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IAEngine/Src/IAEngine/imp/cpp/Rendering/Pipeline/UnlitMesh.cpp
2025-09-20 20:25:26 +05:30

106 lines
4.9 KiB
C++

// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IAS (ias@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/Rendering/Pipeline/UnlitMesh.hpp>
#include <SDL3/SDL_gpu.h>
#include <EmbeddedShaders.hpp>
namespace ia::iae
{
EXTERN SDL_GPUDevice *g_gpuDevice;
EXTERN SDL_Window *g_windowHandle;
Pipeline_UnlitMesh::~Pipeline_UnlitMesh()
{
if (m_handle)
SDL_ReleaseGPUGraphicsPipeline(g_gpuDevice, (SDL_GPUGraphicsPipeline *) m_handle);
}
RefPtr<Pipeline_UnlitMesh> Pipeline_UnlitMesh::Create()
{
const auto res = MakeRefPtr<Pipeline_UnlitMesh>();
const auto vertexShader = LoadShaderFromMemory(ShaderStage::VERTEX, SHADER_SOURCE_UNLITMESH_VERT,
sizeof(SHADER_SOURCE_UNLITMESH_VERT), 0, 3, 0, 0);
const auto pixelShader = LoadShaderFromMemory(ShaderStage::PIXEL, SHADER_SOURCE_UNLITMESH_FRAG,
sizeof(SHADER_SOURCE_UNLITMESH_FRAG), 1, 1, 0, 0);
SDL_GPUColorTargetDescription colorTargets[] = {{
.format = SDL_GetGPUSwapchainTextureFormat(g_gpuDevice, g_windowHandle),
}};
SDL_GPUVertexBufferDescription vertexBuffers[] = {{
.slot = 0,
.pitch = sizeof(MeshVertex),
.input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX,
.instance_step_rate = 0,
}};
SDL_GPUVertexAttribute vertexAttributes[] = {
{.location = 0, .buffer_slot = 0, .format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3, .offset = 0},
{.location = 1,
.buffer_slot = 0,
.format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2,
.offset = sizeof(glm::vec3)},
{.location = 2,
.buffer_slot = 0,
.format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4,
.offset = sizeof(glm::vec3) + sizeof(glm::vec2)},
};
SDL_GPUGraphicsPipelineCreateInfo createInfo = {
.vertex_shader = (SDL_GPUShader *) vertexShader,
.fragment_shader = (SDL_GPUShader *) pixelShader,
.vertex_input_state =
SDL_GPUVertexInputState{.vertex_buffer_descriptions = vertexBuffers,
.num_vertex_buffers = sizeof(vertexBuffers) / sizeof(vertexBuffers[0]),
.vertex_attributes = vertexAttributes,
.num_vertex_attributes =
sizeof(vertexAttributes) / sizeof(vertexAttributes[0])},
.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST,
.rasterizer_state = SDL_GPURasterizerState{.fill_mode = SDL_GPU_FILLMODE_FILL,
.cull_mode = SDL_GPU_CULLMODE_NONE,
.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE},
.depth_stencil_state = SDL_GPUDepthStencilState{.compare_op = SDL_GPU_COMPAREOP_GREATER_OR_EQUAL,
.write_mask = 0xFF,
.enable_depth_test = true,
.enable_depth_write = true,
.enable_stencil_test = false},
.target_info = {.color_target_descriptions = colorTargets,
.num_color_targets = sizeof(colorTargets) / sizeof(colorTargets[0]),
.depth_stencil_format = SDL_GPU_TEXTUREFORMAT_D16_UNORM,
.has_depth_stencil_target = true},
};
SDL_GPUGraphicsPipeline *handle{};
if (!(handle = SDL_CreateGPUGraphicsPipeline(g_gpuDevice, &createInfo)))
{
IAE_LOG_ERROR("Failed to create a SDL graphics pipeline: ", SDL_GetError());
return nullptr;
}
UnloadShader(pixelShader);
UnloadShader(vertexShader);
res->m_handle = (Handle) handle;
return res;
}
VOID Pipeline_UnlitMesh::Bind(IN Handle renderPassHandle)
{
SDL_BindGPUGraphicsPipeline((SDL_GPURenderPass *) renderPassHandle, (SDL_GPUGraphicsPipeline *) m_handle);
}
} // namespace ia::iae