95 lines
3.0 KiB
C++
95 lines
3.0 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/>.
|
|
|
|
#pragma once
|
|
|
|
#include <Renderer/Pipeline.hpp>
|
|
#include <Renderer/GPUResourceManager.hpp>
|
|
|
|
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_Rect Scissor{0, 0, 0, 0};
|
|
SDL_GPUTexture* ActiveTexture{nullptr};
|
|
SDL_GPUViewport ActiveViewport{};
|
|
|
|
Mat4 ModelMatrix{1.0f};
|
|
|
|
SDL_GPURenderPass* ActiveRenderPass{};
|
|
SDL_GPUCommandBuffer* ActiveCommandBuffer{};
|
|
SDL_GPUColorTargetInfo ColorTargetInfo{};
|
|
SDL_GPUDepthStencilTargetInfo DepthStencilTargetInfo{};
|
|
|
|
class CameraComponent *ActiveCamera{};
|
|
};
|
|
|
|
public:
|
|
STATIC VOID Initialize();
|
|
STATIC VOID Terminate();
|
|
|
|
STATIC VOID BeginFrame();
|
|
STATIC VOID EndFrame();
|
|
|
|
STATIC VOID OnScreenResize(IN INT32 newWidth, IN INT32 newHeight);
|
|
|
|
public:
|
|
STATIC Geometry* CreateGeometry(IN CONST Vector<GeometryVertex> &vertices, IN CONST Vector<INT32> &indices);
|
|
STATIC VOID DestroyGeometry(IN Geometry* handle);
|
|
|
|
STATIC VOID DrawGeometry(IN Geometry* handle);
|
|
|
|
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_renderTargetSceneDepth;
|
|
STATIC SDL_GPUTexture *s_renderTargetDebugDrawColor;
|
|
STATIC Pipeline* s_geometryPipeline;
|
|
STATIC Pipeline* s_postprocessPipeline;
|
|
STATIC Geometry* s_quadGeometry;
|
|
|
|
friend class Engine;
|
|
};
|
|
} // namespace ia::iae
|