight};
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s_state.ActiveViewport.x = 0;
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s_state.ActiveViewport.y = 0;
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s_state.ActiveViewport.w = newWidth;
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s_state.ActiveViewport.h = newHeight;
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s_state.ActiveViewport.min_depth = 0.0f;
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s_state.ActiveViewport.max_depth = 1.0f;
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if (s_state.ActiveCamera)
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s_state.ActiveCamera->SetViewport(newWidth, newHeight);
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}
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SDL_GPUTextureFormat Renderer::GetRenderTargetFormat()
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{
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return SDL_GetGPUSwapchainTextureFormat(s_gpuDevice, g_windowHandle);
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}
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Renderer::Geometry *Renderer::CreateGeometry(IN CONST Vector<GeometryVertex> &vertices,
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IN CONST Vector<INT32> &indices)
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{
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const auto mesh = new Geometry();
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mesh->VertexBuffer = GPUResourceManager::CreateDeviceLocalBuffer(
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SDL_GPU_BUFFERUSAGE_VERTEX, vertices.data(), static_cast<UINT32>(vertices.size() * sizeof(vertices[0])));
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mesh->IndexBuffer = GPUResourceManager::CreateDeviceLocalBuffer(
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SDL_GPU_BUFFERUSAGE_INDEX, indices.data(), static_cast<UINT32>(indices.size() * sizeof(indices[0])));
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mesh->IndexCount = static_cast<UINT32>(indices.size());
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return mesh;
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}
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VOID Renderer::DestroyGeometry(IN Geometry *handle)
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{
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GPUResourceManager::DestroyBuffer(handle->VertexBuffer);
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GPUResourceManager::DestroyBuffer(handle->IndexBuffer);
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delete handle;
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}
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VOID Renderer::DrawGeometry(IN Geometry *handle)
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{
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#pragma pack(push, 1)
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STATIC struct
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{
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INT32 FlippedH{false};
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INT32 FlippedV{false};
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Vec2 TextureOffset{0.0f, 0.0f};
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glm::vec4 ColorOverlay{1.0f, 1.0f, 1.0f, 1.0f};
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} s_fragmentUniform{};
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#pragma pack(pop)
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s_fragmentUniform.ColorOverlay = s_state.ColorOverlay.GetAsFloatVec();
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s_fragmentUniform.FlippedH = s_state.FlippedH;
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s_fragmentUniform.FlippedV = s_state.FlippedV;
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s_fragmentUniform.TextureOffset = s_state.TextureOffset;
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SDL_GPUTextureSamplerBinding textureBinding{.texture = s_state.ActiveTexture,
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.sampler = GPUResourceManager::GetSampler_LinearRepeat()};
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SDL_BindGPUFragmentSamplers(s_state.ActiveRenderPass, 0, &textureBinding, 1);
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SDL_PushGPUFragmentUniformData(s_state.ActiveCommandBuffer, 0, &s_fragmentUniform, sizeof(s_fragmentUniform));
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SDL_SetGPUScissor(s_state.ActiveRenderPass, &s_state.Scissor);
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SDL_SetGPUViewport(s_state.ActiveRenderPass, &s_state.ActiveViewport);
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SDL_GPUBufferBinding bufferBindings[] = {{.buffer = handle->VertexBuffer, .offset = 0},
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{.buffer = handle->IndexBuffer, .offset = 0}};
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SDL_BindGPUVertexBuffers(s_state.ActiveRenderPass, 0, bufferBindings, 1);
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SDL_BindGPUIndexBuffer(s_state.ActiveRenderPass, &bufferBindings[1], SDL_GPU_INDEXELEMENTSIZE_32BIT);
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SDL_DrawGPUIndexedPrimitives(s_state.ActiveRenderPass, handle->IndexCount, 1, 0, 0, 0);
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}
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} // namespace ia::iae
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namespace ia::iae
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{
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IVec2 Engine::GetDisplayExtent()
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{
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return IVec2(Renderer::s_screenWidth, Renderer::s_screenHeight);
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}
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VOID Engine::SetActiveCamera(IN CameraComponent *cameraComponent)
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{
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Renderer::s_state.ActiveCamera = cameraComponent;
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Renderer::OnScreenResize(Renderer::s_screenWidth, Renderer::s_screenHeight);
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}
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Handle Engine::CreateGeometry(IN CONST Vector<GeometryVertex> &vertices, IN CONST Vector<INT32> &indices)
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{
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return (Handle) Renderer::CreateGeometry(vertices, indices);
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}
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VOID Engine::DestroyGeometry(IN Handle geometry)
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{
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Renderer::DestroyGeometry((Renderer::Geometry *) geometry);
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}
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VOID Engine::DrawGeometry(IN Handle handle)
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{
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Renderer::DrawGeometry((Renderer::Geometry *) handle);
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}
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VOID Engine::SetRenderState_Scissor(IN IVec4 rect)
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{
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Renderer::s_state.Scissor = rect.z ? SDL_Rect{0, 0, Renderer::s_screenWidth, Renderer::s_screenHeight}
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: SDL_Rect{rect.x, rect.y, rect.z, rect.w};
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}
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VOID Engine::SetRenderState_FlippedH(IN BOOL value)
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{
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Renderer::s_state.FlippedH = value;
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}
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VOID Engine::SetRenderState_FlippedV(IN BOOL value)
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{
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Renderer::s_state.FlippedV = value;
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}
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VOID Engine::SetRenderState_TextureOffset(IN Vec2 off)
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{
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Renderer::s_state.TextureOffset = off;
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}
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VOID Engine::SetRenderState_ColorOverlay(IN Color color)
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{
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Renderer::s_state.ColorOverlay = color;
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}
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VOID Engine::SetRenderState_CameraRelative(IN BOOL value)
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{
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Renderer::s_state.CameraRelative = value;
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}
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VOID Engine::SetRenderState_Texture(IN Handle image)
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{
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Renderer::s_state.ActiveTexture = (SDL_GPUTexture *) image;
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}
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VOID Engine::SetRenderState_Transform(IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation, IN UINT8 layer,
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IN INT16 sortIndex)
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{
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IA_ASSERT(sortIndex <= 0x1FFF);
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if (Renderer::s_state.YSortingEnabled)
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sortIndex += static_cast<INT16>(position.y);
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Renderer::s_state.ModelMatrix =
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glm::translate(glm::mat4(1.0f), glm::vec3{position.x, position.y,
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static_cast<FLOAT32>((layer << 13) | (sortIndex & 0x1FFF))});
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Renderer::s_state.ModelMatrix =
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glm::rotate(Renderer::s_state.ModelMatrix, rotation, glm::vec3(0.0f, 0.0f, 1.0f));
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Renderer::s_state.ModelMatrix = glm::scale(Renderer::s_state.ModelMatrix, glm::vec3{scale.x, scale.y, 1.0f});
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SDL_PushGPUVertexUniformData(Renderer::s_state.ActiveCommandBuffer, 2, &Renderer::s_state.ModelMatrix,
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sizeof(Mat4));
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}
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VOID Engine::SetRenderState_YSortingEnabled(IN BOOL value)
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{
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Renderer::s_state.YSortingEnabled = value;
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}
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Handle Engine::GetGeometry_Quad()
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{
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return (Handle) Renderer::s_quadGeometry;
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}
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} // namespace ia::iae
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