#include "SpritePass.h" #include "../RHI/RHIDevice.h" namespace grove { void SpritePass::setup(rhi::IRHIDevice& device) { // Create quad vertex buffer (unit quad, instanced) // Positions: 4 vertices for a quad float quadVertices[] = { // pos.x, pos.y, uv.x, uv.y 0.0f, 0.0f, 0.0f, 0.0f, // bottom-left 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right 1.0f, 1.0f, 1.0f, 1.0f, // top-right 0.0f, 1.0f, 0.0f, 1.0f, // top-left }; rhi::BufferDesc vbDesc; vbDesc.type = rhi::BufferDesc::Vertex; vbDesc.size = sizeof(quadVertices); vbDesc.data = quadVertices; vbDesc.dynamic = false; m_quadVB = device.createBuffer(vbDesc); // Create index buffer uint16_t quadIndices[] = { 0, 1, 2, // first triangle 0, 2, 3 // second triangle }; rhi::BufferDesc ibDesc; ibDesc.type = rhi::BufferDesc::Index; ibDesc.size = sizeof(quadIndices); ibDesc.data = quadIndices; ibDesc.dynamic = false; m_quadIB = device.createBuffer(ibDesc); // Create dynamic instance buffer rhi::BufferDesc instDesc; instDesc.type = rhi::BufferDesc::Instance; instDesc.size = MAX_SPRITES_PER_BATCH * sizeof(SpriteInstance); instDesc.data = nullptr; instDesc.dynamic = true; m_instanceBuffer = device.createBuffer(instDesc); // Create texture sampler uniform m_textureSampler = device.createUniform("s_texture", 1); // Note: Shader loading will be done via ResourceCache // m_shader will be set after shaders are loaded } void SpritePass::shutdown(rhi::IRHIDevice& device) { device.destroy(m_quadVB); device.destroy(m_quadIB); device.destroy(m_instanceBuffer); device.destroy(m_textureSampler); device.destroy(m_shader); } void SpritePass::execute(const FramePacket& frame, rhi::RHICommandBuffer& cmd) { if (frame.spriteCount == 0) { return; } // Set render state for sprites (alpha blending, no depth) rhi::RenderState state; state.blend = rhi::BlendMode::Alpha; state.cull = rhi::CullMode::None; state.depthTest = false; state.depthWrite = false; cmd.setState(state); // Process sprites in batches size_t remaining = frame.spriteCount; size_t offset = 0; while (remaining > 0) { size_t batchSize = (remaining > MAX_SPRITES_PER_BATCH) ? MAX_SPRITES_PER_BATCH : remaining; // Update instance buffer with sprite data // In a full implementation, we'd sort by texture and batch accordingly cmd.setVertexBuffer(m_quadVB); cmd.setIndexBuffer(m_quadIB); cmd.setInstanceBuffer(m_instanceBuffer, static_cast(offset), static_cast(batchSize)); // Submit draw call cmd.drawInstanced(6, static_cast(batchSize)); // 6 indices per quad cmd.submit(0, m_shader, 0); offset += batchSize; remaining -= batchSize; } } } // namespace grove