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IAEngine/Engine/Src/Imp/HPP/Renderer/Renderer.hpp
Isuru Samarathunga 86ed9346aa Optimized Renderer
2025-10-21 10:44:11 +05:30

108 lines
3.4 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/GPUResourceManager.hpp>
#include <Renderer/Pipeline.hpp>
namespace ia::iae
{
class Renderer
{
public:
struct Geometry
{
INT32 IndexCount{};
SDL_GPUBuffer *IndexBuffer;
SDL_GPUBuffer *VertexBuffer;
};
struct State
{
BOOL FlippedH{false};
BOOL FlippedV{false};
BOOL CameraRelative{true};
Color ColorOverlay{};
Vec2 TextureOffset{0.0f, 0.0f};
Vec2 Position{};
Vec2 Scale{};
FLOAT32 Rotation;
SDL_Rect Scissor{};
SDL_GPUTexture *ActiveTexture{nullptr};
};
struct DrawEntry
{
UINT8 Layer{};
UINT16 SortIndex{};
State DrawState{};
Geometry *GeometryHandle{};
};
public:
STATIC VOID Initialize();
STATIC VOID Terminate();
STATIC VOID BeginFrame();
STATIC VOID EndFrame();
STATIC VOID WaitForGPUIdle();
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, IN SDL_GPUTexture* texture, IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation,
IN UINT8 layer, IN UINT16 sortIndex);
STATIC VOID DrawText(IN CONST String &text, IN Vec2 position, IN FLOAT32 scale, IN FLOAT32 rotation,
IN UINT8 layer, IN UINT16 sortIndex);
STATIC SDL_GPUTextureFormat GetRenderTargetFormat();
STATIC SDL_GPUDevice *GetDevice()
{
return s_gpuDevice;
}
private:
STATIC VOID Draw(IN CONST DrawEntry &entity);
private:
STATIC State s_state;
STATIC INT32 s_screenWidth;
STATIC INT32 s_screenHeight;
STATIC SDL_GPUDevice *s_gpuDevice;
STATIC Pipeline *s_geometryPipeline;
STATIC Geometry *s_quadGeometry;
STATIC Geometry *s_circleGeometry;
STATIC Vector<DrawEntry> s_drawEntries;
STATIC SDL_GPURenderPass *s_activeRenderPass;
STATIC SDL_GPUCommandBuffer *s_activeCommandBuffer;
STATIC SDL_GPUColorTargetInfo s_colorTargetInfo;
STATIC class CameraComponent *s_activeCamera;
STATIC BOOL s_ySortingEnabled;
STATIC SDL_Rect s_defaultScissor;
STATIC SDL_GPUViewport s_defaultViewport;
friend class Engine;
};
} // namespace ia::iae