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IAEngine/Src/RenderCore/imp/cpp/RenderCore.cpp
Isuru Samarathunga 2de8634184 RenderCore
2025-11-04 22:18:48 +05:30

293 lines
12 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 <RenderCore/RenderCore.hpp>
#include <RenderCore/Texture.hpp>
#include <RenderCore/TextureAtlas.hpp>
#include <EmbeddedResources.hpp>
namespace ia::iae
{
Mat4 RDC::s_viewMatrix;
Mat4 RDC::s_projectionMatrix;
SDL_Window *RDC::s_windowHandle;
Handle RDC::s_quadGeometry;
RDC_Pipeline *RDC::s_dynamicSpritePipeline;
SDL_GPUSampler *RDC::s_linearClampSampler;
SDL_GPUSampler *RDC::s_linearRepeatSampler;
Vec2 RDC::s_cameraPosition{};
IVec2 RDC::s_viewportExtent;
RDC_TextureAtlas *RDC::s_staticSpriteAtlas{};
RDC_TextureAtlas *RDC::s_dynamicSpriteAtlas{};
INT32 RDC::s_spriteInstanceCount{};
RDC_HostVisibleBuffer *RDC::s_staticSpriteInstanceBuffer{};
RDC_HostVisibleBuffer *RDC::s_dynamicSpriteInstanceBuffer{};
RDC_Texture *RDC::s_defaultTexture{};
RDC_SpriteInstanceData RDC::s_spriteInstances[RDC::MAX_SPRITE_COUNT];
VOID RDC::Initialize(IN IVec2 viewportExtent, IN SDL_Window *windowHandle, IN BOOL isDebugMode)
{
EmbeddedResources::Initialize();
s_windowHandle = windowHandle;
RDC_Device::Initialize(s_windowHandle, isDebugMode);
InitializePipelines();
InitializeSamplers();
InitializeGeometries();
InitializeTextures();
InitializeDrawData();
ResizeScreen(viewportExtent);
s_viewMatrix = glm::lookAtLH(glm::vec3{s_cameraPosition, -1.0f}, {s_cameraPosition, 0.0f}, {0.0f, 1.0f, 0.0f});
}
VOID RDC::Terminate()
{
RDC_Device::WaitForIdle();
RDC_Device::DestroyGeometry(s_quadGeometry);
SDL_ReleaseGPUSampler(RDC_Device::GetHandle(), s_linearClampSampler);
SDL_ReleaseGPUSampler(RDC_Device::GetHandle(), s_linearRepeatSampler);
delete s_defaultTexture;
delete s_staticSpriteAtlas;
delete s_dynamicSpriteAtlas;
delete s_dynamicSpritePipeline;
delete s_staticSpriteInstanceBuffer;
delete s_dynamicSpriteInstanceBuffer;
RDC_Device::Terminate();
EmbeddedResources::Terminate();
}
VOID RDC::ResizeScreen(IN IVec2 newExtent)
{
s_viewportExtent = newExtent;
s_projectionMatrix =
glm::orthoLH(0.0f, (FLOAT32) s_viewportExtent.x, (FLOAT32) s_viewportExtent.y, 0.0f, -1.0f, 1.0f);
}
VOID RDC::RenderToWindow()
{
STATIC SDL_GPURenderPass *ActiveRenderPass{};
STATIC SDL_GPUCommandBuffer *ActiveCommandBuffer{};
STATIC SDL_GPUColorTargetInfo ActiveColorTargetInfo{.clear_color = SDL_FColor{0.0f, 0.0f, 0.0f, 1.0f},
.load_op = SDL_GPU_LOADOP_CLEAR,
.store_op = SDL_GPU_STOREOP_STORE};
if (!(ActiveCommandBuffer = SDL_AcquireGPUCommandBuffer(RDC_Device::GetHandle())))
THROW_UNKNOWN("Failed to acquire SDL GPU command buffer: ", SDL_GetError());
SDL_GPUTexture *swapChainTexture{};
if (!SDL_WaitAndAcquireGPUSwapchainTexture(ActiveCommandBuffer, s_windowHandle, &swapChainTexture, nullptr,
nullptr))
THROW_UNKNOWN("Failed to acquire SDL GPU Swapchain texture: ", SDL_GetError());
if (!swapChainTexture)
return;
ActiveColorTargetInfo.texture = swapChainTexture;
ActiveColorTargetInfo.clear_color = SDL_FColor{0.3f, 0.3f, 0.3f, 1.0f};
ActiveRenderPass = SDL_BeginGPURenderPass(ActiveCommandBuffer, &ActiveColorTargetInfo, 1, nullptr);
s_dynamicSpritePipeline->Bind(ActiveRenderPass);
SDL_PushGPUVertexUniformData(ActiveCommandBuffer, 0, &s_projectionMatrix, sizeof(Mat4));
SDL_PushGPUVertexUniformData(ActiveCommandBuffer, 1, &s_viewMatrix, sizeof(Mat4));
SDL_GPUTextureSamplerBinding textureBinding{.texture = s_dynamicSpriteAtlas
? s_dynamicSpriteAtlas->GetTexture()->GetHandle()
: s_defaultTexture->GetHandle(),
.sampler = s_linearRepeatSampler};
SDL_BindGPUFragmentSamplers(ActiveRenderPass, 0, &textureBinding, 1);
RDC_Device::BindGeometry(ActiveRenderPass, s_quadGeometry);
if (s_spriteInstanceCount)
{
const auto spriteInstanceBuffer = s_dynamicSpriteInstanceBuffer->GetHandle();
s_dynamicSpriteInstanceBuffer->CopyFrom(s_spriteInstances,
sizeof(RDC_SpriteInstanceData) * s_spriteInstanceCount);
SDL_BindGPUVertexStorageBuffers(ActiveRenderPass, 0, &spriteInstanceBuffer, 1);
SDL_DrawGPUIndexedPrimitives(ActiveRenderPass, 6, s_spriteInstanceCount, 0, 0, 0);
}
s_spriteInstanceCount = 0;
SDL_EndGPURenderPass(ActiveRenderPass);
SDL_SubmitGPUCommandBuffer(ActiveCommandBuffer);
}
Vec2 RDC::DrawSpriteTopLeft(IN Handle _image, IN INT32 tileIndexX, IN INT32 tileIndexY, IN Vec2 position,
IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH, IN BOOL flipV, IN Vec2 uvOffset)
{
const auto image = (ImageData *) _image;
const auto _s = Vec2{scale.x * image->TileWidth, scale.y * image->TileHeight};
Mat4 transform = glm::translate(glm::mat4(1.0f), glm::vec3{position.x, position.y, 0});
transform = glm::rotate(transform, rotation, glm::vec3(0.0f, 0.0f, 1.0f));
transform = glm::scale(transform, glm::vec3(_s, 1.0f));
s_spriteInstances[s_spriteInstanceCount++] = {
.Transform = transform,
.TexCoords = s_dynamicSpriteAtlas ? s_dynamicSpriteAtlas->GetTextureCoordinates(
_image, tileIndexX, tileIndexY, flipH, flipV, uvOffset)
: Vec4{0.0f, 0.0f, 1.0f, 1.0f},
.Color = {1.0f, 1.0f, 1.0f, 1.0f}};
return _s;
}
Vec2 RDC::DrawSpriteCentered(IN Handle _image, IN INT32 tileIndexX, IN INT32 tileIndexY, IN Vec2 position,
IN Vec2 scale, IN FLOAT32 rotation, IN BOOL flipH, IN BOOL flipV, IN Vec2 uvOffset)
{
const auto image = (ImageData *) _image;
const auto _s = Vec2{scale.x * image->TileWidth, scale.y * image->TileHeight};
Mat4 transform =
glm::translate(glm::mat4(1.0f), glm::vec3{position.x - _s.x / 2.0f, position.y - _s.y / 2.0f, 0});
transform = glm::rotate(transform, rotation, glm::vec3(0.0f, 0.0f, 1.0f));
transform = glm::scale(transform, glm::vec3(_s, 1.0f));
s_spriteInstances[s_spriteInstanceCount++] = {
.Transform = transform,
.TexCoords = s_dynamicSpriteAtlas ? s_dynamicSpriteAtlas->GetTextureCoordinates(
_image, tileIndexX, tileIndexY, flipH, flipV, uvOffset)
: Vec4{0.0f, 0.0f, 1.0f, 1.0f},
.Color = {1.0f, 1.0f, 1.0f, 1.0f}};
return _s;
}
} // namespace ia::iae
namespace ia::iae
{
Vec2 RDC::GetCameraPosition()
{
return s_cameraPosition;
}
VOID RDC::SetCameraPosition(IN Vec2 position)
{
if B_LIKELY (s_cameraPosition == position)
return;
s_cameraPosition = position;
s_viewMatrix = glm::lookAtLH(glm::vec3{s_cameraPosition, -1.0f}, {s_cameraPosition, 0.0f}, {0.0f, 1.0f, 0.0f});
}
Handle RDC::CreateImage(IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height, IN INT32 tileCountX,
IN INT32 tileCountY)
{
const auto pixelDataSize = width * height * 4;
const auto image = new ImageData{
.Pixels = new UINT8[pixelDataSize],
.Width = width,
.Height = height,
.TileWidth = width / tileCountX,
.TileHeight = height / tileCountY,
.TileCountX = tileCountX,
.TileCountY = tileCountY,
};
ia_memcpy(image->Pixels, rgbaData, pixelDataSize);
return (Handle) image;
}
VOID RDC::DestroyImage(IN Handle _image)
{
const auto image = (ImageData *) _image;
delete[] image->Pixels;
delete image;
}
VOID RDC::CompileTextures(IN CONST Vector<Handle> &images)
{
delete s_dynamicSpriteAtlas;
s_dynamicSpriteAtlas = new RDC_TextureAtlas(images);
}
} // namespace ia::iae
namespace ia::iae
{
VOID RDC::InitializeSamplers()
{
SDL_GPUSamplerCreateInfo createInfo{.min_filter = SDL_GPU_FILTER_NEAREST,
.mag_filter = SDL_GPU_FILTER_NEAREST,
.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR,
.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
.enable_anisotropy = false};
s_linearClampSampler = SDL_CreateGPUSampler(RDC_Device::GetHandle(), &createInfo);
createInfo.min_filter = SDL_GPU_FILTER_NEAREST;
createInfo.mag_filter = SDL_GPU_FILTER_NEAREST;
createInfo.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR;
createInfo.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_REPEAT,
createInfo.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_REPEAT,
createInfo.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_REPEAT,
s_linearRepeatSampler = SDL_CreateGPUSampler(RDC_Device::GetHandle(), &createInfo);
}
VOID RDC::InitializeDrawData()
{
s_dynamicSpriteInstanceBuffer =
new RDC_HostVisibleBuffer(RDC_Buffer::EType::STORAGE, sizeof(s_spriteInstances));
}
VOID RDC::InitializeTextures()
{
{ // Create Default Texture
const auto pixels = new UINT8[100 * 100 * 4];
ia_memset(pixels, 0xFF, 100 * 100 * 4);
s_defaultTexture = new RDC_Texture(RDC_Texture::EType::SAMPLED, 100, 100);
s_defaultTexture->SetImageData(pixels);
delete[] pixels;
}
}
VOID RDC::InitializePipelines()
{
s_dynamicSpritePipeline =
new RDC_Pipeline(RDC_Device::GetSwapchainTextureFormat(),
RDC_Pipeline::StageDesc{
.SourceData = EmbeddedResources::GetResource("Shaders/DynamicSprite.vert"),
.SamplerCount = 0,
.UniformBufferCount = 2,
.StorageBufferCount = 1,
},
RDC_Pipeline::StageDesc{
.SourceData = EmbeddedResources::GetResource("Shaders/DynamicSprite.frag"),
.SamplerCount = 1,
.UniformBufferCount = 0,
.StorageBufferCount = 0,
},
true);
}
VOID RDC::InitializeGeometries()
{
s_quadGeometry = RDC_Device::CreateGeometry(
{
{glm::vec2{0, 1}, glm::vec2{0, 1}},
{glm::vec2{1, 1}, glm::vec2{1, 1}},
{glm::vec2{1, 0}, glm::vec2{1, 0}},
{glm::vec2{0, 0}, glm::vec2{0, 0}},
},
{0, 1, 2, 2, 3, 0});
}
} // namespace ia::iae