Files
IAEngine/Engine/Src/Imp/HPP/Renderer/Renderer.hpp
Isuru Samarathunga c813b02b90 Fixes
2025-10-16 23:00:50 +05:30

98 lines
3.1 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{};
Vec2 SceneScaleFactor{1.0f, 1.0f};
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 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);
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