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IAEngine/Engine/Src/Imp/CPP/Renderer/Renderer.cpp
Isuru Samarathunga a93910a43d Texture Fixes
2025-10-17 00:51:28 +05:30

431 lines
17 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 <IAEngine/Engine.hpp>
#include <Renderer/DebugDraw.hpp>
#include <Renderer/EmbeddedShader.hpp>
#include <Renderer/Renderer.hpp>
#include <ResourceManager.hpp>
#include <WorldManager.hpp>
#include <IAEngine/imgui/backends/imgui_impl_sdl3.h>
#include <IAEngine/imgui/backends/imgui_impl_sdlgpu3.h>
#include <algorithm>
namespace ia::iae
{
STATIC Mat4 IdentityMatrix(1.0f);
EXTERN SDL_Window *g_windowHandle;
INT32 Renderer::s_screenWidth{};
INT32 Renderer::s_screenHeight{};
Renderer::State Renderer::s_state{};
SDL_GPUDevice *Renderer::s_gpuDevice{};
SDL_GPUTexture *Renderer::s_renderTargetSceneColor{};
SDL_GPUTexture *Renderer::s_renderTargetDebugDrawColor{};
Pipeline *Renderer::s_geometryPipeline{};
Pipeline *Renderer::s_postprocessPipeline{};
Renderer::Geometry *Renderer::s_quadGeometry{};
Vector<Renderer::DrawEntry> Renderer::s_drawEntries;
SDL_GPURenderPass *Renderer::s_activeRenderPass{};
SDL_GPUCommandBuffer *Renderer::s_activeCommandBuffer{};
SDL_GPUColorTargetInfo Renderer::s_colorTargetInfo{};
class CameraComponent *Renderer::s_activeCamera{};
SDL_Rect Renderer::s_scissor{0, 0, 0, 0};
SDL_GPUViewport Renderer::s_activeViewport{};
Vec2 Renderer::s_sceneScaleFactor{1.0f, 1.0f};
VOID Renderer::Initialize()
{
if (!(s_gpuDevice = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV, Engine::IsDebugMode(), nullptr)))
THROW_UNKNOWN("Failed to create the SDL GPU Device: ", SDL_GetError());
if (!SDL_ClaimWindowForGPUDevice(s_gpuDevice, g_windowHandle))
THROW_UNKNOWN("Failed to initialize SDL GPU for the window: ", SDL_GetError());
SDL_SetGPUSwapchainParameters(s_gpuDevice, g_windowHandle, SDL_GPU_SWAPCHAINCOMPOSITION_SDR,
SDL_GPU_PRESENTMODE_VSYNC);
GPUResourceManager::Initialize();
SDL_GetWindowSizeInPixels(g_windowHandle, &s_screenWidth, &s_screenHeight);
OnScreenResize(s_screenWidth, s_screenHeight);
// Initialize Pipelines
s_geometryPipeline = new Pipeline(
Pipeline::StageDesc{
.SourceData = SHADER_SOURCE_GEOMETRY_VERT,
.SourceLength = sizeof(SHADER_SOURCE_GEOMETRY_VERT),
.SamplerCount = 0,
.UniformBufferCount = 3,
},
Pipeline::StageDesc{
.SourceData = SHADER_SOURCE_GEOMETRY_FRAG,
.SourceLength = sizeof(SHADER_SOURCE_GEOMETRY_FRAG),
.SamplerCount = 1,
.UniformBufferCount = 1,
},
true, true);
s_postprocessPipeline = new Pipeline(
Pipeline::StageDesc{
.SourceData = SHADER_SOURCE_POSTPROCESS_VERT,
.SourceLength = sizeof(SHADER_SOURCE_POSTPROCESS_VERT),
.SamplerCount = 0,
.UniformBufferCount = 0,
},
Pipeline::StageDesc{
.SourceData = SHADER_SOURCE_POSTPROCESS_FRAG,
.SourceLength = sizeof(SHADER_SOURCE_POSTPROCESS_FRAG),
.SamplerCount = 2,
.UniformBufferCount = 0,
},
false, false);
DebugDraw::Initialize();
s_colorTargetInfo.clear_color = SDL_FColor{0.0f, 0.0f, 0.0f, 1.0f};
s_colorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
s_colorTargetInfo.store_op = SDL_GPU_STOREOP_STORE;
s_quadGeometry = CreateGeometry(
{
{glm::vec3{0, 1, 0}, glm::vec2{0, 1}, glm::vec4{1.0f, 1.0f, 1.0f, 1.0f}},
{glm::vec3{1, 1, 0}, glm::vec2{1, 1}, glm::vec4{1.0f, 1.0f, 1.0f, 1.0f}},
{glm::vec3{1, 0, 0}, glm::vec2{1, 0}, glm::vec4{1.0f, 1.0f, 1.0f, 1.0f}},
{glm::vec3{0, 0, 0}, glm::vec2{0, 0}, glm::vec4{1.0f, 1.0f, 1.0f, 1.0f}},
},
{0, 1, 2, 2, 3, 0});
}
VOID Renderer::Terminate()
{
SDL_WaitForGPUIdle(s_gpuDevice);
DestroyGeometry(s_quadGeometry);
DebugDraw::Terminate();
delete s_geometryPipeline;
delete s_postprocessPipeline;
GPUResourceManager::DestroyTexture(s_renderTargetSceneColor);
GPUResourceManager::DestroyTexture(s_renderTargetDebugDrawColor);
GPUResourceManager::Terminate();
SDL_ReleaseWindowFromGPUDevice(s_gpuDevice, g_windowHandle);
SDL_DestroyGPUDevice(s_gpuDevice);
}
VOID Renderer::BeginFrame()
{
s_drawEntries.clear();
if (!(s_activeCommandBuffer = SDL_AcquireGPUCommandBuffer(s_gpuDevice)))
THROW_UNKNOWN("Failed to acquire SDL GPU command buffer: ", SDL_GetError());
const auto clearColor = WorldManager::GetActiveScene()->BackgroundColor().GetAsFloatVec();
s_colorTargetInfo.clear_color = SDL_FColor{clearColor.x, clearColor.y, clearColor.z, 1.0f};
s_colorTargetInfo.texture = s_renderTargetSceneColor;
s_activeRenderPass = SDL_BeginGPURenderPass(s_activeCommandBuffer, &s_colorTargetInfo, 1, nullptr);
SDL_BindGPUGraphicsPipeline(s_activeRenderPass, s_geometryPipeline->GetHandle());
SDL_PushGPUVertexUniformData(s_activeCommandBuffer, 0,
s_activeCamera ? s_activeCamera->GetProjectionMatrix() : &IdentityMatrix,
sizeof(Mat4));
}
VOID Renderer::EndFrame()
{
#pragma pack(push, 1)
STATIC struct
{
INT32 FlippedH{false};
INT32 FlippedV{false};
Vec2 TextureOffset{0.0f, 0.0f};
Vec4 ColorOverlay{1.0f, 1.0f, 1.0f, 1.0f};
} s_fragmentUniform{};
#pragma pack(pop)
std::sort(s_drawEntries.begin(), s_drawEntries.end(), [](IN CONST DrawEntry &a, IN CONST DrawEntry &b) {
if(a.Layer != b.Layer)
return a.Layer < b.Layer;
return a.SortIndex < b.SortIndex;
});
for (const auto &t : s_drawEntries)
{
SDL_PushGPUVertexUniformData(
s_activeCommandBuffer, 1,
(s_activeCamera && t.DrawState.CameraRelative) ? s_activeCamera->GetViewMatrix() : &IdentityMatrix,
sizeof(Mat4));
SDL_PushGPUVertexUniformData(Renderer::s_activeCommandBuffer, 2, &t.DrawState.ModelMatrix, sizeof(Mat4));
s_fragmentUniform.ColorOverlay = t.DrawState.ColorOverlay.GetAsFloatVec();
s_fragmentUniform.FlippedH = t.DrawState.FlippedH;
s_fragmentUniform.FlippedV = t.DrawState.FlippedV;
s_fragmentUniform.TextureOffset = t.DrawState.TextureOffset;
SDL_GPUTextureSamplerBinding textureBinding{.texture = t.DrawState.ActiveTexture,
.sampler = ((t.DrawState.TextureOffset.x <= FLOAT32_EPSILON) &&
(t.DrawState.TextureOffset.y <= FLOAT32_EPSILON))
? GPUResourceManager::GetSampler_LinearClamp()
: GPUResourceManager::GetSampler_LinearRepeat()};
SDL_BindGPUFragmentSamplers(s_activeRenderPass, 0, &textureBinding, 1);
SDL_PushGPUFragmentUniformData(s_activeCommandBuffer, 0, &s_fragmentUniform, sizeof(s_fragmentUniform));
// SDL_SetGPUScissor(s_activeRenderPass, &s_scissor);
// SDL_SetGPUViewport(s_activeRenderPass, &s_activeViewport);
SDL_GPUBufferBinding bufferBindings[] = {{.buffer = t.GeometryHandle->VertexBuffer, .offset = 0},
{.buffer = t.GeometryHandle->IndexBuffer, .offset = 0}};
SDL_BindGPUVertexBuffers(s_activeRenderPass, 0, bufferBindings, 1);
SDL_BindGPUIndexBuffer(s_activeRenderPass, &bufferBindings[1], SDL_GPU_INDEXELEMENTSIZE_32BIT);
SDL_DrawGPUIndexedPrimitives(s_activeRenderPass, t.GeometryHandle->IndexCount, 1, 0, 0, 0);
}
SDL_EndGPURenderPass(s_activeRenderPass);
DebugDraw::Render();
const auto imDrawData = ImGui::GetDrawData();
ImGui_ImplSDLGPU3_PrepareDrawData(imDrawData, s_activeCommandBuffer);
s_colorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
s_colorTargetInfo.clear_color = SDL_FColor{0.0f, 0.0f, 0.0f, 0.0f};
s_colorTargetInfo.texture = s_renderTargetDebugDrawColor;
s_activeRenderPass = SDL_BeginGPURenderPass(s_activeCommandBuffer, &s_colorTargetInfo, 1, nullptr);
ImGui_ImplSDLGPU3_RenderDrawData(imDrawData, s_activeCommandBuffer, s_activeRenderPass);
SDL_EndGPURenderPass(s_activeRenderPass);
SDL_GPUTexture *swapChainTexture{};
if (!SDL_WaitAndAcquireGPUSwapchainTexture(s_activeCommandBuffer, g_windowHandle, &swapChainTexture,
(PUINT32) &s_screenWidth, (PUINT32) &s_screenHeight))
THROW_UNKNOWN("Failed to acquire SDL GPU Swapchain texture: ", SDL_GetError());
if (!swapChainTexture)
return;
s_colorTargetInfo.clear_color = SDL_FColor{1.0f, 1.0f, 1.0f, 1.0f};
s_colorTargetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
s_colorTargetInfo.texture = swapChainTexture;
s_activeRenderPass = SDL_BeginGPURenderPass(s_activeCommandBuffer, &s_colorTargetInfo, 1, nullptr);
SDL_BindGPUGraphicsPipeline(s_activeRenderPass, s_postprocessPipeline->GetHandle());
SDL_GPUTextureSamplerBinding textureBindings[2] = {
{.texture = s_renderTargetSceneColor, .sampler = GPUResourceManager::GetSampler_LinearClamp()},
{.texture = s_renderTargetDebugDrawColor, .sampler = GPUResourceManager::GetSampler_LinearClamp()},
};
SDL_BindGPUFragmentSamplers(s_activeRenderPass, 0, textureBindings, 2);
SDL_DrawGPUPrimitives(s_activeRenderPass, 6, 1, 0, 0);
SDL_EndGPURenderPass(s_activeRenderPass);
SDL_SubmitGPUCommandBuffer(s_activeCommandBuffer);
}
VOID Renderer::OnScreenResize(IN INT32 newWidth, IN INT32 newHeight)
{
s_screenWidth = newWidth;
s_screenHeight = newHeight;
if (s_renderTargetSceneColor)
GPUResourceManager::DestroyTexture(s_renderTargetSceneColor);
if (s_renderTargetDebugDrawColor)
GPUResourceManager::DestroyTexture(s_renderTargetDebugDrawColor);
s_renderTargetSceneColor = GPUResourceManager::CreateTexture(
SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER, s_screenWidth, s_screenHeight, nullptr,
SDL_GetGPUSwapchainTextureFormat(s_gpuDevice, g_windowHandle));
s_renderTargetDebugDrawColor = GPUResourceManager::CreateTexture(
SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER, s_screenWidth, s_screenHeight, nullptr,
SDL_GetGPUSwapchainTextureFormat(s_gpuDevice, g_windowHandle));
s_scissor = {0, 0, newWidth, newHeight};
s_activeViewport.x = 0;
s_activeViewport.y = 0;
s_activeViewport.w = newWidth;
s_activeViewport.h = newHeight;
s_activeViewport.min_depth = 0.0f;
s_activeViewport.max_depth = 1.0f;
if (s_activeCamera)
s_activeCamera->SetViewport(newWidth, newHeight);
const auto activeScene = WorldManager::GetActiveScene();
if (activeScene)
{
const auto sceneViewport = activeScene->Viewport();
s_sceneScaleFactor = {(FLOAT32) newWidth / (FLOAT32) sceneViewport.x,
(FLOAT32) newHeight / (FLOAT32) sceneViewport.y};
IAE_LOG_INFO("Updated Scene Scale Factor: (", s_sceneScaleFactor.x, ", ", s_sceneScaleFactor.y, ")");
}
}
SDL_GPUTextureFormat Renderer::GetRenderTargetFormat()
{
return SDL_GetGPUSwapchainTextureFormat(s_gpuDevice, g_windowHandle);
}
Renderer::Geometry *Renderer::CreateGeometry(IN CONST Vector<GeometryVertex> &vertices,
IN CONST Vector<INT32> &indices)
{
const auto mesh = new Geometry();
mesh->VertexBuffer = GPUResourceManager::CreateDeviceLocalBuffer(
SDL_GPU_BUFFERUSAGE_VERTEX, vertices.data(), static_cast<UINT32>(vertices.size() * sizeof(vertices[0])));
mesh->IndexBuffer = GPUResourceManager::CreateDeviceLocalBuffer(
SDL_GPU_BUFFERUSAGE_INDEX, indices.data(), static_cast<UINT32>(indices.size() * sizeof(indices[0])));
mesh->IndexCount = static_cast<UINT32>(indices.size());
return mesh;
}
VOID Renderer::DestroyGeometry(IN Geometry *handle)
{
GPUResourceManager::DestroyBuffer(handle->VertexBuffer);
GPUResourceManager::DestroyBuffer(handle->IndexBuffer);
delete handle;
}
VOID Renderer::DrawGeometry(IN Geometry *handle, IN UINT8 layer, IN UINT16 sortIndex)
{
const auto t = (UINT16) (sortIndex + ((UINT16) s_state.PositionY * s_state.YSortingEnabled));
s_drawEntries.pushBack(
DrawEntry{.Layer = layer,
.SortIndex = t,
.DrawState = s_state,
.GeometryHandle = handle});
}
VOID Renderer::WaitForGPUIdle()
{
SDL_WaitForGPUIdle(s_gpuDevice);
}
} // namespace ia::iae
namespace ia::iae
{
IVec2 Engine::GetDisplayExtent()
{
return IVec2(Renderer::s_screenWidth, Renderer::s_screenHeight);
}
VOID Engine::SetActiveCamera(IN CameraComponent *cameraComponent)
{
Renderer::s_activeCamera = cameraComponent;
Renderer::OnScreenResize(Renderer::s_screenWidth, Renderer::s_screenHeight);
}
CameraComponent *Engine::GetActiveCamera()
{
return Renderer::s_activeCamera;
}
Vec2 Engine::GetRendererScalingFactor()
{
return Renderer::s_sceneScaleFactor;
}
Handle Engine::CreateGeometry(IN CONST Vector<GeometryVertex> &vertices, IN CONST Vector<INT32> &indices)
{
return (Handle) Renderer::CreateGeometry(vertices, indices);
}
VOID Engine::DestroyGeometry(IN Handle geometry)
{
Renderer::DestroyGeometry((Renderer::Geometry *) geometry);
}
VOID Engine::DrawGeometry(IN Handle handle, IN UINT8 layer, IN UINT16 sortIndex)
{
Renderer::DrawGeometry((Renderer::Geometry *) handle, layer, sortIndex);
}
VOID Engine::SetRenderState_Scissor(IN IVec4 rect)
{
Renderer::s_scissor = rect.z ? SDL_Rect{0, 0, Renderer::s_screenWidth, Renderer::s_screenHeight}
: SDL_Rect{rect.x, rect.y, rect.z, rect.w};
}
VOID Engine::SetRenderState_FlippedH(IN BOOL value)
{
Renderer::s_state.FlippedH = value;
}
VOID Engine::SetRenderState_FlippedV(IN BOOL value)
{
Renderer::s_state.FlippedV = value;
}
VOID Engine::SetRenderState_TextureOffset(IN Vec2 off)
{
Renderer::s_state.TextureOffset = off;
}
VOID Engine::SetRenderState_ColorOverlay(IN Color color)
{
Renderer::s_state.ColorOverlay = color;
}
VOID Engine::SetRenderState_CameraRelative(IN BOOL value)
{
Renderer::s_state.CameraRelative = value;
}
VOID Engine::SetRenderState_Texture(IN Handle image)
{
Renderer::s_state.ActiveTexture = ResourceManager::GetTextureFromImage(image);
}
VOID Engine::SetRenderState_Transform(IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation)
{
position *= Renderer::s_sceneScaleFactor;
scale *= Renderer::s_sceneScaleFactor;
Renderer::s_state.PositionY = position.y;
Renderer::s_state.ModelMatrix = glm::translate(glm::mat4(1.0f), glm::vec3{position.x, position.y, 0});
Renderer::s_state.ModelMatrix =
glm::rotate(Renderer::s_state.ModelMatrix, rotation, glm::vec3(0.0f, 0.0f, 1.0f));
Renderer::s_state.ModelMatrix = glm::scale(Renderer::s_state.ModelMatrix, glm::vec3{scale.x, scale.y, 1.0f});
}
VOID Engine::SetRenderState_TransformUI(IN Vec2 position, IN Vec2 scale, IN FLOAT32 rotation)
{
Renderer::s_state.ModelMatrix = glm::translate(glm::mat4(1.0f), glm::vec3{position.x, position.y, 0});
Renderer::s_state.ModelMatrix =
glm::rotate(Renderer::s_state.ModelMatrix, rotation, glm::vec3(0.0f, 0.0f, 1.0f));
Renderer::s_state.ModelMatrix = glm::scale(Renderer::s_state.ModelMatrix, glm::vec3{scale.x, scale.y, 1.0f});
}
VOID Engine::SetRenderState_YSortingEnabled(IN BOOL value)
{
Renderer::s_state.YSortingEnabled = value;
}
Handle Engine::GetGeometry_Quad()
{
return (Handle) Renderer::s_quadGeometry;
}
} // namespace ia::iae